Matt’s Top Games of All Time: 30-21

30. Clans of Caledonia

Clans of Caledonia has a lot in common with Terra Mystica and Gaia Project but introduces manufacturing goods and a marketplace with fluctuating prices. The theme is fun one and the variable player factions serve as nice signposts for the direction you may want to develop your clan. Lots of different ways to build out and overall just a fun game to explore.

29. Atlantic Chase

Atlantic Chase is the rare exception where I think learning to play a game through a play-to-learn booklet actually works. The game is innovative, unique and is snappy to play. All of my plays have been solo so far which means that Atlantic Chase may be in a position to climb up this list.

28. Sword of Rome

Well balanced and not overly complicated, Sword of Rome is very tight card driven game where each faction races to conquer early Rome. Where Genesis has very limited negotiating mechanics, Sword of Rome is chock full of negotiations and deal making. Unique faction decks (as opposed to a shared draw pile) make for excellent card play and strong faction identity. Desperate Time cards add a fun wrinkle as well, serving as cards that disrupt play so you can become the active player. Once played, they’re gone. Tons of fun, the game itself may take a while to play but turns don’t feel drawn out and the game will circle back around to you soon enough. Not a game to be taken personally either.

27. The Civil War 1861-1865

There’ve been several times when talking about The U.S. Civil War (TUSCW) I have been asked if I’ve played Victory Game’s The Civil War 1861-1865 (TCW). Clearly, I finally have or rather, I finally am. I am still actively playing my first game of The Civil War but boy the similarities between TCW and TUSCW are abundantly clear right away. I’ll go on record now and predict that TCW will never eclipse TUSCW in my eyes but I will say that TCW is an all-around fantastic strategic Civil War game. Looking forward to seeing where TCW shakes out on the list in the years to come.

26. Thunder in the Ozarks: Battle for Pea Ridge, March 1862

The Blinds Sword System is just a great chit-pull based rules set with great combat resolution and added uncertainty with the command roll. Not only are you unsure what chit will be pulled from the cup, but the effectiveness of the command is also left to the fate of the die roll. Thunder in the Ozarks covers Pea Ridge which is just a fun battle to play out (see Battle Hymn Vol. 1 as well) and features fantastic and very unique art by Rick Barber. There are now 9 published Blind Swords System games. If you have yet to experience this system, I highly recommend you find one on a topic that interests you and give it a try.

25. 1846: The Race for the Midwest

18xx enthusiasts may roll their eyes as this one but the more I play 1846 the more I come to appreciate it. To be clear, there aren’t many stock shenanigans or clever levers to pull in 1846. `46 is very much an operational game where you run good companies. I don’t want that with every 18xx play. Yes, sometimes. most times even, I do want shenanigans, but sometimes I just want to sit down run great routes and focus on route development.

24. Pax Pamir

Tough picking a game you’ve only played once to crack your top 25 games of all time but here we are. My first play was full of threats, backstabbing and politicking and all of that paired with a very fun tableau builder. The mechanics are actually quite simple, you buy cards and place and manipulate those cards in your tableau. But, In addition to all the deal making, where Pax Pamir really shines is the interactions between coalitions, the board state and card play. Fantastic game that left a last impression after just one play.

23. Grand Austria Hotel

I love the aesthetic of Grand Austria Hotel and fortunately the gameplay quality matched. Grand Austria Hotel is an action drafting game where the actions and quality of the action is determined by a pool of dice rolled each round. You fill different café orders and place guests throughout your hotel. It’s really fun and really charming. You may have heard that this game can drag with 3 or 4 players, which is true if everyone is new to the game. Although we primarily play with 2, I’d happily play with 3 or 4 if everyone was familiar with the game.

22. High Frontier 4 All

Every play of High Frontier has left an impression on me. This game is capable of telling the most amazing space exploration stories, some failures, some glorious disasters. Sure, High Frontier is a lot to process but once you sit down to play, you’ll find the rules are in fact decipherable and this game can be played. Actually, the complexity here is not the rules or icons splattered across the stars. The complexity is maximizing efficiency and trying to identify what you should be doing for the best overall outcome.

21. 1849: The Game of Sicilian Railways

Finally, my highest ranked 18xx game. 1849 features brutal terrain and track development that crawls along like a rusting 2 train. Money is tight and you certainly don’t want to be left holding the bag on a dead company. Timing is crucial in 1849, especially for timing stocks. The final 2 shares of each company are these double certificates that I find to be a highlight of the game. Often times there is incentive to hold that double share and positioning yourself to be the lucky buyer can be important. The privates are interesting, the map is brutal (and even features an erupting volcano) and the gameplay is a blast (heh).

Matt’s Top Games of All Time: 60-51

60. Battle Hymn Vol. 1: Gettysburg and Pea Ridge

Battle Hymn Vol. 1 is a chit-pull wargame that recently showed up on the Top 5 games to play solo list. Although combat calculations are rather clunky, the game overall is tons of dice chucking fun. The uncertainty of the chit-pull mechanic adds a lot to this game, especially because even combat resolution occurs on the pull of a chit. The campaign games far outshine the smaller scenarios so definitely check those out.

59. 18Los Angeles

18Los Angeles is a direct offshoot of 1846: the Race for the Midwest and plays like a condensed and cramped version of it. Much like 18MS, 18Los Angeles isn’t very deep or overly complex, it’s just fun, rather straight forward, 18xx on small congested map with some cool concepts (like trains sharing routes). I like how tight the map is and how quickly the game plays out.

58. Glass Road

An Uwe Rosenberg design that I adore but doesn’t hit the table nearly enough. Glass Road is an action selection game where you pick 5 cards to play for a round. If no one else has that card in hand when you play a card, you get all the actions on it. Otherwise, just one. Like many Uwe designs, I love seeing the finished product in Glass Road as you clear forests and build buildings. It’s not as grand as some other Uwe designs but the gameplay is solid. The asset wheels are worth mentioning and are a neat way to keep track of resources in the game. Talking about this makes me want to get it to the table ASAP.

57. Hero Realms

Hero Realms is a light deck building game but it is one of my favorites when played with the unique character classes. The character classes add specialized strategies to the game and without them the game feels rather vanilla. If I’m looking for a very quick playing, easy to setup deck builder, Hero Realms is my choice (again with the class packs, they are an absolute must). The game has been supported past its initial release, but I think the failure to release more character packs has been a big misstep and I would love to see more.

56. Sherco’s Grand Slam Baseball Game

Sherco’s Grand Slam Baseball is the best sports simulation game I’ve played. Sherco, like other sports sims of its nature, boils down to chucking dice and seeing what happens. But what sets Sherco above things like Hockey Blast or Strat-O-Matic is not only the vast amount of outcomes that can play out but the amount of actual decisions you can make though the course of a game. Whereas with Hockey Blast (a game I love to play solo) you are along for the ride, in Sherco you have what feels like actual player agency. Maybe those decisions don’t actually matter in play but they certainly enhance the experience. Some great fan work (props to the fantastic custom cards by ‘Duck’) has gone into this game and I’ve been working on my own wooden based 1985 Royals play set including a mounted Royals Stadium (now Kauffman Stadium).

55. Root

Asymmetric woodland warfare! Root is another game that improves with continuous play. I started out thinking some factions would be duds based on their particular mechanics but I’ve since been able to get a better grasp on each faction. Once I had an understanding of each leaned into their gameplay styles I found that they are all a blast to play with unique paths to victory. Root requires keeping an eye on each player and determining how to respond to an evolving game state while also playing to your faction’s strengths. You can’t just burry your head and do your own thing but you need to interact with other players. Root allows for that in different ways whether through politicking, warfare or leaching off other in a sort of symbiotic relationship.

54. Rook

Rook is one of my favorite trick taking game with some of my favorite trick taking rules. Whoever makes the highest bid gets to take the 5 card nest (5 face down cards) and can swap 5 of their cards from their hand. Whoever wins the last trick claims the nest (you can hide pointers in there or set yourself up to be 2 suited). 5’s, 10’s, 14’s, the Rook card (super trump), and most cards taken score points at the end of each round. It’s a blast to play, I just think that the nest taker has a huge advantage. The reason Rook falls this low is because of that dominant position that the high bidder can put themselves in. But for an apparently 115+ year old card game, it’s doing well for itself. Ranking Root and Rook next to each other was completely coincidental!

53. SPQR

SPQR has always lived in this weird space for me. When I’m playing the game, I love it. When prepping game or looking back on a game, I sour on it for some reason. I think in large part it has to do with the type of combat SPQR is presenting because although the game rules are a bit dense and gameplay itself is a bit fiddly (solved by playing on Vassal, somewhat), the game design is outstanding. If detailed, tactical Ancients warfare is something you are looking for and you want more on your plate than something like Commands & Colors: Ancients offers, SPQR is a lot of that crammed into one big box.

One of my current favorite Commanders to pilot

52. Magic: The Gathering

Even just a year ago there is no way that Magic cracked my top games list but Commander, or Elder Dragon Highlander has completely changed my perspective on the game. If you are unfamiliar with EDH, Commander is 100 singleton card format best at 4 players. I find building a 100 card Commander deck to be tons of fun and Commander just leads to insane combinations, gut busting laughter and sometimes really interesting politicking.

51. Normandy `44

Normandy `44 has been surpassed by more recent Mark Simonitch designs but those don’t discredit this fantastic game. For those unfamiliar with Simontich’s ZOC-Bond style of games they are, at their base, rather straight forward, you go, I go hex and counter wargames. But piled on top of that base is the ZOC-Bond mechanic and tons of great chrome for each game design. Normandy `44 does slip a bit because of how combat will more likely than not end up on the same CRT column repeatedly due to combat maximums but I still love this game. One of my first hex-and-counter wargames and one I still completely recommend for those looking to play out the Normandy invasion.

Matt’s Top Games of All Time: 70-61

70. Champions of Midgard

Dice based combat resolution and worker placement may not seem like a nice pairing but that’s what you get here and it is tons of fun. Champions of Midgard is like many worker placement games where you collect various goods to build neat things and feed people. Here the people are Viking warriors and the cool things are warships and supplies to protect the village from monsters. Glory (victory points) are earned by venturing out and killing monsters. Still ranks as one of my wife’s favorite games.

69. Food Chain Magnate

My first and only Splotter Spellen game (to date). Food Chain Magnate is a very smart and ruthless design where you can easily get left behind. It’s a great balance of developing your own board state while needing to keep an eye on what your opponents are up to. Unique theme and a great look. A recent play reminded me how strong of strategy game this even though I was playing terribly.

68. 18MS: The Railroads Come to Mississippi

18MS is my change of pace 18xx title. It won’t be my only 18xx entry either. It’s very straight forward and doesn’t have the same depth of play as other, more robust 18xx games but it’s still very fun to play. A fixed number of rounds makes for fast playing games and the privates offer fun one-time abilities.

67. The Castles of Burgundy

Mechanically straight forward but deep enough for continued rewarding and strategic play. The Castles of Burgundy is a great dice/action selection game and a go to couples’ game for my wife and me. Like Kingsburg, I prefer to play with the variable player boards to add some spice to each play.

66. Commands & Colors: Samurai Battles

If you want to read more, check out this Top 5 list with Judd Vance. In short Samurai Battles has some very fun power cards and a very interesting meta currency that sets it a few notches above other Commands & Colors titles.

65. Innovation

I didn’t play Innovation until 2021 but once the pop was topped there was no going back. Innovation is sometimes chaotic but always fun race to the end. Multi-use cards, take that capabilities and limited actions come together in great way here. The group I play this most with has developed a great meta that only adds to my appreciation of the game. Oars!

64. Operation Pegasus

Judd is getting named dropped twice in the same chunk of my top 100 games. Here it is for spreading the good word about Operation Pegasus. This a 42 year old war game covering the Siege of Khe Sanh that holds up surprisingly well (unless you can only play your wargames solo). Hidden counters, helicopter management and logistics and very fun gameplay. Combat is a little murky but certainly worth working through.

New Axis Empires edition

63. Axis Empires

Axis Empires: Totaler Krieg! & Axis Empires: Dai Senso!, either separate or as a combined game, are great WWII sandbox games that really give a lot of agency to each faction. The political tables and the outcomes from various political event rolls are the highlight of these games and can make for some very interesting and unexpected game states. Combat is fun but pretty shallow but at the army scale it works. Definitely worth looking into if you want WWII: What If in a box.

New Axis Empires edition

62. 1832: The South

Until I get a chance to play 1817 in person (spoiler, 1817 doesn’t crack this list, yet), I think 1832 is around the top of my 18xx complexity interest. There are plenty of levers to pull in 1832 for my taste. It was my first experience with price protection and the creation of Systems and the clever game play that develops from their use. Doesn’t have the harshness of 1817 but certainly a robust 18xx design.

61. Onward, Christian Soldiers: The Crusades

Game play experiences and the memories we develop while playing play a huge role in shaping our perception of games. My first play of Onward, Christian Soldiers was enlightening and incredibly memorable, in the best of ways, and now O,CS lives rent free in my head. The game certainly has its flaws and could use some additional development that will probably never happen but I am convinced that the workings of a wargame masterpiece are here. If you could assemble a group of 7 experienced players and hash out a couple, but not many, rule ambiguities you could have an unforgettable wargaming experience. Factions have to act out of their own interests but also must work together towards their side’s common goal. Brutal attrition, deadly combat and no reinforcements for the Crusaders really make for a tough nut to crack.