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Chris' All-Time Top 20
Chris Farrell
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I decided "Top 10" was too limiting, so I am in the process of expandeding it to 20 - too many games I considered absolutely top flight got dropped on the top 10 due to a lack of space, so here is the Top 20. The first 10 are ranked in some kind of order, but 11-20 covers a wide range of genres, so the ordering is not so important.
People do often ask me for game recommendations, so here you go :) You'll note I tend to favor the older games over the most recent, primarily because only time will establish whether a game is good or truly great, so some recent stuff (like Traders of Genoa) haven't made it yet but may still do so at a later time. You'll notice I have a preference for more substantial games; not necessarily complex ones, but ones that allow a lot of player strategy and choice. If complexity has a good payoff in terms of gameplay, I won't mind that much.
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Posted Mon Jan 31, 2005 9:52 pm
1. Board Game: El Grande [Average Rating:7.96 Overall Rank:9]
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Chris Farrell
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El Grande for me combines a lot of great elements. For a meaty, substantial game it's actually surprisingly simple game which can be explained in 5 minutes or so to new players - it's incredibly elegant and clean, unlike the later alea titles like Taj Mahal or Amun-Re which are wonderful but a touch complex. It presents the players with lots of tactical (the choice and usage of each card) and strategic (court management) choices. The incredible intertwining of the fates of each player makes for a competitive game without the hose-the-leader or kingmaking problems of most similar games. Throw in two expansions, both of which are excellent and which make this almost 4 different games, and this is a huge winner.

When I think of great, elegant, streamlined games that get huge bang for their level of complexity, El Grande has topped the list for almost 10 years.
Adrian G
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I agree - a good game. Something else I like is that the expansions add massively to the game - not just extra bits for a couple of extra players ???
Stan Mamula
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One of my all-time favorites. A 10 all the way.
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I love it when Chris's lists come back to life.

Quote:
The cards mandate a series of short-term strategies. I think it works perfectly, because if the action card order were predetermined for the entire game, allowing a plan of grand strategy, it would bury the game in anylsis paralysis.


This kind of thing that Robert talks about is exactly the kind of game I like. Analysis paralysis is a gamer trait, not a game trait. If your gaming group has the ability to play game with overarching strategies to complement interesting tactical play, then this kind of game should be no problem.

I'm still not enamored of El Grande even with the action card order for all turns revealed at the start of the game, but at least that makes the game more interesting since you can actually plan ahead.

For a game with a very similar characteristic, see the base game for A Game of Thrones. Revealing all the event cards for the whole game at start makes it a much better strategic exercise.
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If you want a more obviously strategic component, why not just use the King & Villain cards? These give each player their own deck of event cards at the beginning of the game, from which you to select what you're going to play with.
They give the players a lot more control over how and when the events come out, and of course the deck customization makes for some strategic choices. Not sure why I didn't think of this before.

I actually don't play King and Villain very often because it does make for a much more challenging game, and usually when playing El Grande the base game is enough for me. But for those of you who crave the longer view, it might be just the ticket.

As I mentioned, one of the other reasons El Grande is so great is because it has two great expansions, both of which make for almost new games.
Richard Young
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This is an old thread but I'll throw in my two cents anyways...this is the Geek after all (where you can do or say whatever you like, whenever you like).

My problem with El Grande is that it is a very clever construct of mechanics but lacking any heart or soul, or whatever it is that pulls you into a game and keeps you there. I am in total agreement that the construction is flawless, but you are so immersed in those same mechanics that it is hard to remember what it is you are trying to accomplish (beyond manipulating two sets of cards to maximize your influence position in a number of areas where other cubes may also reside). Something about Spain? Troy (where the game is reportedly to have originally been set)? Does it matter?

I readily admit that the concept of theme in gaming is something I pay particular attention to and I am extremely sensitive to elements of a game that run counter to or detract from it, but here is an example where the theme itself is either totally absent or irrelevent to the actual play. This game is all about the game and how you manipulate it to outpoint your opponents. My idea of a great game is where the mechanics reflect and reinforce the theme in their very construction. Examples would be For The People, Hannibal, Dune, War of the Ring, etc.

People have compared We the People (and could by extension apply this notion to any of the CDGs that mark ownership with political influence counters) to Othello. While in pure analytical terms that may be an accurate observation, there is never a sense that you are playing an abstact game - the theme is everywhere in most CDGs. How good the games are is a question of taste and what your interests are in gaming. However, I would rather play a decent well themed game than a brilliant abstraction. That's just me.

El Grande feels more and more like a sterile exercise after repeated playings. I've given it a good rating for the undeniable quality of the design but I wouldn't miss not ever playing it again.
2. Board Game: The Settlers of Catan [Average Rating:7.61 Overall Rank:45]
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Chris Farrell
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Settlers seems a bit past its prime in the eyes of most gamers, but to me this game is still a wonderful gem. It's simple enough that any semi-serious player can intuitively grasp it almost right away, yet it has subtlety that even players who have played many times can miss. It's skillful enough that good players win, yet so much less daunting to inexperienced players than heavier games like Taj Mahal or Tigris & Euphrates. Like El Grande, when I think Settlers, I think "streamlined elegance". There are really only two core ideas to settlers - the production dice rolls and the leveraging of the 2d6 probability curve, and the building chart. Yet the game achieves so much with so little, being subtle in effect, rich in flavor, and almost endlessly replayable.

The expansions are of varying utility. Seafarers is great. Cities and Knights is good for the occasional games, and has some great ideas (I love the new event cards), but on balance may make the luck factor too important. The 5-6 player expansions should probably be avoided as Settlers really wants to be a 4-player game. The 2nd Historical Scenarios set is qutie good; the first is OK. The Settlers of Nurnburg is the best of the standalones, and while it's good, it lacks the balance of the original. Starfarers is an awesome game, but I consider it an entirely seperate product.
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Pierre-Luc Thiffault
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I don't like C&K. Found the game to be longer and boring, but that's just me.
Gerald McDaniel
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Don't avoid the 5-6 expansion. We play regularly with 5 players, and we really appreciate the "extra" building option for all players at the end of each player's turn. This is an important modification for that many players, and it works very well.
3. Board Game: Middle-Earth CCG [Average Rating:7.09 Overall Rank:380]
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For the serious gamer, anyway, this is the top-of-the-line in CCG-land. OOP now, but the first three sets (METW, METD, and MEDM) are all you need for an excellent game. Also one of the games with the fewest distribution-related issues; you'll need a chunk of cards to really enjoy the game, but there is little reason to be a completist as rares are balanced by frequency-of-play and are not game-busters as they are in so many other games.

It is a common misconception that you need a ton of cards to enjoy this game. While this is true to some degree for any CCG, Middle-Earth is actually afflicted with this problem much less than most games, both because the rarities are far better balanced with respect to frequency of play, and because there are very few limitations on which cards can be used in which decks (unlike the colors, cultures, or whatever other games use).

The later Decipher Lord of the Rings TCG is but a shadow of ICE's game, despite borrowing some elements.
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J Montney
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I would be nice to find 'The One Ring' a little easier...
Scott Muldoon (silentdibs)
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Not supported as it deserved? I seem to remember it getting five or six expansions, including a full-on 400 card second base set of all new cards. Frankly, for a game of its complexity, I think it was supported well enough. The fact is, it was just too burdened down by heavy concepts. Hey, it beat the 18-month kill cycle of most 'successful' CCGs...
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It really needed a 2nd Edition rulebook. The eratta got out of hand late in the game's lifespan, and ICE had a hard time handling it. MECCG wasn't a hard game fundamentally, but keeping track of the CRF by the end was not a fun time, and the cards got more and more esoteric.

It was still a wonderful thematic game, and it's a shame ICE lost their license as the movies started to get off the ground. While they had their issues, they were a much more solid *game* company than Decipher.

My understanding was that it was the 2nd most successful CCG, after Magic (boosted by big international sales, especially in Germany & England). But as you say, CCGs do have a limited lifespan due to the complications created by the necessity of constant expansions.

I think in the end there were two base sets (The Wizards and Lidless Eye); METW has two expansions (The Dragons and Dark Minions); MELE had one expansion (Against the Shadow); then there were the two last and least-successful expansions, White Hand and The Balrog - both semi-standalone, both terrific ideas, neither of which quite worked.
Francois Petitclerc
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I agree with this choice, Chris.

This is a game that provided a true sense of adventure and storyline. I officiated tournaments here in Montreal for 3 years and ICE's prize-support was fantastic. Although it was sad to see the dwindling support over time, they certainly could not be faulted with lack of generosity.

The artwork is superb and the game could be easily played thematically or competitively. In my opinion, it offered far more in terms of exploring Tolkien's world than the new Decipher game. Although the dice often reared its ugly head in many games I played, I'm always compelled to build a new deck and try something new. I love this game still.
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If you enjoy Tolkien, this CCG is a must. It deserves to be mentioned as one of the very best Tolkien themed games, along with a handful of others. Geek List of best Tolkien themed games here:
http://www.boardgamegeek.com/geeklist.php3?action=view&listi...
4. Board Game: Lord of the Rings [Average Rating:6.97 Overall Rank:227]
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This is a wonderfully facinating game, unique and engaging. I admit plenty of people can't get past the cooperative element, which is fair enough; but for those who can, this is an amazing game with a surprisingly high repeat draw. I've written a lot about this game; you can find my review here: http://homepage.mac.com/c_farrell/reviews/lotr.html

The first expansion adds some nice elements but not so strong as the original. The second expansion adds significantly to the complexity unfortunately, but having an actual Sauron player adds significant interest to the game.
Anson Li
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One of my friends also hates this game because he feels that this can be played Solitaire. However, I'm sure his mind will change once I get the Sauron expansion. Now there is an adversary.
Joel Baxter
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San Carlos
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"No point" is pretty strong. The randomness of the card and tile draws ensures that you will get into different situations each time you play, so it's not strictly a "puzzle". If the desire to win the game just once was the only thing that kept you playing, then I guess you would indeed stop playing it after you beat it the first time. But that's not going to be the only motivation for everyone.

It's rarely played in my group, but it's not a one-time-and-out.
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I'm not sure calling LotR a "puzzle" is accurate, at least in my view. I think of LotR as more of a collection of "micro-puzzles" which vary a lot from game to game. The pace of the events is a fundamentally game-altering thing - it affects the weight you apply to the different tracks. The randomness of the corruption allocation and the distribution of action cards will affect how you play the game (how hard you work to keep hobbits alive to preserve cards in their hand, how you work out who needs to get the Ring next, etc). You also have to weigh the desire to set up your needs for future boards with the risks in the current board. All this is not trivial, and the randomness inherent in the system gaurentees you won't see similar games twice - so I think LotR is no more a puzzle than any other board game.

When Sauron starts on 15, or maybe even 12, I'll grant you the game can feel puzzle-like. Starting on 10, though, it's a real game. Lots of tough choices. You can't forsee all the challenges you will face.
5. Board Game: Hannibal: Rome vs. Carthage [Average Rating:7.98 Overall Rank:20]
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While the series of "card driven wargamaes" has mushroomed since GMT tackled the concept with Paths of Glory, none of the later follow-ups have come anywhere close to touching the incredible balance achieved by this game. Hannibal is one of the extraordinarily few wargames that manage to be top-flight games by any standard. What sets Hannibal apart is not just the tension in all the choices, from operational management (i.e., your strategy cards) to tactics (the playing of battle cards), but a Knizia-like level of balance between all the interacting game systems: the political control allows you to control provinces, which drives the military game both as an objective and because you get bonuses for fighting in regions in which you control a lot of provinces. This provincial control aspect is also tapped by many of the cards in the deck. Every element of the game seems to be in place, with no spurrious elements or excess chrome despite the low complexity (for a wargame - although Hannibal has only 9 pages or so of admittedly somewhat dense rules, that still makes it reasonably straightforward by most metrics). For its genre, it gets the highest possible recommendatation from me.
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Mark Gray
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My favorite of the "We The People" type games. Very strong repeat playability. I love the random entry of the Roman generals, and the naval rules work really well without too much added complexity. Someone should reprint this!
David K.
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Along with Up Front, I hope this game is reissued at some point.
Ed Brickell
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I remember taking off the shrinkwrap, setting it up, flipping through the rulebook, pushing a few pieces around, sighing, and then boxing it up and never getting it out or even thinking of it again.

Years later, I come here and find people selling their children for a copy.
Viktor Haag
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Apparently, Valley Games (the company that brought back Die Macher and Big City) will be reprinting this game. So that means (a) you'll soon be able to buy a copy without having to sell off your children, and (b) those who were using their stockpile of games to slowly acquire great woggles of cash will no longer be able to do so.
Steve Stanton
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As a further update, Valley Games ( www.valleygames.ca) in fact is reprinting Hannibal. As of 02/28/07 they are now charging credit cards and expect to have it released by the end of June, 2007.
6. Board Game: Ra [Average Rating:7.71 Overall Rank:28]
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Chris Farrell
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Ra seems to me to be very nearly the end-of-the-line for games whose sole mechanic is the auction. Ra's got every fundamental from every other auction game: every lot has different values for different players; the currency itself is not easily convertable; and the values of the items up for bid can be highly variable depending on future events. All it lacks is Modern Art's "personality" element, but you can't have everything.
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Pierre-Luc Thiffault
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In the art of negotiation, how is Quo Vadis compared to Traders of Genoa?
Alex Limoges
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I could not agree more. Each time I think of my favourite Euro game ever, I secretly hold this one to be on top of the list. Esaily the game that I have played the most.
7. Board Game: Genoa [Average Rating:7.41 Overall Rank:88]
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This game has shot up in my opinion as I've continued to play it since it came out. This is a tremendous deal-making and risk management game, without quesiton in my mind the best I've played. The game has such a mindbogglingly large number of different ways to approach it that it's hard to imagine every playing the same way twice. The tremendous balance between all the different options is a hallmark of the alea line of games, and certainly a key reason why they feature rather prominently on my list of favorite games.

Where Traders of Genoa scores, interstingly, is in complexity. There are so many deals that can be made, and so many different ways the game can play out, you have to remain incredibly flexible. And it's a game that simply never lets up - it's an amazingly intense, 90-minute roller-coaster ride, and there is no point at which you can stop paying attention.
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You are right, there are some inconsistancies, and I do actually mention this in my intro to the Knizia list. Part of it is the "slicing" factor, but part of it too is that these lists were created pretty far apart in time and I spent a lot more time on the actual ordering in the Knizia list than this one.

Anyway, you're right, Ra should probably rate above Quo Vadis here. Quo Vadis got rated higher originally because I like negotiation games, and good ones are few and far between, while auction games are more common.

This is not to defend my inconsistancy here, because I do try pretty hard to be consistant. My only defense is that amongst these great games, which one might be better today can change a bit and not be a world-altering thing.
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90 minute? how do you do it??
Chris Farrell
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Play fast?

It's also usually to someone's advatage to use the "choose a start space" tile to accelerate the end of the game (usually if someone is going after privledges), so we almost always see a turn or two chopped off this way.

I agree this game can drag out for up to two hours in some cases, and it can be very group-dependant. But I usually see about 90 minutes.
Adam Deverell
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So did I do something stupid when I sold this after three games? Boy, I hated it. Unlike othe Alea games such as PoF or Taj Mahal, my rating for this steadily dropped rather than rose (they usually take a few games before you "connect" with them). Couldn't figure out why, but the third game envoked such a violent reaction I couldn't bare playing it again.

I think it is because of the total lack of control - you just didn't know what you were negotiating for. I give you a salt so you can, what, give me silk or run a message or make a large order? There was no feeling of control or prior knowledge.

It may come down to the fact I grow tired of negotations very quickly. I always gave up and just wanted to get on with the game. Same with Quo Vadis. Too much back and forth.

I'd like to know if anyone likes negotiation games but DOESN'T like Traders. If not, I'll steer well clear of negotiation games in the future.

Should I have given up on this so quickly? Its ratings are so good I have a feeling another few games may have sorted it out.
Richard Dewsbery
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2-3 hours of interminable negotiations? No, I don't think selling it was a mistake. My mistake was buying it in the first place.
Elijah Lau
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I just wish I had the right group for this game. One of the best negotiation games around. I love it for its complexity in negotiation levers.
8. Board Game: Modern Art [Average Rating:7.46 Overall Rank:68]
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This, along RA, are the top-of-the-line auction games in my opinion. If you want to play a game with a psycological element over and above the simple evaluation of what a set of cards are worth, Modern Art is it. Evaluation games are a dime a dozen; the subtelty and importance of the influence of the other players is what takes Modern Art over the top.
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Eric Smith
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I played this for the first time recently and I agree, a great game!
9. Board Game: Rommel in the Desert [Average Rating:7.70 Overall Rank:184]
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In truth, Columbia's EastFront has a little more appeal to me. But, if you get past a rulebook that is a little problematic, Rommel in the Desert is a wonderfully accessible, playable game with great tension & strategy. Satisfying games take no more than 90 minutes, while the Campaign Game (which is highly recommended) is not that long. EastFront is a similar game, but the longer rules & much longer playing time means that Rommel in the Desert is the classic.
Ed Brickell
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The older, more rules-problematic version of this game is pictured, but the reprint is terrific: one of the best marriages of the block system and gaming situation, in my opinion. The block approach is an excellent fit for the bluff and counter-bluff that typified the real North African campaign. Liberty and Hammer of the Scots are big favortes of mine using the same system -- again, because the system seems to fit the gaming situation like a glove.

Another great block gaming idea would be the Vietnam War.
10. Board Game: Advanced Squad Leader [Average Rating:7.93 Overall Rank:42]
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Chris Farrell
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The insanity of ASL may seem out of place on this list ... but, once you can learn to play this game, it has tremendous advantages. There are a lot of players out there, so finding players is no problem - somthing you can't say for virtually any other wargame these days, except maybe Paths of Glory. And, once you've learned the game, you have access to a tremendous richness of scenarios - literally thousands. While the start-up cost is high, compared to *any* other high-complexity wargame the payoff in terms of play value is enormous.

Although I still play a couple times a year on average just because ASL is so universal, I am by most counts a lapsed ASLer. As my frustration with finding opponents regularly for other higher-end wargames increases, though, each year I get closer to going back for my wargame fix.
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Bill Koens
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Ah yes.

Occasionally I get the urge to simply get out the rules and re-read them. Kind of like a refresher course.

In fact, I just got them out now.

Of course, the only friend I ever played this with is now 400 miles away. But I've still got 2 big boxes, plus a few smaller, full of stuff for the system. >sigh<
Ed Brickell
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I still think the original Squad Leader was a far, far superior game to this unholy monstrosity. A sad example of what happens when the rules lawyers and bullet counters aren’t kept in their cages. You roll 20 times as many dice, read 5 to 6 times as many rules, and you end up with generally the same results.
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Well, there are a lot of rules, but the die-roll count is about the same as classic SL. The individual die rolls just tend to have more effects (ROF, ELR, etc). And some elements of ASL are actually cleaner than the original (like defensive fire and those unworkable penetration rules from SL that nobody I know ever used).

Think about it this way. You can learn to play a good-quality eurogame in 20 minutes by reading the rules, then play it under 5 times and get maybe 4 hours of fun out of it if you're lucky. So that's a 1:12 learning:fun ratio.

OK, so maybe it takes 12 hours of learning rules to figure out how to play ASL (although this leaves aside the Desert, PTO, etc., it is probably a high estimate for the core game). At eurogame rates, you would expect 144 hours of fun ... which is a lot, but ASL is good for way, way more than that if it's your game of choice. There is an almost incomprehensibly huge number and variety of scenarios available.

You have to actually play it that much, which means that you can't play much in terms of other games. But ASL is certainly amenable to it. And while the rules are lengthy, no question, they are also fairly good.

I'm not saying ASL is for everyone, not by a far cry. But I certainly do consider it one of the all-time great games.
Ed Brickell
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Chris, you're right: the die rolls are about the same; it's all of the additional die roll modifiers that bring me down. But I still think that ASL is an unnecessarily complex hijacking of John Hill's original concept -- which he designed to give more of the "feel" of tactical combat rather than an attempt to realistically reproduce it.
11. Board Game: The Republic of Rome [Average Rating:7.60 Overall Rank:104]
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Chris Farrell
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After the first 10 slots, the remainder of the games are in no particular order. Republic of Rome is an absolutely mind-blowing game, which can't take the top slot on this list due only to the complexity both of the rules and the gameplay; this is a "big" game which really takes a few games just to get to the point where you are enjoying it; it takes a commitment to a single game which is hard to find in this, the golden era of gaming. (Although it should be noted, that the rules as 11 pages are really not that bad - less than most modern wargames - and the real complexity is in the richly detailed play than in the raw rules volume.) Those that spend the time and effort, though, reap rich rewards: this is absolutely the political game, and is one of the best-themed games ever made. Intrigue, deal-making, backstabbing (although just a bit), money and power, the expansion of empire - Republic of Rome has it all, is is guarenteed to turn your friends into cynical, amoral political machines for 2-4 hours. Yes, that is fun :)
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Nicholas Jost
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2-4 Hours an episode? Good grief what do you do to speed play? I haven't tried it yet but I'm of the opinion that ditching the cards for everything but draws and using some sort of reference sheet would be faster. Is that what you do?
John Richert
United States
Cordova
Tennessee
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Just wanted to add that Kevin is looking at it all wrong. Once the kids can play with you, you will have plenty of time to play!
Carlos Araujo
Brazil
Brasília
DF
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Quote:
"Those that spend the time and effort, though, reap rich rewards: this is absolutely the political game, and is one of the best-themed games ever made."


Agree. I love this game!
Robert Sera
Canada
Edmonton
Alberta
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Chris,

2-4 Hours?? I guess it depends on the scenario. We've played the middle scenario three times and it was like 8 hours long. Maybe we just argue too much? :)
Robert Osvalds
United States
Chicago
Illinois
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To play this game to completion takes anywhere from 20 minutes (Rome falls) to 8 hrs. The aspect that I appreciate the most about this game, is that it is, in reality, an open-ended "framework". The real "game" emerges from the players themselves, their choices, and their creativity. (moves like... sending out influencial senetors to govern the provinces who carry the most votes, placing other powerful senators in drawn-out battles away from Rome, then motioning that you be declared CHANCELLOR FOR LIFE!!!–That's a creative political move!) When you play RoR, it even FEELS like you back in ancient Rome: arguing, dealmaking, betraying, and maneuvering for power. What a great game!
12. Board Game: Breakout: Normandy [Average Rating:7.72 Overall Rank:188]
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Chris Farrell
United States
Cupertino
California
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Breakout: Normandy is another of the great wargames, with the emphasis on "game". While it does manage to do a great job conveying the realities of operations in Normandy, it does it in a way that makes a tremendously playable, accessible game. It's a little more "wargamey" than the *most* accessible wargames like Hammer of the Scots or Hannibal: Rome vs. Carthage, at rules that weigh in at a fairly verbose 9 pages, it's not that far beyond the Euros in raw rules complexity. However, it has an amazing depth of play beyond simply understanding the rules, which is why the best wargames still have so much appeal to me - while it's true they are more complicated, the bang you get for your buck is tremendous. Breakout: Normandy is significantly the best of the area-impulse genre games (5 so far, including AH's Storm over Arnhem, Thunder at Cassino, Turning Point Stalingrad, and MiH's Royal Tank Corps), mainly due to the fact that both sides have significant strengths and can attack and counterattack, unlike previous games where one side is mostly just taking abuse (although RTC is similar in this way, and it had a chance at this list but for the length). Looking forward to MMP's upcoming Monty's Gamble: Market Garden, a campaign which should game quite well for some of the same reasons as Breakout: Normandy.
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Paolo Cariolato
Italy
San Bonifacio (VR)
ITALY
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I own two copies of this one and have literaly worn the pieces out of the firs one. Complete agreement but don't hope in the upcoming MG game. I was one of the playtesters and compare badly to BKN.
Ed Brickell
United States
Dallas
Texas
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The high-water mark of the area-impulse gaming system, even if I thought the rulebook was a bit opaque at first. A wildly competitive game with lots of tension if both sides are of fairly equal playing experience/skill.
Michael Rinella
United States

New York
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Monty's Gamble didn't turn out too bad, either (despite the prior message by a playtester I do not remember - must have been a very early version of the design).
13. Board Game: Lord of the Rings - Tabletop Battle Game [Average Rating:6.51 Overall Rank:1372]
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Chris Farrell
United States
Cupertino
California
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While perhaps not an all-time great game in the same sense as the other games on this list, you can't judge a miniatures game by the rules alone :) The figures in the line range from very good to truly outstanding, GW provides great support in terms of tutorials, painting guides, and additional scenarios. Plus, the game captures the feel of the books & movies to a great degree. The plastic figures are cheap and if you're intruiged, it's worth checking out. This is a game that's provided me a tremendous amount of enjoyment both through the playing and the painting.
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J Montney
United States
Unspecified
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I have a couple of comments on this one.

Why did GWchange the scale of the minis down from what is the 'norm' nowadays? The orcs and goblins looks so puny when fighting against my reaper heros.

My friend complains that there is no real challenge in the battles. The good side just has to expend their points to overcome the hoards of evil.

I really like the idea of an extended saga of related games, however.
Chris Farrell
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Cupertino
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My understanding is that they scaled the figs differently for exactly the reasons you say ... to make them incompatible with the cheaper, existing 25mm figs. GW is in fact a bunch of bloodsucking vampires, but at least they can back it up with a good game unlike some other game companies I might mention. That being said, we have used a very few of Reaper's figs with the GW LotR line - the Dwarves are very close in scale, and I have a DYO scenario that uses one of Reaper's excellent Dragon figures as a lesser Cold Drake.

Scenario balance was a serious issue in the Fellowship of the Rings version of the game. The showpiece scenario, Balin's Tomb, is dreadfully unbalanced against the bad guys. If you add up the points it's pretty obvious (even though the point values are often at best a wild guess) - the good guys outpoint the bad guys 2:1. I've found if you add a second cave troll, it's closer but the good guys are still significantly favored. A third might be in order. With two trolls I find the scenario fun, although the bad guys still haven't won.

The good news here is that things have gotten a lot better. The Amon Hen scenario that was in White Dwarf and the first compendium (the two-parter) was their first really excellent scenario, and I haven't played a loser from The Two Towers, the Saruman booklet, or Shadow & Flame yet. They've all been interesting, tight and reasonably balanced; I've especially liked all the Helm's Deep games. Lots of good stuff. Now if only I could paint figures fast enough to play them all ...
Eric Landes
United States
Hillsboro
Oregon
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Actually, from what I understand GW was _required_ to scale the figures differently as a condition of the license. This wasn't a marketing choice by GW. For once.

BTW, nice choice for your list. These rules are the best I've seen for pre-gunpowder small-scale actions. We tweaked them slightly to do Samurai battles, and they worked very well. If you want gunpowder involved, get Brother vs. Brother.
14. Board Game: Starfarers of Catan [Average Rating:6.87 Overall Rank:330]
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Chris Farrell
United States
Cupertino
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Starfarers is probably superior to Settlers of Catan in many ways, being both more subtle and textured due to the impact of the trade ships and encounters, and slightly less random due to the subsidies from earth, the more constrained setup, and the generally more middle-of-the-road production numbers. Still, one of Settlers' great strengths was its simplicity and accessibility, and Starfarers has just enough rules to make it tough to play the first time - almost an "Advanced" Settlers of Catan, a much more successful one than Cities and Knights. Another issue is that Starfarers is different enough from Settlers that experienced Settlers players will tend to under-value the trade ships the first few times out, which can result in unreasonably long games (Starfarers wants to be 90 minutes, but our first games took well in excess of 3 hours - but soon came down to 90 minutes).

All other things being equal, I actually like Starfarers a little better than Settlers, and it certainly gets more play today, as Settlers has slowed down a bit after so many games. But other things are rarely equal, and I do still rate Settlers higher for its incredible efficiency and elegance. But Starfarers is a great game too.

While all the 5/6 player Settlers expansions have some issues as I think Settlers really wants to be a 4-player game, the 5/6 player expansion to Starfarers is still the best 5-6 player game in the Settlers universe I think. It's still a bit too slow for my tastes, though.
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Taylor Taylor
Canada
Toronto
Ontario
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I have too respectfully disagree. I found Starfarers to be completely banal. There was no game there, just dice-rolling. I agree with most of your assements to other games, but to anyone out there, please pass of Starfarers.
John Stimson
United States
Menomonee Falls
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Having just recently revisting this title, I have to agree with your comments. I like Starfarers the most of any Settler variant I have played. Starfarers has a wider variety of choices to make each turn and it feels like the choices you make each turn will eventually impact the finish, much more so than in Settlers. At least I'd like to believe it does.

Your label of "ADVANCED SETTLERS" is most descriptive, more choices, more control, and (unfortunately) quite a bit more time.

Still Starfarers is a really solid game in my book, especially when compared to classic Settlers.
Giles Pritchard
Australia
Shepparton
Victoria
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I have disagreed with you, I have agreed with you, I have put bite marks in my compuer screen and damaged my teeth because of you, but in this regard I am in total support - Starfarers is an excellent game that is hampered by an over-estimation of the effect of some encounter cards, and by it's differences with the original Settlers.
Starfarers is an excellent game that is well balanced, I have played many games of Settlers where one of the players has been in a very poor position from the beginning and hasn't done well throughout. I have only played one game of Starfarers where something similar was the case! This is a very clever version of the basic Settlers system, it plays well, is fun (key to any game), and looks great!
PS - It was probably my computer misbehaving again that caused the 'El Terrible' biting incident of 2005, after reading this Geeklist Item I realise you could not possibly be at fault.
15. Board Game: Burma [Average Rating:7.89 Overall Rank:768]
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Chris Farrell
United States
Cupertino
California
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OCS is an awesome system, currently my favorite "high-end" wargame (although this may be a bit of a misnomer as OCS is not as complicated as many new games these days). It packs a huge amount of decision making and planning into a comparatively modest rules volume, as well as being tense and exciting. Although many entries into the OCS are quite good (and the upcoming Korea game is angling in there), Burma is my favorite. It has a wide variety of operations, with the Allies split between the US/Chinese drive in the north, the facinating Chindit campaign in the east, and of course the British battle in Imphal - Kohima. The Japanese are a facinating adversary as well, very different from the Germans, with their limited supply requirements and ability to infiltrate opening up many tactical options. The supply situation is always tight, and operations have to be carefully managed. The counter density is quite modest, not out of hand like in the East Front OCS games, the playing time even for the campaign game is reasonable (as these things go), and it has by far the best selection of scenarios in the OCS line. It also helps that once you've learned this, there are some 6-7 other games you can move on to without learning too many new rules.

OCS can be a bear to get your head around for wargamers as it is very non-traditional in a number of ways (very weak ZOCs, highly variable and rather defender-friendly CRT, variable turn order, and of course the emphasis on supply). However, this is an amazing system and actually in my judgement significantly the most realistic operational wargame, certainly the best tradeoff between playability and complexity (compared to some similar games such as the Piercing the Reich games, Barbarossa, etc., which often do far less with more), and well worth the effort to understand. This was brought home to me after reading Eric Bergerud's excellent Touched By Fire and Tropic Lightning, both of which cover jungle warfare - applying lessons learned from reading these books dramatically improved my play in this game.
Lawrence Hung
Hong-Kong
Happy Valley
Hong Kong
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Quite an unusal pick from the OCS series, right? I would go for "Guderian Blitzkerig", "Enemy at the Gate" or "Hube's Pocket" before considering this one. I love the OCS series. But Burma is just not my cup of tea.
Chris Farrell
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Definitely not unusual, plenty of people like Burma.

GBII and Hube's are monumentally unplayable. They make World in Flames look like checkers, playing-time wise, and there are *no* good small scenarios; in GBII it's 250 hours or nothing. Enemy at the Gates is much better, but the playing time is still immense, the game requires 4+ people, and there is a lack of decent playable scenarios.

Burma has it all - a very playable campaign that works fine with only 2 players (although 3 help), a raft of good smaller scenarios, and an overall situation that is highly playable and doesn't have the same sense of "one slip sudden death" that the east front games sometimes have. And a great historical feel.

Korea is currently higher on my playlist since I've played Burma a lot, and Korea is itself a great game that might achieve classic status. But Burma *is* a classic.
Ed Brickell
United States
Dallas
Texas
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I always enjoyed reading about games from The Gamers and admiring their nicely rendered maps and counters much more than actually playing their games -- many of the mechanics, while innovative, seem awkward and buggy. Still, I haven't played Burma.
16. Board Game: Europe Engulfed [Average Rating:7.75 Overall Rank:131]
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Chris Farrell
United States
Cupertino
California
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Europe Engulfed is the first new wargame since Paths of Glory that I am really quite taken with - and I have mostly played just the 1942 scenario! Even in that short game, the incredible depth of choices to be made comes through, with a fairly elegant system. This is the wargaming equivilent of Puerto Rico - a game that confronts you with constant, wrenching choices, yet one that sticks with the big picture and doesn't get bogged down in minutia like so many wargames. So you have to make tons of interesting decisions and, just as important, don't have to make many uninteresting ones. Yet, the game is not so unforgiving that it feels like one slip will lead to sudden death - bad decisions are punished, but not to an extreme degree.

In all, a great new wargame, and one I expect to stand the test of time.
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Steve M.
Canada
Toronto
Ontario
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I can't wait to get my copy... if I can teach my girlfriend to play this I'll... well... just do something freakin' nuts! :laugh:
Thue Eriksen
Denmark
Herning
Jylland
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I am really fascinated by this game. I don't usually play long games like this (I've taken upon myself to play the 1939 campaigngame 3 times so far). My friends and I are in the struggling process of, slowly but more and more securely, getting a handle on the rules. I really like the stratego (read limited intelligence) effect the blocks give and the special actions rocks.

Together with A Game of Thrones (+Clash of Kings expansion) this is rising to be one of my most favorite games.

I'm also looking forward to play Wizard Kings wich I've just bought and plan that my next by will be EastFront and perhaps Crusader Rex. I've really fallen in love with the block concept.

By the way Chris. I thougth I would see EastFront or Wizard Kings on your list? :)
17. Board Game: The Settlers of Catan Card Game [Average Rating:6.99 Overall Rank:238]
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Chris Farrell
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Cupertino
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In general, the two-players euros (as typified by Kosmos' line) don't really inspire me. They can be fun, some of them are challenging, but they aren't the kind of games that keep drawing me back. The Settlers of Catan CG is the one exception, especially once you thrown in the expansions. The game is rather strategic, which is unusual for a euro of any description, and there are a very large number of routes to victory. The strategic richness of the game I think is demonstrated by the number of players who don't quite get it, because they are used to the traditional highly tactical euros and don't quite realize that you need a vision to play this game. I think part of the appeal of the Settlers franchise is it's more strategic nature; for example, in Starfarers of Catan, if you want to do well, by the time you get 7-8 VPs you need to know how you are going to win. This is even more true here, you need to have at least a general sense before you get to 5VP. Great game.
Rob Burns
Macedonia
Skopje
Michigan
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Ah, finally, someone else who gets it with this game.

My wife and I adore this game and look for opportunities to sit down to this. You've hit the nail on the head; one cannot play this game without some idea how you're going to hit 12 VP. My favorite strategies are with fleets and knights; my wife, OTOH, can't wait to build the Town Hall and the Mint. Both of us shy away from getting nasty with the Arsonist and the Black Knight, but we're not above throwing them into a strategy mix sometime (they work really well when you can spring them on your unsuspecting opponent late in the game - use a Spy first to make sure they don't have a Bishop or an Herb Woman). We LOVE LOVE LOVE this game - and all the other games in my closet but Cosmic Encounter and Lord of the Rings (Friends & Foes expansion in the box) can BURN -- if I've got those three, I've got enough.

We're still figuring out the expansions, though. Right now, we really like the Trade & Change one (especially that Toll House - too cool). Dang, the Knights and Merchants one is NASTY!!!
Joshua Miller
United States
Holland
Michigan
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Perhaps there are also some of us who "get it," but simply don't like it.
Luca Iennaco
Italy
Torino
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I think gamers need to use the expansions and the tourneament rules to really appreciate it.
Non-gamers are more likely to enjoy the boardgame rather than this (if you have some experience of CCG, and you like them, you're definitely more inclined toward this).
Obviously you may simply dislike it (especially if you expected a 2-players Catan rather than a different game).
Chris Kessel
United States
Beaverton
Oregon
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A friend and I still play this and it's usually enjoyable. We've kept track though, and I've even tried to intentially win other ways, but the person who gets 5 of the 9 villages has won about 80% of the games (getting up near 20 games played now).

The production advantage is part of it, the other part is more spaces for green cards. I've seen other people argue up, down, and sideways "good" players can win with only 4 of the 9, but both Mark and I are good players and have discussed strategies endlessly, and it usually comes down to 5 villages wins.

The expansions simply make it more fun watching the person with 5 villages win :).
Nomadic Gamer
United States
Palatine
Illinois
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Solid game that falls flat. Sold.:blush:
18. Board Game: Quo Vadis? [Average Rating:6.58 Overall Rank:650]
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Chris Farrell
United States
Cupertino
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With Traders of Genoa moving into the top 10 and taking the "negotiation game" slot, Quo Vadis moves into the second tier, albeit the top of the second tier (I'd put it at 11, but GeekLists are too hard to edit in that way :)). I don't get to play negotiation games as much as I might like for a variety of reasons, but this, along with Traders of Genoa, is my favorite - because unlike a lot of these games (like Kohl, Kies, & Knete, or even Bohnanza), it's all about dealmaking with the extranneous clutter removed. It's also *not* about diplomacy and backstabbing, which is good too. You can always count on Knizia too to solve the traditional problems with these genres, so this is a game that is focussed on the deal and avoids kingmaking and the worst of "position-influenced" dealing. Great game.
19. Board Game: Grant Takes Command [Average Rating:8.05 Overall Rank:652]
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Chris Farrell
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Cupertino
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If you're at all interested in wargames, even if you're not a Civil War geek, you're really missing a treat if you haven't played the Great Campaigns of the American Civil War series. It's a rare wargame that can combine modest complexity, tremendous playability, and solid historicity all it one package, and GCACW is one of those games. Grant Takes Command is probably the best entry in the series, with an awesome set of scenarios and campaign games that capture the grand sweep of the bigger games while still being quite playable (the larger campaign game should be doable in two long sessions, the smaller one in just one full day. The longer one is better though, I think). Grant Takes Command is a tremendous game and was my pick for best pre-20th C. wargame in 2001, but the slightly more accessible but rather less impressive Wilderness War swept the awards. The only knock on the GCACW games is that unlike many of the big operational/battle games (The Gamer's Operation Combat, Civil War Brigaide, and Regimental Sub-Series, GMT's East Front Series and Great Battles of the American Civil War), GCACW just doesn't scale at all beyond two players unfortunately. Not a drawback in my book, but it depends on what you like.
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Philip Wieland
United States
Homewood
Illinois
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I have to agree with your analysis of GCACW. It simply is a fantastic game. When I bought the first game in the system, Stonewall Jackson's Way, and got to the rules section on movement, I admit to being thrown back a bit because of its random mechanics (i.e. rolling a dice for MP's - hey! this isn't Monopoly). However, it works beautifully. I am surprised at the lack of attention that the entire series has received, actually. The games are of medium complexity, and the rules are very easy to follow. Every procedure is very clearly written and easy to follow. Definitely a must-buy, in my opinion.
Ed Brickell
United States
Dallas
Texas
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Agreed -- GBACW is one of the most playable series ever, one of those rare games where the rules work so well together they seem almost intuitive. I recently broke out my copy of Stonewall Jackson's Way after a too-long hiatus (several years) and within no more than 10 minutes remembered exactly how to play.

And some of the loveliest maps in all of wargaming, in my opinion.
Peter Mc
United States
Unspecified
Unspecified
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With so many Euros/Multi-Player games on this list I am surprised that GCACW (in the form of GTC) makes it on. By percentages I play way more historical games than Euros, and I wouldn't put these on my top 20. They are getting harder to find and are definitely worthwhile collector's items.

The maps seem to be the main draw--whenever anyone praises this system they immediately talk about the maps. It is also easy to play and has tons of scenarios. Those aren't minor points, either. But having played the full CG of 3 different GCACW games, in face to face format, I found the gameplay actually very, very dull. "Roads to Gettysburg" ranks as one of the more boring experiences I've ever had--the movement/impulse system feels very forced, and the operational "coolness" of this game never really fell into place for my group back then (the halcyon days of Madison, WI).

American wargamers are endlessly fascinated with two wars, WWII and the ACW. I've found plenty of realistic, fun WWII games over the years but somehow the ACW games always feel forced, ahistorical or unfun. (so there's my bias).

This is a highly professional series, but I just didn't like the gameplay at all--bad history and not fun.
Chris Farrell
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Funny, for what it is, I consider GCACW to be an almost-perfect game. Not too complicated, tense, fun, exciting, historical. I've played plenty of ACW games that are so focussed on details that the overall historical feel is terrible (I'd point to The Gamers Civil War Brigade series). Sure, there is suff in GCACW that isn't strictly speaking very historically accurate, and it seems to me like the series has a Southern bias, but the feel of the operations certainly gives you a feel for what I imagine the real frustrations of ACW commanders must have been.
20. Board Game: GIPF [Average Rating:7.22 Overall Rank:222]
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Chris Farrell
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[dropped] I still have a high opinion of the GIPF-series games, but for my top 20 list there is a bottom line: and that's whether or not it gets played. The GIPF series, somehow, just hasn't gotten as much play as its quality would seem to indicate. So, with regret, I must drop it off the list.

This entry is really a stand-in for all the games in this series (currenty GIPF, TAMSK, ZERTZ, and DVONN). This is a great series of games, one of the only abstracts to really grab me. All of them have a real subtelty and texture to them which is unusual to find even in the giants of abstract games, Chess and Go. I love how GIPF games go through different tactical phases, I love the amazing inventive use of time in TAMSK, and I love how ZERTZ and DVONN ride a dramatic accelleration curve in a short game to really ratchet up the tension. The potentials which allow you link the games are great too, although perhaps not practical to play regularly.

Of the games in the series, GIPF and TAMSK are my favorites, amazing games in my opinion. ZERTZ and DVONN are a little behind, but are both great games too and benefit from being a lot more accessible.
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(ron lee)
United States
baton rouge
Louisiana
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Nothing to say about Yinsh (my personal favorite)?
Patrick Reynolds
United States
Vermontville
Michigan
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YINSH is my favorite also. But I have not played GIPF yet.
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Bill Koens
United States
Watsonville
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I wish you lived nearby.

You enjoy a lot of the games that I do.
pep leysen
Belgium
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It's been a couple of years since the last update. Are you feeling up to another one? :p
Wouter Cordewiner
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Gent (Zwijnaarde)
Oost-Vlaanderen
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It's been a couple of years since the last update. Are you feeling up to another one?
Isley
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Lawrence
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It's been a couple of years since the last update. Are you feeling up to another one?
Alex Ηarisiadis
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It's been a couple of years since the last update. Are you feeling up to another one?
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