I am not a fan of economic games, but this is the exception. I can play it twice in a row. My group have learned to analyze and try figure out what is in bag, or behind the screens. An important tool to calculate the odds.
It is all about one thing: Fill the bag with the color you want to increase in value.
One player most know the rules perfectly. One misinterpretation or forget something, the game will stall and last for boring hours.
DO NOT USE THE ORIGINAL RULES!. You most download a new one from the BGG files.
This has been one of my favorite games since it was first published; I think it's Knizia's masterpiece. The card play and board play are equally balanced, and each impacting the other. I have played very few games that consistently provide as much tension turn after turn.
I don't get it to the table often enough; perhaps once or twice a year, introducing it to new Euro gamers who wonder why it hasn't been republished recently. I should get it to the table more often.
This game needs no tweaking for remarketing, though it might sell more with zombie or pirate theme pasted on.
This is one of those games that has never completely left our game group. Years ago, it got played weekly, and now it gets played monthly, but it's still getting to the table because (a) it's easy to teach, (b) it plays quickly, and (c) it's a fantastic blind auction game. My first copy saw so much use that the cards are rather grimy from handling. I have a newer edition for which I have sleeved the cards.
Suppose a brother or sister is without clothes and daily food. If one of you says to him, "Go, I wish you well; keep warm and well fed," but does nothing about his physical needs, what good is it? (James 2:15-16)
Over the past few years, Rummy has been the game most consistently played at the gamenight I host at least 3 times a month. My wife and one of our members play Rummy every time he attends.
I personally choose Jack the Ripper, Wyatt Earp, or Plato 3000 as my Rummy-esque game of choice, but for my friend Lenny, it's old-fashioned Rummy with standard playing cards.
Okay, let's put something on here that matches the title of the geeklist!
Field Commmand is a Stratego-like game where instead of hiding the identities of the pieces, you hide your movement. After setting up your side of the board, the screen is removed and positions are revealed. Every turn, each player writes the moves for 15 pieces on a pad. The pads are swapped and moves are read out and pieces moved. After all moves, pieces are eliminated based on type (there are 5 or 6), category (sort of a rock-scissors-paper model based on the shape of the unit's base), terrain and elevation (yes, a 3D board!). Objective is to capture your opponent's general. Cannons lined along ridges kill things in a range and so players need to find a way to infiltrate the lines and find angles against the artillery. Really excellent game of guessing and double-guessing, playing both offense and defense and balancing your moves against those two objectives.
Easily our most played game from the previous century which is less well known than Ra. Swift, elegant and agonizing, with a heavy emphasis on second-guessing at least one other player. Something thoroughly re-energizing after a heavy brainburning game, great with 4 and even better with 5.
I'm sure everyone's heard of this game, but you may not have ever given thought to actual playing it. It's far from just a game for little old ladies--in fact, it's probably the deepest card game out there. At this point, I play significantly more bridge than I do other boardgames (that may change, but for now I'm all in.) It's not hard to learn, but if you want you can study bridge for the rest of your life and keep discovering new things. Plus there are bridge clubs almost everywhere in the world!
If you like the cooperation and subtle inferences and of Hanabi, the deduction and risk assessment of poker, or the creativity outside of actually playing the game of CCGs/LCGs, you owe it to yourself to give bridge a try.
The best I can tell is that this was crushed under the weight of expectation when it came out. Otherwise, it's hard for me to explain the lack of love for this one. No, it isn't deep, but it isn't very long either (45 minutes tops with 3-4 new players, as little as 20 minutes with 2 experienced players).
It's beautiful, the exploration is fun and there are actual choices and some clever plays to be made.
It's a filler in a big box.
As a side note, the theme of colonial exploitation is quite well integrated into this despite its abstract nature. No, colonial exploitation is not a fun or funny theme, but, nevertheless, it should be recognized that it is well executed here. You can decide whether the theme is treated too lightly, but other than in the game comment by user Morgan Dontaville (sisteray) I never even see it mentioned.