Category Archives: Board Game Reviews

Top 20 Boardgames Of All Time 2025 Edition

It’s been a little over a year since I last put this list together, which in board game time feels like forever. New games hit the table, old favorites get dusted off (or sometimes left to gather dust), and my tastes inevitably shift around. Regardless, its time for an update!

Just to be clear, this isn’t a “definitive best board games of all time” as some sort of objective super truth. Think of it more like a snapshot of where of one gamer’s favorites, right now! Everyone loves a good list, so let’s get into it!

If you’re curious, you can check out last year’s list to see what’s changed, what’s dropped off, and what’s managed to hang on.

20. War Of The Ring

Marching triumphantly back onto the list is War of the Ring, the gloriously overstuffed epic that lets you replay the entire The Lord of the Rings saga on your tabletop. One player leads the scrappy Free Peoples, the other unleashes the Shadow Armies, and what follows is an asymmetrical slugfest for the soul of Middle-earth. If theme were lembas bread, this game would keep you full for weeks. It’s basically Tolkien in a box, minus the singing (thankfully).

That said, this is not a casual weeknight affair. War of the Ring is long, chunky, and rules-heavy, with a learning curve steep enough to make even Gandalf sigh and ask for the rulebook. If you don’t play it regularly, expect a fair bit of page-flipping and “wait, how does sieging work again?” moments. For me, that means it lives on the shelf more than the table, but when it does hit the table, it’s pure wizardry.

I actually managed to get a game in this year, and wow, every dramatic dice roll, desperate last stand, and nail-biting corruption check reminded me exactly why this game is legendary. That single play was more than enough to earn its way back onto the list.

Fun fact: I reviewed this game way back in 2015. The review predates my scoring system, my current writing style, and possibly my dignity. It makes me cringe a little, but it’s still out there if you’re in the mood for a nostalgic (and mildly painful) trip down memory lane.

19. Tapestry

Holding firm at number 19 is Tapestry, and honestly? It’s still here for exactly the same reasons as last year, no drama, no surprise plot twists, just consistent excellence.

It’s often billed as a civilization-building game, but in practice, it feels much more like a gloriously thinky race. Every turn is about timing, efficiency, and wringing maximum value out of your actions like you’re trying to get the last drop of toothpaste from the tube. It’s very much a Euro at heart, with players mostly fussing over their own tableaus, but there is more interaction here than your average “everyone quietly solves their own puzzle” affair.

And wow, is it pretty. The production is pure eye candy: chunky components, satisfying boards, and those minis, especially if you snagged the Kickstarter version, are absolute table magnets. There’s also a small mountain of expansions if you decide you want more Tapestry in your life. Bonus points for being playable online for free on Board Game Arena, which makes it dangerously easy to squeeze in “just one more game.”

One of Tapestry’s greatest strengths is how approachable it is. The rules are easy to teach, but the strategic depth really opens up over repeated plays. The downside? Civilization balance can be a little… let’s call it enthusiastically uneven. Once you know the game, certain civs definitely start to feel like they’re playing on easy mode. It’s not broken, just a bit lopsided in a way experienced players will notice.

Even so, Tapestry remains one of my go-to recommendations for anyone who loves a smart Euro with a focus on efficiency, long-term planning, and strong table presence. For me, it’s a rock-solid collection staple, and a game I’m always happy to see suggested.

18. Western Empires

Next up is Western Empires, and… okay, full honesty time: I almost don’t know why this game is still on my list. I basically never play it in person (even though I do own it), it’s been nearly 30 years since the last time, what was back in the day called Advanced Civilization, hit the table. You can play it online, and occasionally I do, but the online games take so long they feel like a mild lifestyle commitment. And yet, somehow, my gut refuses to let it go. Western Empires is such a stone-cold legend that leaving it off would feel like rewriting history. And history, as this game loves to remind you, is already cruel enough.

This is the purest form of an event game. It supports up to nine players, and if you’re feeling truly unhinged, you can combine it with Eastern Empires to create Mega-Civilization, a glorious 18-player monster. Playtime? A casual 12–18 hours. Yes. Hours. Bring snacks. And backup snacks.

Each player guides an ancient civilization across thousands of years, watching it rise, collapse, and somehow stagger onward anyway. On paper, it’s part area control and part economic trading, but in reality, it’s more of a historical survival simulator. Disasters strike. Wars explode. Calamities ruin your perfectly sensible plans. Eventually, you stop feeling like the brilliant architect of an empire and start feeling like a stressed-out crisis manager just trying to keep civilization from falling apart this turn.

But… that’s the magic. Western Empires isn’t just a game; it’s an experience, and a completely unique one at that. There’s nothing else quite like it in the entire board gaming hobby. It’s big, messy, demanding, and slightly ridiculous… and for that reason alone, it absolutely earns its place on this list.

17. Sekigahara: The Unification of Japan

Sekigahara: The Unification of Japan quietly slides down the list this year, and not because it did anything wrong. This one is a victim of circumstance, not quality. It’s a strictly two-player affair, and right now I don’t have a reliably available opponent who’s eager to regularly reenact feudal Japanese power struggles. As a result, poor Sekigahara: The Unification of Japan sits on the shelf, unfairly punished for demanding exactly one dedicated rival instead of a whole crowd.

Which is a shame, because this game is excellent. If you’ve ever been curious about block wargames and wanted a perfect on-ramp, this might be the gold standard. It delivers real depth without drowning you in rules, elegance without stripping away meaningful decisions, and replayability that gently rewards repeat plays instead of aggressively demanding them.

It’s fast, approachable, and refreshingly easy to teach. Sekigahara is one of those rare games you can put in front of almost anyone and be confidently playing in no time. The blocks are satisfyingly chunky, the design is clean and purposeful, and the rules are so clearly written that ambiguity barely even attempts to sneak in. Seriously, this rulebook deserves a polite bow of respect.

While writing this, I keep asking myself why it doesn’t hit the table more often. The theme is strong, the design is razor-sharp, and the experience is consistently tense and rewarding. Sometimes, the greatest enemy of a great board game isn’t flawed mechanics or bad balance; it’s just the cruel logistics of finding the right person willing to sit across the table and scheme with you. Oh, and life… life in general gets in the way of boardgaming.

16. Syncanite Foundation

The new kid on the block, and one I admit I’m a little hesitant to crown so early. Its place on this list feels… provisional. The future is uncertain. That said, good luck prying this game out of my hands right now, because I am completely infatuated. I would argue almost every time I do this list there is a game on it I just recently discovered and frankly not all of them make it to the next list, but for now….its my list people, I do what I want!

Syncanite Foundation is a four-player political slugfest and one of the most unique board game experiences I’ve had in a while. It throws conventional design sensibilities out the window, offering a dizzying array of victory conditions, an unapologetically harsh tone, and a generous helping of “take-that” gameplay. The mechanics themselves evolve as the players do, shifting the ground beneath your feet depending on the choices made at the table. Comfort is not on the menu.

I think it’s a great game, but even if you don’t, any true board game aficionado will find the experience fascinating a the very least. It’s bold, strange, and wildly experimental. In a hobby that sometimes feels a bit too safe and standardized, Syncanite Foundation is a sharp left turn into uncharted territory. If you have any appreciation for originality, this is one you simply have to experience.

It doesn’t hurt that the game is absolutely gorgeous once it hits the table. The presentation alone makes it an easy sell, dripping with visual appeal. While the rulebook could definitely use a bit more love, this is not a light game by any stretch, once you push past the learning curve, what awaits is something genuinely unlike anything else out there.

In my book, it has earned its spot here. While I can’t promise it will still be standing years from now, I can say this: at the moment, it’s the game I want to play!

15. Through The Ages: A New Story Of Civilization

It’s been a very long and happy love affair, but Through the Ages takes a gentle step down the list, not because it’s stumbled, but because it’s simply been lived with. Think of this less as a fall from grace and more as a well-earned semi-retirement, complete with a gold watch and thunderous applause.

At this point, I’ve logged well over 100 games across both physical and digital tables, and it remains one of the most fascinating designs in my collection. I’m always happy to play it, but truth be told, the genre it helped define has grown crowded. With so many newer civilization-building games vying for attention, my enthusiasm naturally leans toward fresh experiences rather than revisiting something I know quite literally inside and out.

That said, if you’ve somehow missed this one, you’re in for an absolute treat. Through the Ages is a towering achievement in civilization gaming, the benchmark, the measuring stick, the game by which all others in the genre are judged. Few titles capture the sweep of history with such mechanical precision and strategic depth.

An expansion released a few years back does breathe some new life into the system, but familiarity has a way of revealing cracks over time. One of the biggest lingering issues is player count. While officially a 2–4 player game, anything beyond two can stretch into an epic, and not always the good kind. Add even a hint of analysis paralysis and you’re staring down a six- or seven-hour session, which is simply too long for what is, ultimately, a regular game night and not a special event.

Downtime is the real culprit here. Turns can take ages, interaction during those stretches is minimal, and the pacing can feel glacial. For that reason, I strongly recommend the digital version on Steam, which dramatically smooths the experience and trims away much of the friction. There’s also a free version on Board Game Arena, not quite as polished, but still far preferable to trudging through a full in-person session.

As a two-player experience, it’s solid. At three players, it truly shines, but everyone needs to be experienced. In a 4-player game, you’re going to have time to do your taxes between turns. Either way, Through the Ages remains a masterpiece, just one I now admire slightly more from a comfortable distance and less often.

14. Dune Imperium

I love the Dune universe. No, scratch that, I adore it. It’s one of my all-time favorite science-fiction settings, standing shoulder to shoulder with giants like Star Wars and Star Trek. The politics, the mysticism, the sand, chef’s kiss.

As a board game, however, Dune: Imperium doesn’t really demand that love from you. In fact, it barely asks for familiarity with Dune at all. At its heart, this is a worker placement and card-management game, and a good one that could work with pretty much any theme with factions in it; the connection to the setting often feels more cosmetic than essential. I find this to be generally true of all worker placement games, so it could just be me, but worker placement games, this one included, simply don’t evoke theme for me.

As it slides down the list, that disconnect is the primary reason. I want a great Dune game, and while this is undeniably a great game, it doesn’t quite deliver a truly great Dune experience, if that distinction makes sense. The mechanics hum along beautifully, but they rarely evoke the drama, tension, or thematic weight that defines the universe. It’s mostly just an excellent worker placement game, one of the best in fact according to me.

I admire the design, I think it’s genuinely brilliant. But I find myself playing it less and less, largely because worker placement as a genre has started to wear thin for me. Looking at this list as a whole, there are very few pure worker placement games left standing, and I wouldn’t be surprised if this one eventually drifts off my radar entirely before too long.

Still, context matters. If I am going to play a worker placement game, this is absolutely the one I’d choose. The blend of hand-building, measured conflict, solid pacing, and meaningful interaction elevates it well above most of its peers. Even as my tastes shift, Dune: Imperium remains a standout, just not quite the sandworm-sized experience my love for the universe keeps hoping for.

13. Star Wars Unlimited

This one’s a little tricky to explain, considering it debuted at number five on last year’s list, but this isn’t a fall from grace so much as a game finding its permanent residence. Infatuation is a short-term condition. Eventually, games settle into your regular rotation, and that’s exactly where Star Wars Unlimited has landed.

The truth is, I haven’t kept up with the latest releases, not due to a lack of interest, but because collectible card games are expensive. A single booster box can cost as much as two full board games, and at a certain point, the expanding card pool starts delivering diminishing returns. More options don’t always translate into a meaningfully better experience.

I already have a frankly irresponsible number of cards. They’re fantastic. I love them. I will keep them forever. I will happily play Star Wars Unlimited anytime, anywhere, with zero complaints. What I won’t be doing is aggressively chasing future releases, because I just don’t see the benefit anymore.

It’s a bit like buying the ninth expansion for a game you already love. At some point, you have to ask yourself: do I really need more of this, or would I rather explore something new? What is the limit?

For me, the answer is three. Three expansions. That’s my limit. I bought the first three sets, had a great time, and now I’m content. I can build a dozen decks without breaking a sweat, and I don’t feel even slightly under-served for options.

Will I cycle back into heavier play at some point? Almost certainly. But for now, this is a game I enjoy comfortably, not obsessively, and there’s something very healthy about that.

All that said: great game, genuinely love it, and it absolutely earned its place on this list. I don’t see it going anywhere anytime soon, just no longer screaming for my wallet’s attention like it used to.

12. Terraforming Mars

Terraforming Mars is one of those games that never truly leaves, it just waits patiently until it’s time to return. I go through phases where I play it obsessively, largely thanks to its excellent digital implementation, and every time I do, I’m reminded just how absurdly versatile it is. It’s fantastic for competitive play, endlessly accommodating in how you approach it, and, most importantly, it has never “broken” for me no matter how often I revisit it.

It rises on the list this year, a fluctuation that feels entirely natural for a game that’s permanently embedded in my rotation. Some titles come and go. Terraforming Mars simply orbits.

The game is exceptionally well supported: meaningful expansions, strong digital options, and a healthy, engaged community all help keep it feeling alive. Of course, none of that would matter if the core design weren’t rock-solid, and it absolutely is. Deep, rewarding, and genuinely strategic, this is a game that consistently rewards planning over luck. Despite the presence of card drafting, I’d argue there’s remarkably little randomness here; success is earned far more often than it’s stumbled into.

What really sets it apart is the sheer breadth of viable strategies. There isn’t just one path to victory; there are dozens. The strategic well is so deep that even after nearly fifty plays last year alone, I still actively want to get it back on the table. That’s a rare quality.

I named this my Game of the Year back in 2016, and nearly a decade later, it’s still part of my regular gaming life. Very few games can claim that kind of staying power. Fewer still can do it without feeling stale. Terraforming Mars just keeps on terraforming, slowly, methodically, and apparently forever.

11. Hansa Teutonica

I honestly can’t fully explain this one. I don’t even own it, and I probably play it once a year at most, so how does this unassuming cube-pusher keep finding its way onto the list?

The simplest answer is this: every single time I sit down to play it, I’m immediately struck by the same thought, why on earth am I not playing this all the time? There are plenty of games on this list that I actively obsess over, many of them ranked lower, and yet somehow this one keeps quietly, stubbornly inching its way upward year after year.

What sets it apart is the interaction. It’s just a little sharp around the edges. Yes, it’s a victory-point-salad, cube-pushing Euro, but it carries a kind of tactical brilliance that doesn’t rely on the genre’s most overused crutches like role selection or worker placement. It feels smart without feeling scripted. Honestly, if Great Western Trail didn’t exist, this would probably be my favorite Euro game outright.

It sticks the landing in so many ways, and its approachability alone earns it a place here. I’ve played a truly irresponsible number of Euro-style resource management games, there are far too many of them, but this one stands out as something special in a very crowded field.

I think a lot of that comes from how it stretches player interaction. Despite its clear lineage in classic German Euro design, it never feels like a quiet multiplayer spreadsheet. You’re not just optimizing in parallel, you’re actively competing with the people around the table, which is rarely the case in Euro games, and that tension elevates the entire experience.

In short: elegant, interactive, and quietly brilliant.

Great design.

10. Great Western Trail

Kicking off the bottom of the top ten is the great Euro love of my life: Great Western Trail. And what a sordid history we’ve had together. I bought it, bounced off it hard, gave it another chance, kind of liked it… and then, somewhere along the way, it quietly became indispensable. Fast forward nearly ten years, and I genuinely can’t think of a single month in the last five years where I didn’t play it at least once.

It’s a permanent fixture in my rotation on Board Game Arena, where I’ve logged over 100+ games digitally, and that doesn’t even count the physical table time.

Why? Honestly… I couldn’t tell you. There’s just something deeply satisfying about this game loop. Card collection, victory point pressure, constant player interaction, and a dizzying array of viable strategies all intertwine to create game states that feel fresh, tense, and mentally stimulating every single time. It scratches an itch I didn’t know I had until it refused to stop scratching back.

What really seals it for me is how original it feels within the Euro space. I struggle to meaningfully compare it to anything else, and that’s saying a lot in a genre where déjà vu is practically a feature. When you play Great Western Trail, it only feels familiar because you’ve played Great Western Trail before, not because it reminds you of three other games stitched together.

I’ll also admit something slightly embarrassing but completely honest: I think I love this game in part because I’m pretty good at it. I just get it. And being good at this game isn’t easy. Not because it’s overly complicated, but because it’s packed with subtle nuance that takes time to internalize. Even once you do, there’s no way to “solve” it, no dominant strategy, no auto-win formula. It remains fiercely competitive no matter how experienced the table is.

I love it. No qualifiers, no caveats.

Without question, it’s my favorite Euro game.

9. Warhammer 40k 10th Edition

Has something gone terribly wrong with this list? What is a miniature game doing among the best board games of all time?

Fair question, and yes, this one needs an explanation.

At some point, trying to rigidly separate board games, card games, miniature games, and everything in between just became exhausting. I’m a tabletop gamer, full stop, and this list has quietly evolved into my favorite tabletop experiences rather than a taxonomy exercise. If you look far enough back, you’ll see miniature games have appeared here before, Star Wars: X-Wing and Star Wars: Armada both had their time in the spotlight during the 2010s. So this isn’t unprecedented… just mildly controversial.

That brings us to the obvious follow-up question: of all the miniature games I could have chosen, why Warhammer 40,000?

Because it’s been part of my life, on and off, for nearly forty years. This was one of my earliest gaming touchstones, right alongside Dungeons & Dragons and Magic: The Gathering. Even during periods when I wasn’t actively playing, its absence from this list always felt… wrong.

In 2025, however, I came back to it in a big way. I played a lot, started a brand-new army, Tyranids, and spent frankly ungodly amounts of time painting tiny space monsters with more care than most adult responsibilities deserve.

Now, let’s be clear: I’m not convinced Warhammer 40,000 10th Edition is a great design. But I am convinced it’s a great experience. And when you combine the gameplay with the hobby aspect, the spectacle of a fully painted army on the table, and the sheer narrative excess of the setting, it earns its place here.

I love the universe; there’s usually a 40k novel sitting on my nightstand, and while the hobby is outrageously expensive (only a fool would enter it without hesitation), the reality is that it’s given me decades of incredible memories. I regret none of it.

It does require a measured approach. You need a sense of humor at the table, discipline with your wallet, and a willingness to manage your enthusiasm rather than surrender to it completely. But approached with the right mindset, Warhammer 40,000 is an unmatched blend of game, hobby, and spectacle.

For that alone, it deserves a spot on this list.

8. Paths Of Glory

Alright, now we’re truly getting into the weeds.

Unlike most genres of gaming, I’m a relative newcomer to historical wargames. My first real exposure came through a wonderful title called B-17 Flying Fortress Leader, but Paths of Glory was easily my most ambitious leap into the deep end.

And it paid off, because I absolutely adore this game.

This thematically rich, card-driven masterpiece spans the entirety of the First World War, capturing not just the scope of the conflict but its drama. Every card, every decision, every front feels weighted with historical consequence, making the experience as narratively powerful as it is strategically demanding.

There’s a significant amount of “chrome” here, using the term correctly, I hope, and for someone not raised on historical wargames, the rules were genuinely challenging at first. But once the core systems click and you begin to engage with the deeper strategic and tactical layers, you discover something truly special. This is a level of tabletop gaming depth that few genres can offer, and even within historical wargames, Paths of Glory stands tall.

It’s also a brutally difficult game to win, especially when you’re a late bloomer facing seasoned veterans. But one of the great joys of this space is the community itself. There’s a calm, thoughtful, almost scholarly atmosphere to historical wargaming, a patience and maturity that makes learning, losing, and improving feel deeply rewarding rather than frustrating.

Over the past year, I’ve made a real effort to learn this game properly. Its nuances, its long-term planning, its subtle interplay of risk and restraint. I’m still far from graduating beyond novice status, but with every play I can feel myself improving incrementally and meaningfully, and that alone is incredibly satisfying.

This is not a game I recommend casually. If you’re merely curious about historical wargames, there are far better entry points. Paths of Glory is a graduation, a title you arrive at once you’re ready for something truly heavy, demanding, and profound.

From front to back, it is brilliant.

7. Caesar: Rome vs. Gaul

There’s no question that card-driven influence-control games, niche though they may be, are among my favorite two-player experiences. I own quite a few, and more than one appears on this list, but Caesar: Rome vs. Gaul has enjoyed a recent resurgence for me. In fact, I effectively rediscovered it, and doing so left me wondering how on earth this game ever fell off the list in the first place.

For the uninitiated, this genre, made famous by Twilight Struggle, is a form of area control built around multi-use cards. The core idea is simple, but it has been explored through many fascinating variations in games like Washington’s War, Successors, Hannibal & Hamilcar, and my beloved Imperial Struggle.

Caesar: Rome vs. Gaul earns its spot here for one very specific and very important reason: it’s far more approachable than most of its peers. A common hurdle in this genre is deck knowledge. In many card-driven games, knowing what cards might appear is a critical strategic skill. Until you’ve internalized that information, you’re essentially learning by losing, often repeatedly. Twilight Struggle is infamous for this, and it’s why newcomers can spend a long time getting comfortably trounced before things start to click.

Caesar largely sidesteps that problem. The cards are straightforward, intuitive, and less about surprise timing and more about responding to the evolving board state. As a result, I can teach this game quickly and have a new player competing meaningfully almost immediately. That alone makes it an easy and appealing choice to pull off the shelf.

Beyond accessibility, I genuinely love how it handles its history. The game captures the Roman conquest of Gaul with clarity and flavor, without burying the player under a pile of academic detail. It feels like a proper member of the historical wargaming family, just one that’s welcoming, lean, and refreshingly light on ceremony.

It’s challenging, endlessly replayable, and remarkably easy to get into.

I love it, and it absolutely belongs on this list. It’s also easy to recommend to just about anyone interested in the genre, though I would probably argue for Washington’s War if this is your first segway into the genre; that’s even more approachable and arguably a candidate for this top 20 list, as it too is a fantastic game.

6. Old School Dungeons and Dragons

Alright, this one’s less a single game and more a category, and I’m fully aware that this alone is going to rub a few people the wrong way. The phrase “old school D&D” is hotly debated territory, guarded by a passionate community that often treats it less like a genre and more like a hereditary title. Who gets to claim it, define it, or pass it on is… contentious, to say the least.

For me, old school D&D comfortably includes Advanced Dungeons & Dragons 1st Edition and Advanced Dungeons & Dragons 2nd Edition, as well as B/X-style descendants like Old School Essentials (and by extension BECMI). I also include some more modern interpretations that clearly carry the same spirit, Dolmenwood, and yes, I’ll even dare to say Daggerheart.

But ultimately, I don’t recognize old school play by rulebooks or edition numbers, I recognize it by approach.

Old school D&D is a reactive storytelling system. Worlds are invented on the fly. Characters emerge through play rather than pre-written arcs. The game doesn’t care about your narrative aspirations, and the dice certainly don’t care about your feelings. Triumph feels earned because failure is real, frequent, and often hilarious. The mechanics don’t bend to accommodate you, they push back. When you win, there is a satisfaction to it because you know the odds were against you and only through cleverness can you succeed.

I love adventure games that understand when to challenge me, when to obstruct me, and when to simply get out of my way. Most modern RPGs, in my experience, don’t capture that balance. With a few rare exceptions, many contemporary designs lean hard into mechanical power fantasies, highly curated tactical experiences where success is expected, survivability is guaranteed because balance favors the player, and failure is politely escorted out the back door. I find that… dull.

Even stretching the definition further, there are non-fantasy games that tap into the same ethos. Titles like Vampire: The Masquerade, Alternity, and classics like Shadowrun all scratch that same itch: player-driven stories, dangerous worlds, and systems that don’t promise fairness.

Put plainly: I don’t love the direction modern role-playing has taken. I don’t think most modern RPGs are as much fun as these older designs, and I genuinely believe that, archaic mechanics and all, old school games still represent the most compelling form of role-playing available.

They don’t protect you.
They don’t flatter you.
They let you play.
and most importantly, they allow stories to emerge

5. Empire Of The Sun

If Paths of Glory is a graduation in the world of historical wargames, then Empire of the Sun is a doctorate. This is, without question, the most complex, most demanding, and deepest game I have ever played. It doesn’t depict the Pacific War, it is the Pacific War, rendered in exhaustive operational detail and somehow compressed into a single box.

This is the ultimate challenge. It is the most complex ruleset I have ever learned, and I quite literally need to play it two or three times a year just to keep the rules from evaporating out of my brain entirely. Miss a year, and you’re relearning it from scratch.

That warning label firmly in place, Empire of the Sun is also one of my absolute favorite lifestyle games, an endeavor rather than a pastime, and I have loved every frustrating minute of it. Rules layered atop rules, exceptions piled onto exceptions, and a heroic amount of linguistic gymnastics all combine to create an absurdly steep learning curve. But the payoff is extraordinary: one of the most detailed, authentic, and strategically rich tabletop experiences ever created.

I typically manage two full games per year, each taking roughly two months to complete. It’s a massive commitment. That said, if you can manage it, playing the game in a single sitting is the best way to experience it. Expect an extremely long night. Even with two experienced players, you’re looking at roughly six hours. And yes, it’s worth every single minute.

Despite its scale, the game is intensely interactive. The “you go, I go” structure means constant engagement, and because you’re executing the Pacific War at an operational level, there are no small decisions. Every move is a major operation. Every action reshapes the strategic landscape in meaningful ways.

This is not a game you casually try.
It’s not even a game you learn easily.

But if you commit to it, Empire of the Sun rewards you with an experience few games, of any genre, can match.

One of the best games ever made.

4. Twilight Imperium

This game has been on my best-of list since before I was even keeping one, and for me personally, there’s no ambiguity here: Twilight Imperium is one of the best tabletop games ever made.

That statement, however, comes with a lot of caveats when it comes to recommending it. While this game speaks directly to my gaming soul, it is absolutely, unequivocally not for everyone. In fact, I’d argue it’s niche enough that it’s probably not for most people.

So who is it for?

Twilight Imperium is an epic 4X event game for three to six players that takes anywhere from five to eight hours to play. It’s complex, unapologetically dense, and built around a deep well of strategic and tactical decision-making. It doesn’t streamline itself for convenience, and it doesn’t soften its edges to widen its appeal, because it is exactly what it intends to be.

That intentionality is important. When I read critical reviews of Twilight Imperium, the most common complaints are almost always about features that were deliberately designed into the game. Those criticisms usually say more about mismatched expectations than about the game itself.

For the right group, Twilight Imperium is magnificent. It’s a gorgeous, sprawling science-fiction experience that lets you guide an interstellar civilization through diplomacy, warfare, politics, and ambition in a fiercely competitive 4X environment. The variability is staggering. You could play this game a hundred times and never have the same experience twice. When it works, it’s pure joy, when it doesn’t, it’s hell on earth.

To find that joy, you need the right people. Finding five or six like-minded players who want to commit an entire day to this kind of experience is hard. In my immediate orbit, that group simply doesn’t exist, which means the game spends far too much time gathering dust, an unfortunate fate for something this special.

There is, however, hope on the horizon. A digital version was announced last year for Steam, and honestly, there may be no game in existence more in need of a proper digital adaptation than Twilight Imperium. I have high hopes that it will finally connect fans across distance, scheduling conflicts, and adulthood, and that I’ll soon find myself knee-deep in glorious sci-fi chaos once again.

I can’t wait.

I love this game.

3. Lord of the Rings: The Living Card Game

The Lord of the Rings: The Living Card Game by Fantasy Flight Games is my favorite card game ever made, but probably not for the reasons you’d expect.

I play it almost exclusively solo. While it’s an excellent game at any player count (and particularly strong at two), I rarely make an effort to get it to the table that way. Instead, this is my daily ritual. I set it up on a small gaming table in my office and run a game or two each day. I’ve kept that routine for years now. Occasionally, I take breaks, but for the most part, I’ve been happily cycling through its overwhelming library of expansions again and again, and somehow it never gets old.

That’s the magic of it. I never tire of this game. It offers a fully realized, deeply thematic board gaming experience whenever I want it, without scheduling, negotiation, or compromise. I enjoy the solitude, but even more than that, I love the puzzles. This game is brutally difficult, demanding precise deck construction, careful play, and long-term planning. No matter how many years I’ve invested in it, it never truly gets easier; it just invites you to fail more intelligently.

At this point, I own nearly everything ever released for the game, which means the collecting phase of the hobby is mercifully behind me. That said, it’s worth acknowledging that living card games are not cheap, and I’m always hesitant to recommend it casually for that reason alone.

But if you love The Lord of the Rings, and if you love card games, especially deep deck-building experiences, there is simply nothing else like this. Nothing even comes close.

This is one of the most challenging, elaborate, and rewarding card games I’ve ever played. I adore it, and it earns its place on this list with grace, confidence, and an absurdly large stack of cards.

2. Imperial Struggle

Imperial Struggle is a difficult game to explain, and that, more than anything else, is why it remains such a tough sell and a relative unknown in the wider board game sphere.

At its core, it explores the century-long global rivalry between Britain and France, rendered in an abstracted but highly coherent way that ties just enough mechanical logic to historical reality for everything to make sense. It’s also a member of the card-driven influence-control genre. Either of those elements alone can already be a hurdle for many players. Together, they create a niche within a niche.

Then there’s the learning curve. Imperial Struggle, I would not say is unforgiving to new players, but it’s fairly demanding. Not so much in rules comprehension (though still there is some complexity), but definitely in strategic depth and understanding the core principles behind winning. It’s entirely possible, easy, even, to lose the game by the second round if you misstep early. That kind of punishment, paired with a fair amount of rules overhead, makes it a game that’s hard to table and even harder to recommend casually.

And yet.

If you give it a real chance, if you power through those first few games and reach the inevitable light-bulb moment, a remarkable strategic landscape opens up. The game suddenly reveals an astonishing number of viable paths, long-term plans, and tactical pivots. It’s like stumbling onto an obscure novel series you’ve never heard of and realizing, halfway through the first book, that it’s quietly brilliant. That’s what discovering Imperial Struggle feels like.

It’s not an easy journey, and having a good teacher helps enormously; this is not a game that gently teaches itself. But I genuinely can’t think of another game more worthy of the effort.

Every time I play, all I want to do is reset the board and go again. I want to try that strategy instead. Or this opening. Or see what happens if I lean harder into a card I previously dismissed as useless. And without fail, cards or systems I once questioned eventually reveal their purpose. A few games later, it clicks: oh, that’s how this works. The discovery never stops.

What makes this even more impressive is how tight the design space actually is. There aren’t endless systems layered on top of each other, just a remarkably robust framework that takes many, many plays to fully internalize and master, but rewards you for doing so.

Importantly, while the learning curve can be called “moderately heavy”, the game itself is logical. Hidden information is limited, and it doesn’t lean nearly as hard on encyclopedic card knowledge as some of its genre cousins, including Twilight Struggle. The strategic dynamics are deep, but they’re also coherent.

This matters. When you lose your first game of Twilight Struggle, you often don’t even understand why until you’ve lost ten more and the systems finally come into focus. In Imperial Struggle, the reason for your loss is painfully obvious, even in game one. The board state tells a clear story, and improvement comes immediately. It’s an intelligent game, but it never makes you feel stupid.

There’s no question that this is my favorite game in the card-driven influence-control genre. And honestly, it goes beyond that, it’s very close to being one of my favorite games of all time.

But, as Yoda famously said:

“No… there is another.”

1. War Room

Ever since the day I received War Room, as a birthday gift, the tradition of playing it once per year, on my birthday, has become one of my most cherished gaming rituals. It’s not just a game day; it’s an event. One I look forward to all year.

I’ve sung the praises of War Room on this blog for years, and its position at number one has never been in doubt. Not once. That hasn’t changed.

What has changed is my perspective. After enough plays, the glow of novelty fades and what remains is something far more valuable: understanding. At this point, War Room is a game I know, and know well. I wouldn’t change a single word of the review I wrote back in 2019, but time and experience have added some clarity worth sharing.

First and foremost: War Room is undeniably random. That’s not exactly a revelation, you roll handfuls of dice to resolve combat, but the deeper randomness lies in timing. In War Room, when something happens is often just as important, if not more so, than what happens.

Take the opening round. Whether Japan acts first, or whether the U.S. and Britain do, can define the entire shape of the war from that moment forward. It’s arguably the single most impactful moment in the game, and it hinges on an oil-bidding contest in round one. The same is true between Russia, Germany and Britain in Europe. That decision doesn’t determine who wins or loses outright, but it absolutely dictates the next two to four rounds of the war, what survives, what burns, who the aggressor gets to be and how starved or flush each nation is with resources during the most critical opening moments.

Bidding is usually very close, so often, even with bidding, the turn order is decided randomly due to ties.

You can debate the “correct” strategy endlessly, and people do, but that’s part of the joy. The point is that chance plays an enormous role throughout the game. Yes, you can mitigate it through deterministic choices, but control always comes at a cost. The more certainty you demand, the more resources you burn. That tension, do you invest, or do you gamble? is at the heart of War Room.

And it’s both the game’s brilliance and, perhaps, its greatest flaw.

Because War Room is brutally unforgiving. Despite its enormous scope, you actually make far fewer decisions than you might expect. Each nation gets six moves per round. Most games end in three to five rounds. Over a twelve-hour session, you’ll make roughly eighteen to thirty truly meaningful decisions, and those decisions will define everything.

Here’s the paradox: War Room wants repeated plays. It begs for mastery. It’s an event game that secretly longs to be a lifestyle game. But its size and length make that nearly impossible. If you’re lucky, you’ll get one game per year. Maybe two if the stars align. You never quite get enough repetitions to fully explore its strategic depth.

It took me five years, five plays, to even begin forming basic conclusions about what works and what doesn’t. That’s a glacial pace by any standard. And so, inevitably, players fall back on the one thing the game always allows: luck. Let the dice decide. Hope for the best.

That doesn’t make War Room bad. Not even close. It simply means that most games are played closer to high-stakes gambling than to pure strategic optimization, despite the fact that the system is absolutely capable of supporting that deeper play.

And yet… I love it.

None of this diminishes War Room in my eyes. If anything, it makes me wish I could play it more. I wish I had the time to truly live inside its systems, to explore every nuance and edge case it offers. My only real regret is that this game didn’t exist when I was fifteen years old, with endless weekends and nothing but time.

Fifteen-year-old me would have played the absolute hell out of this game.

So yes, without hesitation, without qualifiers:

The best game ever made. Period.

Review: Syncanite Foundation by Syncanite Games 2025

In the world of board gaming, true originality is exceedingly rare. Hundreds, if not thousands, of games hit the market every year, and more often than not, I can glance at a box and say something like, “Ah yes, this is basically X, but with a dash of Y and a sprinkle of Z.”

That probably makes me sound a little jaded, and maybe I am, but I don’t mean that as a criticism. Games building on other games is how this hobby evolves. Iteration is healthy. Innovation is to be commended, but originality is something else entirely. Genuine white elephants don’t come along very often.

Syncanite Foundation is one of those rare beasts.

This is a game I struggle to describe through comparison, because it doesn’t slot neatly into anything else I know. It doesn’t borrow a familiar skeleton and dress it up differently. It’s not some evolution of existing mechanics that I recognize. It’s neither European nor American, despite having a German designer. It’s a game that marches to the beat of a drummer I have yet to meet, and possibly doesn’t care if we can keep up.

In fact, even on the Kickstarter site, the publisher struggles to mention some of the games you might relate to this one, listing Root, Hegemony, and Twilight Imperium, but that is a wild stretch at best. The only thing this game has in common with those games is that all three, like Syncanite Foundation, are white elephants. Rare, unique games that really don’t conform to gaming norms any of us are familiar with. Notably, all three of those games can be described as “hard to teach” and “hard to grasp”, perhaps some might even call them “complex”, all sentiments I think you will find Syncanite Foundation has in common.

That’s why my experience with the game, for better or worse, was consistently exciting, curious, and engaging… while also, at times, frustrating and confusing. Exploring a game that feels untethered from the rest of the hobby gives it a strange kind of edge. Expectations bend. Assumptions break. You’re forced to recalibrate how you think about play, progress, and even success.

I’ve been obsessing over this game for a while, turning it over in my head, trying to figure out how to talk about it. Even writing this introduction proved more difficult than expected.

Syncanite Foundation is complex, not just because the rules have weight, because they do, but because of how its systems collide and stretch the game beyond basic explanations of the rules. Player actions don’t simply advance the game; they reshape it. Decisions ripple outward, altering mechanical interactions and sometimes completely redefining the game state on the fly. There’s no familiar formula here, and even the playtime refuses to behave, ranging anywhere from a brisk 45 minutes to sprawling 3–4 hour political epics. I suspect you will find yourself playing this game several times and running into entirely new mechanics and interactions even after several plays.

Is this a bad thing? I don’t think so, at least it’s not what I would quantify as bad design; quite to the contrary, it’s fascinating and fresh, but it’s not a game that will simply snap into place for you the first time you play it.

From session to session, this game will feel like an exploration. More than once, your group will deliberately poke at the mechanics, perhaps even confident you understand what will happen, only to watch the game spiral off into unexpected states, forcing you to rethink everything you thought you had under control.

That all sounds very abstract, and that’s intentional. Because I should warn you up front: as I explain this game, you probably won’t fully get it. In fact, even after a few plays, you still might not. Syncanite Foundation is unorthodox in both structure and philosophy, but when the pieces finally do click, when that moment of awareness hits, something genuinely brilliant reveals itself beneath the chaos intended for you to discover by the designer.

You may find yourself, as I did, realizing that you’re playing something that feels like more than just another board game. For aficionados like me, that’s the sweet spot, for many, I think this will be “something weird”. Something hard to wrap your head around, and it might even leave you uninspired. Sentiments I have heard often about truly unique designs like Root, Hegemony, and Twilight Imperium. It is the bane of true originality to suffer at the hands of mass popularity and conformity.

Not trying to bust anyone’s balls, but this is the sort of reception Root got when it was released. A game, I would say, is probably one of the most brilliantly intricate asymmetrical games ever made, true originality in the world of board games, and people were still calling it “Shitty version of RISK”. I get you might not like it, but stuff like this is just pure ignorance and shows a lack of appreciation of game design. Unfortuantetly I think Syncanite Foundation will have to endure stuff like this.

If you’re an obsessive board gamer with a taste for the unusual, a tolerance for uncertainty, and a curiosity strong enough to explore unfamiliar territory… this is one of those games that is going to give you unusual in spades.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star (4.4 out 5) Fantastic!

Any conversation about what Syncanite Foundation really is has to start with its backstory. This isn’t optional flavor text. The game’s mechanics and its narrative are so tightly intertwined that going in without at least a basic grasp of the world will actively make the game harder to learn and harder to appreciate. So what is the world about?

At the center of the story is Syncanite itself: a rare, immensely powerful crystal that fuels this strange sci-fantasy world at the dawn of its industrial age. Syncanite is energy, influence, wealth, and longevity all rolled into one. It powers machines, enables magical feats, reshapes economies, and destabilizes entire nations. If that sounds a bit like spice from Dune, that’s not an accident. Syncanite occupies the same narrative role as a resource so valuable that society reorganizes itself around its control.

To manage this miracle substance, a governing body was formed: The Syncanite Foundation. Officially, its role is benign, overseeing the mining, refinement, and distribution of Syncanite for the good of the world. Unofficially? Well… power rarely stays transparent for long.

The Foundation quickly transforms from a regulatory council into a shadow government, quietly steering politics, economies, and wars from behind the curtain. Its leading members are oligarchs, wealthy, influential figures who understand that true power isn’t held by kings or generals, but by those who decide who gets access to the resource everyone depends on.

That’s where you come in.

In Syncanite Foundation, you play one of these oligarchs: a powerful, morally flexible architect of global manipulation. You aren’t trying to save the world. You’re trying to rule it. The game tells the story of how you pursue that goal, and whether you succeed or fail, through secrecy, influence, betrayal, and carefully timed chaos.

One of the most striking design decisions is that the game has no victory points, no public progress tracks, and no obvious way to tell who’s winning. Power is opaque by design. Much of it is hidden behind influence cards, the most powerful utility in the game, capable of sweeping changes in the blink of an eye, making it quite difficult to accurately assess another player’s position at any given moment or their plan for victory.

The game really revolves around the Crisis Cards, which, when any are triggerered simultanously causes a major upsetting event at the table, altering the game state, they add new mechanics to the phases of the game, and they open up victory conditions for the game. Each is unique, and the interaction between them can create some wild effects on the game.

This uncertainty feeds directly into the game’s tone. Syncanite Foundation thrives on paranoia. You’re constantly conscious of the fact that someone at the table is closer to victory than they’re letting on, and that they might be about to pull the rug out from under you. That fear drives players to act preemptively, often ruthlessly, which in turn validates everyone else’s worst suspicions. It’s a self-reinforcing cycle of mistrust, and it’s completely intentional.

Where the game truly distinguishes itself, however, is in how its mechanics evolve.

Rather than presenting a fixed ruleset from start to finish, Syncanite Foundation unlocks new systems as the game progresses. These shifts are driven primarily by influence cards and political agenda votes, which can trigger world-altering events. A war might erupt, suddenly introducing a full “dudes-on-a-map” layer and unlocking a domination-based victory condition. Other events can reshape new options for economies, alter political power mechanics, and each will redefine what winning looks like.

Operation cards beyond their effects, which I think are best described as extreme, cause the Crisis cards to inch closer towards being triggered. The more of these operation cards are played, the more chaos is sewn into the game. It’s a wonderful consequence for the games most impactful action players take in the game.

Crucially, these events don’t just add new mechanics; they radically disrupt the existing game state. Economic balance shifts. Political alliances crumble. Board control changes overnight. And because players only directly control which influence cards they play and how they vote, the game can flip from “I’ve got this under control” to “everything is on fire” in a single moment. Which is why so much table talk is imminent, as you not only need to manipulate the mechanics from your seat, but you have to convince others that it’s in their best interest to act with or support you by making it seem like it’s in their best interest. Diverting attention to something other than your plan.

This subtle element of the game, however, doesn’t immediately appear on your first play, as simply grasping a concept like “how do you win” or “how do you prepare for winning” may be out of reach in your first game. Initially, you just do stuff; the thing that makes this game’s wheels spin is probably going to take a few plays with the same group before it all jives.

Adding another delicious layer of cruelty, victory conditions themselves are tied to cards you receive at the start of the game, and those cards can be lost through assassination and other interactive methods. It’s entirely possible for an event to unlock a victory condition you no longer possess, forcing you into the grim position of defending against a win condition you have no way of achieving yourself. You’re not trying to win, you’re trying to stop someone else from doing so. But they don’t know which it is, and so the paranoia spins on.

This constant propagation and mutation of mechanics is the beating heart of Syncanite Foundation. It’s what drives the relentless political maneuvering, the desperate deal-making, and occasionally the outright begging for mercy. What emerges is a kind of controlled, paranoia-fueled chaos, where each player scrambles to stabilize the world just long enough to exploit it. That control, if it’s even achievable, is at best temporary, so you have to act decisively and time your plays perfectly.

There is one game Syncanite Foundation reminds me of a little bit, New Angeles. They share the same sort of paranoia, voting, and secret victory conditions as Syncanite Foundation, but even this comparison is a real stretch. I can say, however, that I like New Angeles for that very reason. I love games where you really feel like you’re playing against someone in more than just a kind of abstract way.

As a unique gaming experience, I found Syncanite Foundation to be absolutely brilliant. It’s just fun…

But it’s also brutal.

Syncanite Foundation is unapologetically a “take that” game of the highest order. Single-card plays can completely dismantle long-term plans. Direct, player-driven setbacks are frequent, dramatic, and personal. Feel-bad moments are not edge cases; they’re part of the design. Many things in the game feel outrageously unfair and too powerful. This is a game about power, and power is rarely gentle. For better or worse, the mechanics capture the spirit of these nasty politics perfectly.

Whether that excites you or terrifies you will depend entirely on your group. Syncanite Foundation does not apologize or offer any condolences or alternative for what it is, it’s kind of a take it or leave it deal.

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Nice art, very high-quality components, especially the cards.  Everything is built to last.

Cons:  Many misprints, vague card descriptions, and many missed translations in the English version.  Tiny fonts on cards that are hard to read.  Even the updated rules manual leaves a lot to be desired.

I’ve already gone into considerable depth on the components of Syncanite Foundation in my earlier preview, which you can find HERE, so I won’t rehash everything in full. Instead, here’s the condensed version.

In short, the component quality is outstanding. The artwork is genuinely fantastic, and the overall visual presentation of the game, from board layout to iconography, feels cohesive, confident, and deliberate. This is a game that knows how it wants to look, and it executes that vision exceptionally well.

There is no question that this is a beautiful production; tremendous effort was put into the presentation here, and no cost was spared on the component quality, but many elements are just impractical for gameplay. Legibility of cards, clarity of writing, and proper translations are, in the end, far more important than how pretty a game is. Practical use and playability absolutely trump artistry when it comes to board games.

My primary criticism of Syncanite Foundation remains unchanged: text size and legibility. Some of the cards suffer from very small fonts, compounded by the stylistic choice of white text on a black background, often layered on top of foil. While undeniably striking from a distance, this combination is rough on the eyes and very impractical. When playing Syncanite Foundation, you’ll want strong lighting and, if you’re anything like me, your favorite reading glasses close at hand.

It’s also important to address the rulebook situation again, because it directly impacts the usability of the components, especially if you are working with the first printing.

The printed manual included in the box (1st printing), by the publisher’s own admission, is insufficient for actually playing the game. To get Syncanite Foundation to the table, you’ll need to download the updated rulebook. That said, the irony here is almost impressive: the physical manual does an excellent job as a conceptual overview, while the updated rulebook does a comparatively poor job of conveying the big picture but does a decent job with the rules.

In practice, you’ll likely want both. One as an introduction and thematic walkthrough, the other as a functional rules reference.

Even then, I wouldn’t call the updated rulebook good by modern rulebook writing standards. All the necessary information appears to be present, but it’s poorly organized and inefficient to learn from. Expect unanswered questions, frequent rule lookups, and a fair amount of head-scratching during your first attempts to play.

It doesn’t help that some of the cards can be a bit vague, and the rulebook doesn’t really explain them. There is a wiki page, however, and you can find some answers there, but this wouldn’t be necessary if the wording on the cards were a bit more structured.

As a whole, however, aside from a few hiccups, for example, there are several places where German was used in the English version of the game, it’s mostly well done. Enough for a passing grade.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  The game’s theme and mechanics are in perfect concert in this well-established and creative world.  This is a game that knows exactly what it wants to be.

Cons:  Some may object to the cruelty and direct nature of how that theme is executed mechanically.  It’s an edgy game.

When it comes to theme, Syncanite Foundation doesn’t just open the door, it rips it off the hinges and asks you what you plan to do with the wreckage. This is a rich, deeply textured world where mechanics and narrative are tightly interwoven, and every design choice feels intentional. The result is something genuinely extraordinary.

One of my favorite thematic touches is how operation cards feel like fragments of history rather than abstract effects. Each one carries the weight of an event, something that happened in the world you’re collectively shaping. Because these cards tend to be so impactful, they become moments players remember. Not just mechanically, but emotionally. “That time you dropped Hostile Takeover” is going to be a sentence that gets repeated long after the game ends.

A huge effort has gone into giving Sycanite Foundation a fantastic backdrop with a website dedicated to elaborating on the world, the people, and the history of this wonderful setting. I love it when a board game gets the RPG treatment.

That sense of living history is reinforced by the game’s “shifting sands of time” effect, driven by large-scale events triggered directly through player conflict. Political revolutions, economic monopolies, the outbreak of war, the rise of tyranny, these aren’t minor modifiers or temporary inconveniences. They are global disruptions that fundamentally alter the trajectory of the game. The board state changes. The balance of power shifts. The future rewrites itself. New mechanics are introduced.

What I love most is that this forces players to think beyond the immediate moment. Playing a card or approving a law isn’t just about what it does now; it’s about what kind of world you’re creating afterward, as each card played brings the game closer to triggering one of these world-shattering events. Decisions echo forward. Consequences linger. And that narrative persistence makes every choice feel heavier, more meaningful, and far more satisfying.

The theme here is, quite frankly, chef’s kiss. It’s executed brilliantly and delivers exactly what I was hoping for when I first cracked open the box and read the introduction.

If there’s any drawback at all, it’s this: Syncanite Foundation can be a cultural shock to groups that aren’t prepared for how viciously on-theme it is. The winner won’t just feel victorious, they’ll feel dominant. The losers won’t just lose a game, they’ll walk away slightly stunned by how cruel and surgical the experience can be. That brutality is absolutely intentional, and it fits the world perfectly, but it’s not going to be for everyone.

This game probably should come with a warning label.

Things can get nasty.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Highly dynamic and evolving mechanics, tons of moving parts to explore, so many different ways to win and approach the game.  Strategic exploration is robust.

Cons: This is a mean, edgy, take-that game that can feel unfair and brutal.  It’s not going to connect with everyone.

Alright, this is the part I’ve been quietly dreading.

Not because I dislike the gameplay (quite the opposite), but because there is simply no way to explain how Syncanite Foundation plays without leaving you with a long list of unanswered questions and a faint suspicion that I may be lying to you. I’m not, but the game has a habit of undermining anyone who tries to summarize it too cleanly.

Let’s start with something reassuring: Syncanite Foundation is not an especially complex game in the traditional sense, at least not at the start. I’ve learned far heavier rulesets and far more procedurally demanding systems. Where this game becomes intimidating isn’t in how much you have to remember, it’s in how deeply the mechanics interact and how wildly those interactions can evolve. I’m convinced I’ve only scratched the surface of the possible game states this system can generate. I think it will take many plays to really get your head around the possibilities and strategies hidden within.

Learning and teaching complex games requires excessively strong rulesbook writing. I cite Empire Of The Sun as a prime example of one of the most complex games I have ever learned to play. If it were not for the amazing indexed, reference-style rulebook, learning to play Empire Of The Sun would be impossible. Syncanite Foundation is just complex enough that it really needs this treatment. As it stands, even with their latest updated rulebook, learning to play Syncanite Foundation was a tough challenge.

And that’s where teaching the game becomes… problematic.

When you teach most games, players quite reasonably ask questions like, “What happens if war breaks out?” or “How dangerous is that strategy?” In Syncanite Foundation, any honest answer to those questions begins with “Well, it depends…” and ends with you apologizing later when the game does something completely different from what you predicted.

There are simply too many interlocking systems, too many conditional triggers, and too many player-driven variables to make reliable promises about outcomes. The game will, at some point, contradict you. It’s probably best to let players discover things on their own.

That said, we should at least try to describe how things begin, because the opening moments are deceptively calm.

At the start, everyone operates under nearly identical conditions. Players choose a character role that grants a unique ability, but otherwise, the field feels level. The game proceeds through a structured cycle of four major phases. During these phases, players place armies, collect resources, convert those resources into influence cards or additional forces, occasionally sell assets for capital, vote on laws, and finally execute role abilities before resetting for the next cycle.

The cycles (rounds) are broken down into four relatively simple phases, but as the game progresses and Crisis cards are triggered, entirely new mechanics are added to the game, in some cases, entirely new mini games. The game gets more complex as it progresses, especially when multiple crises are triggered at the same time.

On paper, it’s all very reasonable. Almost comfortingly simple. After the first round, you’re deceived into thinking this will be a simple game.

And then the cards start flying.

Most influence cards are operations cards that can be played at almost any time, and they are not subtle. These cards are powerful, disruptive, and always contribute counters toward one of five global events: Revolution, Monopoly, Military, Triage, or Tyranny. Many of them also strip victory condition cards from players’ hands. Even early-game laws on which players vote on using the other type of influence card, called bribery cards, can destabilize the board to such a degree that a global event triggers far sooner than anyone expected.

By the time you reach the second cycle, and certainly by the third, you are no longer playing the same game you started. What that new game looks like is impossible to predict because it depends entirely on which events have triggered, in what order, and how they’ve collided with one another between the layers of influence cards and laws you have put into place, and the impact on the resource you manage to walk away with, among many other things, like player role abilities.

It’s going to feel like a dizzying array of out-of-control events, and it’s not a simple thing to get your head around all of the interactions and how you should form a strategy to win the game around them. In our first play of the game, it felt like we mostly did stuff just to see what would happen. We had no idea how to control the game enough to form a winning strategy.

Take the Triage event for example, for example.

The first thing that happens with this event is that suddenly, the market dries up. Inflation may spike or collapse. Resources become scarce and nearly worthless or potentially gold mines to buy and sell. At the same time, players are pressured by the Dignity and Honour victory condition, which demands donations of food, goods, and Syncanite, or else they lose victory cards. If you’ve already lost the Dignity and Honour victory card by this point through assassination or some other effect, congratulations: you’re now stuck defending against a win condition you can no longer achieve yourself, yet are forced to contribute or fall further down the rabbit hole.

And that’s just one event.

Now imagine that layered with a Military escalation. Or a Headline card played by the Censor that swings military power dramatically. Or a war erupting mid-cycle. Or a player getting crushed so badly they become a Pariah, instantly shifting into an entirely different victory framework, emerging as a completely different threat to your victory altogether.

In our game war broke out, triggering a “Dudes on a map” mini game. While the war itself was not the direct cause of a victory, its effect allowed other victory conditions to become attainable, and we ultimately ended up with an elected victor through the Tyranny Crisis. It was a cool end and showed just how interactions between the Crisis cards and their subsequent victory conditions can alter the game in difficult-to-control ways.

I understand that as I say those things, it probably makes little sense to you as you read this review, and rightfully so, my only point is that there is a lot of “stuff” happening in this game.

This is why Syncanite Foundation is so difficult to describe: the game state is fragile. Every small push has the potential to unlock entirely new systems. What was once a semi-passive, worker-placement-style resource grab can suddenly turn into a full-blown territorial conflict. Last round, you were carefully optimizing. This round, you’re playing RISK for survival.

And this keeps happening.

Every event, every law, every assassination, every influence card has weight. Nothing is trivial. Everything lands somewhere between “severe inconvenience” and “absolute catastrophe.” The game is about managing chaos, not controlling it, because true control is an illusion here. At best, you’re projecting confidence while desperately trying to stay afloat.

Which brings me to what I believe is the game’s hidden core mechanic and intent: player psychology.

Table talk, bluffing, accusation, persuasion, and gut instincts, I think, will matter just as much as the cards and systems once players grow accustomed to the games intracacies. With so much information hidden and power levels so difficult to assess, perception becomes reality. A player is never more than one influence card away from detonating the board, regardless of how weak they appear. That uncertainty fuels paranoia, and paranoia fuels interaction.

People will talk. They will vent. They will accuse. They will form alliances and break them five minutes later. And all of that, the social pressure, the manipulation, the narrative chaos, isn’t just emergent behavior. I think it will ultimately be the game.

I could keep going, but to fully explain every system would require an article longer than the rulebook, and honestly, it isn’t necessary to determine whether this game is for you.

At its heart, Syncanite Foundation is a highly interactive resource and card management game with evolving mechanics, brutal take-that elements, and constant “gotcha” moments. Like games such as Root, Hegemony, or Twilight Imperium, it’s almost certainly going to be a love-it-or-hate-it experience for most.

As for my friends and I?

I (we) think it’s pretty awesome.

This is a political game with teeth, one that fully commits to its theme and gives players the mechanical tools to be exactly what the game wants them to be: power-hungry oligarchs, lying, scheming, manipulating their way toward dominance.

It’s mean-spirited joy.

An unfiltered “screw you” simulator.

So… is Syncanite Foundation perfectly balanced?

That’s a harder question to answer than it first appears, because the way this game reveals its balance is, frankly, a bit deceptive.

One of the core challenges when learning Syncanite Foundation is that your understanding of the game arrives in sudden, jarring moments, usually right as the current game state crashes head-first into your assessment of how well (or how poorly) you think you’re doing. That’s a mouthful, but it matters.

The psychology of the game is hard to wrap your head around, but the practical reality is that you are never “losing” in Syncanite Foundation. There are always outs, like the Paria victory conditions. When things get really bad, you become a Paria and can ultimately turn the game in your favor. Understanding that and recognizing how that works is going to take a few plays of this game, but it is a key to unlocking this games briliant balance.

What I mean is this: there were points during my play where I was absolutely convinced I was losing badly. Not “behind but maybe recoverable,” but hopelessly behind. My opponents seemed to have insurmountable advantages that I had no realistic way of matching.

I failed to secure much Syncanite at all. As a result, I had almost no influence in voting, and more importantly, I couldn’t acquire the coveted permanent cards from the Bribery deck, cards that don’t just feel but are completely overpowered. Watching other players stack these advantages while I floundered made it very tempting to label the game as unbalanced.

And honestly? If you stopped the analysis right there, that conclusion would feel reasonable.

But Syncanite Foundation has a trick up its sleeve.

If you fall far enough behind, so far that you lose all of your standard victory cards, you don’t just limp along hopelessly. Instead, you become a Pariah. And the truly wild thing about becoming a Pariah is how dangerous you suddenly are.

When you enter Pariah status, you gain a new victory condition that is, easier to achieve, completely secret from the other players, impossible to steal or remove, and exclusive to you alone

It is, without exaggeration, one of the most aggressive comeback mechanics I’ve ever seen.

This creates an incredibly delicate equilibrium. Everyone at the table is highly motivated to win, but no one wants to crush another player too thoroughly. Push someone too far, and they stop being a non-factor and start becoming an uncontrollable threat. A Pariah is often far more dangerous than all the players still competing over the default victory conditions combined.

So… is the game balanced?

I would argue yes, but I completely understand why it might not feel that way, especially in your first few plays.

The real issue is that Syncanite Foundation layers mechanics within mechanics within mechanics. To fully appreciate how balance flows through the system, and how many paths to victory actually exist, you kind of need to understand all of it. That’s a tall order, particularly early on, when players are still just trying to keep their heads above water.

The key takeaway is this: it is almost impossible to reach a point in Syncanite Foundation where you truly cannot win. There are no victory points. Victory conditions shift constantly. No matter how bad things look, there is almost always an out.

The problem is that discovering this takes time.

I strongly suspect that many players will bounce off this game before reaching that realization. And I’m not entirely sure whether that’s a flaw in the design or simply the cost of ambition. It is, however, a potential problem, both for players and for the publisher, because this is exactly the kind of sophistication that often results in lower reviews from people who never quite crack the code.

In that sense, Syncanite Foundation isn’t alone.

Games like Root and Hegemony, which the designer compares himself to quite accuratetly are filled with negative reviews from players who bounced hard off their asymmetry and unconventional balance. Not because those games are broken, but because they demand patience, curiosity, and a willingness to be uncomfortable while learning.

Syncanite Foundation lives firmly in that same space. It dares to be different, and that alone guarantees it won’t be universally loved.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: This is one of those games that could easily become a lifestyle game.  Infinite possibilities with infinite outcomes.

Cons:  It might be hard to find a steady gaming group that is willing to engage in a game with this depth regularly.

I’ll keep this part short and sweet.

There is absolutely no doubt in my mind that you could play Syncanite Foundation a hundred times and never have the same experience twice. The sheer number of interacting systems, hidden information, evolving mechanics, and player-driven chaos makes repetition almost impossible. Every session will reshape itself based on who’s at the table, which events trigger, and how aggressively or deviously people choose to play.

More importantly, this is a game that rewards scheming. If plotting, manipulating, and maneuvering behind the scenes is your idea of a good time, this design has an almost inexhaustible well of replay value.

That said, Syncanite Foundation is clearly ripe for expansion, and in fact, some already exist.

The most substantial is The Great Council Box, which expands the game to support up to six players and includes everything needed to make that work smoothly. That expansion is on its way. It also adds a solo mode, quality-of-life upgrades like player mats, and incorporates The Dignitary Pack, a system that introduces powerful, hero-like characters who can join your empire with unique abilities and effects. The Dignitary Pack itself can also be acquired separately as a standalone expansion.

My game was just the standard package, so I did not have any of these elements to review, but it’s not a hard stretch to imagine that this game would be a lot of fun with six players, albeit probably quite a long one.

The design space here is enormous. Additional global events (or alternate versions of existing ones), new player roles, more dignitaries, expanded influence decks, fresh laws, and new bribery cards would all slot naturally into the system. There’s plenty of room for Syncanite Foundation to grow over time.

That said, and this is important, none of that feels necessary.

The base game is already dense, ambitious, and loaded with content. There’s more than enough in the box to explore before expansions even enter the conversation. This isn’t a framework waiting to be finished; it’s a fully realized experience that simply could be expanded, not one that needs to be.

And honestly? That’s exactly how it should be. Expansions should be luxuries, not necessities.

Conclusion

I think it’s important to say this right up front: Syncanite Foundation is not a game for everyone. And that’s not a criticism, it’s a statement of intent. The overwhelmingly positive tone of this review, I hope I passed on here, exists for one simple reason: this game feels like it was aimed directly at my gaming soul. It presses all the right buttons for the kind of player I am, and as a result, it sticks the landing for me in a way few games do. I reckognize its not gaming perfection, but I’m not talking about a perfect game for everyone, I’m talking about a perfect game for me.

Which is strange because up until this box arrived at my house, I had no idea it existed. I’m not some zealous kick-starter who waited patiently for a game they “just knew” they were going to love, writing a positive review to defend my bank account’s honor. This was a review copy that arrived at my doorstep. I genuinely opened the box with zero information about what was inside; I just had that “what the hell is this” expression on my face and a natural curiosity to explore.

Truth is that this is a bold, ambitious design that stretches the very idea of what it means to sit down and play a tabletop game. It has its own energy, its own rhythm, and it generates atmosphere almost effortlessly. I would never claim it’s a perfectly engineered system, because it absolutely isn’t, but what it is is thrilling, devious, and unapologetically sharp-edged. The fun here comes with teeth, and I love that.

Most game nights are casual affairs. You grab something off the shelf, enjoy a few hours with friends, and everyone goes home happy. I love those nights. But Syncanite Foundation carries a different kind of weight. It has that “Let’s play Twilight Imperium” energy, the kind of game that makes you plan the evening around it, stay up later than you should, and keep replaying moments in your head afterward. It’s not quite an “event game,” but it’s certainly not typical by any stretch. To me, it’s a genuine gem.

I can understand how the designer arrived at a comparison of Syncanite Foundation to Twilight Imperium. There is very little mechanical relation between the two, but both games have a sort of abstract psychology built into them where the game really lives beyond the mechanics. Playing Twilight Imperium is more than just a typical board game night and I think Syncanite Foundation taps into some of that.

I’ve been around long enough to know exactly who I wouldn’t introduce this game to. My more Euro-leaning friends, the ones who want to push cubes, optimize quietly, and relax, would find Syncanite Foundation stressful, confrontational, and downright mean. That’s not a flaw in the game, nor is it a problem with that audience. It’s simply how this hobby works. Not every game is meant to please everyone, no matter how loudly the majority of the internet insists that Brass: Birmingham is the universal peak of human game design achievement. For example, I found it to be .. meh… It was ok.

Syncanite Foundation instead carves out a fascinating niche of its own. It’s messy. It’s volatile. It’s confrontational. And it’s absolutely not afraid to make players uncomfortable in pursuit of its theme. I genuinely hope it finds the audience it deserves, because we need more games willing to step outside the safe, familiar, and frankly overworked confines of comfortable cube-pushing design.

It dares to be different, and different it most certainly is. For better or worse.

I, for one, am a fan.

Syncanite Foundation: Impressions & Unboxing

UPDATE: A New Manual for Syncanite Foundation can be found here.

This afternoon, my mailbox delivered a rather pleasant surprise: a review copy of Syncanite Foundation. A new boardgame of cutthroat political conspiracy that was kick-started last year.

Now, to be clear, the surprise wasn’t that the game arrived. I was fully aware it was on its way, having worked with the marketing team handling review copies. The real surprise hit the moment I laid eyes on the box. Before a single component was revealed, Syncanite Foundation was already speaking my language and making a strong first impression with its awesome sci-fi fantasy vibe.

I’m a relatively small-time reviewer, with only occasional appearances in some real journalism, thanks largely to a few connections I have to the game industry by sheer accident. The result of that in the last 10 years has been a loyal audience and a steady group of regular readers, but most publishers I work with that send me review copies tend to be fairly niche affairs. Interesting, often clever, but clearly operating within a smaller production scope. This, however, felt a bit different even though Syncanite Games is indeed a very indie operation. The box alone radiated confidence: polished, striking, and unmistakably professional. This didn’t just feel like a passion project punching above its weight; it was more like a heavyweight newcomer stepping into the ring for the first time. A new kid on the block, sure, but in the immortal words of Micky Goldmil, “You ain’t no bum, you ain’t no chump.”

As I cracked open the box, it became immediately clear that this was a game made with serious intent. There’s a level of care, cohesion, and sheer love in the presentation that demands to be met halfway. This wasn’t something I could casually glance over. If the game was going to put in this much effort, the least I could do was put on my reviewer hat properly and reciprocate.

So, with expectations officially raised and curiosity fully engaged, let’s get into it. This is going to be a two-part article review. First, we will do a sort of first impressions and unboxing, where I will simply look, read, and explore the game, that’s today. The second article will be a full review I will put together after a few play sessions with my local gaming group.

Overview

Cracking open the box, I did what I almost always do first: I reached for the rulebook. Not out of habit alone, but because I genuinely had no idea what Syncanite Foundation actually was. This isn’t a game riding on the coattails of a well-known franchise, yet from the moment you lift the lid, it’s obvious that this thing wants to be more than just cardboard and plastic. There is magic here. My instincts, as it turns out, were right on the money.

Pretty is an understatement; Syncanite Foundation laid out on the table is art.

The artwork immediately suggests a strange crossroads between science fiction and fantasy. At first glance, I caught faint echoes of Final Fantasy in the aesthetic, ornate, confident, and unapologetically dramatic. That impression lasted about five minutes. Once you start reading, it becomes very clear that this isn’t borrowing a skin from somewhere else. Whatever this is, it’s very much its own beast, an original work perhaps inspired by but not photocopied from other sources.

The introduction reads less like a rulebook and more like the opening chapter of a novel. The prose flows, sets a tone, and gently reminds you that you’re stepping into a fully realized world rather than learning how to push cubes around a board. It’s here that the curtain lifts: Syncanite Foundation is set in The World of Arkanite, a setting originally created as a novel and now being expanded into something far more ambitious, all by the confident hand of a designer with a plan. From the looks of it, this isn’t just a board game release; it’s a deliberate attempt to build a larger media universe. With a polished website, extensive lore, and clear narrative intent, this feels like a foundation stone rather than a one-off project. A respectful nod to the designer here: this is how you do worldbuilding.

One of my favorite things that publishers do is to create lore for a board game and give it proper treatment. Twilight Imperium’s Guide To The Imperium is a fantastic example.

I’ll admit, I’m an easy mark for games with a strong narrative backbone. I want my mechanics supported by meaning, my components backed by context. Syncanite Foundation wastes no time delivering exactly that. When I sit down to teach this game, we will be starting with story time, and that is going to resonate with my gaming crew, who are all avid role-players.

So what is this world about?

Without claiming deep knowledge just yet, it’s hard not to see familiar inspirations bubbling beneath the surface. There’s more than a hint of Dune in the way power revolves around a single, world-shaping resource. Touches of Game of Thrones appear in the ruthless political maneuvering, while the shadowy, authoritarian edge made me briefly wonder if a bit of Judge Dredd snuck in through the back door. At its core, this is a game about oligarchs, powerful figures who never sit on thrones, but who quietly decide who does. They pull strings, shape conflicts, and bend the world to their will… all while competing with each other for supremacy.

That competition centers around Syncanite itself: a miraculous, dangerous crystal that fuels industry, progress, and influence. Like the spice of Dune, Syncanite is less about what it is and more about what it represents. Control it, and you control the future. But, and this is important, it’s not the endgame. It’s simply the spark that lights the powder keg.

A steam entry for Syncanite Foundation can be found for a digital version of the game in the works, which speaks to the ambitions of its designers.

All of this lays the groundwork for what feels like a genuinely strong narrative-driven strategy game. Interestingly, while it shares no real mechanical DNA with Twilight Imperium, it gave me a similar vibe. Not in scope, mechanics or length, but in philosophy. War doesn’t seem to be the point here. Conflict is a tool, not a goal. The real game is intention: reading the table, manipulating perceptions, making promises you don’t intend to keep, and choosing the exact right moment to make your final move. This is supported by the core win objectives in the game, there are no victory points or progression-based conditions, it’s a winner-takes-all game, and anyone can win at any time by meeting one of the game’s politically fueled objectives.

Victory conditions are tied to one of five events that trigger under certain board game states. These events alter the rules of the game and can exist simultaneously. This speaks to the potential dynamics of the game and player impact. I love the concept.

Even from a first read-through of the rules, it’s obvious that Syncanite Foundation is going to live and die by table talk. Accusations, alliances, bluffs, quiet deals, and that inevitable moment where someone leans back and says, “Fine. Let’s do this.” All promises between the nuance of rules and the intended playstyle of the game.

All told, this feels like exceptionally solid footing for something special. Expectations are set, curiosity is high, and I am more than ready to get this one to the table.

The Components

Board gaming in the 21st century, especially anything with a Kickstarter pedigree, immediately triggers a small internal alarm for me. Years of experience have conditioned me to be cautious. I’ll say this plainly: I would rather play an ugly-as-sin cube pusher with brilliant design than an overproduced, miniature-stuffed spectacle that mistakes excess for depth. I’m a gamer first. Eye candy is a very distant second.

That said… reality has a way of complicating principles.

If you glance at my collection, you’ll find more than a few games that are undeniably gorgeous. Because the truth is, I don’t want to choose. I want both. I want a sharp design and visual presence. And if I’m being completely honest, even excellent games that are hard on the eyes tend to get passed over when it’s time to decide what hits the table. A game can be good, but if it looks like homework, it’s fighting an uphill battle.

All of which brings us to Syncanite Foundation, a game that wastes absolutely no time announcing itself as a looker.

Whoever oversaw the art direction, component choices, and final production had a clear, confident vision, and more importantly, an understanding of what modern board gamers expect visually. Every decision here feels deliberate. One can only hope (and I genuinely do) that this level of care extends just as deeply into the gameplay.

Because make no mistake: this is a stunning production. Not “nice.” Not “solid.” Stunning. This game is, quite frankly, a work of art.

Component quality is excellent across the board. Cards, tokens, and the main board all feel premium and durable, clearly built to survive repeated plays rather than a single unboxing glow. That said, this level of quality is increasingly the baseline expectation these days. Cutting corners on materials is no longer acceptable, so I’d frame this less as exceeding expectations and more as confidently meeting them.

One thing I always look for in any board game is the ability to assess the game state with a quick glance. The way markets are handled with cubes and a little tray makes looking up prices of goods quick and easy. Simple and straight to the point.

Where Syncanite Foundation truly flexes is in its artistic ambition.

The main board features richly detailed, geographically inspired digital artwork that is nothing short of gorgeous. Despite the visual density, clarity never suffers. Lines are crisp, iconography is readable, and information is presented cleanly, exactly what you want in a game that expects players to stare at the board for hours.

The tokens follow suit. Each is visually distinct, satisfyingly weighty, and just tactile enough to invite idle fiddling. They come surprisingly close to that coveted “poker chip” feel, the universal gold standard of board game tactility.

But the real showstopper here is the cards.

The artwork, line work, and layout are lavish to the point of indulgence. These aren’t just functional components; they’re miniature paintings. Each card feels like it deserves a pause, a moment to be appreciated before being put to work.

The cards are beautiful, there is no doubt, but the black cards with glossy, foil text make reading them very painful. Fortunatetly only select cards are done in this foil style, but as a whole, the legibility of cards is a pain. Its a real shame.

One problem this game will always have is that even with glasses, I struggle to comfortably read the cards, a terrible sin and flaw that undoes some of that extraordinary artistic effort. The choice of white text on a black background, while undeniably stylish and maybe even thematically appropriate, is a nightmare. Add to it that some cards are black with gold foil writing, and you’re quite literally pulling out a magnifying glass to read some of the cards. It’s a bit of a tragedy.

The Rules & Rulebook

The original rulebook that came with the game was a bit of a mess, but an updated rulebook was released (v 3.2) as of this writing that attempts to address the issues of the original.

As it stands, the rulebook included in the box does not actually teach you how to play Syncanite Foundation. Nor does it provide functional setup instructions. What it does offer is a high-level overview of the game’s ideas and intentions, almost as if it assumes the existence of a second, missing document that handles the practical business of actually getting the game to the table.

That overview, despite lacking instruction, is genuinely well written, the manual laid out well, and worth a read as a preview to the digital document available online (here).

A manual with a nice presentation that sets the tone, gives a good overview of a game, and sets the stage for an exciting tabletop experience is absolutely critical to the success of a game, in my opinion. I see it as something extra that should come in addition to a rules reference. Some companies have normalized this, and I would love to see more of it.

It’s evocative, inspiring, and a pleasure to read. It successfully communicates tone, ambition, and theme, and it left me excited to play. Unfortunately, when you reach the final page, that excitement gives way to confusion. You’re left wondering if a rules reference accidentally fell out of the box. As a teaching document, it’s simply insufficient. You cannot set up or play the game using this book alone. Fortunatetly the, the updated digital rulebook is the answer; it brings the game into alignment with the ambitions laid out in the one that comes in the box and gives you the needed instructions.

At its core, Syncanite Foundation appears to operate across a series of structured phases where players claim territory, gather resources, and leverage those resources to advance long-term agendas tied to distinct victory conditions. Much of this is done by manipulating the board state through influence cards and effects.

Where the game truly seems to come alive, however, is in its free-form political layer.

Negotiation, table talk, and outright manipulation aren’t just encouraged, they’re assumed. Influence cards can be played at almost any time, regardless of turn order. You can interrupt, retaliate, or derail plans mid-conversation. There’s something delightfully unhinged about the idea that someone can cut you off mid-sentence with a card that completely alters the situation. Conceptually, I love this. It carries a strong role-playing energy and leans hard into player-driven narrative.

You can see that clarity of writing is not Syncanites Foundations strength. Even in the game material like the Cycle Chronicle Guide, English and German are commonly mixed up, with elements not translated properly. In reality, this is not a big deal, but it illustrates a rush to release, rather than to perfect.

It also firmly places the game in what I’d call the “mean” category.

This is not a gentle experience. If the rules deliver on their promise, Syncanite Foundation will sit comfortably alongside games like Diplomacy or Game of Thrones: The Board Game, where betrayal isn’t a possibility; it’s a requirement. Ruthless play isn’t antisocial here; it’s the engine that drives the game.

For my group, that’s pure gold. We enjoy confrontational designs with sharp edges and “take that” mechanics, provided everyone at the table understands the social contract: this is a game, not a personality test. But years of gaming have also taught me that not every group can handle that style of play. If you tend to take setbacks personally, or if direct player aggression sours the mood, this game may very well bounce off you, though it’s far too early to make any final judgments. We will see how this pans out when I do the final review after a few play-throughs.

Mechanically, though, I’m deeply intrigued.

While comparisons are inevitable, Syncanite Foundation ultimately feels like a bit of a white elephant design, something unusual, ambitious, and difficult to neatly categorize. In that sense, it reminds me strongly of the work of Vlaada Chvátil, particularly titles like Through the Ages, Galaxy Trucker, and Mage Knight. Games that are unapologetically themselves, full of bold ideas, and largely incomparable to anything else on the shelf.

That kind of ambition is exactly what excites me as a gamer.

Conclusion

Syncanite Foundation is, without question, a visual feast. It presents a bold, confident concept and carries with it an enormous amount of potential. I genuinely want this game to succeed, and I’m eager to get it to the table. But art and enthusiasm alone doesn’t make a game playable or good. I can be a tough critic when it comes to gameplays, especially if you get my hopes up and make no mistakes, you’ve got me excited, Syncanite Foundation, the pressure is on!

An extraordinary amount of effort has clearly gone into the presentation, the worldbuilding, and the physical production. All admirable and original efforts worthy of praise and attention. Now it’s time for the real test, the mechanics and gameplay, to see if the game delivers on its promise.

With an updated rulebook freshly printed out, a game session scheduled and an excited crew already hyped up from my depiction of the game, it’s time to play some Syncanite Foundation!

UPDATE: A New Manual for Syncanite Foundation can be found here.



10 Amazing Games No One Knows About

In the modern board-gaming landscape, new releases don’t just “come out”, they burst forth in a tidal wave, fueled by Kickstarter dreams, indie ambitions, and the eternal hope that this design will finally be the one that breaks through. With hundreds of amateur publishers and small creators tossing their hats into the ring, it’s become all but impossible to keep up with everything hitting the shelves.

To put it in perspective: this year alone, over 500 new board games dropped on BGG. Five hundred! Even if you made board gaming your full-time job and played a new title every single day of the year, you’d still fall short. And you’d also probably lose all your friends, because scheduling that many game nights is basically a war crime.

In this chaotic release environment, countless titles slip through the cracks, many deservedly so… but plenty of these are absolute gems that simply never found their audience. And that’s where today’s list comes in.

We went spelunking through the forgotten tunnels of board-game obscurity to dig up 10 fantastic games you’ve probably never even heard of, but absolutely should have.

Welcome to today’s topic: 10 Board Games No One Knows About. Let’s shine a light on the lost, the overlooked, and the criminally underplayed. In no particular order!

New Angeles (2016) – BGG Rank 1561

New Angeles is what happens when you mix corporate greed, city management, light backstabbing, and a cooperative game night that absolutely won’t stay cooperative.

Set in the Android universe, players take on the roles of mega-corporations shaping the future of a glittering sci-fi metropolis. Everyone has the same broad goal, to keep the city from collapsing into chaos, but each corporation has very different ideas on what “helping” looks like. And, of course, one player is secretly a Federalist whose only job is to watch the city burn.

Mechanically, it’s incredibly approachable. Each round, players propose agendas, essentially the policies the city will follow that turn, and then argue, plead, negotiate, and occasionally bribe their tablemates into voting for their preferred option. The whole experience plays out like a futuristic city council meeting where everyone is both a lobbyist and a special interest group.

The fun isn’t in complex systems or dense rules, the fun is in the conversation. Every vote becomes a mini political debate. Every agenda becomes a chance to sway the room. And every round becomes a tense balancing act between helping the city, helping yourself, and trying to figure out if that one player who keeps making bad decisions is incompetent or just the Federalist.

It’s dynamic, it’s social, it’s narratively rich, and it’s honestly one of the most underappreciated designs of 2016. If you love games where interaction is the real engine, New Angeles is a masterpiece hiding in plain sight.

Condottiere (1995) – BGG Rank 1034

There are a lot of trick-taking games in the world, enough to fill a small museum or at least a very judgmental shelf. But I’ll say this without hesitation: Condottiere is the best trick-taking game that ever briefly shined, vanished, and left most of the hobby tragically unaware of its brilliance.

It’s themed around the late-medieval Italian Renaissance, but does not require a working knowledge of 15th-century mercenary politics to enjoy it. That odd theme, however, is probably why half the gaming world missed this one entirely. But do yourself a favor, don’t let the dusty history-book veneer scare you off.

What makes Condottiere special is its razor-sharp blend of trick-taking and area control. Winning battles on the map requires winning tricks, but the real strategy comes from managing your hand over multiple rounds, playing the long game, and anticipating how every card you commit or hold back, will shape your eventual path to conquest. It’s a simple to learn, deeply strategic card game, filled with the kind of “I can’t believe you just did that” table moments that only smart card games can produce.

Despite its rules fitting into a three-minute explanation, Condottiere is a game you’ll return to for years, trying to unravel its layers. Psychology plays as big a role as the cards themselves. Bluffing, tempo, reading opponents, timing your retreats, it all matters.

It’s beautiful, elegant, endlessly replayable, and somehow still the trick-taking masterpiece no one talks about. If you love the genre, this is the one game you absolutely need in your collection. This is THE trick-taking game lovers of the genre must own!

XCOM: The Board Game (2015) BGG RANK 1003

Based on the beloved (and occasionally soul-crushing) XCOM PC series, XCOM: The Board Game takes the digital classic’s signature panic-inducing time pressure and somehow makes it even more stressful, in a good way. While the video game might not be universally known outside PC circles, it’s still a major piece of gaming history, and the board game leans hard into the two core pillars that made its digital ancestor so memorable.

First, XCOM has always been about time. The alien invasion escalates, the clock is ticking, and you’re constantly forced to act before you’re really ready. That’s central to the video game, and brilliantly recreated on the tabletop.

Second, it’s about scarcity. Not enough money, not enough soldiers, not enough satellites, and certainly not enough calm among the players as they frantically try to hold the planet together with duct tape and prayer.

The board game captures both elements by doing something almost unheard of in traditional strategy titles: it’s played in real time with an app barking orders at you. No leisurely planning, no “give me a minute to think,” no zen-like strategizing. Instead, players take on specialized roles, Commander, Squad Leader, Central Officer, Chief Scientist, and must make rapid decisions that directly affect each other, often without enough time to actually talk things through. You simply have to trust your teammates… or at least hope they won’t accidentally doom the planet.

Surprisingly, the app remains unpredictable even after multiple plays. Unlike many app-driven titles that eventually fall into patterns, XCOM keeps the tension high and the threats variable.

The result is a glorious mash-up of party-game panic and cooperative strategic depth. It’s fast, frantic, and far more engaging than most people expected, which makes its lukewarm reception all the more baffling. Honestly, the only thing missing is a hidden traitor role. A saboteur would have been chef’s kiss, especially once a group has mastered the basics and the difficulty starts to dip.

Still, even without the extra chaos, XCOM: The Board Game is a wildly underrated gem that delivers one of the most unique cooperative experiences out there.

Red Rising (2021) BGG Rank 1035

A lot of games on this list make me raise an eyebrow when I see how low they rank, but Red Rising? Honestly, I get it. My first play left me pretty unimpressed, and if someone in my group hadn’t insisted we give it another shot, I might have walked away thinking it was all style and no substance. Thankfully, I was very wrong.

The theme certainly didn’t help its visibility, Red Rising is based on a relatively obscure sci-fi novel series of the same name (which, for the record, is fantastic and absolutely worth reading). But don’t worry: prior knowledge of space aristocracies and color-coded castes is not required to enjoy the game.

Mechanically, Red Rising is a deck-crafting card game with a dash of resource management, but the real hook is the interplay between the cards you pick and the cards you leave behind. Every card in your hand is a potential point engine, combo, or strategy, but everything you don’t take becomes an opportunity for someone else. The board develops into a kind of communal buffet where every choice you make can feed an opponent if you’re not careful.

There’s a subtle push-and-pull as you manipulate the stacks on the board while shaping your own hand, and the tension ramps up thanks to an intentionally fuzzy end-game trigger. You never quite know how many turns you have left to perfect your hand, so there’s constant pressure to stay flexible and ready for the game to end at any moment.

It’s surprisingly thinky. The pieces themselves aren’t individually mind-blowing, and the first play or two can feel chaotic, almost random. But once you understand how the card synergies mesh and how the timing works, the game snaps into focus. Suddenly, it becomes a fascinating little puzzle with far more depth than you’d expect.

I won’t claim Red Rising is a misunderstood masterpiece, but it is a clever, unique card game doing things you rarely see elsewhere, and it deserved far more attention than it ever got.

Nations The Dice Game (2014) BGG 1237

Nations: The Dice Game belongs to a very sacred category I like to call:
“Games That Replace Games I Despise but Non-Gamers Keep Asking For.” And in this case, the villain is Yahtzee, a game I have played far more times than any human should, entirely against my will, simply because people like rolling dice and praying for six-of-a-kind.

Enter Nations: The Dice Game, a civilization builder that also involves rolling dice and hoping for the best… but with this miraculous addition: actual strategy. You can mitigate luck. You can plan ahead. You can shape your civilization in ways that reduce dependence on the Dice Gods. In other words, you can actually make decisions that matter, something Yahtzee has never heard of.

The theme is fun, the rules are dead simple, and it scratches the same “roll dice, get stuff” itch while being roughly a 1,000% improvement in every possible aspect over Yahtzee. It plays fast, works perfectly as a filler, and it’s endlessly replayable. And if you end up loving it, there’s even an expansion (Unrest) that adds a bit more punch.

It’s quick, clever, and, most importantly, it’s the perfect antidote to another forced evening of Yahtzee.

Starship Catan (2001) BGG Rating 1627

I can’t say I’m shocked to see Starship Catan ranked as low as it is. Honestly, for a title this obscure, its ranking is practically generous. And normally, I’m not a big fan of Catan-branded anything—Settlers has never been my jam, and most of its spin-offs tend to stretch out a simple formula into games that last twice as long as they should.

But Starship Catan is different. This two player Catan game actually has some chops, in fact I would say to put it bluntly: this is the best Catan game ever made. Better than Settlers, better than Starfarers, better than any variant with sheep, grain, or plastic rocket ships. And the fact that it’s strictly a two-player experience is just icing on the cake, because it avoids the #1 problem most Catan games suffer from: taking forever despite offering fairly basic decisions.

Starship Catan takes the familiar Catan concepts, trading, upgrading, resource management and transforms them into a tight, engaging two-player race. The game gives you multiple ways to mitigate, improve, or outright remove dice luck, which alone makes it feel like a breath of fresh air compared to the usual “roll and pray” Catan experience.

It’s short, smart, and surprisingly replayable. I bought my copy back in 2001, and somehow, after nearly 25 years, it still hits the table regularly. My daughter now plays it too, this is one of those games that proves staying power doesn’t come from flash, but from clean, clever design.

It’s fun. It’s simple. And it’s absolutely overlooked. If you enjoy Catan, or even just wish Catan was better, this is a must-own.

Age of Civilization (2019) BGG Rank 1716

I’m a sucker for a good civilization-building game. I own plenty, I play plenty, and I love when a designer manages to cram the essence of a sprawling 4X epic into something you can knock out in the time it takes to make a cup of coffee. Age of Civilization fits that description perfectly.

This game is a tiny, abstracted Civ-builder that manages to feel strategic, tense, and satisfying, all in 15 to 30 minutes. It’s a bit of a race, a bit of an efficiency puzzle, and a whole lot of clever design wrapped into a filler-length package. And full disclosure: I don’t even own a physical copy. I’ve played it relentlessly on BoardGameArena, which should tell you how good it is despite its humble size.

I can’t say I’m shocked that it’s overlooked. Fillers almost never climb high on BGG rankings. Still, it’s wild to see heavyweight short games like 7 Wonders Duel and The Crew sitting comfortably in the top 100 while brilliant little titles like this one languish in the 1700s. Don’t get me wrong, those are great games, but if they are in the top 100, so should Age of Civilization.

Age of Civilization is tight, thinky, and surprisingly competitive. Every decision, literally every single one, matters. There’s almost no randomness; most of the information you need is visible from the very first round, which means the game rewards planning, timing, and adaptability over luck.

Even better, while most strong fillers are two-player affairs, this one works beautifully at 2, 3, or 4 players, and remains highly replayable across all counts.

Short, strategic, and punchy, Age of Civilization is an underappreciated gem that deserves far more love than it gets.

Aristeia! (2017) BGG Rank 1903

I’m convinced part of the reason Aristeia! is so overlooked is because at first glance it looks like some kind of Japanese anime gladiator game. The art style is loud and unusual, and I never would’ve bought it for myself. But sometimes being a reviewer means you get surprises in the mail, occasionally great ones.

Case in point: Corvus Belli sent me a review copy of their newest miniature game (Warcrow), and tucked inside the box was Aristeia!. And here’s the twist: while Warcrow was solid and fun, it was Aristeia! that absolutely stole the show.

The game is a fast, competitive, sports-arena skirmish played on a hex grid. You control a small team of unique characters, complete with minis, each with their own abilities. Gameplay mixes clever card-driven tactics, slick movement mechanics, and objective control into a tight, engaging package. The whole thing feels like a tactical TV bloodsport, and it sings on the table.

What surprises me the most is that this never became a hit among miniature gamers. It’s practically engineered for them. It’s like a miniatures skirmish game in filler form: Don’t have time for a full game of Warcrow or Infinity? No problem, play a best-of-three match of Aristeia! in under an hour.

The rules are straightforward, the gameplay is fast and tactical, and there’s plenty of list-building and team customization. And if you fall in love with it, there are expansions galore.

It ended up being one of my favorite discoveries of the year. My daughter and I play it constantly.

A fantastic, tightly designed, and criminally underrated game.

Illuminati (1987) BGG Rank 2607

This one, I have to admit, frustrates me. Not because the game is bad, quite the opposite. Illuminati is one of the all-time greats. It has been in print almost continuously since 1987, and despite that longevity it still sits criminally under-appreciated. Practically a gaming injustice.

I can almost forgive its low profile, though, because Steve Jackson’s design reputation has always been a bit niche. Old-school gamers like me, who cut our teeth in the ’80s on Axis & Allies, Dune, Advanced Civilization, and other titans, know these classics well. But many of them, including Illuminati, have remained somewhat obscure despite loyal cult followings.

To me, Illuminati is the ultimate psychological competition. It is an argument waiting to happen. Betrayal, manipulation, and cut-throat mind games aren’t just possibilities, they’re the core mechanics.

You’re trying to build a growing power structure by adding organizations to your Illuminati web. But the stronger you become, the more exposed you are. The only way to rise is to make someone else fall. Every decision is a balancing act of threat perception, convincing others you’re harmless while quietly setting up the perfect final strike.

Its a mean game and that might explain why it’s struggled in the modern age of friendlier, more cooperative designs. Illuminati demands ruthlessness from everyone at the table, and not all gamers enjoy taking (or receiving) a knife in the back.

Still, it remains, without question in my mind, a stone-cold classic. Bold, unique and fiercely interactive. A true original that deserves far more love than it gets.

War Room (2019) BGG Rating 2198

Alright, my bias is about to show. War Room is my favorite board game of all time. I consider it dangerously close to perfect in how it executes its design goals, and it is an absolute blast to play.

That said, I’m not remotely surprised to see it sitting in the 2000s on BGG. Honestly, I’m a little surprised it ranks that high. The reasons are obvious: this is a massive, all-day event game that practically demands 4–6 players and devours 10–12 hours. Add in its truly eye-watering price tag, and yeah… I get why it’s not climbing the charts.

But leaving it off this list would be dishonest, because War Room is responsible for some of my most cherished gaming memories. My group plays it every year on my birthday, no questions asked. When Chris’s birthday rolls around, everyone knows what we’re doing: we’re setting up War Room.

Epic doesn’t even begin to cover it. You and your allies reenact the most iconic and devastating conflict in human history, World War II, in all its tragic, sprawling intensity. Hidden orders, bucketloads of dice rolling, resource management, and breathtaking large-scale planning combine into an experience unlike anything else I’ve ever played.

Nothing matches its scope. Nothing comes close to its ambition.

I love it. Enough said.

List complete.

Highlights and Let Downs of 2024

When I put 2024 down on digital paper, I feel like I live in the future. It’s hard to believe it’s 2024 and even harder to believe the year is almost over.

I would make the argument that it’s been a great year for gaming but frankly, my gaming life has been full of ups and downs this year, and tons of really surprising results. While there has been some great gaming this year, had you shown me this highlight reel at the start of the year, I would not have believed it.

There is a lot of games to talk about so sit back and enjoy, it’s going to be a serious wall of text today!

Hegemony: Lead Your Class To Victory

It’s a tough learning curve, but unquestionably one of the most unique games I have played in a long time.

This was among my favorite discoveries in 2024, even though it was technically released in 2023. It’s a robust and very crunchy Euro with a lot of psychology built into it and a fair amount of cut-throat competition. It’s not something I would recommend for everyone, but for groups like mine who love to argue and play “take that” games, it’s right up our alley. The interesting part about this game is how all of these asymmetrical mechanics come together. Testing this game must have been a real hell because there is so much interaction, and so many game states possible, it’s kind of crazy.

This one came out for the first time at our big board gaming weekend in the summer, and it was a smash hit with everyone, we talked about it endlessly afterward and everyone agreed it needed to be played repeatedly! That was the first and last time we played this game.

This is not a reflection on the quality of the game but more of a reflection of its length and its harsh learning curve. It took us a solid 7 hours for our first game. Like Through The Ages which I will talk about a little later, it’s just a long, complex game and it’s a bit of a pain in the ass to teach. It also has one of those rule sets where every single micro rule and the order it’s executed in, is a gaming-breakingly important thing, meaning, play one tiny rule wrong and the entire face of the game changes. So playing the EXACT rules to the letter in this hyper-crunchy game is critical to a fair gaming experience, but because of its complexity, it’s easy to get them wrong. This creates this unusual quandary where you need to put together a dedicated, crack-squad willing to invest in learning the game on their own so that everyone at the table is efficient and knows how everything works. Without that, you end up with a 3-hour game that takes 7 hours to play.

It’s a great game but man, it’s tough to build up the will to play it.

Part engine builder, part thought experiment, Hegemony is an exceptionally unique game design that I think if you and your gaming group are hardcore, veteran board gamers that love that Euro crunch, this is a must-own. Easily a candidate for the best game I played all year. That said, it’s not very approachable and I think most tables will find that it’s a bit too much.

Warhammer 40k got a 10th edition

Way back in the 6th edition days, I was a huge Warhammer 40k player. We played a lot, I had two armies (Tyranids and Necrons) and I did the entire hobby thing from A to Z. I honestly never in a million years would have guessed that in 2024 we would be going back to it, I thought I was done with 40k forever. It’s return to our gaming groups consciousness is one of the wildest events of the year.

The game fell out of favor in my group over a decade ago, replaced by modern miniature games that focused on stronger gameplay and in many cases like Star Wars X-Wing and Star Wars Armada, cut the entire hobby part out of the game with pre-constructed and pre-painted miniatures. This became the norm in my group and even when we did buy into more hobby-centric games, we usually played those with unpainted miniatures like Songs of Ice and Fire for example or they were isolated to small parts of our group as the case was with Bolt Action for example. In either case, the choice of miniature game was always heavily influenced by gameplay quality over “hobby focus”.

Warhammer 40k and the entire hobby part of the miniature gaming hobby made a big comeback when the 10th edition dropped last year. In 2024, shockingly, there was a lot of both, gaming and hobby in the 40k universe in my group. I rebuilt my Tyranid army and several members of our group who had never experienced 40k bought into the game for the first time. It became a thing.

I’m pretty proud of my Tyranids, this towering giant took over 20 hours to complete. When people say Warhammer 40k is a hobby, this is no joke and it’s good to keep in mind that it’s a pretty expensive hobby at that.

What I can say about Warhammer 40k is that it’s still a pretty shitty game from a mechanics perspective. Especially compared to modern-designed miniature games that focus on strong gameplay. I think anyone who plays 40k knows that the mechanics of the game are there to facilitate the hobby part of the game and playing it is just something fun you do when you and your friends get together to show off your miniatures. As a game, it leaves a lot to desire.

Warhammer 40k is almost a role-playing sort of experience. You work on your army, read the manuals and codexes, do your list building, and absorb other content like the animated series and the novels. It’s sort of a story-driven, hobby where the game is just a thing you “participate” in to complete the circle. If you’re looking for a good competitive miniature game, pretty much anything else is better, but so far as the hobby goes, GW makes the miniatures; no question about it.

It’s a lot of fun but in more ways than one, 40k is more of a robust activity than a game and I think as long as you can accept that and not get frustrated by the crazy imbalances and mechanical weirdness, it really is a fun activity.

I will say however that 10th edition is probably the best version of the game mechanically in all the years I have played 40k. Still not good by any stretch of the imagination but a vast improvement over previous editions and GamesWorkshop has gone to great lengths to try to keep the game as balanced as they can. A+ for effort even if the final grade, is a C- and I’m being very generous here.

If you’re thinking about Warhammer 40k, I think it’s important to know that you do not get into 40k for the game. You get into it for the fantasy storytelling, the art, the books, the animated series and most importantly the hobby of building and painting miniatures. That is what 40k is first and foremost and it does a fantastic job of it. The game is an afterthought. It’s fun too, don’t get me wrong, but it’s not what I would call “mechanically good” fun, more like we get to play with the toys we made kind of fun.

Empire Of The Sun

Empire of the Sun is a grid-based, card-driven historical war game that covers the entire Pacific War. A more complete game has never existed.

I play Empire of the Sun as a matter of habit every year, not to suggest I don’t enjoy it, I do, in fact, it’s an addiction that must be fed but this year, it exploded. I played a ton of games, probably more this year alone than the previous 4-5 years combined thanks to a fantastic online community.

I do not generally recommend Empire Of The Sun to most people. This is a highly complex historical war game with an extreme level of simulation and deep strategic interactions. It is not for the faint of heart and all I can say is that as a gamer you should know if a historical chit-game is for you or not. This is a very specific, very niche style of game that is or is not in your wheelhouse.

That said, I can’t think of a game on my yearly playlist that I look forward to more than Empire of the Sun. Each year when it comes out, I know I’m about to experience a masterpiece, and this game never disappointments. I typically play it with online opponents as it can be very difficult to play this one in a single sitting with a live opponent. In fact, even online, a typical game of Empire of the Sun can take the better part of a month to finish even if you do live sessions of 3-4 hours at a time on a weekly basis. It is a 12+ hour game for most partners and can take considerably more than that if you suffer from analysis paralysis, which is something this game infects you with if you don’t already suffer from the condition.

Mark Herman is one of my favorite game designers because he makes games that he loves to play and it shows in his designs. A true master of his craft, but like all masters, it takes some soul searching to understand the how and why of his designs. There is a personal connection you build with his games that will have you digging far beyond just the mechanics and design of the game, you will find yourself watching Pacific War documentaries, reading history books and imagining what the world must have been for people in the Pacific War. This is not just a game, it’s an exercise for the brain and it’s good for you!

If that doesn’t appeal to you, avoid this one, it’s for the historical buffs and no one else.

Through The Ages: A New Story of Civilization

Through The Ages has been near the top of my all-time favorite games for a long time, but I’m very careful and picky about who I pull it out with. Pick the wrong people and you are looking at a 6-12 hour game that will suck the soul right out of your body.

This long-time favorite and staple of my collection usually collects a lot of dust because it’s just a very long and robust game, that can be dreadfully slow when playing with new or inexperienced gamers.

Fortunately this year I managed to get it to the table a couple of times with some veterans and not only was it a pleasant experience, but with some great competition it was lightning fast which proves two things. First, it doesn’t have to be a long game, this game can be played in under 3 hours with experienced players who know what they’re doing and two, it’s still one of the most competitive games on my shelf, with brutally tight end games.

I will warn you that this game normally takes 3-4 people the better part of 6 to 8 hours to play and can take upwards of 12+ hours to complete. Yeah, I’m not joking here, so be prepared for some long games when learning this one. People who suffer from analysis paralysis will be in hell and drag this game out endlessly, if that sounds like you, this is one to avoid. You need to be thinking ahead and making key decisions so that you’re your turn is nice and fast, executed with precision, that is the only way to get this game’s excessive length down.

I will say that so far as Civilization builders go, meaning games that give you that Sid Meier Civ feel, this is one of the best around.

For those out there looking for a similar gaming experience but want a larger group and shorter game, Nations is a pretty decent substitute and fits the same niche playstyle. It’s a great game in its own right, but some argue it’s a very “ugly” looking game.

This is a classic civilization builder, its tight competitive nature, unique dynamic card-driven gameplay, and diverse interactions make this one of the best of its kind. There is a reason this game has been at the top of BBG lists for decades! But yeah, you need to find the right people to play with, this is not a “let’s just play with anyone” kind of game, not unless you’re ready to spend an entire day playing it.


Sekigahara: The Unification of Japan

Stratego was one of the earliest gaming experiences I had as a kid and this game definitely reminds me of those days.

I was very late to the party with this 2011 release, but Sekigahara is a well-established war game in the community, sitting pretty in the number 6 spot among war games on BBG and 207 overall. That is pretty impressive for a dry block-based historical war game based on medieval Japanese warfare. I bought into this one and managed to get it to the table a few times this year and color me impressed.

There is a solid and obvious reason for this popularity. This is an extraordinary game combining tactical and strategic dudes on a map war game that is card-driven. The core feature of the game is the hidden unit concept built into blocks that make up game units similar to classic games like Stratego which gives this game a great “feel” at the table. I think the bulk of the games fun factor has to be this idea of setting up your units and board positions, with a strategic plan based on the minimal information you have about enemy positions and strengths.

It’s a very clean, yet tense competitive war game that is easy to understand but difficult to master. I’m not at all surprised about its status among war gamers but I do think that even at 207 on the overall list which is quite high for a historical war game, this one is grossly underrated. This is one of the most unique titles I have seen in quite a while, I can’t believe I’m only just now discovering it. This is one of those games you can introduce to anyone, there is nothing complicated about it at all. It’s a kind of chess-like atmosphere with a fun theme.

Very highly recommended for pretty much anyone interested in competitive two-player war games.

Underwater Cities

Very streamlined game with a fantastic theme, dynamic mechanics, and that easy to learn – impossible to master core that elevates it above the competition.

I’m a big fan of Terraforming Mars, I play it a lot and there are a few games that I can point to and say “If you like Terraforming Mars, you should try…..”. Well, Underwater Cities is that game.

It’s not exactly a duplication or replication of the mechanics, but it scratches a similar itch with its dynamic engine-building – card-driven gameplay. Also, like Terraforming Mars, you can’t just play this game once and feel satisfied, you will find yourself obsessing about how to play it more efficiently, how to make each card play more effectively and above all else trying to find that “killer” strategy in a game that is far too dynamic to ever definitely resolve.

This is not a puzzle that can be solved as is the case with so many Euro-style games, the sand is constantly shifting under your feet and you have to adapt and overcome using a unique approach in each game, with a surprising amount of game states. It’s what I love about Terraforming Mars and it’s what I love about Underwater Cities.

Fantastic game that looks amazing on the table, it’s easy to teach but impossible to master. It’s what Euro gamers crave, a fresh take on a familiar engine building formula. If you haven’t tried it yet, this 2018 release should be at the top of your list.

Everdell

This cute game about animals living in the forest has some teeth. Lots of potential!

I only played it once for the first time this year and still, it made a very strong impression on me. This rather simple resource management, worker placement and card management game is exceedingly thinky. There are clear strategies driven by a wide range of dynamics in the game that create a great sense of competitiveness while being very straightforward from a mechanics perspective. Very tight scoring and a bit of a race between engine building and scoring. The entire game runs like a well-oiled machine, clearly the result of thorough playtesting. I see a lot of potential for replayability here, but at this stage, given that I have only played it once, that is hard to say.

What I can say is that despite a single play, this is on my “stuff to keep an eye on” as I see a lot of potential in this one. The accolades and popularity of this game are warranted.

Eclipse: The Second Dawn For The Galaxy

It’s a hit-or-miss experience, for such an expensive game I would not recommend it over far better games like Twilight Imperium. It’s not a bad game, it’s just not good enough for the price tag

This is a game I keep going back and forth on and I think a big part of the reason for it is that the gaming experience itself can be hit or miss from session to session. Sometimes it plays like a tight, 4x strategy game with battles, technology and lots of sneaky and tricky moves (exactly what you hope for). All the stuff you hope to get out of a 4x civ builder. Other times it’s just this horrifically boring and predictable Euro where essentially nothing interesting happens and someone wins by default in about the most anticlimatic way a board game can end.

I hold to it to account for its supposed claim that it’s “a better” or “lighter” Twilight Imperium, it’s not, it’s not even in the same league. In the infamous words of Will Smith, “Keep my Twilight Imperium’s name out of your mouth!”, a Twilight Imperium anything, this game is not.

That said I do love the aesthetic and the game is well-designed even if the experience can land flat. I would argue it’s way too expensive to recommend just to see for yourself if you can live with this unpredictable result, in fact, I would go further and say, don’t buy this game if you’re looking for a 4x experience because it does a poor job of it. This is more for Euro gamers who want a space theme and even there, be ready for some disappointing end games.

Imperial Struggle

Easily one of the best games in my collection, I just wish it hit the table more often!

I managed to squeeze in only three games of Imperial Struggle this year to my sad disappointment and frankly, I just wish someone made a digital version of this game already like they did for Twilight Struggle because I so desperately want to make this a nightly thing for me. I love this game but it’s kind of a pain to get to the table. This might end up being the game that I decided to digitalize myself just for my own purposes, but I’m just not sure my programming skills are up to the challenge. This game has a lot of moving parts.

It’s a fairly robust game in terms of complexity and strategic thinking and while the well is super deep, it’s sometimes a bit anti-climatic as the game can and often feels like it ends prematurely. Now I know that this is because of skill level differences, this is one of those games like Dune (Rex) where quite literally what you do in round 1 might end the game right then and there. Normally with some experience that is never going to happen but, yeah, this game has some very subtle nuances that can create exciting, long and tight games, or just these horrific early crushing defeats.

It ranks as one of my favorite games of all time, I think it is a worthy contender for the lifestyle game list but I just feel like I don’t play it often enough to be certain of that.

If you like Twilight Struggle, it doesn’t necessarily mean you are going to love this game even if these two games have a lot in common and are from the same creator. Twilight Struggle is more of a card game while Imperial Struggle is more of an action economy game. They are both from the influence area control genre, but not quite the same experience.

That said I still hold that Imperial Struggle is the better game… there I said it.

Great Western Trail

This is my modern-day Monopoly, I’m happy to play it anytime and with anyone. It’s just a fun, laid-back time, win or lose it’s always entertaining.

Great Western Trail continues to hit my “must play it” list periodically and I think I ended up playing it 5 or 6 times in person and a whole bunch more on BoardGameArena (online). In fact, I have 113 lifetime plays so far in this game and honestly, I’m not even remotely done with it yet. I crave it with regularity.

Why? Well, I think the biggest boon of this game is that it’s just a very clever mechanic and it’s kind of unique compared to most Euros. The unique engine building and heavier interaction between players, make this a Euro you don’t feel like you’re playing solo. It just works and it’s fun. Sometimes a good game is difficult to explain but I put this game in the same sort of ranking world as I would put Monopoly. To me, this is a family game. Sure it’s a bit more complex and has a few moving parts, but it has those types of rules that you just kind of remember after a few plays and they stick with you.

I have not gotten a chance yet to try some of the new versions of the game, there are two in total now, Argentina and New Zealand. They look interesting and are on my 2025 list of stuff to play.

Raiders Of The North Sea

Very fast worker placement game, great for a quickie, yet it has that robust, satisfying worker placement Euro feel. Great art too, I love looking at this game.

My daughter likes this one a lot, not to say I don’t but because of her we ended up playing it many-many times this year and it sort of became a thing.

As a whole, this game is a pretty straightforward worker placement game and one of the simpler ones from the Shem Philips line of games which includes stuff like Paladins of the West Kingdom, Viscounts of the West Kingdom, Architects of the West Kingdom and a bunch more. Good games all, I have tried most of them at this point but I still find Raiders of the North Sea, the first of the series I ever tried to be the most approachable and fun.

It’s a kind of combination of resource management, worker placement, and quasi-race. The race part is mostly because it is a pretty fast game that ends a lot quicker than you think. My daughter and I go like 30-45 minutes tops, so whatever your strategy is, there isn’t time to refocus or adapt, you have to ride it out and see what happens.

Most games are quite tight, generally, you’re going win this one by a hair unless you drop the ball so it’s always fun. Every move counts.

Great game, like Great Western Trail, it is a simple family game, very streamlined, and easy to understand the strategies behind it.

Star Wars Unlimited

One of the best CCG’s to come out in a very long time. Not quite a replacement for Star Wars Destiny in my opinion, but I’m kind of biased, I loved that dice mechanic. Still, so far as CCG’s go, this one is so tight, so clever, I’m not at all surprised at its success so far.

There is no question that Star Wars Unlimited stole the show this year. It’s been one of the biggest rises and most played games of the year in my group. I have so far collected all three expansions for the game and I don’t see any slowdown in my group. We love this one.

I would say it’s probably the first collectible card game since Lord of the Rings the Living Card game that I have felt comfortable just buying into it Blind. Star Wars Destiny turned out to be a big disappointment, more on that in a minute. Legend of the Five Rings was discontinued and Game Of Thrones the card game just never took off in my group. This is the first in a long time I think has some hope for becoming a Magic: The Gathering-type game where it becomes a filler for all occasions and a lifestyle choice in our group.

Very well balanced so far, with clever dueling mechanics and they are very wisely making each expansion a kind of mechanically isolated thing so that there is a kind of deck reset every time one comes out. This is great for our group as we all love deck building and it’s nice to have to sort of “re-think” strategy each time a new expansion comes out. It revitalizes the game each time a new expansion comes out and get’s us excited about getting together to play.

Love it so far, really hoping this one sticks the landing long term.

Now I want to say a thing or two about Star Wars Destiny, Star Wars Unlimited ugly stepbrother. I recently made a Top 10 Collectable Card game list where Star Wars Destiny landed in the number 5 spot, but its position on this list is mainly because the game is discontinued and because it was a CCG and it should not have been. Star Wars Destiny should have been using the Living Card Game format FFG is kind of famous for and had they done that, I think it would be Destiny not Unlimited we are talking about today. I personally think that Destiny is a much better game, but it was so poorly managed that it sort of self-destructed. It was a real bummer. Thank god that Unlimited came along and filled this gap.

Other Worthy Mentions

The above is a very inconclusive list, I played a lot more than what is here, but this article is about highlights and I think that covers the bulk of the standouts for me. There were several other games I will quickly mention here for posterity that received table time this year.

Terraforming Mars is always on my agenda each year, we played it several times this year and it continues to be the masterpiece from 2016 that just keeps on giving. It’s as good as it always has been and the expansions for this one do improve the game in so many ways, really refreshing the entire experience. I put this one on my lifestyle games list, it’s a staple of my gaming life these days and it’s one of my default recommendations to all board game fans.

War Room got played as it always does on my birthday (and hopefully always will). Love this one, but it’s 12+ hour monster that I find once a year is plenty. I never recommend it, it’s a niche game, but from my perspective, it’s one of the best games ever made. So a bit of a quandary. Let’s just say you have to be a “type” to appreciate a game like this. I suggest checking out my full review on this one.

Lord of the Rings the living card game naturally hit the table repeatedly as it always does for me each year, another lifestyle game I play regularly, mostly solo. I put this one into kind of a niche category as well because I find it’s sort of an all-or-nothing game. Either you collect everything and go full-on crazy, or skip it entirely. The same way I feel about most collectible card games. For a Lord of the Rings fan however, this is one of the best games ever made. I wrote a revised article in 2023 that surprisingly has become one of the most visited articles on the blog.

Lord of the Rings The Living Card game is 10 years old, but if the hits on this site are any indication it’s currently more popular than it has ever been in the past. This may be the result of 2nd edition being released in 2023.

Things on the agenda for 2025

2025 is looking very exciting already, there is a lineup on my shelf of games that are going to get played come hell or high water, and a few I still need to pick up (or am waiting to show up).

Dolmen Wood

I kick-started this old-school adventure RPG based on 1st edition B/X (Old School Essentials) rules. I’m a big fan of the designer Gavin Norman, he does a lot of great writing and design that speaks to me in a rather unique way.

Dolmen Wood is essentially a self-contained RPG and campaign, based largely on fairy tale lore and old myths. As a kick-starter I already have the game in PDF form in my possession and the books will arrive later this year.

If you love Dungeons and Dragons from the 80, this is a nostalgic trip down memory lane, except that it’s designed to be extremely approachable, and episodic all wrapped up in a fleshed-out open world. It’s easily among the best RPG content I have ever read and I’m eagerly anticipating its arrival.

Arcs

Arcs is a 2024 release designed by Cole Wehrle who is quickly becoming one of the big stand-outs in the board gaming world. He is responsible for instant classics like Root, John Company, Oath and Pax Pamir.

He has a unique eye for Asymmetrical game design which is definitely in my wheelhouse, but more than that, I think he knows how to bring a theme to life.

This one combines trick-taking and the 4x genre, which I will admit is a strange combo, but it’s another thing that I love about Wehrle designs. They are always a bit off, but always in a good way. I’m hoping it is going to live up to the hype but given the reputation of this designer, I go into it with confidence.

The Middle-Earth Strategy Battle Game

The Battle of Osgiliath is a really cool set that comes with lots of mini’s and terrain. While there are some more modern miniatures here for certain hero characters, most of the sculpts are really old and kind of crappy. They are not the GW quality you are probably used to if you are a modern miniature game fan.

I talked about this one briefly in a recent Hidden Gems article, but my hope is that this year, MESBG becomes something that I can expand on and sink my teeth into.

The claim to fame for MESBG is that it’s one the best rule sets GW has ever put out. I don’t know if that is really true or not, and honestly I don’t really care that much. It does seem to be the most common mantra among miniature-gaming fans which is great and all but as a Lord of the Rings fan, I just want to paint and play with some Middle Earth mini’s.

My issue with this game is that I came into it too late and right now as I paint up some of the miniatures of this game based on the Osgiliath box set, while I’m excited to get it to the table, I’m not really that impressed with the quality of the mini’s. This is an age thing, some of these sculpts are the better part of 10+ years old, but this is why now is a great time to get excited about this game.

In 2025 we can expect GW to be putting out new sculpts for this game and the obvious hope is that they go back and “refresh” the lines most key armies. I’m hoping we get new sculpts for the entire Fellowship and other key heroes/villains and I really hope we see new Orcs, Goblins, Rohan and Gondor troops. A lot of these old sculpts are really crappy by today’s standard and while I’m really excited, I don’t want to paint shitty miniatures. So here is hoping GW throttles up and gives us some new mini’s!