Category Archives: On The Table

Review: That Tracks (2026)

In my house, trivia-based party games are king. In fact, they’re one of the very select few types of games that even the wives enjoy, so any opportunity to introduce a new one into the mix is always welcome.

That Tracks, however, was one of those games I approached with a bit of caution because I wasn’t entirely convinced the concept was actually going to work. Mostly because, despite appearances, That Tracks isn’t really a trivia game.

Hitster is a great example of the sort of game that has that universal trivia thing going for it that just works with everyone, always. It’s a party game and a trivia game, a perfect combo.

The basic gimmick here is that players are asked to remember the popularity of various trends and then make educated guesses about where they belong on line and pie graphs.

Yeah… graphs.

It’s a strange concept for a party game and, frankly, a difficult one to even imagine being fun. Nothing gets a gaming group fired up quite like someone slapping a pie chart down on the table and saying, “Alright everyone, party time!”

Still, test it we did.

So today we’re going to talk about That Tracks, a party game that asks just how much you really know about the trends, fads, and cultural nonsense that have surrounded us over the years.

Overview

Final Score: christmas_starchristmas_star(2 out of 5) Poor

That Tracks has a very simple premise. Players are split into two teams and presented with either a dot or pie graph alongside four popular trends, fads, musicians or whatever else the game decides to throw at you.

The goal is to correctly figure out which part of the graph belongs to which trend. You do this over six rounds, scoring points for the answers you get right, and naturally, the team with the most points at the end wins.

Looking at graphs like this gives you the sense of this being more of a corporate presentation than a game, but there is some fun in trying to figure out the popularity of pop culture fads.

There is, however, some procedural stuff designed to make this a little more involved and introduce a bit of mind gaming into the proceedings.

Each team gets two turns every round to make their guesses. Your team picks two trends, then the opposing team does the same, after which you go back and forth picking the remaining ones.

The interesting part of this is that while the other team is making their decisions, they’re inevitably debating their reasoning out loud. You’re sitting there listening to them argue about whether something was popular in 2005 or 2015, whether everyone actually watched some TV show or whether it just seemed that way, and whether some ridiculous fad was genuinely a thing or just something that happened in their particular corner of the world.

All of that is information you can use when it’s your turn.

Each team also gets a bonus tile that can be placed on a guess they feel particularly confident about. Get that one right and you double the points for that trend.

I wouldn’t exactly call any of this strategy, but these two mechanics prevent the game from simply being one team doing its thing, followed by the other team doing its thing, and then everyone checking the scores to see who did better. There is some actual back and forth here, and it’s partially within those little gears that the party game atmosphere starts to emerge.

One important caveat here is that each round is timed, so all of these debates and decisions are done in a pressure cooker, which is fitting for a party game.

People argue about these trends. They try to convince their teammates that their memory is correct. They listen to the other team and suddenly start second-guessing themselves.

It’s particularly entertaining when you have different generations at the table because their perspectives can be wildly different. Something one person remembers as an absolutely massive cultural phenomenon might get a blank stare from someone ten years younger, while another player is utterly convinced something was huge simply because everyone at their school was doing it.

That’s really where That Tracks starts to reveal what kind of party game it actually is.

The question is, does all of that make it a fun one?

Well, let’s get into it.

Components

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: The game is very inexpensive.

Cons: While some of the components are fine, the problem areas are painful and disruptive.

Unfortunately, we’re going to have to start out negative here because, to be frank, the components and component design in That Tracks leave a lot to be desired.

First, there is this contraption that holds the graph cards on the table, along with sliders designed to hide the answers until they’re revealed.

It’s terrible.

Pictures don’t really tell the story here, but I can tell you from our handling of the game that this setup is extremely fragile. One bump and this whole thing will collapse.

The stand itself quite literally fell apart the first time we handled it. It constantly tipped over, the sliders were awkward to use and the whole thing just feels incredibly cheap.

This actually impacted the game quite a bit because we were constantly accidentally revealing the answers printed at the bottom of the cards. You’re trying to carefully manipulate this flimsy little stand without exposing anything and the whole thing is threatening to collapse in your hands at the slightest touch.

And somehow, that wasn’t even the worst part.

This is a party game, so presumably you’re going to have five or six people sitting around the table. We had three people on each team, but the cards are printed extremely small. You need to be fairly close to actually read them and, because the stand faces in one direction, half the table can’t see it without moving it.

Naturally, you want to move it around so everyone can see. Except you can’t because if you so much as breathe on the damn thing, it falls apart.

It became a real nuisance.

It’s just cheaply made and poorly designed, which is particularly frustrating because the entire game revolves around everyone being able to clearly see and interact with these cards.

Now, the game does come with whiteboard pens, boards and tokens you can write on, which is nice. Those work perfectly well and make everything easy to manipulate and reuse, but as a whole, the component experience was terrible.

Then we get to the rulebook.

The instructions are awful, which is kind of crazy because you can explain how to play That Tracks in about thirty seconds. Somehow, however, it took us nearly twenty minutes to grasp the language utilized in this rulebook; it was frustrating.

They took what is an incredibly simple game and seemingly found the most complicated possible way to explain it. Eventually we gave up, went on YouTube and found a tutorial video.

Thirty seconds later, we understood the game.

Afterwards, going back and reading the rules, they made sense, but the language and structure used to explain everything was unnecessarily confusing. When your game can be verbally explained in less time than it takes to make a cup of coffee, there is really no excuse for a rulebook making it feel complicated.

I don’t normally completely flunk a game on components, but That Tracks comes about as close to an F as you can get without actually getting one.

They really need to rethink the components and component design here because I genuinely don’t understand how this setup made it through playtesting in its current form. For us, the problems were obvious the moment we opened the box.

These components actively got in the way of playing the game and sabotaged the experience.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Pop culture fads are familiar, fun, and often surprising; it’s fun to muse about them during the game.

Cons: When answers are revealed, there is a lack of impact, it’s kind of a meh.. experience.

The theme in That Tracks is actually kind of clever and fun, far more than I imagined it would be when you consider that the main gameplay loop involves analyzing pie graphs!

There is something strangely satisfying about knowing these fads and trends. You get that same little burst of satisfaction you get from a trivia game when you know the answer and everyone else at the table is looking at you like, “How the hell did you know that?”

More importantly, though, there is a surprising amount of deduction involved.

If you’re reasonably confident about two of the four trends, the other two suddenly become a matter of educated guesses and process of elimination. You start talking it through with your team, everyone adds their two cents, someone remembers some obscure detail and gradually you piece together what you think the answer must be.

There are plenty of cool topics, from music pop star popularity, to weird YouTube fads. Things I think most people will find familiar, and even if you’re not, as it’s a team game there, it’s not really something that gets in the way of the fun.

It becomes this kind of collective problem-solving exercise, and that part of That Tracks actually works quite well.

My issue is that none of this really adds much “party” to the concept.

I mean, it’s a game. You’re playing it together, you’re talking, arguing and having fun, but it doesn’t really generate those funny moments and quotable outcomes that I typically associate with a great party game.

The whole thing is just a little dry.

You’re essentially solving a communal problem together rather than being given a setup designed to create comedy, chaos or memorable moments. There can certainly be some entertaining conversations, particularly when people have wildly different memories of how popular something was, but the game itself isn’t really creating those moments.

I think the theme works. In fact, I think it works considerably better than “the pie graph game” has any right to.

Calling That Tracks a party game, however, feels like a bit of a stretch. It’s a light team-based deduction game that happens to work with a larger group.

I thought it was fun enough, but it certainly didn’t blow the doors off. The theme and concept fell into the “meh” category, not disappointing; I have a fun time playing it, but I’m itching to bring it to my next dinner party.

Gameplay

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: There is some entertainment and satisfaction to be found in trying to maximize your points based on guesses you feel certain about.

Cons: The reveal at the end of a round falls on deaf ears, even when something interesting happens, it’s mostly interesting in a sort of academic, abstract way, not a fun party way.

In terms of gameplay, That Tracks has that straight-to-it quality that makes party games the delight they can and often are. You explain the rules in a minute or so, everyone immediately gets it, and you’re off and running.

In that regard, That Tracks handles itself quite well.

While the theme is interesting and I think will work with most people, it doesn’t necessarily surprise or delight. The actual gameplay loop falls somewhere between “just fine” and “a bit static and uninteresting”.

Party games should absolutely be simple, but there really isn’t much between the pages here, so to speak.

The only semi-interesting wrinkle is that each round is split into two parts. You pick two topics, the opposing team does the same, and then you go back around for the remaining choices. This gives both teams an opportunity to undermine or challenge each other’s decisions, while introducing a little strategy regarding which topics you want to grab early and which ones you’re willing to leave until later. You also get to listen in on the opposing team, which can give you some added insight you might not otherwise have had.

The booster token adds a little tactical oomph as well. All it is is a frame you place on one of your choices, which doubles your score if you get it right. It gives you an opportunity to manipulate the score when you’re particularly confident about an answer.

Unfortunately, none of that really saves That Tracks from what is ultimately a pretty lackluster gameplay loop.

When you get right down to it, you’re looking at charts and guesstimating which trend belongs to which pie or line on it, often in a way that feels fairly arbitrary. Sometimes the answer is obvious, but quite often, even when there is an unexpected surprise when the answer is revealed, there still isn’t much of a party payoff.

It sort of feels like discovering that the pie of 38 is 119.38.

I don’t know what that means either, but that’s kind of the point.

The reveal isn’t some endorphin-infused event where everyone screams, laughs or throws their hands in the air. It’s more like, “Oh… Taylor Swift was less popular than Pink in 2015. Weird. Interesting… I guess.”

Then everyone kind of stares at the card for a second or two and moves on.

You don’t really know what to do with that information; it’s not funny, even if sometimes it’s surprising, and I’m not entirely convinced anyone cares. The only thing giving the reveal any weight is whether you guessed correctly and scored some points.

That’s the fundamental problem I had with the gameplay.

There is no real entertainment payoff, it’s a party game that isn’t much of a party and it doesn’t really hit any sweet spots in any other reckognizable genre.

A great party game takes a ridiculously simple mechanic and somehow turns it into a machine for creating moments, laughter, banter, that sort of thing. That Tracks has the simple mechanic, but it never really finds the second half of that equation. You guess, you reveal, you score, and you move on to the next graph.

Whatever else That Tracks might be as a game, I just don’t think statistics make for a particularly exciting reveal.

There’s no pizzazz, no real tension, and very little excitement. It’s all just a bit static and mundane. Worse is that if a team gets ahead on points, there is no real catch-up mechanic, so at the midpoint it can feel quite hopeless if someone gets ahead and you’re not going to care about it much.

It didn’t really do anything for me or anyone I introduced it to, as a game mechanic and as a method to entertain guests and family, it was pretty forgettable.

Replayability and Longevity

Score: christmas_starchristmas_star
Tilt: christmas_star

Pros: There is plenty of content in this box to entertain people who like this game.

Cons: Sadly, the first playthrough won’t motivate you to play again.

There are a lot of cards in the deck, and you’re really only using six over the course of a game, so from a purely content perspective, there is quite a bit of replayability in the box in principle.

You might assume there is a natural limit here because eventually you’re going to see every card, but that actually amounts to quite a few games. Even if you eventually swing back around and start seeing cards for a second time, chances are pretty good you will have forgotten most of the information anyway because it wasn’t that interesting the first time around.

It’s a bit like playing Trivial Pursuit. Even when a question comes up that you know you’ve seen before, there are so many cards and so much random information floating around that actually remembering the answer is another matter entirely.

So I don’t think running out of content is really the issue.

The bigger question when it comes to longevity and replayability is whether That Tracks is fun enough as both a novelty and as something you actually want to keep playing because you enjoyed it so much the first time.

Sadly, I think the answer is probably no. In fact, I never managed a single time when I brought the game out with my various social circles to get a second game going. Once was enough, and I doubt anyone will ever ask to play it again in the future.

In a sense the replayability score is kind of the domino effect of the rest of the review, if you didn’t really hit any marks anywhere else worth speaking of, by the time you get here, the conversation kind of repeats itself. You certainly can play this game many times, I’m just not sure who would want to.

There weren’t any hidden layers that revealed themselves once we understood the game better, nor did familiarity with the mechanics make things more interesting.

It was kind of meh the first time and remained kind of meh afterwards.

I will say that if That Tracks clicks with your group and you enjoy what it’s doing, there are plenty of plays in this box. You’re certainly not going to burn through the content quickly.

For us, though, the limiting factor wasn’t the number of cards. It was the desire to keep playing.

Conclusion

I think it’s fair to say that my experience with That Tracks was pretty lackluster. It’s always sad to give any game a negative review, but if you know gamersdungeon, we are generally a pretty positive voice. You really have to miss the target by a wide margin to end up with a score in the 1-2 star zones, Unfortunatetly That Tracks just doesn’t have the juice to punch through even my relatively generous barrier.

It started off on a negative note with component issues, both in terms of quality and design, and followed that up with a game that was, at absolute best, a mediocre experience and not much of a party.

The strange thing is that I don’t think there is anything fundamentally wrong with the rules or even the premise here. Some games just don’t work, and That Tracks doubles down and also fails to entertain.

I absolutely think there are people who will enjoy That Tracks. In fact, I suspect there are plenty of groups for whom the relaxed, collaborative deduction and nostalgia surrounding the various trends will be exactly what they’re looking for.

For me, though, it’s a pretty hard pass.

Unless you have a particular fascination with statistics, trends and fads, I just don’t see a compelling reason to choose That Tracks over the mountain of genuinely great party games already competing for space on the table.

Review: Got Five! (2026)

Some of the best games ever made aren’t built around some revolutionary new mechanic nobody has ever seen before. More often than not, new games are the result of taking a couple of familiar ideas, smashing them together, and discovering something that feels new. The fact is, most games aren’t trying to reinvent board game design; they just want to be something fun to play.

Maybe it’s Gin Rummy mixed with railroad building. Maybe it’s worker placement with dice. Or, as is the case with Got Five!, maybe it’s abstract logic combined with good old-fashioned deduction.

If you’ve ever played classics like Mastermind or even a game like Clue, you’ll immediately recognize the basic concept here. You’re given a set of information, in this case, hidden number tiles that everyone else can see, but you can’t. Your job is to figure out exactly what those numbers are using nothing but logic, deduction, and the information sitting right there in front of you.

I’m sure I’m showing my age here, but if you’re a Gen-X’er, you probably played Mastermind, it’s one of the granddaddies of deduction games right along with Clue!

Simple enough, but there is one small wrinkle in Got Five!. Everyone else is doing exactly the same thing, they have their own set of hidden tiles to figure out. The game is a race to see who gets it done first.

With a 15-minute playtime for up to 4 players, Got Five! nails that filler sweet spot, and because the rules are simple to learn and the game is colorful and bright, it’s perfect for family board game night, a no-brainer really.

The question I think I want to answer in this review is wether or not Got Five! has the chops to be a little more, a good filler for the board game geeks out there like me who are looking for an excuse to buy another shelf to put more games on.

Let’s find out!

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.50 out of 5) Awesome Game!

I think the most interesting thing about Got Five!, once you’ve got a few back-to-back games under your belt, is the realization that deduction and logic aren’t actually the only things going on here.

Something happens around your third or fourth game.

You realize that if you’re going to sit there and wait until you’re 100% certain about every number hidden in front of you, you’ve probably already lost.

Because the winner of Got Five! isn’t necessarily going to be the player who solves their puzzle with absolute mathematical certainty. It’s going to be the player who recognizes when they know enough, looks at the odds and pace of the game, takes a calculated risk, and goes for it.

You don’t have the luxury of sitting there like some pipe-smoking professor of mathematics, spending ten minutes constructing a flawless proof that the blue tile in front of you must be a seven. While you’re doing that, Susan across the table has made two educated guesses, solved her hand and is already looking at you like you’re an idiot.

You have to think on your feet.

When playing Got Five! for the first time, you’re going to have this feeling that you have to be 100% certain about your tiles before you guess. What you quickly realize is that you will never win a game by doing that. Some guesswork becomes mandatory.

You’re eliminating possibilities, making assumptions, watching what everyone else is doing and constantly deciding whether you have enough information to make your move. There’s logic here, certainly, but there’s also intuition, probability and just enough gambling to keep the whole thing from feeling like homework.

Abstract deduction games are difficult to describe because explaining their mechanics inevitably makes them sound far more academic than they actually feel at the table. Got Five! has some of that academic feel to it but in practice, Got Five! has the energy of a party game.

Turns move quickly. Everyone is paying attention. You’re racing against each other, second-guessing yourself and occasionally taking a shot before you’re entirely certain you’ve got the answer. Then somebody suddenly announces that they’ve figured out their tiles and everyone else groans because they were one bloody turn away.

That’s Got Five!.

It’s clever without being exhausting, competitive without being particularly mean and thinky without demanding that everyone at the table be a hardened strategy gamer.

And that’s perhaps its greatest strength.

I can see this working with almost anyone, from relatively casual players looking for a quick 15-minute game to heavy gaming nerds like myself who normally consider a rulebook under 30 pages suspiciously lightweight.

Got Five! is just a lot of fun to play, and so far, everywhere I have tried, it would take 3-4 rounds before anyone was willing to move on to the next game. A very strong sign that this one is a keeper.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Bright, colorful, and sturdy; feels wonderful to handle, everything is perfectly tuned.

Cons: It has the look of a kids game, some might pass on it for that reason.

Components

Got Five! is a fantastic little production, especially considering that we’re talking about a 15-minute filler game here.

The tiles are chunky, colorful and feel great in the hand. The artwork is bright and clean, the numbers are immediately readable, and everything has been designed with the rather important idea that you should be able to glance across the table and instantly understand what you’re looking at.

I love it when a game has exactly what you need to play it, not a single token too much or not enough, a perfect, streamlined design that wastes nothing. I love it!

The game also comes with erasable whiteboard pens and boards for tracking your deductions, which might sound like a small thing, but it’s a fantastic addition. They feel good to use, keep everything organized and, perhaps most importantly, help keep the game moving at the brisk pace it was clearly designed for.

Even the rulebook gets it right. It’s clear, concise and doesn’t waste your time trying to turn a simple game into a 30-page technical manual. You can crack open the box for the first time, learn the rules, teach everyone else, and have your first game finished in under half an hour without anyone sitting there wondering what the hell they’re supposed to be doing.

There isn’t anything particularly extravagant here, nor does there need to be. Got Five! simply understands exactly what kind of game it is and gives you everything you need to play it in the best possible form.

It’s pitch-perfect execution.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: A party-game-like atmosphere that creates a great table presence.

Cons: The game really doesn’t have a theme unless putting funny faces on tiles is a theme.

Got Five! doesn’t really have a theme. It’s very simply an abstract deduction game, but it does have this wonderfully friendly and colorful presentation that is going to get the attention of kids scanning your game shelf. Which is great, because while I think Got Five! works with pretty much any sort of gaming group, I think it’s particularly strong with kids.

More importantly, it has that perfect balance of rules, strategy, and fun where everything feels like it has been thoroughly tested, adjusted, and stripped down until the designers arrived at the ideal version of the game.

The game doesn’t really have a theme, but it has personality.

You can almost reverse-engineer the design process just by playing it.

If Got Five! used six numbers instead of five, it would essentially be the same game, except slightly longer, and I think it would start overstaying its welcome. With four numbers, it would probably be over too quickly. If you had to identify the colors as well as the numbers, suddenly you’ve added a layer of complexity the game doesn’t need. If you only had one type of action instead of the two, sorting and category questions, the deduction would become too straightforward, and the whole thing would lose much of what makes it interesting.

Everything feels like it’s sitting exactly where it should be.

I obviously wasn’t there during development, but Got Five! feels like a game that went through a hell of a lot of testing. I can easily imagine versions with more numbers, fewer numbers, additional rules and different ways of asking questions, with each unnecessary piece slowly shaved away until only the good stuff remained.

The result is a game that might technically be themeless, but still has a very clear identity. It’s bright, friendly, fast and immediately approachable, with that easygoing party-game energy that makes you want to pull it off the shelf and say, “Alright, one more.”

And because a game takes about fifteen minutes, one more usually turns into three.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: A perfectly tuned game that knows its design goal and achieves it with perfection.

Cons: If you don’t like deduction games, you will only like this game instead of loving it.

In Got Five! you have a single objective: be the first player to figure out what the five tiles sitting in front of you are.

The problem, of course, is that you can’t see them.

The only information you have to work with is the tiles revealed during the game and the information you can squeeze out of the other players.

Each round, a player does two things. First, they reveal a tile. Then they get to ask one of two types of questions.

You can compare the dots on a revealed tile to one of your hidden tiles. Every tile has either one, two, or three dots on it, and the other players simply tell you whether or not they match. Alternatively, you can ask the other players to place a revealed tile into the correct numerical position among the five hidden tiles sitting in front of you.

That’s basically the game.

From those tiny scraps of information, you have to figure out exactly what five tiles you have through deduction and process of elimination. At any point, even during someone else’s turn, you can shout “Got Five!” and attempt to solve your puzzle. Get all five right and you win. Get even one wrong and you’re out of the game.

To help you along, each player has a board hidden from everyone else and an erasable marker for taking notes. The board shows all the possible tiles in the game, including their colors, dots, and values. As information comes in, you start crossing off possibilities until eventually the answer begins to emerge.

The clever bit is that you’re rarely eliminating possibilities one at a time.

For example, a sorting question might suddenly tell you that the blue, red and orange tiles in front of you are all higher than 40. Bang. Every possible tile below 40 is eliminated from those positions.

Then you notice there are only four unrevealed red tiles left. You know three of them have two dots and one has a single dot. Another player reveals a blue tile, asks whether its two dots match one of their hidden red tiles, and gets a positive answer. That little piece of information might suddenly allow you to eliminate with a fair amount of certainty several more possibilities and identify your own red tile.

That moment, when you solve it, and you realize you’re the only one, is very satisfying; you feel very superior and rightfully so!

Now you know your red tile is 21.

But that doesn’t just tell you the red tile.

If the orange tile was previously sorted to the right of it, you now know the orange tile must be higher than 21. Suddenly another chunk of possibilities disappears from your board.

One answer leads to another deduction, which leads to another, and occasionally a seemingly insignificant piece of information causes half your board to collapse.

I know that sounds slightly confusing when I’m trying to describe it in a blog post. It’s considerably easier to understand when you’re actually sitting at the table. The important point is that information in Got Five! compounds. A single reveal or answer can eliminate a surprising number of possibilities if you’re paying attention and applying a bit of logic.

In our games, we saw players solve their entire puzzle in as few as five or six turns.

And this is where Got Five! becomes wonderfully tense.

I love a good deduction game, even the classics like Clue, but with Got Five! you get that satisfaction in a much shorter game and considerably less rules explanation.

There isn’t a timer. Nobody is counting down. Yet the entire game develops this pressure-cooker atmosphere because every time a tile is revealed or a question gets answered, you know that might be the piece of information somebody else needs.

You might be sitting there thinking, I’m almost certain I’ve got this.

Then someone else shouts “Got Five!”

Dammit!

That’s the trap. You don’t really have the luxury of waiting until you’re 100% certain. Eventually you have to decide whether the information you have is good enough and take the shot, because somebody else is probably reaching exactly the same conclusion about their own puzzle.

The rules are incredibly simple, but what emerges from them is fast, competitive, and surprisingly exciting. Got Five! creates that wonderful little dopamine hit when a pile of apparently disconnected information suddenly clicks into place, and you realize you know the answer.

And then you want to do it again.

I can pretty much guarantee that Got Five! isn’t going to be played once and put back in the box. You’re going to play it again and again.

Because once you’ve solved your five faster than everyone else, it feels amazing and if someone beats you to it, that unsatisfying, can’t let it go sensation will drive you nuts.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Addictive; you’re going to want to play this over and over again.

Cons: I’m sure there is a limit somewhere; I would imagine eventually you will tire of it.

I’m going to make this one short and sweet.

From the first time I put Got Five! on the table, everyone I introduced it to was immediately hooked. There was simply no such thing as playing one game, and since then it has been played over and over again in my house.

It has very quickly become one of those standard “Let’s do a quick one” games, which I think is about the highest compliment you can give a filler.

There aren’t piles of different modes, variable setups, or mountains of content here. It doesn’t need any of that. The replayability comes from the fact that the puzzle is different every time, solving it feels great and, win or lose, fifteen minutes later you’re ready to have another crack at it.

That’s really all there is to say.

Got Five! has the chops. The 15-minute playtime makes it incredibly easy to get to the table, and the game itself makes it difficult to play just once.

It really sticks the landing.

Conclusion

Conclusion

Got Five! is a fast, clever, and ridiculously fun little filler that asks almost nothing from you. Set it up, spend a few minutes explaining the rules, and everyone at the table will be dialed in and, before long, demanding another game.

It pretty much sells itself.

This is an incredibly easy recommendation for me because I’m genuinely struggling to come up with a group that wouldn’t enjoy Got Five! It’s simple enough for kids, clever enough to keep experienced gamers engaged, and short enough that even the most reluctant board gamer isn’t being asked to make some sort of blood oath committing their entire evening to it.

Hell, this is a game even my wife will play, and we’re talking about a person regularly quoted in our house as saying:

“I hate board games.”

She likes Got Five!

Frankly, if Got Five! were on trial for whether or not it belongs in everyone’s collection, that’s the only piece of evidence I’d present.

The prosecution rests.

First Impressions: Trials of Maya (2026)

Check Out Trials Of Maya Crowdfunder (Gamefound)

When this monster-sized box showed up at my house, I was already pretty amped up by the sales pitch. An expandable, card-driven, MOBA-style game? Hello yes! I love MOBA games; god only knows how many hours I burned playing League of Legends, Heroes of Newerth, and DOTA.

Suffice it to say, this was a concept that spoke to me directly. In fact, it’s the sort of game I have been looking for so desperately that, in the absence of its existence, I tried to create one myself. I’m about as close to a target audience for Trials of Maya as you’re ever going to get.

What is a MOB? It stands for Multiplayer Online Battle Arena, a genre of gaming that involves players (typically 5 vs 5) running unique characters from a large roster all with special and unique abilities fighting on a map over a serious of towers and the ulimtate price, the opponents base camp. First team to blow up their oppossitions base camp wins.

League of Legends in particular for me was THE MOBA to play. Like most MOBA’s, it’s about the Champions first and foremost and all the crazy interaction between all their various powers. This is really what I’m hoping Trials of Maya gets close to as a game.

I should fully disclose before we get going here that this First Impression article is based on a single two-player siege mode game. This is not the review; That we will do later, but I felt, given that the crowdfunding for this one is going live next month, there are probably plenty of people out there looking it up.

Trials of Maya is here… I played it, and it’s time to talk about it.

Opening The Box

This box, and everything in it, feels like more than just a game. It’s a work of art, crafted with a clear focus on turning the simple act of discovering a new board game into a unique visual experience. I knew from the outset this wasn’t going to be just a box opening, and Trials of Maya did not disappoint.

Just the art in this game speaks volumes to the design team’s dedication, though I think this is not only expected, but demanded by MOBA fans. Art in MOBA games is part of the allure, so a board game trying to represent this genre would need to do the legwork. Fortunately, Trials of Maya does indeed pass this trial with flying colors.

Everything here feels as though it was created through the lens of an artist. Personal… designed from the heart. The illustrations, graphic design, components, books, colors, and physical presentation have all been tied together into a single piece of work with a singular vision. Combined, they create the sort of presentation most games don’t even strive for, let alone achieve.

There is an included novel that tells a story from the universe in which the game is set (Just getting into that), offering an inside perspective on the setting and theme. There is striking artwork, and a genuine effort to entice through elaborate, if not sometimes overproduced components. Mind you, I’m working with a prototype here. Even the smallest details seem carefully matched to everything around them, creating a unified whole that comes together almost like a painting.

Every detail in Trials of Maya feels like the result of countless hours of contemplation and creativity. It’s not always successful, but you can’t discount the effort here; this game is someone’s baby boy born from blood, sweat, and tears, that much is clear

To give you one particularly strange and wonderful example, the included novel has a cover that is itself a 3D art piece. The game actually comes with a pair of 3D glasses that reveal the full effect of the cover art.

Why? Why would anyone go through the trouble of doing something like that in a board game?

Supporting a board game with a novel is not unprecedented; in fact, we saw exactly this in Syncanite Foundation I reviewed earlier this year, but I find things like this make me giddy, especially if I’m really into a board game. I love exploring a cool new settings.

I think the answer can be found in the particular sort of nostalgia Trials of Maya is trying to evoke. The rise of MOBAs belongs to a generation of gaming that grew up surrounded by loud colors, experimental visual design, and a fascination with 3D entertainment. Movies, games, and advertising were constantly trying to leap out of the screen at us. Even the bright red glasses themselves fit perfectly into the color palette and visual identity of Trials of Maya.

It is nostalgia expressed through art, a kind of unnecessary cherry on top, but it speaks volumes to the love affair the designer/producers of this game have with it.

3d Movies were a bit of a gimmick, and I’m not sure it panned out quite how Hollywood hoped it would, but I remember it like it was yesterday, and it was pretty awesome!

I don’t think everyone will have the same reaction, but if you grew up during the rise of MOBAs and were deeply immersed in gaming culture at the time, there is something about Trials of Maya that may feel oddly familiar.

Yet for all that familiarity, this is certainly not another game drawing exclusively from the familiar well of Western fantasy. The Tolkien-inspired traditions and Appendix N influences that dominate so much of fantasy gaming are largely absent here.

Instead, Trials of Maya has a striking Indo Asian aesthetic, with characters, clothing, architecture, symbolism, and mythology that appear influenced by Indic and broader Asian artistic and cultural traditions. Combined with its science fantasy elements, it gives the world an identity that feels immediately distinct from anything else you will see out there.

I spend a great deal of time reviewing games, reading about games, and as a side effect reviewing artwork. We get all kinds, but for me personally, I love it when art is both really unique and exceptional, while still comfortable and familiar in a way. This definitely has a League of Legends Wukong feel to it and I love that.

I am going on and on here, but I think that is justified. So much effort has gone into the presentation of Trials of Maya that it deserves to be lingered over.

In a word, Trials of Maya is absolutely gorgeous. We are off to a really great start!

Setup and Components

While Trials of Maya is artistically impressive, we have to put the artistry aside for a moment because even in a First Impressions article, my job is to offer the reader a dose of reality. I don’t want to be all hype and no substance. Anyone interested in this game is going to want a breakdown of the game itself.

Eye candy is eye candy. The game is the game.

There is no question in my mind that in order for a modern, crowdfunded board game to do well, it must indeed be eye-candy. That is the visual advertisement, but in the end, once you get a game to the table, the game lives and dies by its gameplay.

My friend and I set aside half a day to sit down with Trials of Maya and play a one-on-one siege game, one of several game modes the system offers. The Siege Mode is, in effect, the base mode of what we think of as a MOBA game. Towers, minions, lanes of sorts, and the push.

Ahead of his arrival, I read through the rulebook and reference material, trying to get a handle on the game, and got everything set up so that we could dive straight in.

The Rulebook is laid out beautifully with very focused areas and clear language. I have read a lot of rulebooks in my day from independent publishers and crowdfunded games, and universally they are usually so bad they are barely usable; I was very pleasantly surprised that the Trials of Maya dev team did some quality, professional work here. It made a huge difference for our experience with the game.

Now, it’s important to mention for a second time that I’m working with a prototype of Trials of Maya. Keep that firmly in mind as a lens through which to view the following comments.

While the components look fantastic laid out on the table, and much of the physical design is exceptionally well conceived, even during setup I could see that Trials of Maya was going to be a fairly fiddly game.

The hexagonal battlefield is very tight, and there is a lot of stuff that goes onto it, leaving surprisingly little room for fat fingers to maneuver. Setup itself was not particularly complicated, albeit it took about 20 minutes. The physical components, while gorgeous through and through, were something of a mixed bag in the usability department, ranging from fantastic to …meh.

The player boards, for example, are really well thought out. Components fit snugly into designated spaces, and everything is organized in a visually accessible way. It was particularly convenient to be able to look across the table and, with a quick glance, understand the board state of my opponent. Critical to executing the game successfully and being fully informed.

I really loved the character cards; everything is well organized, has a clear purpose… every aspect of the tactile design aces the test, and it looks gorgeous to boot!

The cards were similarly successful. The iconography is relatively simple, and we adjusted to it quickly. Most of the cards we encountered during our game were clear, and whenever something was not immediately obvious, there was handy reference material included with the game that made answers easy to find.

My friends and I have all designed a lot of cards for our games over the years, and this is exactly what you want. Nice looking, clear text, clear iconography, and consistency. This is how you make cards for a card game. Well done!

Some of the physical components in this prototype, however, were clumsy.

Several pieces were easy to knock over and awkward to grab, resulting in quite a few frustrating fumbles during play. The stackable chips in particular, used to track the health of minions, while a good idea conceptually, had a tendency to topple over. The various spawn and upgrade markers had similar problems because they stood upright and were rather top-heavy.

You get a better sense of the board from the side here, but there is a lot of three-dimensional stacking here; those plastic chips are feather light, and even a tiny bump can knock a stack over. Don’t get me wrong, I think using chips to track health of units is clever and looks great, but if you’re going to use chips in a game like this where they get handled a lot, they need to have some weight to them like poker chips.

There was also a more practical issue with the battlefield itself. Many components completely covered the hex they occupied, making it difficult to see symbols or terrain features underneath them. Walls and other important battlefield information could effectively disappear once the board became populated. The board really could have been 20% bigger.

None of this is catastrophic, but in a game built around positioning and tactical information, where you’re constantly moving pieces around, physical usability matters.

There is still time before release to tighten some of these components up and, in fact, the designer has expressed a commitment to doing exactly that. Trials of Maya is clearly in the final stages of production preparation, and I would expect that a number of these details will change before the finished game reaches players.

For that reason, I would not personally count these issues against the game at this stage. This is precisely what prototypes are for.

Still, it’s worth mentioning because there is an important distinction here. A game needs to be both beautiful and easy to use. Trials of Maya has unquestionably nailed the first half of that equation. The prototype suggests there is still some work to be done on the second.

With everything finally set up, however, it was time to dive in.

Both my gaming partner and I were excited; I in particular was holding my breath because I desperately want this game to be good.

Gods! I need a good MOBA tabletop game, let this be the one!

Rules, Mechanics and Gameplay

As one might expect, right out of the gate we fumbled around with the rules and got a few things wrong. This is not particularly unusual with a brand new game, especially one that is a bit more complex and comes from an independent publisher clearly willing to experiment with new mechanics and ideas. I only mention it because the game came with a strong solution.

The rulebook was very well written. Whenever we discovered that we had misunderstood something, we were quickly able to find the answer, correct ourselves, and keep going. The reference booklet and reference cards reinforced this, and before long we were playing without needing to constantly stop and consult the rules.

This is big for me because I find universally that most independent crowdfunders have terrible rulebooks; Trials of Maya succeeded where most people fail, and this is such a critical element of getting off on the right foot with a new game. Big kudos to the design team!

After a couple of rounds, Trials of Maya started to come into focus.

We began to see the strategy, understand the rhythm of the game, and recognize how all of its interconnected systems were supposed to work.

The aha moment had arrived. It was time to get down to the business of crushing each other’s souls! We were itching for the action.

My gaming partner and I were pretty focused during the game, so we did not spend much time discussing our opinions while we played. We were too busy trying to successfully navigate our characters around the battlefield, uncover combinations between cards and abilities, manipulate minions, and control important areas of the board as we fought our way toward each other’s towers.

Because that is essentially the game.

Each round you gain energy from cards that slide off your tableau as well as play new cards. You then spend that energy executing actions from the cards in play in your tableau, moving your character, attacking enemies, and triggering various special abilities. Meanwhile, your character develops and becomes increasingly powerful as you complete objectives and gain XP.

In other words, pretty much exactly what you would expect and I hoped from a MOBA board game.

Very much like actual MOBA’s, pushing forward and controlling the forward position is key to the game. You want to be fighting closer to your opponent’s tower so that when an opportunity opens up you’re within striking distance. As such, controlling neutral spawn points is a major point of contention in the game.

This is a card-driven tactical game about fighting with your character and controlled minions, pushing toward the enemy tower and trying to pull off various gambits and shenanigans as you outmaneuver your opponent.

Each character felt genuinely unique, with clearly defined strengths and weaknesses. Some were fast, some excelled at range, and others were built to stand their ground and absorb punishment. There were only four characters available in this prototype, but it was not difficult to imagine another thirty.

There is no question that Trials of Maya feels infinitely expandable in this area, and I suspect that discovering new characters and learning how to exploit their unique abilities is going to be a big part of the long-term appeal of the game. In fact, like a MOBA, I would expect in groups where the game is played often, META’s will form as they would in League of Legends or DOTA, with homebrew tournament rules undoubtedly forming.

The Trials of Maya prototype came with four characters, each with their own deck of cards, abilities, skills, and stats. Even with just four characters, there is plenty to explore mechanically, but you can see how very obviously, more is better! I haven’t mentioned the quality of the sculpts here, mainly because I find pictures tell the story for the most part. I can say that the miniatures in my box were actually a lot nicer and more detailed than the ones depicted in the marketing material. These are very paint-worthy minis

The customizable card decks add another layer to that potential.

You can essentially create your own version of each character by modifying their deck. We did not experiment with deck construction during our first game, choosing instead to use the recommended starting decks, but halfway through the game I already had strong opinions about which cards I wanted to remove and what sorts of cards I would want to replace them with.

That’s a very good sign.

The potential here is exceptional and, more importantly, I would argue the game is already very fun in its current form. There are several other game modes still to explore, and I strongly suspect that a four-player siege game is going to be considerably more chaotic and exciting than our one-on-one match. Though I am deeply concerned about the game’s length. Our two-player game stretched well into the 3rd hour, and while we were new and a slow first game is understandable, I worry that a 4-player game is going to be a pretty extended affair.

I personally thought Trials of Maya succeeded in bringing the MOBA genre to life on the tabletop, though I would argue it felt a bit slow. Perhaps the most accurate description of the experience came from my gaming partner. At the end of the match, he looked up from the board and uttered a sentence that perfectly encapsulated what both of us were thinking.

“This was a really fun game, but it had some jank.”

I completely agree. That statement, however, requires some explanation.

First, I will remind you once again that this is a First Impressions article about a prototype game. After a single play, I would not feel comfortable being held to account for any definitive conclusions about its finer mechanical details; these are gut instincts firing here. We are going to tackle the depth of this game in the review later after having a few more plays under our belts.

Think of what follows less as criticism and more as an advisory observation from two people who have spent an ungodly amount of time designing and playing prototype games ourselves, desperately trying to get the jank out of our own designs.

It’s experience shining through and, perhaps more importantly, an acknowledgement of just how difficult it is to truly streamline a game.

Jank, for lack of a better term, is what happens when a game is clearly on the right track and has a fundamentally good design, but still has mechanics or physical elements that need refinement. It’s a kind of threshold for a game. It’s when a game is so close to its final version that you can taste it, but there are still little pieces of friction getting between the players and the experience, which can turn a fun game into a frustrating one. Typically and perhaps most commonly, Jank causes games to be longer than they should be.

Jank is the demon every game designer eventually has to tango with, but perhaps more problematically, crowdfunded games are famous for leaving the Jank in on release. Something I’m always weary of.

I think that is exactly where Trials of Maya is in this prototype, and I really hope it’s not too late for the designers to address and fine-tune this game further.

Some of the jank comes from the components themselves, as I have already described. The game is simply a bit too fiddly right now, slowing it down and making it feel a bit clumsy.

These strike me as very solvable problems.

In fact, the next time I play Trials of Maya I will probably just use my clay poker chips for tracking minion health, for example, as a solution to chips toppling over all the time. Clay poker chips are designed to stack, they stay put, they are easy to grab, and they are smaller in diameter. In a game where moving stacks of chips around the battlefield is a constant activity, you want this part to be smooth as silk.

Anyone who has ever played poker with plastic, rather than clay poker chips, will instantly know what I’m talking about when I say light plastic chips do not stack and fall over all the time. It’s why in poker you use heavier, clay chips. I can’t even describe how huge of a difference this would make for Trials of Maya.

There was some mechanical jank as well, though this is where I become much more cautious about drawing conclusions after a single game.

Both my partner and I felt that something about the handling of allied minions was still a little off.

During the game, the neutral minions that begin on the battlefield are quickly converted into allied minions controlled by the players. This part we liked, but we soon discovered that stacks of allied minions die quite quickly and, almost immediately, those same minions begin spawning back onto the battlefield.

The result was a revolving game of attrition where minion deaths primary impact on the game was slowing it to a crawl.

Minions were returning as quickly as we could kill them, you really couldn’t “clear the lane” for those familiar with MOBA terminology. Movement is fairly limited for all but the most mobile characters as it is; the battlefield is extremely tight, and the sequence of play allows minions to spawn at the beginning of a player’s turn and then act during that same turn, often in the same turn they died.

As a result, the board state could collapse and rebuild itself in one swift sequence of actions during the same turn. There is little breathing room, in one turn you achieve success, in the very next it’s all undone, and there is not much you could do about it.

This attrition results in the game being a lot less decisive with really heavy attrition and, as a consequence, a lot longer than I think it needs to be.

Something about that rhythm felt off to both of us.

I definitely want to play Trials of Maya a couple more times before making any stronger judgment about it. There may be, in fact, likely are aspects of the minion system that we simply failed to appreciate during our first game, and I suspect a four-player game could reveal considerably more nuance. Not to mention that the custom deck building I think is going to become a key feature of the game on repeated plays. Even after a single game, I felt quite ready to build my own deck.

We were slicing and dicing minions by the handfuls; they were leaving play and returning at breakneck speeds. It was fun at first, but this attrition really slowed the game down to a crawl and extended its overall playtime quite dramatically.

What I had considerably less trouble forming an opinion about was the card play.

I loved the card powers and the mechanic of sliding cards off your tableau to generate energy. There was a clear strategy and rhythm to it. It quickly became clear that every card had subtle benefits and drawbacks. There were cards I desperately wanted to get into play, while others seemed less useful until some unexpected situation or coordinated combos suddenly transformed them into the most important card in my hand.

That was really fun.

Even better was discovering some of the funky shenanigans possible when certain cards and abilities started interacting.

At one point I suddenly realized that a particular combination of cards in play would allow my character to essentially shoot across the entire battlefield, bypass the enemy forces and make a direct assault on my opponent’s tower.

I caused devastating damage in short order and nearly pulled off a win right then and there. That was the first time the game felt responsive, less about attrition and more about action. And in that moment, Trials of Maya did exactly what I wanted it to do; it felt like I had hoped it would.

I think in a way, the overarching jank in Trials of Maya is that it’s too slow most of the time; when the action exploded like that, it was the first time the game felt really good, and I think that is what this game should be. A quick 30-45 knife fight in a phone booth of moves and counter moves, not a slow strategic game of attrition.

For a moment, it felt like a classic League of Legends tower rush. Like a proper MOBA game, and I think that is precisely what this game should be striving for. MOBA’s are not thinking, strategic games, they are action games that require quick thinking and quick decisions.

First Impression Conclusion

I don’t particularly like writing first impression conclusions.

There is a sort of finality implied by the word conclusion when the reality is that I’m only just beginning to explore Trials of Maya. If there is one thing I have learned from reviewing games over the years, it’s that my opinions can change wildly during that process.

I remember playing Lord of the Rings The Card Game for the first time and absolutely hating it. A year later, it held the number one spot on my Top 10 Best Games of All Time list, a position it would hold for nearly a decade.

Never judge a game by the first time you play it, over the years, I have learned this lesson many times over. From Lord of the Rings, the card game that I hated the first time I played and became one of my all time favorite games, to Eclipse that I hailed as the next coming and now I can’t even stand to look at. All games deserve at least 2-3 plays before you judge (says the game doing a First Impressions article after one play!)

I have seen games go the other way too.

The point is that first impressions can be wrong. Sometimes spectacularly so.

After my first game of Trials of Maya, however, there are three things I feel reasonably confident saying.

First, it was fun.

That sounds like an almost insultingly simple observation, but ultimately it is the most important one, and I think the designer would agree; those are magical confidence-building words to the ears of a person who spent half a decade working on a passion project. Trials of Maya is a game I genuinely cannot wait to get back to the table. It’s beautiful, strategic, highly customizable, and filled with possibilities that I have barely begun to explore.

Even with some prototype jank and a few mechanical questions lingering in my mind, when we packed the game away I was already thinking about the next match.

That matters.

Second, I suspect Trials of Maya may be at its best with four players.

Our two-player Siege game occasionally felt a little isolated. With only two heroes running around the much smaller battlefield, it seemed like there was space in the design waiting to be filled. It kind of felt like an introductory game, with depth that simply wasn’t there for us to explore to keep things simple. I’m very curious to see what happens when four heroes are unleashed on the battlefield with custom decks, creating more combinations, more threats, and presumably considerably more chaos.

In fact, before even getting four people together, I’m tempted to try a two-player game in which we each control two heroes just to see how dramatically that changes the experience. I just wonder about the playtime: how long is a 4-player game going to take?

Third, and perhaps most importantly, I think Trials of Maya has layers that we barely touched.

Toward the end of our game, I started catching glimpses of tactical possibilities that simply had not occurred to us during the opening rounds. Movement, positioning, pushing and pulling characters around the battlefield all seemed considerably more important than we initially understood. The relationships between cards, heroes and minions began revealing opportunities for combinations and clever plays that our basic starting decks only hinted at.

Strategy games, especially customizable card games ones usually have a lot of subtle nuance that may not be evident in a first playthrough. I suspect Trials of Maya definitely falls into that category. It definitely requires more exploration.

That is ultimately what excites me most and may also quell my criticisms. Trials of Maya did not leave me feeling like I had figured it out.

It left me feeling like I wanted to figure it out.

Maybe the game is, in fact, much faster once you know what you’re doing. Maybe that feeling of slow-paced attrition was just the impression of a newbie still trying to come to grips with the game’s strategies.

When that enormous box first arrived at my house, Trials of Maya sounded like the sort of game I had been waiting for. An expandable, customizable, card-driven tactical game that attempts to capture the characters, combinations, battlefield positioning, and tower assaults of a MOBA on the tabletop.

After one game, I am not prepared to tell you that Trials of Maya has completely fulfilled that promise.

I am prepared to tell you that I desperately want to play it again.

For a First Impression, I cannot think of a better conclusion than that.

Top 10 Announcements From GenCon 2026

There is no question that, when it comes to tabletop gaming announcements, Gen Con is probably the single most important event of the year. This is where the industry’s biggest publishers pull back the curtain on what they have planned for the coming year and where many of the games we will all be talking about over the next twelve months are revealed for the very first time.

It has been a dream of mine for many years to monetize Gamers Dungeon enough that I could actually justify making the trip to Gen Con myself. So far, I would say the project has been a tremendous success spiritually, just not financially. The site continues to grow, the readership is fantastic, and more people are discovering it every month. I just have not quite figured out how to turn that momentum into a meaningful source of income without compromising what I think makes the site special.

I have always been a bit stubborn about maintaining the hobby feel of Gamers Dungeon. I never wanted it to become a wall of sponsored content or lose the authenticity that comes from simply writing about games because I genuinely enjoy them. Maybe one day I will figure out that balance.

Until then, I will just keep writing.

Thankfully, Gen Con has given us plenty to write about. There were a surprising number of exciting announcements this year, even so far as Gen Con goes, from long-awaited sequels and expansions to entirely new games from some of the biggest names in the hobby.

So, let’s dive into the ten announcements that caught my attention the most.

By the way, if you want to know about what went on at GenCon you can check out the official Lookbook and Program Book here. They went all out again this year, including some really great cover artwork, very much loved it!

10. Wizards of the Coast & Dungeons and Dragons

One of the most important RPG publishers in the hobby is Wizards of the Coast, and the most influential role-playing game on the market is Dungeons & Dragons. Whenever the company takes the stage at Gen Con or anywhere for that matter, people pay attention, and almost every announcement has the potential to shape the direction of the hobby for years to come.

That said, I found myself a little underwhelmed by this year’s presentation, which is why it lands in the number ten spot on my list.

The headline announcement was a collaboration between Dungeons & Dragons and World of Warcraft. The upcoming Azeroth campaign setting will allow players to adventure across Blizzard’s iconic world while introducing familiar races, classes, and locations. It is the beginning of what will almost certainly become a long line of crossover settings for the Dungeons & Dragons brand in the years to come.

Personally, it did very little for me. I play Dungeons & Dragons because I want to experience classic fantasy through the lens of Dungeons & Dragons. If I want to play in Azeroth, I would rather just play World of Warcraft. I understand why Wizards of the Coast is pursuing these collaborations, but this one simply was not aimed at me, and I doubt any of the other crossovers will do much for me either.

The announcements became much more interesting once the focus shifted back toward the game’s own history.

Joe Manganiello, one of Hollywood’s most passionate advocates for D&D, appears set to continue championing the return of Dragonlance. A new Dragonlance book was announced alongside additional sourcebooks and novels, suggesting that Wizards of the Coast is continuing to invest in one of the game’s most beloved settings.

Even more intriguing was the announcement of a Greyhawk project inspired by previously unpublished notes from Gary Gygax himself. If handled with care, this could become something genuinely special for long-time fans of the game.

To round things out, Wizards also hinted that other classic campaign settings could be making a return, with Dark Sun being one of the names mentioned. That is much more my speed. Dragonlance, Greyhawk, and Dark Sun represent some of the greatest settings ever created for the game, and I would happily spend more time in any of them.

Dark Sun was without question one of the more controversial settings from D&D’s past and certainly problematic in terms of replicating content for a modern audience. I do love their decision to lean into adult content and to just throw a mature audience label on it.

Finally, Wizards teased what appears to be a Star Wars crossover arriving in 2027.

Again, I recognize that this is major news, but it did very little to excite me. If I want to play a Star Wars role-playing game, Edge of the Empire remains one of the finest modern systems available, while the classic West End Games Star Wars RPG is still, in my opinion, the definitive tabletop adaptation of the universe.

Interesting? Absolutely.

Important? Without question.

Exciting? Not really.

For me, the real story here was not the crossovers. It was the renewed interest in the classic worlds that helped make D&D the legendary game it is today. If Wizards of the Coast can recapture some of that old magic, these announcements could end up being far more significant than they first appear.

9. Railway Boom

I missed this release from Japan, which is not all that surprising, I suppose, but I do keep a close eye out for any train games; I love them and own quite a few already.

I have always had a soft spot for train games. While I love sprawling economic titles like the 18XX series and Railways of the World, those games demand a serious investment of both time and mental energy. On the opposite end of the spectrum, many lighter train games have left me feeling that they abstract away so much of the experience that they lose what makes the genre appealing in the first place.

Railway Boom, designed by Hisashi Hayashi, looks like it might strike a very interesting balance.

Originally released in Japan during 2025 with extremely limited distribution, this year’s international edition gives the rest of the world a chance to experience it. So if the name has never crossed your radar before, don’t worry. It is new to most of us.

The game revolves around building and managing a railway company through an economic system centered around auctions and investment decisions. What immediately caught my attention is the relationship between auctions and turn order. Strong economic decisions earn you advantages, but turn order determines which opportunities are available, creating an interesting tension where money alone is not always enough.

I have always enjoyed games that ask players to balance those competing priorities. It actually reminds me a little of Smartphone Inc., where timing can be every bit as important as raw efficiency.

From everything shown so far, Railway Boom appears to have the feel of a heavier Eurogame without crossing into the kind of exhausting experience that some economic games can become. It looks substantial enough to reward careful planning while still being approachable enough that I could see it reaching the table on a regular basis.

Another feature that immediately won me over is the inclusion of actual route building. For me, this is one of those essential ingredients of a great train game. Laying track and expanding a rail network creates a direct connection between the mechanics and the theme. It makes me feel like I am actually running a railway company rather than simply manipulating numbers on a spreadsheet.

That is one of the reasons I never fully connected with games like Russian Railroads. As brilliant as the mechanics are, they become so abstract that the train theme starts to feel interchangeable. If you are going to make a train game, I want to see trains, tracks, and networks spreading across the map.

Railway Boom appears to embrace exactly that philosophy.

It is still a bit of an unknown, but from everything I have seen so far, this is one of the Gen Con announcements that has me genuinely intrigued. I will definitely be keeping an eye on this one

8. Final Titan

Final Titan, I think, falls into a similar genre as King of Tokyo: fun, fast, and lots of cool powers. The artwork for this one is outstanding!

As much as I like to think of myself as someone who enjoys dissecting deep strategic games, it would be complete fiction to suggest that those are the only games I play or enjoy. Some of my favorite gaming memories have come from loud, chaotic, completely unbalanced games where the only objective is to laugh until your sides hurt.

Games like Galaxy Trucker and King of Tokyo have earned permanent places in my collection because they understand that sometimes fun is more important than perfect balance or some sort of deep strategy. There is room in this hobby for careful strategic planning, and there is room for absolute nonsense.

Final Titan looks like it falls squarely into the second category.

Designed by Richard Garfield, who has never been afraid to embrace big swings, crazy interactions, and spectacularly overpowered abilities, Final Titan is all about larger than life characters battling it out in a frantic king of the hill style arena until only one Titan remains standing.

From everything shown so far, the game combines drafting, timing, and wildly overpowered combat abilities into what looks like a fast-paced spectacle where the best stories will probably come from the ridiculous things that happen rather than who actually wins.

That is exactly the sort of design Garfield excels at. His games often prioritize memorable moments over mathematical perfection, and I think there is a lot of value in that philosophy. Not every game needs to be a carefully balanced competitive masterpiece. Sometimes the best games are the ones where everyone around the table erupts into laughter because something completely absurd just happened.

Final Titan looks like it understands exactly what it wants to be.

It appears to be the perfect nerd culture filler, packed with outrageous powers, dramatic reversals, and enough chaos to keep everyone invested right until the final turn.

This is one I fully expect to see hitting my table as soon as I can get my hands on a copy. It simply looks like too much fun to pass up.

7. Excalibur

Cool theme, cool genre, but the hidden role and identity games are very hit-and-miss. There are at least as many good ones as terrible ones.

Hidden role games have become something of a family tradition in our house. Whenever we head off on vacation, there are almost always a couple packed into the luggage. Games like Coup, The Resistance, One Night Ultimate Werewolf, and occasionally Bang! The Dice Game have provided countless evenings of laughter, accusations, and just the right amount of friendly betrayal.

The problem is that, after enough plays, even the best hidden role games begin to lose some of their magic. Once everyone knows the strategies and the personalities around the table, it becomes increasingly difficult to surprise one another. That is why I am always keeping an eye out for something new in the genre.

Excalibur immediately caught my attention.

One of the things that often frustrates me about hidden role games is how easily they can be unintentionally spoiled. A player misunderstands their role, accidentally reveals too much information, or makes an obvious mistake during setup, and suddenly half the mystery disappears before the game has really begun.

Excalibur appears to avoid much of that.

Rather than relying on players memorizing a collection of unique roles, much of the gameplay revolves around moving tokens and resolving the abilities printed directly on them. That gives the game a much more natural flow. Once everyone understands the basic rules, the components themselves seem to guide the experience, making it easier for newer players to participate without accidentally giving the game away.

I also like the variety of powers that have been shown so far. My family always enjoys games where everyone gets to do something unique, and Excalibur appears to have plenty of interesting abilities without becoming overly complicated.

The play time is another major plus. Hidden role games tend to work best when they stay short and energetic, and for me anything much beyond twenty minutes starts to lose some of its momentum. Excalibur seems to understand exactly where that sweet spot is.

It also takes a slightly different approach to player interaction. Unlike games such as The Resistance or One Night Ultimate Werewolf, where direct accusations drive much of the experience, Excalibur appears to focus more on deduction through gameplay. Players are trying to determine who controls one of two legendary swords. Holding Excalibur at the end of the game earns you victory, while being left with the cursed sword means defeat.

It is a wonderfully simple concept, but one that seems capable of creating plenty of memorable moments and tense decisions.

This is exactly the kind of game that thrives around my family’s table, and I have a feeling it will be finding its way into our vacation bag before long.

6. Dungeon Crawler Carl

I have never read the books or know much about this universe, but I think games setup for a good one-shot are few and far between. Alien RPG was probably the last one I thought did a good job of it. I’m hopeful.

I have to admit that I have never been a huge fan of role-playing games built around comedy. Games designed primarily as jokes have always struggled to hold my attention. I never really connected with Paranoia, and while I certainly appreciated the wonderfully bizarre nature of Dungeon Crawl Classics, it was never something that stayed on my table for very long.

Dungeon Crawler Carl fully embraces the outrageous tone of the bestselling novels on which it is based. From everything shown so far, this is an RPG that is unapologetically designed to be funny.

Normally, that would be enough for me to lose interest.

But there is a catch.

For quite some time now, I have been looking for an RPG that fills a very particular niche. I want something that works brilliantly as a one-shot, requires very little preparation, and can be pulled off the shelf on a random evening when a few of my nerdy friends happen to stop by. Sometimes you do not want an epic campaign. Sometimes you just want to roll some dice, tell a ridiculous story, and have a good laugh for a few hours.

Surprisingly, that niche is not very well served.

Most modern role-playing games take themselves fairly seriously. Even systems with lighter rules often expect players to invest in an ongoing campaign, and they rarely feel suited to the kind of spontaneous pick-up and play experience I am looking for.

Dungeon Crawler Carl, however, feels like it was almost designed for exactly that purpose.

The premise alone is wonderfully ridiculous. Aliens invade Earth and force humanity into an intergalactic reality television show where contestants must battle their way through an ever-changing dungeon packed with monsters, traps, absurd challenges, and increasingly bizarre situations, all for the entertainment of a galactic audience.

That sounds like the perfect foundation for a memorable one-shot adventure, even if as a campaign, it’s not something I would have any interest in at all.

I also have another weakness that probably works against my wallet. Whenever something becomes inexplicably popular, I simply have to know why. I have to read it, play it, or watch it just to understand what everyone is talking about.

Dungeon Crawler Carl has become one of those phenomena.

So while it sits well outside my usual tastes, I can absolutely see a place for it in my collection. It may never replace my favorite fantasy RPGs, but I have a feeling it could become my go-to choice for those evenings when the goal is not to build an epic campaign, but simply to gather some friends around the table and have a ridiculously good time.

5. Satisfactory: The Board Game

I’m a huge fan of the PC game, and while my faith in crossovers has its limits, I’m really hoping for the best here. I do think the concept is very well suited for the table top.

I should probably begin with a disclaimer. At the time of writing, we know very little about Satisfactory: The Board Game. In fact, there is barely enough information available to form an opinion about what the finished product will actually look like.

That said, I simply could not leave it off this list.

Satisfactory, the PC game, is quite possibly the best video game I have played in the last five years. It completely consumed me for weeks. There is something incredibly satisfying about gradually building these sprawling, beautifully efficient production lines, watching resources flow through increasingly elaborate factories, and constantly finding new ways to optimize everything.

It is an absolutely brilliant game.

Naturally, the announcement that it is coming to the tabletop immediately caught my attention.

The current Gamefound page offers little more than a brief overview of the concept and promises to recreate the experience of building an automated industrial empire around the table. Technically, that qualifies as information, but in reality it tells us almost nothing about how the game will actually play.

Will it focus on engine building? Resource management? Spatial puzzles?

At this point, your guess is probably as good as mine. Despite that, I cannot help being excited.

Every time I see the title, I immediately start imagining all the clever ways its mechanics could translate into a board game. There is enormous potential here. The constant optimization, expanding production chains, balancing inputs and outputs, and solving increasingly complex logistical puzzles already feel like they belong in a Eurogame.

Of course, I am also trying to keep my expectations under control.

Video game adaptations have a very mixed track record. Some manage to capture what made the original special, while others end up feeling like they borrowed the artwork and little else. Translating an experience that unfolds over dozens, sometimes hundreds of hours into a board game is no easy task.

Still, I am choosing to be optimistic.

Satisfactory is one of my favorite PC games of all time, and I would love nothing more than to see it become an equally compelling tabletop experience. Right now there are far more questions than answers, but this is one announcement I will be following very closely over the coming months.

Here’s hoping Coffee Stain’s masterpiece can beat the odds and become one of those rare digital adaptations that truly earns its place on the tabletop.

4. Drillers

The production on this game is pretty over the top, but mostly this pick is based on the publisher’s reputation. I love every single CGE game I have ever bought.

Whenever Czech Games Edition announces a new game, I pay attention.

Few publishers have earned my trust quite like CGE. Time and time again they have produced games that not only impressed me on first play but continued to earn their place on my shelf years later. In fact, if I looked back over all of my various Top 10 lists, I suspect Czech Games Edition would have more appearances than any other publisher.

That kind of track record buys a lot of goodwill.

Drillers is still something of an unknown quantity, so my excitement is tempered with a healthy dose of caution. There simply is not enough information available yet to know whether this will become another CGE classic or just an interesting experiment.

What I can say is that everything shown so far looks incredibly promising.

The artwork immediately grabbed my attention with a unique, colorful art style that has that come-together look, and the production already has that polished look that I have come to expect from the publisher. More importantly, I really like the core concept. I love a cool mech game, and this being about mining, I don’t know why how, perhaps years of Minecraft exposure, but it just appeals to me. It appears to sit comfortably in that middle-weight space, offering meaningful decisions without becoming overwhelmingly complex. That is a sweet spot that Czech Games Edition has consistently excelled at over the years.

If I am being completely honest, though, this entry is as much about confidence in the publisher as it is about the game itself.

Right now, Drillers has not earned this spot through detailed gameplay reveals or glowing previews. It has earned it because Czech Games Edition has built up years of trust with me, and because the game simply looks fantastic. Sometimes that first impression is enough to get a game onto your watch list.

Now it is up to designers Roman Bednář and Adam Španěl, two relative newcomers, to deliver on that promise.

I certainly hope they do.

3. Trials Of Maya

I’m thrilled to get the opportunity to review this one; it’s very much in my wheelhouse!

Even if you attended Gen Con this year, there is a good chance you completely missed Trials Of Maya. It was not one of the convention’s headline announcements, nor was it surrounded by the same level of hype as many of the bigger releases.

For me, though, this is a bit of an indulgent pick.

Everything I have seen and read about Trials Of Maya suggests that it was designed specifically for someone with my rather unusual tastes. I have always had a soft spot for games that do something a little different, especially when they combine strong and unique gameplay with deep world-building and a compelling narrative.

It reminds me a little of Syndicate Foundation in that regard. Rather than simply presenting a game with an interesting setting, Trials Of Maya appears to build an entire universe around its mechanics through a novel and expanded lore. I love that approach. It transforms the board game into something larger with presence, giving players an opportunity to continue exploring the world long after the game has been packed away.

That sort of commitment to storytelling is right up my alley.

To make things even more exciting, the publisher recently reached out and asked if I would be interested in reviewing the game. Needless to say, I accepted, so you can expect a full review here on Gamers Dungeon once I have had a chance to dive into it properly.

Just a few weeks ago I had never even heard of Trials Of Maya.

Now it is one of the games I am most looking forward to playing.

The gameplay itself also looks incredibly promising. The “How to Play” videos already available showcase what appears to be a MOBA-inspired design, with heroes battling over objectives and making tactical decisions that feel heavily influenced by the digital genre.

If there is one thing guaranteed to get my attention, it is a game that blends strategic combat with immersive world-building and a strong narrative foundation.

Trials Of Maya seems to be doing exactly that.

I have very high hopes for this one. Hopefully the finished game lives up to the excitement, because if it does, I think it could become one of the biggest surprises of the year.

2. Star Wars Unlimited

I’m just about ready to call Star Wars Unlimited a modern-day classic; it’s soooooo good.

I have to admit that I have not played as much Star Wars Unlimited over the past few months as I would have liked. Earlier this year it was on my table almost constantly, but lately it has settled into that comfortable place where it comes out every now and then for a few casual games.

That has not stopped me from collecting it.

Fantasy Flight Games used Gen Con to reinforce what was already becoming increasingly clear. Star Wars Unlimited is here to stay.

The coming release schedule is incredibly ambitious. Homeworld arrives this October, followed by the new introductory mini set, Icons, in November. Beyond that, Legacy of Skywalker, System Overload, and Galaxy At War are all planned throughout 2027, giving players a clear roadmap for the game’s future.

Admittedly, much of this information had already been announced before Gen Con, but there is something reassuring about seeing Fantasy Flight Games double down on its commitment. Collectible card games live and die by publisher support, and knowing there is a healthy pipeline of new content makes investing in the game feel much easier.

That is really what excited me most.

It is also worth saying that, even if the game somehow disappeared tomorrow, I honestly think Star Wars Unlimited has already earned its place among the great collectible card games. The foundation is remarkably strong, and the expansions have only reinforced that opinion. Sets like A Lawless Time and Ashes of the Empire have been outstanding, adding interesting mechanics while continuing to capture everything that makes Star Wars such a compelling universe.

Hopefully I am not tempting fate by saying this, but I genuinely believe Star Wars Unlimited has already secured its legacy.

Now it just has the opportunity to become even better.

With another full year of expansions already planned, I cannot wait to see where Fantasy Flight Games takes it next. For me, Star Wars Unlimited remains one of the most exciting games in the hobby today, and it is still right at the top of my must-play list.

1. Lord of the Rings: The King’s Gambit

Excited doesn’t even begin to describe what I’m feeling right now about this game.

I don’t know much about Restoration Games, but with Lord of the Rings: The King’s Gambit, they have definitely got my attention now!

The game is a reimagining of the legendary Star Wars: Queen’s Gambit, one of those wonderful hidden gems that quietly disappeared into tabletop history despite being far better than most people ever realized. The fact that it is returning at all is exciting enough. Rebuilding it around what I consider to be one of the greatest fantasy worlds ever created simply pushes it over the top.

Over the past several months, Restoration Games has steadily released previews, designer diaries, and behind-the-scenes looks at the project. Gen Con felt like the moment where everything finally came together. With a planned release in September 2026, the finish line is clearly in sight.

Queen’s Gambit is, without question, a classic. Sadly, I don’t own this one, I, like so many, missed my chance, and these days trying to get a copy is expensive and difficult.

What impressed me most was finally seeing the game in action.

The spectacular multi-battle structure that made Queen’s Gambit so memorable appears to have survived the transition beautifully. Watching several interconnected battles unfold simultaneously across the table captures the scale of The Lord of the Rings in a way that very few board games have managed. It is ambitious, visually stunning, and from everything shown so far, remarkably faithful to both the original design and Tolkien’s world.

Simply put, it looks incredible.

Of course, I am trying to keep my expectations under control. We have all been excited about games before, only to discover that they never quite lived up to the promise. Until I actually get this one to the table, there will always be that small voice reminding me not to get carried away.

That said…

This is the announcement that excited me more than any other at Gen Con 2026.

If Restoration Games manages to capture even half of what made Queen’s Gambit so special while wrapping it in one of the greatest fantasy settings ever created, they could have something truly remarkable on their hands.

And if they somehow pull it off completely, there is a very good chance this will become one of my favorite board games of the decade.

No pressure, but the hype is real, people!

Review: Hitster – Battle Of The Generations

Party games are always fun to review because ultimately there is only one standard by which they should be judged. They either generate laughter, friendly arguments, and memorable moments around the table or they don’t.

I don’t have to get all academic about clever mechanics or spend three paragraphs dissecting optimal strategy. The only real question is whether people are having enough fun to accidentally spray their drink across the table while laughing.

The original Hitster landed back in 2022 like a bombshell, at least in my house. It immediately became the centerpiece of every family gathering and has remained there ever since.

We eat. We drink. We play Hitster. Somebody confidently insists that ABBA released a song in 1997. Somebody else gets irrationally competitive. Everyone has a great evening.

Hitster Battle of the Generations is far from the first variation on the formula. In fact, Jumbo has been releasing new editions at a pace that makes it feel like there is probably a Hitster edition dedicated exclusively to songs about tractors somewhere in development.

There are versions centered around Movies and TV Soundtracks, genre collections like Rock and Christmas, and regional editions such as Radio Italia or the German Schlager Party. There really is something for just about everyone.

At its core, though, every version follows exactly the same recipe. Pick the music that best suits your family and friends, scan the cards, and let nostalgia do the heavy lifting.

Original Hister, so far as I could tell, blew up as a party game, but I’m not so sure it really attracted the board gaming hobby community. Its ranking on BBG is impressive, sitting at 480 today, but I honestly expected to see a lot more ratings and fans of the game than that.

That makes this review refreshingly straightforward because I already love the original Hitster. Battle of the Generations immediately struck me as one of the more interesting ideas. Dividing songs into different eras so that grandparents, parents and teenagers all have a fighting chance sounds like an obvious improvement on paper.

The only question is whether that idea actually works in practice.

That is exactly what this review is all about.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.65) Fantastic Party Game

Hitster could hardly be simpler as a game. Each player begins with a single song drawn from the generation they have chosen for the game. Every card has one important piece of information printed on it, the song’s release year.

On your turn you draw the next card from your generation deck, scan the QR code, listen to the song and then attempt to place it in the correct position on your growing timeline.

Naturally, the more songs you have in front of you, the more difficult this becomes.

Players can also earn Hitster tokens by correctly naming both the song and the artist.

If you place a song incorrectly, your opponents get the opportunity to steal it by placing it correctly on their own timeline and spending a Hitster token.

And that is pretty much the entire game. So where does the fun come from?

Well, Hitster is really an excuse to sit around listening to great music, reminiscing about old memories, and confidently demonstrating just how much useless musical knowledge you have been carrying around for the last thirty years.

Music is already a natural part of most gatherings with family and friends, so turning it into a game feels effortless.

At its heart, Hitster is a trivia game, but unlike most trivia games, it does not punish you for lacking specialist knowledge. You do not have to know the exact release date of a song. You simply have to make a reasonable guess about where it belongs in history.

I don’t want to cast shade on Trivia Pursuit; it’s a great, classic game, but it does make you feel quite stupid, quite often. The blend of Trivia game and party game is a tricky business; make it too hard, and it can really let all the steam out of the room. Hitster finds that fine line between too hard and too easy, while maintaining the fun.

Even if you have never heard a particular song before, you can often estimate its age from the production style, the instruments or simply the general feel of the recording. The game constantly rewards educated guesses rather than perfect knowledge.

As a result, Hitster rarely makes anyone feel left out or embarrassed. Most players will score reasonably well, while people with exceptional memories, musicians, and dedicated music fans naturally have an edge.

In a party game though, who wins is almost beside the point. What matters is whether everyone is smiling, singing along and arguing over whether a song is “definitely from the eighties.” Hitster delivers all of that in abundance.

The Battle of the Generations twist actually makes the game both easier and harder at the same time.

Restricting the playlist to your own generation greatly increases the chance that you will recognize the songs, giving everyone a better opportunity to participate regardless of age. At the same time, because every song now comes from a much narrower window of time, the release dates end up clustered much closer together.

Guessing whether a song came out in 1987 or 1989 is considerably more difficult than deciding whether it belongs before or after Bohemian Rhapsody.

It is a surprisingly elegant trade-off that keeps the game feeling fresh without changing the core formula.

I suspect we will see JUMBO pump out versions of Hitster for many years to come with unique themes and gimmicks that cater to different kinds of music lovers.

In the end, Battle of the Generations is every bit as entertaining as the original Hitster, which comfortably sits in my “always happy to play” category.

It’s a fun trivia game about music; I’m not sure what else you could ask for out of a party game.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Great quality components, fantastic, easy-to-use app; everything is in order here.

Cons: With a phone on the table, some might end up fiddling when it’s not their turn.

Everything included in the box, which essentially amounts to a large stack of cards and a handful of tokens, is well produced with excellent print quality and easy-to-read text.

The game also requires you to download the free Hitster app, which is used to scan the QR codes on the cards and play the music. We experienced no issues whatsoever during our time with it. The app downloads quickly, is intuitive to navigate, and simply does exactly what it needs to do without getting in the way.

Hitster maintains consistently strong component quality throughout the entire spectrum of releases; it doesn’t really matter which one you get, it has been standardized.

Rather than including a printed rulebook, the game provides a QR code that links to the rules online. Given how remarkably simple Hitster is, I actually prefer this approach. The rules take only a couple of minutes to read and, unlike a traditional booklet, they cannot mysteriously disappear into the same dimension as missing socks and television remotes.

There is nothing in the box that feels particularly luxurious or flashy, but there really does not need to be. The cards are durable, the app works exactly as intended, and the production quality is consistently high throughout.

Considering the relatively modest price, Hitster Battle of the Generations delivers excellent value for money.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: The era of music concept does a lot to set this version of the game apart from others, and it’s a fun gimmick.

Cons: Not everyone is going to fit neatly into one of the three era’s of the game.

Like every Hitster release, Battle of the Generations takes the same core concept and adds its own twist.

This time the music is divided into three distinct eras, with each player selecting the generation they want to play before the game begins. Every era has its own deck of cards, allowing everyone at the table to tailor the experience to the music they know best.

The three generations are the LP Era, covering music up to 1984, the Cassette Era spanning 1985 to 2004, and the Streaming Era covering 2005 to 2025.

It is a sensible split and, for most players, it is easy to identify the era that best represents their musical upbringing.

That said, not everyone fits neatly into a single category. I was born in 1975, which technically places much of my childhood in the Cassette Era, yet I have always gravitated more toward the music of the LP Era. I could happily play either deck, and I suspect many players will feel the same way.

There is one unique type of Hitster, called Hitster: Bingo, I haven’t tried yet that combines the classic game of bingo with Hitster’s unique brand of music trivia. It looks cool, and I suspect we will see more unique themes like this as JUMBO milks this cash cow. Not that I blame them in the slightest, they have a real winner on their hands!

Fortunately, this is hardly a problem. If anything, it simply reflects how personal musical taste is. Generations may be convenient labels, but very few people actually listen to music according to a calendar.

Whether the song selection is unique compared to the original Hitster is difficult to say. There are so many cards across both games that you are unlikely to encounter the same song very often, and even if you do, enough time usually passes between plays that it never becomes an issue.

As for whether I prefer this version over the original, I honestly cannot pick a clear winner.

After playing both versions with a wide variety of groups over the past month, a few people commented that they preferred the unpredictability of the original, where absolutely anything could appear next. There is a certain excitement in wondering whether your next card will be Elvis Presley or Ed Sheeran.

That is not really a criticism of Battle of the Generations, though. If anything, it comes down to personal preference. This version offers a more focused experience, while the original feels a little more chaotic and surprising. Both approaches work, and both are a lot of fun.

Gameplay

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Gameplay is simple and to the point; Hitster is about music, plain and simple.  It’s less a game and more of a party activity.

Cons: Making a comeback is very difficult; once you fall behind, your probobly not going to catch up.  Competitive players might find that to be a problem.

I don’t want to spend too much time talking about the mechanics of Hitster Battle of the Generations because, at the end of the day, this is a party game. Strategy plays only a minor role, but the experience is much closer to a social activity than a deeply tactical game.

There is still a winner, of course. The first player to collect ten songs wins, and some of the most exciting moments come when a player spends a precious Hitster token to steal a song that someone else failed to place correctly.

Each player begins with three Hitster tokens. While you can earn additional tokens by correctly naming both the song and the artist, they remain a limited resource throughout the game. By the halfway point, many players have already spent most of theirs.

That means every decision to spend a token actually matters. You cannot afford to gamble on every opportunity and, more often than not, the player who chooses the right moments to steal a couple of key songs ends up winning the game.

Hitster tokens are kind of the key to the game. As you progress through the game, stealing another players/teams Hitster card is how you are going to get ahead and win the game.

Beyond that, Hitster is essentially a race. Placing a song incorrectly is a meaningful setback because someone else may immediately benefit from your mistake. At the same time, it is surprisingly common for at least one player to build a flawless timeline, meaning games rarely drag on.

Even if a game lasts ten rounds or more, turns move so quickly that the pacing never becomes an issue. In fact, one of Hitster’s greatest strengths is knowing exactly when to stop. It finishes before anyone starts checking their phone, wandering into the kitchen, or announcing that they are “just going to stretch their legs” for twenty minutes.

Most games also produce remarkably close finishes. It is not unusual to see several players sitting on eight or nine songs, all desperately hoping someone else slips up so they can steal the winning card. Those final few rounds generate exactly the kind of excitement you want from a party game and exactly at that right, end-game moment.

I loved the original Hitster when it was released, and Battle of the Generations has done nothing to change that opinion. If anything, it reinforces just how brilliantly simple the formula is.

It is difficult to imagine a better party game.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: For music lovers in particular, this game is infinitely replayable, but music is such a universal language; I find this to be true about everyone who plays the game.

Cons: Choosing the right version of Hitster for your particular mix of players is important.

I will keep this one short and sweet.

Hitster is about as replayable as a party game can be.

It has appeared at almost every family gathering and dinner party at my house over the past year and, somehow, it still manages to be the game people ask to play before the evening is over.

That is not unusual for a great party game, but it is surprisingly rare for a trivia game. Most trivia games tend to be a bit too long in my opinion when it comes to entertaining guests as the evening dessert comes out.

Hitster largely avoids that pitfall mainly because it’s about listening to music, an activity already associated with a good party.

The sheer number of songs means you are unlikely to encounter the same cards very often, and even when you do, enough time has usually passed that nobody remembers exactly where they belong. More importantly, the experience is driven as much by the conversations, singing and shared nostalgia as it is by the gameplay itself.

That gives the game an unusually long lifespan.

If you do eventually want something different, there is no shortage of expansions and themed editions to explore. Whether your group prefers rock music, movie soundtracks, Christmas songs or something more region-specific, there is probably a version that fits your tastes.

Good party games earn a permanent place on the shelf in every household, and so far as party games go, I think Hitster has nailed a great formula.

Conclusion

I don’t think there is much doubt that Hitster is here to stay as one of the defining party games of this generation. I can easily imagine it becoming one of those games you find tucked away in a basket at every holiday cabin, bed and breakfast or Airbnb, sitting comfortably beside Pictionary and Trivial Pursuit in a few years.

Hitster has managed to do something surprisingly difficult. It has created a party game that appeals just as much to people who never play board games as it does to dedicated hobby gamers.

Battle of the Generations leans even further into that universal appeal. The idea of dividing players by musical generation is immediately attractive and, before we even played our first game, everyone in my family was excited by the concept.

The twist works well, although I am not entirely convinced it replaces the original. If anything, it complements it. Some groups will enjoy the focused playlists and the chance to revisit the soundtrack of their own youth, while others may prefer the wonderfully unpredictable mix of the original game. Neither approach is better. They simply create slightly different experiences.

What remains unchanged is everything that made Hitster such a success in the first place. It is approachable, endlessly entertaining and capable of bringing together people with wildly different gaming backgrounds around a single table.

That is exactly what a great party game should do.

As far as recommendations go, Hitster Battle of the Generations is an easy one. It has earned a permanent place in my collection, and I expect it will continue making appearances at family gatherings for years to come.

If you are hosting a party and wondering what game to bring to the table, there are a lot of fantastic options; in fact, I feel like I should do a list here at some point.

Or you could just put on some music and pull out Hitster. It always works.