Monday, December 29, 2025

My Top 10 Boardgames Published in 2025

      



Here's a look at my 10 favorite games published in 2025.
(Or else made available in North America so late in 2024 that there was no way to really play them before the calendar flipped.)


#10

MATRX GIPF
The culmination of the entire Project GIPF, this ninth entry is more complex than all of its predecessors, without shaving away any of the depth and addictiveness that have been hallmarks of this series of abstract games since 1996. I'll be playing this for years to come, and probably will never get very good at it.
(You can read my flash review here.)


#9

OFF THE LINE
I've never been secretive about my profound and life-altering love of Combat Commander, which always makes me a bit leery of trying out other WWII tactical wargames. But I've got to admit that where several others have floundered, Off the Line managed to hook me, and hook me good. It's the most original tactical system I've encountered thus far, and has forced me to relearn many systems I thought I was done digesting a long time ago. And I mean that in a good way.
It won't dislodge CC in my heart, but what could?


#8

VANTAGE
Now this cooperative contraption is not going to be for everyone, and that's fine. With loosely stated win/loss conditions, it might go so far as to defy the very definition of a game and cross into "experience" territory. You're exploring an alien planet, every session will be different, and you pretty much decide when the game is over. Just jump in and go where the river takes you; I promise it'll be intriguing.


#7

FIELDS OF FIRE - DELUXE EDITION
Yeah yeah yeah, the original dates back to almost 20 years ago—I care not! This deluxe edition was published in 2025 and it bulldozed everything that came before: easier to learn, easier to play, and snazzier than ever. It's still a beast of a game to get into, don't get me wrong. But GMT has done everything in their power to open the door as wide as possible while you ease yourself in. Feel like jumping into solo tactical WWII action with more material than you can shake a whole platoon of sticks at, and more expansions on the way? Look no further.
(You can read my components review here.)


#6

SPEAKEASY
Despite designer Vital Lacerda not topping this Top Ten list like he did back in 2020, he's still making a strong showing with his latest opus, about profiting from illegal booze during the US prohibition. Speakeasy is a heavy game that's somehow more approachable than many of its brethren, in no small part thanks to an engaging theme that facilitates both learning and remembering the many rules found herein. (It also doesn't make the life of the rules explainer an absolute hell the way Weather Machine did...)


#5

TAKE TIME
Partners sit around a clock face showing special instructions and restrictions, and must silently play their cards (most of them face down) around said clock so that when revealed, the sum of the cards in each sector keeps going up all around the clock. One mishap and you start over; but victory allows you to move on to the next clock, where all new challenges and brain rewiring schemes await.
The superstar cooperative game I had on last year's Top Ten list was Bomb Busters (at number 2!) and it went on to win the Spiel des Jahres (game of the year) award in Germany. Will similar honors be lavished onto Take Time in 2026? I wouldn't be surprised.


#4

FIGHTING FORMATIONS - US 29th INFANTRY DIVISION
This new entry in the Fighting Formations series gives you more of everything you loved about the original, this time bringing the searchlight to shine on the exploits of a specific American division. Driven by the now classic initiative matrix —quite useful for barking orders all around in an organized manner—the game proposes a trove of scenarios of the small and large and holy-crap-this'll-take-all-night varieties, which makes it an ideal entry point for any newcomer.
(You can read my review here.)


#3

SETI
Scan the skies, launch probes, develop your technology and analyze all of the data you've gathered—and once you get in touch with actual aliens (because you will), make the best of what you manage to learn from our new friends.
Seti is one of those so-called Eurogames that sit right on the fence between heavy fare and gateway game; it's a challenging engine you can teach in a very reasonable amount of time, and even though your typical game will last around two hours, it won't feel like two hours. And that rotating solar system is just brilliant.
Whether you end up winning or losing, Seti makes it super engaging just to pull its lever and watch it go, and it certainly gets my vote for next year's Kennerspiel des Jahres (expert game of the year) in Germany.


#2

STAR TREK - CAPTAIN'S CHAIR
I was already a fan of the first few titles (known under the name Imperium) that use this civ-ish deckbuilding engine, but Captain's Chair takes everything to a new level. True, it is a more complex game, but it puts nothing out of reach of the average gamer. And it infuses the proceedings with more interaction between players than its older brothers ever provided.
I would go so far as calling it the best Star Trek game I've ever played while at the same time maintaining that you don't need to be a trekkie at all to thoroughly enjoy Captain's Chair. Just sit in it and see if you want to get up again.


#1

CIVOLUTION
There's always a smattering of Stefan Feld designs to be found around my blog, and this year is no different. Still, I've never encountered a Feld game quite like Civolution.
Players are superior intelligences more or less attempting to raise new civilizations in a lab. With more options at your fingertips—and enough stuff spilling out of the box to send you running to IKEA to buy an extra table or two—the game looks like it'll be impossible to digest. On the contrary, it's one of the most organic learning experiences you'll have encountered all year, and it's pure joy to see that engine run. Learn as you go, enjoy the discovery, and thank the graphic designers who came up with visuals that make everything crystal clear!


* * *

DISAPPOINTMENTS
I define disappointments as games I expected a lot from, and which failed to deliver. 
Here are the "top" three from 2024.


Martin Wallace has long been a favorite designer of mine, but his output has equally long been a hit-or-miss affair. And Aeterna sits unequivocally on the miss side of the line. The system is fine, I guess? But it's just that: a system. One that's looking for a game but also, more importantly, for a soul. And there's nary to be found here.

I'm always looking for THE pirate game that'll feel like it was designed just for me, and this one certainly is not that. Oh it's got heart and theme aplenty! It's just lacking everything else, especially meaningful player decisions. It's not because you're rolling dice on a thousand different tables that you're playing a game.
Look at it this way: If this were a computer game, the close-to-nil level of human input required to keep the thing moving forward would have people screaming bloody murder.


Is it an LOTR game? Sure. Is it a cooperative trick-taking thing? I am compelled to answer in the affirmative. Does it do anything that The Crew doesn't accomplish way, way better? Er, no. (Especially The Crew: Mission Deep Sea—just go play that and don't look back.)
This is just an inferior design that sells because it's got LOTR slapped all over it. Don't fall for the shiny trap.

* * *

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




With the Fischer-Spassky Championship for a backdrop, this little gem pulls a miniature Twilight Struggle of an engine to get your pulse racing in 30 minutes, no chess knowledge required. I can't believe it took me two years to get around to playing it.



There's something impressive about designing a two-player shedding game with minimal components and a core system that's so simple you can explain it in one sentence, and yet so deep your brain won't fully grasp its implications until you've played at least a few hands.
I was completely blown away by this.



Another cooperative game? 'Tis the season, it seems. This one has you and your favorite buccaneer trick-taking your way through treacherous waters, dry-as-bone islands, maelstroms and the actual kraken! With its magnificent components and clever mechanics, Sail will go a long way towards tempting me to dive into the legacy version that I hear is coming out in 2026.


# # #

Wednesday, December 10, 2025

The Play's the Thing

 



The existence of the most recent edition of Combat Commander made me wake up to two startling realizations.
First, my favorite game in the entire universe is celebrating its 20th anniversary. Already! And second, I’ve never written a proper review of this extraordinary opus.
Sure, I’ve penned a handful of articles about other entries in the series, but I never got around to typing an honest-to-goodness review of the game that started it all.
And I’m not going to do that today, either.

Rather, what I want to write is a love letter to the game I cherish most.

Why is it that, under normal circumstances, there’s a more than fair chance I’d rather play Combat Commander over anything else? What makes the contents of that box so appealing and so addictive? Why, oh why, after close to 600 plays (and we’re talking about a two-hour game, here), do I still anticipate with trepidation my next foray into those cardboard bunkers and hedgerows?
The answer to all of those questions is both simple and delightfully convoluted.

I met Chad Jensen—the man who would later give us Combat Commander—back in 1998, when I’d just set foot in northern California for a two-year stint at Lucasfilm. We lived in neighboring towns and our common passion was boardgames, so we were bound to run into each other before too long. We became friends; how could we not? Strangely enough, I showed him a prototype of mine the following year. (That game was Proteus, eventually published by Steve Jackson Games.) In return, Chad did—  well, nothing. He never showed me one of his designs, never even mentioned he was working on a handful of games. Nothing against me: Chad was just not the kind of guy who would have you taste a half-baked lasagna, even if it might be the best half-baked lasagna in the history of humankind. And so it was that I discovered that well kept secret about my friend along with the rest of the world in 2006, when GMT Games put out the title that would overrun so many others in my collection.

As of this writing, I have played well over 1,700 different games over the years, and I enjoy all kinds, from the purest of abstracts (something like GIPF) to bloated plastic dungeon crawlers (think Nemesis), and everything in between. But wargames hold a special place in my heart, for a wide variety of reasons. I had already played many of them by the time Combat Commander came along, but I had never experienced something quite like it.

So what is Combat Commander? It’s a tactical, WWII clash between two players that generally involves a low number of units operating across a constrained area. You move a bunch of units on a hex grid, attempt to take valuable objectives, eliminate threats, sometimes assaulting across lush fields in broad daylight, other times clearing one house after another in a bloody night raid supposed to be worth it all when the sun comes up.

Did you see what happened there? I started with a clinical description of basic game mechanics, but the story quickly took over.
THAT is Combat Commander.

The game tells a story. It also does many other things and does them well, but the story is what stays with you after the last gun was silenced and all the pieces have gone back into the box.

How does it tell that story? An excellent question.
And I believe the answer is to be found in three specific places.

They'll never take that hill... right?

1. ACTION RESTRICTIONS
Games allow players to make decisions in different ways. Some wargames allow each unit to act every turn, installing the player as ultimate master of their domain. Other systems provide a number of action points on each turn, leaving it up to the player to allocate said points amongst selected units, as they see fit; units thus activated can then perform whatever action is deemed necessary, but not all units will act on every turn. In yet other cases, the game will dictate which units can act, but allow the player to decide what actions to perform with them.
With Combat Commander, each player is dealt a hand of cards: those are the orders units can be given on that turn, usually one card to a unit or a handful of units. The order you had in mind doesn’t appear on any of your cards this turn? Tough.
This level of restriction is one of the highest in the wargaming realm, and yet—ironically enough—it’s from those shackles that true creativity can emerge with the most grace.

Picture a game of chess. Before your move, through the roll of a die, knights are rendered inoperable for one turn. Suddenly, the attack you had planned can’t proceed. Will you decide to maintain that attack? If so, how? And if you change your plan, what will it become? Will you opt for a holding pattern until Lady Luck paralyzes a piece of a different nature? Or settle for a retreat, hastily put together to compensate for your neutered forward thrust?
That’s how it goes with Combat Commander. The terrain ahead is ideal, your units are in place, one of the enemies in sight is already broken (making for an even better target)… You draw your hand of cards, and—thanks again to that mercurial Lady—you don’t hold a single Fire card. What do you do? You can skip your turn to throw away your hand of cards and hope you get some ammunition on the redraw, or you can try to make the best of a bad situation. Perhaps there’s a way to use your Rout card to push that wounded enemy soldier some spaces back, which would enable you to play one of your Move cards to get your own units even closer to your goal. Perhaps you decide instead to move a single unit towards a different objective, hoping to draw the enemy’s fire and make your opponent waste a precious Fire card—a card they will no longer hold should you move your men around at a later time. Or you could elect to hold fast and discard just those cards that wouldn’t be of any use against a counterattack that your opponent, faced with your inaction, might decide to launch.

Without anyone noticing, the story is taking shape. Instead of being “and then my guys started firing at the opposing squad,” it morphs into a more engaging “my guys wanted to shoot but couldn’t, so instead they had to resort to…”
See how memorable this is shaping up to be?

Some players detest the vagaries of such a system, stating that they prefer more control—fair enough. Combat Commander aficionados, on the other hand, relish those spur-of-the-moment challenges the game throws at us. In a way, we also feel it makes the proceedings a bit more realistic (to the extent that a tabletop game can lay such a claim), in the sense that in the heat of battle, not all of your orders will reach their intended recipients, and then not all orders that do will get executed without a hitch.

2. RANDOM EVENTS
This stands as another apple of discord amongst wargamers: Once in a while, a random event will throw a wrench in the proceedings. You or your opponent might receive unexpected reinforcements; a blaze could start in a building, spread to the nearby woods and cut off your main access point; air support might kill units you believed safe; off-board artillery could create a brand new foxhole for opposing units to exploit—the list goes on. While a category of players cannot stand this state of affairs, I (and many others) absolutely love it. Yes, I’ve been robbed of an inescapable victory—and been saved from certain defeat—more than once by those random events, and they’re still one of the main draws of Combat Commander for me. There’s something thrilling in the knowledge that the game will throw you a curveball, something you couldn’t possibly prepare for, and force you to deal with it. 

Again, this contributes to the story the game is writing. The lone team bleeding out in those northern woods and that everyone assumed was done for? Turns out a hero emerged, patched them up and led them out of those woods to fight another day.
You might not have planned for this, but now you need to reckon with that reality. Revise your analysis of the situation, edit your mindset, and contribute a new chapter to the narrative.

3. HISTORICAL SCENARIOS
Each game of Combat Commander runs on parameters established by a scenario, which specifies the forces involved, the number of turns the game will last, hand size for each player, and so on. GMT has published over 100 official scenarios, almost all of which are based on actual WWII engagements. Reading the historical summary before the opening salvo is a ritual we rarely skip: it pries open the narrative door and lets in the winds of fate. 
Which makes the entire experience even better: not only does each game craft a story that both players contribute to, but that emerging tale is also based on true events. How amazing is that? True, most wargames reenact a historical situation, but none of them allows you to add your own ingredients to the story with such dramatic flair.
(And if you’re still not sated, the system’s robust random scenario generator will spit out period-appropriate skirmishes to keep your imagination engaged until the cows come home.)

A typical Combat Commander scenario

The level of creativity made possible by the combination of those three elements is not a frequent occurrence in gaming, and even rarer of a phenomenon when it comes to wargames. Combat Commander provides players with a sandbox and hands over quite a lot of freedom as to how players will interact with it, but it also litters the sandbox with a bunch of mines that force players to be creative, lest they don’t survive the experience.
That’s how stories emerge, and that’s how we can’t help but remember them.
(I still vividly recall a session from a decade ago where a hero kept calling for artillery support, only to see those shells drift back far enough to fall on his own troops. Again and again, at least half a dozen times. Laughing so hard we needed to grab the table so we wouldn’t fall off our chairs, it was clear to us the story was running wild: we wondered if some strange and powerful wind had anything to do with the repeated shell malfunctions, or if our beloved hero was just the most inept soldier ever to grace a battlefield, transmitting erroneous coordinates every time he contacted HQ. We still debate the issue to this day, with a grin the passing years have not yet begun to erode.)

And the game keeps on giving. I mean, after over a thousand hours spent playing Combat Commander and interacting with its myriad systems, I still witness stuff I’ve never encountered before: a bold new use for a card, a surprising tactic born out of pure desperation, a concurrence of events that give birth to an astounding situation, or just a unit that—against all odds—refuses to give in and ends up carrying the day.

* * *

My friend Chad died in 2019, after a valiant battle against cancer. Because I had moved back to the other end of the North American continent, I never got a chance to sit down to a game of Combat Commander with him. Sure, online options had surfaced by then, but we kept putting it off, convinced we’d get a chance to sit face-to-face for a lively match one of those years. Alas, that opportunity never presented itself.
Despite everything, I’m thankful I was afforded the chance to tell Chad, over a long overdue phone call, how much happiness his creation (one of many!) had brought into my wargaming life. At that he responded by being Chad, simply saying “you’re welcome” with a smile I could hear in his voice from five thousand kilometers away. 

Every time I crack open my box of Combat Commander I can still hear that smile, clear as a bell, crisp as that spring morning back in ‘45, when the days were growing warmer and the evenings longer...




# # #