There is no question that, when it comes to tabletop gaming announcements, Gen Con is probably the single most important event of the year. This is where the industry’s biggest publishers pull back the curtain on what they have planned for the coming year and where many of the games we will all be talking about over the next twelve months are revealed for the very first time.
It has been a dream of mine for many years to monetize Gamers Dungeon enough that I could actually justify making the trip to Gen Con myself. So far, I would say the project has been a tremendous success spiritually, just not financially. The site continues to grow, the readership is fantastic, and more people are discovering it every month. I just have not quite figured out how to turn that momentum into a meaningful source of income without compromising what I think makes the site special.
I have always been a bit stubborn about maintaining the hobby feel of Gamers Dungeon. I never wanted it to become a wall of sponsored content or lose the authenticity that comes from simply writing about games because I genuinely enjoy them. Maybe one day I will figure out that balance.
Until then, I will just keep writing.
Thankfully, Gen Con has given us plenty to write about. There were a surprising number of exciting announcements this year, even so far as Gen Con goes, from long-awaited sequels and expansions to entirely new games from some of the biggest names in the hobby.
So, let’s dive into the ten announcements that caught my attention the most.
By the way, if you want to know about what went on at GenCon you can check out the official Lookbook and Program Book here. They went all out again this year, including some really great cover artwork, very much loved it!
10. Wizards of the Coast & Dungeons and Dragons
One of the most important RPG publishers in the hobby is Wizards of the Coast, and the most influential role-playing game on the market is Dungeons & Dragons. Whenever the company takes the stage at Gen Con or anywhere for that matter, people pay attention, and almost every announcement has the potential to shape the direction of the hobby for years to come.
That said, I found myself a little underwhelmed by this year’s presentation, which is why it lands in the number ten spot on my list.
The headline announcement was a collaboration between Dungeons & Dragons and World of Warcraft. The upcoming Azeroth campaign setting will allow players to adventure across Blizzard’s iconic world while introducing familiar races, classes, and locations. It is the beginning of what will almost certainly become a long line of crossover settings for the Dungeons & Dragons brand in the years to come.
Personally, it did very little for me. I play Dungeons & Dragons because I want to experience classic fantasy through the lens of Dungeons & Dragons. If I want to play in Azeroth, I would rather just play World of Warcraft. I understand why Wizards of the Coast is pursuing these collaborations, but this one simply was not aimed at me, and I doubt any of the other crossovers will do much for me either.
The announcements became much more interesting once the focus shifted back toward the game’s own history.
Joe Manganiello, one of Hollywood’s most passionate advocates for D&D, appears set to continue championing the return of Dragonlance. A new Dragonlance book was announced alongside additional sourcebooks and novels, suggesting that Wizards of the Coast is continuing to invest in one of the game’s most beloved settings.
Even more intriguing was the announcement of a Greyhawk project inspired by previously unpublished notes from Gary Gygax himself. If handled with care, this could become something genuinely special for long-time fans of the game.
To round things out, Wizards also hinted that other classic campaign settings could be making a return, with Dark Sun being one of the names mentioned. That is much more my speed. Dragonlance, Greyhawk, and Dark Sun represent some of the greatest settings ever created for the game, and I would happily spend more time in any of them.
Dark Sun was without question one of the more controversial settings from D&D’s past and certainly problematic in terms of replicating content for a modern audience. I do love their decision to lean into adult content and to just throw a mature audience label on it.
Finally, Wizards teased what appears to be a Star Wars crossover arriving in 2027.
Again, I recognize that this is major news, but it did very little to excite me. If I want to play a Star Wars role-playing game, Edge of the Empire remains one of the finest modern systems available, while the classic West End Games Star Wars RPG is still, in my opinion, the definitive tabletop adaptation of the universe.
Interesting? Absolutely.
Important? Without question.
Exciting? Not really.
For me, the real story here was not the crossovers. It was the renewed interest in the classic worlds that helped make D&D the legendary game it is today. If Wizards of the Coast can recapture some of that old magic, these announcements could end up being far more significant than they first appear.
9. Railway Boom
I missed this release from Japan, which is not all that surprising, I suppose, but I do keep a close eye out for any train games; I love them and own quite a few already.
I have always had a soft spot for train games. While I love sprawling economic titles like the 18XX series and Railways of the World, those games demand a serious investment of both time and mental energy. On the opposite end of the spectrum, many lighter train games have left me feeling that they abstract away so much of the experience that they lose what makes the genre appealing in the first place.
Railway Boom, designed by Hisashi Hayashi, looks like it might strike a very interesting balance.
Originally released in Japan during 2025 with extremely limited distribution, this year’s international edition gives the rest of the world a chance to experience it. So if the name has never crossed your radar before, don’t worry. It is new to most of us.
The game revolves around building and managing a railway company through an economic system centered around auctions and investment decisions. What immediately caught my attention is the relationship between auctions and turn order. Strong economic decisions earn you advantages, but turn order determines which opportunities are available, creating an interesting tension where money alone is not always enough.
I have always enjoyed games that ask players to balance those competing priorities. It actually reminds me a little of Smartphone Inc., where timing can be every bit as important as raw efficiency.
From everything shown so far, Railway Boom appears to have the feel of a heavier Eurogame without crossing into the kind of exhausting experience that some economic games can become. It looks substantial enough to reward careful planning while still being approachable enough that I could see it reaching the table on a regular basis.
Another feature that immediately won me over is the inclusion of actual route building. For me, this is one of those essential ingredients of a great train game. Laying track and expanding a rail network creates a direct connection between the mechanics and the theme. It makes me feel like I am actually running a railway company rather than simply manipulating numbers on a spreadsheet.
That is one of the reasons I never fully connected with games like Russian Railroads. As brilliant as the mechanics are, they become so abstract that the train theme starts to feel interchangeable. If you are going to make a train game, I want to see trains, tracks, and networks spreading across the map.
Railway Boom appears to embrace exactly that philosophy.
It is still a bit of an unknown, but from everything I have seen so far, this is one of the Gen Con announcements that has me genuinely intrigued. I will definitely be keeping an eye on this one
8. Final Titan
Final Titan, I think, falls into a similar genre as King of Tokyo: fun, fast, and lots of cool powers. The artwork for this one is outstanding!
As much as I like to think of myself as someone who enjoys dissecting deep strategic games, it would be complete fiction to suggest that those are the only games I play or enjoy. Some of my favorite gaming memories have come from loud, chaotic, completely unbalanced games where the only objective is to laugh until your sides hurt.
Games like Galaxy Trucker and King of Tokyo have earned permanent places in my collection because they understand that sometimes fun is more important than perfect balance or some sort of deep strategy. There is room in this hobby for careful strategic planning, and there is room for absolute nonsense.
Final Titan looks like it falls squarely into the second category.
Designed by Richard Garfield, who has never been afraid to embrace big swings, crazy interactions, and spectacularly overpowered abilities, Final Titan is all about larger than life characters battling it out in a frantic king of the hill style arena until only one Titan remains standing.
From everything shown so far, the game combines drafting, timing, and wildly overpowered combat abilities into what looks like a fast-paced spectacle where the best stories will probably come from the ridiculous things that happen rather than who actually wins.
That is exactly the sort of design Garfield excels at. His games often prioritize memorable moments over mathematical perfection, and I think there is a lot of value in that philosophy. Not every game needs to be a carefully balanced competitive masterpiece. Sometimes the best games are the ones where everyone around the table erupts into laughter because something completely absurd just happened.
Final Titan looks like it understands exactly what it wants to be.
It appears to be the perfect nerd culture filler, packed with outrageous powers, dramatic reversals, and enough chaos to keep everyone invested right until the final turn.
This is one I fully expect to see hitting my table as soon as I can get my hands on a copy. It simply looks like too much fun to pass up.
7. Excalibur
Cool theme, cool genre, but the hidden role and identity games are very hit-and-miss. There are at least as many good ones as terrible ones.
Hidden role games have become something of a family tradition in our house. Whenever we head off on vacation, there are almost always a couple packed into the luggage. Games like Coup, The Resistance, One Night Ultimate Werewolf, and occasionally Bang! The Dice Game have provided countless evenings of laughter, accusations, and just the right amount of friendly betrayal.
The problem is that, after enough plays, even the best hidden role games begin to lose some of their magic. Once everyone knows the strategies and the personalities around the table, it becomes increasingly difficult to surprise one another. That is why I am always keeping an eye out for something new in the genre.
Excalibur immediately caught my attention.
One of the things that often frustrates me about hidden role games is how easily they can be unintentionally spoiled. A player misunderstands their role, accidentally reveals too much information, or makes an obvious mistake during setup, and suddenly half the mystery disappears before the game has really begun.
Excalibur appears to avoid much of that.
Rather than relying on players memorizing a collection of unique roles, much of the gameplay revolves around moving tokens and resolving the abilities printed directly on them. That gives the game a much more natural flow. Once everyone understands the basic rules, the components themselves seem to guide the experience, making it easier for newer players to participate without accidentally giving the game away.
I also like the variety of powers that have been shown so far. My family always enjoys games where everyone gets to do something unique, and Excalibur appears to have plenty of interesting abilities without becoming overly complicated.
The play time is another major plus. Hidden role games tend to work best when they stay short and energetic, and for me anything much beyond twenty minutes starts to lose some of its momentum. Excalibur seems to understand exactly where that sweet spot is.
It also takes a slightly different approach to player interaction. Unlike games such as The Resistance or One Night Ultimate Werewolf, where direct accusations drive much of the experience, Excalibur appears to focus more on deduction through gameplay. Players are trying to determine who controls one of two legendary swords. Holding Excalibur at the end of the game earns you victory, while being left with the cursed sword means defeat.
It is a wonderfully simple concept, but one that seems capable of creating plenty of memorable moments and tense decisions.
This is exactly the kind of game that thrives around my family’s table, and I have a feeling it will be finding its way into our vacation bag before long.
6. Dungeon Crawler Carl
I have never read the books or know much about this universe, but I think games setup for a good one-shot are few and far between. Alien RPG was probably the last one I thought did a good job of it. I’m hopeful.
I have to admit that I have never been a huge fan of role-playing games built around comedy. Games designed primarily as jokes have always struggled to hold my attention. I never really connected with Paranoia, and while I certainly appreciated the wonderfully bizarre nature of Dungeon Crawl Classics, it was never something that stayed on my table for very long.
Dungeon Crawler Carl fully embraces the outrageous tone of the bestselling novels on which it is based. From everything shown so far, this is an RPG that is unapologetically designed to be funny.
Normally, that would be enough for me to lose interest.
But there is a catch.
For quite some time now, I have been looking for an RPG that fills a very particular niche. I want something that works brilliantly as a one-shot, requires very little preparation, and can be pulled off the shelf on a random evening when a few of my nerdy friends happen to stop by. Sometimes you do not want an epic campaign. Sometimes you just want to roll some dice, tell a ridiculous story, and have a good laugh for a few hours.
Surprisingly, that niche is not very well served.
Most modern role-playing games take themselves fairly seriously. Even systems with lighter rules often expect players to invest in an ongoing campaign, and they rarely feel suited to the kind of spontaneous pick-up and play experience I am looking for.
Dungeon Crawler Carl, however, feels like it was almost designed for exactly that purpose.
The premise alone is wonderfully ridiculous. Aliens invade Earth and force humanity into an intergalactic reality television show where contestants must battle their way through an ever-changing dungeon packed with monsters, traps, absurd challenges, and increasingly bizarre situations, all for the entertainment of a galactic audience.
That sounds like the perfect foundation for a memorable one-shot adventure, even if as a campaign, it’s not something I would have any interest in at all.
I also have another weakness that probably works against my wallet. Whenever something becomes inexplicably popular, I simply have to know why. I have to read it, play it, or watch it just to understand what everyone is talking about.
Dungeon Crawler Carl has become one of those phenomena.
So while it sits well outside my usual tastes, I can absolutely see a place for it in my collection. It may never replace my favorite fantasy RPGs, but I have a feeling it could become my go-to choice for those evenings when the goal is not to build an epic campaign, but simply to gather some friends around the table and have a ridiculously good time.
5. Satisfactory: The Board Game
I’m a huge fan of the PC game, and while my faith in crossovers has its limits, I’m really hoping for the best here. I do think the concept is very well suited for the table top.
I should probably begin with a disclaimer. At the time of writing, we know very little about Satisfactory: The Board Game. In fact, there is barely enough information available to form an opinion about what the finished product will actually look like.
That said, I simply could not leave it off this list.
Satisfactory, the PC game, is quite possibly the best video game I have played in the last five years. It completely consumed me for weeks. There is something incredibly satisfying about gradually building these sprawling, beautifully efficient production lines, watching resources flow through increasingly elaborate factories, and constantly finding new ways to optimize everything.
It is an absolutely brilliant game.
Naturally, the announcement that it is coming to the tabletop immediately caught my attention.
The current Gamefound page offers little more than a brief overview of the concept and promises to recreate the experience of building an automated industrial empire around the table. Technically, that qualifies as information, but in reality it tells us almost nothing about how the game will actually play.
Will it focus on engine building? Resource management? Spatial puzzles?
At this point, your guess is probably as good as mine. Despite that, I cannot help being excited.
Every time I see the title, I immediately start imagining all the clever ways its mechanics could translate into a board game. There is enormous potential here. The constant optimization, expanding production chains, balancing inputs and outputs, and solving increasingly complex logistical puzzles already feel like they belong in a Eurogame.
Of course, I am also trying to keep my expectations under control.
Video game adaptations have a very mixed track record. Some manage to capture what made the original special, while others end up feeling like they borrowed the artwork and little else. Translating an experience that unfolds over dozens, sometimes hundreds of hours into a board game is no easy task.
Still, I am choosing to be optimistic.
Satisfactory is one of my favorite PC games of all time, and I would love nothing more than to see it become an equally compelling tabletop experience. Right now there are far more questions than answers, but this is one announcement I will be following very closely over the coming months.
Here’s hoping Coffee Stain’s masterpiece can beat the odds and become one of those rare digital adaptations that truly earns its place on the tabletop.
4. Drillers
The production on this game is pretty over the top, but mostly this pick is based on the publisher’s reputation. I love every single CGE game I have ever bought.
Whenever Czech Games Edition announces a new game, I pay attention.
Few publishers have earned my trust quite like CGE. Time and time again they have produced games that not only impressed me on first play but continued to earn their place on my shelf years later. In fact, if I looked back over all of my various Top 10 lists, I suspect Czech Games Edition would have more appearances than any other publisher.
That kind of track record buys a lot of goodwill.
Drillers is still something of an unknown quantity, so my excitement is tempered with a healthy dose of caution. There simply is not enough information available yet to know whether this will become another CGE classic or just an interesting experiment.
What I can say is that everything shown so far looks incredibly promising.
The artwork immediately grabbed my attention with a unique, colorful art style that has that come-together look, and the production already has that polished look that I have come to expect from the publisher. More importantly, I really like the core concept. I love a cool mech game, and this being about mining, I don’t know why how, perhaps years of Minecraft exposure, but it just appeals to me. It appears to sit comfortably in that middle-weight space, offering meaningful decisions without becoming overwhelmingly complex. That is a sweet spot that Czech Games Edition has consistently excelled at over the years.
If I am being completely honest, though, this entry is as much about confidence in the publisher as it is about the game itself.
Right now, Drillers has not earned this spot through detailed gameplay reveals or glowing previews. It has earned it because Czech Games Edition has built up years of trust with me, and because the game simply looks fantastic. Sometimes that first impression is enough to get a game onto your watch list.
Now it is up to designers Roman Bednář and Adam Španěl, two relative newcomers, to deliver on that promise.
I certainly hope they do.
3. Trials Of Maya
I’m thrilled to get the opportunity to review this one; it’s very much in my wheelhouse!
Even if you attended Gen Con this year, there is a good chance you completely missed Trials Of Maya. It was not one of the convention’s headline announcements, nor was it surrounded by the same level of hype as many of the bigger releases.
For me, though, this is a bit of an indulgent pick.
Everything I have seen and read about Trials Of Maya suggests that it was designed specifically for someone with my rather unusual tastes. I have always had a soft spot for games that do something a little different, especially when they combine strong and unique gameplay with deep world-building and a compelling narrative.
It reminds me a little of Syndicate Foundation in that regard. Rather than simply presenting a game with an interesting setting, Trials Of Maya appears to build an entire universe around its mechanics through a novel and expanded lore. I love that approach. It transforms the board game into something larger with presence, giving players an opportunity to continue exploring the world long after the game has been packed away.
That sort of commitment to storytelling is right up my alley.
To make things even more exciting, the publisher recently reached out and asked if I would be interested in reviewing the game. Needless to say, I accepted, so you can expect a full review here on Gamers Dungeon once I have had a chance to dive into it properly.
Just a few weeks ago I had never even heard of Trials Of Maya.
Now it is one of the games I am most looking forward to playing.
The gameplay itself also looks incredibly promising. The “How to Play” videos already available showcase what appears to be a MOBA-inspired design, with heroes battling over objectives and making tactical decisions that feel heavily influenced by the digital genre.
If there is one thing guaranteed to get my attention, it is a game that blends strategic combat with immersive world-building and a strong narrative foundation.
Trials Of Maya seems to be doing exactly that.
I have very high hopes for this one. Hopefully the finished game lives up to the excitement, because if it does, I think it could become one of the biggest surprises of the year.
2. Star Wars Unlimited
I’m just about ready to call Star Wars Unlimited a modern-day classic; it’s soooooo good.
I have to admit that I have not played as much Star Wars Unlimited over the past few months as I would have liked. Earlier this year it was on my table almost constantly, but lately it has settled into that comfortable place where it comes out every now and then for a few casual games.
That has not stopped me from collecting it.
Fantasy Flight Games used Gen Con to reinforce what was already becoming increasingly clear. Star Wars Unlimited is here to stay.
The coming release schedule is incredibly ambitious. Homeworld arrives this October, followed by the new introductory mini set, Icons, in November. Beyond that, Legacy of Skywalker, System Overload, and Galaxy At War are all planned throughout 2027, giving players a clear roadmap for the game’s future.
Admittedly, much of this information had already been announced before Gen Con, but there is something reassuring about seeing Fantasy Flight Games double down on its commitment. Collectible card games live and die by publisher support, and knowing there is a healthy pipeline of new content makes investing in the game feel much easier.
That is really what excited me most.
It is also worth saying that, even if the game somehow disappeared tomorrow, I honestly think Star Wars Unlimited has already earned its place among the great collectible card games. The foundation is remarkably strong, and the expansions have only reinforced that opinion. Sets like A Lawless Time and Ashes of the Empire have been outstanding, adding interesting mechanics while continuing to capture everything that makes Star Wars such a compelling universe.
Hopefully I am not tempting fate by saying this, but I genuinely believe Star Wars Unlimited has already secured its legacy.
Now it just has the opportunity to become even better.
With another full year of expansions already planned, I cannot wait to see where Fantasy Flight Games takes it next. For me, Star Wars Unlimited remains one of the most exciting games in the hobby today, and it is still right at the top of my must-play list.
1. Lord of the Rings: The King’s Gambit
Excited doesn’t even begin to describe what I’m feeling right now about this game.
I don’t know much about Restoration Games, but with Lord of the Rings: The King’s Gambit, they have definitely got my attention now!
The game is a reimagining of the legendary Star Wars: Queen’s Gambit, one of those wonderful hidden gems that quietly disappeared into tabletop history despite being far better than most people ever realized. The fact that it is returning at all is exciting enough. Rebuilding it around what I consider to be one of the greatest fantasy worlds ever created simply pushes it over the top.
Over the past several months, Restoration Games has steadily released previews, designer diaries, and behind-the-scenes looks at the project. Gen Con felt like the moment where everything finally came together. With a planned release in September 2026, the finish line is clearly in sight.
Queen’s Gambit is, without question, a classic. Sadly, I don’t own this one, I, like so many, missed my chance, and these days trying to get a copy is expensive and difficult.
What impressed me most was finally seeing the game in action.
The spectacular multi-battle structure that made Queen’s Gambit so memorable appears to have survived the transition beautifully. Watching several interconnected battles unfold simultaneously across the table captures the scale of The Lord of the Rings in a way that very few board games have managed. It is ambitious, visually stunning, and from everything shown so far, remarkably faithful to both the original design and Tolkien’s world.
Simply put, it looks incredible.
Of course, I am trying to keep my expectations under control. We have all been excited about games before, only to discover that they never quite lived up to the promise. Until I actually get this one to the table, there will always be that small voice reminding me not to get carried away.
That said…
This is the announcement that excited me more than any other at Gen Con 2026.
If Restoration Games manages to capture even half of what made Queen’s Gambit so special while wrapping it in one of the greatest fantasy settings ever created, they could have something truly remarkable on their hands.
And if they somehow pull it off completely, there is a very good chance this will become one of my favorite board games of the decade.
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.
I get a lot of questions from readers. Some are wild, some are insightful, and some are just thinly veiled excuses to argue about dice rolls. But none show up in my inbox more often than this one:
“Which is better, Star Wars: Destiny or Star Wars: Unlimited?”
Honestly, it’s such a common question that I feel like Obi-Wan being asked for the millionth time if the Force can help you win at sabacc. So fine. Today, we settle this. Lightsabers down, cards up, let’s talk Destiny vs. Unlimited.
Now, if we’re going strictly by canon, this fight is already over. Destiny was discontinued back in January 2020 with its swan song set, Covert Missions. Unlimited, on the other hand, is still very much alive, kicking, and racking up wins like a young Luke Skywalker.
I was sad to see Destiny get discontinued, but I was not terribly surprised by it. The game had a lot of business issues related to supply, and it was way too expensive.
But here’s the thing: every CCG veteran knows that just because something is “out of print” doesn’t mean it’s “out of the fight.” If history has taught us anything (besides never betting against Han in a tight spot), it’s that the old guard sometimes outshines the flashy new kid on the block.
Case in point: Legend of the Five Rings. The AEG original ran for a glorious twenty years, shaping stories, tournaments, and countless arguments about clan honor. The Fantasy Flight reboot barely limped to four years before being retired. By any metric, the classic run was the true Shogun of Rokugan.
Legend of the Five Rings was a complex and deep CCG with a dedicated following, an awesome community, and a very long history. I loved this game; one of my biggest regrets in life was selling off my collection many moons ago. What a fool I am!
But I digress. We’re not here to talk samurai, we’re here for blasters and dice. So let’s buckle in and jump to lightspeed: it’s Destiny vs. Unlimited, once and for all.
What Makes A CCG “good”
Before we can really pit these two games against each other, let’s get our bearings and talk about what actually makes a good CCG. I mean, sure, flashy art and cool tokens are nice, but if that’s all it took, every holochess set on the Millennium Falcon would be tournament-ready. In my book, there are three pillars that matter most.
First: the mechanics have to be balanced. No single meta should be the Death Star of the game, capable of blowing up entire tournaments just by existing. Winning and losing needs to happen on the battlefield (or playmat), not in the deckbuilding phase where whoever owns the shiniest, rarest card automatically wins.
Second: theme matters, a lot. Especially when we’re talking about a galaxy far, far away. If Jar Jar Binks somehow outmuscles Darth Vader in combat, then we’ve veered straight into “special edition” nonsense. A good CCG should feel like the universe it’s set in, so that both fans and players are immersed in the same story.
Third, and maybe most important: publisher support. Sets need to release on a steady cadence, playtesting has to be tighter than a stormtrooper’s helmet, and the collectible element has to actually feel… collectible. Publishers can’t be afraid to step in with bans, errata, or even mid-course corrections when something breaks the game. And when they do mess up (because they will mess up), they’ve got to fix it faster than the Millennium Falcon making the Kessel Run.
Now, sure, there are other things that make a great CCG, but without these three, the whole enterprise collapses. Get these wrong, and no amount of flashy marketing or movie tie-ins will save you.
Alright, let’s talk Destiny for a minute.
Back in April 2018, I wrote a review for Star Wars Destiny where I boldly proclaimed:
“The robust nature of CCGs combined with FFG’s commitment to the product means this game likely has a long and bright future ahead of it.”
Yeah… about that. Let’s just say that prediction aged about as well as Anakin’s relationship with sand.
The truth is, Destiny never really hit hyperspace on any of the three pillars that make a CCG thrive.
Balance – The game looked balanced at first, but cracks started showing up after the first set. These balance issues piled up, whole metas dominated by a handful of characters or combos by the 3rd set. By the end, they would have had to ban entire card types to straighten out the game. It was quite broken in the end.
Theme – They nailed the Star Wars feel, no argument there. Rolling those chunky dice and throwing Darth Vader into the fray felt amazing. But mechanically, a lot of cards just did variations of the same thing, and after the initial hype, the design space started to feel cramped. It was like being promised a galaxy of possibilities and then realizing most of the planets were just Tatooine with a different filter. By the 3rd set, you had dozens of cards that all did things so similar they were practically the same card, and the costs of cards could vary drastically, and rarely did any of it make thematic sense.
Publisher support – FFG wanted to back Destiny; you could sense that they thought they had a big winner on their hands, but the Force wasn’t with them on logistics. Supply shortages, constant delays, and radio silence for excessively long periods meant the community spent more hours speculating on forums than actually playing. By the time new sets arrived, the hype had often fizzled.
Here’s the thing: when Awakenings dropped, Destiny felt incredible. It had that fresh, lightsaber-sharp energy, and it was easy to see why so many of us believed it had a long future. But by the second and third sets, the cracks had become death-star-sized.
The final set of Destiny illustrates one of the key problems of the game: an inflexible design space. They ran out of ideas way too soon, and the games different sets became quite indistinguishable from each other. For the most part, they started to feel very repetitive.
And just to twist the vibroblade a little deeper, Destiny was stupidly expensive. Even by CCG standards, it was pretty ridiculous with a tough entry point for new players. If you wanted to be competitive, your wallet felt it. Big time.
Don’t get me wrong: I still love Destiny despite it all. I’ll happily crack it out for a casual game, and it’ll always have a special spot in my collection. It really is a one of a kind, a true diamond with rough edges.
As a long-term product, I don’t think there was much hope. This game pulled a Boba Fett, awesome in its debut, but swallowed by the Sarlacc pit way too soon.
Star Wars Unlimited
Star Wars: Unlimited landed in March 2024 with all the pomp and circumstance of a new Imperial Star Destroyer sliding out of drydock. The hype was real, the launch was smooth, and yes, it came from the same publisher that once gave us Destiny. Déjà vu, anyone?
But here’s the difference: Unlimited actually nailed the three pillars of CCG success. No gimmicky dice, no fiddly side mechanics, just a straight-up, classic collectible card game. FFG followed a tried-and-true model like they had a copy of The Jedi Path propped open on the table.
The result is a well-balanced, well-supported game that wears the Star Wars theme like a perfectly tailored robe. Every detail feels polished, every release has hit its mark, and the game hums along with the confidence of a Jedi Master. By all practical measures, Unlimited is CCG perfection.
Star Wars Unlimited knows its audience. If you are going to launch a starter set for a Star Wars Game, your opening play is a duel between the two most famous characters in the setting. This was a fantastic starter set, even if you don’t plan to collect Unlimited, its worth getting. It’s that good!
And yet… here’s where the holocron cracks. For all its precision, Unlimited doesn’t really have that wild spark of uniqueness that sets it apart in any way. There are no dice rolling across the table, no risky design choices, no “wow” factor that makes you stop and say, THIS is what makes this game special. Instead, it feels like Magic: The Gathering, just dressed in Star Wars robes.
Don’t get me wrong, it’s a fantastic design. I enjoy it, I collect it, and I’ll happily sit down for a game when the opportunity arises. But I don’t wake up at night plotting new deck builds like I did with Destiny or find myself agonizing over deck-building problems like in Lord of the Rings LCG. Unlimited is a reliable, polished, and thoroughly fun game, but it doesn’t break the mold in any way; in fact, it’s using the most traditional CCG mold there is.
Destinity vs. Unlimited
Alright, the cards are on the table, the dice have been rolled, and the time has come to declare a winner.
And the winner is… Star Wars: Destiny!
Now, hear me out. The logic is simple: if I’m reaching for a game right now, between these two, Destiny is the one I grab.
It’s flawed, no one’s denying that. But it’s also unique, risky, and downright fun. Destiny brought something to the table that no other CCG did: dice. Rolling those chunky, shiny dice, seeing what the Force decides… it’s unpredictable, it’s exciting, and it’s exactly the kind of chaos a Star Wars game should embrace.
Don’t get me wrong, I love Unlimited. It’s polished, dependable, and a joy to play. This isn’t a duel to the death between two CCGs, I’ve got at least a dozen on my shelf, and there’s room in this galaxy for all of them.
When I reach for a CCG, I want something special. Something that separates it from the cookie-cutter card games that populate the universe. Destiny has that spark, Unlimited I don’t thing does. There have been plenty of games like Unlimited, but there’s never been anything like Star Wars Destiny before, and there hasn’t been anything like it since. One of a kind. Risky. A little chaotic. That’s why, in my book, Destiny still rules the galaxy.
Shatterpoint, in my experience, is one of those games I orbit like a curious satellite, drawn in by proximity to someone who collects it, intrigued enough to play from time to time, but still waiting for that Force-tinged spark to pull me fully into the gravity well. I’ve danced around the edge of commitment more times than I can count. I’ve even had Shatterpoint boxes in my cart at Alphaspel.se, but each time, I’ve backed out at the final checkout like Admiral Akbar sensing a trap.
Don’t get me wrong: the miniatures are phenomenal, arguably the finest Star Wars sculpts on the market. The scale is just right, and it hits that sweet spot of the galaxy far, far away: up-close and personal lightsaber clashes, blaster duels, and cinematic showdowns between iconic characters. It’s Star Wars at its most visceral. And Shatterpoint nails that vibe.
And yet… I hesitate.
This isn’t the only game that puts me in this strange force dyad of admiration and ambivalence. Take Marvel: Crisis Protocol, I love the Marvel universe, truly, and Crisis Protocol delivers some of the most stunning superhero miniatures I’ve ever seen, wrapped in a concept that practically screams “perfect game night.” Super squads brawling across a cityscape? That’s pure comic book gold. And still, I find myself asking the same uncomfortable question.
I love all things Marvel, I feel literal pain that I don’t own these miniatures, but for me, a miniature game has to be more than just nice miniatures. Collection and gameplay have to be inseparable partners that live side by side as equals.
Are these actually good games?
In today’s In Theory article, we’re zeroing in on Star Wars: Shatterpoint. I want to break down why I think it might be a great game… and also why I suspect it might not be. Let’s get into it!
Star Wars: Shatterpoint as a premise
When Star Wars: Shatterpoint was first announced, it landed at a time when the Star Wars tabletop scene was, let’s be honest, already more crowded than the Mos Eisley cantina on a Saturday night. I’d spent years navigating asteroid fields with X-Wing, commanding fleets in Armada, and my Legion core box was still sitting half-painted like a forgotten protocol droid in a junkyard. And don’t even get me started on Star Wars: Destiny, that game was my cardboard crack, I was blowing money on it like I won the lottery. It was just… a lot. Too much Star Wars plastic, too many dice, too many rules bouncing around my head.
So when Shatterpoint came along, I made a decision, a prequel-style “this is how democracy dies” kind of decision, to skip it. Not because I thought it looked bad, but because I had officially hit Star Wars saturation. My shelves were already groaning under the weight of the galaxy far, far away. Even my wife, god love her, whose tolerance for my bullshit is significantly higher than I imagine most wives, gave me the stank eye as I was scrolling Star Wars Shatterpoint mini’s on my iPad.
Star Wars Shatterpoint is absolutely gorgeous; there is absolutely nothing in the market today that can compete, in my opinion. From a visual aesthetic perspective, it’s worth collecting these miniatures just for collecting’s sake.
My decision did not discourage my local gaming crew; several of my friends dove in headfirst, and that gave me plenty of chances to test the game out. And not at all that surprising, my first impression of the game was that it was quite brilliant.
Not perfect, but brilliant.
The core concept of Shatterpoint is rock solid. It leans into what makes Star Wars great: iconic characters in dynamic, cinematic combat. Each unit is asymmetrically powered, meaning Obi-Wan doesn’t feel like Maul, and Maul sure as hell doesn’t feel like Ahsoka. The gameplay itself is objective-driven, fast-paced, and surprisingly smooth, no mid-battle rulebook diving, just action.
Even early on, it felt like there was a ton of room for variety and growth baked into the system, a wide-open hyperspace lane for future expansions, modes, and narrative twists. As a premise, Shatterpoint struck me as one of the most clever designs to come out of the Star Wars gaming space in years.
Even as the game’s initial impression had me grinning from ear to ear, reconsidering my decision to pass on it, I could not shake the feeling that something was both familiar and ever so slightly off.
A Lack of Drama
To understand my hesitation, you have to know a bit about my gaming history, and one of my more cockamamie theories about why I love miniature games in the first place. This is important because if you’re interested in Shatterpoint (or any miniature game), you should know what kind of gamer you are. It’s not always just about reviews and opinions; style and preference should always be considered first and foremost when considering a game for your collection.
So, Marvel: Crisis Protocol came out a few years before Shatterpoint, and the two games share more than a few mechanical similarities. In fact, you could argue they’re essentially the same game wearing different thematic costumes. I wouldn’t entirely sign off on that claim; they do have key differences that give each its own identity, but they clearly spring from the same design philosophy: objective-based gameplay first, theme and setting a distant second.
Star Wars X-Wing didn’t really have objectives, and when they were added later, they didn’t really matter that much, but that was ok because X-Wing just tapped into the Star Wars universe feel with perfection. Feel is a real thing, and when you play enough games, you just know it when it’s there, it sometimes really is just that simple with games.
And that, right there, is where my main issue lies.
To explain that issue properly, I need to be clear about what I value most in a miniatures game. For me, theme, setting, and feel come first, not balance, not clean mechanics, not elegant game loops. I see miniature games as an extension of roleplaying; they should feel like small, tactical stories unfolding on the tabletop. If a game can reflect and bring to life its setting through its mechanics, not just its art and models, that’s when I really connect with it.
I’m not sure that makes perfect sense, but basically: I’d rather a game be thematically authentic than mechanically perfect. I want it to feel like the world it’s portraying, even if that means it’s a little clunky or chaotic. The game should simulate the soul of its universe.
That’s probably why I love games like The Middle-Earth Strategy Battle Game, Warhammer 40,000, Blood Bowl, BattleTech, and Star Wars: X-Wing. These games may not be celebrated for their balance or cutting-edge design, but they ooze theme. They play like the worlds they represent. On the other hand, critically acclaimed games like Infinity, Malifaux, or Moonstone, as clever and well-designed as they are, just don’t light that same fire in me. Some I’ve tried. Others I haven’t, because I already know they don’t scratch the same itch.
Take BattleTech, for example. I know it’s not a brilliant design. It’s slow, it’s random, and sometimes it falls apart under its own weight. But it gives me exactly what I want: a messy, explosive mech brawl where missiles fly, limbs get blown off, and heat sinks explode. It’s unpredictable and thematic, and determining a winner is not nearly as important as creating a great memory of that time when X or Y happened. It lives and breathes its world unapologetically, catering to fans of the genre and the story behind the game.
Battletech is an odd mixture so far as games go because the details on a battlemech’s character sheet go further than most RPGs, the rules are thick with unique weaponry and tactics, and the game itself can be excessively long. Yet from a core mechanic perspective, it’s basically a Yatzee dice chucker. You have very limited control over the outcomes of a game, a single missile can ignite an ammo store on your mech and blow you up and it’s game over.
Now enter Shatterpoint, and here’s where my core issue kicks in.
Shatterpoint plays more like a game of chess. Yes, the characters have distinct powers and abilities connected to the Star Wars Universe, but at the end of the day, their job is the same: stand on an objective, push enemies off, and score struggle points to win. It’s a positioning puzzle, a tactical game of movement. Victory isn’t about winning an awesome duel between Vader and Skywalker or taking out the enemy Bounty Hunter or some story arc in the Star Wars universe; it’s about board control, and it’s exclusively and only about that.
The one thing Shatterpoint does well that brings it closer to its theme and makes up for some of the other failures to bring Star Wars to life is the characters. Every character’s powers are distinctly unique and very in tune with their on-screen personas. I think Shatterpoint nailed it in this department.
And that creates a disconnect. It’s supposed to be a game about epic, cinematic duels between legendary characters (that’s on the tin!), but that sense of drama just isn’t there and is often even discouraged. Instead, you get a sterile, tactical experience where the theme takes a back seat.
You may be tempted, for example, to have Obi-Wan descend upon Darth Maul to let them have an epic duel out in the open field because it’s awesome, but everything about that from a gameplay perspective is a mistake. You fight only when it serves the objective, you certainly don’t leave an objective for someone else to grab and it’s far better to send someone less powerful to face Darth Maul to keep him busy, rather than simply fight him for awesome fighting’s sake. That sort of decision-making is not only common but almost mandatory for success. The game doesn’t encourage or reward doing the cool stuff or taking risks; it encourages smart tactical play that serves the purpose of scoring objective points so you can win the struggle.
That might be fine if the struggle had some meaning or story behind it, but unfortunately, that is not the case.
The struggle is a sort of nameless, faceless, inanimate “thing” left undefined beyond the mechanical purpose it serves in the game to determine a winner. You’re not trying to disable the Death Star’s power or blow up the shield generator; you’re trying to score X points before the opponent does. That’s the whole game, every mission is the same, all that changes is some minor thing like which objectives you can score on this round or some quirky special power you might get when drawing a shatter card.
The Struggle Tracker, don’t get me wrong, is a very clever mechanic that builds tension and makes your goals in the game very clear, but it just doesn’t really represent or depict anything. It’s just this abstract thing that’s there to remind you if you’re winning or losing.
Don’t get me wrong, the mechanics are sharp. The game is well-designed. It’s an interesting, engaging system. But the Star Wars theme doesn’t matter to the gameplay itself, nor do the circumstances of the battle have any meaning, being indistinct “brawls” for positional control. Even the objective carries no thematic weight; being nothing more than a “spot” on the field, you need to be within 2 inches to control. It’s all very pragmatic, absent of any meaning, story, or connection to the Star Wars universe. A terrible missed opportunity!
I bring up Marvel: Crisis Protocol in the same conversation because it suffers from the exact same issue. For all the cool miniatures and superhero flair, the gameplay doesn’t reflect the universe it’s based on in any meaningful way. It’s not a battle between Dr. Strange and a multiverse demon to control the book of Vishanti; it’s a contest of who can hold objective A or B long enough to score enough points before the round ends. It’s just absent of the flavor that makes the Marvel Universe, its history, and setting special and fun.
Marvel Crisis Protocol, in a way, is a worse offender in the absence of theme, setting, and story connection as a game. There is literally an unlimited amount of story material on which to build events, missions, and stories for the game. For them to settle on abstract objectives, completely disconnecting the game from this potential, is, I would argue, inexcusable.
Both games, I don’t want to say, feel soulless, but lack a certain commitment to simulating and supporting the theme and the cinematic spectacle you hope to discover when you play them. That’s a harsh critique, I know, but it’s the one thing that keeps me from diving into either of them; no matter how good the sculpts look or how tight the mechanics are, these games more or less boils down to a game of positioning. There is no story, induction of Star Wars or Marvel events, or a meaningful way in which the setting’s epicness comes to the surface.
Is it a fun game? Is it a good game?
Those are relative questions, and when it comes to Star Wars: Shatterpoint, the answer depends entirely on what you think makes a miniature game fun or good in the first place. There’s no objective measure here. It’s all a matter of personal taste, and that’s the exact crossroads where I find myself.
From my perspective, Shatterpoint is a well-designed game. It’s streamlined, it runs cleanly, and there’s very little rules ambiguity. The tactical puzzle is real and rewarding, especially if that’s the kind of game you enjoy. And if you’re the type who thrives on smart plays, tight decisions, and clever planning, then yes, it’s fun. In that regard, it delivers.
And I do enjoy it, at least to a degree. There’s something undeniably satisfying about seeing iconic Star Wars characters brought to life on the tabletop. I’m not completely opposed to brainy, tactical games either. Shatterpoint challenges you to think ahead, adapt, and outmaneuver. It’s a solid mental workout.
But for me, the experience falls short in one crucial area: the connection between game and setting.
Yes, the game has objectives, but they are abstract, disconnected from the world they’re supposed to represent. I love a good mission-driven game, but only if those missions feel rooted in the narrative. If Shatterpoint had objectives that tied into iconic Star Wars moments or scenarios, or even just leaned harder into the drama of its duels, I think it would go from an “interesting game” to a great experience.
Instead, it stops just short. It teases greatness, but doesn’t quite land it. It’s missing something vital, and tragically, that something happens to be the only thing that truly matters to me. The one and pretty much only thing I care about when I play a miniature game.
A good story.
And so ends the anxiety over whether or not I will buy into Shatterpoint.
In the last year, I realized something about my gaming habits and preferences that perhaps I should have, but never did notice. I seem to be a bit of a gaming hipster!? I think…
When I think about the sorts of games I like, regardless of category or genre, I find my tastes are a bit unusual compared to pretty much anyone I know around me. In fact, it’s kind of a problem because I very rarely get to actually play the games I would play if it were exclusively just up to me. Part of this I think, has to do with my age, I have been playing games for nearly 4 decades at this point, at least 2-3 decades more than most of my peers, which might explain my tastes to some degree; nostalgia and all that.
Regardless, in the spirit of Hipsterism, I thought I would talk about my preferences a bit, which, by default, has produced a kind of Hipster list!
What I will do is choose a genre of gaming, and for each genre, I will assume that I have a gaming group raring to play this weekend. Which game would I choose!?
Role-Playing Game
I’m going to split Role-Playing into three sub-genres because I do see RPG’s as something of a quirk of mine and picking just one game just won’t do.
Fantasy – 1st Edition AD&D
The classics in their original form can still be enjoyed thanks to the Wizards of the Coast reprints.
Here’s the thing: I love fantasy RPG’s—truly. I could spend hours agonizing over a top 10 list, shuffling titles around, and second-guessing myself. But one thing is certain: Classic 1st edition Advanced Dungeons & Dragons is one of the most robust and compelling RPG traditions ever created for fantasy storytelling. Hands down.
Note, I did not call 1st edition AD&D a game, because to me, it’s always been more than just that, nor would I exactly escribe it as an RPG by today’s standards. AD&D is unique, a game with a very special approach and essence which did not exist before it in any game and has not been replicated in any games since. Every version of D&D that followed lost sight of this hidden essence, that magic that exists between the game as a rule set and the tradition that was born in Gygax’s definitive work. AD&D as a gaming tradition, an activity, and a collaborative storytelling tool, far exceeded the presumed simplicity of being a rule system and a game. I don’t know that Gygax intended for this to be true about his game, quite to the contrary, I think he was trying to create just that, a definitive rule set with AD&D, but like any art form, happy accidents happen. That happy little accident would never again be repeated, and every edition of the game has tried but failed to recapture the magic of the original.
Mind you, this is not for the lack of trying; in fact, I think most editions of the game have tried very hard to mirror the magic of AD&D, but the truth is that most designers even today can’t fully explain why this original version is different. I don’t think I could fully explain it either; it just is. An intangible quality exists in AD&D that is simply ineffable. As ineffable as it may be, I feel obligated to at least try to explain it, but I say this here and now, this is NOT about nostalgia.
Why do I gravitate toward this strange and inexplicable classic? Because I’ve always believed (as did Gygax) and still do that the most powerful, memorable role-playing happens when players don’t know the rules inside and out of how it’s done behind the screen. In the case of AD&D, it’s mostly because the rules are unknowable, thanks to the cryptic way in which they are described in what I consider the most important book in the RPG hobby ever written, the 1st edition AD&D Dungeon Master’s Guide.
The 1st edition Dungeon Masters Guide is one of the most unique books ever written. It doesn’t just guide you through the process of creating worlds for players to live in, but it teaches you how to present that world in a way that will inspire players to believe in it.
Don’t get me wrong, it’s not a critique of AD&D. Every player, given the chance, will lean into what they know; it’s only natural that when you know the rules of a game, you start using those rules to your advantage as a game. True magic happens when players don’t know how the game works. The less they know, the more they have to trust their natural instincts at the table. Not knowing the rules activates your imagination, and players start acting like people living in a story rather than characters moving through a system. They make choices that feel right, because they don’t have the option to make sure their choices are mechanically sound. This is the magic of AD&D, it refuses you the foundation of rules upon which to make decisions, leaving you to your collaborative imaginations. Some (in fact, most) would argue this is bad game design, but I would argue that it’s perfect game design. It makes the act of role-playing the only avenue for all participants. There is no game here upon which to hang your hat.
And that’s where the magic happens.
Especially in fantasy, where gods walk the earth, monsters lurk in the dark, and magic bends the very fabric of reality. Not knowing how everything works is a feature, not a bug. It creates a sense of wonder, of discovery, of trying things to see what they do. Players aren’t just learning about the world, they’re learning how its very physics of the world operates.
There were many versions of Dungeons and Dragons, both official and unofficial, but every book that followed 1st edition AD&D strived to be a rulebook first, presenting the game as a mechanical architecture for creating a game at the table that everyone, especially players, could understand. Only 1st edition AD&D saw itself as a creative toolkit for collaborative storytelling, targeting the DM as its master.
For me, 1st Edition AD&D will always be my first love and for that it can be easy to write it off as nostalgia and often with old school games this is the case with me, but not so with AD&D. If I had the chance, I’d run a classic game exactly as I believe it was always meant to be played: with a little mystery, a lot of imagination, and just enough chaos to keep everyone guessing.
Science-Fiction – Alternity
I was this close to picking The Aliens RPG by Free League Games. It’s a fantastic system for intense, edge-of-your-seat one-shots. But let’s be honest: once the xenomorphs are out in the open, the mystery that is the Alien movies vanishes, and with it, a lot of the drama. It’s hard to stretch that tension into a long-term campaign without it wearing thin, despite the fantastic game design that went into the Aliens RPG. I love it, but a good foundation for a long term RPG campaign – it’s not. It is a one-shot, nothing more, nothing less.
If Gygax is the pioneer of fantasy RPG’s, there is no question that Bill Slaviscek and Richard Baker were the pioneers of science-fiction RPG’s. Alternity is a master class in how science fiction should be approached as a storytelling game.
So in the end, it came down to a real heavyweight match: Star Wars RPG by West End Games versus Alternity by TSR/Wizards of the Coast. And while both hold their own with style and substance, I give the edge to Alternity for one reason only: The Stardrive campaign setting.
The setting designed by Richard Baker, one of the sharpest minds in the business, pushed Alternity over the top for me. It’s original, ambitious, and packed with the kind of rich lore that inspires long-term storytelling.
The Stardrive campaign setting is an epic tale of humanity’s rise to the stars, and despite being written in the late 90’s, the history of this setting rings more true today than it did back then. It’s a fascinating read, almost as if it’s a prediction.
But Alternity as a system is more than just a great way to bring a setting to life. It’s the unsung pioneer of the d20 era. Before 3rd Edition D&D made the mechanic mainstream, Alternity was already out there, blending class-based progression with skill-based freedom in a way that felt sleek and forward-thinking. It wasn’t just a set of rules, it was a toolkit for building any kind of science fiction world you could dream up. It’s the tragedy of the 21st century that Wizards of the Coast would take the d20 system invented with such perfection and completely botch it over the course of 3rd, 4th, and 5th edition D&D. They had the perfect model for a perfect system and decided to foolishly ignore it, but I digress.
Need spacefaring starships, cybernetic upgrades, rogue AIs, mutant powers, alien civilizations..the list goes on and on! It’s all there. Not just as a flavor, but with clean, well-designed mechanics that make it all sing at the table. There is no science-fiction setting that has ever been or ever will be created that you can’t replicate with perfection with the Alternity RPG.
I still believe that West End Games take on Star Wars is the best version of a Star Wars RPG to date. In effect, it makes Star Wars feel more hard science fiction, unlike the movies that pushed the setting into science fantasy.
Alternity gave us a framework where science fiction didn’t just feel possible, it felt limitless. That’s why, for me, it’s the gold standard for sci-fi roleplaying.
If I was going to run a science-fiction game today, there is no question it would be Alternity. The only exception I would make is for Star Wars, in that case, it would be the West End version of the game.
Other – Mage The Ascension
Over the past thirty years, I’ve run World of Darkness chronicles more times than I can count, and every single one stands out in my memory. There’s something about this universe that sticks with you. It comes in many shades: vampires brooding in neon-lit alleys, werewolves howling at the edge of the apocalypse, and wraiths lost in their own sorrow. But the default flavor has always been Vampire: The Masquerade.
And don’t get me wrong, Vampire deserves its fame. It’s probably the most iconic and approachable entry in the World of Darkness line, and for good reason. But if you came to me right now and said, “Run a World of Darkness game,” I know exactly what I’d pick: Mage: The Ascension.
Like Vampire, Mage puts players in the shoes of powerful supernatural beings. But where Vampire centers on politics, survival, and control over the mortal underworld, something players can more easily connect with, Mage reaches for something far more abstract and far more profound.
One of the big burdens of Mage The Ascension is that it’s focused on a wide range of unique takes on belief systems. It’s one of those RPG’s where everyone needs to read it cover to cover to really understand it, it’s difficult to present it as a GM. White Wolf games require a lot of self-reading because so much of the games storytelling is buried in the details of the setting and aesthetic backdrops, but nowhere is this more true than Mage.
In Mage, your faction isn’t just a club or a bloodline, it’s a belief system. A worldview. And the war isn’t over turf or influence, it’s over control of reality itself.
The Technocracy reigns in the modern age, shaping the world through science, reason, and the rigid laws of physics. But the twist is that, this version of reality is just another kind of magic, one that’s been accepted by consensus. Other mages, the ones who Awaken to alternate truths (the players), fight back not with bullets or blades but with paradigm-shattering ideas. The conflict is philosophical, spiritual, and metaphysical; the journey I can only describe as a mind-bending acid trip.
When you run Mage, you’re telling a story about characters who don’t just cast magic, they reshape the fabric of existence. And the more they push, the more the world pushes back. It’s a game where players don’t just feel powerful, they begin to believe in the power of belief itself.
To this day, I’ve never had the chance to run a full Mage chronicle—and I’ve been itching to do so for years. I love this setting. I ache for the chance to guide a group through its mysteries. If the opportunity ever came up? Let’s just say I’d be all in.
Boardgames
When it comes to board games, the number of categories is ridiculous, and I could make a solid argument for any of them. If, however, you forced me to pick three, forsaking all others, I think this would be the list.
Lifestyle Games – Twilight Imperium
Without question, the single best boardgame ever designed…period.
If I could conjure up a dedicated group of Twilight Imperium fans with the snap of my fingers, I’d be running a weekly game in a heartbeat, and I doubt I’d ever get tired of it. I know because I once had that, and it was and still is to this day, the best boardgaming experience I have ever had. It’s an irreplaceable memory that I will always chase because, in my view, Twilight Imperium is a one-of-a-kind masterpiece.
Twilight Imperium isn’t just a board game. It’s a commitment, a journey, and for those willing to invest the time, it becomes something greater: a lifestyle. This is a game with layers on top of layers. What looks at first like a complex 4X space opera transforms into an ever-evolving, deeply human drama of ambition, alliances, betrayals, and vision.
Yes, it’s long. But that time investment isn’t a drawback it’s what allows the story to breathe. The game unfolds like an epic saga, each session an emergent narrative shaped by the choices, fears, and aspirations of the players around the table. It’s a game that brings out raw human drama, both imagined and real at the table. I have seen how passionate players can get about this game and I thirst for those experiences.
On the surface, Twilight Imperium is a combination of a civilization builder and war game, filled with rich lore, factions with asymmetric powers, and galactic conquest. But dig deeper, and you’ll find a game of psychology, political maneuvering, negotiation, and strategic bluffing. As I like to call it, the real game behind the mechanical one. Every move is loaded with meaning. Every word spoken a ploy. Every silence held can shift the balance of power.
You don’t just play Twilight Imperium, you live it for the duration of the game. You embody your faction’s ethos. You forge uneasy alliances, backstab former friends, and navigate the ever-turbulent currents of the Galactic Council. You calculate every vote, every trade, every fleet deployment with a mix of tactical precision and raw gut instinct.
With two dozen unique factions, dynamic objectives, modular galaxy maps, and endless human variables, Twilight Imperium offers infinite replayability. It’s a true modern masterpiece, an epic that’s far too often overlooked because of its scale and length. But for those who make the leap, the rewards are unmatched.
This used to be a game I played all the time and I can’t think of any gaming experience I miss more, it’s right up there with 1st edition AD&D and Battletech!
Tactical Games – Battletech
Its a cross between boardgaming, miniature gaming and role-playing.
Some might call BattleTech a miniatures game and sure, technically it is. But to me? It’s always been a dice-chucker board game disguised as a tactical miniature game, dressed up in pewter and plastic, pretending to be part of the miniatures crowd while doing its own brilliant thing as a role-playing game. It’s a strange mixture but it works.
BattleTech is incredible for three big reasons.
First, the lore. It’s a sprawling, obsessively detailed tapestry of interstellar warfare, dynasties, betrayals, and battle mechs the size of small buildings. You can trace the fictional design history of a single ‘Mech model, who built it, where it was deployed, how it evolved with more depth and nuance than many real-world war machines. We’re talking more lore than Warhammer 40k, and I don’t say that lightly. If you’re a story-driven gamer like me, this universe is an absolute goldmine of narrative potential. It’s a robust setting that rivals most role-playing games.
Second, the game itself. The core mechanics of BattleTech have remained remarkably intact for over 40 years. In a world where games are constantly rebooted, patched, streamlined, or gutted for new editions and marketing cycles, BattleTech is a white elephant. Buy a rulebook or a miniature in the ‘80s, and your game is still valid today. Still playable. Still awesome. That kind of long-term commitment to players and collectors is practically unheard of in the tabletop world. And here’s the kicker: as of 2025, BattleTech is the third-highest-grossing miniatures game in the world. Proof positive that you don’t need to screw over your fanbase with constant reinvention for a cash grab to make a living in the industry.
But honestly, those first two reasons are just icing on the cake. The real reason you should play BattleTech is this:
It’s a glorious, chaotic, beer-and-pretzels dice chucking tactical slugfest. A crunchy, customizable, story-driven war game where everything that can go wrong probably will — and that’s the fun of it. Yes, there’s tactical play, but this isn’t chess. This is a cinematic, slow-motion trainwreck of overheating engines, ammo explosions, critical hits, and desperate Hail Mary maneuvers. It’s a game where you feel the damage, as your mech gets carved apart limb by limb in a ballet of ballistic fire and reactor meltdowns.
Only one other game I’ve played, Warmachine, gets anywhere near the same granular feel of mechanized combat. Unfortunately, like most miniature games, the constant rule changes, reboots, and updates completely ruined Warmachine. Battletech has stayed the course and remains all about managing your loadout, balancing your heat, and watching as your prized war machine limps across the battlefield, missing an arm and trailing smoke. That’s peak drama. That’s BattleTech.
I love this game. Always have. It’s one of the few on my shelf where pieces I bought in the ‘80s can legitimately still hit the table, no updates needed, no strings attached.
Sadly, like many of my hipster gaming passions, BattleTech isn’t exactly mainstream in my circles. I rarely get to play these days. But if someone asked me to drop everything for a match?
Hell yes. I’d be there in a heartbeat.
Event Games – Western Empire (Advanced Civilization)
The original Avalon Hill version of this game was quite ugly, like many games back then, they lived in your imagination which was kind of the point of table top gaming in general.
If you’ve followed this blog for any length of time, you already know War Room is one of my favorite event games. It doesn’t make the hipster list, though, mostly because I actually get to play it and I believe it to be a well-designed modern game, there is nothing hipster about it. My friends are kind enough to indulge me once a year (usually around my birthday), and while it’s big, bold, and unique, at the end of the day, it’s still an Axis & Allies descendant.
Now Western Empires, or as I still instinctively call it, Advanced Civilization, is hipster gaming royalty.
Shut up and sit down, I think did the best and most honest review of this game I have ever seen, flaws and all, but they their is one observation that they sort of failed to make which is that what they saw as flaws in the game from a gamers perspective are very intentionally designed features. It’s sort of like accusing Star Wars of having too many lightsabers.
I’ve talked about this game plenty before, and for good reason. It’s a sprawling, epic beast of a board game. Designed for a minimum of five players, though let’s be honest, it really wants nine (yeah you heard that right). Clocking in at a cool 12 to 15 hours, it’s less a game and more a full-day historical event. It is, without exaggeration, one of the hardest games to actually get to the table.
To put it in perspective, I haven’t played a live game of Advanced Civilization in over 20 years. Two decades. And yet, I’ve always kept a copy on my shelf. Just in case. Always hopeful that one day this one will get its moment in the sun.
At its core, Western Empires is a game of historical empire-building and economic maneuvering. There’s trading. There’s a touch of area control. Sometimes, it even pretends to be a war game. But really, it’s about managing the wild, unpredictable chaos of history. You stretch your reach, you push your luck, and you try to outmaneuver your rivals not with brute force, but with sharp wits and sharper tongues.
One of the biggest reasons this game rarely hits the table, aside from the sheer time investment and player count requirements, is that modern gamers often expect strategy games to reward clever, clean moves. Western Empires doesn’t care about your strategic brilliance. This is not a game of perfectly calculated efficiency. It’s a game of negotiation, adaptability, and psychological warfare. The best players aren’t the ones with the most optimal city placement, unit movement or strategic planning. They’re the ones who can read a room, spin a trade, and deliver a betrayal with a smile while staying the course of the inevitable and uncontrollable ups and downs of the game’s natural ebb and flow.
You don’t play the game, you play the players. That’s where the real magic is.
There’s really nothing else quite like it. The closest modern comparison might be Small World, and that’s a real stretch for a comparison, as it matches only some of the subtle nuances of mechanics. Western Empires occupies a weird, wonderful niche all on its own.
And that’s why it’s here, on the hipster list. I know full well this kind of game isn’t for everyone. Hell, it’s barely for anyone. Finding eight other souls who are all willing to commit an entire day to a relic of the 80s is an impossible task in most gaming circles. But if I ever found the right group, you better believe I’d make this a yearly tradition, right up there with War Room.
Quirky, chaotic, and criminally underplayed. That’s what the hipster list is all about.
Euro Games –
Miniature Games
When it comes to miniature games I would argue there are also quite a few different ways these games can be categorized, but I think a simple way to do it would be to split it between casual games and competitive games. It’s a broad, but it’s easy to distinguish way to do it. I would only add one third category, which I would call semi-miniature games, in which I would place miniature games that don’t have a miniature painting hobby component at all.
Casual – Warhammer 40k
40k is an all-encompassing hobby, stretching far beyond simply playing the game, and that is kind of the point of it. It’s a bit like loving Star Wars.
Ironically, in 2025, playing the most popular miniature game in the world might be the most hipster thing you can do.
Why? Because the moment Warhammer 40k comes up in conversation, it’s almost guaranteed someone will start rattling off a list of games that are “better in every way” and listing all the things that are wrong with 40k. And they’re not wrong, there are more balanced, more strategic, more thoughtfully designed games out there, lots of them. But sticking with something you know could be objectively replaced by a dozen superior alternatives? That’s peak hipster energy!
But let’s talk about the most fascinating part of the 40k experience: the community.
Across the globe, the Warhammer 40k community treats the game like a competitive titan, and to be fair, it is the largest and most active competitive tournament scene in all of tabletop gaming, by a long shot. The sheer scale of organized play is staggering.
And yet… Games Workshop, the company behind 40k, doesn’t seem to agree. At all.
To GW, Warhammer 40k is primarily a miniature line, secondarily a source of lore and novels, and somewhere far down the list, it’s technically a game. Their support for competitive play feels more like a reluctant nod to what the community chooses to do with their game, than a purposeful commitment or intent for it. The rules are often unbalanced, the game systems are regularly reworked or mismanaged, and it’s clear that game design is not what drives the brand. What we have here is a competitive community built on a system that was never meant to bear the weight of serious play. And somehow… it thrives on that very thing.
In a word, I would argue that Warhammer 40k is not a great competitive game, and when people trash-talk it, that’s really what they are talking about. But it’s a fantastic hobby and a super fun, casual experience, aka, exactly what it’s designed to be.
It’s a beer-and-pretzels dice-chucker in a gothic sci-fi shell, where the real joy comes from painting your army, crafting your own narrative, and then putting it all on the table to roll some dice and blow stuff up. The rules are often clunky, the strategy is there only to a point, but largely buried under layers of “smoke and mirrors.” Winning isn’t about mastering a perfect system, it usually comes down to how well you roll the dice.
And despite all that? I love it.
The mission system is genuinely dynamic, with flavorful objectives and varied scenarios that keep the game feeling fresh. The list-building is wide open, full of creative options and wild combos. But at its core, this is a casual game through and through, one that thrives on the atmosphere around the table and the lore on which it’s based, not in the pursuit of perfection of its gameplay.
Warhammer 40k is about collecting and painting miniatures, swapping war stories, and diving into the endless supply of pulpy, over-the-top lore of a universe where everything is grim, dark, and somehow still gloriously silly.
It’s a hobby. A vibe. A lifestyle, even. Flaws and all, I wouldn’t trade it for anything else.
Competative – Songs of Ice and Fire
I would argue that Songs of Ice and Fire the miniature game is the only rank and file miniature game ever made that actually works well as a game rather than a terrible history lesson about how boring war on the battlefield actually is.
I’ll be the first to admit: I don’t play A Song of Ice & Fire much these days. It’s had a rough road, marred by some truly questionable management decisions over the years and plagued with availability problems. But even with all that baggage, I still consider it one of the most compelling competitive miniature games out there.
This is very much a game that lives in the “I wish” category. I wish it had been better supported, wish it had stuck the landing in balance and they did it all much faster, and wish it still had a place at my table. There’s a part of me that’s still hopeful it’ll stabilize and find its footing again, maybe even make a comeback in my group.
I went in deep on this one. Despite its flaws, I found A Song of Ice & Fire to be one of the most engaging strategy games to hit the miniature scene since Star Wars: Armada. At its core is a genuinely smart design, layered list-building, unique unit interactions, and some fascinating sub-war game mechanics like the NCU board and tactical card play. When it clicked, it really clicked.
Except when it didn’t.
To be fair, most of the problems I ran into weren’t with the design itself — they were with the balance. And yes, you could argue that design and balance go hand in hand (and you wouldn’t be wrong), but I still think there’s a meaningful distinction. A game can be brilliantly designed but hampered by poor balancing decisions, one can be fine-tuned, the other is just a flaw. That’s A Song of Ice & Fire in a nutshell: great foundation, uneven execution.
Now, I haven’t kept up with the latest updates, so maybe things are better these days. But in my local scene, the damage was done, people moved on, and getting a game back into circulation after a group loses faith in it is no small feat.
And then, there’s the personal hurdle: painting.
This one’s tough for me. Being a mass army game, ASOIAF demands batch painting. Lots of similar models, unit after unit, rank after rank. And repetitive painting is my kryptonite. I just can’t stay motivated painting the same miniature ten times in a row. It sucks the joy out of the hobby for me, and ASOIAF is particularly brutal in that regard with no list building avoidance some games offer.
All that said? I still think this is a fantastic game. It deserves recognition. It’s competitive, it’s clever, and when it’s running smoothly, it offers a rich tactical experience that not many miniature games can match. That’s why it earns a spot on the hipster list, a flawed gem that still shines when the light hits just right.
That said… its time may be running out. Modern miniature design is evolving fast, and with games like Warcrow on the horizon, strong contenders are lining up to take this slot permanently.
The Most Fun – Star Wars: X-Wing
In my mind, Star Wars X-Wing is still one of the best miniature games ever made. PERIOD.
When talking about the miniature game hobby, there’s always one title that sparks debate, some say it barely qualifies as a miniatures game at all. I’m talking about X-Wing. And frankly, I don’t buy the skepticism. Slap those sleek ships onto a sprue and suddenly there’d be no doubt where it belongs.
Yes, it’s pre-painted. Yes, it’s more accessible than most. But that doesn’t disqualify it, it redefines the space. X-Wing was designed to walk the tightrope between a serious competitive game and a relaxed casual experience, and it succeeded. Brilliantly. This game brought three key advantages to the table that most miniature games either ignore or fail to execute well. And those three factors are why X-Wing stood tall in the market for years, even managing to shake Games Workshop out of its golden-era complacency.
First, the pacing. X-Wing matches are quick, typically 45 minutes. That’s practically warp speed in miniature gaming terms. It made the game ideal for tournaments and casual nights. You could run multiple matches in an evening, try out a bunch of new lists, and still have time to argue about who really shot first. There’s no hour-long rules refresh or setup slog—just “Hey, want to play?” and you’re in. That kind of approachability is rare in the hobby.
Second, it’s Star Wars. That’s not just thematic dressing—it’s a gateway. The brand brings in people who’ve never even looked twice at a miniature game. You don’t have to explain the appeal of piloting an X-Wing. You show someone the TIE Fighters screaming across the table, and they’re already halfway sold. I’ve never seen a non-gamer pick up Warhammer 40K on a whim. But X-Wing? That’s the one that brings in the curious, the casual, the movie fans, the dads and uncles and kids who just want to fly the Falcon.
Third, and maybe most importantly, X-Wing made high-level tactical play accessible. The rules were simple on the surface, but the depth was staggering. Movement planning, arc dodging, list synergies, action economy, there was real meat on those bones. You didn’t have to learn 200 pages of codex lore to be competitive. But if you wanted to go deep, the game rewarded you. It hit that perfect balance: easy to learn, hard to master.
X-Wing wasn’t just another miniatures game. It was a lightning-in-a-bottle moment in the hobby. It opened the door to a new audience, streamlined what was possible in design, and reminded the rest of the industry that a game could be both fast and deep, fun and tactical, cinematic and competitive.
Whether you play it today or remember it from its heyday, X-Wing deserves its place in the conversation, not just as a miniature game, but as one of the best games to ever grace a tabletop. In my personal opinion, its the single best miniature game that we have gotten in the 4 decades of I’ve been around.
Best Design – Star Wars Armada
When first announced, everyone thought that this would be X-Wing but with capital ships. It certainly looks the part, but Star Wars Armada is an entirely different and far heavier game that demanded a lot more from its audiance.
One final entry I’d like to sneak onto the hipster list—and I say this with as much objectivity as a subjective opinion can carry—is my pick for the best-designed miniature game out there.
To take this crown, a game has to meet a singular, uncompromising criterion: skill must reign supreme. Like chess, where grandmasters fall only to their peers, this kind of game leaves no room for chance to decide the victor. It must be a pure contest of mastery, where the dice are just accessories, not arbiters of fate. And in the world of miniatures, that game is Star Wars: Armada.
Sure, there are dice. But make no mistake, those little cubes only matter when two evenly matched minds clash. In Armada, outcomes are forged not by luck, but by foresight, precision, and relentless practice. It’s a game that rewards not just play, but study. The kind of study that turns casual fans into hardened tacticians.
But here’s where it gets really compelling: Armada doesn’t just test you on the battlefield. It demands mastery before the first ship even hits the table. The list-building is deep, nuanced, and packed with options that will make your head spin if you’re not ready for it. Understanding the shifting meta, anticipating counter-play, these are not fringe skills, they’re the bedrock of victory. The game is highly deterministic, which means your preparation matters as much, if not more, than your moment-to-moment decision-making at the table.
That it’s set in the Star Wars universe, with massive capital ships slugging it out in glorious slow-motion ballet? That’s just the sweet, sweet icing on a very dense, very intimidating cake. But fair warning: Armada is not a casual fling. It’s a demanding, often unforgiving beast that can feel downright brutal if you approach it half-heartedly. You don’t play Armada, you train for it, like a chess grandmaster gearing up for the championship board.