What I hope to accomplish with my board game review is to introduce you to a new game and help you determine whether the game is a good fit for you. I will consider and rank five criteria: gameplay, design, strategy, originality, and replayability.
Wingspan is a competitive game where your goal is to collect diverse species of birds on your wildlife reserve.
There are two variations of the game.
One of the variations is more “friendly,” allowing all players to receive end of round points for meeting the round objective. Round objectives vary, but an example is receiving one point per bird in your water habitat.
The other variation is more competitive, and only the players who get first, second, and third place for the end of round objective get points. For example, if the objective provides points for birds in water habitats, only the players with the most birds in the water habitats would get points.
Personally, I prefer the “friendly” variation of the game because it rewards you for how much you have achieved rather than based on how you measure up to other players.
Gameplay (9 out of 10 stars)
Gameplay offers a lot of options for each player’s turn even though you can only take one action per turn.
One action you can take is playing a bird card in one of your habitats by paying its food and egg costs (if applicable.)
A second actionallows you to obtain food from the dice rolled in the bird feeder. If there is only one food type left in the feeder, you can reroll all the dice and then choose.
A third action allows eggs to be laid by the birds in your habitats. There are restrictions on the number of eggs each bird can lay in its nest, which vary based on the species.
A fourth action is drawing more bird cards to put in your hand. These can be played in future turns after paying the cost of the card (in food and eggs).
The resources you get from completing the second, third, or fourth action increase based on the number of birds in the habitat. You always get the resources indicated on the space to the right of the last bird you placed in that habitat.
Birds that are placed have powers that occur either when first played, when activated, or between round. They are indicated at the bottom of the card.
Furthermore, it is worthwhile to note that sometimes you can convert resources to other resources. Two of any one resource can count as one of a different resource. Also, when taking the second, third, or fourth action you can occasionally convert an egg, a food token, or a card to a different resource indicated on the space to the right of your bird.
It is also interesting that each round of the game is shorter than the last, because it puts more pressure on the players to take the most efficient actions.
Design (9.9 out of 10 stars)
Design includes two categories: art and components.
The art in Wingspan is phenomenal. The bird images remind me of the watercolor paintings by John James Audubon, though the lines are bit crisper in Wingspan.
The components are beautiful as well. I especially appreciate the colorful eggs, the custom wooden dice, and the dice tower bird house.
My only complaint is that on the end-of-round bonuses are labeled by round from right to left instead of left to right. Since English is read from left to right, I have accidentally prepared for the wrong bonus and failed to gain points as a result.
The player boards are also designed to look like worn journals on the outside.
Strategy (9 out of 10 stars)
This is a game where you can take on a variety of strategies based on your preferences. For example, you can try to broaden the species of birds on your reserve, accumulate eggs on your cards, or try to achieve your secret goals. Of course, it is best to do all of these things, but often one of these becomes the focus of your game.
Originality/Creativity (8 out of 10 stars)
The concept of a game where you are building a wildlife reserve for birds is unique. Except for Wingspan, I have not come across a game with a theme like that. The closest are maybe a few zoo-building games like Zooloretto.
The mechanisms of the game are not unique, but the combination of them was creative and provides for a unique experience overall.
Replayability (7 out of 10 stars)
Replayability is decent because of the number of cards in the deck. You get a different experience every time. Because there are a bunch of strategies, playing repeatedly can be enjoyable, allowing you to change your strategy each time.
The card game Coup was first introduced to me by my cousin Elyse while my family and I were on vacation in New Hampshire. I thought I would not like it because I am not skilled at bluffing. However, since first playing it, Coup has been one of my favorite card games.
This is my first full card game review. What I hope to accomplish with these reviews is to introduce you to a new game and help you to determine whether the game is a good fit for you. I will consider and rank five criteria: gameplay, design, strategy, originality, and replayability.
Coup is a bluffing and risk-taking game. Your objective is to manipulate others and take control of the court.
There are 5 different types of cards, each of which have a different ability. These cards include an Assassin, a Captain, a Contessa, an Ambassador, and a Duke. Each player has two cards at the start of the game. These cards represent influence you have over the court.
You can use the abilities on the cards in your hand, or pretend to have a card with a different ability. Other players may challenge you if you are bluffing. If they are right and you are bluffing, you lose influence (in other words, lose a card.) If the other player is wrong, however, he or she is the one who will lose influence.
When you use a card to complete an action or block an action, you should not reveal it. No one should ever know what cards you have.
Once you gain 7 coins, you can launch an unblockable coup, forcing another player to lose influence.
Once you lose two cards (influence), you are eliminated.
Gameplay (7 out of 10 stars)
Gameplay is prettystraightforward. The first player takes an action, everyone has an opportunity to challenge them, and then the next person takes their turn.
There are three actions you can take without using cards – as a result, they are actions that cannot be challenged. (Although they can be blocked by some abilities.)
The first option is taking income, which allows you to take one coin. This cannot be blocked, but it’s such a conservative move that using it repeatedly won’t get you anywhere fast.
Foreign aid lets you take two coins, but it can be blocked if one of your opponents has a certain card (or claims to).
Coup lets you pay seven coins to assassinate another player’s character, causing them to lose influence. It is unblockable.
The available cards to use are the Assassin, Captain, Contessa, Ambassador, and Duke. Remember, you don’t have to have these cards to use these abilities if you pretend to, but you run the risk of getting challenged and losing influence.
With the Assassin, you can pay three coins to attempt to assassinate another player’s character, causing them to lose influence. Unlike a Coup, an Assassin is blockable.
With the Captain, you can steal two coins from another player. You can also block people who are trying to steal from you.
The Contessa blocks another player from assassinating one of your cards.
The Ambassador allows you to exchange the cards in your hands with the Court Deck. The Court Deck is a deck of the remaining cards not in the player’s hands. This is useful if someone is beginning to suspect you are bluffing, but hasn’t dared to challenge you yet. He also blocks stealing.
The Duke allows you to take three coins from the supply, and to block Foreign Aid.
Design (Rank: 7 out of 10 stars)
Design includes two categories: art and components.
The artwork is creative and futuristic, an almost sci-fi rendition of court life.
The components are sparse but adequate. 15 influence cards, 6 summary cards, 50 coins, and a rulebook.
Strategy (6 out of 10 stars)
This game is less about strategy than about how good you are at lying and detecting the lies of others.
There is strategy involved in how much risk you are willing to take, and whether or not to play it safe.
Originality/Creativity (6 out of 10 stars)
The artwork is pretty original.
As bluffing games go, it is pretty creative. It’s court life theme and game based on influence allows you to feel like you are really an ambitious courtier seeking dominance of courtly life.
Replayability (5 out of 10 stars)
This game is fun to play multiple times, don’t get me wrong.
But because there is not much variety, it does get old eventually. That’s why it’s good to play once or twice every couple of weeks or so. Any more than that and it will start being boring.
This is my first board game review. What I hope to accomplish with these reviews is to introduce you to a new game and help you determine whether the game is a good fit for you. I will consider and rank five criteria: gameplay, design, strategy, originality, and replayability.
The Quacks of Quedlinburg is a board game that I have played many times with my family. This game made my top ten favorite board games for a reason! I will explain why it deserves such a ranking below. But first, a quick description of the game and its features.
The Quacks of Quedlinburg is a Push-Your-Luck game where you play as a quack doctor brewing potions for the market.
You start the game with a pouch of tokens. After the first player draws a card that determines the special scenario for the round, each player simultaneously places tokens in their pot. The tokens have a value on them that determines the number of spaces they progress in the pot.
Most kinds of tokens are helpful, but there is one type of token that is harmful. This token is called a cherrybomb. Each cherrybomb brings the pot closer to exploding.
If the pot explodes, the player has to choose between gaining points for the round or being able to buy new tokens.
The goal is to fill your pot as much as possible without your pot exploding. The player who accumulates the most points at the end of the game is the winner.
Gameplay (10 out of 10 stars)
The gameplay is smooth and does not bring up problems. I have tried many combinations of ingredients that had variations in their abilities. Each time, none of the combinations clashed with each other, and each allowed for different strategies.
The game took about 45 minutes each time I played. It does not seem to drag on longer than necessary or end too soon.
The end of each round triggers a series of events whose order is indicated on the main board. If any question of whether it is time to do something arises, the board can be used as a reference rather than flipping through the rulebook.
Scoring is simple. Each round you get the number of points indicated on your pot at the spot directly after where you stop adding ingredients (tokens). At the end of the game, you divide the amount of money you would have received by 5 to buy new tokens and count these as bonus points. Every two rubies you have at the end is worth another two points.
Design (7 out of 10 stars)
Design includes two categories: art and components.
The art of the game is attractive and fits the theme well. While it is not especially remarkable, it does a good job setting the scene. The bright colors add to the sense that what the quack doctors and fortune tellers do is all show.
The components are decently made and consist of cards, boards, tokens, and gems. Most of the components are made of paper or cardboard with the exception of a couple of wooden pieces and the plastic gems.
Strategy (9 out of 10 stars)
Because this is a Push-Your-Luck game, I do not believe it would be fair to give it a lower ranking on strategy just because it involves a lot of chance.
For one thing, you can still have a strategy based on the probability of picking out certain tokens.
For another, the books of each ingredient that explain its ability dictate your strategy, but allow a lot of freedom. Which tokens you buy makes a huge difference.
For example, you may choose to buy more red tokens if the ability of the red tokens that round is to put them aside and then decide whether to use them at the end of this round or next round. If stopping at certain spaces on the pot is part of your strategy, buying more red tokens is an excellent choice.
You might likewise choose to purchase tokens that go more spaces forward, such as a 4-chip, or ones that have more desired abilities.
Furthermore, you may use a riskier strategy or play it safe. Should you place one more tile even though your pot is on the verge of exploding? It’s your call.
If you blow up, do you go for the points or buy more tokens? In this game, it seems like players are always in favor of buying more tokens because that improves your next turn. Part of the reason is that if you fall behind in points, the game gives you an advantage to make it more competitive in the form of rat tails, which allow you to start with your pot partially full. I think making buying the better choice almost all of the time takes away from the strategy, but just slightly.
Originality/Creativity (9 out of 10 stars)
This game has a creative theme. Although potion-making as a theme is not entirely original, making the potion brewers all quack doctors added to the uniqueness.
Using tokens pulled randomly to fill up the track in the pot, and then using the spot directly after for scoring was a great idea for a Push-Your-Luck game. The fact that you could explode if you pushed it too far was also a wise choice.
Also, the rat tails that give losing players an advantage prevent the game from ever feeling like they are too far behind to catch up. I haven’t played any other game that used a system like the rat tails.
Replayability (9 out of 10 stars)
There are so many combinations of ingredient books to use that gameplay can be different every time.
Additionally, the pot can be flipped over for a variation of the game. In the variant, you can trade in your rubies for prizes that give you even more options. I found myself not interested in using the prize track after trying it because it seemed much better to use the rubies to move the starting point where the pot begins to fill up instead.
Recently, I created a list of my top ten favorite board games, and I thought, why not one for card games? In general, I enjoy board games more than card games, but these five I enjoy every time they make it to the table.
Here is my list, and why each made the top five:
Coup is a bluffing and risk-taking game. Your objective is to manipulate others and take control of the court.
Each player has two cards that represent the influence of particular character types. For example, an assassin or a duke. Each character type has an advantage named at the bottom of the card, such as allowing you to draw three coins.
You can use the abilities on the cards in your hand, or pretend to have a card with a different ability. Other players may catch you if you are bluffing and force you to lose influence. If the other player is wrong, however, he or she is the one who will lose influence.
Once you reach 7 coins, you can launch an unblockable coup, forcing another player to lose influence.
Since each card in your hand represents influence, when you lose influence, you lose a card. You never draw another another card, so once you lose two cards, you are eliminated.
Even though I am not particularly skilled at bluffing, I enjoy playing this with family members who are good at it. I generally play it safe at the beginning, but some people start bluffing from the start.
It’s a simple game that is perfect as a warm-up for a lengthier board game, or for when you only have a short time to play.
#4 Sushi Go!/Sushi Go! Party
Sushi Go! is a drafting game. Each player starts with a hand, chooses a card, and passes their hand to the next player. All players then flip their chosen card and those cards take effect.
Some basic cards just score the points denoted on the card. Others require two or three in a matching set to score the point. Some are kept until the end of the round, and some until the end of the game, before scoring.
I like this game because of its cute theme and easy gameplay. After one game, players can easily become accustomed to the scoring system. It’s a great game to bust out when there is not much time to play.
The variant, Sushi Go! Party, provides an even greater variety of cards to make the game less repetitive. I fully recommend Sushi Go! Party if you can get it instead of Sushi Go!, but even the original simpler version will give you a good time.
I believe Dixit qualifies as a card game rather than a board game because the small board is only used for scoring purposes.
Dixit is a party game in which players take turns with the storyteller role. The storyteller looks at the cards in their hand, picks one, and without showing it to anyone else, uses a word or phrase that they hope will lead some players, but not all players, to guess it. For example, “Mirror, mirror.”
The goal for the other players is to guess the storyteller’s card.
Each other player uses the word or phrase to choose a card from their own hand, trying to trick the other players into falling for their card instead. For example, let’s say the storyteller’s card is of a woman who looks like an evil queen, and the storyteller is thinking of the classic Snow White.
Another player chooses a card with a literal mirror on it. A third, remembering that the queen asked for Snow White’s heart, uses a card with a picture of a heart on a platter. And so on.
These cards are mixed up randomly, and then players vote secretly using upside down numbered tokens on which one they think is the storyteller’s.
As explained before, the goal for the storyteller is to have some, but not all, of the players guess the storyteller’s card. The goal for everyone else is to choose the storyteller’s card.
If no one chooses the storyteller, or everyone chooses the storyteller, the storyteller gets zero points. This means the hint was either too vague or too obvious.
Players who are not the storyteller can gain bonus points if they trick someone else into voting for their card.
When my family plays, we have a rule that no one can comment after the storyteller chooses his or her word or phrase. This is to prevent players from accidentally giving further clues, such as by saying what the word or phrase reminds them of.
This is one of my favorite card games. It is a bit more complex than most party games, which I appreciate. I love the art on the cards, especially with the expansions. I think it is hilarious how two of my sisters use obscure anime references that they both understand to get ahead in the game.
Other relatives use references to sports, which they know that some players will get, but that my sisters and I will be clueless about.
One caution is that it is not good in groups where most people know each other really well, but there are some newcomers.
Dixit has artwork that is stunning and intriguing, which lends itself well to giving ambiguous hints. I like all of Dixit’s expansions, and while they do not change the rules, they provide more cards with new artwork and styles.
Dominion is a deck-building game. In it, you play as a monarch attempting to gain influence and expand your kingdom. You start out with a small deck and use treasure to buy cards to add to your deck.
The real goal is to gain victory points by buying victory cards, but these otherwise powerless cards clutter your deck and make it harder to take actions during your turn.
The base game has some variety in which cards you can create the store with, but the expansions greatly modify gameplay and what your decks will consist of.
One of my favorite cards is the Witch, which curses other players by giving them -1 victory point cards to clutter their deck.
This is a phenomenal introductory deck-building game that has dozens of variations. I would recommend any of the expansions to add on to the game, because all of the expansions I have played have changed the course of the game and made it very interesting.
Saboteur is my favorite card game. In it, you play a dwarf mining for treasure in caverns. The game is three rounds long. Each game, there is at least one, but usually two saboteurs.
The goal of the regular miners is to make a trail seven cards long to the treasure, which can be in one of three places. (Generally, they use maps to ascertain the location as soon as possible.)
The goal of the saboteur is to prevent the other miners from reaching the treasure. This can be done by placing dead ends, turns, and other unhelpful pieces. Saboteurs can also sabotage the tools of the other miners, breaking lanterns, pickaxes, and wheelbarrows.
When a dwarf has a broken tool, he or she cannot place anymore tunnel pieces until they are healed.
The dwarf that puts the finishing card on the tunnel gets to choose from the treasure first. For the Saboteur to win, the other miners must be unable to place more cards or obviously be unable to finish the tunnel to the gold. After winning, the Saboteur automatically gets three gold because it is harder to win as the Saboteur.
This game is so much fun, we have played several consecutive games in a row on some days. It doesn’t feel like simply a warm-up for a more complex board game – it’s more like the main event. This is one game that is simple enough to learn quickly and yet does not get boring. That is why it made #1 out of my favorite card games.
Since I became a board gamer, I have played dozens of board games with my family and friends. As someone who follows the board gaming community, I noticed the popularity of top ten lists and decided to share my own. Here it is:
Agricola is a worker-placement game where you play a small family of farmers trying to survive and thrive. At the beginning, you have only the farmer and his spouse as workers, but as the game progresses and more rooms are created in your house, the family will grow to include children.
There are a variety of strategies to use in this game and many aspects to focus on. For instance, you can focus on plowing fields, planting, and harvesting crops. Or you can focus on accumulating sheep, boars, and cattle and creating pastures for them to graze. The game rewards generalization, and you lose points if you fail to develop in any area – for example, if you don’t have any cattle.
There are also minor and major improvements such as building a furnace to make cooking more efficient or creating new rooms in your house, or improving existing rooms. There are a limited number of furnaces, so it is best to focus on getting the best one early in the game.
My favorite part of this game is developing each area of a farmer’s life, especially accumulating animals. It’s a fun game to play with family, and it is interesting to see that each of my family members takes on a different strategy.
#9 Castle Panic
Castle Panic is a cooperative board game where players work together to protect their kingdom from monster hordes. Even though players win or lose together, only one player can be the best monster hunter, and that person becomes the overall winner. This creates a friendly spirit of competition in this otherwise cooperative game.
This is one game that is fun even though the players frequently lose. This is either because there is particularly competitive person at the table or because the amount of monsters is just overwhelming. The game presents a real challenge and winning feels like a real victory.
Even though this is one of my favorite games, my family doesn’t play it often because they don’t like it as much as I do.
An honorable mention here would be My First Castle Panic, a simpler version of the game that I play with my 3-year-old sister. It is just challenging enough to be interesting even for older members of the family.
Wingspan is a competitive game where the goal is to collect diverse species of birds on your wildlife reserve. The artwork in this game is stunning to say the least. It a very well-designed game thematically.
This is another game where you can take on a variety of strategies based on your preferences. You can try to broaden the species of birds on your reserve, accumulate eggs on your cards, and try to achieve your secret goals. Of course, it is best to do all of these things, but often one of these becomes the focus of your game. There are also objectives for each round you can complete to gain extra points.
This game is beautiful, enjoyable, and rewarding to play.
Descent is a sprawling, cooperative dungeon-crawling board game that takes 4-6 hours per game. Since when I play it with my family, we usually take breaks, it takes even longer. We have a tradition in my family to play it each year on New Year’s Eve.
In it, you take either on the role of a custom hero with their own story and attributes, or the role of the overlord whose goal is to destroy the heroes. The heroes must reach the goal in each given dungeon, whether it is to win a major boss battle, find a particular item, or something else entirely.
The character I chose for this board game is what I call a Tank character – one with high HP and moderately high melee ability. One of my sisters has a character who specializes in long-range attacks, and my other sister has one that has potent magic spells. My dad always plays the overlord.
I have a lot of fond memories of this game.
Gloomhaven is similar to Descent because it is another cooperative, dungeon-crawling game. However, it is shorter, so my family is able to get it to the table more often. While Descent involves more luck because of its dice-rolling, Gloomhaven relies on cards.
Each turn, you choose two cards from your hand that constitute your actions for that turn. The deck of cards you have to choose from gets smaller over the course of the game, so there is a limit to the amount of time you can spend in the dungeon before running out of actions. This adds to the tension of the game but does not take away from the enjoyment.
In this game, you play through many scenarios and have choices about which missions to undertake. It is like a stream-lined version of Descent with an interesting story line and several gameplay differences, which is why it’s my #6.
#5 Mechs vs. Minions
Mechs vs. Minions is another cooperative game that plays campaign-style. In it, you play one of four possible Yordle characters whose primary objective is to keep minions from overrunning the base and creating an assortment of problems.
One of the most creative aspects of this game is that you pretty much program your movement with cards. Each turn you add a card to your programmed movement. When you get hit by a minion, you have to add a damage card to your programmed cards, which can really mess you up.
When this programmed movement goes right, it can allow you to skewer or trample a lot of nasty minions. When it goes wrong, it’s hilarious.
For example, I once did a 90 degree turn to the left, then turned back 90 degrees to the right. Following that, I shot randomly while striking nothing, spun around, and ran into the side of the board. All while hordes of minions were approaching.This game is enjoyed by me, my sisters, and my dad.
Honestly, the programmed movement is my favorite part of the game and why this game made #5.
#4 Lords of Waterdeep
Lords of Waterdeep is a worker-placement game. In this game, you play as one of the Lords of Waterdeep, each of which has a secret objective. No one but you should know who your Lord of Waterdeep is.
You gain points by completing quests, and can sabotage your opponents or get ahead of the game with Intrigue cards. You can also build shops that give you bonuses when other players shop at them.
To complete quests, you must use cubes which represent people and influence. Completing quests usually is the most important way to gain points and win the game.
I like this game best with its expansions, which create an added element by offering a corruption track. You can take profitable actions if you are willing to gain corruption, but it can have disastrous consequences at the end of the game if you don’t find a way to remove the corruption.
#3 The Quacks of Quedlinburg
The Quacks of Quedlinburg is a Push-Your-Luck board game. To be honest, I dislike most games that have luck or risk as a major factor in who is the winner. This one is a definite exception because the game play is so enjoyable.
In Quacks of Quedlinburg, the players act as potion makers, using various ingredients that provide different bonuses. You start out with a bag of chips, and choose randomly from that bag to put ingredients in your pot. Cherrybomb chips have a negative effect when drawn, making your pot more likely to blow up. As the game proceeds, you have the opportunity to buy new chips with more powerful effects.
Winning is a matter of pushing your luck to the limit while blowing up as few times as possible. If your pot blows up, you must choose between earning points or buying chips that round. It’s not the end of the world if it happens, but it’s best to avoid it.
Out of all the times I have played, I have only won once. It’s a testament of how good the game is that I had so much fun playing it even when I frequently got last place. (My luck is terrible).
#2 Dead of Winter
Dead of Winter is a zombie game, and I hate zombies.
Why do I still love the game? Well, it’s a tense cooperative game with an awesome thematic design that even I can appreciate. The scenarios presented by the game pose actual moral dilemmas that make decisions difficult. That is why it is called a Crossroads Game.
Furthermore, like Castle Panic, everyone either survives or dies together, but even if you survive, the real winners are the ones who complete their secret objective. Last of all, there is occasionally a hidden traitor, whose goal includes causing the others to lose the game.
Sometimes, just making it through the round and managing to feed everyone is the best you can do.
Each player controls a faction of survivors that can scavenge, contribute to the stockpile, clean up camp, and complete other actions to progress the game. What actions you can take is based partially on the luck of a dice roll, which makes sense because even survival is based partially on luck.
As you might guess from the title, Dead of Winter is set in the middle of winter. Thus, in addition to infections from zombies, players risk frostbite in they venture from camp.
Overall, this game is well-designed, tense game of survival.
#1 Terraforming Mars
My absolute favorite game ever is Terraforming Mars. Part of that is the theme – it’s such a cool idea. Preparing Mars for settlement by gradually making it possible for life to inhabit the red planet – genius! The board and cards are well-designed, and some of them are even humorous.
You can take actions such as civilizing the board with cities and greeneries and using space event cards, action cards, and general cards. The strategy you take on depends partially on your corporation – for example, you might focus on making investments in titanium or megacredits, the currency of the game.
The reason I love this game so much is that even when I lose, I feel that I have achieved so much that it doesn’t even matter – it’s still a ton of fun.
Out of the expansions, I can only recommend Prelude. I have the other expansions, but I cannot say they improve the game at all. They simply make things more complex.