Over the past year, I was given many opportunities to play board games with my family and with my excellent local game group. Of course, I wish I’d had even more chances, but I’m happy to have been afforded the time to pursue this quaint little hobby.
Looking back at 2009, I’d like to present (in no particular order) the board games and card games that were part of my most positive and/or memorable gaming experiences of the year. Of course, my listing each of these games says just as much about the games themselves as about the wonderful people they were played with, so your mileage may vary depending upon the company you keep.
Battle Line
A two-player card game, pitting one army against another. There are 60 cards, numbered 1 – 10 in six different colors. The object is to capture a flag by playing the best sequence of cards next to it. There are 9 flags in all, and the winner of the game is the player who manages to either take 3 flags in a row, or 5 total flags. My wife and I enjoy playing this one together, which says a lot because she’s not as big a fan of games as I am. It’s a short game, usually taking 15 – 20 minutes to complete, and almost always below 30.
Tichu
Tichu is a trick-taking partnership card game that is best played with 4 players. Other games in this genre are Euchre, Spades, Hearts, Bridge, and Rook. The most apt comparison to Tichu would be Rook on a cocktail of E, acid, steroids, and mescaline. Like Rook, Tichu requires a specialized deck of cards rather than traditional playing cards. It’s very challenging, yet not overly complicated or hard to learn, and an awful lot of fun. It’s an absolutely brilliant game. Near perfect.
Race for the Galaxy (w/ expansions)
My nerdiest friends love Race for the Galaxy. Why? Well, it’s San Juan with frickin’ laser beams. It’s got an economic system, a victory points engine, a set collection mechanic, and a double-think dynamic all in one neat package. And it’s just a card game, no fiddly bits required. I’ve played it nearly 100 times, thanks in part to the expansions and the excellent (and free) computer version I downloaded, and it never gets old. Race achieves a depth of play and a level of replayability seldom seen in the game world.
Le Havre
Grabbing my attention early due to Agricola, its highly touted predecessor, Le Havre turned out to be a slow-churning, brain-burning, efficiency engine of a game. And I love it. There is so much to think about in this game, so many interesting decisions, dilemmas, and problems to solve. Although Le Havre is a longer game, the length seems appropriate given the complexity. With experienced players jockeying for the best actions, there can be some punishing screwage, which makes for a tense and wonderfully angst-filled gaming experience.
Chicago Express
This is the lavishly produced Queen Games version of Wabash Cannonball, a railroad-themed stock market game, and it completely caught me by surprise. I bought a copy of it purely because of word of mouth reviews. It’s short, tense, and satisfying from beginning to end. There is barely any downtime. The components and board are beautiful. There is no randomness at all — only player-generated chaos. For a game to be this good and yet be playable in 60 minutes is simply phenomenal.
Power Grid
I’d never played Power Grid before this past year, but I managed to get several plays of it in. The verdict: It stacks up, and is well-deserving of its lofty reputation. Your goal, as an electric utility company, is to power the most cities at the end of the game. You have to build power plants, buy fuel to power your plants, and expand your network of cities on the map. Power Grid can be a little mathy and prone to induce analysis paralysis, but I’ve been won over. I’m a big fan of its turn-order balancing mechanic.
Steam
Steam is a variant of the Age of Steam system. I’m not going to get into a long Steam vs. Age of Steam discussion here, but I’m extremely happy that I opted for the former. I personally don’t have the wherewithal or the patience for the brutal and unforgiving AoS. The “Base Game” of Steam is quite excellent in its own right, and fills the “awesome train game” void in my collection nicely. As the owner of a railroad company, you spend the game building track and delivering goods to cities. It’s a top-tier game, and certainly a brain-burner.
Brass
I’ve already written a review of Brass here, and from reading it, you are likely to conclude that I am obviously infatuated with it and will play it any chance I get. And you would be 100% correct. Brass is easily in my all-time top 5. The gameplay successfully evokes the 19th-century English industrial revolution, and the real, working economy is tight as a drum. The turn-order balancing mechanism (he who spent the most goes last) is simple, but effective. Sorry, but I just love this game.
Starcraft: The Board Game (w/ expansion)
My goodness, this thing is a beast. It’s by far the most monstrous game in my entire collection. I don’t often stray to the Ameritrash side of the gaming spectrum, but I’m happy to own this one. Tons of bits, lots of rules, and plenty of strategy. The expansion adds a lot more depth and polish to the system. The game can be on the long side, but time just flies while you’re playing. Starcraft: The Board Game, like its video game counterpart, is like a knife fight. In a telephone booth. In space.
Through the Ages: A Story of Civilization
I have a self-confessed weakness for civilization-building games. My favorite computer game, even after all this time, is Sid Meier’s Civilization II. Through the Ages is based on that computer game, which in turn was based on Francis Tresham’s Civilization board game from the ‘80s. So it appears we have come full circle, except that TtA is a much shorter game that doesn’t include a map at all. Instead, it focuses on the core mechanics of Civ II: the tech tree, science, food, production, and military. Stripped down and abstracted in this way, it doesn’t make me miss the map one bit, and it’s one of my absolute favorites.
Middle Earth Quest
Here we have a semi-cooperative game that pits several players, representing the Free Peoples of Middle Earth, against one player, playing the role of Sauron the Great. It’s unlike any other game I’ve ever played. It’s an immersive, experiential game akin to (what I imagine might be) a really lightweight role-playing game. You roam Middle Earth, embarking on quests and fighting the orc, while Sauron hatches plot after evil plot in his attempt to spread his influence and cover the world in shadow.
Cribbage
2009 was the year I was first introduced to Cribbage, a card game which was created in the 1600’s. It’s rare for a traditional card game to play just as well with 2 as it does 3 or 4, but Cribbage pulls it off well. It’s amazing how tough the decision-making can be in this game, and trying to foil your opponents’ plans weighs just as heavily as maximizing your own gains. Cribbage is apparently quite a popular card game in the English-speaking world, but I haven’t personally met many people who know it.
Endeavor
The shining new star for 2009 is Endeavor, a game I anxiously anticipated for about a year prior to its eventual release. It didn’t disappoint, and it plays in about an hour. As competing European powers in the 18th century, players must balance their progress in building, culture, finance, and politics as they attempt to colonize the four corners of the Earth. The colonial theme is quite abstracted, but it manages to shine through, and there is a healthy dose of player interaction to keep everyone engaged for the duration.
Winner’s Circle
The “dark horse” game of the year for me, if you’ll excuse the terrible pun, was definitely Winner’s Circle. A guy in my game group happened to own a copy, and we had a total blast playing it. The basic gist of it is placing bets on horses, then trying to influence the race to the extent that your horse wins, places, or shows. On your turn, you roll a die, and you get to choose which horse moves. Each horse has particular strengths and weaknesses, depending on what gets rolled. Opportunities abound for bluffing and screwage.
Modern Art: The Card Game
My wife and I enjoy Modern Art: The Card Game (or Modern Art, sans auctions). I was very surprised to see how well the game worked without auctions, even to the point where I’m now unsure if I’d want to play the original rather than this version. The core of the game remains: collect as many paintings of the most valuable artists as you can. Of course, the crux of the matter is that you don’t know which artists will end up being valuable, but you can attempt to influence the balance in your favor as you play.






























