Tag Archives: Historical

Top 10 Boardgames for Two Players

Two-player board games have always held a special place in my collection. Partly because they’re simply easier to get to the table, but mostly because the experience feels far more personal. It’s just you and one other player, matching wits across the table without the downtime, debates, or scheduling headaches that often come with larger groups.

There’s also something wonderfully simple about choosing what to play. When only one other person’s preferences matter, finding the right game becomes a whole lot easier.

When I first sat down to write this list, though, I quickly ran into a problem. What exactly is the “best” two-player game?

Is it an epic historical war game? A fast card game? A thinky Euro? A cooperative puzzle? A tactical skirmish? Comparing those games directly felt a bit like arguing whether a Formula One car is better than a mountain bike. They’re built to do completely different things; it was awkward, simply didn’t make sense to me to have one list that jams everything into one place.

So rather than force them into one giant, slightly ridiculous ranking, I decided to organize this list by category.

For each category, I’ll crown my favorite game while also giving you two runner-ups. That way, instead of recommending just ten games, I can introduce you to thirty outstanding two-player experiences, each suited to a different mood, partner, or evening around the table. Hopefully that will be a lot more useful.

Whether you’re looking for a deep strategic duel, a relaxing cooperative adventure, or something you can teach in five minutes, there should be something here for you.

Let’s get to it.

1. Best Casual or Family Game

This is probably the category most hobby gamers find themselves reaching for.

Most of us gamer-gamers own shelves full of heavy Euros, sprawling campaign games, and intricate strategy titles, but the reality is that most people we invite over aren’t hobby gamers. They’re friends, family, neighbours, or colleagues who simply want to sit down and have a good time.

That means the game has to be welcoming and easy to get into.

For me, a great casual two-player game isn’t just easy to learn, it has to be intuitive. A new player should be able to rely on common sense rather than previous experience and still feel like they have a genuine chance of winning. If knowing the deck by heart or memorising opening strategies gives the experienced player an overwhelming advantage, then I don’t think it belongs in this category.

The best family games create close contests regardless of who’s sitting across the table. They let newcomers make sensible decisions, reward good instincts, and leave everyone feeling like they were competitive right until the final score.

Those are exactly the kinds of games I was looking for here.

3. Starship Catan
I have had Starship Catan in my collection for over two decades, and it still see’s play often enough that I just can’t ever see myself getting rid of it.

Poor Starship Catan has largely disappeared into history, overshadowed by the seemingly endless stream of Catan spin-offs that followed. That’s a shame, because in my opinion, it’s still the best two-player Catan game Klaus Teuber ever designed.

It takes the familiar Catan formula and strips away much of the randomness that people often criticize in the original, replacing it with a game that rewards clever planning without ever becoming intimidating. It’s one of those rare games that’s genuinely easy to teach, yet still offers enough meaningful decisions to keep experienced players engaged.

The presentation has aged remarkably well, too. The artwork has that wonderfully optimistic early-2000s science-fiction charm, the production is clean without being cluttered, and the gameplay strikes a lovely balance between competition and accessibility. You’re racing your opponent rather than constantly attacking them, which makes it an excellent choice for playing with spouses, family members, or friends who aren’t looking for a cutthroat experience.

Starship Catan is a pretty game, even by today’s standards, I think, thanks largely to Franz Vohwinkel, an artist whose work you have seen more times than you probably realize because he’s just about everywhere you look.

What really earns Starship Catan its place on this list, though, is how naturally people seem to understand it.

Like the original Catan, it rewards instincts that almost everyone already possesses. You don’t need years of hobby gaming experience or dozens of previous plays to feel competitive. Once the rules are explained, most players immediately understand what they’re trying to accomplish and can start making sensible decisions from the very first turn.

That’s exactly what I look for in a great casual two-player game.

And perhaps the biggest compliment I can give it is this: almost everyone I’ve introduced it to has immediately asked for another game. Twenty-five years after its release, that’s still a pretty impressive achievement that I can say about very few games in my collection.

2. The Duke
The Duke probably belongs in the abstract category, but this game is so approachable and will be so familiar to your casual observer that I had to add it here.

Another older game makes the list, but one that’s still brilliantly clever.

The Duke is often described as chess with a twist. Each player controls a small army of tiles that show their movement directly on the piece. Every time you move one, you flip it over, changing how it moves next turn. The goal is simple: capture your opponent’s Duke (king) piece.

There is a wide range of pieces that do all sorts of clever things, and in that respect it can feel like a far more robust game to onlookers, but you have very few pieces on the board at any given time, so the analysis here is not nearly as broad.

The rules can be taught in minutes, but the strategy runs surprisingly deep. Because most people already understand the basics of chess or checkers, new players immediately feel comfortable and start developing their own tactics from the very first game.

It’s also wonderfully compact, making it an ideal travel game, and most matches are finished in around 15–20 minutes.

Experience certainly helps here, but unlike chess, the learning curve is much shorter. After just a handful of games, new players will already have formed their own strategies and can put up a very respectable fight.

For me, it’s one of the smartest abstract games ever made, and one that deserves far more attention than it gets.

1. Patchwork

One of the easiest games to recommend to everyone, it’s a universal kind of fun.

I don’t imagine this pick will surprise many hobbyists. Patchwork has become the gold standard for introducing people to modern two-player board games, and I think it has earned that reputation for good reason.

The concept is wonderfully simple. You’re building a patchwork quilt by selecting oddly shaped tiles, trying to cover as much of your board as possible while managing your buttons (victory points) and time. The rules can be explained in five minutes, yet every turn presents an interesting little puzzle.

What makes Patchwork so perfect for this category is that success isn’t really based on experience with the game. Instead, it rewards spatial reasoning and problem-solving skills that everyone naturally brings to the table. A veteran may recognize a few patterns, but a first-time player can absolutely outplay an experienced one simply by solving the puzzle better.

I like to describe this game as “Tetris” like, something very easy for everyone to relate to.

Fast, approachable, endlessly replayable, and satisfying every single time, Patchwork remains my go-to recommendation whenever someone asks me for the perfect casual two-player game.

2. Best Hobbyiest Strategy Game

Not every board gamer is a hardcore strategist, but most hobbyists are willing to try just about anything. We bounce between Euros, area control, deck builders, cooperative games, abstracts, you name it. That doesn’t mean every strategy game is going to appeal to everyone, though.

For this category, I wanted games that I think almost any hobby gamer would enjoy, regardless of their particular tastes, simply because of the excellent and inspired game mechanics. These are the games I’d happily recommend to someone with a reasonably established collection because they’re simply excellent designs with broad appeal.

They’re a step up from the family games in the previous category in terms of complexity and challenge. The rules are a little (sometimes a lot) more involved, the decisions a little deeper, and you’ll probably be setting aside the whole evening rather than squeezing in a quick game after dinner. They will also require multiple plays to really get good at them, so they are specifically designed for people who are going to get together more than once.

Think of these as the modern strategy staples of two-player gaming. If you’re serious about the hobby, these are games you should probably experience at least once. As I have many other categories on this list, I have excluded games that I think fit into a tighter, more specific niche.

3. Through The Ages: A New Story of Civilization
Through The Ages is a versatile game that shows up on many of my best-of lists, including best of all time. It is, to me, among the best games the hobby has to offer.

This is definitely one of the heavier games on the list, and while it technically supports up to four players, I firmly believe it’s at its absolute best with two, though an argument can be made for three. With four players, this game really stretches the definition of board game night; it’s just too long.

Through the Ages is a civilization-building game where you’ll guide your nation from antiquity into the modern era, balancing military, culture, science, economy, and politics in a constant struggle to outscore your opponent. There’s an incredible amount of depth here, and it’s the sort of game that demands repeated plays before you truly appreciate all of its nuances.

Through the Ages is a card-driven game, but it’s not a card game. It’s probably closer to an action selection and resource management game; the cards are really a support mechanism.

What keeps me coming back is how dynamic every game feels. Despite its complexity, it never settles into routine. Every civilization develops differently, every draft presents new opportunities, and every opponent forces you to rethink your strategy.

It’s long, competitive, and occasionally downright ruthless, but if you’re looking for a two-player strategy game you can really sink your teeth into with a lot of replayability, Through the Ages is one of the very best in class.

2. The White Castle
White Castle is the new kid on the block, but I’m obsessed; it’s a contender for a 5 out of 5 review, which would make it only the second game to achieve this on gamersdungeon.net in 12 years as of this writing. It’s that good.

The White Castle is one of my favourite discoveries of the past year. While it’s excellent with three or four players, I actually think it’s a fantastic two-player strategy game as well.

This is an incredibly tight Euro where every decision matters. With only 9 (With base game) to 12 (with Matcha expansion) actions over the course of the game, every move feels significant, forcing you to squeeze every possible point out of your strategy. Despite that limited action count, the number of viable approaches is remarkable, making each game feel fresh and rewarding.

I also highly recommend the Matcha expansion. It adds another layer of strategic depth without increasing the rules overhead, making an already brilliant game even better.

The Matcha expansion adds an extra dice bridge and an additional action per turn, while also giving the game tremendous added depth. It’s one of those situations where the game is amazing without an expansion, but doubles down on the goodness with one.

Elegant, challenging, and endlessly satisfying, The White Castle is the kind of game hobbyists can happily play over and over while continuing to discover new strategies. It’s an exceptional design and an easy recommendation for anyone who enjoys deep, thoughtful Euros.

There is a The White Castle: Duel variant that’s designed for two players, but despite the good effort with that one, I still think the multiplayer version is superior as a two-player experience.

1. Star Wars: Rebellion

I know that not “everyone” is a Star Wars fan, but that is a tough pill to swallow for a guy like me who quite literally named his son Luke because of the original trilogy. Saying you’re not a Star Wars fan makes you, at the very least, a suspect individual!

This might seem like an unusual winner because it’s so heavily tied to its theme, in fact, had I not put it here, it would go into the Best Theme category for sure. That said, I get it, if you have absolutely no interest in Star Wars, then one of the other games in this category is probably a better fit.

That said, I’ve always found there’s a huge overlap between board gamers and nerd culture, and Star Wars sits comfortably at the centre of that Venn diagram. So I’m fairly confident this recommendation will resonate with a lot, if not most, people.

The reason Star Wars: Rebellion tops this category is that it succeeds on two fronts.

First, it’s simply an outstanding strategy game. Every session is packed with bluffing, long-term planning, military campaigns, political maneuvering, and difficult decisions. Both factions play completely differently, giving the game incredible replayability and making every match feel like a battle of wits, while remaining a reasonably approachable game.

Everything about Star Wars Rebellion reinforces Star Wars fandom; there is no question that Corey Konieczka is a huge fan; he would not have been able to create this game otherwise.

Second, and this is what elevates it above almost every licensed game ever made, it absolutely nails the theme.

Rebellion doesn’t just use Star Wars artwork; it lets you play the original trilogy. Every objective, every desperate Rebel mission, every Imperial search for the hidden base, and every dramatic space battle feels like it belongs in the films. The connection between the mechanics and the theme is about as close to perfect as I’ve ever seen.

If you’re a Star Wars fan, I honestly think this is a must-own game.

And if you’re not…Well, there’s a decent chance this game might make you one.

3. Best Historical Duel

Historical games, and historical war games in particular, are one of my favourite genres, which made this category surprisingly difficult. Narrowing the list down to just three games was no easy task.

There is one important caveat, though.

I’m not recommending games for experienced historical war gamers. That would be an entirely different list. Instead, I wanted to highlight games that I think any hobby gamer with an interest in history could comfortably dive into without spending six months learning hex-and-counter warfare.

To illustrate what I mean, I firmly believe Empire of the Sun is the greatest two-player historical war game ever designed.

There is no question that Empire Of The Sun is the best historical war game ever made, but to suggest it to anyone but the most dedicated historical war gamer would be madness.

It’s also one of the most complex board games I’ve ever played.

Even seasoned wargamers treat it with a healthy amount of respect, so recommending it to someone who’s merely curious about the genre would be doing them a disservice.

With that in mind, these are the historical duels I’d recommend first. They still deliver the tension, drama, and fascinating decision-making that make historical games so rewarding, but they’re approachable enough that a hobby gamer can jump in without feeling completely overwhelmed.

That’s exactly what this category is about.

3. Twilight Struggle
A classic is a classic for a reason; resistance is futile!

Despite one significant caveat, I think Twilight Struggle remains one of the best entry points into historical war gaming.

That caveat is the learning curve, not so much learning how to play but learning to play reasonably well. This isn’t a game you’re likely to become competitive at after a single play. Deck knowledge is absolutely critical, and it will probably take four or five games before you really begin to understand the subtle timing, strategic positioning, and difficult decisions the game throws at you. Until then, you’re going to get crushed by someone who has played before, and it’s going to happen fast.

Once it clicks, though, it’s exceptional.

Set during the Cold War, Twilight Struggle brilliantly recreates the political tension of the era through card play, influence, and global maneuvering. From the Space Race to proxy wars and diplomatic crises, the historical events feel naturally woven into the gameplay rather than simply pasted on as flavour.

Historical games are about history, so if a particular piece of history doesn’t interest you, a game based on it probably won’t change your mind. This is a great game, but like all historical games, you need to have at least a passing interest in the topic, and admittedly, The Cold War can be a bit dry for some.

It’s a wonderfully tense, deeply strategic design that rewards repeated play without ever feeling repetitive.

More importantly, it also helped popularize one of my favourite genres in board gaming: the card-driven influence control genre.

As it happens… that genre gets its very own category later on this list.

2. Sekigahara: The Unification Of Japan
Block games can be traced all the way back to pre-modern era gaming; In fact, you could argue the first board games ever made were block games like Senet. They are a rather classic format, but the concept is very simple. Block games tend to be relatively light historical war games in general.

I’m a sucker for two things: Japanese history and card-driven games, so Sekigahara was always going to have an uphill battle trying not to impress me.

This brilliant block wargame recreates the struggle to unify Japan using hidden wooden blocks, so you always know your own army but never quite what your opponent has assembled. Think Stratego, but with far more meaningful strategic decisions.

Stratego is a very simple take on the typical historical block game, but it’s a game most of us are at least familiar with in passing, as it’s been on store shelves since the 1940’s. It is, however, very one-dimensional; most block games, including Sekigahara, include elements like supply lines, terrain, and strongholds.

What I love most is that it delivers everything I want from a historical wargame without the intimidating complexity the genre is often known for. There are plenty of deep strategic decisions to explore, but the objective is always clear. You know what you’re trying to achieve; the challenge is figuring out how to do it with incomplete information and a hand of cards that never quite cooperates.

That uncertainty creates constant tension. Every battle is a calculated gamble, every move a bluff, and every commitment of troops carries real consequences.

One thing I really love about this game is that it really rewards repeated plays with the same opponent. Players will come up with gambits and strategies that work, then on the next game when they try the same thing, your opponent will be ready for you. There is a sort of evolution that takes place the more you play with the same person.

It’s certainly a confrontational game, so both players need to enjoy going head-to-head, but if they do, Sekigahara is one of the finest battles of wits I can think of.

1. Tide Of Iron

Historical war games come in many forms, but tactical war games tend to be something historical war gamers are particularly passionate about. You will often see historical war gamers argue about what qualifies and doesn’t qualify as a proper historical war game, even in cases like Tide of Iron, some may not agree that it’s sufficiently “historical”. Ignore nonsense like that; it’s a rabbit hole of stupidity.

It just wouldn’t feel right to have a historical gaming category without World War II making an appearance.

For me, Tide of Iron is the gold standard for introducing players to historical wargaming. It strikes an almost perfect balance between authenticity and accessibility, delivering enough tactical depth and historical flavour to satisfy seasoned wargamers while remaining approachable for hobby gamers taking their first steps into the genre.

That’s an incredibly difficult balance to achieve. Historical accuracy and detailed simulation usually come hand in hand with intimidating rulebooks, but Tide of Iron manages to capture the feel of battlefield tactics without burying players in complexity.

It’s also a fantastic production. The modular maps, miniatures, varied scenarios, and customizable forces make every battle feel different, while just enough dice-driven uncertainty reminds you that no battle plan survives first contact with the enemy. There is no better way to get someone to try this one than to simply show them what it looks like; the game sells itself.

Tide of Irons is a tactical game on the squad level, hailing from the big box era at Fantasy Flight Games. There are a lot of ways to expand your experience, including entire campaign books and expansions as well as many built-in variants for deeper immersion. If you enjoy the game, there is a tremendous amount of exploration available.

Most importantly, though…It’s simply a tremendous amount of fun.

The scenarios are varied, the tactical decisions are meaningful, and the game scales nicely for players of different experience levels. Whether you’re a history buff or someone who’s simply curious about the genre, Tide of Iron is the game I’d put on the table first.

It’s not just a great historical wargame. It’s a great board game, full stop.

4. Best Heavy Euro

For many board gamers, heavy Euros are something of a graduation ceremony. They’re not the games I recommend to someone who’s just discovered the hobby, but sooner or later most hobbyists become curious about what all the fuss is about. That’s usually the point where they take the plunge into heavier strategy games.

These are games that demand your attention. They’re longer, more complex, and packed with meaningful decisions. They often require several plays before you really understand what you’re doing, and a single game can easily occupy an entire evening.

The investment, however, is almost always worth it.

To me, heavy Euros represent some of the finest strategy game design our hobby has to offer. They’re intricate puzzles built around careful planning, efficient resource management, engine building, and long-term strategy. Luck usually takes a back seat, leaving success largely in the hands of the players.

They’re certainly not for everyone, but if you’re ready to dive into the deep end of board gaming, these are some of the very best places to start.

3. A Feast For Odin
This is a pretty complex game with tons of game critical decisions; it’s going to take many plays to get your head around the strategies involved.

While A Feast for Odin shines with three or four players, I actually think it’s just as enjoyable with two, making it an easy choice for this list.

This is the kind of game that feels like the culmination of everything you’ve learned from lighter Euros. Worker placement, resource management, engine building, and the wonderfully satisfying polyomino puzzle of filling your personal board all come together in one enormous Viking adventure.

It’s undeniably a heavy game, but I don’t think it’s overwhelming. The complexity comes from the sheer number of systems working together, rather than any individual rule being particularly difficult. If you’ve played a variety of lighter strategy games before, you’ll recognize many of the mechanics; they’re simply woven together into something much grander.

The amount of “stuff you can do” in this game is so broad that you may very well play the game half a dozen times and never take certain actions available to you.

Yes, it’s a little fiddly, and yes, it asks a lot of its players, but the payoff is immense. Few games offer this much strategic freedom while remaining so consistently rewarding to explore.

It’s a wonderful, thoroughly satisfying, albeit exhausting gaming experience.

2. Tapestry
The lovely thing about Tapestry is that the rules themselves are relatively simple, yet the amount of depth in this game- the sheer volume of possible strategies can be quite overwhelming. It’s a deep well, one I think is worth exploring for any serious gamer.

I should start by saying that I think Tapestry is at its absolute best with three players. That said, the two-player game is excellent and, perhaps more importantly, much faster. It feels less like a territorial struggle and more like a race to build the most efficient civilization.

What makes Tapestry such a great heavy Euro is that the strategic depth far outweighs the rules complexity. The rulebook is surprisingly approachable, yet the game offers an enormous amount of long-term planning, resource optimization, and engine building, not to mention dynamics. It’s an ideal stepping stone for players looking to move into heavier strategy games without first having to learn a hundred pages of rules.

A big part of the game is the ability to anticipate your opponents’ strategies and plan your own, while making sure you’re getting under your opponents’ feet now and then to slow them down. There is a bit of a give and take here that I really like, and this is a lot easier to do when playing Tapestry with two players. The more players you add, the more complex this games strategy becomes.

Experience definitely matters, though. Your scores will improve dramatically as you learn the game, which means newcomers can feel outmatched during their first few plays. Fortunately, almost all of the information is open, making it easy for experienced players to offer advice without spoiling the experience.

Deep, elegant, and remarkably accessible for its weight, Tapestry remains one of my favourite introductions to heavier Euro gaming.

1. Marco Polo II: In The Service Of The Khan

This is a heavy Euro that I think a lot of people passed on mainly because of the subject matter, but I personally think it’s one of the true standouts in the heavy Euro category.

Now we’re talking about serious Euro gaming.

Marco Polo II: In the Service of the Khan is one of the finest economic strategy games I’ve ever played. Building on the award-winning The Voyages of Marco Polo, it expands the original with more strategic variety, greater flexibility, and a simply fantastic production. I genuinely love both games, but if I had to choose one, Marco Polo II gets the nod.

This is one of those rare games that, while you can play it with up to 4 players, is absolutely best as a duel. In fact, I would argue against playing it any other way.

While the game uses dice, don’t let that fool you into thinking luck dominates the experience. Like The Castles of Burgundy or Catan, the dice create interesting constraints rather than determine the winner. The real challenge is adapting your strategy and making the most of the opportunities you’re given.

There is a lot going on in this game, and the fact that it uses dice does give it that “luck” element that I don’t think everyone will appreciate. That said, you’re not going to win this game because you got lucky with the dice; far from it. The dice are just a factor to contend with in the same way Castles of Burgundy, for example, uses dice.

What I admire most, however, is how competitive the game remains regardless of experience. A veteran will usually make better decisions, but new players rarely feel completely outclassed. Scores stay surprisingly close, and every game feels like a genuine contest rather than a lesson in how much more experienced someone else is.

It’s a wonderfully rich strategy game with enormous replayability, and despite being one of the very best heavy Euros I’ve played, I still think it’s criminally underrated on BoardGameGeek. If you’re ready to dive into the deep end of Euro gaming, I wouldn’t necessarily start here, but you definitely want to end up here at some point.

5. Best Themed Games

One of the greatest strengths of board games is something no other medium can quite replicate: the connection between theme and mechanics. A good board game doesn’t just tell you a story, it makes you live it through the decisions you make.

Most hobby gamers would probably agree that theme alone can’t save a bad game. We’ve all played beautifully produced games with incredible artwork that turned out to be mechanically dull. Equally, we’ve played brilliant abstract designs wrapped in themes so forgettable they could have been about almost anything.

The magic happens when the two come together.

When every mechanic reinforces the theme, every decision feels natural, and you stop thinking about rules and simply start playing the role the game asks of you. That’s when good games become great ones.

The following three games all achieve that in spectacular fashion. They don’t just have great themes; they make you feel like you’re living them.

3. Fury Of Dracula
I will grant you that Fury of Dracula is niche, but the connection between theme and mechanics is so strong and so much fun, it’s not going to be a problem for anyone.

Although Fury of Dracula is designed as a one-versus-many game, I honestly think the very best way to experience it is as a two-player duel.

At its heart, this is a wonderfully atmospheric game of cat and mouse. One player controls Dracula as he secretly moves across Europe, leaving a trail of clues behind, while the other commands the famous vampire hunters in a desperate race to track him down before it’s too late. The day-and-night cycle, hidden movement, and constant sense of uncertainty create a level of tension that very few board games can match.

What I love most is how perfectly the mechanics reinforce the theme. Every clue feels significant, every wrong turn feels costly, and every encounter with Dracula becomes a memorable story in its own right.

The thing with Fury of Dracula, that “niche” part, is that you really want someone who knows how to play Dracula really well. The difficulty is sort of set by that player. A poor performance by Dracula can make it feel flat and disappointing. When Dracula is executed well, however, it’s just a box of fun.

I enjoy the multiplayer version, but I find the constant table discussion often gives away too much information to the Dracula player and introduces long stretches of downtime for the vampire hunters. This dulls down the game and results in a lot of the tension escaping through the cracks. In a two-player game, every decision is immediate, every bluff matters, and the psychological battle between hunter and hunted takes centre stage.

It’s tense, cinematic, endlessly replayable, and one of the finest examples of theme and mechanics working together.

I absolutely adore this game. It does not get to the table often enough.

2. Star Trek Fleet Captains
Star Trek Fleet Captains, for fans of Star Trek, would make this my number one pick without any question. When it comes to picking the best themed game, I effectively picked War of the Rings because I’m a Middle-earth fan first, a Star Trek fan second.

Trekkies are a unique breed of nerd. More than any other fanbase I know, they care about the details, the nuance of the shows and movies. Get those wrong, and they’ll let you know about it.

Star Trek has been adapted into dozens of board games over the years, and if I’m being honest, most of them have ranged from forgettable to downright awful.

Star Trek: Fleet Captains is the exception.

Rather than simply wrapping Star Trek artwork around generic mechanics or trying to squeeze the theme into some adaptation of another game, it is designed from the ground up and captures what Star Trek is actually about. Exploration, diplomacy, scientific discovery, dangerous away missions, impossible decisions, and yes, the occasional spectacular space battle. It understands that combat is only one part of the Star Trek experience, that science and utopian philosophy are the main characters.

Normally, when a game uses stock images, especially in franchise games, I consider it a red flag, a short cut indicitive of what the rest of the game will be like, but in Star Trek Fleet Captains, the characters are the stars of the show, and they are so iconic, so memorable, that I think it just works. It’s not a shortcut so much as a bit part of getting you in the mood.

Every ship, captain, and mission feels like it belongs in the universe, and the two expansions only deepen that experience without losing what made the base game special.

If you’re a Star Trek fan, this is THE board game to own.

And while it supports more players, I honestly think it’s at its absolute best as a two-player duel.

1. War Of The Ring

War Of The Ring is so thematic, it borders on an activity more than a game. You are literally rewriting the Trilogy as you play, making your own decisions, your own story branches, and yet it all culminates in everything wonderful you expect from the Lord of the Rings story. I love this game.

War of the Ring is to Lord of the Rings what Star Trek Fleet Captains is to Star Trek. Same boat, different franchise.

This magnificent asymmetrical strategy game doesn’t simply retell Tolkien’s story, it lets you live it. One player commands the Free Peoples, desperately trying to buy enough time for the Fellowship to reach Mount Doom, while the other unleashes the overwhelming military might of Sauron. Every decision reinforces the central theme of the books: hope triumphing against impossible odds.

It’s a complex game, and I’ll happily admit that the rulebook can be intimidating. But there comes a point where flawless execution outweighs complexity, and War of the Ring crosses that line with ease.

I could write an entire thesis on why this game is so amazing, but all you really need to know is that it just bleeds Lord of the Rings from every orifice, and this is more than enough to satisfy a Lord of the Rings fan. It’s Lord of the Rings, in a box.

This isn’t just another licensed game. It’s an experience.

For many fans, it’s practically a hobby in its own right, offering endless opportunities to relive, or rewrite, one of the greatest fantasy stories ever told.

If you’re a Lord of the Rings fan, I honestly can’t recommend a better board game. Accept no substitutes.

6. Best Card-Driven Influence Control

I know this is a strangely specific category. Two things.

First, this is my favourite genre in all of board gaming, so my list, my rules. Indulge me a little here.

Second, I genuinely think this subgenre deserves the attention. There are at least two dozen outstanding two-player card-driven influence games, and narrowing this list down to just three was harder than picking the winners in several of the previous categories. Honestly, this could have been a Top 10 list all by itself.

The genre works so well with two players because it’s built around history’s great rivalries. Whether it’s the Cold War, ancient empires, political struggles, or ideological conflicts, these games are almost always about two opposing forces trying to outmanoeuvre one another through careful planning, clever card play, and long-term positioning rather than outright military conquest. I’ve already snuck in Twilight Struggle in the Best Historical Duel category.

The three games I’ve chosen here represent what I consider the very best the genre has to offer.

That said, they vary enormously in complexity. Some are approachable enough for newcomers, while others demand repeated plays before they truly reveal their brilliance. So while I have a clear winner, the best game for you will depend entirely on how deep you want to dive.

If this genre appeals to you, I’d encourage you to do a little extra research before buying.

3. Washington’s War
It has the look of a very traditional historical war game, and the assumption might be that it’s going to be very complicated, but nothing could be farther from the truth. This game is very light on rules complexity, though it’s quite deep strategically.

Of the three games in this category, Washington’s War is by far the most approachable, making it an excellent introduction to the card-driven influence genre.

Set during the American War of Independence, one player commands the British Empire while the other leads George Washington’s struggling Continental Army. The conflict is beautifully asymmetrical. The British possess overwhelming military strength, while the Americans must survive long enough to build support and ultimately secure French intervention.

The struggle for control of the thirteen colonies creates a wonderfully tense tug-of-war, with influence, positioning, and timing often proving more important than outright military victories.

What makes Washington’s War so appealing is how streamlined it is. Compared to many games in the genre, the rules are refreshingly clean, the number of special exceptions is kept to a minimum, and the card play remains elegant without sacrificing strategic depth.

It’s no surprise that many historical gamers consider it a modern classic. As a spiritual successor to We the People, it refines many of that game’s ideas into a tighter, more accessible package.

Iconic historical leaders are key to the game; they are the movers and shakers that will decide the fate of the war, and this game respects that historical importance through the rules and impact they have on gameplay.

If you’re curious about card-driven influence games but aren’t ready to tackle the heavier titles, Washington’s War is exactly where I’d recommend you begin.

2. Caesar: Rome vs. Gaul
Another cover that has that “historical War Game” look, but the reality is that this is a game I think anyone can learn; in fact, it’s much simpler to get your head around than more popular variants of this mechanic like Twilight Struggle.

Caesar: Rome vs. Gaul is a deeper and more demanding game than Washington’s War, but I still think it’s remarkably approachable for what it is.

The conflict is wonderfully asymmetrical. Caesar commands the disciplined might of the Roman Empire, while the Gauls are little more than scattered tribes desperately trying to resist one of history’s greatest military commanders. Naturally, that means the pressure is on Rome. The Gauls have the advantage of time, difficult terrain, and a defensive position, while Caesar must execute an efficient campaign before the opportunity slips away.

One of the reasons I enjoy introducing this game to new players is that the roles naturally suit different experience levels. A newcomer can take the Gauls, whose strategy is a little more intuitive, while the experienced player tackles the far more demanding challenge of leading Caesar.

War, or perhaps more specifically combat, is a much bigger part in this game than most card-driven influence control games, and it’s a much better game for it.

Despite being a proper wargame, I don’t think it’s any more difficult to learn than many modern heavy Euros. Most of the mechanics are straightforward, and the cards do a fantastic job of bringing the historical figures and events to life while presenting both players with a fascinating strategic puzzle.

Victory for Rome is genuinely difficult, and that’s exactly what makes playing Caesar so rewarding. It’s a bit lopsided, but that is very specifically why I think this game is so good.

1. Imperial Struggle

Imperial Struggle is a pretty complex and deep game, it does favor experience and can be quite unforgiving, but any mistake you make in this game you won’t repeat. There is a natural strategic learning curve here, and you will quickly get your head around it. Just don’t expect to become an expert right away; this game takes many plays to learn to play well.

There isn’t much debate in my mind.

Imperial Struggle is the finest card-driven influence game ever designed, and one of the greatest board games ever made. It currently sits at #2 on my personal Top 20, and I don’t see it moving any time soon.

Set during the century-long global rivalry between Britain and France, the game isn’t simply about military conquest. You’ll compete for influence through diplomacy, economics, colonial expansion, and, when necessary, outright war. Every decision feels like part of a much larger struggle for control of the world.

What elevates Imperial Struggle above almost everything else in the genre is how seamlessly it blends history with gameplay. The mechanics don’t just represent the conflict, they explain it. Before playing this game, I knew surprisingly little about the historical rivalry between these two empires. After dozens of plays and plenty of reading inspired by the game, I’ve come to appreciate just how brilliantly the designers captured this fascinating period of history.

It’s unquestionably a game for experienced players. I wouldn’t recommend it as your first historical game or even your first card-driven influence game.

But it should absolutely be your destination.

I think most look at this map and find it a bit off-putting, even if they appriciate it’s artistic beauty. All of this stuff after a couple of plays, however, will make sense, and by your second or third game you will be able to access the board state at a glance, and that is very specifically because this map is so well made.

Once you’ve worked your way through the genre and finally arrive at Imperial Struggle, you’ll either understand why so many players consider it the benchmark against which every other card-driven influence game is measured or Twilight Struggle will be your favorite game in this genre. There is a reason that the community is split on this, Twilight Struggle is in a sense, the common standard, but if I can be so bold as to say, true aficionados will recognize that Imperial Struggle is the true masterpiece.

7. The People’s Choice

This may be my list, but after so many categories, it only feels fair to let the wider board gaming community have its say as well.

Whether you agree with them or not, there are good reasons these games consistently appear at or near the top of rankings on BoardGameGeek and countless other “best of” lists. They’ve been played by thousands of people, recommended time and time again, and have earned reputations as some of the finest two-player games ever published.

Of course, these rankings change over time. New releases often generate a lot of excitement, and the hobby has a tendency to fall in love with the latest masterpiece before settling into a longer-term consensus.

That’s perfectly fine.

For this category, I’ve combined the community’s favourites while excluding games I’ve already covered elsewhere in this article, along with more niche titles that, while excellent, appeal to a much smaller audience.

These are the games that have achieved something much rarer.

They’re not just critically acclaimed; they’re genuinely popular, widely played, and have become modern classics in the two-player gaming world.

3. Jaipur
I’m not sure I would put this game on any list I would create, but I do appriciate it’s elegant design, straight-to-it gameplay, and fantastic pacing.

Before 7 Wonders Duel, before Patchwork, and before the explosion of dedicated two-player games we enjoy today, there was Jaipur.

Released back in 2009, Jaipur arrived at a time when two-player hobby games were usually long, heavy strategy affairs. Lighter games almost always catered to larger groups, leaving very few options for people simply looking for a fantastic game to play with one other person.

Jaipur changed that.

This wonderfully elegant set-collection game proved that a dedicated two-player game could be quick, approachable, and strategically satisfying without sacrificing depth. It quickly became one of the defining gateway games of the hobby, and for years it was the game almost everyone recommended when someone asked, “What’s the best game for two players?”

In board gaming, a simple-looking game is far more likely to trigger a positive response than a complex-looking one. In particular, a game with pretty but few components does a lot to alleviate that stress casual gamers feel when you open a box.

Although newer titles have inevitably stolen some of the spotlight, Jaipur has quietly endured. Its recent reprint has introduced it to a new generation of players, and it’s still easy to find games on Board Game Arena, a testament to just how timeless the design really is.

To me, Jaipur is one of those games every hobby gamer should experience at least once. Like Catan or Ticket to Ride, it’s become something of a rite of passage.

Nearly two decades later, it’s still one of the finest two-player games ever made.

2. 7 Wonders Duel
7 Wonders Duel is a stone-cold modern classic, of that there is no doubt.

I don’t think I’ve ever seen a “Best Two-Player Games” list that didn’t include 7 Wonders Duel. More recently, The Lord of the Rings: Duel for Middle-earth has joined the conversation, but the original remains one of the defining two-player games of the modern era.

When 7 Wonders took the hobby by storm, a dedicated two-player version felt almost inevitable. Remarkably, it wasn’t just a good adaptation; it became a classic in its own right.

It’s a very pretty game; it’s a simple game, yet it’s a strategically deep game. It’s kind of a perfect storm, so I’m not at all surprised by its popularity. The fact that it can be played in under 30 minutes is just a cherry on top.

The game strikes a near-perfect balance between accessibility and depth. The rules are easy to teach, games rarely overstay their welcome, and beneath the elegant drafting system lies a surprising amount of strategic nuance. Whether you’re pursuing science, military dominance, or simply outscoring your opponent, every draft presents meaningful decisions.

More than a decade after its release, 7 Wonders Duel is still a fixture at game nights around the world.

There aren’t many games that can claim that kind of longevity. That’s the mark of a true modern classic, and I agree with it wholeheartedly.

1. Azul

This abstract game from 2017 blew the doors off the board gaming hobby. It’s sitting pretty along with titles like Settlers of Catan and Ticket To Ride in terms of popularity.

While Azul is an outstanding multiplayer game, it loses remarkably little at two players. In fact, it’s become a regular fixture on “Best Two-Player Games” lists, and I completely understand why.

More than just a successful board game, Azul helped define a generation of modern tabletop gaming. Like Settlers of Catan before it, it’s one of those rare titles that escaped the hobby and found its way onto the shelves of mainstream retailers and family homes around the world.

The premise couldn’t be much simpler. Players draft colourful tiles to decorate a palace wall, creating a wonderfully elegant puzzle that can be taught in just a couple of minutes. It’s one of those games that almost anyone can learn, making it a perfect replacement for classic family favourites like UNO or Yahtzee when someone says, “Let’s play a board game.”

I think, when it comes to board games, one universal truth is that people love puzzles.

Despite its simple rules, there’s far more strategy here than first meets the eye. Reading your opponent, timing your drafts, and balancing immediate points against long-term planning creates a game that’s easy to enjoy but difficult to perfect.

Elegant, beautiful, and endlessly replayable, Azul has earned its place as one of the defining modern classics of the hobby, and like all modern classics, there are literally dozens of variants.

8. The Dodo Bird Category

Some games simply go the way of the dodo.

They’re out of print, increasingly difficult to find, and if you do stumble across a copy, there’s a good chance it’ll cost you a small fortune. That makes them difficult to recommend today, at least from a practical standpoint.

But I couldn’t bring myself to leave them off this list.

These are games that, in their prime, would have comfortably earned a place somewhere in the rankings. They’re classics that deserve to be remembered, even if publishers have chosen to let them disappear into history.

Who knows, perhaps one day they’ll return in a shiny new edition.

Until then, these are my favourite extinct two-player masterpieces.

3. Star Wars: The Queen’s Gambit

A franchise game from Avalon Hill is by default a major red flag, but with Queen’s Gambit they really knocked it out of the park.

When The Phantom Menace hit cinemas in 1999, Avalon Hill (under Hasbro) was given the license to produce a board game based on the film. Like most movie tie-ins of the era, expectations were… low.

We couldn’t have been more wrong.

Today, Star Wars: The Queen’s Gambit is one of the rarest and most sought-after modern board games ever produced. If you can even find a copy, expect to pay anywhere between $500 and $1,300 on the secondary market.

The reason is simple: it wasn’t just an impressive production; it was an excellent game.

The Queen’s Gambit recreated all three climactic battles from The Phantom Menace simultaneously. One player commanded the Gungan army against the Trade Federation droids, another led Queen Amidala’s assault on the royal palace, while, towering above it all on a magnificent multi-level board, Darth Maul faced Qui-Gon Jinn and Obi-Wan Kenobi in one of the most iconic lightsaber duels in Star Wars history. While the game could be played multiplayer, it very clearly worksed best as a two-player experience.

The Queen’s Gambit is as much spectacle as it is a game. It’s as much fun to look at as it is to play. Finding a reasonably priced copy of this game is not going to be easy.

Mechanically, it’s surprisingly approachable, but it’s the production that made it unforgettable. Few games have captured the feeling of recreating a movie quite so successfully. Later titles, such as the 2015 edition of Star Wars Risk, borrowed elements of the formula, but none matched the spectacle or table presence of The Queen’s Gambit.

For years, Star Wars fans have hoped for a reprint. While nothing has been officially announced, rumours of a spiritual successor or modern reimagining continue to circulate.

If it ever happens, I’ll be first in line, but don’t get your hopes up!

2. Star Wars: X-Wing
There are a few different editions of this game in terms of rules and releases, but the original, 1st edition Star Wars X-Wing was the best we ever got.

I’m honestly trying not to turn this into a Star Wars list, but some games are simply too good to ignore.

At its peak, Star Wars: X-Wing wasn’t just the best two-player miniatures game on the market, it was arguably one of the best two-player games, period. To this day, I struggle to think of another miniature game that combined accessibility, tactical depth, and cinematic action quite so perfectly.

X-Wing captured the feeling of fast-paced dogfights better than any game before or since. It was simultaneously epic and intimate, with every maneuver dial and every firing arc creating meaningful decisions. In many ways, I never really thought of it as a miniature game; I just thought of it as an exceptionally good game.

A huge part of its success was how approachable it was. The ships came pre-painted, games were played on a compact 3′ x 3′ battlefield, setup took minutes rather than hours, and a competitive collection could be built for roughly the cost of a handful of modern board games. Compared to most miniature systems, it felt refreshingly affordable and easy to get into.

Star Wars dog fighting at it’s best!

During its golden years, X-Wing was an enormous success. Unfortunately, like many collectible miniature games, it eventually became a victim of its own expansion cycle. New releases arrived at an increasingly aggressive pace, balance became more difficult to maintain, and many players felt the focus had shifted from refining the game to continually selling new products. Interest gradually declined, ownership changed hands, and eventually production came to an end. It was, in a way, a victim of its own success, and I would argue corporate greed.

Unlike some of the games in this category, however, X-Wing isn’t impossible to find. Fantasy Flight Games printed enormous quantities of ships over the years, so the second-hand market is still full of them at very reasonable prices.

Officially, though, Star Wars: X-Wing has gone the way of the dodo. And that’s a genuine loss for tabletop gaming.

1. Battlelore

The command and colors system is a lot of fun, but there is no question that this is the definitive variant for me! Although I will say that Battle of Hoth, the latest iteration, is really awesome too and mostly for the same reason.

Richard Borg’s Commands & Colors system has become one of the most successful tabletop wargame engines ever created, spawning adaptations covering everything from the American Civil War to Ancient Rome, Napoleonics, World War II, and even Star Wars.

For fantasy fans, however, there is only one game that truly stands above the rest: BattleLore.

Taking the proven Borg formula and transporting it to the world of Terrinoth was an inspired decision. The familiar command card system remained intact, but the addition of magic, legendary creatures, unique faction abilities, and asymmetrical armies gave BattleLore an identity all of its own. It felt less like a historical simulation and more like a fantasy battlefield where anything could happen.

What made the game truly shine was its range of expansions. New factions, creatures, heroes, and scenarios allowed players to customise the experience in countless ways. Unfortunately, that’s also what makes collecting BattleLore today so painful. The core game is difficult enough to find, but completing a collection now requires a considerable investment on the secondary market.

BattleLore was a lot more unit-focused than other versions of the Command and Color system. The game understood that fantasy monsters needed to be special.

Thankfully, the Commands & Colors system is still alive and well. Games like Star Wars: Battle of Hoth prove that Richard Borg’s design remains as compelling today as ever.

As for BattleLore, I remain optimistic. Unlike other games in this category, this one feels destined for another life.

Here’s hoping someone gives it the reprint it deserves.

9. Best Two-Player Abstract Games

There are already a few abstract games on this list, but by “abstract” I’m talking about games that don’t even pretend to have a theme. These are games that fully embrace the puzzle, strip away the narrative, and rely entirely on clever mechanics and meaningful decisions.

There are a staggering number of abstract two-player games out there. In fact, most pure abstract games are designed specifically for two players, which made this one of the hardest categories to narrow down.

I also think it’s one of the most important categories on the list. While the theme is often what draws hobby gamers in, it can have the opposite effect on people outside the hobby. Asking someone to roleplay a medieval merchant or command an alien invasion isn’t always the easiest sell.

Puzzles, however, are universal.

Abstract games remove that barrier completely. They’re easy to explain, immediately familiar, and appeal to something almost everyone enjoys: solving interesting puzzles. I’ve found they’re often the easiest way to get even the most reluctant non-gamer to sit down at the table, and before long, they’re asking for another game.

3. Hive
Hive is a game, even if you have never played it, that will feel familiar. It has the quintessential “of course something like this exists” thing to it.

While Hive isn’t completely devoid of theme, what’s there exists almost entirely to help identify the different insects and their unique movement. You’re never meant to immerse yourself in the world or tell a story. The theme simply gives the mechanics a memorable face.

At its heart, Hive is a wonderfully elegant abstract game. Each player places insect tiles onto the table, with every piece moving according to its own simple rules. The objective couldn’t be more straightforward: surround your opponent’s Queen Bee before they surround yours.

Despite the simplicity, there’s plenty of room for clever play. Positioning, timing, and anticipating your opponent’s next move are everything. Much like chess, you’re often trying to force a particular response before springing your real plan, although Hive is considerably easier to learn and far less intimidating for newcomers.

It’s compact enough to throw into a backpack, can be played almost anywhere, and takes only a few minutes to teach. That combination of accessibility, portability and strategic depth has made Hive a modern classic.

It may not receive the same attention as some of the bigger names in the hobby, but it’s one of those games I can happily recommend to almost anyone.

2. Onitama
Yes, I hate the shape of this box too, but what is inside is well worth finding an odd place on your game shelf to put this thing.

Very reminiscent of The Duke, which I also love, I don’t feel bad about including both games on this list. They share the same core concept, but each has enough personality to justify its place.

Each player begins with four students and a master on a compact 5×5 board. Rather than every piece having its own movement, players instead share a small pool of movement cards. On your turn, you perform one of the available moves, then pass that card to your opponent and take a new one. It’s an incredibly clever system that ensures the puzzle is constantly evolving throughout the game.

The objective is wonderfully simple. Capture your opponent’s Master or move your own Master into your opponent’s temple.

Like all great abstract games, the rules can be explained in just a few minutes, but mastering the strategy is an entirely different challenge. Every move changes not only the current position but also the options available to both players on future turns, creating an elegant tactical dance where planning ahead is just as important as reacting to what’s in front of you.

Onitama is a kind of modern-day chess, yet oddly enough it feels like an ancient game from China. It’s a thinker, and you can attain a pretty high level of mastery over it.

This is very much a “one more game” kind of experience. Matches are quick, every setup feels different thanks to the randomized movement cards, and it’s the sort of game that quietly keeps finding its way back to the table.

More than a decade after its release, it’s still one of the finest abstract games ever designed, and one that I expect will remain in my collection for many years to come.

1. YINSH

I doubt anyone would ever buy this game on impulse; it’s in the hobby the sort of game that get’s passed around and recommended by gamers to gamers. Which is sad because it really is one of the best abstract games ever made.

Yinsh is part of Kris Burm’s celebrated GIPF Project, a series of abstract games that includes equally strange-sounding titles such as TZAAR, DVONN, ZÈRTZ, LYNGK and, of course, GIPF itself.

I haven’t played every game in the series, so I can’t honestly say how they all compare, but if BoardGameGeek’s rankings are anything to go by, Yinsh is widely regarded as one of the finest. Having played it, I find it hard to disagree, not just in the series but so far as abstract games go in general.

The objective is deceptively simple. Players move rings around the board, leaving markers behind as they travel. Create a line of five markers, and you remove one of your rings from the game. Be the first player to remove three rings, and you win. There are, of course, various shenanigans beyond that, including flipping opponents’ markers.

Explaining the rules is easy. Playing well is another matter entirely.

Yinsh is one of those games that forces your brain to think differently. Every move changes the state of the board, flipping markers, creating new threats and often setting up combinations several turns into the future. It reminds me a little of a more involved Othello or Go in the way every move influences everything around it, yet the puzzle is entirely its own. The strategic possibilities go far deeper than anything I’ve ever been able to master.

It doesn’t look like much, but this game has a very deep level of mastery; it’s a true brain burner. This is a game of pure skill, plain and simple.

For a game with no theme whatsoever, Yinsh also has a wonderful physical presence. The chunky rings, solid components, and clean, minimalist design make it a pleasure to play.

More than twenty years after its release, Yinsh remains one of the premier abstract games ever designed, and I suspect it will still hold that reputation twenty years from now.

10. New Kids On The Block

Thanks to the explosion of board games since the early 2000’s more games are published each year than the year before, so there is never a shortage of new games to try.

Now I consider a game new if it was released in the last 2-3 years, mainly because unless a game is some sort of phenomenon that attracts a lot of attention, it can take that long for a game to get sufficient traction and exposure before you even hear about it, let alone try it.

The following are the three best 2-player games released in the last couple of years.

3. Lord of the Rings: Duel For Middle-Earth
You might assume that this is just 7 Wonders Duel with a Lord of the Rings skin; it is not, and saying that about this game is just willful ignorance.

I already mentioned this game earlier on the list, but I think it’s good enough to deserve a category all of its own.

At its heart, this is clearly built on the foundations of 7 Wonders Duel, but rather than simply applying a Lord of the Rings skin to an existing game, it meaningfully improves the formula.

The familiar drafting remains, but the victory conditions have been reworked to better fit Tolkien’s world. Instead of simply chasing points, players are constantly balancing military control, the Fellowship’s journey to Mount Doom, and the support of Middle-earth’s allies. Every path to victory feels thematic and keeps both players engaged until the very last turn.

For me, this is essentially 7 Wonders Duel 2.0. It takes everything that made the original great, wraps it in one of the greatest fantasy settings ever created, and adds enough new ideas to justify owning both games.

While there is quite a bit going on in this game, the simplicity of the core mechanic maintains it as a casual or newbie-friendly game, much in the way 7 Wonders Duel could be described. It’s just good gaming with a cool theme.

If you pick up the Allies expansion, I think the game gets even better. The unique faction abilities add a welcome layer of asymmetry that makes the Free Peoples and the Shadow feel even more distinct, bringing the theme to life in ways the base game only hints at.

For fans of Tolkien, this is rapidly becoming one of the definitive two-player games, and I wouldn’t be surprised if, ten years from now, it’s remembered even more fondly than the game that inspired it.

2. Dune: War For Arrakis
I don’t doubt its potential, hence its presence on this list, but there are quite a few great interpretations of the Dune universe in board games, many of them are stone-cold classics.

Dune: War for Arrakis sets out to do for Frank Herbert’s universe what War of the Ring did for The Lord of the Rings and Star Wars: Rebellion did for Star Wars. That’s an incredibly ambitious goal, but from what I’ve seen so far, it’s a remarkably successful attempt.

Like those games, War for Arrakis is built around two highly asymmetrical factions battling over the fate of an iconic setting. Event cards bring key moments from the story to the table, action dice drive difficult decisions, and famous units such as the Fremen and the Sardaukar all play exactly the roles you would expect.

I’ve only played it once, so I’m not ready to declare it a masterpiece just yet. A single learning game is rarely enough to fully appreciate something of this size. What I can say is that it immediately gave me the feeling I was hoping for. It felt big, cinematic and unmistakably Dune. That’s often something I can recognise after just one play, and it left me wanting to get it back to the table as soon as possible.

If you’re looking for a great Dune game, Dune: Imperium is still my favourite, especially with three or four players. It’s one of the best worker placement games ever made. War for Arrakis, however, isn’t trying to compete with it. It’s a completely different experience.

In my experience, there are two types of people in the world: people who love Dune and people who hate Dune. I don’t think this game will make you a fan if you’re not already, and if you love Dune, this one is likely going to stick the landing.

This is a game about the war for Arrakis itself. It puts the conflict between House Atreides and House Harkonnen front and centre, delivering the kind of grand, narrative-driven experience that only a dedicated two-player game can provide.

If it continues to impress over repeated plays, I wouldn’t be surprised if it eventually joins the ranks of the genre’s all-time greats.

1. Toy Battle

For anyone active in the hobby of board gaming, seeing Toy Battle on this list should come as no surprise; it’s a phenomenon- this is a game everyone is playing.

With its bright colours, chunky toy soldiers and Saturday morning cartoon presentation, it would be easy to dismiss Toy Battle as a children’s game. I assure you, it’s not.

Toy Battle is one of the smartest two-player games released in years, proving once again that simple rules and deep strategy often make the best combination.

Players deploy units onto the battlefield, each bringing its own unique ability, in an effort to capture the opposing headquarters. The rules can be taught in minutes, but the interaction between unit powers, board positioning and the game’s clever supply line system creates an endlessly fascinating tactical puzzle.

Every decision matters. Commit too early and you leave yourself exposed. Wait too long and your opponent seizes the initiative. It’s one of those rare games where every turn feels important without ever becoming complicated.

Its dominance at the 2025 Golden Geek Awards surprised absolutely nobody. Toy Battle arrived seemingly out of nowhere and immediately established itself as one of the premier two-player games on the market.

Simple to learn, lightning fast to play, yet incredibly rewarding to master, I genuinely believe Toy Battle is well on its way to becoming a modern classic. If people are still talking about it twenty years from now, I won’t be the least bit surprised.

Conclusion and Final Notes

The truth is that I could put this list together 10 times and come up with different games to put into each category, not to mention easily come up with more categories; the goal here isn’t really to make some sort of definitive statement but to expose hobbyists to some games they may or may not have heard of.

To me, a good top 10 list is going to give you a hankering to buy/try something new, and hopefully I have managed that with this list.

Happy Gaming!

Review: Epochs: Course of Cultures – 2025

Designer: Jeffrey CCH

I do enjoy a good civilization game. In fact, if one were to casually browse my gaming shelves (an expedition not unlike cataloguing a particularly nerdy wing of the British Museum), one would find no shortage of grand historical ambitions neatly packed into cardboard. Titles such as Through the Ages, Western Empires, and Nations just to name a few sit there rather smugly, silently judging lesser boxes. One might even say, though only after a modest pause for dramatic effect, that I am something of a connoisseur.

I know, more or less, what I want from a civilization game, but I do delight in being surprised by games in this genre, providing something unexpected. This is precisely where Epoch: Course of Cultures emerges, like a well-dressed time traveller stepping out of a slightly unreliable machine. It presents a civilization-building experience that feels comfortingly familiar, yet curiously novel, an impressive feat that would likely earn a small, approving nod from Sid Meier himself. I would even argue this game has done more for the genre itself than the latest PC disappointment, Civilisation 7, though that is not as extraordinary feat as you might imagine it to be. A topic perhaps for another day.

Overview

Final Score: christmas_starchristmas_star christmas_star(3.6 out 5 Stars)

Epoch: Course of Cultures is, at its heart, an action selection civilization builder, which is a wonderfully polite way of saying, “you will spend a great deal of time making big key decisions and then immediately wondering if they were terrible ones.” Beneath the surface, it carries many of the familiar mechanical bones of the genre, but with just enough curious mutations and original ideas to keep things feeling fresh, competitive, and pleasantly tense in that “I may have just doomed my people” sort of way.

Now, civilization games do have a reputation for being… Chronologically challenged. In that context, Epoch sits comfortably in the middle ground. When compared to titans like Through the Ages or Western Empires, a four-hour playtime feels almost refreshingly restrained, like a historical epic that politely ends before your snacks run out. That said, it’s quite the affair compared to your standard board game play time, especially at the preferred 4 player count.

One of the central concepts behind a good civilization game in my opinion, is that it should feel massive, epic.. sprawling even. That approach however, usually comes with several drawbacks, the time needed to play often being one of the primary reasons you rarely get to play them. I love my Western Empires, but getting 5+ players together for a 12+ hour game is exceedingly rare, so it becomes a beloved dust collector instead.

What Epoch does rather cleverly is take a seemingly simple action structure and quietly turn it into something far more devious. On your turn, you’ll do something wonderfully straightforward: play a card representing a development in your civilization, and then choose an action, settling new lands, advancing culture, investing in science, and so on. All very reasonable, yet that play of a card leads to all the actions that include all the core ideas of civilisation building. Production, technology, construction, trade, etc.. All very civilised. And yet, beneath this calm exterior lurks a deeply strategic, wonderfully thinky puzzle that will have you staring at the board as though it has personally offended you.

And there is quite a lot of board to stare at. The game comes with an impressive collection of pieces, icons, tracks, and other paraphernalia that suggest great complexity. But in truth, mechanically speaking, especially by civilization game standards, Epoch is surprisingly approachable. It’s less “arcane ritual” and more “well-organised chaos.”

There is so much built into your action selection card play in Epoch that it feels wonderfully intuitive and powerful each time you pick something. It’s a decision that will pay out over the course of the entire game, making each action central to a larger, grand strategy.

What truly elevates the experience, however, is how tight it feels and how interactive it is in a way modern games in general have been gradually pulling away from. Every action matters. Every decision nudges your civilization forward in a way that feels tangible and earned, with an impact on the other players directly. This subtle but blatant interaction makes you constantly aware of your opponents, because unlike many modern civ builders, Epoch is not afraid to let you go to war. In fact, escalation towards war is one of the core features of the game. Each player’s choices ripple into yours, shaping your next move, whether you like it or not, it’s really only a matter of time before you clash. This is a refreshing change from many civilization games, which can sometimes feel like a group of people politely playing solo games in the same room, with occasional brushes like “oh no, you took the card I wanted”. Here, the interaction is real, the tension is present, and the consequences are just inconvenient enough to be delightful.

Civilization: A New Dawn shares a lot of similarities as a design with Epoch, both games feature an explorable terrain board and an action selection system that drives the game forward, but unlike Epoch, A New Dawn landed rather flat with me and it was the shortage of meaningful interaction between players that I would blame as the root cause for it.

In its own way, Epoch will challenge classics like Through The Ages, though the question remains, where does it rank in the great scheme of this very robust genre? I don’t think you can get away with making a Civilization builder without comparisons, so we will be doing a bit of that in this review.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Very flashy and usable.  Things are easy to find the iconography is exceptional.

Cons: There are a lot of pieces to this game, and you’re going to need a larger-than-standard table to play it, especially 4 players.

I consider component quality to be important in a civilization game only because these games are, at their core, sprawling puzzles masquerading as historical progress. You are expected to maintain a bird’s-eye view of everything at all times, an impressive feat, given that your brain is already busy calculating the long-term consequences of a decision you made fifteen minutes ago involving what seemed, at the time, to be a perfectly innocent grain surplus.

Analysis Paralysis is not just a possibility here, it’s more of a lifestyle choice. When a single action can ripple five to ten turns into the future, you need clarity. You need visibility. You need iconography that doesn’t require a degree in interpretive archaeology to understand. In short, you need the game to communicate with you clearly, ideally without muttering cryptic symbols like an ancient alien artefact.

Traditionally, this clarity comes from strong, simple rules, but equally important is how the components themselves convey information. After all, if the board looks like a tax form designed by chaos theorists, no amount of good rules will save you and this tends to be the case in many civilisation-building games.

Fortunately, this is where Epoch positively beams with competence. From the cards to the player aids, from the iconography to the general visual presentation, everything is crisp, readable, and, dare one say, rather attractive. It carries a certain aesthetic familiarity that fans of Sid Meier’s work will recognise immediately, as if the game itself quietly aspires to be invited over for tea with Civilization and not embarrass itself.

And it succeeds. This is a production that balances beauty with functionality in a way that feels almost suspiciously well thought out. You will, after all, be staring at this game for several hours, possibly long enough to begin assigning personalities to your resource tokens, so it’s rather important that the experience is visually pleasant. (There are, one suspects, entire galaxies that have been abandoned for less.)

There is no question that Epoch is a sprawling game with tons of “things” on the board, which can be quite intimidating for the average board gamer. This is rather misleading because, despite the very busy board, Epoch is a pretty straightforward game you might compare to your average Euro in terms of complexity.

Like most civilization games, Epoch isn’t something you’ll casually throw onto the table on a whim. It demands time, attention, and a willingness to explain rules to your friends that may, at some point, sound like you are describing the tax policies of a small but determined nation. However, thanks to excellent organisation and intuitive design, the learning curve is far gentler than it could have been. The same game with lesser components would have been far more complex.

In fact, during my very first play, I already felt surprisingly in control, an unsettling sensation in a genre that usually delights in making you feel like a confused ruler shouting at maps. By the second play, it was all strategy, all the time. And much of that ease comes down to components that are not just well-designed, but designed for use.

Well done indeed. Top marks here, no need to consult the Guide on this one.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  It nails civilization building with class while including things that are often omitted in other Civilisation-building games.

Cons: It’s missing historical figures, with technological progress being a heavily abstracted concept that has little impact on the game beyond resource collection.

I suspect this section can be handled with the sort of efficiency normally reserved for highly competent civil servants and improbably well-organised galaxies.

The theme of Epoch: Course of Cultures is civilization-building and history, and I’m pleased to report that it achieves this with very little fuss and a reassuring amount of success. It looks like a civilization game, it plays like a civilization game, and, most importantly, it feels like a civilization game while you’re sitting at the table making questionable long-term decisions. In short: it does exactly what it says on the tin, which is more than can be said for a surprising number of things in the universe.

That said, there is a small crack in the otherwise polished marble.

One of the great joys of the genre is the sense that each civilization has its own identity. That playing Persia should feel meaningfully different from playing Egypt, beyond simply having a different colour and a slightly more exotic name to mispronounce.

Epoch gestures in this direction, offering each nation a minor, slightly quirky advantage you can develop over time. It’s a nice touch, pleasant, even, but its impact on the actual gameplay is… modest. So modest, in fact, that you may find yourself forgetting who is playing what entirely, which is rarely a good sign in a game about civilizations and their supposedly rich identities.

These differences don’t meaningfully steer your strategy, nor do they create distinct playstyles. You won’t find yourself passionately debating the merits of one civilization over another, or dramatically declaring, “Ah, but you see, this is exactly what the Persians would do.” Instead, everyone is essentially playing the same game with very slightly different accents.

There is also a noticeable absence of historical figures. No great leaders, no visionary scientists, no wildly overconfident generals making bold claims about invading Russia in winter. It’s a small thing, perhaps, but these human elements often provide a strong sense of connection to history, anchors that make the experience feel less abstract and more alive.

I think Through The Ages is the king of themes when it comes to Civilization builders, mainly because it’s so all-inclusive of the tropes that you hope to find in a Civilization building game. From the people, wonders, techs and buildings, everything has that Sid Meier feel to it, and this is despite the fact that the game doesn’t feature a map at all.

Here, the world of Epoch is curiously… people-less. Civilizations rise, expand, and occasionally go to war, but they do so without the guiding presence of anyone you might recognise from a textbook, or indeed, from a particularly enthusiastic documentary narrator.

It’s not a dealbreaker by any means. The theme works. It lands. But it never quite reaches that smile-inducing moment where everything clicks and you feel like you’re part of a grand historical tapestry. It doesn’t have that “role-playing” aspect of running a personality.

It’s more… a very well-organised spreadsheet of history. Perfectly functional. Just missing a few memorable personalities and faces.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Solid, streamlined framework that makes the game easy to teach and learn, making it a far more approachable civ builder than the vast majority of its competition.

Cons: It doesn’t really compete with the classics, it’s a fun alternative, but it’s not going to replace anything.

A proper civilization game, in my view, must achieve three things, rather like a good cup of tea, except vastly more complicated and with a higher likelihood of military conflict.

First, it must deliver a genuine sense of growth and expansion. Not just numbers going up (though we do love a good number), but a feeling that your civilization is becoming something distinct. Your choices should matter. Your path should diverge. You should feel, at least in some small but satisfying way, that you are carving your own slightly questionable decisions into the annals of history.

Second, it ought to feel grounded in history, or at least in something that politely waves in history’s general direction. Playing as different civilizations should feel different. Whether you lean into military dominance, technological supremacy, or industrial might, there should be a strategic identity to your choices, and ideally a way to feel quite smug about them when they work.

Third, and perhaps most importantly, it needs to hold up over repeated plays. A civilization game that can be “solved” is about as useful as a guidebook that confidently tells you the restaurant is at the end of the universe but forgets to mention it’s closed on Tuesdays. There must be room for variation, for adaptation, for strategies that evolve based on circumstances rather than habit. There has to be a way for a local meta to form, and the game must have built-in ways to challenge and reforge that meta without expansions. That is the only way to get replayability long-term with a Civilization game.

Now, achieving all of this in a single board game is, frankly, a bit unreasonable. But that is the burden of the genre. When you are competing with giants like Through the Ages and Western Empires, the inevitable closing line of any review tends to be, “It was very good… but X or Y Civ Builder does it better.”

So, where does Epoch land? Well, rather respectably, actually.

It doesn’t kick down the doors of the genre and declare itself emperor, but it does bring enough interesting ideas to justify its place at the table. One of the most notable things it does is reintroduce something many modern civilization games have quietly abandoned: the map.

Not having a map as part of a Civilization building game was a trend created by Through The Ages, and for a time it caught on, which included games like Nations and Age of Innovation, for example. A map brings a much higher level of design complexity, eliminating it is a clean way to avoid some of those traps. It works for some games, but it does feel like something is missing from the experience, even when it works.

It is not just a decoration here. This is, gloriously, a game about actual presence, about being somewhere, owning territory, and occasionally sending small, determined groups of people to stand on it and argue with other groups of people. Much like Western Empires, there is very much a “dudes on a map” experience.

This is important because somewhere along the way, designers occasionally forget that Sid Meier’s Civilization, the grand inspiration for much of the genre, is, in many ways, also a war game. Position matters. Resources matter. Territory matters. And, crucially, these things can be taken away from you by someone who has decided your empire looks a bit too comfortable.

Epoch understands this, it embraces it.

War is present, impactful, and, importantly, expensive. Starting a conflict is not something you do lightly, unless you are either (a) winning and feeling confident, or (b) losing and feeling vindictive. Both are valid historical precedents.

Dudes on a map are handled quite simply with cubes in Epoch, as the actual military strength elements are driven by cards you can purchase. This makes the execution of war simple, but the strategy behind it, when you should do it, how you should do it etc.., that is an entirely different question. Even after several plays, it was not clear to me where war falls in Epoch so far as strategy goes.

There are two main approaches: a more measured declaration that gives your opponent time to prepare, or a full “I have made a terrible decision and will now commit to it immediately” war-monger stance that lets you attack anyone at once. Both options carry consequences, both reshape the board, and both inject the game with a delicious sense of tension.

Now, a brief warning: Epoch has what might be described as an “old-school personality.” Player interaction can feel… direct. Occasionally pointed. At times, even a bit mean. If you are accustomed to modern board games where conflict is more of a polite disagreement than a full-blown geopolitical incident, this may come as a shock. Personally, I think it’s wonderful. But consider yourself warned, this is less pillow fight, more street brawl conducted with spreadsheets.

Perhaps the most elegant part of the design, however, is how it condenses the entire 4X experience, explore, expand, exploit, exterminate, into a single, streamlined core game loop.

You play a card. You take an action. That’s it.

And yet, that one action encapsulates everything: production, development, technology, expansion, trade, governance, and the general sense that you are somehow both in control and one poor decision away from ruin. Each move feels significant. Each turn alters the board in a meaningful way. You are not idly passing time; you are doing things, and they matter.

I especially liked the handling of government in Epoch. Each government type comes with unique benefits ot the exclusion of other possible selections. It’s a tough choice and needs to be made in cohesion with the rest of your general strategy. There is no going back and making a mistake here can be quite costly.

It’s immensely satisfying.

More importantly, it’s intuitive. Unlike some of its more illustrious cousins, Epoch doesn’t require a lengthy lecture on “how to actually play well” after you’ve learned the rules. You understand what you want to do almost immediately. By your second game, you’re strategising with confidence rather than fumbling through historical guesswork.

This is, frankly, one of its greatest strengths as it is often a key weakness in even the best of the civilisation-building genre games. I love my Western Empires, but unless you have played it a dozen times, I’m going to crush you so badly you’re going to think the game is broken, and there is no shortcut to that education but repeat plays. Epoch is clever enough to avoid that problem.

Randomness, another traditional troublemaker in the genre, is handled with a commendable degree of restraint. Yes, the map can favour some players over others (as maps, and indeed life, tend to do), but the advantages are never so overwhelming that you can predict the winner from the opening placement. The game provides enough tools for clever play to overcome a less-than-ideal start, which is exactly how it should be.

That said, no civilization game escapes compromise, and Epoch is no exception.

The most noticeable absence is the tech tree, that beloved web of dependencies where one discovery unlocks another in a satisfying chain of progress. Here, technology is far more abstract. You invest in it, you gain benefits, but you’re not building toward specific unlock paths in the traditional sense. There’s no “research pottery to unlock granaries” moment. It’s more fluid, less structured, and for some players, that will feel like something is missing.

While I was not a huge fan of Fantasy Flight Games, Sid Meiers Civilization, it did include the tech tree in a hierarchy, and that felt quite right to me. You got a strong sense of progress, and “tech advantage” was a concept built into the game.

Wonders, too, lack a certain… well, wonder. Rather than grand, multi-turn projects that define your civilization, they are more transactional, appearing, being purchased, and providing benefits without much ceremony. There is no standing atop your cardboard empire declaring yourself a golden god of architecture. It’s all a bit more… efficient.

War, while excellent in concept, also carries an interesting limitation: it is often too expensive to be used as a precise strategic tool. Instead, it tends to emerge at the extremes, either from a dominant player pressing their advantage, or from a struggling one lashing out in desperation. The nuanced, tactical “check your opponent” war is less common, simply because your resources are usually better spent elsewhere as this is still a game about victory points.

And yet, despite all of this, it works.

The game remains deeply strategic, richly interactive, and thoroughly engaging. Resource management is meaningful, positioning matters, and the sense of building something over time is both tangible and rewarding. It ticks a remarkable number of boxes for a 4X civilization game, even if it approaches some of them from unusual angles.

There is certainly room for expansion, perhaps a bit more depth in certain systems, a touch of refinement here and there, but what’s already here is compelling.

In short: it’s a civilization worth building again.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Plenty of reasons to play it several times, lots to explore.

Cons:  There is a cap somewhere, some limit before you shelv it and never come back to it,  this is not an instant repeatable classic.

It may not be entirely fair, but civilization games carry with them a certain grandeur. They are not simply games; they are events. And when you reach for one on the shelf, you are not just picking something to play, you are making a decision of mild historical importance.

That decision, in my experience, is governed by two variables:
How much time do you have, and how many players are involved?

Tell me those two things, and I will tell you which civilization game to play with the quiet confidence of someone who has spent far too long thinking about this.

Many of these “slots” are already occupied by titans.
Large group, plenty of time? Western Empires, no hesitation.
Small group, plenty of time? Through the Ages, a masterpiece.
Large group, limited time? Nations will do the job admirably.

The awkward gap, the one that has always been a bit of a problem, is small player count with limited time. This is the Bermuda Triangle of civilization games, where ambition goes in and slightly disappointing “filler” experiences come out. Sadly, Epoch doesn’t quite solve this particular cosmic mystery either.

Instead, it settles into the 3–4 players, ample time category, which places it in direct, and rather bold, comparison with Through the Ages and Nations, just to name a couple.

Now, this might sound like a dangerous place to be, but here’s the interesting part: Epoch holds its ground surprisingly well.

In fact, it has a distinct advantage. Games like Through the Ages, as brilliant as they are, can be notoriously unforgiving to new players. Your first few games often feel less like building a civilization and more like being politely but firmly dismantled by someone who understands the system better. Nations can suffer from a similar issue.

Epoch, on the other hand, is refreshingly approachable. It’s intuitive. New players can sit down, grasp the flow, and feel competitive far more quickly. With a bit of light strategic guidance, you can have a genuinely good experience right out of the gate, which is, frankly, a rare and valuable trait in this genre.

It also tends to run a bit shorter than both Through the Ages and Nations, making it a strong candidate when you want something substantial, but not life-schedulingly so. And compared to other games attempting to fill this niche, such as various adaptations of Sid Meier’s board game, it stands out as the more compelling option.

Epoch is a very busy game with a lot of levers, it certainly falls into the “heavy” category by most people’s standards, but I would argue for how involved the game looks, it’s considerably simpler than that. If you’re accustomed to playing Heavy Euro’s, you’re not going to find this game complicated at all. It’s actually pretty straightforward.

So yes, there is absolutely a place for Epoch on the shelf.

The more difficult question is: how long does it stay there?

After three plays, I found myself in an interesting position. I hadn’t exhausted the strategic possibilities, nor had I identified any clearly dominant paths to victory. The game is dynamic enough to keep things engaging, but at the same time, the overall experience didn’t vary as dramatically from session to session as one might hope.

The map provides the most noticeable variation, but not to the extent that it fundamentally reshapes your approach. You adapt, certainly, but you don’t reinvent.

My instinct, always a slightly unreliable but occasionally insightful companion, suggests that after perhaps six to ten plays, the game may begin to lose a bit of its novelty.

Now, to be fair, that is not a damning criticism. Most games do not survive more than a handful of table appearances. In fact, if a game sees five plays, it is already outperforming a significant portion of the hobby.

But civilization games are not most games.

This is a genre where longevity is king. Where titles like Through the Ages can be played a hundred times over a decade, and Western Empires, despite requiring what feels like a small lifetime to complete, still returns to the table again and again because of that glorious grandeur.

By that standard, Epoch may fall just short of true immortality.

It is absolutely replayable. It is enjoyable. It earns its place.
But whether it will still be called upon ten years from now, with the same enthusiasm reserved for the genre’s greatest legends, I find unlikely. It lacked that true… umpf! A terrible description, but fans of Civ games know what I’m talking about here.

Conclusion

Epoch: Course of Cultures is, without question, a very good game. If what you’re after is an engaging, strategic experience wrapped in a historical civilization-building theme, and you don’t necessarily feel the need to compare everything to the sacred texts of the genre, then this is an easy recommendation. Particularly for Euro game fans, it delivers exactly the sort of tight decision-making, meaningful trade-offs, and competitive race for victory points that keeps the brain pleasantly occupied and occasionally mildly distressed.

It is thoughtful. It is strategic. It is, in all the right ways, a game that asks you to care about what you’re doing.

However, and this is where we gently adjust our monocle, if you are a full-fledged civilization-building enthusiast, the sort who speaks reverently of Through the Ages and Western Empires as though they were ancient and slightly temperamental deities, then Epoch may feel like it falls just short of true greatness.

Not because it does anything wrong, but because it doesn’t quite ascend to that rarefied level of “instant classic.” It is not, at least not yet, a card-carrying member of what can only be described as the Civilization Building Illuminati, a shadowy group of games that have achieved long-term dominance over gaming tables everywhere, and possibly influence global events (though this is difficult to verify).

That said, there is something important to note: I still very much want to play it again.

Epoch is a very engaging puzzle; there are plenty of moving parts that create depth in the strategy to keep you invested. I think its a good civilization game. It does not, however, dethrone any of the classics in my opinion. It’s kind of doomed to be an alternative to other Civ games I would rather play, given an allotted amount of time. No objections to playing Epoch, but if you ask me “What Civ Game do you WANT to play”, by default answer is not going to be Epoch.

After multiple plays, it hasn’t worn out its welcome. It hasn’t been solved, shelved, or quietly judged. It remains engaging, inviting, and, perhaps most importantly, fun. And in a genre that can occasionally take itself a bit too seriously, that counts for a great deal.

In fact, I would go so far as to say that Epoch feels almost tailor-made for digital play. A platform like Board Game Arena would suit it perfectly. Its streamlined action system, relatively low mechanical overhead, and clean structure would likely translate into a smooth online experience, one where a full game might be completed in about an hour, rather than requiring the careful scheduling of one’s social calendar and possibly a packed lunch.

And really, any civilization that can be built in an evening, or a very long lunch break, is doing something right.

So no, Epoch may not rewrite the history books of the genre. But it absolutely earns its place among them, and for many players, that will be more than enough.

In Theory: The Historical War Game Genre

This blog has always been a colorful tapestry of wildly different gaming topics, by design, not by accident. But even within that eclectic mix, clear dividing lines emerge. One of the most distinct is the rift between the broader board gaming community and the niche but passionate world of historical strategy and war games. These aren’t just different genres, they’re almost different cultures within the hobby.

That said, I’m living proof that this divide is more imagined than real. Like many supposed boundaries in gaming, it’s built more on perception than truth. While it’s easy to think of historical war gamers as a cloistered sub-group with their own sacred tomes and hex-filled rituals, the reality is far more fluid. Just as many historical gamers dabble in mainstream modern board games, there’s a growing curiosity among general board gamers about the mysterious and complex world of historical strategy.

But let’s be honest, crossing the bridge from mainstream games to historical war gaming can feel like stepping into another dimension. It’s far easier to move from heavy war games to general board games than the other way around. This is because historical games tend to be deep, dense, and unapologetically complex as a default. What a seasoned wargamer might casually call “light,” most hobby gamers would label “brain-melting.”

Take complexity ratings on BoardGameGeek as a perfect example. Twilight Imperium, a game known for its epic length and interstellar sprawl, clocks in at a weighty 4.33 out of 5. That’s pretty high, unless you’re a historical war gamer. Compare that to Empire of the Sun, a game steeped in the Pacific Theater of WWII, which sits at a 4.39. At first glance, a marginal difference. But in practice, these two games are judged by entirely different standards. Empire of the Sun isn’t just complex, it’s an Everest of a rulebook, dense with nuance and requiring perhaps a hundred hours of study even for experienced players. Its 45-page manual is printed in a font size small enough to make a lawyer squint, functionally the equivalent of a 90- to 120-page standard rulebook.

Twilight Imperium is an exceptional game, and I would easily quantify it as an amazing war game, but it does not fit into the historical strategy/war game genre as historical war gamers define their own genre. Being about a war is not enough.

To a hardcore historical gamer, Twilight Imperium might feel like a breezy afternoon diversion, perhaps a 2 or 2.5 on their personal scale of complexity.

My point is this: complexity and depth are relative concepts, deeply tied to experience and exposure. The world of historical war games isn’t just more intricate, it’s built differently, with its own traditions, expectations, and design philosophies. From minimalist components to standardized presentation styles, these games often look arcane and intimidating, which, let’s face it, they are, but there’s a strange elegance beneath the surface.

Today, I want to share a bit about my own journey into this fascinating world and offer some practical advice for those curious enough to dip their toes into the deep waters of historical strategy and war games. Whether you’re a seasoned Eurogamer looking for a new challenge or a curious newcomer intrigued by the lore of real-world conflicts, this one’s for you.

Some Encouragement & Reality

Speaking as a fairly typical board gamer who took the plunge into historical strategy and war games, let me offer a little encouragement and a dose of reality.

First, if you’re going to dive into this subgenre, you’ll need to be self-sufficient. These games often require solo setup, self-directed learning, and more than a few hours of quiet study. This isn’t a genre where you crack open the box, skim the rulebook, and dive in with a buddy over pizza and drinks. Technically, sure, you could try, but you’re more likely to spend the evening fumbling through obscure mechanics, wondering why nothing makes intuitive sense.

But here’s the twist: that’s part of the fun.

There’s something uniquely satisfying about deciphering a complex historical war game on your own. You’ll set it up, stumble through turns, cross-reference rulebooks, and gradually bring the simulation to life. It’s a solo endeavor at first, almost like reading a dense but rewarding novel. Once you understand it, you’re ready to teach it, not from the rulebook, but from experience. And if that doesn’t appeal to you, it’s probably a sign this genre may not be for you. This hands-on, slow-burn learning process is the hobby.

Twilight Struggle is perhaps the most famous example of a cross-over hit that lives in the historical strategy/war game category and is beloved by serious war gamers, yet has found considerable popularity in mainstream gaming. It’s an exceptional game.

Second, and this is crucial, understanding the actual history behind the game is often key to understanding the game itself. Most historical war games fall into the “simulation” category. That means the mechanics aren’t just arbitrary, they’re grounded in real-world events, logistics, and military doctrine. At first glance, some rules might seem bizarre or even unnecessary. But once you dig into the history, why that mechanic exists, what it represents, it starts to make sense. The design isn’t just about gameplay; it’s about reenactment, grounded in research.

In this way, learning a historical war game often involves learning history. If you find yourself fascinated by the “why” behind a game’s structure, why supply lines matter, why political will ebbs and flows, why reinforcements arrive late, that’s a good sign you’re in the right place. If that level of engagement sounds exhausting rather than exciting, though, you may want to reconsider.

Finally, and perhaps most importantly, these games exist in a kind of ecosystem. There’s a lineage of mechanics, design principles, and influences that connect them like branches on a tree. The most complex games often build on systems introduced in earlier, simpler titles. There’s a generational progression, what some call “design DNA.”

For example, jumping straight into Empire of the Sun might be biting off more than you can chew. But games like Washington’s War or Paths of Glory share many of its core mechanics in more digestible forms. They act as stepping stones, easing you into the deeper waters with familiar rules and systems. You’ll find that learning one game helps you understand the next, especially when they come from the same designer or design school. This might be a familiar concept to general board gamers because in kind of works the same way in the mass market. We sometimes call certain games “good introduction games”, for example, Ticket To Ride or Settlers of Catan are often mentioned as good first dives into the larger world of boardgaming. The only difference is that in historical strategy and war games, this tends to be a lot more specific to the target game you want to reach.

That’s why doing a bit of homework goes a long way. Look into game families, designer interviews, and community recommendations. You’ll often find that designers openly discuss their influences, and discovering these connections can help you choose games that fit your current skill level and interests, driving you towards your target game. It’s like crafting your own war gaming curriculum.

In short, historical strategy and war games reward research, patience, and a thirst for learning. If that excites you, then you’re in for a deeply rewarding journey, one filled with rich history, complex mechanics, and a surprising sense of discovery. Your path into the genre won’t just be about finding good games, it’ll be about uncovering stories, systems, and strategies you might never have encountered otherwise.

First Venture

If you’re curious about diving into historical war games, my strongest recommendation is this: start solo. In fact, consider beginning with a game designed specifically for solo play. There’s no better way to test the waters and see whether this niche is more than just a passing curiosity for you.

Thankfully, historical war gaming has a rich and well-established subgenre of solo titles, offering a wide selection of accessible, thematic, and deeply rewarding experiences. Many of these solo games are purpose-built for solo players, meaning the learning curve is often smoother, the rulebooks more forgiving, and the gameplay tailored to your pace.

Even better, these solo titles tend to hover at the lower end of the complexity spectrum, making them a fantastic entry point into the genre. You’ll find more flexibility in terms of theme, length, and mechanics, letting you ease into the broader world of historical strategy gaming without being thrown into the deep end. The best part of solo play is that you can just leave your game up and pick it up whenever the mood strikes you, and that is a huge advantage over trying to put a game night together.

A perfect place to begin is Dan Verssen Games (DVG), a publisher renowned for its high-quality solo-only catalog. DVG has something for almost every historical interest and play style. Want to explore the Age of Exploration? Try the brilliant card-driven 1500: The New World. Curious about command-level warfare? Look into their Leader Series or Field Commander Series, where you take the reins of historical figures or tactical roles across conflicts ranging from the Napoleonic era to modern-day battlefields.

Field Commander Alexander is a fantastic example of a straight to it solo historical war game. It gives you the sensation of control over vast armies as you attempt to achieve conquest in the footsteps of one of the greatest war generals in history.

Whether you want to be a fighter pilot flying missions in the Pacific, a WWII submarine captain, or Napoleon himself masterminding a campaign across Europe, there’s likely a DVG game that covers it and does so in a way that feels personal, strategic, and surprisingly educational.

The key benefit to this solo-game approach is that whatever game you pick, you’ll be laying the foundation for future success in the genre. You’ll learn how historical rulebooks are structured (spoiler alert: they’re different), how to use playbooks and reference sheets effectively, and how certain core mechanics, like zones of control, operational cost cards, influence conflict, supply lines, and turn-based simulation tend to repeat across games. This familiarity becomes invaluable as you graduate to more complex titles and multiplayer experiences.

Starting with solo war games, I think is the best way to go, but let’s talk about the alternative starts, low complexity multiplayer games.

Entry Level Historical Strategy and War Games

One of the most common misconceptions about historical strategy and war games is that they’re defined solely by their connection to real-world events. But in truth, it’s not the historical theme that sets this genre apart, it’s the design philosophy, mechanical complexity, and simulation-based approach that distinguish it from the broader board gaming world.

Take Axis & Allies, for example. It’s a well-known game with clear historical ties, and while it shares some surface-level traits with war games, it doesn’t fully belong to the historical war game genre as enthusiasts define it. It straddles the line, a gateway, perhaps, but it’s ultimately a different kind of experience.

So, while it might be tempting to use cross-over titles like Axis & Allies or Memoir ’44 as stepping stones into deeper waters, the truth is that they offer relatively little in terms of preparing you for the complexities and conventions of true historical war games. These lighter games often strip away the very mechanics that define the genre: logistics, command structures, political abstraction, and long-term strategic depth.

Memoir ’44 is a great title and gives you a small taste of the historical war gaming genre but nothing you learn from this game will prepare you for a typical historical war game in the true sense of the meaning, at least as defined by fans of the genre.

Another important thing to note is that most historical war games are two-player experiences. While multiplayer options do exist, and can be excellent, they’re generally not ideal for beginners. Learning is much easier in a one-on-one setting, especially when both players are invested and focused. For that reason, nearly all the entry-level games I recommend fall into the two-player category. You’ll want a dedicated partner, someone who’s equally curious (or patient enough to let you teach them).

Now, let’s say solo play isn’t your thing. You’re ready to dive headfirst into the genre with a partner at your side. Great news, there are entry-level titles that can ease you in without sacrificing historical depth. In no particular order, here are a few strong candidates I wholeheartedly recommend…

Washington’s War by GMT Games (Designed by Mark Herman)

When it comes to introducing newcomers to the world of historical strategy and war games, Washington’s War is my go-to recommendation, and for good reason. It strikes a near-perfect balance of accessibility, thematic familiarity, and mechanical depth without overwhelming new players.

Here’s why it stands out as an ideal entry point:

1. A Familiar Conflict
The American Revolutionary War is one of those historical topics that most people already have at least a basic grasp of. Names like George Washington, the 13 Colonies, and the Boston Tea Party are common knowledge, even for those who aren’t history buffs. That shared understanding smooths the learning curve and creates a sense of immediate connection with the game’s theme.

2. Elegant Simplicity
From a complexity standpoint, Washington’s War sits firmly in the “low” zone, no matter who’s doing the judging. But don’t let that fool you; it’s rich in educational value. The game introduces several core mechanics found throughout the genre: point-to-point movement, influence/control mechanics, operational vs. event card play, the use of Generals, and Command Units (CUs). Each of these concepts is presented in a streamlined, easy-to-learn form, offering a solid foundation for more advanced titles down the line. These are concepts you’re going to run across in this sub-genre of gaming all the time.

3. Playtime That Respects Your Schedule
Perhaps most importantly, Washington’s War is relatively short by historical war game standards. A full session typically runs about 2–3 hours, a far cry from the all-day marathons many games in this genre demand. That makes it easier to get to the table, easier to find opponents, and easier to revisit regularly.

In short, Washington’s War is a masterclass in approachable design. It captures the essence of historical conflict in a digestible, compelling format, making it, in my opinion, the ideal starting point for anyone curious about stepping into the world of historical strategy and war games.

A bonus here is that this is a Mark Herman game, a name you will become intimately familiar with as you explore this sub-genre of gaming, as he is one of the most prolific and influential game designers in historical war gaming, both past and present.

Sekigahara: The Unification of Japan by GMT, designed by Matt Calkins

In the realm of historical strategy and war games, there’s a subgenre-within-a-subgenre known as block games, and if you stick with this hobby, you’re bound to encounter them. These games use wooden blocks to represent military units, adding elements of fog of war, hidden information, and elegant visual design. Block games are a staple of the historical war gaming scene, and among them, Sekigahara stands tall.

Not only is it one of the best block games ever made (in my opinion), it’s also one of the best historical war games, period (again, in my opinion).

What makes Sekigahara so approachable is how streamlined and intuitive it is. It distills the core mechanics of block games into a clean, smooth-playing experience without drowning players in exception-based rules or overly complex interactions. Better still, it’s a card-driven block game, which makes combat resolution dramatically simpler than many of its dice-based cousins. There are no convoluted CRTs (Combat Results Tables), no constant rulebook flipping. Instead, combat unfolds through card play that adds both tension and strategic depth, all while keeping the gameplay fast and accessible.

And let’s not overlook the setting, feudal Japan, one of the most fascinating and dramatic periods in military history. Sekigahara puts you in the middle of the legendary struggle for control of Japan, fighting to become the next Shogun in a civil war that shaped the nation’s destiny. For anyone who loves samurai warfare, clan intrigue, or grand tactical decision-making, this game delivers.

Beyond the theme and mechanics, Sekigahara does something very important: it teaches you how block games work, the hidden information, the maneuvering, the structure of turns and battles, all in a digestible, elegant package. It’s the kind of game that draws you in with beauty and theme, then teaches you the deeper rhythms of the genre without you even realizing it.

If you’re curious about block games, or just want a fantastic two-player strategy game with historical gravitas and refined design, Sekigahara is an absolute must-play. It’s not only a superb introduction to block games, but it may be the best in the genre.

Holland ’44 by GMT designed by Mark Simonitch

If you’ve spent any time in the historical war gaming world, the name Mark Simonitch probably needs no introduction. He’s a legendary designer known for his brilliant card-driven classics like Hannibal & Hamilcar, Hannibal: Rome vs. Carthage, and Caesar: Rome vs. Gaul—games that blend historical drama with elegant card-driven strategic play. But Simonitch is equally renowned for his work in another cornerstone of the hobby: hex-and-counter wargames.

Among his acclaimed World War II series, which includes Normandy ’44, France ’40, and Ardennes ’44, among many others and my personal favorite is Holland ’44: Operation Market-Garden. It’s the standout title in a consistently excellent lineup.

There are three things that really make this game stand out in my mind as an excellent choice to explore hex and combat warfare on the tabletop.

First, the rules system is intuitive and elegant, especially for the genre. It features core mechanics like zones of control, step losses, terrain effects, and combat results tables, but without the kind of overwhelming complexity often associated with traditional hex-based wargames. It uses a familiar “I go, you go” turn structure, and everything is presented in a clean, logical format that helps you ease into the broader world of hex-and-counter design.

Second, learning Holland ’44 doesn’t just teach you this game, it opens the door to an entire series of similarly structured titles. Once you’ve grasped Simonitch’s system, moving on to other battles in the same line, not limited to but including Normandy ’44, Sicily ’43, Salerno ’43, and more, feels like a natural progression rather than starting from scratch. You’ll already understand the basic rhythms, and each game simply layers on new historical flavor and scenario-specific tweaks.

But the real heart of Holland ’44 is the fascinating historical battle it simulates: Operation Market-Garden, the bold Allied attempt to seize key bridges in the Netherlands in late 1944. The scenario is filled with tension, tight decision-making, and a delicate balance of aggression and caution. The interplay between airborne landings, armored thrusts, and critical chokepoints creates a dynamic and suspenseful experience.

This isn’t a quick game, it will take 4-5 hours so you’ll want to dig in, focus, and commit. But in return, you get a deeply strategic, highly replayable, and richly thematic battle that captures the ebb and flow of this ambitious WWII operation. There’s a unique narrative tension to it, driven by risky gambits and critical timing, especially around bridges and river crossings, that makes every session memorable.

If you’re even remotely curious about the hex-and-counter style of war games, Holland ’44 is a fantastic place to start. It’s approachable, richly historical, and part of a broader system that rewards your time and effort with an expanding world of connected titles. Simonitch’s series isn’t just a masterclass in design, it’s a gateway to a whole new level of historical gaming.

Conclusion

Hopefully, from this article, you got some advice, tips on a few good entry points to the sub-hobby of historical strategy/war games and perhaps found something to research further.

Game selection is, in the end, a personal thing, and I think it would be criminal for me to leave you with just entry-level options without slipping in some of my personal favorites. So in this final bit, I will leave you with a few more entries to consider. These aren’t exactly entry-level games so you will want some experience before diving into these, but I consider them absolute staples of the genre.

Imperial Struggle by GMT Designers Ananda Gupta and Jason Mathews

You’ve probably heard of Twilight Struggle, it’s a titan in the board gaming world, consistently ranked among the top 10 on BoardGameGeek. And while it’s a phenomenal game, it’s not my pick for newcomers to historical strategy games. Instead, I’d point you to a different title from the same acclaimed design duo: Imperial Struggle.

Where Twilight Struggle distilled the Cold War into a tense, card-driven duel of influence, Imperial Struggle goes broader and deeper. It covers the century-long global rivalry between France and Britain, spanning four major wars from the War of the Spanish Succession to the American Revolution. This is a game of world-spanning conflict, military, political, and economic, played out across Europe, North America, the Caribbean, and India.

What makes Imperial Struggle such a strong entry in the influence control genre is how approachable and intuitive it feels, despite its enormous scope. The rules are tight, the turn structure clean, and the gameplay rhythm, once grasped, flows naturally. It’s the kind of game that feels complex in concept but smooth in practice. Within just a few turns, you’ll find yourself fully immersed in maneuvering fleets, shifting alliances, and managing colonial tensions without feeling overwhelmed. You’ll be thinking strategy, no rules absorption.

Even better, the mechanics aren’t overly esoteric. Even if you’re not a die-hard historical gamer, you’ll find the systems relatable and digestible, in many ways more so than its older sibling Twilight Struggle which relied heavily on deck memorization to play it successfully, creating a very high strategic learning curve. The decisions in Imperial Struggle are meaningful, the board state ever-evolving, and the replayability is immense thanks to shifting event dynamics and strategic depth.

I absolutely love this game. It’s one of the crown jewels of my collection, ambitious in design, elegant in execution, and endlessly rewarding to play.

Paths of Glory by GMT designed by Ted Raicer

An absolute classic in the historical war game genre, Paths of Glory was originally released in 1999 and has been consistently updated and refined ever since.

In this game, you command the entirety of World War I from start to finish, using a brilliant card-driven mechanic on a point-to-point map. The claustrophobic nature of trench warfare, the unreliable timing of allies, and the unpredictable escalation of the war are all captured with exceptional nuance; every session unfolds differently.

There are no set routines, no default strategies, no predictable scripts. This is a war you fight on instinct. Yet every decision, every troop movement, every card play, every offensive, is deeply impactful and often dramatic.

When you make a mistake, the consequences are disastrous. When you succeed, you feel like a genius. It’s a game that pulls you in emotionally, and I’ve never met anyone who played it just once. Paths of Glory is practically a self-contained hobby, thanks to its addictive, immersive nature.

It remains one of the finest historical war games ever made and one of the few that captures the full scale and horror of World War I.

Paths of Glory is to historical war games what Agricola is to Euro games, a sort of complex but timeless classic that you could almost say you should play at least once in your life.

The U.S. Civil War by GMT designed by Mark Simonitch

There are only a handful of games I would call a “complete experience” or the “final word” on a historical subject, and The U.S. Civil War is one of them. In my eyes, it’s a masterpiece: a sweeping, deeply nuanced simulation of the entire American Civil War, capturing both the complexity and the inevitability of its outcome.

This game fully embraces the asymmetry of the conflict, as both sides struggle with unsolvable logistical nightmares while fighting a war that often feels impossible to win. It’s not just a historical re-enactment, it’s a “what if” engine. The game asks you: What would you do differently? It gives you the freedom to try, and yet, the more you play, the more you find yourself making the same agonizing decisions the real generals made. It feels like history asserting itself, no matter what path you choose.

That’s the magic of The U.S. Civil War. It’s not only a strategic challenge, but an experiment in inevitability. The simulation is so tight and evocative, it teaches you why history unfolded the way it did, not by telling you, but by letting you live it.

It also happens to be an excellent solo experience. With no hidden information, it becomes a pure strategic exercise, where you’re simply trying to outthink yourself on both sides of the conflict.

This is one of my absolute favorite games. If you’re at all interested in Civil War history, this is the game to play. It’s the crown jewel of the genre.

Empire of the Sun by GMT designed by Mark Herman

The coup de grâce of historical war games, Empire of the Sun is nothing short of a masterpiece. Without question, it is, in my opinion, the greatest board game ever designed, across all genres. It is the final word on what truly brilliant game design looks like.

But brilliance has a cost.

Empire of the Sun is also one of the most complex, demanding, and mentally taxing historical war games in existence. It stretches the very definition of “depth” until it feels like there’s no bottom. A card-driven, operational-level, hex-and-counter simulation of the Pacific War, it pushes the boundaries of what is reasonable to ask of players.

And yet, if you persevere, if you navigate the labyrinth of rules and begin to grasp not just how the game works, but why, you reach a moment of sublime understanding that is unlike anything else in gaming. It’s not just rewarding. It’s transformative. Finding someone else who also knows how to play Empire of the Sun feels like discovering a secret society.

The simulation is extraordinary. Like The U.S. Civil War, you are free to rewrite history, but in Empire of the Sun, the possibilities are endless. You can change the war. Improve on it. Explore it. Reimagine it. The game practically dares you to study history, to go beyond the table and into the depths of books and documentaries, simply to keep pace with what it’s offering you, and each real-world discovery you will be able to apply the game. The simulation is so realistic that real-world knowledge applies.

It is, for the right player, pure bliss. But I won’t pretend it’s for everyone. In fact, I suspect most players will never make it through the rules—and that’s okay.

But if you ever find yourself searching for the ultimate challenge in historical gaming, Empire of the Sun awaits. One of the finest board games ever made, and a towering monument to what this hobby can achieve.

Hope you enjoyed the article, this one was for my historical war gamer readers who I’m almost certain will disagree with just about everything I said, but so it is with historical war gaming. Lots of opinions, lots of personal investment. Finding your own games and routines is a big part of the magic show, so go out there and explore!

Top 10 Gaming Experiences Of 2023

2024 was a great year for gaming for me, but as I started this list originally set to be the best games fo 2023 I realized that a lot of the games that I played weren’t technically games released in 2023. Hence, this year, the list is more about my top 10 gaming experiences rather than the top 10 games of 2023.

I did however create a small section at the end of the article talking about some 2023 releases that I thought where worthy of note.

Ok enough foreplay, let’s get into it!

10. Eclipse: Second Dawn For The Galaxy

I picked up the 2nd edition of Eclipse on a whim, not so much because I felt the 1st edition was so great, quite to the contrary, but because there was so much positive word on this follow-up that I had to try it.

I’m glad I did, 2nd edition Eclipse is a great game, a vast improvement over 1st edition and it hits a sweet spot in the area of science-fiction-based galactic civilization games with an epic feel.

I think to understand what I mean about sweet spot you have to understand that I love my Twilight Imperium when it comes to this genre, it’s my go-to game for science-fiction civilization-building games. This comes with a BIG but, as it is a six to eight-hour game that is pretty difficult to get to the table with a structure that doesn’t exactly speak to my and many other gaming crews universally. In fact in my group we so very rarely play Twilight Imperium at this point, it’s collecting a lot of dust, to such a degree that were it not among my favorite board games of all time I might consider cutting it from my collection.

Twilight Imperium 4th edition without any question in my mind is a much better game than Eclipse, but it’s such a massive all-day event that it is difficult to get to the table. Case in point, it was not played in 2023 at all!

Eclipse 2nd edition on the other hand hits a lot of the same highlights as a game for me but it does it in under 4 hours, or less even if you have a group that knows the rules well.

More than that it’s a game that gets right to the meat of the action from turn 1, there isn’t a whole lot of posturing and political pre-gaming in the game like there is in Twilight Imperium, which means it’s a lot more of a game than an experience. TI4 is very much an event-focused gaming experience but Eclipse manages to be a board game you really can just pull out and play like any other. This puts it in a unique position in my collection.

I still don’t think it’s anywhere close to as good a game as Twilight Imperium is, to me TI4 remains the king of science-fiction-based galactic conquests and civilization-building games, but Eclipse is much easier to get to the table and it is a very fun gaming experience.

For fans of the genre, I think this discussion is well-known and common. Suffice it to say if you’re a fan of Civ-Builders, this is one of the best ones around as it finds that all-important middle ground that allows it to hit the table without a lot of fuss.

9. Viticulture

Strangely enough, this game was on my shelf in shrink wrap for the better part of 3 years before I got it to the table. This year I finally managed to pull it out, learn how to play and get it to the table.

I was very pleasantly surprised by this one. This is a very solid worker placement game with a lot of variation both in strategy (ways to win) and calculation of moves (planning ahead). The game rules were really clear so even when learning to play on the first pass, you are immediately deep-diving into the possibilities, there was no major learning curve. Almost as if all previous experiences with other worker placement games apply and you’re just playing kind of a different take on the same core principles common in all of these types of games.

That said, it wasn’t boring. There are a lot of really clever combinations, it was a very tight game rather than your typical super point structure where one guy has 200 VP’s at the end of the game and another 350. Everyone in our games was in the running with the winner edging out by 2-3 points typically. The game is available on boardgamearena.com which is a great bonus.

Very competitive and interesting game, didn’t overstay its welcome, in fact, it felt kind of short which adds to the pressure of scoring points as soon as possible as much as possible as you could as you can see way in advance that the game would end in a few turns.

Just a good solid, worker placement game well worth getting with plenty of replayability. Great stuff, highly recommended.

8. Sekigahara: The Unification Of Japan

This one was on my must-try list for a very long time, several years at least. I had heard so many good things about it and it checks all my boxes as I love anything based on Medieval Japan, I love war games, I love two-player games, I love card-driven games and I have for so long wanted to try a block game. I was very excited when the game was finally reprinted and became available and snagged it up.

Sekigahara is a part strategy but mostly a tactical game about positioning and outthinking your opponent with a lot of timing-based master planning built into it. It isn’t just about getting your armies in place, but it’s about making sure you have the right cards, at the right time for the right battle.

It’s one of those games where you need to have a plan for the hand of cards you are dealt and the right strategy for the unit position. It’s not enough to have one or the other, this game is all about timing things perfectly.

The game moves at a neck-breaking pace, which is awesome for a war game as you can sit down and play two or three matches back to back. I would say each game lasts at the most two hours and if you have two players that know the rules, you can finish a match in under an hour.

It has a static start, but the dynamics of the game create a lot of variability as so much of the game is focused on the cards in your hand. There is a kind of veteran learning element to the game, if you know the deck and you know the map you are going to have a big advantage over a novice but by the same token, the learning curve is quite short so it doesn’t take long for you to get to a point where you are dissecting the games core properties.

I would not recommend this game to all gamers universally, I think it’s important that you enjoy competitive war games and have a healthy love for card games, as this game does not apologize for being kind of a straight-to-it card-based war game. It’s that, if that is not your thing, this game does not offer or cater to other aspects of board gaming, if it is, this game is right up your alley.

Definitely one of my favorite new additions to my collection in 2023.

7. Vampire: Prince Of The City

This is a bit of a strange one, as it is a game released back in 2006 and it was a completely random unprompted purchase by a member of my gaming crew which made its debut at our yearly big board gaming weekend.

My gaming crew loves all things Vampire The Masquerade, originally a role-playing game made by a company back in the 90’s called White Wolf. The world of darkness is the setting in which Vampires live and these days there are quite a few new games that have come out for this universe including Vampire: The Masquerade Heritage which came out in 2020, Vampire: The Masquerade Chapters (2023) and Vampire: The Masquerade – Vendetta (2020) just to name a few. All great, modern games, but Vampire: Prince of the City is an older model.

Vampire Vendetta, another game in the world of darkness is a much faster and more mechanically driven take on a similar concept. To date, this remains one of my favorite Vampire The Masquerade-based games.

Vampire: Prince Of The City is a game about controlling a modern-day city from behind the scenes through the manipulation of politics and economics. Vampires don’t play by the rules of course, they indoctrinate their pawns using supernatural methods.

In the game you represent an elder vampire that uses influence to take control of areas on a map and the only other competitors are other elder vampires (other players). Players collect “assets” that help them to do this more efficiently of course, which can range from collecting people, equipment or unique strategy cards.

The game is quite long and has quite a bit of diplomacy between players in which they plot against each other, sometimes working together and sometimes betraying each other. The goal of the game is to come out on top, but the game is structured in a way where if two players decide to gang up on you, things are going to become difficult if not impossible. The driving force is of course that when two players work together, often one of them comes out of it better than the other, leading to the inevitable betrayal and restructuring of alliances.

These politics which remind me a lot of the classic game of Diplomacy, are really what pushes the game forward far more than actual mechanical actions players take which is a style of play that is really right in my gaming crews wheelhouse.

The point is that this is not a game you win on mechanics, it’s a game you win through political and diplomatic manipulation between the players, in a lot of ways, its a game of psychology.

This is a very long game and this is probably the only black mark against it and notably one of the key complaints from most reviewers. Its an event-style game but I would say if you are into games that cause heated debates and player-to-player diplomacy, this one brings that sort of playstyle to the table in spades.

Fantastic game in my humble opinion, with a great theme, but not for the faint of heart. This is a bit of a pig that is going to take some time to get done, but so well worth it in my opinion. Exactly the sort of vampire-focused experience that represents the world of darkness setting on which it’s based.

6. Spirit Island

I say this all the time, I’m not a huge fan of cooperative games typically, except when I am and then I love them. A great example is Lord of the Rings LCG, it’s one of my most played and beloved games that I have collected like a total fanatic.

Spirit Island is warming up to be another exception for me. I have only played a couple of times, but this game is just so well designed, so tight, so difficult, and handles the cooperative element so well.

My biggest problem with cooperative games is that when I play, I often feel like I don’t need the other players to win and/or I need the players to do very specific things under my instruction in order to win, so when they take unoptimized actions that cause us to lose (even when I know better) it annoys me. This covers most cooperative games and it’s why generally, I do not enjoy them.

Spirit Island is different because it is far too complex and has far too many moving parts, not to mention unknowns like other player’s cards to a point where micro-managing each other as players is impossible. You just have to rely on each player to handle their own business and leverage their own strategy and ask for help when they need it.

This means that each player has to create and execute their own approach to the game which is supported by the fact that each spirit in the game is asymmetrical. Everyone must be generally aware of high-level events and be ready to assist others who run into trouble why dealing with the problems on their side of the board.

This setup is quite fantastic in particular in the scope of the game’s very high level of difficulty and increably diverse dynamics. There is so much going on in this game, so many different strategies thanks in large part to the huge diversity of “spirits” players can select. Each spirit has its play style, its special powers and power cards.

It’s a really deep and very long game, a gamer’s game essentially, definitely not for the dabbler. There is a big learning curve both to learn how to play and how to play well. There is also a lot of levels of difficulty so you’re never going to find a way to “beat” the game, its replayability is effectively unlimited.

Fantastic game in my book, definitely deserving of all the awards and praise it has received over the last couple of years since its release. Highly recommended, but only for the truly fanatically hardcore and highly dedicated gamers, this is not something you pull out on family board game night.

5. Lord Of The Rings LCG

My all-time favorite solo and cooperative game.

Like almost every year since I started collecting, Lord of the Rings the LCG has been a central part of my weekly gaming routine. It’s a rare week that I don’t pick up a game or two of LotR LCG, it has been and continues to be one of my favorite games to pull out.

Now I normally play this cooperative game solo, but this year I managed to get a few multiplayer games going and like me, my gaming crew enjoys this one as well. Of course, the big fun of this game is getting super into it, building your own decks, creating your own solutions to the countless quests that have been released for this game as well as doing the big campaign. Not everyone gets into the game on that level and frankly, as a dabble it’s okay, but this is a game for fanatics who are ready to do serious deck building and that means collecting. Still, it’s a lot of fun to play on any level and pretty easy to do as this game has a pretty low learning curve.

I have talked about this game so many times on this site, I don’t see any reason to say more, just have a browse, there are plenty of articles about this one. I love it and true love lasts forever!

4. Caesar: Rome vs. Gaul

The card-driven influence control genre which at this point has become quite broad is one of my favorite in board gaming. This includes games like Washingtons War, Twilight Struggle and Imperial Struggle just to name a few.

I have introduced this particular one to several people this year, members of my gaming crew as well as my brother-in-law who is a bit of a board gaming dabbler.

Each time this one comes out, it gets solid reviews across the board from everyone which is more than I can say for all other influence control games that tend to be a bit more niche. Not to say that this is the best of the bunch, in my opinion, it’s not, that honor falls to Imperial Struggle. What I find to be the core reason this one tends to do better is that in Rome vs. Gaul thanks to its dichotomous sides, one being (Rome) far more difficult to play and succeed at and one (Gaul) being much simpler, it works great for introductions.

The end result is that the first-time experience is fun for both players (experienced and novice) and creates a great competitive game. This tends not to be true about most influence control games that have many specialized strategies. Typically when teaching someone something like Twilight Struggle, as an experienced player you are going to crush your opponent the first 5-10 games before they catch on.

That however I don’t think is the only thing that separates Rome Vs. Gaul. I think it has a cool historical theme, looks amazing on the table and has very clear winning conditions that are easy to grasp without a heavy chrome layer of exceptions. It’s just a very intuitive design, a great competitive take on the card-driven influence control genre.

Its main flaw is that once both players become experienced with the game you will find that winning as the Rome player becomes exceedingly difficult, there are just too many almost impossible-to-overcome Gaul strategies so the game tends to be a bit unbalanced when two players of equal skill are playing the game. I find the game needs some house rules to correct this.

That doesn’t change my opinion about it as I find most of the time when I pull it out I’m dealing with a new or less experienced player and this game is great for that purpose.

Highly recommend this one if you are a fan of CDG influence control games like Twilight Struggle and Washington’s War in particular.

3. Great Western Trail

I play a lot of Great Western Trail, mainly because it’s available on Boardgamearena.com. As of this writing, I have played 110 games with 35 victories. That is a lot of Great Western Trail and most of that I did last year which means I was averaging several games a week.

I think a big part of the reason I like Great Western Trail is that each time you play you must be adaptive. There is no winning formula, the circumstances of each game are different and what your opponents are doing matters a lot in this game which is not always, in fact, rarely the case in Euro games like this. This is a game where after 110 games, I can still get completely crushed because of circumstances and risky moves that did not pay off. It’s really what I love about the game, it remains a challenge to win no matter how much I play it.

The interaction between players in Great Western Trail is subtle but profound and I think it does a great job of being simultaneously easy to learn but deep strategically. I think its one of the most unique and intriguing Euro games that has come out this side of the decade.

It’s without a doubt my current favorite, chill back and play game and I find every time I go to boardgameareana.com for a fix, this is the one I reach for. I own the hardcopy as well and every time I pull it out with my friends or family it lands well.

Just a really good all-around board game for all occasions. It’s my go-to Euro game.

2. War Room

The truth is that my gaming group and I play War Room once per year on my birthday since I got it a few years back. It’s become something of a tradition at this point but this one never disappoints. I can remember the details of every game of War Room I have played and it’s always a great time.

This is not a particularly deep game, it is, for the most part, a bit more complex version of RISK or Axis and Allies and while I know some people take it quite seriously as a war game, for me, this is just a good time in a box. For my gaming group it’s more of a fun party game where we play war for the day, roll some dice and come up with new inside jokes that will play out for the rest of the year.

I do love War Room as a game though, I do think it’s a fun strategic puzzle and there are plenty of great/difficult decisions to make and you can in fact get pretty serious with it. Given how long and huge it is, this is not a game you just spring on a group, so I can understand why many group give it this serious treatment. This is an event where you have to arrange food, snacks, and drinks and make a whole thing out of it, because 12 hours is about the average play time. It’s essentially a kind of party war game to me.

I love it, it’s been my favorite board game of all time since I discovered it and I think that will remain to be true for a long time.

1. Empire Of The Sun

Empire of the Sun is a very complex game and is not recommended for the uninitiated.

There is no question that all my really serious and competitive gaming in 2023 was done with Empire Of The Sun. I have completely abandoned any hope of ever getting this one to the table with my local gaming group, it’s just too big of a commitment for them and it’s too niche so this year I went online to search for opponents.

I found plenty and ever since I have had several active games going online over vassal of Empire of the Sun and it has become an absolute obsession for me. This highly complex game with a massive learning curve only works when you have two players completely dedicated to not only learning how to play but enforcing those rules with impunity.

I found exactly such opponents and I have been overthinking this one for the entire year and it’s been an amazing experience.

While War Room is my favorite game of all time, Empire of the Sun is the best game design I have ever run across. Mark Herman is a genius in my book and I have said it before, but this is the Mona Lisa of his career.

In Empire of the Sun you execute World War II in the Pacific Theatre as either Japan or the Allies in extreme detail on an operational level. It boasts an intimidating 50 page rulebook with a ridiculous amount of chrome for what I can only describe to be one of the best simulations you will ever experience.

I do not recommend this to anyone except the most dedicated fan of war games. This is not something you dabble or “learn to play”, this is the equivalent of studying chess as a hobby. You will spend hundreds of hours studying every unit, every detail of the map, and every rule that governs the game and creates endless strategies for you to test. It’s exhilarating if you are into that sort of thing, it’s a complete nightmare of a board game if you are not.

I love it with a deep passion.

2023 releases worth a mention

I’m not the sort of gamer that chases the cult of the new anymore and I find that my gaming selections are more based on what I already love than chasing the dragon. That said there were a few interesting games that came out this year and I think they deserve some mentioning for better or worse.

Hegemony: Lead Your Class To Victory

This one is gaining a lot of momentum in the gaming community, slowly climbing the boardgamegeek ladder and for good reason. Without question one of the most interesting designs on an unusual subject. It’s an asymmetrical game where players work together to develop a functioning society represented by each player acting as a part of the government or social order. Based on politics and economics, this is a game about governing, a combination of cooperation and competition. It made my must-buy list in 2023.

Star Wars: The Deckbuilding Game

I know, we need another deckbuilding game like we need a hole in our head, but ever since Star Wars Destiny tragically ended, finding a replacement for it has been something of a desire I suppose. There are a few games actually in the works, but this one made its debut in 2023 and it certainly looks to be the frontrunner.

Great art, simple mechanics with a straight to it approach in the competitive dueling space.

Deck building games of course require the game to have longevity, which is the most difficult element to asses at the start of a games run. Star Wars Destiny for example started out on fire in terms of popularity, but petered out quite quickly and didn’t survive its adolescence. A common problem in the collectable card game space, a fate that may very well be in this games future.

That said, I’m always hopeful and this one certainly has my attention.

Washington’s War by GMT games 2010

Designer: Mark Herman

In recent days I have played quite a bit of Mark Herman’s classic Washington’s War yet despite the game being number 15 on my top 20 games chart I did back in February 2022 and No. 6 in my Top 10 War Games I did in 2020, I’m yet to do a proper review on it. It’s a long past due oversight that I really wanted to correct and so here we go!

Mark Herman is a brilliant designer, a statement I make without hesitation and he made a big splash as the founder of the influence struggle and historical CDG war game genres in a single game called We The People in 1993. This led to a number of what are now considered classic historical war games in their own right that used these mechanics like Twilight Struggle, For The People, Empire of the Sun and Paths of Glory just to name a few. It was, to say the least, a pivotal moment in game design history that lead to the release of Washington’s War which is for all intense and purposes the 2nd edition of We The People.

It would not be an overstatement to point out that while We The People sparked an evolution in the historical war game category, breathing life into two different genres of historical war games it remains wildly underrated. Washington’s War, its follow-up, is really no different, in my mind it is one of the most criminally underrated games in all of board- gaming sitting in a shockingly disgraceful 730 on BBG as of this writing.

I will be the first to admit that We The People lacked the visual appeal of a mainstream game, it certainly does look the part of a complicated historical war game. This likely contributed to its shockingly underrated status.

Washington’s War is a game about the American founding father’s struggle to create a new nation out of 13 fledgling colonies as they opposed the British Empire in what has got to be one of the most fascinating pieces of history there is. The Revolutionary war is chock full of extraordinarily interesting personalities, political struggles that make The Game of Thrones look like child’s play and some of the most vicious military engagements in all of American history. Washington’s War manages to squeeze all of that history into a game that is easy to teach and learn while remaining streamlined to precision.

I love the influence struggle and CDG category of historical war games, my collection is full of them, but Washington’s War is the only game in my collection that I feel comfortable in pulling out with just about anyone. Whether you are a Eurogamer, casual dabbler, or a serious historical war game fan, you will fall in love with this games incredible back-and-forth tension. It is not just a great historical war game for historical war gamers, it is just good gaming period by any measure.

Twilight Struggle is a mainstream hit coming out of the historical war game universe, but it’s really odd to me. It’s a complex CDG based on the Cold War that has a fairly steep learning curve. It wouldn’t even be in my top 3 CDG influence struggle games I would recommend as an entry point into the genre.

Now I have played my hand a little here, clearly, I’m a fan but given the accolades it has already received on my site over the last few years, I don’t think it should come as a surprise to my more frequent readers. The devil is in the details however and while I would describe this game as a good time in a box, I think it’s fair to say I owe more of an explanation to this review, so let’s dig into the revolutionary war!

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.2 out 5) Great Game!

Washington’s War is an asymmetrical influence struggle CDG (Card Driven Game) war game. That is a mouthful, but given that We the People, the 1st edition of Washington’s War effectively created this style of game, it’s perhaps reasonable to explain what it actually is even if we have already watched this genre evolve over the years in so many other games.

In Influence Struggle CDG’s like Washington’s War, players take turns playing cards which they use to execute actions on a point-to-point map. In our case the map of the eastern United States where the revolutionary war takes place. One of the key elements here is control of different areas via influence tokens called Political Influence in Washington’s War which represents the political control the Americans or British have in an area in any of the 13 colonies.

The object of the game is to have sufficient political influence markers in each of the colonies to control them and essentially whichever player controls the most colonies by the end of the game will win the game. Technically the US needs to control 7 colonies while the British only needs to control 6 of them to win.

The catch is that there are also generals and armies on the board who can take these areas by force, so part of the game is also using actions to move armies around and engage in battles to force your influence onto the board.

The different cards also have event effects, special actions players can take when playing a card. These events represent different actual or hypothetical events from revolutionary war history. There are also several unique conditions and phases in the game like Winter Attrition for example that represents the harshness of the winters and the complexity of keeping standing armies in the field in this era. These various unique conditions create the challenges players must contend with as the war progresses.

Suffices to say that description is probably insufficient to really get a feel for the game, but I think what is most important to understand is that this game like all influence struggle CDG’s is about board control, timing, and about the back and forth tension between players as they vie for power on the point to point map. Since We The People, we have seen many games in this genre that leverage this mechanic, most famously Twilight Struggle. Washington’s War however takes a much more rules-light and less restrictive approach to this style of play.

The war plays out on a point-to-point map like many influence struggle games, but Washington’s War definitively falls into the “War” category of games where some influence struggle games have a more debatable status in that regard. In Twilight Struggle for example you do not move armies about the board and engage in battles.

Most notably, players share a deck and cards don’t have as many multiple uses as many games in this genre do where a card is both an event and an “ops value”. Instead, cards either are events or are actual ops cards (1, 2, and 3 ops). This makes the decision matrix for Washington’s War much simpler, in fact, in the influence struggle genre, it actually makes Washington’s War one of the lightest and most approachable games in the genre.

More importantly perhaps is the fact that Washington’s War has few exception-based rules, which is very commonly seen in historical war games and is by far the primary reason in creating a division between mainstream and historical war games. Historical war gamers love their “historicity” (made-up word, I know). What it means is that historical war gamers have a far higher tolerance for heavy rules implementations and rules exceptions as long as those rules breathe historical simulation into the game and this road can go quite deep in many historical war games. Washington’s War, while it certainly is historical, does this more with core rules rather than exception-based rules. What this boils down to is that though Washington’s War has not really become a mainstream game, there actually is no reason for it not to be. This, like any other board game, has straightforward rules that anyone can learn and is actually a lot simpler than many if not most Euro games mainstream gaming communities readily play.

That leaves the question, what is it about Washington’s War that has prevented it from crossing over to mainstream gamers as Twilight Struggle did? Is there a problem?

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: GMT is a great publisher that never has never disappointed me and in Washington’s War they once again nailed it.

Cons: Looks deceptively like a complex war game which it most certainly is not, hardly a complaint but my explain why it’s not as mainstream as it deserves to be.

As a courtesy to the reader, I will make this brief, this is a GMT production which means that by default all components are top-notch quality. From the gorgeous and sturdy gameboard to the thick card stock and counters, everything is made to last with a wonderfully clear presentation.

It’s fair to remind readers that GMT is a historical war game publisher and while the component quality is definitively top-notch, rarely do we see miniatures in GMT games. This is largely a courtesy to keep costs down and the result of game pieces in historical war games having information on them relevant to gameplay as is the case with the cut-outs in Washington’s War. This is not a flaw, but a feature.

The rulebook is super clean and precise, the game includes a playbook that is so good you can almost learn how to play the game without reading the rulebook and just following along with the playbook. Finally, the game has the best reference cards I have ever seen in a game, so well thought out that once you play one turn of the game you aren’t likely ever going to have to reference the rulebook again as the reference sheets have everything you need to play the game on them.

Short and sweet, the components of the game are pitch-perfect. Nothing is overcooked, it’s just right, no complaints from this reviewer.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Washington’s War has just the right amount of nuance to breathe life into the fascinating history of the revolutionary war without overwhelming you with rules “chrome”.

Cons: Veteran historical war gamers looking for a deep and/or complex revolutionary war simulation may not find what they are looking for here.

When it comes to the historical war game themes, it’s always a matter of taste on how much simulation, replication and historical accuracy a person wants in their game. I’m of the opinion that a good historical war game will allow you to play inside a historical period, but keep the scripted elements of the game to an absolute minimum. I don’t want to replicate history or follow along some historical path forced on me by the mechanics of the game, I want to be put in a position to make the same decisions the commanders and leaders of the time had to make and ultimately find my own path to victory in a sort of alternate history of the subject matter.

In this vein, Washington’s War is ideal because while the game has all of the elements of the revolutionary war including the important personalities, events, locations and abstracted conditions of the period, how the game plays out is not going to reflect the actual history of the revolutionary war. From the very first action to the last, you are going to inevitably change history.

Despite this a-historical execution, the game still captures the period perfectly from the asymmetrical sides and unique conditions they had to contend with to the interesting political events and personalities involved all making an appearance in the game. What changes are elements like when the French join the war if ever, or when if ever the declaration of independence is signed. Does Washington get captured during the war? Does the continental congress get dispersed? Do the British win or lose the south, can they use their dominance of the sea to win the war? All of these aspects of history are thrown off their axis in some form or another, many historical events may or may not ever take place and much of what does and doesn’t happen in your version of the revolutionary war history will depend on card draw, dice and most important decisions you make as a player.

I found the game to be extremely thematic, hitting the high points of the revolutionary war in particular in the way the Americans struggle to have a military that can face the British, the difficulties of the Americans to bring the French into the fight and the tough challenges of trying to control a country that was really quite divided on the subject of independence. Washington’s War feels like a game on the revolutionary war in every regard, yet doesn’t impose the history on you for posterity. It allows the a-historical outcomes unapologetically and as far as I’m concerned, this is exactly what I want out of any historical war game.

I found that every game of Washington’s War played out wildly different while always maintaining these struggles that were part of the history of the period. More importantly, however, these struggles are imbued into the mechanics so they feel natural rather than scripted, nor are they infused with a lot of exceptions to force the subject. Certainly, you are going to make some of the historical decisions as did the founding fathers because they make sense, but often I found myself in what-if moments, the execution of which is exciting and tense and triggers discussions with your opponent about the history of the game.

One of the ways Washington’s War really comes to life as a historical game is the uncertainty of the conflict. There are never any breakthrough moments in the war, there is a lot of attrition, a sort of push and pull where no matter where you push and win, it always results in you having to pull back somewhere else. This creates great tension in the game, really giving you that sensation of being an underdog as the American, while making you feel powerful as the British. Yet despite this, the game has incredible balance, even within the constraints of the asymmetrical feel each side has and despite Americans being the underdogs and the British being big and powerful, the game never gives the impression that either side has a leg up in the final outcome of the game (war). It is a war that either side can win and strategy plays the predominant part in that outcome, which feels both historically accurate and makes for a great gaming experience.

Finally and I mean this as a complement and not a negative comment, the game doesn’t overdo the history. Mark Herman designs very often are so regimented when it comes to history and while in many games like Empire of the Sun which is the driver for the game and ultimately what brings you to the table, Washington’s War relies far more on the strategic play to pull you in. Historical it certainly is, but this is a streamlined machine that introduces the history in subtle ways, while it remains far more a game than a simulation throughout. There are almost no exception-based rules in the game that try to force historical elements on you, which is not often the case with historical games and certainly not Herman’s designs. Mark takes a light-touch approach in Washington’s War and strangely it’s this distancing from exceptions that makes the game feel more historical and thematic, as it all just becomes more accessible.

General Washington for example is represented as a strong commander for the Americans and comes with a special ability allowing him to avoid some winter attrition penalties. This is a very subtle special power and it’s easy to remember because Washington is a unique commander, the game is named after him after all. It’s one of the very few exception-based rules and it kind of just makes sense and is logical enough to be easy to remember.

I really love this approach and I’m reminded of the fact that while I love games like France 1944 and Empire of the Sun, two other Mark Herman designs, I often wish I could play lighter versions of those games that still capture the same historical principles and strategic elements without being so complex and filled with exceptions. Washington’s War really nails this streamlined, more direct approach and I think the result is a far more enjoyable and notably more accessible game which ultimately lets the theme actually flow a lot better. You could almost say that there are fewer interruptions to the enjoyment of the history of the game thanks to a lighter rules approach.

Don’t get me wrong, I love my Empire of the Sun and wouldn’t change a thing about it, but there are countless “if this then that” exception rules that make even playing the game correctly a real struggle sometimes. Washington’s War is a straight-to-the-point type of game that avoids the more common “chrome” direction most historical war games take.

If there are any flaws in the theme and mind you this requires one to get very nit-picky is that the CDG mechanic uses the one deck approach. This means both players draw from the same deck and that British and American events when drawn by the opposite player ultimately get discarded for 1 ops actions as they cannot be used for the event. There are a lot of really cool events in the game that simply never see the light of day in any given game as a result simply because of who drew them and while there is a mechanic in place where opponents can pick up discarded event cards, it typically doesn’t happen as players usually plan out their entire turn based on the cards they do draw. I personally prefer CDG’s where each asymmetrical faction gets its own deck as seen in countless games like Twilight Struggle, Empire of the Sun and Paths of Glory for example. The result of such a setup is that you are always drawing cards relevant to you, and more events hit the table which brings into the game more of the history and ultimately the theme of the game.

I would put this complaint in the minor quibble category based on personal preference rather than an actual issue with the game. It’s just a me thing.

As a whole, I think Washington’s War nails the theme beautifully in this game. It’s just the right amount of rules to get the theme across, there is a lot of attention to detail in the history even though all the various conditions and unique elements of the period are handled very subtly. I’m sure there are games on the revolutionary war that are far more detailed and make better historical simulations, but I think Washington’s War was aiming to be more high-level and abstracted and in approaching the design in this way, it has made this historical game a lot more approachable and easier to get to the table. I don’t think it really sacrifices anything critical with this approach and while I could understand that more serious historical gamers might be looking for more chrome, as a guy who plays in both casual and serious fields, I found this game highly thematic and fun.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star christmas_star

Pros: As a fan of CDG influence struggle games, I’m like a moth to a flame here, I adore this genre and this game.  It’s a fantastic introduction to the genre, perfect for newcomers.

Cons: Washington’s War is based on the We The People formula which while great and revolutionary (pun intended) is a bit dated compared to how the genre has evolved. 

As simple of a mechanic Washington’s War is, there is tremendous weight in the strategic gameplay of the game, in fact, I would argue that the complexity of the game is quite high when you consider the deployable strategies possible here.

It’s a bit like chess where you can learn the rules easy enough, but becoming a good chess player is a considerably more robust topic.

For one Washington’s War is a very tight game, it’s really about very subtle motions where placing a token in one place rather than another can have a profound impact on the outcome of the game. That is not to say it’s sensitive to mistakes, but rather that each action really matters. You rarely make irrelevant decisions, every move and counter move is important and the whole thing just feels like it has weight behind it, adding to the tension and attrition.

In any given round for example as the British player, you may have the ops cards necessary to move a couple of units, place a couple of tokens and perhaps play an event. That is not a lot of activity in the big scheme of things, but because the game is relatively short and exactly when the game will end dynamic, these decisions can be quite critical and impactful. In fact any round after the 4th round requires you to be vigilant because the game can end quite abruptly so you need to make sure at the end of each round you are in a winning position.

The game doesn’t have this 3-4 rounds from now I will be in a position to win approach to strategy. You need to effectively be winning at the end of every round of play.

Rounds can end because there are cards in the deck that if drawn must be played which define when the game will end and this starts after the 4th round. The tension this brings to the game is awesome.

Generally, the game is about playing cards and taking actions, so the sequence of play is quite simple and like most influence struggle games it’s about having the most pieces on the board you can muster in the right places. You need to control a certain amount of colonies to win and control of a colony is defined by how many political control markers you have in each colony.

The difficulty of this is that each colony has a varied number of spaces that can be controlled, some like Virginia have more than half a dozen, while others like Rhode Island have a single space that defines control of the colony. This means that while more is clearly better, where you put your influence is equally vital. There is a trade-off between controlling a colony with a lot of tokens, which can make it more difficult to take away from you, and colonies that have a small number of control points which are more volatile and more likely to trade hands during the game.

Adding to the mix of this go-like game of point-to-point area control are the armies of each side and the generals that lead them. These armies move about the board forcing their will onto territories and the only method to control their ability to project power by your opponent is with their own armies.

This is where the “war” element of the game comes to fruition and again it’s handled in a simple and elegant manner. The factors that go into the effectiveness of an army are easy to calculate, there is ways to surprise opponents with cards and the dynamic factor of the dice makes outcomes calculable but not reliable. More than that, losses are generally minimal, battles can be won and lost, but armies are not easily dispersed so winning a battle does not mean you sort of breakthrough and dominate an area, but rather just push your opponent back in what really is a war of attrition.

The armies and their commanders on the board have a considerable impact on this influence struggle game, making it definitively a war game.

There is also difficulty in moving armies and this is very asymmetrical and historical. The British have larger and more powerful armies, but they require a higher OPS card to move them, so you are likely going to move them less often. Meanwhile, the Americans have smaller, generally weaker armies that require lower ops cards to move, meaning you are likely able to move them more often. America’s military agility is further supported through two special rules, their ability to intercept and retreat, allowing them to intervene and avoid British attacks.

This game of cat and mouse creates a tense and very thinky mini game where each player is thinking less about outright crushing the opposing military, as this is highly unlikely to happen, and more about trying to position their military in the most optimal points on the map to exert power and control, adding to the influence struggle theme rather than overwhelming it.

Finally, there are a few other elements in the game that I like to refer to as “historical conditions” that create challenges for the players to overcome.

Winter attrition already mentioned, creates a real headache for the American player who is constantly having to contend with their armies dispersing between rounds. There is the struggle to get the French into the game which is pretty vital for the Americans as it brings into play the ability to blockade ports and a much-needed French command with French armies.

For the British the struggle and often the frustration is really dealing with the reality that with the right hand of cards you could really bring the fight to the American’s but the high maintenance commanders can only be moved with higher ops cards, typically 3 ops which means that you really have to plan way ahead and around their stubborn refusal to cooperate with your plans. You are simply never going to have the cards to do exactly what you want and your circumstances continually get worse as the war progresses. Ideally, you want to win this game as early as possible as the British because it gets tougher and tougher as time goes on.

The event cards are a mechanical layer here and while I would say the impact of these cards varies from “meh” to “holy shit”, generally their inclusion is more about infusing the game with theme than it is about strategy. They certainly can play a significant role in the plan of a particular round when drawn, but usually, you are trying to squeeze the events into your strategy rather than building a strategy around the cards if that makes sense. In fact, generally speaking, that is usually how all of the cards in the deck are used. You have a strategic plan and you are trying to use whatever you draw to make that happen, rarely if ever does your hand dictate your plan.

The event cards in the game have varied effects and their usefulness usually depends on the developing situation on the board, sometimes they can have a big game-changing impact, and sometimes they are worth more as a 1 ops action than actually using them.

What can I really say about the gameplay in Washington’s War other than that it’s absolutely fabulous? It’s just such a great tense game, with easy-to-understand mechanics, and lots of great history full of surprises, twists, and turns. It’s just a really fantastic gaming experience, nailed down to a 2-3 hour 2-player game that just works in every way. It’s game design brilliance.

I have no complaints about this game at all but know that my love for CDG-driven influence struggle games likely makes me a bit biased here. I love this genre of games and Washington’s War is one of the most approachable and satisfying takes on this genre out there. It certainly does not replace my love for Imperial Struggle, which I consider the current ranking champion in this genre, but this one is so much easier to teach and learn. I think it’s the best way to introduce new players to the genre.

Longevity and Replayability

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star 

Pros: The game is very dynamic offering endless replayability, you aren’t ever going to play two games that resolve the same.

Cons: The simplicity of the design is a benefit for the purposes of introductions, however all but the most casual of gamers are going to graduate from this one rather quickly.

Washington’s War has a static start and that might give the impression that there is a limited number of plays built in that once you expire them you will have seen everything there is to see.

This is categorically false and I say that from having played this game at least a dozen times at this point. The dynamics of this game are a combination of decisions and strategies implemented, cards drawn and dice rolled. There is just no way two games will ever repeat or even appear similar to each other. Despite the static start, this game is a dynamic rollercoaster, whereas a player you will find yourself trying to unravel countless puzzles this game presents.

There is a lot of replayability here and there is no doubt in my mind that like many games in this genre including the famed Twilight Struggle, this is a game you can play over and over again and always make new discoveries.

Now in terms of longevity, for me personally, after a dozen plays while I’m always ready to go for it again, I find that anytime I have taught someone Washington’s War, my urge is to take the next step with them into more involved and complex CDG influence struggle games.

This game is light and as a veteran gamer, I enjoy complex games and it’s what I want to be playing. Washington’s War for me is a great way to introduce new players to the wonderful world of historical war games and in particular to the CDG influence struggle games, but it is not the final frontier and I want to graduate new players to more robust games. I feel the longevity of this game for most historical war game fans is going to be limited to using it as an introduction to historical war games, game. I would be surprised if two veteran historical war gamers would find the game enough of a challenge long-term.

There are many influence struggle CDG war games like Washington’s War, all of them benefit from the road paved by the evolution of the genre since We The People initially set the standard. It’s perhaps no surprise that as time has gone on, deeper and heavier variants have come out. Caesar: Rome vs. Gaul is a great next step after Washington’s War before moving on to even more robust games like Imperial Struggle.

That said, I do think more mainstream and casual gamers would find this game very satisfying long term. I hope that doesn’t come off as elitist and rude, but the term “complexity” means something completely different in the world of popular mainstream gaming and historical war gaming. As a historical war game, this one is feather-light, but I think compared to most modern-day board games, it would be generally considered a medium, perhaps even heavy weighted game on the complexity scale. The rulebook is 23 pages, practically a pamphlet for modern historical war games but quite heavy if this were say a Euro.

Conclusion

Among historical war gaming geeks like me and fans of Mark Herman’s work, Washington’s War is by many considered his masterpiece, his Mona Lisa. I would personally argue that this honor goes to Empire of the Sun, but certainly, Washington’s War is one of his stone-cold classics, there is no denying it.

Washington’s War is easy to learn and teach, it’s nuances offer a much deeper level of strategy than the mechanics suggest and it does a wonderful job of capturing the theme of the Revolutionary War without being a hard simulation. All of these things combined make Washington’s War an amazing gaming experience and an excellent addition to any fan of the CDG & Influence Struggle genre of games.

I would also make an argument for this game to get more mainstream attention, it certainly has all the hallmarks that have made other CDG’s like Twilight Struggle such smash hits and really I find it surprising that Washington’s War lives in general obscurity. I will say it again for posterity, this is not just a great historical war game, this is just a really great game period and you should not let the stigma of historical war games frighten you from trying it. Any fan of Twilight Struggle will find themselves quite at home in Washington’s War, in fact, I would argue this is a far better and much easier entry point into the genre than Twilight Struggle is.

If there is anything to complain about when it comes to Washington’s War, I’ve certainly missed it. It fires on all cylinders as far as I’m concerned, I give it my highest recommendation for pretty much anyone looking for a great, tense 2-player game, historical or otherwise.