Big Board Gaming Weekend: 10th Anniversary

Summer can only mean one thing for my gaming group and I. It’s time for our annual board gaming weekend. Once a year, we escape to a sleepy little Swedish town called Hassela for four glorious days dedicated to BBQ, beer, and an unreasonable amount of board games. Over the years, it’s become far more than just another gaming event for us. It’s a tradition, a reunion, and the one weekend of the year where the only schedule that really matters is deciding what game hits the table next, and other critical decisions like whether to drink another beer or two more beers. It’s fucking glorious!

This year, one of the guys built a disc golf course around the property. I don’t think I have mentioned this before, but the entire crew is big into disc golf, so between games we were throwing plastic. It was the first time we did this during Hassela weekend, but I suspect a new tradition has been born. There is no such thing as too much disc golf!

This year, however, carried a little extra significance as we celebrated the 10th consecutive year of this tradition. Reaching that milestone felt worth acknowledging, even if the core formula remained largely unchanged year after year. There was a slight sparkle of nostalgia to the whole weekend.

As always, I’ll be taking you through every game we played, in the exact order they hit the table. We are going to talk about some old favorites that never disappoint, some new exciting discoveries, and a few weak links that even a great gaming weekend couldn’t salvage.

So pour yourself a drink, settle into your favorite chair, and enjoy the list.

Feast of Odin (BBG Rank 27)

Dare I say it, but right out of the gate, I think this one was the highlight of the weekend for me. I really like this one a great deal, fantastic discovery, awesome game!

We kicked off the weekend with Feast for Odin, a Viking-themed worker placement game that most people would comfortably place in the heavier end of the hobby. Whether game complexity can really be measured on a single scale is another discussion entirely, but let’s just say this isn’t the game you introduce to someone whose previous gaming experience begins and ends with Monopoly.

This is one I’ve had my eye on for years. Ever since its release, I’ve heard people sing its praises, yet somehow I’d never managed to get it to the table. Since we only had four players for our opening game, it seemed like the perfect opportunity to finally discover what all the fuss was about. It would turn out to be a great way to kick off the weekend.

One thing became clear almost immediately: Feast for Odin isn’t your typical worker placement game. In fact, I’d argue that the worker placement mechanism isn’t really the star of the show. Instead, it’s the engine that drives an intricate puzzle made up of resource management, economic planning, and a wonderfully addictive tableau-building system that often feels more like a game of Tetris than a traditional Euro.

There’s certainly no shortage of things to think about. Our rules explanation took the better part of thirty minutes, yet I was surprised by how naturally the game flowed once we got started. Veteran Euro gamers, in particular, should find the core gameplay remarkably intuitive despite the intimidating amount of cardboard spread across the table.

The turn structure itself is refreshingly simple. Place your workers, perform the corresponding action, and continue building your strategy. The brilliance lies in the sheer number of available actions. The board is packed with options, each demanding different numbers of workers and presenting difficult decisions about efficiency, timing, and opportunity cost. That worker allocation quickly becomes a resource puzzle in its own right, and that’s before you even begin wrestling with your ever-growing collection of goods, upgrades, occupations, and that delightfully brain-burning polyomino board.

There is a lot going on in this game, so many options, so many decisions, and despite it all, the game felt tight and constrained. I always felt like there just weren’t enough moves, never enough resources, always so much more I wish I could do.

Feast for Odin really deserves a review of its own, because calling it “A great worker placement game” feels like doing it a disservice. Yes, many of its individual mechanics are familiar, but the way they’re woven together creates something that feels surprisingly fresh. It’s an ambitious design that never feels clever for the sake of being clever, this is just solid, well-organized, and well-tested gameplay.

Despite its intimidating table presence, I found it to be remarkably streamlined. It’s undeniably fiddly, with mountains of components constantly changing hands, but everything serves a purpose. The production is excellent, the artwork fits the theme perfectly, and the strategic depth was almost endless. I’d happily play this one again and can already see why it has remained a modern Euro classic for nearly a decade. It’s certainly not a game I’d recommend to casual gamers, but for anyone who enjoys deep strategic Euros, Feast for Odin absolutely lives up to its reputation. Judging by the smiles, thoughtful nods, and immediate post-game discussion around the table, I wasn’t the only one who walked away impressed.

Fantastic Game, it gets a gold star!

Fate: Defenders of Grimheim (BGG Rank 2199)

I have said it many times, and I guess I will say it again, I’m not a huge fan of cooperative games; I find them kind of dull in general. Fate is one of those rare exceptions.

Next up was Fate: Defenders of Grimheim, a cooperative tower defense game from FryxGames that I reviewed earlier this year, where it earned a very respectable 3.95 out of 5 stars. Seeing it languishing somewhere around the 2000 rank on BoardGameGeek genuinely baffles me. Cooperative games are more popular than ever, and this little gem seems to have slipped almost completely under the radar. That’s even more surprising when you remember it’s published by the same people who gave us the amazing Terraforming Mars. Apparently, not every Viking gets invited to Valhalla.

To me, Fate is as much an activity as it is a game. It’s the sort of title you can throw onto the table without anyone sighing as a three-foot-long rulebook appears. Within minutes, you’re rolling dice, defending the village, and wondering how everything has already gone horribly wrong.

What I enjoy most is where it fits in a gaming weekend like this one. After spending several hours calculating twelve turns into the future in a heavy Euro, sometimes your brain simply files for bankruptcy. That’s where Fate shines. It’s engaging without being exhausting, challenging without being punishing, and quick enough that nobody starts checking the clock halfway through.

Don’t mistake its accessibility for simplicity, though. Fate has a nasty habit of lulling you into a false sense of security before unleashing wave after wave of increasingly unpleasant monsters. Just when you think you’ve stabilized the board, Grimheim politely reminds you that it has absolutely no interest in your plans. It’s the board game equivalent of finally plugging one leak in a boat only to discover three more.

The artwork is gorgeous, the turns fly by at a brisk pace, and the constant pressure keeps everyone involved from beginning to end. If you’re looking for a cooperative game that actually puts up a fight instead of holding your hand to victory, Fate is well worth your time.

A fantastic game, and one I continue to think deserves far more attention than it’s currently getting.

Suhi Go (BBG Rank 662)

Making its first appearance at one of our Hassela weekends was Sushi Go, a game that has quietly become something of a modern classic in the filler category. If I had to compare it to anything, I’d call it the hobby equivalent of UNO. The difference, of course, is that it doesn’t suck.

At its heart, Sushi Go is an incredibly simple drafting and collection game. You pick a card, pass your hand, repeat, and somehow those few simple decisions become surprisingly engaging. Better yet, it introduces players to one of the hobby’s most fundamental mechanics: drafting. If you’re planning on exploring modern board games, you’ll encounter this mechanism over and over again, and Sushi Go is probably one of the gentlest introductions you could ask for.

I’ll admit that I don’t spend much time reviewing fillers. Most of them do exactly what they’re supposed to do, entertain for fifteen minutes before making way for the next big game. They’re the opening act, not the headliner.

That said, I firmly believe every collection needs games like this. If your goal is to introduce new people to the hobby, you don’t start by dropping Twilight Imperium on the table and casually mentioning that setup is only forty-five minutes. You start with games like Sushi Go, it’s that first taste to get them started. They’re approachable, charming, easy to teach, and most importantly, they leave people wanting to play another game rather than making excuses to go home.

If I ever write a “Ten Games Every Collection Should Own” article, I have a feeling Sushi Go will be somewhere on that list. Not because it’s the deepest or most innovative game ever made, but because it does exactly what it sets out to do with remarkable efficiency. Sometimes that’s all a game needs to be.

Star Wars Bounty Hunters (BGG Rank 5315)

It was ok.

Next up was Star Wars: Bounty Hunters, a lightweight card game built around collecting bounty hunters, hunting down targets, and completing contracts for points. Mechanically, it’s all about assembling the right combinations of cards. The elevator pitch, however, is considerably shorter: “It’s Star Wars.” And… well, that’s about all it has going for it.

And to be fair, that does a lot of the heavy lifting. The artwork is excellent, the production is solid, and if seeing Boba Fett, Bossk, Cad Bane, and friends spread across the table makes you smile, the game scores a few easy points before you’ve even shuffled the deck.

Unfortunately, once the game actually begins, things become a little… quiet.

My biggest criticism is the almost complete lack of player interaction. Everyone is essentially sitting at the table solving their own little optimization puzzle, occasionally glancing up just long enough to confirm that yes, it is now their turn. It’s less “bounty hunters competing across the galaxy” and more “four people politely doing paperwork together.”

That’s a real problem for a filler game in my opinion.

To me, fillers have a very specific purpose. They’re there to break the ice, reset everyone’s brain after a heavier game, or introduce new players to the hobby. They’re supposed to generate conversation, laughter, dramatic groans when someone steals your card, and the occasional “Oh, come on!” from across the table. They’re social lubricants disguised as games.

Star Wars: Bounty Hunters doesn’t really do any of that.

Instead, it feels like four people independently playing solitaire while occupying the same table. And if I’m going to play solitaire, I’d at least like the courtesy of not having to wait for everyone else’s turn.

It’s not a bad game. It’s perfectly competent.

It’s just… there.

Epochs: Course Of Cultures (BBG Rank 5178)

Epochs: Course of Cultures was another game I reviewed earlier this year, earning a respectable 3.6 out of 5 stars. Despite what I’m about to say, I genuinely think it’s a very good game and one I’m always happy to see hit the table.

My biggest issue with Epochs isn’t really the game itself. It’s the expectations it creates.

At first glance, everything about it screams “civilization builder.” You’ve got technologies, expansion, a map, different cultures, and the familiar journey through history. Naturally, I went in expecting something that would scratch the same itch as Civilization, Through the Ages, or any number of empire-building classics.

It doesn’t.

Not because it’s a bad game, but because beneath the historical artwork and civilization theme lies a very elegant Euro resource management game wearing a Civilization costume. It’s like turning up to what you thought was a Viking reenactment only to discover it’s actually an accounting seminar. A very well-run accounting seminar… but still.

Mechanically, the game is excellent. Resources are tight, every decision matters, and there’s a constant balancing act between short-term efficiency and long-term scoring opportunities. It’s exactly the sort of puzzle Euro fans love to sink their teeth into.

Where it falls short for me is in creating the illusion that I’m actually guiding a civilization through history.

Take technology, for example. In many civilization games, researching a new technology feels like making an important strategic decision. Do you pursue military dominance? Scientific advancement? Economic superiority? Those choices shape your civilization’s identity.

In Epochs, technology is largely another cog in the resource engine. You’ll draw a card, play it, gain some resources or a useful ability, and continue optimizing your point-generating machine. Mechanically, it works beautifully. Thematically, it rarely feels like your civilization has just invented writing, discovered gunpowder, or unlocked electricity. It feels more like you’ve collected another efficient converter.

That’s really my criticism in a nutshell. The game is so heavily abstracted that the historical theme sometimes feels like wallpaper. Attractive wallpaper, certainly, but wallpaper nonetheless.

Ironically, I think that’s also one of the game’s greatest strengths. By stripping away much of the thematic overhead, the designers created a remarkably streamlined strategy game that moves at an impressive pace. There are very few wasted turns, plenty of meaningful decisions, and enough strategic depth to keep experienced Euro gamers thoroughly engaged.

So no, Epochs doesn’t satisfy my craving for an epic civilization experience. When I want to watch an empire rise from mud huts to moon landings, I’ll probably reach for something else.

But when I’m in the mood for a clever, highly competitive resource management game with a civilization theme draped over it like a very convincing Halloween costume?

Epochs is an excellent choice because it’s an excellent game.

Battle For Rokugan (BBG Rank 981)

It’s a fine mechanic and cool, condensed war game, but I think veteran gamers who have been around the block once or twice will probably find it a bit random. There is just too little control in the game for it to fall into the category of “strategic”. There is no dice, yet it manages to be chaotic just the same.

Battle for Rokugan has made several appearances at our Hassela weekends over the years, but this time it landed with something of a thud.

Part of that is simply the nature of war games. They’re a very particular breed of board game, and they tend to shine only when everyone at the table is in the mood to bluff, threaten, negotiate, and occasionally stab one another in the back. If half the table is looking for a relaxed evening, a war game can feel like showing up to a pillow fight wearing full plate armor.

That said, I think the bigger issue this time was Battle for Rokugan itself.

The core idea is fantastic. Each player secretly draws six command tokens representing attacks, defenses, raids, diplomacy, and various special actions. Those tokens are placed face down across the map, creating a tense battlefield where nobody quite knows what anyone else is planning.

In theory, that’s brilliant.

In practice, it often feels like everyone is making wildly confident tactical decisions based on almost no useful information whatsoever.

You’re being attacked from three directions. You’re launching attacks of your own. Someone has fortified a province. Someone else has placed a diplomacy token. Somewhere on the map lurks a devastating bluff… or maybe it’s absolutely nothing.

The problem is that you rarely have enough information to make what I’d call genuinely informed decisions. You don’t know how strong an attack is, where the real threats lie, or whether you’re walking straight into disaster. There are a handful of ways to gather intelligence, but for most of the game you’re essentially fighting a war while wearing a blindfold and hoping your instincts are better than everyone else’s.

Now, there’s certainly a place for uncertainty in war games. Hidden information creates tension, and tension creates memorable moments. But Battle for Rokugan sometimes crosses the line where uncertainty starts feeling less like clever bluffing and more like educated guesswork.

It’s impossible not to compare it to Game of Thrones: The Board Game, which clearly served as one of its inspirations. There, the hidden information lies primarily in the orders players assign to their armies. The armies themselves are visible, their strengths are known, alliances can be inferred, and experienced players can often piece together what their opponents are trying to accomplish.

Battle for Rokugan hides almost everything.

As a result, many of your decisions feel reactive rather than tactical. Instead of outsmarting your opponents, you’re often hoping your hidden token happens to be better than theirs.

What’s interesting is that I probably wouldn’t have written this a few years ago. In fact, Battle for Rokugan actually appeared on my Top 10 War Games list back in 2020. Since then I’ve played a lot more war games, and I think my expectations for the genre have changed. If I were rewriting that list today, I’m not convinced Battle for Rokugan would survive the cut.

That’s not to say it’s a bad game.

Quite the opposite, really.

It’s fast, incredibly easy to teach, has virtually no rules overhead, and manages to deliver a condensed war game experience in under an hour without rolling a single die. That’s an impressive achievement, and it’s exactly why I still think it deserves a place in my collection.

If someone asked me to introduce them to area-control games, I’d happily pull Battle for Rokugan off the shelf.

If they asked me to play Risk instead…

…I’d mysteriously remember that I have somewhere else to be.

Battle for Rokugan may no longer be one of my favorite war games, but it’s still a perfectly respectable gateway into the genre, and for that alone, it’s worth keeping around.

Broom Service (BBG Rank 671)

This 2015 Kennerspiel des Jahres winner has comfortably earned its place in my collection over the years, and judging by the reactions around the table, it made a pretty good impression on the rest of the crew as well.

At its heart, Broom Service is a wonderfully streamlined game about flying witches around a colorful fantasy landscape, delivering potions for victory points. The strategic objective couldn’t be simpler. You can usually identify exactly where you want to go, what potions you need, and which routes will get you there most efficiently.

Actually getting there, however, is where things get interesting.

Every round, you select just four cards from a deck of ten, each representing a different character with a unique ability. Whenever one of those characters is played, every player holding the same card must also play it and must also decide whether to play it as Brave or Cowardly.

Being Brave gives you the powerful version of the action, unless someone after you in turn order is also feeling brave. In that case, they steal your action, and you get nothing, and your fearless witch suddenly looks considerably less heroic.

Choosing the Cowardly action guarantees you’ll get to do something, but it’s a much weaker and less efficient version of the effect. A Mountain Witch, for example, can both move and deliver a potion when she’s feeling brave, but if she’s cowardly, she’ll merely shuffle up the mountain and call it good enough.

It’s such a brilliantly simple mechanism because every decision becomes a psychological game. Do you risk the stronger action, hoping nobody else has the same card? Or do you play it safe and settle for the weaker effect?

Better yet, every card played forces every other player holding that card to reveal their intentions immediately, so the round develops into this wonderfully tense sequence of deductions, educated guesses, and the occasional spectacular act of overconfidence, while at the same time may completely break the sequence of players intended for their cards.

There’s an amusing tension around turn order. Going first lets you dictate the flow of the round and which cards will be played first, but it also paints a giant target on your back. The earlier you declare a Brave action, the more players there are who can gleefully ruin your day.

It’s one of those mechanics that’s incredibly elegant because it creates constant interaction and tension without adding complexity. Every turn keeps everyone engaged, and there’s always a reason to pay attention to what everyone else is doing.

I’ve loved Broom Service ever since I first played it; its accolades are well deserved. It’s not really a heavy gamer’s game, and it isn’t trying to be. It sits comfortably in that sweet spot between family game and gateway Euro, where the rules are simple enough for almost anyone to learn, yet the decisions are interesting enough that experienced gamers still have a great time.

It’s quick, easy to teach, delightfully interactive, and just plain fun.

If you’ve got a family that enjoys board games, or you’re looking for a game that can bridge the gap between casual players and hobby gamers, Broom Service remains an easy recommendation.

Bang The Dice Game (BBG Rank 889)

Bang! The Dice Game is more than just another filler in our collection. At this point, it’s practically a Hassela tradition. Every year it finds its way onto the table, and every year it delivers exactly what it’s supposed to.

That’s because Bang! isn’t really about the mechanics.

In fact, if someone asked me to recommend the very best social deduction game on the market, Bang! There would be a long list that didn’t include Bang!. There are games that are deeper, cleverer, and mechanically more refined.

But very few create an atmosphere quite like this one.

Within minutes, accusations are flying across the table, alliances are being forged and immediately broken, and someone is loudly insisting they’re “obviously the Deputy” despite having just emptied a revolver into the Sheriff. It’s complete nonsense… and it’s glorious.

That’s exactly what I want from a filler game.

I don’t necessarily want a brilliant strategic masterpiece between heavier games. I want something that wakes everyone up, gets people talking, generates a few memorable moments, and leaves the table laughing before we move on to the next big event. Bang! nails that job like a pro.

The premise couldn’t be simpler. Everyone is secretly assigned a role. The Sheriff and Deputies are trying to bring law to the Wild West. The Outlaws are trying to gun down the Sheriff. The Renegade is… well… complicated. They ultimately want the Sheriff dead too, but only after everyone else has been dealt with. It’s the sort of life plan that requires impeccable timing.

The Sheriff is the only player whose identity is public. Everyone else spends the early game trying to work out who they can trust, all while desperately trying not to reveal their own allegiance too early.

Gameplay itself is driven by Yahtzee-style dice rolling. You’ll be shooting other players, healing yourself, collecting Indian arrows that inevitably come back to haunt everyone, and occasionally unleashing the infamous Gatling Gun, which has all the subtlety of solving an argument with a flamethrower.

The beauty of the game is that nobody really knows who they’re supposed to be shooting at during those opening rounds.

Was that attack an honest mistake? Is your neighbor secretly an Outlaw?

Did your teammate just accidentally shoot you… or was that “accidentally” doing a lot of heavy lifting?

Eventually, the masks come off, bullets start flying in earnest, and someone inevitably realizes they’ve spent the last three rounds enthusiastically helping the wrong team.

It’s stupid, silly fun.

Cut Throat Caverns (BBG Rank 2468)

It’s a fun game for the first four or five monsters, but it just drags on a bit too long.

Cutthroat Caverns holds a special place in Hassela history. It wasn’t just one of the games we played at our very first gaming weekend ten years ago… It was the first game.

So bringing it back for our tenth anniversary felt strangely appropriate. There was a healthy dose of nostalgia around the table, mixed with the realization that most of us could barely remember how to play it. It had been so long that the opening turns almost felt like discovering the game all over again.

Then the backstabbing started.

The premise is absolutely brilliant and feels tailor-made for a group of old RPG nerds. You play a band of adventurers descending into a dungeon to defeat a series of terrifying monsters. Sounds heroic enough.

Except everyone secretly wants to be the hero.

You earn prestige by landing the killing blow on each monster, so while everyone needs to cooperate to survive, everyone also wants everyone else to do just enough work that they can swoop in at the last second, dramatically stab the beast through the eye, and loudly declare, “You’re welcome.”

It’s wonderfully evil. The game constantly asks one simple question:

“How helpful can I afford to be?”

Help too much and someone else steals all the glory. Sabotage your companions too aggressively and suddenly, nobody is strong enough to kill the monster. Congratulations. Your selfishness has successfully doomed the entire party.

It’s probably the most accurate simulation of a dysfunctional Dungeons & Dragons party I’ve ever played.

That push-and-pull creates some genuinely hilarious moments. Temporary alliances form and collapse within minutes, players quietly count damage around the table trying to engineer the perfect finishing blow, and everyone becomes just a little bit suspicious whenever someone claims they’re “only trying to help.”

Conceptually, I still think it’s fantastic. Unfortunately, there’s two glaring problems that are impossible to ignore.

For one, the game simply goes on for too long.

The first few encounters are excellent. Everyone is learning the monsters, testing the waters, and gleefully sabotaging one another. The tension is high, the jokes are flowing, and every fight feels different.

By the seventh, eighth, and ninth monster, however, the magic starts to wear off. The core joke has already landed…Several times.

What should feel like an epic final showdown instead becomes a finish line everyone is quietly hoping to reach quicker. That’s never where you want a game to end.

It’s a shame because the underlying design is genuinely clever. Trim the experience down to four or five encounters and I honestly think this could have been a cult classic.

The problem is that the balancing is such that the monsters are not really a huge danger; you really need a lot of encounters and several intentional failures to kill the monsters that wear down the party for there to be any real threat of getting knocked out of the game, and that aspect of balancing can and does extend the game even longer.

For example, in our game, I could have continually sabotaged a specific player who was ahead, but it would have added half a dozen rounds to the game for that strategy to be successful enough to take them out, and honestly, I just let them win to avoid having to play that many more rounds. It was already taking forever.

As it stands, I’m really glad we dusted it off for the tenth anniversary. Revisiting old favorites is part of what Hassela is all about.

That said…

…I think I’ve had my nostalgia fix for another decade.

Smartphone(BBG Rank 450)

I’ve never reviewed it, but I suspect it would rate very high. Absolutetly brilliant.

Despite sitting comfortably inside the top 500 on BoardGameGeek, Smartphone Inc. remains, in my opinion, one of the most criminally underrated board games ever made. It’s one of the most elegant, innovative, and brilliantly designed Euros I’ve ever played, and it has never failed to impress every time it’s hit the table.

In fact, I genuinely believe that if more people actually played it, Smartphone Inc. would be a serious contender for the Top 50 on BoardGameGeek. Maybe even the Top 10. I’m completely convinced of it.

So why isn’t it?

My best guess is the theme… and that wonderfully questionable box cover featuring a bearded hipster who looks like he’s about to pitch me his latest cryptocurrency startup. It’s hardly the kind of artwork that screams, “One of the best economic strategy games you’ll ever play.”

Which is a shame. Because underneath that slightly uninspiring cover is an absolute masterpiece.

Smartphone Inc. is an economic game about developing, manufacturing, marketing, and selling mobile phones across competing global markets. On paper, that sounds about as exciting as reading a quarterly shareholder report. Yet, despite that depiction, I think it’s phenomenal.

Every round is packed with agonizing decisions. Every choice matters. Every market feels fiercely contested. The game strips away almost all unnecessary complexity, leaving behind an incredibly clean and focused economic puzzle where every action has meaningful consequences.

Whenever someone asks me for a Euro recommendation, Smartphone Inc. is almost always the first title that comes to mind. It’s become something of my hobby’s best-kept secret, a hidden gem that somehow slipped past far more people than it ever deserved to.

What makes it even more impressive is how approachable it is.

Smartphone delivers the satisfaction and strategic depth of games like Brass: Birmingham or Ark Nova, but without asking you to dedicate an entire afternoon. The rules are surprisingly straightforward, the gameplay flows effortlessly, and the advertised playtime is one of the rare occasions where the box isn’t lying to you. Even with five players, you’re looking at roughly ninety minutes from setup to final scoring.

In today’s world of sprawling three-four and even five hour Euros, that’s almost refreshing.

The game is polished to an almost absurd degree. Every mechanism feels refined, every system feeds naturally into the next, and there’s barely an ounce of wasted design anywhere in the box.

That said, I do think there’s one caveat. You really want five players.

I’ve played Smartphone with three and four players plenty of times, and it’s still a very good game. But add that fifth player and something magical happens.

Suddenly, every market becomes fiercely contested. Every pricing decision is absolutely game-defining. Every expansion plan collides with someone else’s ambitions. Instead of executing your own strategy in relative peace, you’re constantly adapting to the decisions of two or three opponents trying to accomplish exactly the same thing.

The competition becomes ruthless.

There are no comfortable engines quietly humming along in the corner. No one gets left alone for very long. Every victory feels earned because every point has been fought over.

To me, Smartphone at five players isn’t just better than Smartphone at three or four. It’s an entirely different experience.

If there’s one game from this entire Hassela weekend that I’d love to see receive the recognition it deserves, it’s this one. Smartphone Inc. isn’t simply underrated.

It’s one of the hobby’s great hidden treasures.

And if you consider yourself a Euro gamer and haven’t played it yet, I’d go as far as saying you’re missing out on one of the best designs of the last decade.

Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre (BBG Rank 2663)

Some games are best thought of as activities rather than games in the traditional sense. Epic Spell Wars of the Battle Wizards firmly belongs in that category.

I’m not even entirely convinced it’s a strategy game. At least not if your definition of strategy involves carefully planning your moves and consistently making better decisions than your opponents. Epic Spell Wars is a spectacular collision of outrageous card combinations, take-that mechanics, and just enough randomness to ensure that even the best-laid plans can explode in your face without warning. It’s less about executing a strategy and more about embracing the chaos.

The premise is wonderfully absurd. Each player is a battle wizard constructing increasingly ridiculous spells by combining different cards in an attempt to obliterate everyone else around the table. The goal is simple: be the last wizard standing. How you get there is another matter entirely, because the game delights in throwing unexpected twists, broken combinations, and moments of glorious misfortune at every player.

Mechanically, it’s perfectly serviceable, but that’s not why anyone remembers Epic Spell Wars. The real star of the show is its presentation. The artwork is absolutely phenomenal, genuinely some of the best gonzo comic-book-inspired illustration you’ll find in any board game. Every card is packed with personality, and the over-the-top spell names are worth reading aloud simply because they’re so wonderfully ridiculous. Half the entertainment comes from watching someone proudly announce the horrifying magical abomination they’ve just assembled.

That’s ultimately what makes the game work. Nobody sits down expecting a finely balanced strategic masterpiece. They sit down expecting complete nonsense, ridiculous moments, and plenty of laughter, and Epic Spell Wars delivers exactly that. It’s loud, juvenile, unapologetically silly, and knows precisely what it wants to be.

It’s the perfect game for a table full of friends, a few drinks, and a weekend where nobody has anywhere else they’d rather be.

Cascadia (BBG Rank 60)

When I saw Cascadia sitting at number 60 on BoardGameGeek, I genuinely did a double-take. Not because I think it’s a bad game, quite the opposite. Cascadia is a clever, elegant little design that I thoroughly enjoyed playing.

What surprised me is just how high it sits.

No matter how I look at it, I struggle to see this as one of the sixty greatest board games ever made. Personally, I would have expected it somewhere much further down the rankings. Not because it’s lacking in quality, but because it doesn’t really do anything particularly new or surprising, we are talking about a basic tile-laying game made in 2021.

Then again, BoardGameGeek rankings have always existed in their own strange little universe. We live in a world where Crokinole, a game designed in 1876 that essentially involves flicking wooden discs across a board, is ranked even higher. Clearly, trying to rationalize BGG rankings is a fool’s errand.

Cascadia is, at its heart, a very straightforward tile-laying game. You draft a terrain tile and an animal token, add them to your growing landscape, and score points by arranging everything as efficiently as possible. It’s clean, intuitive, and remarkably easy to teach, but that’s it, there is nothing else.

The thing is, almost every mechanic in the game feels immediately familiar. If you’ve played a reasonable number of modern board games, you can practically guess the rules just by looking at the board. There’s no flashy twist, no surprising hybrid mechanism, and no big “aha!” moment where the design suddenly reveals something you’ve never seen before.

That’s not necessarily a criticism. Sometimes executing familiar ideas exceptionally well is enough.

For me, though, Cascadia feels almost too streamlined. It’s like a worker placement game that consists entirely of placing workers, or a deck-building game where the only thing you ever do is buy better cards. Everything works exactly as intended, but I kept waiting for the game to reveal that extra layer, that little spark that would elevate it from “very good” to “something special.”

It never really arrived.

Ironically, I think the designers probably felt something similar, considering the number of expansions that have appeared since release. They all seem to add the sort of additional wrinkles I found myself looking for during the base game.

None of this is to say Cascadia isn’t a good game. It absolutely is.

In fact, I completely understand why it’s become such a hit. It’s approachable, relaxing, beautifully produced, and has that rare elegance where almost anyone can sit down and understand it within a few minutes.

Personally, though, if someone asked me to recommend a tile-laying game, Cascadia wouldn’t be my first choice. I’d happily point them toward Harmonies, for example, which I think delivers a more interesting puzzle and a more satisfying gameplay arc.

One thing I will say about Cascadia is that, like Sushi Go, it introduces a very basic principle of board gaming you are going to see in a lot of games (Tile Laying), so in that way, it makes for a pretty good introduction to board games.

Would I play Cascadia again? Absolutely.

Would I rank it among the sixty greatest board games ever made?

…that’s where you lose me.

Hansa Teutonica (BBG Rank 147)

On the drive home, one of my friends summed up Hansa Teutonica by calling it “clever, but boring.” I couldn’t help but laugh because, honestly, that’s probably how I’d describe most classic Euro games.

Excitement has never really been the selling point of games about medieval trade routes and little wooden cubes. If you’re looking for cinematic moments, dramatic storytelling, or thematic immersion, you’ve taken a wrong turn somewhere. What classic Euros offer instead is elegant design, fascinating decision spaces, and the satisfaction of solving an intricate strategic puzzle. They’re less about living a story and more about exploring a mechanical system, and that’s exactly what defines the genre. Rarely is a game you play once and discover something wonderful; Euro cube pushers demand repeat plays.

So yes, I actually think “clever but boring” is a perfectly fair description of Hansa Teutonica.

The theme is about as dry as board games get, and the gameplay loop can be summarized almost entirely as “put cubes on the board.”

Yet despite that, Hansa Teutonica still sits at number eleven on my own Top 20 Games list, and I’m more than happy to defend that position.

The reason is simple. It does something that surprisingly few Euro games are willing to do: it forces players into direct conflict.

Not the usual passive-aggressive Euro interaction where someone quietly steals the action space you wanted. Hansa Teutonica demands genuine competition. Every move has consequences, every route is contested, and every decision creates opportunities for someone else. You’re constantly manipulating the board while simultaneously manipulating your opponents.

The strategic depth is remarkable. Beneath the deceptively simple act of placing cubes lies an intricate web of efficiency puzzles, engine building, timing windows, and tactical positioning. Winning isn’t about discovering some hidden strategy. It’s about consistently finding the most efficient move, turn after turn after turn.

What makes repeated plays so rewarding is how dramatically the game changes depending on the experience level of the people around the table.

There simply isn’t enough room for everyone to pursue every strategy. You have to carve out your own niche while constantly reacting to everyone else’s plans. If your opponents ignore you for too long, you’ll quietly build an unstoppable engine. Conversely, if you can force someone to spend turns disrupting your position, you’ve often created opportunities elsewhere that benefit you even more.

That push and pull creates some wonderfully subtle mind games.

At one point during our game, I found myself getting genuinely annoyed by a move one of my friends made because it looked like he’d just handed another player a game-winning opportunity. From where I was sitting, he was king-making.

Only later did I realize what had actually happened. He wasn’t helping our opponent at all. He was baiting me. And it worked.

He knew I couldn’t ignore the move; it would have been insane for me to do so. He knew exactly how I’d respond, and by forcing me to deal with it, he’d quietly opened up the part of the board he really cared about. I walked straight into the trap, exactly as he’d planned.

I hate when people do that. I also absolutely love games that let them.

Those little traps, feints, and counterplays are where Hansa Teutonica really shines. The more experienced everyone at the table becomes, the richer those interactions get.

I’ll freely admit this isn’t a game for everyone. It’s dry, unapologetically abstract, and probably about as exciting to watch as an accounting convention.

But if you’re the sort of player who enjoys elegant systems, razor-sharp interaction, and the satisfaction of outthinking your opponents rather than out-rolling them, Hansa Teutonica remains one of the finest Euro games ever designed.

Ten years after I first played it, I still think it’s one of the best cube pushers the hobby has ever produced.

Condottiere (BGG Rank 1064)

Another permanent fixture of the Hassela weekend is the magnificent Condottiere, a game that is now thirty years old and has somehow refused to age. It’s one of those rare designs that feels just as fresh today as it did when it was released, and every time it hits the table I’m reminded why it’s remained in my collection for so long.

At first glance, Condottiere looks like a straightforward trick-taking card game with a simple area-control board tacked on. In reality, it’s the marriage of those two mechanics that makes the game so special.

The objective couldn’t be simpler. Win battles to place your cubes on the map, and be the first player to connect three adjacent territories to claim victory.

Easy. Except it isn’t.

Every battle is a miniature game of timing, bluffing, and resource management. Your hand of cards represents your army, but unlike most trick-taking games, winning every battle is often the fastest way to lose the war.

The reason is that your cards are a finite resource. The ten cards you receive may need to carry you through multiple battles, and new cards are only dealt when nobody is willing, or able, to continue fighting. Every powerful card you spend now is one you won’t have available when the battle that might actually matter begins.

That single design decision completely transforms the game.

Suddenly, every battle becomes a negotiation. Is this province worth fighting over? Can I bluff my opponents into spending valuable cards while I quietly pull my troops from the battlefield? Should I sacrifice this battle entirely in order to dominate the next one?

Those questions are where Condottiere truly shines.

Adding even more depth are the various special cards that manipulate combat strength, cancel effects, or completely change the state of the battlefield. It’s rarely enough to simply play your highest-valued card and hope for the best. Success comes from luring opponents into committing their resources before revealing the clever little trick you’ve been holding all along.

Meanwhile, the board itself slowly tightens like a noose.

Once a cube has been placed, it never leaves the map. Safe territories disappear, critical choke points emerge, and every remaining battle becomes increasingly important. By the late game, a single province can determine the winner, and everyone around the table knows it.

I’ve been singing the praises of Condottiere for years, and this latest playthrough did absolutely nothing to change my opinion.

It’s elegant, interactive, wonderfully tense, and proof that great design never goes out of style.

Quite simply, it’s one of the finest card games I’ve ever played, and if you’ve never experienced it, I think you’re missing one of the hobby’s true classics.

Blood Rage (BBG Rank 66)

Blood Rage occupies a unique place in the history of GamersDungeon. In well over a decade of reviewing board games, it remains the only game I’ve ever awarded a perfect 5 out of 5 stars. Ten years later, having played many games since that review, I wouldn’t change a single word.

It remains, in my opinion, one of the finest board games ever designed.

Everything about Blood Rage feels deliberate. The mechanics, the theme, the artwork, the miniatures, the pacing, the replayability, it all comes together with an elegance that’s incredibly rare. It’s one of those games where every system reinforces every other system, creating an experience that’s greater than the sum of its already impressive parts.

It’s also become something of a Hassela tradition. At this point, I’d be more surprised if Blood Rage didn’t make an appearance.

What I love most about the design is that it’s really three different games seamlessly woven together.

First, there’s the drafting phase, where players build their strategy by selecting cards that shape everything they’ll attempt during the coming Age. Every draft feels meaningful because you’re not only improving your own position, but you’re denying powerful combinations to your opponents.

Then comes the area control game. Clans spread across the map, battles erupt over provinces, monsters stomp into play, and everyone races to pillage the richest territories before Ragnarök inevitably wipes parts of the world from existence.

On paper, that’s already an excellent game. But the real game…

…is watching everyone else.

Blood Rage is one of the few area control games where paying attention to your opponents is more important than executing your own strategy. Every drafted card, every troop placement, every suspicious move tells a story about what someone is trying to accomplish, and there is far more to gain from denial than anything else. Success isn’t simply about building the strongest engine or winning the biggest battles. It’s about identifying everyone else’s plan and finding the perfect moment to dismantle it.

That’s where Blood Rage separates itself from the crowd. For all its brilliance, though, it isn’t a forgiving game.

There are very few safety nets here. No generous catch-up mechanisms. No rubber-banding. If you make poor decisions during the first Age, you’ll often spend the rest of the game trying to recover while stronger players steadily pull away. Blood Rage rewards good play and punishes mistakes with remarkable efficiency.

Personally, I love that. When I lose a game of Blood Rage, I almost always know why.

The good news is that despite offering all the depth of a sprawling area-control game, it remains remarkably quick. That advertised 60 to 90 minute playtime is refreshingly accurate, making it easy to get to the table far more often than many games in the genre.

It also scales beautifully, though I still think five players with the expansion is the definitive way to experience it. More players means more conflict, more competition, more spectacular betrayals, and more opportunities for those unforgettable moments that Blood Rage consistently delivers.

I’ve said it before, and another playthrough only reinforced the point.

Blood Rage isn’t my favorite area-control game, but there is no question it’s one of the finest board games ever made, and more than a decade later, I still haven’t played anything that has convinced me otherwise.

And that’s all, folks!

It was another amazing year, and sitting here writing about it reminds me of the tragedy of having this fantastic event behind me. I have to wait a year to do another one!

That doesn’t mean there won’t be BBQ’s, Beers and Boardgames between now and then, but the Hassela weekend is special, it’s unique, and as nerdy and as immature as it might sound, it’s very important. Traditions are one of the corner stones to a happy life, it gives you something to look forward too and I already can’t wait until next year!

Happy Gaming!

In Theory: AI Art In Board Games

While I generally try to avoid controversy on this site and stick to what I enjoy most, reviewing games, talking about games and, well… more games, now and then a subject comes along that is simply impossible to ignore.

This is one of those subjects.

As someone who reviews board games, I’m increasingly running into games that use AI-generated artwork, which means I have to make a decision about how I’m going to treat them. Do I ignore it? Mention it? Penalize it? Celebrate it? Pretend it isn’t there and hope nobody notices?

Sooner or later, I have to put my cards on the table, explain my position and live with the consequences. The internet being what it is, remaining silent makes you complicit, while saying anything at all guarantees that one tribe or the other will decide you’re the villain of the week. It’s a remarkable system we’ve built for ourselves in which you are always left with a lose-lose scenario.

I’ve touched on AI artwork in a few previous reviews, most recently Syncanite Foundation and Kingdom Legacy, and those conversations have helped me work out where I stand. But scattered comments buried inside reviews aren’t enough anymore. I need to make dealing with AI art work part of my rating system, so that I can respond to it in an objective and fair way.

So this article will be the official GamersDungeon position on AI artwork in board games, how I’m going to approach it as a reviewer and, most importantly, how it will impact the rating/scores that games receive going forward.

The Controversy

Unless you’ve been hiding under a particularly large and comfortable rock, you’re probably aware that AI is everywhere. In the tabletop hobby, and especially in board games, role playing games and miniature games, AI-generated artwork has become one of the most divisive subjects around.

Mention it in a comment section, and you’ll usually have enough material for a three-day flame war.

While there are dozens of individual arguments and plenty of grey areas, the debate generally revolves around three major points.

The first is that generative AI art is fundamentally a form of theft. The argument is that AI models are trained on existing artwork created by real artists and then produce derivative images without permission, attribution or compensation. In other words, the machine is standing on the shoulders of artists who never agreed to hold it up.

Adobe Firefly combats Generative AI theft by training it’s AI on public domain images and images willingly provided by artists. This is just one of many unique methods that put to question the argument that Generative AI images are theft. Hence the problem with this argument.

The second argument is economic. Every AI image used by a publisher is potentially one less commission for a human artist. If a company can generate an illustration in minutes instead of paying an illustrator, more profit stays with the publisher, while fewer opportunities exist for the people who built the artistic foundation AI relies upon. To critics, it isn’t just replacing jobs, it’s replacing them with something built from the work of those same artists.

Finally, there is the quality argument. Critics often describe AI art as soulless, repetitive, and creatively hollow, produced by systems that consume enormous amounts of computing power and energy simply to flood the internet with an endless stream of technically competent but artistically disposable images. The term AI slop didn’t appear out of nowhere.

There are plenty of smaller arguments, edge cases and philosophical rabbit holes that could fill an entire series of articles, but these three points are the heavy hitters. If I can explain where I stand on them, then I can also explain how AI artwork will be treated in reviews here on GamersDungeon going forward.

First, however, we have to talk about the elephant in the room.

Circumstances Matter

I’ve never had much patience for ivory tower thinking or the modern habit of treating every issue like it’s a football match where you have to pick a side and spend the next six months screaming at the other team.

The real world is a lot messier than that.

Real people have real jobs, real businesses, real families and real bills to pay. Artists, publishers, designers, consumers and even the people building AI tools all have different incentives and different circumstances. Any position that completely ignores one side in favour of ideological purity is, in my opinion, more interested in winning an argument than solving a problem.

Kingdom Legacy and Fryxelius Games is a great example of circumstances mattering. This is a family run business of creative people who are doing their best to bring great games to us. They however like all businesses have to make compromises. In the case of Kingdom Legacy, your talking about producing art for 140 quardruple sided cards requiring around 500 images for a game that can’t cost more than 10-15 bucks for it to be marketable. Had Fryxelius games hired an artist to create these images this game would never see the light of day and if it did it would cost more than anyone would be willing to pay for a game that is effectively a box with 140 cards in it.

That isn’t particularly useful to me.

So I’m not going to approach AI artwork from the perspective of absolute morality, nor am I going to pretend that technological progress can simply be wished away. My position has to account for the many people affected by it, which means it’s inevitably going to be a compromise.

To put it plainly, I’m not taking the easy route of saying “I refuse to review games with AI art” and I’m equally not going to shrug and say “I don’t care, embrace the future.”

Somewhere between those two extremes is a position that I think is both fair and practical. Whether you ultimately agree with it or not, I think it’s worth explaining how I arrived there before I tell you what the policy will be.

AI Art is Stealing

This is probably the biggest argument against AI-generated art, and it’s also the one I find the hardest to apply in practice.

Not because I know it isn’t true, but because I don’t know that it is.

I’m not an AI engineer, and I’m certainly not qualified to explain exactly what every image model is doing behind the scenes. More importantly, not every AI is trained the same way. Some models are trained on enormous collections of scraped images, while others are built from artwork that has been voluntarily submitted or properly licensed by the artists involved.

Those are very different situations.

A good example is Kingdom Legacy. After doing some research for that review, I discovered that the publisher uses an AI trained on artwork freely contributed by artists. If that’s the case, then the blanket statement that “AI art is theft” simply doesn’t apply.

The problem is that I can’t realistically investigate the AI training methods behind every game that uses AI-art I review, and even if I tried, publishers have no obligation to explain their workflow or be completely transparent about it.

So what am I supposed to do? Assume everyone is guilty until proven innocent? Or assume everyone is acting ethically until proven otherwise?

Neither approach seems particularly reasonable.

For that reason, I can’t base my review policy on the argument that AI art is inherently stealing. There are simply too many variables, too many different models and too many different ways of using the technology for me to conclude that every instance of generative AI is automatically unethical.

That’s not the same as saying the concern isn’t valid. It’s saying that, as a reviewer sitting behind a keyboard trying to decide whether a board game deserves a 3.5 or a 4, I don’t have enough information to make that judgment consistently or fairly.

So, for the most part, I set this argument aside. Not because I dismissed it, but because I don’t think it provides a practical foundation for a review policy.

They Took’ma’job!

I’m going to keep this one relatively short. Technology replaces people. It always has.

The printing press replaced scribes, photography replaced portrait painters, tractors replaced farm workers, digital distribution replaced video rental stores and the internet made life very uncomfortable for anyone who thought selling encyclopedias door to door was a long-term career plan.

We can resist it, protest it and argue about whether it’s a good thing, and sometimes those arguments are completely justified. History, however, has a habit of continuing anyway.

Dragonfoot Forums, one of the oldest D&D forums in existance has recently taken the decision to ban AI art from their forums and will moderate AI created material published through their site. This sort of reaction to AI art is common. Gamers everywhere are rejecting AI normalization and for good reason. Art is culture and AI is erasing it.

My personal philosophy has always been simple. Adapt and survive. Do I think it’s a good thing if artists lose work to AI? Absolutely not. But that isn’t actually what influences my reviews.

What influences my reviews is that I have yet to see AI-generated artwork that was worth replacing a human artist for in the first place.

That’s the important distinction.

I’m not making a moral judgment about technological progress. I’m making an artistic judgment about the end result.

And, quite frankly, I’m not impressed.

To me, AI artwork is shallow, repetitive and creatively uninteresting. I have no desire to sit here debating whether a particular image is “good AI” or “bad AI” any more than I want to debate whether instant coffee is “good coffee.” At best, it’s mediocre. At worst, it’s visual wallpaper that exists solely because someone needed a dragon by Tuesday afternoon.

Talent is something people develop over years of practice. Style is something people earn through experience, experimentation and failure. If the artwork in a game can be produced by me, my neighbour and a reasonably motivated golden retriever typing prompts into the same generator, then I struggle to assign much artistic value to it.

As a reviewer, that matters.

If I believe components contribute to the overall experience of a board game, then artwork is part of that equation, and artwork that I consider generic, uninspired or interchangeable should naturally be reflected in the score.

But even that isn’t really the heart of the issue.

The real reason AI art matters to me is something much more fundamental.

AI Art Has No Soul

This is the argument that ultimately matters to me.

I’ve already said that I’m unconvinced by the blanket claim that all AI art is theft and equally unconvinced that I can somehow stop technological progress by refusing to acknowledge it.

None of that changes the simple fact that I don’t like AI art. Not a little. Not “when it’s used badly.” I don’t like it at all.

The ecological cost, the enormous computing resources and the economic disruption only reinforce an opinion I already have, which is that the end result simply isn’t worth it. It’s an extraordinary amount of effort and energy being spent to produce something that, in my eyes, is artistically mediocre.

To me there is no masterpiece hiding inside AI-generated artwork, only different flavours of competent wallpaper. It can be technically impressive, visually striking and even useful, but I have yet to see anything that makes me stop and appreciate the person behind it.

Because there isn’t one.

Syncanite Foundation is one of those rare exceptions where I thought the AI art was well curated. It was the first review I ever did for a project with AI art however and I wasn’t sure what to do with it. In the end, I chose to just judge the art as I would any other, but it felt wrong. I don’t want to judge AI art, it felt empty, like I was speaking to a void rather than complimenting a persons hard work. This is what I want to avoid having to do in my reviews.

What makes art meaningful to me isn’t perfection. It’s the evidence that another human being sat down with a skill they spent years developing and created something that could only exist because they chose to make it. The mistakes, the style, the personality and even the imperfections are part of the experience.

That’s the soul.

AI removes the very thing I value most about art and replaces it with automation. It turns creativity into manufacturing, and while that may be efficient, efficiency has never been the quality that made me love board games, role playing games or miniature games in the first place.

So this is where I draw my line. Not because I think AI should be banned. Not because I think everyone who uses it is acting unethically. And not because I believe technology can be put back into the bottle.

But because, as a reviewer, I want to reward human creativity wherever I find it. Choosing a human artist over a prompt is, in my opinion, an investment in the very creative spirit that makes this hobby worth celebrating.

That’s my protest.

To me, replacing genuine artistic expression with AI artwork is like spray painting over a beautiful mural. The person holding the can may have perfectly reasonable motivations and the paint may even look neat from a distance, but something uniquely human has still been covered up in the process.

And that, more than any legal or economic argument, is why AI artwork will matter in my reviews.

Conclusion

I should probably end with a confession. I use AI art in my own projects.

When I wrote my D&D adventure The Lost Citadel, a project I’m genuinely proud of, I used AI-generated artwork for one very simple reason. I couldn’t afford to hire an artist, or perhaps more accurately, I didn’t want to afford hiring an artist. It was a hobby project, I did it for fun, not as a business venture.

That doesn’t suddenly make the artwork great.

If anything, I fully accept that the book is artistically less than it could have been. The illustrations do their job, but they don’t define the identity of the book the way a human artist could have. They lack personality, style and, for want of a better word, soul.

And if someone looked at The Lost Citadel, decided it was AI slop and chose not to buy it, I wouldn’t hold it against them for a second.

I understand the position because I understand the compromise I made.

As a reviewer, however, I don’t think the answer is to draw a line so extreme that any game containing AI artwork is immediately dismissed as worthless.

A board game is more than its illustrations.

It is mechanics, design, theme, writing, balance, playtesting, production and countless hours of work by real people who may have chosen AI art for reasons ranging from budget constraints to simple practicality. Just as I don’t want my own work dismissed solely because I couldn’t afford an illustrator, I’m not going to do that to someone else.

But I also think there should be a clear acknowledgement that AI artwork is not something I value as an artistic contribution.

So this is the new policy at GamersDungeon.

Any game that uses AI-generated artwork will receive a maximum of 1 star in the Theme category of my reviews.

That doesn’t mean the game is bad. It doesn’t mean I won’t recommend it. It doesn’t mean the designers are lazy or unethical.

It simply means that, in my view, AI-generated artwork does not meaningfully contribute to the artistic identity of a board game and therefore cannot receive a higher score in a category where artistic presentation is a major consideration.

Everything else will still be judged on its own merits. Great mechanics will still be great mechanics. Brilliant design will still be brilliant design. An exceptional game can still receive an exceptional overall score.

In fact, Kingdom Legacy: Exploration managed a respectable 3.15 out of 5 despite receiving only 1 star for Theme.

So this isn’t a boycott. It’s a statement of values.

If you choose AI artwork instead of human artistry, I’m not going to refuse to review your game, and I’m not going to pretend the rest of your work doesn’t matter.

Gamersdungeon.net rating system will be updated with the new AI based rule put into effect. For me, this is a compromise and the most appropriate way to handle AI. It may change in the future, but for now I feel like it’s good middle ground I can work with.

I’m simply going to score the art exactly as I see it. The absence of effort, the equivillant of copy/pasting it from some other source, a non-contributor.

And from this day forward, that’s how AI-generated artwork will be handled on GamersDungeon.net.

And that’s all, folks!

Review: Kingdom Legacy: Exploration Expansion

When I reviewed Kingdom Legacy back in March, it walked away with a respectable 3 out of 5 stars. That’s probably worth explaining because, unlike much of the internet, I don’t believe anything short of perfection deserves to be launched into the sun. A three-star score is a very solid game in my book and absolutely worth playing. Anything above two stars is worth consideration.

That said, Kingdom Legacy wasn’t flawless from the standpoint of objective review. It had a few rough edges, and typically, I would say this is exactly why expansions exist. They’re often a second chance, the patch note in physical form, the opportunity to take a good game and turn it into a great one.

Kingdom Legacy, however, is a unique beast; the exploration expansion, like the many expansions that proceeded are not intended to fix balance or adapt playstyle, they are in a sense, a way to continue your legacy experience as you build up your own personal little world. It’s a bit more like a sequel or director’s cut with extra scenes for something you already love. This expansion isn’t trying to fix anything, for better or worse.

Unlike many of the other expansions for Kingdom Legacy, Exploration is not a modest little add-on either. There are almost as many cards here as in the original box, which means there is an awful lot of new content to explore. Yes, the pun is entirely intended, and no, I refuse to apologise for it.

So the question here isn’t whether Kingdom Legacy: Exploration fixes the game; the question is more about how it expands on the already awesome gameplay you know and love.

Overview

Final Score: christmas_star christmas_starchristmas_star( 3.15 out 5) Good Game!

One thing worth pointing out about my rating system is that it’s not necessarily a reflection of how much I like a game. Instead, it is an attempt to score games against a consistent structure that’s intended to be as objective as possible and fair as possible across all game reviews.

If you don’t believe me, consider that Blood Rage is still the only game in GamersDungeon.net history to receive a perfect 5 out of 5 stars, yet it does not even make my personal top twenty games of all time list. Meanwhile, Great Western Trail has sat comfortably on that list for nearly a decade despite earning only 3 out of 5 stars in my review. What I play and what rating a game gets using my rating system are not always going to align. Preference is not the same as judgment.

I consider Blood Rage to be a master class in game design and publishing. It is a perfect game, but that doesn’t necessarily mean that it flies to the top of my playlist. I enjoy it, but perfection and preference are not always bedfellows.

Kingdom Legacy falls into exactly that difference and, ultimately, so does Kingdom Legacy: Exploration.

If you asked me over a cup of coffee what I think of Kingdom Legacy, I would tell you it’s one of the most addictive solo card games I have played in years. It has occupied an embarrassing amount of my table time, and this expansion simply gives me even more reasons to keep shuffling cards instead of doing something sensible with my time.

As my wife says when she catches me on the deck shuffling cards, “Are you gonna do that all day?”, The answer is, yes, now fetch me a beer, wench!, I have a kingdom to run! (Note: this joke was approved by the wife; no husbands were injured or killed during the writing of this joke.)

Kingdom Legacy is an exceptionally simple game to learn and an addictive game to play that is just perfect as a solo experience. It has a ton of nuanced decisions that will have you asking the question, what if I… quite a bit.

In fact, this happens often enough that I am seriously considering adding a personal score to future reviews just to separate objective analysis and my personal preferences.

Kingdom Legacy: Exploration does quite a bit to change the overall rating of the original game, not so much because the latest edition of the game (2nd edition) changes anything, but my entire reflection on what this game is and how it is played was vastly altered by adding an expansion to it. Not that it changed how you play, but more like it opened a new avenue of understanding just what this game is about and what about it makes it so brilliant while also simultaneously exposing some of its flaws as a product.

In Exploration, you will find lots of cards that play off each other, but you won’t get them all in play, so there are some tough choices to make that you will have to ponder, but as was the case in the base game, it’s not always 100% clear how these will impact you in later stages of the game. That is the fun part with this system: you do stuff to see what happens.

If you already enjoy Kingdom Legacy and your first thought after finishing a campaign was “I wish there was more of this,” then congratulations, your wish has been granted ten times over. This expansion adds more cards, more scoring opportunities, and more crucial decisions to the expansion of your kingdom than the core game did to this point.

On the other hand, if the base game never clicked for you, Exploration is unlikely to perform some sort of cardboard miracle. It is unapologetically an expansion for existing fans, and there is absolutely nothing wrong with that. While many expansions try to patch weaknesses or inject additional or new systems to attract new players, Exploration instead looks at Kingdom Legacy, nods approvingly, and says, “Here, have more.”

All of the new content focuses on the later stages of the game, where your kingdom is already sprawling, but like the core game, every decision has layers of consequences attached to it. Just like the base game, you will only see a fraction of the available cards in any single campaign, meaning it will take many plays before everything reveals itself. In a way, that is a flaw with Kingdom Legacy as a product, as it is a legacy game designed to be played once.

Thankfully, the designers anticipated that. Unlike the core box, Kingdom Legacy: Exploration is designed to be played twice, meaning two base game campaigns (two kingdoms) can make full use of a single expansion.

And, as has become almost standard practice with this legacy game, sleeving the cards allows you to preserve and reset the experience if you prefer your kingdoms recyclable rather than disposable.

So what new treasures does Exploration offer? Well, if you’re a fan of this game, you’re in for a treat!

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Good card quality cards with great documentation and online support for the game.

Cons: No major flaws, but there is nothing awe-inspiring; it’s just good.

Component quality in Kingdom Legacy: Exploration is identical to that of the core game, which is to say, quite good.

There is admittedly not a great deal to discuss here because, at the end of the day, it’s still a box full of cards. Thankfully, they are good quality cards with a nice finish and perfectly in line with what you would expect from a modern collectible card game. They shuffle well, hold up to repeated play, and serve that aesthetic and addictive process of card handling we all love perfectly.

The instructions for integrating the expansion into the base game are clear and straightforward, avoiding the all too common expansion tradition of making you search three rulebooks and a forum post from 2022 just to figure out where one deck is supposed to go.

It also benefits from the same excellent online support as the core game, making setup and rule questions easy to resolve.

Most importantly, the expansion feels completely consistent with the original release. Nothing about the presentation feels rushed or tacked on. It looks, feels, and plays like it was always intended to be part of the Kingdom Legacy experience, and for that reason, it earns exactly the same score as the core game, which is to say there is nothing particularly awe-inspiring; it’s just good.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Mechanics and theme connect to create an addictive engine-building game with personality.

Cons:  The use of AI images absolutetly kills this game’s spirit, it makes it feel generic and uninspired with many poorly curated images.  It’s all rather soulless.

The central theme of Kingdom Legacy: Exploration is exactly what the title promises. Exploration opens up vast new lands to discover, unique buildings to construct, interesting people to recruit, and specialised equipment to uncover. All of this greatly expands the number of scoring opportunities available while also giving the impression that your kingdom has matured and is entering a much more robust level of growth. It’s all thematically well-connected.

In terms of expansions, there is no official order in which expansions for Kingdom Legacy are to be played, but to me, it felt quite right to have exploration be the first; it just feels like a natural fit.

Mechanically, I would not say the expansion dramatically changes the experience. It’s very much just more of the Kingdom Legacy you already like, which is exactly what fans are looking for. There are a handful of new events and scoring opportunities that are genuinely clever and produce the same little moments of surprise and satisfaction that made the base game so addictive. Nothing here fundamentally changes my opinion of the theme, but there are plenty of memorable moments that will leave you smiling just the same, and that is all I can say about that without spoilers.

Unfortunately, there is one grim topic that still hangs over Kingdom Legacy like an unwanted random event card, and it is more relevant now than when this game was first released.

Neither the second edition nor the Exploration expansion addresses the game’s reliance on AI-generated artwork; in fact, it leans fully into it as if this is not a major controversy in the board gaming world, a major miscalculation on the part of the publisher. The visual style remains inconsistent, with AI images that often look poorly curated and disconnected from one another.

This is a very common opinion about the use of AI images in board games. I would recommend that anyone publishing a board game in the future avoid AI art like the plague; whatever the benefit is, it’s not worth the backlash. AI art used to be disliked; at this point, using it makes you a pariah.

My position on the use of AI in board games hasn’t changed, which is to say, I don’t really care that much about it for hobby projects and small struggling publishers trying to get their game out, but I recognise that it’s an obvious shortcut, and it typically quite dramatically reduces the quality of a game. This is very true for Kingdom Legacy; it’s a considerably lesser game because of the use of AI images.

When I reviewed the original Kingdom Legacy release, I was willing to overlook AI in the rating because Kingdom Legacy was clearly a passion project from a small team experimenting with a new idea, and I was happy to give it the benefit of the doubt that this shortcut was taken out of necessity.

That argument and the leeway given are no longer appropriate. Kingdom Legacy has found an audience. It received a second edition. It has successfully launched many expansions. It is no longer an unknown experiment but an established product from a successful and prominent publisher with a proven record of success.

Simply put, any excuse given by an established publisher about why they use AI Images rather than hiring a real artist simply does not fly and should be vigorously opposed.

I think board game fans are justified in not supporting AI-generated games, as it damages the hobby as a whole. The more people that do this, the more it will normalise, and the less distinct and unique games will become. As hobbyists, we should fight against, speak out against, and reject AI art in our games, especially from established publishers who should know better and have the means to do better.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: It has that addictive, just one more turn presence, lots of cool surprises for existing fans.

Cons: The legacy component of this game is out of place; it’s more a nuisance than a feature.

Writing a gameplay review for a legacy game is a strange challenge because the entire point is that I am not supposed to tell you what happens. It’s a bit like reviewing a detective novel by saying, “The ending is great, trust me,” and hoping everyone simply accepts that.

So I am going to dance around the spoilers as gracefully as I can.

Kingdom Legacy: Exploration focuses, like all of the Kingdom Legacy expansions, on the late stages of your campaign. The core game is all about building your tiny kingdom from a few acres of land. The expansions are where you get to take that creation out for a victory lap and see what else it can become.

I think that is one of Kingdom Legacy’s greatest strengths. That feeling of civilisation building.

By the time you reach Exploration, you’ve already made dozens of unique decisions that shaped your kingdom. You have watched opportunities come and go, suffered through disasters, stumbled into unexpected successes and built something that somehow feels distinctly yours. It’s just a deck of cards, yet it develops a surprising amount of personality.

That is also why Kingdom Legacy is so addictive.

The attachment is not really to the mechanics but to the story that emerges from your choices and micro experiences that feel great in solitude. You want to see what happens next, even if what happens next is another tax collector demanding resources you no longer have.

Exploration gives you exactly that. It hands you another toy box filled with new lands, new scoring opportunities and new cards to weave into your existing kingdom. It’s undeniably fun, and there is plenty to discover.

At the same time, I never felt that the expansion fundamentally refreshed the experience in some meaningful way. Unlike most expansions to games, there wasn’t this “oh wow, ok that changes everything” moment. It was basically the same game with new cards.

By the time your kingdom is fully developed, when you complete the base set, those additional rounds in the expansion feel more like extending a great evening than starting a brand new adventure. I enjoyed every minute of it, but there is an unavoidable sense that you are still playing with the same systems and the same ideas.

The best comparison I can think of is playing Magic: The Gathering with your favourite deck after adding a handful of exciting new cards. The deck is better, you have a few new tricks, and you are happy to keep playing it, but part of you is also looking forward to the next expansion that introduces an entirely new set and shakes everything up so that you can build new decks.

There were also a few moments that genuinely caught me off guard.

Without spoiling anything, Exploration hides several clever little surprises that feel almost like easter eggs for dedicated players. Those moments produced exactly the kind of grin that made me keep turning over cards long after I probably should have gone to bed.

The expansion also introduces some additional resources and gameplay elements. Whether these originated here or appeared in other expansions first, I can’t say, but they were new to me. They add some welcome variety and interesting decisions without dramatically changing the flow of the game.

I realise this entire section has been frustratingly vague, but that is the price of reviewing a legacy game without ruining the experience.

So let me keep the gameplay conclusion simple.

If you enjoyed Kingdom Legacie’s mechanics and addictive just one more turn nature, then Exploration is an easy recommendation. There is a huge amount of content packed into the box, plenty of new ways to develop your kingdom, lots of satisfying scoring combinations and a handful of genuinely delightful surprises waiting to be discovered. It never reinvented the game for me, but it absolutely reminded me why I enjoyed it so much in the first place.

Replayability and Longevity

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_star

 

Pros: The experience of building up your kingdom is dramatically enhanced by a large library of new cards to explore and add to your kingdom

Cons:  It’s too confined and short; you’ll finish this expansion in a single sitting, and then it’s over forever.

Replayability in a legacy game is always a slightly awkward subject because, technically speaking, there is none.

The game is designed to be played once, experienced once and then retired. It is an engine built with a finite amount of fuel; eventually, the tank runs dry.

Kingdom Legacy: Exploration is essentially an extra fuel tank bolted onto the side of the original game. It extends the journey, gives you more places to visit and more things to discover, but eventually you arrive at the same destination.

There is something genuinely satisfying about the finality of that experience. Picking up a kingdom that you thought was finished, dusting it off and giving it one last adventure feels surprisingly nostalgic. Your little collection of cards has history. You remember why that building is there, why that character survived and why you still refuse to forgive that one event card that nearly ruined everything.

The problem is that while the game’s end is satisfying, it’s not a game end where you’re done with the game forever.

One of the most common comments you will see about Kingdom Legacy is that everyone is trying to figure out how to avoid the legacy component. It’s just a bad fit for this game.

That is perhaps the greatest strength and the greatest weakness of Kingdom Legacy.

When you finish, your immediate reaction is not relief or closure. It is the overwhelming urge to shuffle everything up and play again, because that is what we do with games we love. Replayability is, after all, one of the defining reasons this hobby exists.

Thankfully, Kingdom Legacy offers a very easy way to bend the rules. Sleeve the cards, use removable markers and suddenly the entire legacy experience becomes reusable. It is not difficult to do, and it is absolutely the approach I would recommend to anyone buying the game.

However, I have to judge replayability based on the experience the designers intended, not the one clever players can engineer for themselves.

Viewed through that lens, Kingdom Legacy: Exploration is still a one-time journey. It is an excellent journey, a memorable one and a longer one than before, but once you reach the end of the road, there are no official turns left to take.

You can always get another expansion, though, so there is that.

Conclusion

As a system, as a gameplay mechanic and as an overall experience, I think Kingdom Legacy and Kingdom Legacy: Exploration are fantastic. I have absolutely no hesitation recommending them to anyone who enjoys card games and is looking for a satisfying solo experience.

In particular, if you enjoy engine-building games that capture the feeling of growing a tiny settlement into a thriving civilisation, Kingdom Legacy delivers that experience in abundance. Every new card feels like another chapter in the story of your kingdom, and that sense of progression remains one of the most addictive gameplay loops I have encountered in recent years.

That said, I would be remiss if I did not climb onto my soapbox for a couple of minutes.

The first issue is the legacy component itself.

I have never quite shaken the feeling that Kingdom Legacy does not actually want to be a legacy game. It is almost as if someone designed an excellent solo engine builder and then, somewhere late in development, another person walked into the room and declared, “What if we made players throw it away when they finish?”

Nothing about the underlying design really benefits from being disposable, and unlike most legacy games, Kingdom Legacy is too short to give you that sense of finality and closure when you’re done playing.

In fact, I would argue the opposite. Once you understand the systems and discover the different paths available, the natural instinct is to immediately start another campaign and try something completely different. The game is packed with meaningful choices and interesting combinations that beg to be explored.

That is the mark of a highly replayable game. Yet, by design, replayability is intentionally limited.

Yes, you can sleeve the cards and preserve everything, and I strongly recommend doing exactly that, but I still find the official approach to be an unnecessary restriction on an otherwise brilliant design.

The second issue is the continued use of AI-generated artwork.

I genuinely do not understand why publishers continue to ignore what has become one of the loudest conversations in modern board gaming. Whether you personally love AI art, hate it or fall somewhere in the middle, it is impossible to deny that a majority of the hobby simply does not want it in professionally published games.

Art is one of the cornerstones of board games; it is a thriving place of creativity and imagination, to trade that in for AI slop, which is all you will find in Kingdom Legacy, is a tragedy. This game deserves so much better!

It’s so unfortunate because beneath those visual shortcomings lies one of the most charming solo card games I have played in years. Kingdom Legacy: Exploration expands everything that already works, adds meaningful content and provides several genuinely memorable surprises without losing the addictive engine-building that makes the original so compelling.

FryxGames understands and is perfectly capable of producing great art for their games, as was illustrated in the amazing work done on Fate: Defenders of Grimheim. The use of AI in Kingdom Legacy was a conscious business decision, and FryxGames has been quite open about it, offering its own take and justification for its use. The debate regarding AI in board games is far from settled, though the most likely conclusion is that we will continue to see its use with increasing consistency.

For existing fans the recommendation is incredibly easy.

There is more kingdom here, more discoveries, more clever interactions and more reasons to spend another evening telling yourself, “Just one more turn.”

If, however, you’re protesting this game because it uses AI art, know that I get it; The publisher does as well. In fairness, the official position of the publisher is that it’s too expensive to have that much art in a small, cheap solo card game, and that very well may be the case and logic behind its use. That may even be sufficient justification, a reasonable excuse, but there are plenty of other ways to work around the cost associated with art; people have been printing games without AI art for a very long time. There are other solutions; this is not a new problem.

On The Table: White Castle

White Castle showed up on my Top 10 Favorite Games to Play on BGA list last week, and this little worker placement game has become something of an obsession lately. Today, I want to dig a bit deeper into what makes it such a special and truly unique worker placement game.

At its core, White Castle is a dice-driven worker placement game with a heavy focus on tight resource management and a healthy dose of engine building. In other words, it’s a pretty standard Euro game on paper. Nothing about that description should have veteran board gamers falling out of their chairs.

What’s interesting is that White Castle isn’t really the sort of game that normally lands in my wheelhouse. In fact, if you’ve spent any time reading this blog, or glanced at my Top 20 Games of All Time list, you’ll know that Euro games rarely make the cut. When one does, like Dune Imperium or Terraforming Mars, it’s usually because it has earned its keep at my table as one of the very best in the genre.

Terraforming Mars remains a gold standard for Euro games in my book. Through and through, it’s outstanding in every measurable way, the only complaint I have is I don’t play it as often as I would like to. Rich, deep, meaningful gameplay, it’s a masterpiece.

I realize that makes me sound like a bit of a board gaming snob. I promise that’s not the case. I’m perfectly capable of recognizing and appreciating a great game, Euro or otherwise, regardless of genre. It’s just that Euro games often leave me feeling a little cold. They’re usually clever, well-designed, and about as exciting as a tax spreadsheet.

When a Euro game grabs my attention, that says something. When it completely takes over my BGA play history, that says even more. White Castle has done exactly that. I genuinely believe it’s operating in the same league as the genre’s heavy hitters and deserves to be mentioned alongside some of the greats.

I’m still anxiously awaiting my physical copy, but it’s clear as day that this is a very pretty game, albeit a very busy game. I would definitely put it in the “gamers” game category.

There are two things in particular that stand out.

The first is its brilliant use of dice as communal workers that every player draws from. The second is the game’s razor-sharp efficiency. White Castle wastes absolutely nothing. Every action matters, every resource feels precious, and every turn leaves you wishing you had just one more action to pull off your master plan.

It’s a master class in game design.

The Dice Workers

Most worker placement games follow a pretty familiar formula. You have your own pool of workers, your opponents have theirs, and everyone competes for action spaces on the board. That’s the core of the mechanic and, in many games, that’s about where the story ends.

The more interesting examples tend to add something extra. Age of Empires gives players different worker types that create unique opportunities and decisions. Dune Imperium layers deck building and combat on top of its worker placement system, giving players multiple ways to approach the game and interact with one another.

That’s generally where I land on worker placement games. When the mechanic exists in isolation, I often find it a little dry. It’s not that games like Russian Railroads are bad. Far from it. They’re well-designed games with plenty of strategic depth. The problem, at least for me, is that the interaction between players often begins and ends with, “Well, you took the spot I wanted.”

I know that this is a worker placement fan favorite, but it did not fare well for me. It’s a game about railroads, yet they are barely featured in the game, and it’s just a plain, run-of-the-mill worker placement game with absolutetly nothing particularly interesting happening beyond that. It was, in a word, kind of boring.

As a result, many worker placement games start to feel a little one-dimensional over time. The better ones usually find a way to add some extra flavor, some additional layer that transforms the mechanic into something more engaging.

That’s where White Castle surprised me.

At its heart, it’s still a worker placement game. It hasn’t abandoned the formula. Instead, it takes the worker placement mechanic itself and twists it into something far more interesting through its use of communal dice.

The first thing that stands out is that the dice are shared by everyone. Just like the action spaces, the workers themselves are a limited resource. Suddenly, you’re not only competing for the spaces you want to use, but you’re also competing for the workers you want to use on them.

There are a lot of dynamics in White Castle, from the cards that make up the worker placement spots to the value of the dice, no two games are going to be the same, and there is no “base strategy” that is going to work. You really have to assess what is feasible and work with what’s on the table. It’s a new puzzle every time you play.

That alone would be clever, but White Castle goes several steps further.

Each die has three different characteristics that matter.

The first is its value. Depending on where you’re placing it, a high-value die might earn you resources (coins) while a low-value die could cost you precious coins. Sometimes the die you desperately want is also the die you can least afford.

The second is its color. Different locations on the board require different colored dice to activate, which means you’re not simply evaluating numbers. You’re evaluating colors, values, timing, resources, combos, and opportunity all at once.

Then there’s the position of the die on the bridge.

Dice on the right side generally have higher values, making them immediately attractive. Dice on the left, however, grant a secondary action that becomes increasingly valuable as the game progresses. The catch is that taking a die shifts the remaining dice along the bridge. Grab the wrong die, and you might accidentally serve up an incredible opportunity to the next player.

And that’s where White Castle starts to become fascinating.

Every decision feels loaded with consequences, for a worker placement, the interaction goes far beyond “you took my spot”.

Most mechanics are communal in White Castle, but each player does have their own player board where some of your engine-building elements are managed, including some elite spot you might, on occasion, be able to leverage.

Do you take the lower value die on the left to gain the bonus action? Can you afford the resource cost? Are you opening the door for another player to grab exactly what they need? Is there a chain of actions on the board that turns an average move into a great one?

These aren’t decisions you make once or twice during a game. They’re decisions you make every single turn.

What’s remarkable is how much depth emerges from such a simple idea. On paper, you’re just selecting a die and placing it on the board. In practice, every choice feels like a small puzzle packed with tradeoffs, risks, and opportunities.

It’s one of the most elegant worker placement systems I’ve seen in years.

In fact, I wouldn’t be surprised if this approach ends up influencing future designs. The idea of communal workers with multiple competing characteristics feels like a genuine step forward for the genre. White Castle takes one of board gaming’s oldest and most familiar mechanisms and somehow makes it feel fresh again.

I was trying to think of a game that White Castle might be compared to, and while it’s a bit of a stretch, it does remind me a little bit of The Red Cathedral.

It’s simply one of the most elegant and exciting worker placement mechanics I have seen come along in a board game in a long time, and I definitely think it’s going to become a thing. You are going to see this in a lot of worker placement games in the future. This is the next evolution of worker placement games.

Now, I should say that I don’t know that this mechanic originated in White Castle; there are tens of thousands of board games out there, so I don’t want to accidentally steal credit from someone by suggesting this is the first invention of its kind, odds are it probably isn’t. Suffice it to say, it’s the first time I have seen it in a game, and I think it’s fantastic.

The Efficiency

The other thing that makes White Castle stand out is just how unbelievably efficient the design is.

This game is tight. Not “Euro game tight.” Not “carefully balanced tight.” I’m talking about the kind of tight where every game feels like you’re attempting a speed run and constantly realizing you’re three moves away from greatness.

Most of the time, you’ll come up short somewhere. You’ll miss a resource, mistime an action, or discover that one seemingly harmless decision three turns ago has come back to haunt you. Then every once in a while, it all clicks together, and the result feels magical.

Without the expansion, you’ll take just nine actions during the entire game. Nine. That’s your whole game.

Nine opportunities to create the most efficient sequence of actions possible and somehow turn a handful of resources, workers, and bonuses into a winning score.

Despite having only 9 actions in a game, your first few play-throughs are going to feel very slow. There are a lot of interactive decisions; the depth here is pretty heavy. Once you get accustomed to the rhythm, though, this game can actually be quite fast. Analysis Paralysis however, is real in this game; people are going to get stuck.

At first, that sounds restrictive. In fact, during your first few games, it feels almost cruel. Some might bounce off the game for that reason, but stick with it because this game is so much more than what you discover on the surface. Surely nine actions can’t possibly be enough. And somehow they are.

What makes White Castle special is how many possibilities exist inside those nine actions. Every move has the potential to trigger another action, generate resources, set up future turns, or create scoring opportunities. The game constantly asks you to squeeze one more drop of value out of every decision.

It’s difficult to fully explain until you’ve experienced it yourself. White Castle is one of those rare games where you finish a session and immediately start replaying your turns in your head. Not because the game was frustrating, but because you can see the path so clearly in the aftermath. You can see where two or three tiny improvements would have transformed a good score into a great one.

That’s the mark of exceptional design.

Great game design isn’t just about knowing what to include. It’s also about knowing what to leave out. White Castle feels like a game that has been refined over and over again until every unnecessary piece was stripped away.

What’s left is a remarkably focused experience where every mechanism serves a purpose and every action matters.

It’s a design that’s elegant, balanced, and incredibly satisfying to explore.

Quite frankly, it’s a chef’s kiss.

Conclusion

I’ll be reviewing White Castle in the near future, but even before putting together a full review, I can already say this much with confidence.

This game is special.

In nearly twelve years of writing for Gamers Dungeon, very few games have seriously threatened a perfect 5 out of 5 score. In fact, only one game has ever achieved it: Blood Rage.

White Castle might just be the second. That’s not a statement I make lightly.

White Castle offers an expansion that is available on BGA called White Castle Matcha, and honestly, once you know the game and try this expansion, it will be hard to imagine playing without it. It’s one of those rare cases where it feels like this expansion probably should have been included in the base game. I didn’t think so at first, probably because I tried it too early, but it’s made me a believer!

If you’re a fan of Euro games, this should already be on your radar. If you’re a fan of worker placement games, it absolutely needs to be. White Castle takes a familiar genre and manages to make it feel fresh, challenging, and exciting again.

That’s a rare achievement.

This is one of the best worker placement games I’ve played in years.

And that’s not praise I hand out very often.

Top 10 Favorite Games To Play On BoardGameArena.com

People are always telling me that I should do more Top 10 lists. They’re a staple of the hobby, and to be fair, I used to write a lot more of them in the past. I get it, I like them too. The problem is that whenever I sit down to make one, I inevitably end up recreating some version of my annual Top 20 Games of all time list. After a while, it starts to feel less like a new article and more like I’m just changing the title and hoping nobody notices.

This year, however, I’ve spent a lot more time playing games on Board Game Arena, the digital board gaming site. If you’ve never used it and are a board game fan, you definitely should give it a go. It’s probably one of the best resources available for trying games before deciding whether they’re worth buying. The library is enormous, especially if you’re a fan of Eurogames, and there’s always something new to discover as games are added all the time.

One of the unexpected benefits of BGA is that it exposes me to games I would not ordinarily pick up and probably not otherwise ever try. Some of those games have turned out to be absolute gems. Even more interesting, certain games actually play better online than they do on the table. Some games are fiddly with endless bookkeeping, complicated scoring, or enough upkeep to qualify as a part-time job. When all of that is automated, a game can suddenly become a much smoother and more enjoyable experience online than it ever could offline.

In fact, I’ve caught myself saying, “I don’t really like that game… but I love playing it online.” Which, as strange as it sounds, I actually find to be true quite often.

So that’s exactly what this list is. These are my current 10 favorite games to play on BGA. Some of them are games I already loved, some of them surprised me, and a few are games that I enjoy far more online than I ever would around a physical table.

1. Great Western Trail

This is one of my favorite games of all time. It has appeared on my annual Best Of lists for years, and I do not expect it to disappear anytime soon. What’s interesting, however, is that unlike many of the other games on this list, this is one I actually play very often online but rarely offline. A big part of that is thanks to the excellent Board Game Arena implementation. This is a case of the game being a bit of a pain to teach, and it’s quite fiddly on the table and can be quite long. BBG kind of fixes all that for you.

It’s difficult to point to any specific mechanic in Great Western Trail that keeps pulling me back; There is a hand management element, resource management, and traditional victory point salad. Other than the way you move being a bit unique in the game, there is nothing particularly standout about the mechanics. I think it’s more of a general strategic options thing, everything put together at once. The sheer volume of strategic possibilities GW offers demands a lot of exploration; it goes quite deep. Even after 118 plays, I’m still discovering new ways to win and combo, but more often than I would like, new ways to lose.

A big part of your success in Great Western Trail is timing, landing on the right building at the right time, and doing that consistently is the puzzle and it’s not easy to unravel.

My history with the game is a little unusual. My original review was far from glowing. It took several more plays after this review before I really understood what the game was trying to do, and even longer before I truly appreciated just how brilliant it is. It is part of a very small number of games on this site that I have ever gone back on and re-reviewed.

At its core, this is a tight resource management game that rewards careful planning, efficient turns, and long-term strategic thinking. Success often comes from anticipating your opponents’ plans and finding ways to exploit the opportunities they create, an aspect of the game I adore.

My endorsement here is of the highest order!

2. White Castle

This was a relatively recent discovery for me, but wow, does this game deliver.

At its heart, White Castle is a tight worker-placement and resource-management victory-point salad game, a classic Euro formula. What makes it stand out is its shared dice pool. Players aren’t just competing for action spaces; they’re competing for the dice that power those actions as well, creating a sort of duality to the worker placement formula.

The result is a surprisingly interactive experience. Every turn feels like you’re making a multifaceted decision with significant impact both on your own position and denying opportunities to your opponents but on multiple fronts. It’s one of the more confrontational worker placement games I’ve played that doesn’t rely on cheap direct attacks or “take that” mechanics, like, for example, Lords of Waterdeep.

I love Lords of Waterdeep, but it can be a pretty mean-spirited game; getting slapped with a mandatory quest has a way of unraveling what is otherwise a pretty cordial and competitive worker placement game. I just don’t think it needed this mechanic.

What really sold me, though, is just how tight the design is. Every resource, every action, every position is part of a grand strategic design, and there is absolutetly no room for error. You literally will take 9 actions in the entire game. The game rewards careful planning, clever sequencing, and the ability to squeeze every last drop of value out of your turn. It’s the kind of game where you finish a session and immediately start thinking about what you should have done differently.

This game is challenging on several levels. The learning curve, getting your head around the strategy, unlearning all the stuff you thought was true, and then re-learning the game for real. It’s a brain buster, but absolutetly worth the effort.

In fact, this was one of the very few games I discovered on Board Game Arena that led directly to me buying a physical copy. That’s about as strong an endorsement as I can give.

If you enjoy deep, challenging worker placement games that reward smart play and punish sloppy decisions, White Castle is an absolute winner.

I should talk a bit about the expansion because this is also available on BGA. White Castle: Matcha introduces a 4th dice type and some new actions and cards that take this already pretty deep game and tight game and open it up a bit. It definitely complicates, and while I like I would not recommend it unless you’re playing this game on repeat and need something fresh. In that way, it’s a perfect expansion, as it does exactly what expansions should do: refresh a game you already like.

I’m generally very wary of expansions to games I already think are quite perfect, if it ain’t broke, don’t fix it. In this case, however, as this game can feel pretty short with only 9 actions per player, it pushes that a bit as players get 4 actions instead of 3 per round. It remains a tight game with 12 actions in the game, but if you want more White Castle, this is the way to do. It does what it should as an expansion.

3. Shogun

Let me start with a confession.

I think Shogun is better in person, making this an exception to the general rule of this list.

In fact, if given the choice, I would almost always rather play it at a real table. The reason is simple: the dice tower.

That ridiculous contraption is one of the greatest gimmicks ever put into a board game. Every battle becomes an event. Players gather around it, cheer for impossible outcomes, groan at disasters, and generally make far more noise than any sensible adult should. It is glorious.

So yes, something is inevitably lost when you move Shogun online.

And yet, the Board Game Arena implementation is excellent.

The reason it still works so well is that beneath the spectacle, Shogun is also a fantastic strategy game. It remains one of my all-time favorites and one of the oldest titles in my collection.

So far as “Dudes On A Map” games go, this is one of my favorites. With a few exceptions, simply moving armies around and fighting is not enough for me, a war game has to have some strategic juice coming from somewhere else. In Shogun’s case, that is the action planning system, and in my humble opinion, it’s perfect.

At first glance, it looks like a straightforward dudes on a map conflict. Armies move around Japan, provinces are conquered, and players fight for territory. Simple enough, but the game is much more than that.

The twist is that, hidden beneath all that military posturing, is a surprisingly tight victory-point driven game. Scoring opportunities are limited, which means every point matters. Taking territory is important, but taking the right territory at the right moment is what actually wins games because, as the game progresses, players build point-scoring buildings in territories, dramatically increasing their value.

Then there is the action planning system. Every round, players secretly assign a whole series of actions in advance, often with incomplete information and only a rough idea of what everyone else is about to do. It is a brilliant mechanic that turns every turn into a mixture of strategy, prediction, and outright gambling, culminating in beautiful chaos.

You can devise a master plan worthy of a legendary daimyo. Or you can watch that plan collapse spectacularly because your opponent did something unexpected. Or because the dice tower decided it was feeling particularly mischievous that day. Probably both.

The combination of area control, hidden planning, resource management, and unpredictable battles creates a game that is constantly generating memorable stories. It is strategic enough to reward careful planning, chaotic enough to keep players humble, and interactive enough that nobody ever feels like they are playing a multiplayer solitaire game.

Shogun is one of those rare games that has stood the test of time for a reason. If you have never played it, you should. If you enjoy area control games, you should probably own it.

And if your gaming shelf currently contains Risk because you wanted a conquest, dudes on a map game, I would argue that Shogun is superior in every measurable way and solves that need far more elegantly.

4. Knarr

Knarr is one of those games that seemed to slip past a lot of people when it was released, myself included. It’s a shame because it’s a bonefied hidden gem and smash hit as far as I’m concerned.

Mechanically, it’s a straightforward tableau-based, card-driven engine builder wrapped up in a race for victory points. On paper, there isn’t a lot going on here, mechanically it’s simple and streamlined. In practice, however, the game offers far more strategic depth than its light rules would suggest.

One of the things I love most about Knarr is that it’s sort of a risk vs. reward style game when it comes to your strategy. Your options are to go for the slow burn and explosive end, hoping you will get to execute that final big turn for the win, or you race to finish to outpace people building proper engines, creating pressure on everyone. Once you commit to a path, you are largely along for the ride. The game is simply too short to completely change direction halfway through, so success often comes down to reading the table, spotting opportunities, and trusting your instincts in the early game.

Knarr is a fast-moving game, but whatever your strategy is in any given game, one thing that makes or breaks you is getting the right combination of trade routes and being able to execute them regularly. This requires a lot of planning and a bit of luck.

There is certainly a bit of luck involved. You can’t control what cards will appear, and part of the challenge is figuring out how to make the best use of whatever opportunities are currently available. The best players are not necessarily the ones with the perfect plan, but the ones who can adapt when the cards refuse to cooperate. Reading people’s options is also fairly important here.

Perhaps the biggest compliment I can give Knarr is that one game is rarely enough. Whenever my regular online group plays a round, it’s rare that someone doesn’t immediately demand a rematch. It’s addictive, occasionally frustrating, and consistently entertaining. This is a game that will keep your gaming group up late every time. I’ve had many painful mornings because of this one.

Knarr went straight from Board Game Arena to my shopping cart. It’s easy to learn, easy to teach, accessible enough for newer players, and still offers plenty of depth for experienced gamers. The expansion adds a lot to the game; if you get a chance to grab it, it’s a no-brainer.

An outstanding game and one that deserves far more attention than it’s gotten since its release.

5. Middle Ages

I should probably begin this entry with a disclaimer. I have only played Middle Ages three four times.

As a result, its appearance on this list may be a little premature. There is every possibility that six months from now I will discover some fatal flaw and wonder what I was thinking.

That said, based on what I have seen so far, I really like it.

What immediately stands out is how unique the game feels; it’s not a mechanic I have seen before. There are plenty of games that ask players to plan ahead, but Middle Ages builds its entire identity around that concept.

The core mechanic is a bit odd, but ultimately fairly simple. Each round, you choose the action you will perform next round while simultaneously resolving the action you selected during the previous round. The action you choose next round will determine the turn order and will determine which building you put into play, how you score, and what special action you can take. You can see what buildings will be available 4 rounds in advance. The trick to the entire game is knowing how to navigate a clean path that yields the most victory points through building combinations by predicting what your opponents are going to do and what will be available on your turn. Do that well consistently and you are going to wint his game.

If that explanation sounds confusing, it’s because it is, and this game will seem very complex the first time you play it. It’s really not; that impression fades quickly.

One of the tricky parts about Middle Ages is that it will punish you severely for not having a building of each type (each missing building is -10 points), so whatever your strategy is, it has to include completing your medieval town, else you’re kind of screwed.

In fact, learning and teaching the game is probably harder than actually playing it. I remember being thoroughly confused the first time I sat down with it. Thankfully, once you get over that first game hump, everything clicks surprisingly quickly. Beneath the awkward explanation lies a remarkably straightforward game.

The real magic comes from the timing.

Many of the actions are surprisingly confrontational, creating plenty of opportunities to disrupt plans, steal opportunities, and generally make life difficult for everyone else at the table. It creates a wonderfully dynamic experience where long-term planning is important, but short-term flexibility is equally valuable.

Of course, if everyone else is trying to do the same thing, things can get delightfully messy. Which is where much of the fun comes from.

Four games is hardly enough time to form a definitive opinion, but Middle Ages has already made a strong impression on me. It is clever, interactive, surprisingly tense, and refreshingly different from many of the other games currently making the rounds.

Ask me again after ten more plays…but yeah, for now, I think it’s good.

6. The Castles of Burgundy

This is another game that firmly belongs in my “great on Board Game Arena, probably not for my collection” category.

The Castles of Burgundy hardly needs an introduction. For more than a decade, board gamers have been singing its praises from every rooftop available. It remains one of the hobby’s most celebrated Eurogames and continues to sit comfortably among the highest-ranked games of all time on BoardGameGeek.

To be fair, I completely understand why.

In Castles of Burgundy, it’s not just about building that perfect hex board, but doing it in a timely fashion. When you do stuff often matters a lot more than what you do.

The game is incredibly clever. Every turn presents you with a simple challenge: here are your dice, now figure out something smart to do with them. It sounds straightforward, but the sheer number of options available creates a deeply satisfying puzzle, and a puzzle is exactly what this game is.

Unlike certain other famous dice games (fuck you Catan!) that I could happily launch into the sun, The Castles of Burgundy never feels like it is actively trying to ruin your day. Yes, the dice can be frustrating. They will occasionally betray you. They will occasionally mock you. But the game gives you plenty of tools to manipulate results, mitigate bad luck, and salvage a plan that has gone horribly wrong.

I’m not saying that Catan is a bad game; its popularity is clearly established. I’m just saying, “please trade with me so I can win” is a stupid concept, as is any game where you roll dice to get resources. Combined, I find the game annoying to play.

Success comes from finding opportunities, building combinations, and squeezing as much value as possible from every action. Like any great point salad game, there are dozens of paths to victory and just as many opportunities to accidentally wander off a cliff.

What I find particularly amusing is that, despite genuinely enjoying the game, I have yet to finish anywhere other than last place.

Normally, that would be a warning sign. Instead, I find myself wanting to play more.

Every loss feels less like a defeat and more like a challenge. Somewhere inside this elegant machine is a strategy that works. Other players seem capable of finding it with alarming consistency. One day, I intend to join them.

Until then, while I’m late to the party, The Castles of Burgundy remains a great BGA discovery. I’m not sure I will ever own a copy, but I can fully understand why people love this game.

It vexes me.

And I shall prevail.

7. Beyond The Sun

Beyond The Sun is another game on this list that falls firmly into the “I keep playing it because I find it fascinating” category, but I doubt I would ever buy it.

Whether I actually love it or not remains an open question.

What I can say with confidence is that it is… interesting in an academic, connoisseur of board games kind of way.

The best way I can describe Beyond The Sun is that it feels like two only vaguely related games somehow got stitched together and, against all odds, the result actually works.

On one side of the board, players compete over a sprawling technology tree through a worker placement system. Researching new technologies unlocks powerful abilities, creating entirely new worker placement spaces that only the player who discovered them can use. Much of your overall strategy is shaped by how you navigate this constantly evolving network of technologies.

On the other side of the board, there is a surprisingly aggressive little space conquest game taking place. Fleets move around the galaxy, players compete for influence, and planets are eventually colonized for valuable rewards and endgame objectives.

What makes it all work is that both halves of the game share the same economy. The actions you take on the technology board fuel your expansion efforts in space, while success in space provides resources and opportunities that feed back into your technological development.

This game looks super fiddly to me, I suspect that playing it on BGA is probobly takes considerably less time to play, which is the case with most games, but the fiddlier it is, the more valuable a BGA implementation becomes.

The whole experience feels like an enormous efficiency puzzle.

There is player interaction. In fact, the space board can become downright hostile at times. Yet somehow, despite ships moving around and players competing for territory, most of your attention remains focused on optimizing your own engine and finding the most efficient sequence of actions possible.

That contrast is part of what makes the game so interesting. It feels interactive without being overly confrontational. Competitive without being particularly emotional.

And fascinating throughout.

The funny thing is that I am still not entirely sure whether I would call Beyond The Sun “fun.” I know that sounds absurd, given the amount of time I have spent playing it, but there is a difference between enjoying something and being intellectually captivated by it.

Beyond The Sun falls into that second category for me.

Every game leaves me wanting to explore a different technology path, try a different strategy, or see how another combination of systems might unfold. It is the kind of design that keeps provoking questions long after the game is over.

That curiosity alone has earned it a place on this list. I don’t know if I would recommend it as a purchase, but on BGA you should definitely try it, especially if you have an academic curiosity about board game design.

8. Aquatica

Aquatica occupies a similar space on this list as Beyond The Sun, an academic curiosity more than a fun game.

I am not entirely convinced that I love it. I am not even completely convinced that I would describe it as fun or even a good game.

And yet, I keep playing it.

That probably sounds like a terrible endorsement, but hear me out.

Again, as a self-proclaimed connoisseur of board game design, I find Aquatica fascinating. There is something about its unusual approach to engine building that continues to pull me back in. I have logged over a dozen games so far, and I am still trying to fully wrap my head around what makes it tick.

At its core, Aquatica is a tableau-building card game where players are constantly trying to create temporary engines from whatever cards happen to be available at the time. The experience feels less like constructing a finely tuned machine and more like creating temporary boosts that you hope will have a domino effect.

This is a very pretty game; the artwork is fantastic. It may ultimately become the reason I want a real copy.

I think that is the unique spark here that your tableau, the cards you buy, is a temporary resource in your engine. Unlike many engine builders, where you gradually assemble a powerful machine that produces increasing returns throughout the game, Aquatica lets you use a resource once, and then you kind of have to start over. Your engine is constantly changing shape, firing off effects, collapsing, and being rebuilt into something entirely different.

The result is a game that feels surprisingly dynamic. Every turn becomes a puzzle involving the cards in your hand, the cards available for purchase, and the opportunities hidden within your tableau. Plans rarely survive intact for very long, and adaptation is often more important than execution. Other players can also alter the board state in front of you, which creates another uncontrolled layer to the puzzle.

It is a strange design that sort of skirts expectations.

One thing I have heard repeatedly, although I cannot personally verify it, is that Aquatica can be somewhat fiddly when played physically. If true, it is exactly the sort of game that benefits enormously from Board Game Arena handling all the bookkeeping behind the scenes. Though I have to say this is not the best interface on BGA, it can be a bit fiddly here as well.

Whether Aquatica ultimately becomes a favorite of mine remains to be seen. What I can say is that very few games have managed to keep me this curious after so many plays.

That alone makes it worth trying.

Give it a shot. It might not capture your imagination the way it has captured mine, but if it does, do not be surprised if you find yourself queueing up “just one more game” while trying to figure out what on earth makes it so compelling.

9. Harmonies

Harmonies is a perfect example of a game I would never buy, but am more than happy to play on Board Game Arena.

That is not a criticism of the game. Quite the opposite, actually. Harmonies is an excellent design. The reality is simply that it lives well outside my usual gaming preferences. An abstract puzzle game about building habitats for animals is not exactly the sort of thing that normally finds its way onto my shelf.

More importantly, I know my gaming group.

If I brought Harmonies to game night, everyone would give it a fair shot. We would play a game, nod appreciatively, make a few comments about how clever it is, and then immediately return to conquering empires, managing medieval economies, or fighting over cubes. The game would quietly disappear into the collection and never see daylight again.

Board Game Arena changes that completely.

Online, Harmonies becomes the perfect middle-weight filler game. It is quick, engaging, easy to set up, and delivers just the right amount of brain burn without demanding an entire evening. It is the kind of game I am always happy to squeeze in between heavier titles.

If it looks puzzly, believe it, it is very puzzly; it should come with a warning label, because this game will melt your brain.

The gameplay itself is wonderfully clever. Players build habitats using colorful terrain pieces while drafting animal cards that reward specific patterns and arrangements. Every turn feels like a small puzzle, with multiple competing priorities fighting for space on your board. There are animal objectives to complete, bonus scoring opportunities to chase, and just enough point salad sprinkled throughout to keep you second-guessing every placement.

It is thoughtful, satisfying, occasionally frustrating, and surprisingly addictive. The kind of game that makes your brain hurt just enough to remind you that you are having fun.

I may never own Harmonies, but I am always happy to see it hit the virtual table.

10. Lost Ruins of Arnak

I feel obligated to include Lost Ruins of Arnak on this list. I am doing so under protest.

Let’s get this out of the way immediately: it is a good game. In fact, it is probably a very good game. The design is clever, the decisions are meaningful, and there is clearly a tremendous amount of depth hiding beneath its relatively approachable exterior.

The problem is that Lost Ruins of Arnak and I are currently involved in a bitter personal feud. After eighteen plays, I have yet to win a game.

Not only have I failed to win, but I have rarely come close. At this point, I am less an explorer searching for ancient ruins and more an archaeologist excavating the remains of my own shattered confidence.

I’ve heard the claim that this game is like Dune Imperium, and while I can see why people might say that, it’s not nearly as streamlined, and this has a far bigger learning curve.

What makes this particularly frustrating is that the game does not appear especially complicated or novel.

Mechanically, Arnak is built from familiar ingredients. There is deck building. There is worker placement. There are tracks to move up. There is resource management. None of these concepts are new, and individually they are all things I understand perfectly well.

Yet somehow, when combined together, they form a mysterious puzzle box that my brain simply refuses to open.

I watch other players effortlessly chain actions together, convert resources into other resources, advance research tracks, discover sites, recruit assistants, and somehow continue taking turns long after I have passed and started questioning my life choices.

Most of the time I don’t even understand how I lost. I simply know that at the end of the game everyone else has more points than I do.

Repeatedly.

To be fair, I completely understand why Arnak has such a devoted following. It is one of the most celebrated games of the last several years, and an incredibly polished design. Every mechanism feels carefully crafted and intentionally connected to the others. It is easy to see why so many people consider it a modern classic.

I just happen to be standing outside the secret clubhouse, pressing my face against the window and wondering what everyone else is so excited about.

Eventually, I will return. I will once again venture into the jungle. I will once again attempt to decipher its mysteries.

And perhaps one day I will finally discover the ancient secret that allows a player to score points.

Until then, Lost Ruins of Arnak sits at the bottom of this list as punishment for being naughty and refusing to let me win.

I am aware that this is not how rankings work.

I stand by my decision.

Dedicated To All Things Gaming