Tuesday, December 31, 2019

My Top 10 Boardgames Published in 2019




I've been doing this for four years now, and I don't see why I should stop. :)
So here are my picks for the ten best boardgames to come out in 2019.


#10 

CASTLE ITTER (designed by David Thompson, published by Dan Verssen Games)
At the very end of WWII, German and American troops (along with French prisonners of wars, an SS commander and even a member of the Austrian resistance) fought side-by-side to defend Schloss Itter against an SS onslaught. What better setting for a solitaire wargame?
Slightly reminiscent of Victory Point Games' States of Siege series, Castle Itter puts you right in the thick of things, assaulted on all sides, fighting to survive until reinforcements can punch through. It's a nail-biter to the finish, with enough replayability to keep you entertainingly stressed-out for long evenings to come.



#9


SPACECORP (designed by John Butterfield, published by GMT Games)
Another solitaire offering, this one by the master of the genre, John Butterfield. Develop ambitious technologies, take to the stars, explore the solar system—and then venture far beyond!
Technically a multiplayer game, I am of the opinion that it first came to life as a solitaire adventure. I found it merely okay as a group experience, but solo? That's where the game truly shines.
An expansion is currently in the works, and I couldn't be more excited.
You can read my full review here.



#8



FOOTBALL HIGHLIGHTS 2052 (designed by Mike Fitzgerald, published by Eagle-Gryphon Games)
I was already sold on Fitzgerald's previous sports game, Baseball Highlights 2045, but there's something I like even better in this one. It still presents itself as a futuristic version of a match's highlights, but this time has both opponents playing two highlights at the same time, with each affecting the other.
It sounds like a total mess, but it works, it feels like football, and it's a whole lot of fun.

#7


FOOTHILLS (designed by Ben Bateson and Tony Boydell, published by Lookout Games)
Billed as "as Snowdonia experience," Foothills manages to carve out its own niche while hewing to its lineage.
It's much more than "Snowdonia, the card game" and presents original game mechanics and unique challenges. Yet, if you're a Snowdonia veteran, you'll feel right at home.



#6


C&C: MEDIEVAL (designed by Richard Borg, published by GMT Games)
The latest entry in Borg's Commands & Colors sprawling series, it also happens to be the finest distillation of the entire system. Somewhere between Ancients and Napoleonics in terms of complexity, Medieval manages to bring something fresh to the table, reinvents the tactician deck with its Inspired Actions tokens, and shows up with 19 exciting historical scenarios.
You can read my full review here.



#5


UNDAUNTED: NORMANDY (designed by Trevor Benjamin & David Thompson, published by Osprey Games)
This is Thompson's second game on this list, and it's well earned.
Undaunted: Normandy is a light wargame deck-builder that offers simple and innovative mechanics, topped with totally addictive gameplay. I burned through the game's scenarios in the blink of an eye, and I'm looking forward to the upcoming Undaunted: North Africa.



#4


TANK DUEL (designed by Mike Bertucelli, published by GMT Games)
Another light and exciting wargame, Tank Duel drops you behind the wheel of a 20-ton steel monster. There is no game board: all movement is resolved in an abstract manner with relative range and only serves to showcase the intense firefights that will blow your socks off.
Deep? No, sir. Fun? You bet. It's not at #4 for nothin'.
You can read my full review here.



#3


CLANK! LEGACY (designed by Andy Clautice & Paul Dennen, published by Dire Wolf Digital, Penny Arcade, and Renegade Game Studios)
I wasn't convinced by the original Clank, fell under the charm of Clank in Space (which fixed everything that was getting on my nerves in the original game), but became totally addicted to this legacy incarnation. 
A laugh-a-minute experience backed with exciting gameplay, this is the Clank I can't put down. It's also the most innovative legacy game I've played so far.


#2


WATERGATE (designed by Matthias Cramer, published by Frosted Games and Capstone Games)
Running on an abstract engine and offering the tense multi-purpose card play found in classics such as Twilight Struggle, Watergate is an amazing game dripping with historical flavor, and that plays in under an hour. There's no excuse not to give this jewel a shot.


#1


BARRAGE (designed by Tommaso Battista & Simone Luciani, published by Cranio Creations)
The Italians nab the top spot two years in a row!
Despite some horrendous production problems and too many mouthfuls of lies to count during the Kickstarter campaign (not to mention an arrogant and condescending twit at the head of Cranio Creations), Barrage is so original and engaging that I can't help myself. With high replayability, several paths to victory and an unusual theme (not to mention the super fun construction wheel), I'll be playing this one for years to come.



DISAPPOINTMENTS
I define "disappointements" as games I expected a lot from, and which failed to deliver. And 2019 turned out to be devoid of any disappointments worthy of the name.
So I guess it was a great year overall!



STRAGGLERS

Let's conclude with three games that would have made the list had I encountered them in time.


Published in 2015, Stonewall's Sword managed to elude me until the very last months of 2019. What a shame!
Built around the Blind Swords system—a chit-pull framework with repeat activations and semi-random events—the game offers exciting action, tense situations, clear and logical rules, plus a really cool way to resolve battles. Except for a map that's sometimes difficult to read (apparently fixed in the second edition), the whole thing is brilliant and made me add every single Blind Swords game to my wish list.





Although I never played any of the videogames, I fell hard for Fallout (2017) when I tried it this year. The way the game tells a story is totally mesmerizing, and I love how resolving some quests and not others opens up the narrative by throwing new, related cards into the mix. 
In the end, it's as much an experience as it is a game, and I'm enjoying every minute of it.




When you first read the rules to Biblios (2007), you can't believe it'll be any fun. I mean, there's so little to do, and it's got this strange two-phase structure, and the game is probably over way too quickly anyway... Turns out it's an exhilarating little game with more painful decisions that should be able to fit in that small box.
So yes, I'm 12 years behind the curve on this one, but I'm happy I finally happened upon it.






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