Zenith makes a strong first impression before you even touch a card. It’s bright and cheerful in a way sci-fi games rarely are, usually they’re leaning into the darkness of space to inform their aesthetic, see Beyond the Sun or Race for the Galaxy for examples. Zenith though, reminds me of Lilo and Stitch. Colourful planets, charming little alien creatures, and white clinical backgrounds give this sci-fi affair a more optimistic feel.
A Tug-of-war game for 2 or 4 players, Zenith by designers Grégory Grard and Mathieu Roussel has players vying for control over 5 planets. On your turn you’ll play a card to do one of 3 things. Either discard it to move up a tech track matching the suit of the card you discarded, discard it to take a diplomacy action, giving you the leadership seal, which increases your hand limit and provides you with a small amount of resources, or play the card to the tracks, which will always move a disc toward you, and then often will have a secondary effect to resolve. The game ends when someone gets 5 planet discs to their side of the board, or 4 differently coloured discs, or 3 discs of the same colour.
The first thing I noticed about Zenith was the abundance of iconography. There are a lot of symbols, and while the reference card covers the basics, it doesn’t quite prepare you for every possible combination the cards throw at you. It’s never impossible to decipher, but I did have to use the hover-over text on Board Game Arena more often than not to be sure of what a card would exactly do before playing it. I would have really appreciated it if the rulebook had a glossary of cards with the plain language rules. That would have gone a long way in helping me through my first few turns.
While the box says 2 or 4 players, Zenith is clearly a two-player game at heart. Yes, it technically supports four, but the four-player mode feels like the designers stretching the system past where it wants to go. The box advertises a “tug-of-war strategy game,” and that’s exactly what it delivers. You and your opponent will trade off sliding discs back and forth, getting certain discs closer and closer to your zone until someone plays an unexpected card and manages to push the disc off the ledge.
The tug-of-war works here because turns are so clean and quick. You’re usually doing one of three things: play a card and pay for it to move some discs, discard a card to get some resources, or move up a track paying a different currency to gain bonuses. It’s a simple turn structure that manages to generate some interesting decisions. There’s a wonderful push-and-pull between choosing to expanding your hand size (huge in this game), building discount engines, and progressing the discs you actually want to claim for yourself, or preventing your opponent from claiming a disc too easily.
And because it’s a two-player duel, the meanness feels just right. You can steal cards which give discounts to cards of the same colour, exile your own tableau to reposition, and even yank planets away at the last second. This is where tug-of-war games usually lose me. Hurting your opponent always directly advances your own cause, and nothing ever feels unrecoverable. It feels more like a war of attrition and undoing what your opponent did on their turn instead of both players working towards an end game condition.
There is some significant luck in the card draw, and it really does matter. Sometimes you really need one specific type of card, an animal to finish off that tech track, or any blue card to just get that disc over the final line, and the deck just says “nope.” When your hand size is only four or five, that can sting. But managing your hand is a big part of the game. Especially when your opponent steals the leadership emblem, and you don’t get to draw new cards until you play some that were sitting in your hand. Taking that leadership token back will expand your hand size again, and you’ll get to draw two cards, but if you don’t have a card ability that gives you the leadership emblem, spending a whole turn to take it back really feels suboptimal.
The tech track can offer some useful abilities, and when you move up a tech track, you get the benefits of everything below it again, but there’s no persistent benefit for moving up the tracks. It’s the kind of thing where you need to be in the right position, then utilize the tech track for a big move that pushes one of the discs over the threshold. It’s fine, but I wish it did reward players in a more persistent fashion. Like if you hit the top of the robots track, now all robots cost 2 resources less to play.
For all its colour, charm, and clever little systems, Zenith ultimately sits outside the kind of experience I’m looking for. It has more going on than a Lost Cities-weight game, yet somehow feels less like it’s building toward anything. Where games like Lost Cities or Air, Land & Sea create this wonderful sense of escalation, slowly tightening the screws as each card nudges the tension higher, Zenith often feels like a stalemate of small reversals, waiting for the right tool to finally appear in your hand.
And that’s really the heart of it for me: tug-of-war games just don’t give me the payoff I want. Trading blows back and forth, undoing each other’s progress, watching discs shuffle the same few spaces back and forth, it’s not the kind of gameplay arc that excites me. I can admire the production, the vibrant personality in the art, and even the flashes of tactical cleverness, but I never quite feel that satisfying crescendo I get from the two-player games I love. That said, if tug-of-war tension is your favourite flavour, if you enjoy tight, interactive duels where every push has an immediate pull, Zenith might land far better for you. It’s well-designed, aesthetically delightful, and offers plenty of room for smart plays.
Over the past few years, we’ve seen an explosion in the “cozy” genre in all forms of media. Books, shows, video games, and yes, board games. But it always makes me wonder what exactly makes a board game cozy? It’s obviously not just about ease of play, but I think it’s more about the feeling the game evokes. Cozy games are gentle on competition and rich in atmosphere. They tell you to slow down, do something perhaps inane, but satisfying, and soak in the pleasure in small decisions. You’re not fighting to survive or building a bustling metropolis; you’re farming, sorting, and enjoying the process of play itself.
A cozy board game often pairs calm themes, such as gardens, quilts, villages, and lantern festivals, with accessible mechanics that let conversation flow as easily as the gameplay. I also think they remove some of the consequences, so you can revel in your own creation, instead of worrying about trying to come out ahead.
With that established, here are five board games that capture that warm, comforting spirit. These are games perfect for rainy days, quiet evenings, or when you simply want to have a moment of peace at the game table.
1. A Gentle Rain
By Kevin Wilson, published by Mondo Games | Full Review
If meditation could take cardboard form, it might look like A Gentle Rain. In this solo or cooperative tile-laying game, you’re creating a tranquil pond surrounded by blooming flowers. There’s no score to chase or opponent to outsmart—just the soft rhythm of placing tiles and watching the scene unfold. Each tile shows a mix of flowers and water patterns, and your task is simply to align them in harmony.
The beauty of The Gentle Rain lies in its simplicity. The game is as much about the act of playing as it is about the result. The sound of tiles clicking together feels almost therapeutic, and completing the circle of blooms brings a quiet satisfaction. It’s a rare game that can calm your mind while still offering a gentle puzzle to engage it.
2. Dorfromantik: The Board Game
By Michael Palm and Lukas Zach, published by Pegasus Spiele
Despite my gripes with Dorfromantik: The Duel, Dorfromantik does manage to capture the charm of building a pastoral landscape one tile at a time. You and your friends collaborate to construct a patchwork of rivers, forests, and villages, trying to fulfill small goals without breaking the natural flow of the map. The art is charming, the turns are breezy, and there’s never a sense of pressure. You won’t agonize over a tile placement, and for some players, that’s exactly the appeal. It’s a game that asks very little of you, other than to sit back, relax, and build a countryside for half an hour.
There’s a touch of comfort in Dorfromantik’s balance between order and chance. It rewards planning, but a bad tile draw doesn’t feel like a punishment. You can just toss it onto the other end of your landscape and hope it’ll come into play later. And as an added bonus, by the end you’ve created a serene countryside. It’s the perfect companion for tea, soft music, and unhurried conversation.
3. Patchwork
By Uwe Rosenberg, published by Lookout Games
Few games embody “cozy competition” like Patchwork. While the theme is about trying to create a patchwork quilt, the economy, the theme is mearly window dressing. Mechanically, you’re managing two resources, buttons and time, to acquire eclectic polyomino tiles, and setting them onto your board until you’ve patchworked your way to the end of the game.
Despite its puzzly nature, Patchwork feels homely. The theme of quilting, paired with the subtle satisfaction of fitting the perfect pieces into its place, makes every session feel like you’re curled up on the couch crafting. The game is simple enough for newcomers but deep enough to keep seasoned players engaged. It’s one I use to introduce the board game hobby to anyone who enjoys crafting, quilting, or knitting.
4. Lanterns: The Harvest Festival
By Christopher Chung, published by Renegade Game Studios
Lanterns: The Harvest Festival turns tile-laying into a celebration of light and beauty. Players take turns placing lake tiles adorned with floating lanterns into a shared tableau, and everyone at the table receives coloured lantern cards based on how the tile is oriented. This shared reward system keeps the tone friendly, even as you subtly compete for the best colour combinations to craft sets and score points.
What makes Lanterns cozy is its elegance and positive player interaction. It’s a communal experience where your opponents’ moves bring you gifts. If you’re looking for a game that radiates charm and encourages quiet appreciation, Lanterns is a perfect fit.
5. Flamecraft
By Manny Vega, published by Cardboard Alchemy | Full Review
At first glance, Flamecraft dazzles with its whimsy: dragons in aprons brewing coffee, baking bread, and enchanting local shops. But beneath its adorable art lies a smooth as silk worker-placement game where players act as “Flamekeepers,” guiding artisan dragons to bolster the town’s businesses.
Flamecraft is cozy in every sense. Its theme and artwork radiates warmth and imagination, while the gameplay rewards kindness and collaboration as much as competition, as you’ll all be unlocking stronger action placements for each other. It’s a feast for the eyes as those adorable little dragons, each with their own unique name dot the board, and the vignettes on the shop cards are full of whimsy and charm.
Final Thoughts
Cozy games remind us that play doesn’t always need tension to be fulfilling. Whether you’re placing tiles in a pond, building a countryside, or helping dragons bake pastries, these experiences invite calm, connection, and creativity. In a world that moves too fast, it’s nice to have games that encourage you to slow down and simply enjoy being at the table.
Remember Minesweeper? Ever since I was a little kid, I was the type of person to press every button, look in every file, check every setting. When our school go it’s first Windows 95 computer, my inquisitive nature was rewarded with finding Minesweeper. Now, I’m curious, but dumb, so I just clicked around a bunch and eventually, always, blew up. It wasn’t until I was an early teenager when someone explained to me how the game worked. It wasn’t just a random grid of mines and numbers, it was a puzzle to be solved. Today’s game, Bomb Busters, designed by Hisashi Hayashi and published by Pegasus Spiele in 2024 evokes a lot of the same feelings as classic Minesweeper.
In Bomb Busters, players are a team of bomb disposal experts, trying to collaboratively cut all the wires to disarm the bomb, while avoiding the trigger wire that will spell disaster for everyone around the table should it be cut. At the start of every game, 48 tiles, 4 each of numbers 1 – 12 are face down and shuffled up. Then, a few yellow and red tiles are added to the mix, and the tiles are distributed as evenly as possible amongst all the players and set in ascending order in each player’s tile tray.
On your turn, you choose a tile of your own, then point to a single tile in someone else’s tile try, and declare what number that tile is, matching the tile of your own that you chose. If correct, you both lay the tile down in front of your trays. If wrong, the other player takes an information token and places it in front of the tile you chose, revealing it’s number for someone else to cut on a later turn, and reducing the game timer. If the game timer runs out, or if anyone ever happens to point to the red wire, boom. The game is lost. To win the game, all players need to fully empty their tile trays.
To assist you in your bomb diffusing efforts, each player has a power, and as you cut certain numbers, you unlock tools that you can use to tilt the odds of the game into your favour. These tools can let you swap a tile with someone else, or label two tiles in your tray as “matching” or “not matching”. Choosing who and when to use these tools can be the difference between victory and defeat, or at the very least, if someone is in a situation where they have a 50% chance to cut the red wire, then they can really save the crew from disaster.
Bomb Busters starts with an 8 game introduction. Very slowly introducing mechanics and concepts to players, and then making those concepts a touch harder over the course of several plays. Our group, skipped to the 3rd mission, then the 6th, then the final mission. I’m generally a fan of the learning games, but in the case of Bomb Busters, I think the first few missions were entirely too easy. But if you have players in your group that struggle to learn rules by someone talking at them, it’s a useful way to scaffold their learning. The last training mission is the full game experience, so if you’re the kind of person who does very well with reading a rulebook and understanding from that, you may want to consider skipping right up to that point.
When you first start playing Bomb Busters, each player will have a single information token in front of them. You’ll scratch your head, trying to figure out what your comrades are trying to tell you, and more than likely, you’ll make a blind guess or two, potentially ending the game early (hence the Minesweeper reference in the first paragraph). But after a few plays, things start to click. You start inferring more information from a single guess. Why someone might choose a specific number, figuring out what solutions they’re leading you to, it’s kind of magical in that way.
To assist those of us with stunted memories, there’s a handy board that tracks the numbers in play, and where the yellow and red numbers MIGHT be. As you progress in missions, during the set-up you’ll pull several potential yellow and red tiles, mark them on the board, but only actually put a few of them into the mix, setting the others aside, unseen. The bit of uncertainty when picking wires to cut is delicious, and when you successfully deduce your way around them, the whole table feels like they can read each other’s mind.
Bomb Busters is a friendly family deduction game, one that has you delighting in your shared victories. And the box packs in a ton of content. Beyond the 8 training missions, there are a further 66 missions to flex the system and bend your brain. The first mission after basic training includes a small deck of cards, indicating there is now a series of numbers that must be cut in a specific order.
The presence of all the extra missions reminds me of The Crew, where when you play with the same group of players week after week, the missions give a nice variety to the experience. New challenges to overcome, new twists to disrupt the groove you’ve all figured out for yourselves. I haven’t delved further into the missions yet, but I’m excited to see what tricks they’ve cooked up for those seeking bomb disposal mastery.
The base game, that is to say, the game you play at the end of the last training mission, feels full and complete on its own. A deduction game where you feel accomplished following the trail of crumbs your friends leave for you, instead of taking wild guesses in the dark. The setup is mildly tedious, needing to shuffle and distribute 70 little tiles amongst everyone, but that’s a mild criticism.
Minor setup fuss aside, Bomb Busters delivers a tight, engaging cooperative deduction experience that feels fresh. It’s the kind of game where your group slowly levels up together, learning how to read each other’s choices until the table clicks into a shared wavelength. With dozens of missions and clever twists waiting past the tutorial, there’s far more depth here than the cutesy presentation may suggests. For fans of logical puzzles and tense, thinky co-op moments, this one’s a blast. Hopefully not literally.
Every December, I scroll through everyone else’s “Best Games of the Year” lists and feel the familiar pang of jealousy. By the time those posts go up, I’ve generally only played about five titles from the current year. Hardly enough to stand shoulder-to-shoulder with anyone publishing a “Best of 2025” list.
But that’s okay. Being a little behind the curve has its perks. At the time of writing this post, I’ve played 110 games that were published in 2024, giving me some insight of which games actually endured the hype cycle. So instead of churning through hot takes, these are the five 2024 releases that climbed the BGG ranks this year, and what I think about them.
5 – Arcs
Arcs is one of those games where the praise and the frustration can live side by side. Designed by Cole Wehrle and published by Leder Games, it’s a tactical, trick-taking-adjacent space opera where everything, from its world-building to its action economy, feels flawlessly engineered.
As I wrote back in my review, “Arcs is a masterpiece. It’s a game bursting with so much variety, discovery, and depth, all crafted meticulously by designer Cole Wehrle. Every mechanic feels intentional… There isn’t an ounce of unnecessary bloat.”
And yet, “It’s just a shame that I don’t like playing it.”
For players who love being on their toes, Arcs is exhilarating. It’s a game about seizing fleeting opportunities, pulling the exact right lever at the exact right time, and surviving long enough to pivot when the galaxy turns against you. The Blighted Reach campaign expands the base game into a three-act space saga that rewards mastery and table commitment in equal measure.
But for players like me, who crave structure and control, Arcs can feel like being handcuffed to the whims of the deck. I don’t like being cut off from core actions entirely, just because I was dealt a hand of manoeuvre cards. And yes, I know there are ways to subvert a bad hand, it still feels more frustrating than anything else to me. But even I can’t deny how deftly it integrates narrative, tactics, and high-stakes decisions. Arcs might not be the game for me, but it’s unquestionably one of 2024’s best and boldest designs.
4 – Harmonies
Harmonies deserves all the praise it’s gotten so far. It’s a gorgeous spatial puzzle that’s both soothing and surprisingly demanding.
Designed by Johan Benvenuto and published by Libellud, Harmonies quickly became a darling of the 2024 awards circuit, earning a Spiel des Jahres recommendation and winning the Golden Geek Medium Game of the Year. It’s easy to see why.
To oversimplify it, imagine Azul crossed with Cascadia. In Harmonies, you’re building a landscape on your personal player board, creating harmonious habitats for the various animals that could call your board home. Each turn, you draft and place terrain discs, plan for animal patterns, and try to make everything fit together in a natural rhythm.
The cadence of Harmonies is calm, and the puzzle is satisfying. It’s a short, beautiful game that rewards smart drafting and spatial planning without really punishing you for mistakes, aside from lost opportunities. And while there’s precious little player interaction, that calm independence is part of its charm. Harmonies is a game for quiet concentration and tactile joy, not cutthroat competition.
3 – The Lord of the Rings: Duel for Middle-earth
I love 7 Wonders Duel, much more than the full 7-player game from which it spun off from. And that’s the bias I held which I approached The Lord of the Rings: Duel for Middle-earth, the streamlined reimagining from Antoine Bauza and Bruno Cathala.
Like 7 Wonders Duel, it’s a two-player card drafting duel, but this time, one player controls the Free Peoples of Middle Earth while the other commands Sauron’s forces. Victory can come from destroying or capturing the ring, conquering every region, or earning the allegiance of all six races.
Comparing it to 7 Wonders Duel, Duel for Middle-earth has been smoothed to a polished stone. All the wonky rules have been shaved off, everything is easier, and you’re able to calculate the cose for everything with a glance. The result is an elegant, fast-playing experience that evokes the tension of the original while being even more accessible.
That polish, however, comes at a cost. Because the game is smoother, it feels flatter. There’s less texture and depth to grab onto. You lose some of the crunchy engine-building and wild swings in resource costs that make 7 Wonders Duel so replayable. And yet, when my partner and I played Duel for Middle-earth for the first time, we learned it and knocked out two games within an hour and immediately wanted a third. It doesn’t replace 7 Wonders Duel for me, but it does make for an attractive 2 player game that I’d be happy to introduce to almost anyone.
2 – Slay the Spire: The Board Game
Slay the Spire needs no introduction to digital-deckbuilding fans, but the tabletop adaptation from Contention Games was one of the year’s most quietly ambitious triumphs. It managed to translate the tension, rhythm, and roguelike loop of the video game without feeling like a diluted knock off.
Each player pilots a unique character through a branching path of combats, upgrades, and relics, all while managing card efficiency and risk. What impressed me most isn’t that it’s accurate, but that designers Gary Dworetsky, Anthony Giovannetti, and Casey Yano understood the core of the game and didn’t just copy the digital game one for one. They took it as inspiration and created something that works amazingly well on the table without a computer managing the math in the background.
I convinced a friend to buy this for her husband, and while she was initially hesitant because she wasn’t a fan of coop games, they told me they played it almost a dozen times in the weeks that followed. And now both of them have been playing the app too, which inspired me to continue my ascension challenge as well.
1 – SETI: Search for Extraterrestrial Intelligence
There’s something poetic about a game that looks to the cosmos for answers, topping this list. SETI: Search for Extraterrestrial Intelligence, designed by Tomáš Holek and published by Czech Games Edition, became one of the most celebrated euros of 2024.
Given scant resources in this tight economy, you’re asked to stretch your actions as far as possible to build an engine to propel yourself to victory. There’s a lot going on in SETI, but the best thing I can say is that we finished our first play at a local café, and one of our players immediately bought a copy on the spot.
Any euro that inspires instant ownership speaks volumes. SETI strikes a rare balance of brain-burning complexity and cool, thematic immersion. You’re not just moving cubes to score points; you’re sending probes out to the far reaches of our solar system, chasing the thrill of discovery itself. And that spark, the sense of optimism and wonder that pushes people to explore the limits of space, well, I think we all need a bit more of that in our lives.
2024 was a great year for games, and these 5 games really showcase the strength of the board game hobby. Now that 2026 is here, I can’t wait to get started on all the great games that came out in 2025!
The games being built off of the Pandemic system are getting harder and harder to spot. Since 2017’s Pandemic: Rising Tide, the word Pandemic has been scrubbed from the title of all the games that reimplement this iconic cooperative system. Fall of Rome, Star Wars: The Clone Wars, and World of Warcraft: Wrath of the Lich King at least all have a logo on the cover of the box, showcasing that the game contained within is using the Pandemic system. The most recent game utilizing this system, The Lord of the Rings: Fate of the Fellowship has omitted it from the cover all together.
I’m already off-topic. World of Warcraft: Wrath of the Lich King was designed by Justin Kemppainen, Todd Michlitsch, Alexandar Ortloff-Tang, and Michael Sanfilippo, and published by Z-Man Games in 2021. In World of Warcraft: Wrath of the Lich King, you and the other players are cooperatively journeying through the frozen continent of Northrend to face the armies of the Lich King. You each take on the mantle of one of the iconic heroes, such as Jaina Proudmoore or Thrall, and move through villages slaying ghouls and evading abominations while you take on quests before sidling up to The Lich King himself.
If you’re familiar with any Pandemic game, you’ll already feel right at home. On your turn, you take 4 actions, then draw two cards from the hero deck. Assuming you don’t draw any “The Scourge Rises”, then you’ll draw cards from the scourge deck and deploy one ghoul to each location you just drew. If you needed to add a 4th to a single location, you don’t do that, but instead move the despair token one space down on its track. Once ghouls have been summoned, the abominations each activate, which means moving one space closer to the closest hero, and dealing one damage if they manage to land on the same location as any hero.
The actions are simple. Move to an adjacent location, battle (which is just rolling two dice and dealing hits based on the result, and taking one shot of damage if anything is left standing after your attack), Quest, which I’ll get back to in a second, and Rest, which has you roll the dice and heal damage equal to the number of successes you rolled.
The quests, are established at the start of the game. There’s 3 to overcome, one in each of the 3 regions of the board. To complete a quest, you’ll need to move your character mini to the location where the quest is located, then take the quest action. You roll the two dice, and move a token along a track for every success you rolled. You can also reveal (not discard) a card from your hand to move an extra space, if the card type matches the space on the track. As a raiding bonus, every character pawn in that quest location can reveal one card, encouraging you to party up to overcome the threats.
After a quest action, generally, bad things happen. Most will deal 2 or 3 damage to whomever initiated the quest, and others will spawn ghouls on your location, or negate some of your successes. Either way, you’ll quest over and over again until the token reaches the end of the track. A reward will be given to the player who initiated the successful quest, and the quest is removed from the game. Complete 3 quests, and the final quest, the siege of Icecrown Citadel becomes available. Complete that quest, and you’ve won the game!
Most coop games have a variety of losing conditions. In World of Warcraft: Wrath of the Lich King, the only thing that really matters is the despair track. That goes down one space every time you need to add a 4th ghoul to a location, and it drops by 2 spaces anytime a player character dies (which they discard their hand of cards, then simply respawn at their starting location).
Eagle-eyed readers may have already noticed that there’s quite a bit omitted from the core Pandemic experience. Firstly, there’s no trading mechanism. The cards aren’t used to build strongholds or collecting sets to cure diseases, nor are they used to zip around the map, addressing the critical outbreaks as they flare up. Instead, cards are just held in your hand until you want to use their ability, like moving a few extra spaces, adding extra successes to an attack, or defending from hits.
Another simplification is there are only 3 regions instead of 4, but the real change is in the ghouls. There’s only one type of mob that goes all over the map. When the Scourge rises, another Abomination is added to the map, but you’re able to kill those by dealing 3 hits to it in a single action. The ghouls also don’t outbreak, should you need to put a 4th ghoul into a location, you just drop one on the despair track. No longer are you then adding one to every adjacent location.
The result is the easiest and least interesting Pandemic experience I’ve had so far. I do like that there is some variability in the character powers you’ll play with, and the different quests, but nothing about World of Warcraft: Wrath of the Lich King makes me want to come back and play it some more. While I’m not a WoW fan, I am a Pandemic fan, and I enjoyed Warcraft III quite a bit back in the day. I like the world, I like the minis of the characters and the abominations quite a bit.
The titular Lich King himself was quite underutilized. He has his own, hefty mini, but he’s relegated to just standing watch over a region for most of the game, dealing out a single extra hit when you’re questing to battling in his region. The final confrontation? You turn his castle over, put him on top, and then there’s just another track to run through. Sure, it’s slightly longer than the other quests, but it’s not particularly punishing. Also, there’s only one final quest in the game, so that track will never change. It makes me wonder why it was a card and not just printed right on the board in the first place? Perhaps an expansion hook that never came to fruition.
The dice mechanics does give the game a bit of a push your luck element. You can roll the dice and hope to smite all the baddies from a single location, and should you fail, well, you’ll probably have the cards to make you succeed anyways, or the cards to prevent anything bad from happening.
The gameplay does devolve into a repetitive loop of move and combating if ghouls are nearby or spawning too many, then squatting on the quest marker and just “quest, quest, quest, quest” until the track is finished. Sometimes you might move off the quest marker to rest, but it’s a very repetitive game. It’s kind of funny because in base Pandemic, it’s largely the same. “move, cure, move cure”, but that system has so many more interconnected layers that where you choose to move, which locations you cure are vastly more interesting that what this game has to offer.
I think the biggest problem with World of Warcraft: Wrath of the Lich King, is that every other Pandemic variant does it better. Fall of Rome does dice combat, but also has a much more interesting marching mechanic. If you have diehard WoW fans in your life, this might convince them to spend an evening away from their keyboards and around the table with you, but it lacks any excitement that might make them want to stay. I have to imagine that if you love the theme, you’ll love seeing the characters you play as, all the art on the cards, and playing with the minis. But this is a Pandemic game worth skipping.