Sunday, January 8, 2023

Boardgame review — Charioteer

 Is This a Whip Which I See Before Me?

Designer: Matt Calkins
Player count: 2-6
Publisher: GMT Games

For dedicated GMT customers, the setting will be familiar: ancient Rome, with all that that implies. However, once the box lid comes off, the game found inside is not an elaborate wargame with the usual bells and whistles, but rather a thrilling chariot racing game—clever enough to please elements from the hardcore crowd, yet simple enough to bring casual players along for the eventful ride.

(As far as I can tell, this is the fifth racing game published by GMT, after Formula Motor Racing (1995), Thunder Alley (2014), Grand Prix (2016), and Apocalypse Road (2020). One could even argue in favor of a sixth entry, if you decide to count the chariot racing mini-game found in Reiner Knizia’s Rome triptych, from 2001. Impressive for a wargaming outfit!)

On a long and narrow oval of a dirt track, two to six players attempt to drive their chariots through the traffic and mayhem, in the hopes of crossing the finish line before anyone else at the conclusion of three laps.

Movement is achieved by playing sets of cards with matching symbols, which in this case means matching numbers in the same color. For instance, a bunch of red 3s, or yellow 4s, or green 6s. (All other colored symbols on the cards are ignored.)

Three valid hands


In the middle of the board sits the Crowd Card, available to any player who matches it with at least one card from their hand. (Think of it as a community card in Texas hold ‘em poker.) Players are allowed to play up to three cards, plus the Crowd Card as a potential fourth.

Each player’s chariot movement is then tallied by adding the number of matching symbols on the played cards, plus the actual number inside those matching symbols. So four red 5s (4+5) would add up to a movement of 9.
Since each player holds a hand of eight cards and can see future Crowd Cards two turns in advance, the game quickly becomes a hand-management challenge.

But what about the racing itself?
The track is made up of a series of wide spaces—each able to accommodate any number of chariots—laid out in a straight line. Yes, the track includes two curved ends so the chariots can double back, but it remains a single-space-wide succession of steps. In other words, positioning is not an issue and each move is a question of distance, with no maneuvering involved. Which makes sense: chariot racers evolved in spaces so vast that—apart from how you approached the next corner—they didn’t have to worry much about blocked lanes.
And this is where things get very interesting.

Each space contains a potentially infinite series of spaces, much like a fractal. If a chariot reaches a space already occupied by another, it’s placed to its right; it must then spend a movement point to pass that chariot (by moving to its left), before it can leave that space and keep moving forward.
So if my chariot is the fourth one to land on a space, I’ll need to spend three movement points to pass each of my competitors before I am allowed to surge ahead once more.

Yellow has a lot of work to do.


Corners are also handled in a clever way: a black move (which incidentally features the lowest possible numbers in the game) allows a chariot to round a corner using the inner (pale) spaces, whereas a move in any other color forces the chariot to also count the outer (dark) spaces, in a zigzag move that makes the corner much longer to clear. (And yes, chariots still pass one another using the mechanism highlighted above, no matter the color of the space on which the jockeying happens to take place.) 

Blue and Gray taking the long way around


So what special effects do the other colors trigger?
Red represents an abstracted “attack” on all other chariots—think of it as debris on the track, horses getting spooked, maybe a spoke breaking on a wheel or two… A three-card red move inflicts one damage on all competitors, while a four-card red move inflicts two points of damage. Until gotten rid of, damage is subtracted from each move an afflicted chariot makes.
Yellow repairs/heals/shrugs off damage, by removing half of the damage (round up) from your chariot.
Green doesn’t grant any special capabilities, but it features the highest numbers in the game—up to a whopping 6! After playing a big hand of yellow 0s to get rid of some damage, you’ll appreciate how fast green can get you to the next corner.

A hand of six or more matching symbols grants its player a random, colored token, which is added to the five everyone starts the game with. Played alongside a matching hand of cards (red on red, yellow on yellow, etc.) they grant their chariot an additional ability: move faster, avoid any damage this turn, heal half of your damage, or change the color of an odd card! Similar symbols also appear on cards, next to colored symbols: use them well.

A smattering of tokens

Each move grants one experience point in that color, advancing the relevant cylinder forward one step on that player’s board. (If the Emperor’s die, rolled each turn, matches the color you decide to play, you get two experience points!) While in the central zone, each cylinder grant a +1 move bonus in the corresponding color; and when a cylinder reaches the end zone, it is locked in place for a juicier move bonus, albeit one that will most likely be of service just once more before the race is over.

Experience is hard-won.


RULES OF ENGAGEMENT

Charioteer comes to life with only 10 pages of rules, which shouldn’t scare away modern eurogamers. The game can be taught in about 10 minutes, with very few exceptions or out-of-character wrinkles.
That being said, for a relatively simple game aimed at the general public, the rulebook commits some explanatory faux pas—from illustrated examples that don’t resolve the one question newcomers are most likely to ask (“Can I count my red 3 amongst all the red 5s?”) to a missing turn sequence that would have shed some welcome light on the exact timing of actions.

Original example & what I think would have helped


The worst offender in this regard concerns the experience track. Cylinders that start on the lower spaces of a player board (per a randomly assigned skill card) must first climb to the top before they can start moving laterally and produce their +1 bonus.

Yet this isn’t stated anywhere in the rules: you have to deduce the procedure from a line about some skills being more advanced than others at the start of the race, together with the subtle visual hint on your player board.

Moving up before moving right


Now, although unfortunate, none of those issues would harm a wargame, whose target audience almost enjoys looking up answers and clarifications online (it’s how we interact socially). But it’s a sin for a game with mass-market appeal and where, if you convince casual gamers to put aside their fear of that red, square logo—I’ve heard this many times—you must then explain the game in a way that is perfectly clear, so as to prove to them that they were right to trust you. And that the red logo doesn’t bite.

As I said with Apocalypse Road two years ago, my hope is that non-wargamers will grab the box off the shelf, admire its stunning cover image, then get into the action and realize they really should look into GMT games more often.


FUN FACTOR

Novel movement mechanics and clever hand management will only take you so far: is the game any fun? You bet your horse’s ass, it is. Charioteer can be all at once fast, exhilarating, frustrating, headache-inducing… Everything you want in a racing game.

The Crowd Card will throw a wrench in your decision-making process: should I take advantage of it (and possibly score a bonus token), or should I stick to my plan to play a black move going into the next corner? The fact that future Crowd Cards are revealed two turns in advance allows you to plan accordingly—of fume over your bad hand when the planets stubbornly refuse to align.

I’ve found the Emperor’s die to be the most disruptive element of all. Since it grants an additional experience point whenever you play the color asked for, it’s oftentimes really hard not to acquiesce, despite your best intentions.

The absence of direct player attacks will no doubt irk some gamers out there, but not everything is a wargame! And the red-moves-damage-everyone proposition creates tense situations where you need to keep on your toes even when no other chariot is physically near yours. Especially when the Crowd Card is a red one, or when the Emperor rolls red on his die. And if the two should occur at the same time, you better hope you’re in a position to play one of those cards with a shield icon (or else a shield token) to block all damage for the turn.

Player count plays a big part in the fun that Charioteer can generate. The game is rated for 2-6 players, but with just two or three chariots kicking up dust around the track, a lot of the excitement fades away. I wish GMT had provided us with a bot system to make sure we always had a full complement of chariots in every race—something that didn’t seem too daunting to me, given that the track is essentially one long stretch of single-lane spaces.
Well, it took me a bit longer than I anticipated (fine-tuning never ends!), but I came up with a dice-based bot system that satisfies my needs, and might also do the trick for you.
You can find it here.


WAR PRODUCTION

The big Charioteer box (which is quickly becoming the standard GMT box size) comes with two mounted boards that combine to create the extra long racing track. The boards look nice enough, but are missing that extra oomph you wish they had, so that passersby would stop and take a closer look. As one friend put it, “They do the job really well, but they’re very brown.”

The racing cards—a towering stack of ‘em—and the skill cards are cut from the thick cardstock we’ve come to expect from GMT, and I can attest to their resilience under heavy and repeated shuffling. (Those babies don’t need no sleeves.) The Emperor’s die is not engraved, but the color printing seems strong enough to survive many a racing season.

The rest of the components are made out of wood, from the skill markers to the big bag of bonus tokens, up to and including the chariots themselves! True, plastics didn’t exist in ancient Rome.

PARTING SHOTS

I love the puzzles players are tasked with solving throughout each race. How can I best use the hand I was dealt? Should I play two consecutive, mediocre hands, or just bite the bullet this turn and try to make a break for it next—assuming I draw the symbol I desperately need? The wheels never stop turning, both on the dirt track and between your ears.

A category of gamers will decry Charioteers simplicity (“What do you mean, no Combat Result Tables?!”) like it’s a bad thing. But I see it as a sort of thinking man’s party game, which is as close as you’ll get to a casual game while keeping things challenging and exciting. How many racing games can you teach in 10 minutes, and then go on to enjoy between 60 and 90 minutes of nail-biting decisions?

I initially questioned the inclusion of skill cards, used to determine the order in which each player’s skill markers begins the game. After all, you could just shake your four markers in your hands and put them down on your player board in a random order. (And who cares if two players happen upon the same combination, out of 24 possibilities.) But it’s exactly the kind of production move you make to grab the attention of more casual gamers: reduce friction, both before and during the game. It’s the same reason you go for wooden meeples and not cardboard counters, or for a board that’s super easy to read, perhaps at the expense of some visual pizzazz.

Now just give me an ironclad rulebook, and even the Emperor will have to bow down.

 


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Saturday, January 7, 2023

Solo Ruleset: Charioteer

Version 3.2




NOTE: You can download a PDF right here!

Building on the Roman chariot racing game published by GMT Games, this system allows for 1 through 5 bots to race around the track along with one or more human opponents. (For that matter, you could even let all six bots loose and just watch them race each other, if this is your idea of a pleasant evening. No judgement.)

THE DICE

You will need three six-sided dices (d6), and you can come at this in two different ways.

  • Use three regular d6, but make sure they are of three different colors. One die will be the “1st movement d6,” another die the “2nd movement d6,” and the third die the “bonus d6.”
    When you roll the dice, use the conversion column below (in purple) to determine the result you actually obtained on each die.

  • Customize three d6 (using the tan columns below) either by applying printed stickers on each face—or by using a sharpie to add pips, cross out the extra one on each 6 face, and indicate in some way that one movement die has four black faces, while the other has a single red face. Likewise, customize the bonus die in any way you see fit. 

(It is by far easier and faster to use custom dice, even if they’re just three regular d6 with sharpie marks on them. I highly recommend you go that route.)



THE RULES 

Now don’t be afraid if what follows looks complicated: it’s really not. After a couple of turns rolling dice for the bots, you’ll know everything you need to know.


BASIC BOT WORKINGS

  • All normal rules apply, unless contradicted by a bot rule.
  • Bots ignore skills and don’t have a player board, and never use any kind of tokens, or damage cubes.
  • On its turn, a bot rolls all three dice. Its total move is determined by adding the values of the two movement dice, with a potential +3 from the bonus die—and perhaps even damage for its opponents!


BOT MOVEMENT & DAMAGE

  • If one die shows a black face, the bot move is considered a black move.
    • If the bot moves through a corner, it will use the regular (pale) spaces.
  • If one die shows a red face, the bot move is considered a red move.
    • The first time this happens in a turn, each human player takes one damage cube.  (I suggest you place the cube below the attack boxes on your player board to remember the damage came from a bot.) The second time this happens in a turn, each human player takes two damage cubes. Bot damage moves to the damage box at the end of the turn just like normal damage, and human players cannot suffer more than three damage cubes during a turn, no matter the source of the damage.
  • Whenever a bot executes a red move, lay every other bot that’s still standing on its side. (If a bot is already on its side, nothing happens.) A bot on its side must pay one movement point to stand up, and then moves normally; a bot on its side that’s in first place (leading the race) must pay TWO movement points to stand up, and then moves normally.
    NOTE: This is not the “most advanced bot” regardless of human players—the bot really must be in first place.
  • If a human executes a red move that involves three or four red cards, lay all bots that are still standing on their sides. (It doesn’t matter if it’s a 1-damage or a 2-damage: the bots are either damaged or not damaged.)
  • A bot move can be both black and red (they’re not humans!), or neither.


+3 MOVE BONUS

  • A bot can only use a +3 move bonus if it’s not stepping onto any corner space during a BLACK move. If the bot is stepping onto a corner space during a black move, or if the +3 move bonus would make it step on a corner space, then it can’t use the bonus (at all—this is NOT  like the whip that takes you up to the next chariot but no further).
    • A “corner space” is any regular space that’s touching one of the outer (dark) spaces throughout the corner.
    • If a bot going through a corner is not executing a black move, it’s allowed to use the move bonus if it rolled it.
  • A bot in first place (leading the race) NEVER gets the move bonus. Don’t even bother rolling the bonus die for that bastard.
    NOTE: This is not the “most advanced bot” regardless of human players—the bot really must be in first place.
  • A bot in last place ALWAYS gets the move bonus.
    NOTE: This is not the “least advanced bot” regardless of human players—the bot really must be in last place.
  • During the first turn, the move bonus die is rolled by all bots. (Yes, even if the bot goes first.)

And that's it!

DESIGN NOTES

You’ll find that the bots tend to stay together, and that the system rarely produces a runaway leader or a hopeless straggler. The little rascals sometimes spend turns without causing any damage whatsoever, and then unleash all manner of blue cubes for a turn or two (or three). Be prepared for those eventualities.

Don’t give up if the bots pull ahead and you’re having trouble catching up: if you play your cards right (ha!), at some point your skill bonuses will kick in and let you jump right back in the race. Conversely, don’t get too confident if you take the lead early on: the bots have a way of sneaking up on you real fast (and especially in those corners).

* * *

I’ve playtested this as much as I could on my own and found version 3.3 to be pretty reliable, producing challenging races that I absolutely don’t always win. (Hey, I don’t always finish dead last, either!)

That said, please keep in touch if you decide to try this out.
If enough people out there come back to tell me that this or that aspect of the system is too strong/weak, I’ll be happy to make adjustments and produce a new version of the document.

 

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Friday, January 6, 2023

A Year of Boardgaming, 2022 Edition

   


Another year down the hatch, with one of my worst boardgaming performances ever, and the reasons for this are pretty clear: the pandemicthat's a givenand a rocky start to 2022 because of my concussion. But also a serious step back vis-à-vis boardgaming in my home, where a variety of factors meant that the kids and my girlfriend all played much fewer games throughout the year.
So how does this all translate into numbers?

GAMES
I played 127 different titles (way up from 87 in 2021, so I'm apparently out of that death spiral), for a total of 380 plays (better than the previous 356, but still a far cry from the 500+ plays I used to hit in a single year). I spent 430 hours poring over mapboards in 2022, versus 399 hours in 2021a slight improvement. That's almost 18 full days devoted to boardgaming bliss; I'll be aiming for more this year.
Out of those 127 titles, 62 were new to me (up from 49 in 2021), and—new data point this year—I ended up playing 17% of my collection. It'll be interesting to see how this metric evolves going forward.

Here are the 10 games I played the most in 2022:
1. Combat Commander (31 plays)
This WWII tactical game never seems to stray far from the top, does it? I
was hoping to hit a total of 500 overall plays this year, but I fell 13 short.
2. Snow Tails (20 plays)
These are all solo plays, back when I was working on my solo ruleset for this fun dog-sled racing game. (Yes, also part of my concussion recovery.)
3. Nemesis (16 plays)
The most Alien boardgame that's not officially Alien: fast and furious gameplay with a tense atmosphere, and colleagues who might or might not be trying to help/whack you. 
My favorite boardgame of 2022 and one of the all-time great racing games. Also one of the easiest games to explain in my entire collection, which I find astounding. 
Cthulhu and his tentacled friends still make for an amazing card game, but the latest cycle, Edge of the Earth, was the weakest of all those published thus far. Let's hope The Scarlet Keys make us forget this misstep.
6. Wing Leader (10 plays)
Still fighting my way through the entire Second World War using this air combat system, and loving it as much as when I first tried it out. (Even though the dice hate me.)
7. Great Western Trail (9 plays)
A mix of 1st and 2nd edition here, but delivering head after head of cattle to Kansas City never gets old.
This witch-themed push-your-luck game will most likely be an evergreen with my family. And I have yet to teach it to a new player who didn't enjoy it.
9. The Fields of Normandy (8 plays)
It's an interesting little solo book-game, but I can already tell I'm done with this.
10. Azul (7 plays)
My youngest daughter Ophélie was quite taken with this brilliant tile-picking abstract game early in the year, and then dropped it altogether. :D

PEOPLE
During 2022, I explored the boardgaming world alongside 28 different players, up from a paltry 13 in 2021. Things are improving!

Here are the 10 people with whom I played the most last year:
1. Suzie D. (76 plays)
2. Jean-Luc S. (75 plays)
3. François P. (72 plays)
4. Gustavo A. (37 plays)
5. Ophélie K. L. (27 plays)
6. Héloïse K. L. (24 plays)
7. Niko S. (12 plays)
8. Fred B. (12 plays)
9. Doris L. (10 plays)
10. William L. (9 plays) 

For some reason, the GF felt like playing games a lot less often throughout 2022, which means she barely held onto her 1st place for the sixth consecutive year (whereas she'd log in about twice that number of plays on a typical year).
Again, three of the four kids are on the list, with Béatrice ending up 11th—not too bad considering she now lives in Switzerland!
And yes, my mom made the list again, which makes me really happy.

LOCATIONS
The number of different places where I played boardgames rose to 11, from a mere eight in 2021. It's still a little low, but much closer to pre-pandemic stats in this department. FaceTime remains one of those locations, and since I realized there were some people I would only play with through something like Boardgame Arena, I decided to include digital plays going forward. I'm not thrilled about it, but hey, there are worst things in life. I guess.

60% of my gaming was done at home, 21% over FaceTime and BGA, and the rest was scattered all over the neighborhood.

OTHER MUSINGS & RAMBLINGS
My H-index went down again this year, from 9 to 8. Not a great trend.
(In this context, my H-index is the number (h) of games which I've played a number (h) of times.)

My self-imposed challenges didn't go great, but I still managed to accomplish the following three:
  • Play 5 games 20 times each (the 5x20 challenge)
  • Log in 55 solo plays
  • Log in 80 wargame plays
These two ended up in the gutter, though:
  • Play 10 games 10 times teach (the classic 10x10 challenge)
  • Log in 100 abstract game sessions
I think I'll drop the 10x10 challenge: 5x20 is more in line with how I operate when it comes to repeat plays. (Translation: I love to play many different games, and only get obsessed with a handful of them on any given year.)
And now that the pandemic is somewhat receding, I believe I can also let go of the solo challenge. Good riddance, I say.

My very first game of 2022 was the wallet-sized Sprawlopolis, a tiny solo affair even my concussed brain could handle. And I closed out the year with GMT's new racing title, Charioteer, just as the clock was striking midnight.

Last year, I was looking forward to three games that made my Top 10 list for 2022: Weather Machine, Boonlake and Messina 1347.
Not everything was great, however, as 303 Squadron and Free at Last both showed up with terrible rulebooks in desperate need of a rewrite.

2023 is already winking at me with a stack of GMT games delivered just a tad too late to count for 2022: Charioteer (an instant hit in my household), Twilight Struggle: Red Sea and Skies Above Britain (already set up on the war room table!).
I'm also excited about Rosenberg's new titles, Oranienburger Kanal and Atiwa, as well as the third and last (?) chapter of the GWT trilogy, Great Western Trail: New Zealand; and I'll have a hard time not trying out Undaunted: Battle of Britain because I'm a sucker for that famous WWII engagement.
Plus, who knows, maybe the long-delayed Dutch Resistance: Orange Shall Overcome will finally shake off its publishing chains and make it to the free world.

What are you waiting for? Get boardgaming!

 

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Sunday, January 1, 2023

My Top 10 Boardgames Published in 2022

   



Here's a look at my 10 favorite games published in 2022.
(Or else made available in North America so late in 2021 that there was no way to really play them before the calendar flipped.)


#10


TURING MACHINE (designed by Fabien Gridel & Yoann Levet, published by Le Scorpion Masqué)
Think of Turing Machine as a multiplayer Mastermind: the machine is holding a code of five digits (each of them a number between 1 and 5) and players try to figure it out. But they're not asking each other for clues—they're questioning the machine itself. No app is required, it's all done through punch cards made out of cardboard, and it really works.
The only reason Turing Machine doesn't sit higher on this list is because I know it's not the kind of game I'll be playing all the time. But it is without a doubt one of the most clever designs I've encountered in my entire boardgaming life.


#9



CLANK! CATACOMBS (designed by Paul Dennen, published by Direwolf)
I remember instantly liking the original Clank! when it came out, because it combined two mechanics I love: dungeon crawling and deck building. The only thing I didn't enjoy was the fixed board, which always provided the same layout, game after game. What I really wanted was a cross between the deck-building fun of Clank! and the "let's venture into the unknown," leap-of-faith sort of dungeon crawling one experiences in a game like Dungeonquest.
Well, I got my wish!
Quick and always fun to play, Catacombs is begging for expansions. And I'll be first in e-line to buy them when they come out.


#8


ENEMY ACTION: KHARKOV (designed by John Butterfield, published by Compass Games)
John Butterfield was already creating exquisite solo wargames when I was still a wee lad, but he's not done creating classics, or entire new series of incredible games, for that matter. And for this second dish on the Enemy Action menu, chef Butterfield proposes the tank-heavy battle of Kharkov, which is really three games in one: you play solo as the Russians, or solo as the Germans, or even a two-player game against a flesh-and-blood opponent (if you still have one of those lying around). Kharkov is a little simpler to grok than its sister game Ardennes, so I would recommend new players take a bite of this one before moving on. The solo engine is a masterclass by itself, and the game is a blast.
Tough, but oh so tasty.


#7


A MOST FEARFUL SACRIFICE (designed by Hermann Luttmann, published by Flying Pig Games)
I have yet to meet a Luttmann design I didn't take a liking to, and this is one of my favorites.
The game introduces the Black Swan system, a card-based "chit-pull" engine that makes playing the entire battle of Gettysburg a thrilling and fairly painless experience.
But beware, for AMFS is one of those sprawling American Civil War games. My ACW buddy has a massive gaming table—the kind you build your house around, and then never move out of the room it's trapped in—and the full board barely fitsThankfully, most scenarios only use part of the map.


#6


MESSINA 1347 (designed by Vladimir Suchy & Raul Fernandez Aparicio, published by Delicious Games & Rio Grande Games)
Care for sick people, get rid of the plague, and rebuild (and repopulate!) Messina, all in a day's work.
It's a great game that was plagued (...) by a bad rulebook, which drove scores of players away. But it's a real shame: Messina 1347 is both fresh and brilliant, and deserves a much wider audience than it ended up with. 
(You can read my flash review here.)
(You can also download the errata I compiled.)


#5


BOONLAKE (designed by Alexander Pfister, published by Capstone Games)
The first of two Pfister designs on this list (!), Boonlake is an action-selection game that feels like a blend of many favorite mechanicseach with a clever twist on top. It's got that classic Pfister feeling of "going somewhere" while offering innovate options when it comes to the simplest of decisions, such as producing resources. 
(You can read my flash review here.)


#4


WEATHER MACHINE (designed by Vital Lacerda, published by Eagle-Gryphon Games)
(Yes, two "machine" titles on the list...)
Lacerda is back with his usual mix of brain-bleeding and adrenaline-pumping mechanics, this time wrapped up in a fantastical theme: what if you could control the weather?
It's another winner in my little worn out book, and definitely a game you don't pull from the shelf with slightly inebriated family members during the holidays; just setting up the game would induce spasms.
(You can read my flash review here.)


#3


BROTHERS AT WAR: 1862 (designed by Christopher Moeller, published by Compass Games)
I've played my share of American Civil War games, and not many of them manage to model those old engagements in such a (relatively) simple, exciting and dynamic manner. This chit-pull title is as close as you'll get to a tactical ACW game at the brigade level, with innovative mechanics and four complete battles in a single box!
I hear an 1861 version is in the works, and I'll be looking forward to it.
(You can read my flash review here.)


#2


GREAT WESTERN TRAIL: ARGENTINA (designed by Alexander Pfister, published by eggertspiele)
The original Great Western Trail has long been a favorite of mine, so I had doubts about this new take on the system. What would change? Would it be better, or just different?
Turns out it's both. GWT: Argentina makes a few clever tweaks to the solid engine introduced by its older sibling, and adds a handful of new mechanics that elevate the entire game. You're still driving cattle across the land, but this time there's more to do once the cows are shipped off.
I think I like Argentina a bit better than the original GWT, but don't tell it I said that.
(You can read my flash review here.)


#1


HEAT (designed by Asger Harding Granerud & Daniel Skjold Pedersen, published by Days of Wonder)
My #1 usually ends up being some deep, complex game with intricate moving parts and a mind-buster factor in the high 90s. Not so this year: this is the simplest game on the list!
Heat is F1 racing 1961-style, with a basic game that can be explained in minutes, while remaining super tense and fun. Throw in a few "advanced" modules on top (weather, car customization, sponsors!) and Heat becomes much deeper, without adding any real complexity at all. A brilliant (and again, very simple) bot system rounds out the package, which turns solo races into exciting sessions, and makes running races with a full roster of cars a no-brainer.
A well deserved #1 spot, and the first time in ages I've been seduced by a Days of Wonder title.
(You can read my flash review here.)



DISAPPOINTMENTS
I define "disappointments" as games I expected a lot from, and which failed to deliver.
Here are the "top" three from 2022.



The subject matter was really speaking to me, and the components were stunning—I mean, you're using inks and actual reversed types to "typeset" the print jobs you have to get done! 
Turns out the game design itself is uninspired, with the promising "interlocking gears" system broken by a stupid rule that lets you remove a gear and put it back in any position you like.
Feel free to let this one go out of print.

With a fresh take on the Battle of Britain, 303 Squadron seemed like a slam dunk to me. But no amount of inventiveness could make up for the truly messed up rulebook that shipped with this.
Still, it feels like there is a good game underneath all the wreckage, and that's the only reason I haven't gotten rid of it yet. But my hopes for a v2 of the rules are diminishing as we speak.


I thought this one would be a fine, comfy, classic eurogame. But I should have learned my lesson by now, right? Leo Colovini has nice ideas, but his games are never really great. So you play them for a while and have fun, and then you wonder why you should keep playing them at all. (The best ones I played from him, Carolus Magnus and Cartagena, hit that wall just like the others.) 
Old London Bridge was falling down from the get-go.


STRAGGLERS
Let's end on a high note with three games that would have made the list had I encountered them back in the year when they were published.


When I first heard about this one, it sounded like a rip-off of the Alien franchise, bloated with plastic miniatures just for the hell of it.
But I discovered this year that I had been very wrong.
Oh, it's definitely an Alien rip-off, but it's the best damn Alien game out there. Stop wasting your time with licensed crap designs like my top disappointment of last year (Another Glorious Day in the Corps) and start playing Nemesis right this minute.
(You can read my flash review here.)




This game languished on a shelf for years before I played it, and I only dove into it after suffering a severe concussion and having my doctor say I should try learning a complex game to retrain my brain.
Again, I'd been a fool for not playing it sooner. And I was so impressed that I grabbed of copy of EA:Kharkov (see above) as soon as it hit the streets. If Butterfield keeps making 'em, I'll keep buying 'em.
But I'll pass on the concussion next time.



No, I haven't owned my copy of Attack Sub since it was first published, back in 1991. But it was gifted to me by a friend a few years back, nonetheless... We finally got around to trying it this year. And it's a lot of fun!
Think of it as the Up Front of submarine combat (by the same designer) and with components that take you way, way back to the early '90s. 
Can't wait to play it again.


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