Played games from 2016 Ranked and Commented
Evan Dunn
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New York
New York
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This is a geeklist of all the games I've played that have been released in 2017, ranked by how much I've enjoyed them, along with my rating and a copy of my comments for that game.

I have some other geeklists, but I though it would be interesting to see each year of releases isolated to try and understand trends in my tastes. I'll update the list as I play more games or as my thoughts and feelings change.

Played games from 2017 Ranked and Commented
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1. Board Game: Yokohama [Average Rating:7.97 Overall Rank:104]
Evan Dunn
United States
New York
New York
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Yokomama is a tactical recipe-fueled pickup and deliver game. It has an interesting mechanism where you lay your workers down on tiles like breadcrumbs and then walk your meeple along chains of tiles containing your workers. You choose where to stop and then resolve an action in your end spot with a strength equal to the number of your pieces there. The game rewards you for taking actions of higher strength encouraging buildup. The nice thing about the recipes here is that you can claim the cards ahead of being able to compete them, which helps a lot in terms of what I see as an issue in similar games, where you are fighting to grab the goal faster than other players after already spending the time lining up the ingredients.

While this game might do nothing "new" it's extremely well done, the iconography is consistent and quickly understandable and the gameplay feels very smooth and enjoyable. Downtime between turns is fairly low. Player interaction isn't extremely high, although you do have to pay other players money when you walk through them, or place workers into where their pawn is standing, so it's not completely solitaire. The game also has some nice rules that allow you to earn extra action tokens, so there's good room for clever and creative moves.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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2. Board Game: Lorenzo il Magnifico [Average Rating:7.84 Overall Rank:171]
Evan Dunn
United States
New York
New York
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In this game, three dice are rolled. Each player has one worker with a matching icon on the top. These workers then take on the strength of the corresponding die allowing them the ability to take action spots on the game board that don't exceed their strength requirement. The game has four colors of cards available for you to choose. Each card color has it's own sort of specialization path. In a single game, your goal is to more or less max out one path, and grab as many extra points as possible from the other paths, while trying to not be punished by the event that happens every other turn. Despite the presence of dice, this game is very low luck. The die value can be amplified for your action by spending one of the resources, so the only real luck in the game is the order of cards that come out. There's a lot of player blocking as the form of interaction as the game is extremely tight and very rewarding of being the first player to place into an action area. I very much enjoyed trying to get cards that worked together, while predicting my opponent's next moves to try and get the most efficiency out of my resources. I found this game to be very compelling.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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3. Board Game: A Feast for Odin [Average Rating:8.20 Overall Rank:31]
Evan Dunn
United States
New York
New York
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This game is a fascinating puzzle. The general idea is you have a personal board, that you want to pretty much fill with tiles of different shapes. The problem is, doing that isn't nearly enough to get you the win, as you can also buy or discover additional boards of different sizes and complication that also want to get covered with tiles. The tiles come from taking actions on the massive worker placement board. Well, I say massive, but it's actually way too small for the amount of information printed on it. It's a two fold board, and could easily be 1.5x the size it was printed at, and then it would be a lot easier to read. As you build up your boards, they will also produce money, resources and tiles for you, and doing this is a crucial part of building an actual engine in this game. At the start of the game, filling everything seems impossible, and by the end you have more tiles than you could actually use. I don't know what the staying power of this game will be, but I do know I'm addicted to the point that I'd actually consider trying this solo, which is something I rarely ever do.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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4. Board Game: Scythe [Average Rating:8.30 Overall Rank:7]
Evan Dunn
United States
New York
New York
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This is an objectives based efficiency game that uses a central board, so that players can attack each other. Actions are quick and simple, with each player placing their pawn on one of 4 action spots, and then resolving one or both of the actions that match that spot. The rule is you must take a different action each turn, which is where a big part of the puzzle comes in.

Every player gets a faction board and an asymmetrical action board at the start of the game. The synergy between these two boards, will determine your capacity for success in the game to a large degree, which is troublesome.

There are a few euro/ameritrash hybrid games, and I want to say the thing that makes this game special (aside from the beautiful components) is that when you produce resources, they sit on the hex until you use them, which means in theory someone could invade you and take them.

I do need to mention that where someone can move to is very hard to keep track of. Each player has a series of unique abilities they can unlock, not to mention that each player has different rules for how they can walk across rivers, not to mention the middle area of the board has a lot of teleportation spots, not to mention that players can build their own personal teleportation spot anywhere, not to mention one faction gets to use a type of terrain as if they had built their personal teleport.

This game took a few plays to grow on me. Once I had really internalized the factions and the mechanisms and the scoring process, I started to see the depth this game provides.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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5. Board Game: Mechs vs. Minions [Average Rating:8.23 Overall Rank:24]
Evan Dunn
United States
New York
New York
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This is an incredibly fun fully co-op game. Each player gets an action board with 6 empty slots for cards. Each round you get a card and place it into one of the slots. The card has a type of movement on it, and an effect. If you place a card on top of a card of the same type, the effect of the top card is amplified. Then you resolve your slots from 1-6 and your figure on the board walks around mashing monsters in the way you programed it to do. Then the monsters get to move and attack. Taking damage means you flip cards that will mess up your programing in some way. Sometimes they cover an action slot, sometimes they swap action slots, sometimes they cause an ongoing effect to happen. You can repair damage by discarding a card during the draft rather than program it. The combat is completely diceless, which is fantastic. For a game with this much pageantry, there is surprisingly little randomness. The level ends when you complete or fail your objective, which varies scenario to scenario.

Another fantastic element is that the game doesn't have a steep learning curve, as of the cards you draft, there are only 8 different cards, 2 of each color. It really allows you to focus in on the fun puzzle of figuring out how and where you will move and attack on your turn.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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6. Board Game: Dynasties: Heirate & Herrsche [Average Rating:7.25 Overall Rank:1543]
Evan Dunn
United States
New York
New York
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At the start of the game, each player gets a hand of cards. Each card has three printed actions on it, which dictate what you are allowed to do on your turn. Already, we have a very flip-lucky situation. The game also features dice, which have some very powerful effects, including just get 6 points, get an extra meeple in a region, or take an extra 'get goods action'. The game also only goes for 3 rounds, so everything you do is tight tight tight. From just reading the rules I was sure that this game was going to be far too random for my taste.

Turns out, I don't know a good book by it's cover. This game turned out to be fantastic. With the multi-use cards, you can usually get what you want from a round if you plan carefully. Not to mention, there's mitigation in the fact that one of the cards activates these special once per round use tiles in the blue area of the board, so even if you don't have the black action in your hand, if you are clever, you can use the blue action to get what you wanted instead.

Another big plus to the game is that most of the actions have a mechanism where by one player splits a lot, and the other player chooses which lot they want. This is done with the goods collection, and it's done with the die roll results. This is a very fun mechanism, but most games I've seen that have used this suffer from massive downtime problems. Not so here. This game makes the splitting choices hard, interesting, and fast. Not to mention, that when you get those powerful die results, knowing that your opponent gets their pick of the results first, really evens out the randomness nicely.

Another big luck mitigation is the fact that at the end of the game, when you score regions for whoever has the most meeples + crests belonging to that region, if two players tie, they both get full points. This means that in general, if you are 1 up on a region, someone can get a lucky roll or do a last minute plant into that region, and you still get credit for your work. I can't emphasize enough how important this is in this game.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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7. Board Game: Great Western Trail [Average Rating:8.28 Overall Rank:9]
Evan Dunn
United States
New York
New York
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This game is a giant roundel where players circle around trying to get the highest value hand at the end of the loop, consisting of a set all different cow cards. As you play, your movement points get used up more and more, as players add additional buildings and hazard tiles to the routes. Which buildings you construct and how slow or fast you cycle around defines your whole game, which is some fascinating and ever changing decision points. There's a degree of deck building happening as well, as the cow cards come from and are discarded to a personal deck. Many of the actions allow you to manipulate that deck in different ways, removing low value cows or adding more high value cows.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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8. Board Game: Tramways [Average Rating:7.55 Overall Rank:1118]
Evan Dunn
United States
New York
New York
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This is a fascinating mutation of the steam system. In this game, you lay track down on square pieces rather than hexes, with the goal of delivering people to different destinations on the board. You get a different bonus, depending on which type of place you sent the passenger to. Not only that, but the whole game is fueled through deckbuilding and your deckbuilding opportunities are heavily based on an intense auction for turn order. I love the mechanism where you can get extra use from your cards if you take on "stress" which if not solved, gives you negative points at the end of the game. The map is randomized each play, so you never get the same setup, and the size also adjusts based on the number of players, so it works well with any number.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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9. Board Game: Junk Art [Average Rating:7.52 Overall Rank:498]
Evan Dunn
United States
New York
New York
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A dexterity game where you play three rounds. Each round has a randomly selected card that gives you the special rules. Each set of rules is a fun and interesting stacking game. The pieces are colorful, and the shapes are pretty interesting. The whole thing is quick, well constructed and really just a delight to play. Winning a round gives you some amount of points, but really points are meaningless, as by the second round it's possible for a player to be too far ahead for anyone to catch him with the reward from the third round. Really, this isn't a game about points, the fun comes from tackling the different challanges, the points are better off completely ignored.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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10. Board Game: First Class [Average Rating:7.59 Overall Rank:349]
Evan Dunn
United States
New York
New York
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This is a marvelous tableau building card game, where players take 3 turns drawing an action card from the center area and then resolve it. The general idea is that each player has two trains and a train route they can work on. There's a viable path where you focus on the train route, a path where you can focus on having one really long train, and one where you can focus on having two short, but really high quality trains. As you play through the different possible setups there may even be more paths that I haven't even seen yet. The crazy tension of the game comes from the mechanism where when half the cards have been selected from a display row, the remaining cards in the row flush out. Not only that, but there are big endgame scoring cards that give you points for each copy of a single type of card you've collected, which incentivizes sub-optimal actions in an incredible way.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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11. Board Game: Millennium Blades [Average Rating:7.88 Overall Rank:273]
Evan Dunn
United States
New York
New York
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This game is a bit of a flipluck mess, but I can't deny that the theme and the mechanisms combine into an incredibly appealing package. Essentially the goal of the game is to get the best set of 6-8 cards you can, while simultaneously collecting cards that have matching attributes for the purposes of trashing them to score points at the end of the rounds for set collection.

During the deckbuilding rounds, you throw wads of money away on blind luck pulls from facedown assortments of cards. This hits way too close to home for me in theme, since in my misspent youth I used to be one of those CCG players the game parodies. At least in this game, the back of the card has some hints as to what sorts of things you might be buying. The game also allows you to trash large piles of useless cards in exchange for overpowered "promo" cards.

The game feels a little like Galaxy Trucker, in that you are creating this fragile mess and then hoping for the best. There's a ton of player interaction as during the tournament phases when you play those 6 cards one by one and resolving their effects, often times other player's effects will mess up your carefully laid combos. As it's impossible to keep track of what everyone is getting every turn, this has a random feel to it. You play several rounds, each round improving your setup more and more, as the value of winning the tournament rounds increase. It's very possible to get hammered early and make a huge last turn comeback. Very compelling, very enjoyable game.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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12. Board Game: Forged in Steel [Average Rating:7.38 Overall Rank:2976]
Evan Dunn
United States
New York
New York
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This is a really exciting city building game that feels like a cross between the card play of Twilight Struggle and the tactical logistics of Urban Sprawl. Essentially, each player gets a hand of cards. They set some of those aside for future rounds, keep some and discard 1. Then they draft 1 more card. Each player also gets to chose 1 or more jobs, which gives them special powers for the round. Then, players simultaneously select a card to play, and reveal from lowest number of printed action points to highest number.

The city is represented by this interesting grid and the structures are these cool wooden buildings. The game also allows you to punch the leader by stealing or removing buildings, but doing so can result in risk for you, as if players are too aggressive with their actions too often, it sets off a disaster event that targets the player who was the most aggressive. That being said, there is no shortage of take-that actions in this game.

This game definitely subscribes to the game design philosophy of dialing up the power of cards to 10, and letting the fact that everything is insane be the balancing factor, which I think is a wild ride but I can see how it might be a tough curve. It's possible for a player to luck into some insane combos, and then it's up to other players to use the board to punch them enough to balance things out. Whether this is a strength or weakness of the game is taster's choice.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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13. Board Game: Capital [Average Rating:7.49 Overall Rank:1258]
Evan Dunn
United States
New York
New York
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This is a short city building game where each round players draft tiles and at the end of the round a powerful bonus tile gets assigned to the player who best met it's criteria based on what and how they built. The game is incredibly interesting, because the building grid is only 4x3, but the game allows you to build on top of previously placed tiles, only paying the difference in cost. The tricky scoring element is that each round, only one park scores for each adjacent red area around it, so it's challenging to snake the park around while trying to break the reds into different sections so they don't all count as one.

I'm not sure if I'm sold on this game however. Everything so far I've told you has been fantastic, but there are special buildings throughout the draft that can be extremely powerful. It'a also important to note that while the buildings have english text on them, the text can be misleading as to what the building actually does, according to the rulebook. The buildings are all listed there, (but not in alphabetical order) but going into the draft you might not know to look something up, when it seems clear based on what's written on the tile. I resorted the info, added the rules answers and uploaded a quick lookup sheet to the BGG file section I hope people find helpful.

The overall is I like a lot of what's happening in this game, but I need a few more plays to know if the buildings that seem too powerful, really are too powerful. It's ambiguous, because when building space is so tight in this game, losing the ability to utilize a whole tile spot, actually is a remarkable downside.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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14. Board Game: Quadropolis [Average Rating:7.41 Overall Rank:245]
Evan Dunn
United States
New York
New York
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This is a very fast playing abstract city builder, where players take turns selecting tiles from a central board and adding them to a spot on their player board that has a number that matches the numbered token used to take the tile. The numbered token indicates how many spaces away from the edge of the selection board the desired tile is. There is also a pawn that could stand in your way, and you can't place a selection token in the same spot as a previously placed one. The game goes 5 rounds with each round ending when there are no more legal moves. Then each type of building scores differently depending on how you placed it, and what you placed around it. It's a delightful puzzle with colorful, friendly components.

There are several strategies you can take, and some subtilty as you play a few games you start to see how to mess with other players with your selections, which reveals some depth. The fun part is absolutely the process of playing the game, as scoring at the end of the game can feel a little long, but that's such a minor quibble for a game that sticks in your brain for so long.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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15. Board Game: Crisis [Average Rating:7.68 Overall Rank:1176]
Evan Dunn
United States
New York
New York
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"...to excel above the common rate, in frivolous things, is nothing graceful in a man of quality and honor." - Michel de Montaigne
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Crisis is an extremely tight worker placement game where everyone places their meeples, and then you resolve the board in number order. The general idea of the game is the city is in a financial crisis, and an outside government has placed austerity measures. What this works out to in game terms is that players have an ever-increasing victory point goal they have to try and meet each round. At the end of the round, you tally who was above and who was below the goal, and adjust the city's well-being marker up or down.

Aside from other players always taking the worker spots you absolutely needed, the tricky part of this is players are trying to create resource production chains and hire workers, and investing in your engine tends to eat your score in the short term to pay off in the long term. If too many players make deep investments like this in the same round(s), the game might prematurely end if the city well-being craters below 0. In this case, the money the players had been working toward getting is valueless, and only players who made the VP check threshold are eligible to win. This does have the potential to make the game end anticlimactically in the first few turns, but it also adds some tension.

The engine building element is very compelling. You need to buy factory cards that synergize with each other, and also have the workers to run them. Different workers of types matching the icons on the factory can slot in to increase the factory's output. You also can't chain resources generated in the same turn, so keeping some cushion of goods on-hand in the hopes of getting future factories and then having what to run them on that same turn can be crucial, which isn't obvious on a first play of the game.

There is a deck of action cards that have different degrees of usefulness, especially at different times in the game. One particular card forces everyone to not use one of their employee tiles, which later in the game you barely care, and early in the game is completely devastating. The card luck was a stumbling block for my group.

Overall I really enjoy this game with either 3 or 4 players. It's got a few issues here or there but turns are fast, there's plenty of nice tension about what you'll be able to accomplish on a given round, and the production chain aspect is very satisfying.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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16. Board Game: Railroad Revolution [Average Rating:7.46 Overall Rank:668]
Evan Dunn
United States
New York
New York
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Railroad rev is a delicious puzzle, but it's been a long time since I've seen a game that multiplayer solitaire. Players do their best to build out a network of connections that will score them points based on how well they can complete their achievement tiles. When you complete one of your tiles, you get the opportunity to get another of a higher difficulty and a higher reward, but as the game progresses your supplies start to run out, making it harder to get done what you need to in time for the end of the game. I'm excited to play more, but since you really don't care what your opponents are doing (for the most part) I think a full compliment of 4 players might be a bit much.

There is an overwhelmingly strong path through the game, which does nearly kill it, although if this gets fixed with an expansion, the core mechanisms here are good enough that I'd absolutely come back.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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17. Board Game: Lunarchitects [Average Rating:7.39 Overall Rank:2182]
Evan Dunn
United States
New York
New York
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This game builds on the game Glen More in interesting ways. You have that circular board, where the player who is behind in the path gets to take the next action. When you take an action, you move your pawn up, take the tile in the space you want, then place the tile in your tableau so that it matches the picture and is next to one of your meeples. Then you get to activate the ability on the tile you placed and all the tiles surrounding it. Four times per game you do a scoring evaluation. One of the nice things about this game is that there are multiple potential scoring criteria that get randomly determined in setup, which already gives this some additional replayability that Glen More was perhaps lacking. Turns are fast and satisfying. The board art is a little rough, but otherwise the components are great. I don't see going back to Glen More after this.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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18. Board Game: Via Nebula [Average Rating:7.18 Overall Rank:677]
Evan Dunn
United States
New York
New York
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This is a very quick playing basic pickup and deliver game. On your turn you send meeples out to reveal resources, ship a good across empty spaces, clear spaces so they'll be empty, start a building, or finish a building by meeting the requirements of one of the recipe cards. The components are great, the gameplay is smooth, and interesting, as you are looking to see what recipe cards people are aiming for, and how many of each resource is left on the board. It's not going to replace other Wallace games like Steam, but It's a very solid family weight game that has a good layer of strategy and intrigue.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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19. Board Game: Key to the City: London [Average Rating:7.18 Overall Rank:1412]
Evan Dunn
United States
New York
New York
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In this semi-sequel to keyflower, players are using that same bidding system to acquire, activate and upgrade tiles, but despite the core mechanism being the same, this game has more of a unique feel than you'd expect. Unlike in keyflower, where your sub mechanisms mostly revolve around resource management and engine building, this game focuses on city building. The game comes with six different colored road pieces. The different hexes have upgrade and scoring requirements that looks for specific quantities of specific colored roads touching them, or leading to them following a path. This creates a very uncertain puzzle that I find quite interesting. With Keyflower, I like having a lot of players because you see more tiles, but in KTTC London, I feel fewer might be better, just to keep things flowing quickly. There is a lot less variation to the tiles, so less is probably more in this case. It is possible that the big scoring tile you've been lining up for gets bid out from under you. It's also very easy to become meeple poor, as there is no way to get new meeples outside of the meeple income between rounds.

The game has come component issues in that two of the wooden pieces are far too close to each other in color, which can cause problems for players in terms of knowing which tiles line up to which colors.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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20. Board Game: Secret Hitler [Average Rating:7.59 Overall Rank:194]
Evan Dunn
United States
New York
New York
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Not being a big fan of social deduction games, I thought this game was going to be a flop for me, but in fact I've found it to be drastically more enjoyable than the others I've played, except perhaps for Cockroach Poker. In this game, the players get split between being liberals and fascists, with there being more liberals the fascists. Then there's a deck of bill tiles where the stack has more fascists tiles than liberal ones. On your turn, you pick another player to be your second in command, which is then voted on by everyone. If approved, you draw three tiles from the bills stack, secretly remove one and then pass the pile to your second, who removes one, and the remaining one passes. All this is meant to give you information about who is on what side. The overall goal is to get however many bills matching your side to pass, but the REALLY interesting part is that when a fascists bill passes, whomever is the active player gets a powerful ability. This means that at times the liberal players can be tempted to pass a fascists policy for the special ability, or often times the bill draw might be three fascist bills, in which case the liberals get suspicious of the active player. Add to this that one of the fascist secret roles is being Hitler himself, which comes with it's own special win condition.

For a very simple social deduction game, there's so much more here than average, and a lot to enjoy.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
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21. Board Game: Potion Explosion [Average Rating:7.21 Overall Rank:419]
Evan Dunn
United States
New York
New York
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This is a cute game where players are selecting colored marbles from a box, in order to place them on order tiles. When a tile is complete, you get points and it gives you a one time use special ability.

No question this game is gimmicky. The marbles are nice, and satisfying to click around. There really aren't any important decision points, and there's some amount of flip luck as the game rewards you for collection potions that are either the same or are sets of different.

That being said, It's relatively quick and obsessively enjoyable. I've played this many times in person, and obsessively on my phone using the app version. There's plenty of room to make clever moves in the game, and responding to what other players are going for and navigating the sequence of abilities combined with trying to judge what color marbles you are capable of getting on your turn is a compelling puzzle that's always shifting and changing.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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22. Board Game: The Colonists [Average Rating:7.83 Overall Rank:329]
Evan Dunn
United States
New York
New York
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The game seems intimidating, but in essence, it's move your pawn to an adjacent spot, then do the thing is says. The AP moments simply come from having to plan out three of these moves in a row, with the end goal of being able to advance your engine in some way, usually by pickup and delivering something. The game can be very long depending on how many acts you play. The effects of buildings and tiles in act 3 and 4 are much more interesting than 1 or 2, and it's kind of a pity it takes them so long to appear. I like this game, but I'm still working out of the experience of the game warrants the long playtime.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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23. Board Game: Ice Cool [Average Rating:6.92 Overall Rank:775] [Average Rating:6.92 Unranked]
Evan Dunn
United States
New York
New York
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This is a cute little flicking games with weeby wobbily penguin pieces. The goal is to flick your way through the doorways, or if you are the chaser, to hit the other player's pieces. It's delightful and quick, although maybe a little limited in that once you've mastered the weeble wobble, the game doesn't change substantially. Still a delight once in awhile.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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24. Board Game: Kingdomino [Average Rating:7.43 Overall Rank:186] [Average Rating:7.43 Unranked]
Evan Dunn
United States
New York
New York
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This is a really quick playing tile layer. The general idea is each player has a pawn. Tiles get revealed equal to the number of players, and then from top to bottom, players chose a new tile to take and add to their tableau. Then you reveal a new set and do it again. The player's tableau can't exceed a 5x5 grid, and you score each contiguous region depending on it's size times the number of printed crown icons in that feature. It's got a few interesting choices in terms of which tile you take. You want tiles that will add to your features, because if you can't extend a feature with your new tile, then you aren't allowed to place it. However, if you take the last tile in the row, then you are forced to chose last on the next tile pull. Not only that, you have to watch your opponents, and not feed them tiles they need. It has nice components and it actually does play in 15-20 minutes or less with non-ap players.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
 
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25. Board Game: SeaFall [Average Rating:6.61 Overall Rank:1586]
Evan Dunn
United States
New York
New York
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Seafall is tough game to nail down. It's a legacy game which means that new rules and components get added and changed across multiple plays, and this legacy game in particular is hard to talk about because the scope of what's happening in the game drastically changes from play to play as new entirely new mechanisms are added. I don't want to talk about any mechanisms specifically because part of the experience of the game is for these things to come as a surprise, but I will say that while this is the best pirate themed game I've ever played (although I'm not all the way through the game yet), I can absolutely see how many players would feel alienated by it's constantly shifting scope. It's not only that it adds new mechanisms, it's that the new mechanisms it adds aren't typically things that players who like pickup and deliver style games enjoy. If you don't have a group of four people who are all open to it, open to playing many times in a row, who are all players who enjoy euros AND ameritrash games AND enjoy a fair bit of randomness, AND who are ok with the first game session being very dull, AND who are ok with the idea that they might spend a whole gaming session setting up to win the following game session... well, you get the idea. This is a great game that's tough to play.

Art, Iconography and components functional
Clever or interesting mechanisms
Reasonably low downtime between turns with mildly AP players
Multiple plays stay interesting
Low or mitigatable luck elements
Raw enjoyment
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