Azul – Board Game Review

Azul – Board Game Review

Azul, by designer Michael Kiesling, was released to the world in 2017. A puzzly little abstract game, it was an instant hit in the board gaming world. That same year, at the exact same time from my perspective, Sagrada, a puzzly little abstract game was also released, and much like the console wars of my childhood, I picked a side (Sagrada), and heckled the other team, for no good reason other than base tribalism. But here we are 8 years later, and I’ve finally come around to sing Azul’s praises

Over the years, Azul‘s continued popularity has only grown, and I’ve really come around to seeing how great this game is. With several more games building off the core concept, including Azul: Stained Glass of Sintra, Azul: Summer Pavilion, Azul: Queens Garden, and Azul: Duel. Now, I’ve played all these spin-offs, and I can say that the original Azul is my favourite, so today I’m going to dig into what makes this game so special.

Azul box cover

In Azul, players are trying to build a wall. The rulebook says that Portuguese king Manuel I was struck by the beauty of the Moorish decorative tiles in the Alhambra, that he ordered his own palace to be decorated with similar wall tiles, but the theme doesn’t exactly shine through the gameplay here.

The gameplay of Azul has a number of coasters set onto the table in a circle, and 4 tiles pulled from a bag and placed on each one. On your turn, you chose one of the coasters and take all the tiles of one type to place into your staging area on your player board. Any tiles you didn’t take, get pushed to the centre of the table, which is another location you can choose to take tiles from.

Once all the tiles have been taken, any rows in your staging area that have been completed flow onto your finished wall, from top to bottom. When you move a tile to the finished side, it earns you 1 point for every connected tile on the X axis, and another point for every tile on the Y axis. There are also some bonus points for finishing each row, column, and for getting a colour in all 5 rows.

Azul player board

A couple restrictions to be aware of, though. If you already have a colour finished in a row, you can’t add a colour to that row again. If you take a bunch of tiles and have more than the row can allow, they ‘fall to the floor’ and are worth negative points. A game of Azul comes to an end when one player has completed a single row.

Azul is deceptively simple. It starts off by looking like a no interaction abstract puzzle, but as you dig deeper into the game, you start to find the ways to manipulate situations to your advantage. It only takes one time getting saddled with nearly a dozen black tiles when all of your rows are spoken for to teach you that you need to pay attention to what the others are doing.

Your staging area dynamically shrinks and expands as tiles are left over from round to round, as the rows only empty at the end of a round in which that row was full. I’ve seen players end a round with 4 of their 5 rows one tile away from being complete, and being utterly choked for the entire next round.

Azul isn’t Calico, where you can spend most of the game with your head in your hands staring at your own board. It requires you to be aware of what your opponents want, and for you to seize your opportunities the moment they arrive. There are plenty of opportunities to hate-draft precious tiles away from your opponents, or saddle them with excess baggage. Playing Azul well is as much as getting the tiles you want as it is denying your opponents the tiles they need.

Azul market tiles

But all this meanness, all this punishment, is below the surface of Azul. For a beginner, the tiles available to them are random, and building pretty little patterns is a delightful way to pass the afternoon. It’s pretty impressive, really, that Azul manages to appeal to such a wide audience with its ease of gameplay, while also having a deep tactical pool to plumb, for those willing to do so.

I like Azul a lot. More than I ever expected to, and maybe even more than Sagrada, if I’m honest with myself. It’s elegant without being cold, interactive without being overwhelming, and welcoming to anyone who can appreciate a handful of pretty tiles. It’s the rare abstract game that grows with you; gentle for newcomers, sharp enough for veterans, and endlessly replayable in between. When you finally build that perfect wall to earn 10 points on a single placement, it feels like a masterful stroke of genius. Azul has earned a permanent place on my table, but if you haven’t encountered the meanness inherent in the tiles, be prepared to feel the sting of betrayal when you finally do.

Meeple And the Moose Top 100 Games: 2024 Edition – #50 to #41

Meeple And the Moose Top 100 Games: 2024 Edition – #50 to #41

I know in the last post I said I don’t like to faff about with the partial rankings, but these games are all 8.5 for me. They’re better than the riffraff that came before them, but they aren’t quite a 9/10 for me. Still, I love all these games, and some of them I’m kind of flabbergasted that there’s still 40 games that I think are better!

50 – Cartographers

Previous Rank: 44 | Full Review

My Favourite thing about Cartographers

Firstly, I love any game that has variable scoring. I love that the first thing you score comes Back to score again at the end of the game. And I love that every card has two different options for you to add to your map, often pulling you in different directions. Do you place the houses that will score this round, or do you play the trees that will score next round? Do you go against the edge for points in scoring objective B, or do you try to surround a mountain to earn a coin that’ll give you a point in every scoring? It’s an amazing and one of my favourite ‘X and write’ games.

49 – Azul

Previous Rank: 57

My Favourite thing about Azul

Filling rows with tiles shouldn’t be as exciting as it is in Azul, but here we are. Taking tiles from any of the factories dumps the unclaimed tiles into the centre, which is a sweet pot that builds and builds until someone chooses to take it. The presence of the first player marker is both a blessing and a curse. Going first next round is brilliant, but losing a point for it kinda hurts. It’s genius, and I’m glad Azul is as popular as it is.

Before anyone asks, I’ve played all the Azul games, and the original is my favourite by far, hands down.

48 – Hansa Teutonica

Previous Rank: 68

My Favourite thing about Hansa Teutonica

There is a simple, childlike joy in getting into everyone else’s way. Popping your single cube in a road that your opponent has committed heavily into feels devious and satisfying. Now they have to pay extra to get that road completed, and you get an extra benefit for getting bumped. Brilliant.

47 – The Crew: Mission Deep Sea

My Favourite thing about The Crew: Mission Deep Sea:

While I enjoy both versions of The Crew, Mission Deep Sea’s variable goal deck makes this version my favourite by far. It’s a mild complaint, but trying to bring The Quest for Planet Nine out for a casual group is mildly annoying in that you have to pick random missions to tackle. I much prefer just picking a difficulty number and flipping over goal cards until we’ve reached that threshold. And casual play is how I play The Crew the most anyway.

46 – Viticulture World

Full Review

My Favourite thing about Viticulture World

It’s pretty rare that an expansion to a game gets its own entry on the list, but I think in the case of Viticulture World, it’s warranted. The twist on gameplay, turning a competitive game into a collaborative experience, was such a joy to discover. I love that each player needs to earn 20 points before the time runs out, forcing everyone to consider how best to support their teammates, in addition to building up their own vineyards.

45 – 7 Wonders

Previous Rank: 38

My Favourite thing about 7 Wonders

Honestly, it’s the large player count and short play time. Simultaneous play is something that I really appreciate, so having a great game to play when my table has up to 7 players is invaluable.

44 – Clans of Caledonia

Previous Rank: 32

My Favourite thing about Clans of Caledonia

Clans of Caledonia combines the best parts of Terra Mystica with the shifting market of Navagador, and, it condenses all the various resources down into a single one, money. No need to faff about with power cubes, or cultists, or books, or terrain types. It’s all just money. I’d play Clans of Caledonia over Terra Mystica or Gaia Project, or Age of Innovation any day of the week.

43 – Kingdomino

Previous Rank: 37 | Full Review

My Favourite thing about Kingdomino

The scoring for Kingdomino being the number of terrain tiles multiplied by the number of crowns, and where the number of crowns can equal 0, is delicious. It’s just a bit too much math for me to calculate out during the game, but the tension of having a huge pasture, and no crowns to show for it makes my heart beat a mile a minute.

42 – Russian Railroads

Previous Rank: 36

My Favourite thing about Ultimate Railroads

That one turn. There’s at least one turn in Russian Railroads where all of your bonuses just start cascading into one amazing turn. Where normally you only get to do one little thing, suddenly you’re charging down the line, horn blaring, collecting benefit after benefit as you smash thresholds. It’s such a great feeling.

41 – Navegador

Previous Rank: 31

My Favourite thing about Navegador:

Manipulating the market is pure joy. Choosing to sell gold while produce in sugar and pumping each of those resources up and down makes my heart sing. I also really enjoy that by the end of the game, you’re raking in more money per round than you did in the entire first half of the game. Just a super satisfying experience all around.

Top 100 Games as of 2020 – #60 to #51

Top 100 Games as of 2020 – #60 to #51

It’s been a while since I posted a set of my favourite games. At the speed I’m going it’ll be 2023 by the time this list is finished!

60 – Millennium Blades

Millennium Blades designed by Brad Talton is almost a fever dream of a game. Millennium Blades is a game about collecting cards and competing in tournaments of a fictional CCG called Millennium Blades. Each round of the game has two parts; a real-time deck building phase, and a tournament phase. In the deck building phase you have three 7 minute rounds where you’ll drop literal stacks of cash to buy new ‘packs’ from the store and buy and sell singles in the aftermarket. As cards and cash flow in and out of your player area, you’re trying to achieve two things: create a competitive deck and build a collection (a set of cards that share an attribute with increasing rarity). Cards in your collection cannot be used in the tournament

Once the real time phase is over, you flip over your playerboard and play a fairly simple game with your competitive decks. Each player takes a turn playing a card to the table in front of them, resolving the effects, and earning points, cards, and money for how well your deck performed.

Millennium Blades is a special game for a certain niche of people. The art by Fabio Fontes has a strong 90’s anime aesthetic, and makes dozens of references to the video games and anime from my childhood. Millennium Blades also comes with dozens of sets of cards that you can mix and match to create a unique store deck every time you play.

Because Millennium Blades is a throwback to competitive CCGs and 90’s era anime and video games, it feels like it was MADE for me. My gaming group however has never dabbled in these specific quagmires so all of the theming is lost on them. I’m sure Millennium Blades could be so much higher on this list if I had equally enthusiastic players to join me at my table. For now, it will languish at #60.

59 – Alhambra

Alhambra by Dirk Henn is a classic. In Alhambra you take turns taking money cards from the offer row and using that cash to buy tiles to place into your personal Alhambra. At two points during play a ‘scoring’ card will be drawn, instantly triggering a scoring phase. The player who has the majority for each of the colours earns the points, splitting the points if tied. The first scoring round only offers a prize to the person who has the most, but the next two scoring rounds have points for the person who has the most and for the person who has the second most tiles in each of the colours. In addition to earning points via the majorities in the tiles, you also get points for the wall going around the Alhambra. Most tiles will have a number of black boarders, representing a wall. Walls prevent you from building further in that direction from that tile. Often you will find yourself at odds with buying a tile from the shop because you just need one more green tile, but struggling to place the tile in your tableau in a way that doesn’t completely prevent you from building out even more.

Alhambra is a great game to begin or end a night. It’s fairly quick to play, not terribly complex, and offers a satisfying puzzle for you to solve.

58 – Targi

Targi by Andreas Steiger is a two player only game about placing workers on action spaces in such a way so that you get exactly what you want, while your opponent curses your name under their breath. Targi‘s theme is that you’re the leader of a Tuareg tribe trading goods and trying to expand your wealth, but the theme is pretty paper thin. Where Targi fails in theme it makes up for in gameplay. Targi has a 5 x 5 grid of cards. Along the outside edges are the action spaces, while the centre 9 cards are either resource cards, or a tribe card. During a round you and your opponent take turns placing your workers on available action spaces. You may not occupy an action spot that your opponent occupies, or a spot directly across the board from an opponents worker. Once all six workers have been placed, you place two more tokens on the centre cards that are in same row and columns as your workers. Then you perform all the actions available to you; getting various resources and spending them to gain tribe cards that give you various benefits when placed in your tableau.

Targi is a delightful game to play with a rival. Every action you take denies your opponent opportunities, but spend too much time trying to thwart their plans and you’ll find yourself falling far behind. Targi puts players in a dangerous dance as they try to achieve their objectives while getting in each other’s way. I’ve played Targi only a handful of times in person (every time I do a slew of profanities slowly slip from my mouth as the turns go on), but I’ve played dozens of games on Board Game Arena. I find that because there is very little hidden information, Targi played very well asynchronously. I highly recommend Targi if you and your gaming partner delight in stepping on each others toes.

57 – Azul

Azul by Michael Kiesling is one of the best games of 2017. It’s simple to play, difficult to master, and the Bakelite tiles are satisfying to play with. In Azul you and your friends are working to embellish the mosaic walls of a Portuguese palace. Each player has their own board, and there are a number of factory spaces in the middle. On your turn you take all matching tiles from any of the factory spaces. Once you take tiles from a factory, the left over tiles from that factory are deposited into the centre of the table. On and on the game goes, with people taking tiles from the factory or the centre of the table and queueing them up on their player board in hopes of filling a row. At the end of the round when all the tiles have been claimed, any full rows will move one of the pieces over to the scoring area, and the rest will be returned to the box.

Azul is a very abstract game and you will quickly lose the idea of creating a beautiful mosaic as you fall into the rhythm of the game. Azul is a great game to play with anyone, whether they have a deep and abiding love of games or show only a cursory interest. The game of Azul is satisfying and is one that often gets requested, even if that request is “can we play that game with the Starburst pieces again?”

56 – Tak

Tak has an intresting genesis. It began in a book, The Wise Man’s Fear by Patrick Rothfuss. The main character Kvothe described it as “The best sort of game: simple in its rules, complex in its strategy.” Never did Patrick Rothfuss try to describe how the game was played, as he envisioned Tak to be like the Chess of his world; classic, perfect, and timeless. And how could anyone invent chess today?

I saw an interview with Patrick Rothfuss where he said he was flabbergasted when James Earnest approached him and said:

“I want to make Tak.”

“You can’t just make Tak any more than you can invent the next chess!”

James Earnest said he’d come up with something and if Patrick Rothfuss veto’d it, that would be the end of it. The fact that this game is sitting on my favourite games list may spoil the ending of this story. James Earnest pitched a version of Tak to Patrick Rothfuss and won him over, successfully creating a game that was simple to play, but had deep complex strategies.

I’ll admit my bias; I’ve loved Rothfuss’ books long before I got into board games. But when I saw that Rothfuss had endorsed this version of Tak, I knew I had to get my hands on it. An abstract strategy game that’s elegant and fun to play, and no luck with the potential for misdirection and big moves, I was an instant fan.

55 – Photosynthesis

Photosynthesis is the second meanest game about trees that I’ve played, but I’m ready to argue that this game by Hjalmar Hach has a much more impressive table presence. In Photosynthesis you struggle against the other players to grow your trees from little seedlings. Each round you’ll spend your energy growing trees taller so they catch the sun while simultaneously casting a shadow upon the trees behind them, denying those players valuable sunlight tokens. As your trees get taller you earn more points and the player with the most points win.

Each player has three different sizes of trees to place on the board, and after just a few turns this board game has a wonderful 3D effect. Trees are standing tall amongst smaller saplings and the sun is rotating around the table, changing who is receiving the benefit of the sunlight and the punishment of being in the shade.

Photosynthesis is a game I’ve only played a handful of times but it’s one that I remember fondly. I aspire to play it again soon!

54 – Le Havre

Le Havre is a huge game by Uwe Rosenburg. In Le Havre you need to manage 16 different resources to build the best buildings and ships to earn the most points to win the day. Each round has a total of 7 actions, meaning some rounds players will get more or less actions than the other players. This is particularly difficult in the 4 player game where you’ll get 2 actions at most every round and in some rounds get a single action. Coupled with trying to amass enough food to feed your workers and earn enough goods to build ships and buildings, it can feel like Le Havre is asking a lot of you.

I really enjoy the resource management, and the mechanism for using other players’ buildings. By the time you get to the end of the game you feel successful and powerful, as if you just overcame a large foe. Le Havre is one of Uwe Rosenburg’s best games, which is high praise considering just how many excellent games he has designed.

53 – Inis

Inis by Christian Martinez is a area majority game in which players are tasked with deciding who they’re going to crown as their king. Inis is probably one of the most satisfying area majority, troops-on-a-map games I’ve ever played. The artistic direction is unique and eye catching and I love the mechanic where players need to declare that they can satisfy one of the three victory conditions at the start of the round and hold onto it until the end of the round.

Inis can leave a sour taste in your mouth when two of your opponents can win and you only have the ability to stop one of them. Each round begins with a card draft in which you more or less have to decide what actions will be available to you this round. As you play more games of Inis you’ll learn what cards are available and how to utilize them properly. Eventually you’ll figure out how to predict what someone is going to do based on the cards that you didn’t see, giving you the important information needed to counter their moves.

I found in my plays of Inis that someone ended up being a ‘kingmaker’. By choosing to attack player A instead of Player B, Player B was able to amass their armies and lead their clan to victory. Personally I don’t like being in the situation where my one choice to stop someone from willing will directly hand the victory to another player, but if that feature doesn’t bother you I highly recommend giving Inis a try!

52 – Karuba

Karuba is not the first Rudiger Dorn design on my list and it certainly isn’t the last. Karuba gives all players the exact same challenge, with the winner being the player who completes the challenge in the most efficient way possible. All the adventurers and temples start on the same space for each player. Every turn all players get the same road piece and have to place it somewhere on their board, or discard it to move their adventurers across the jungle, stopping to pick up gems across the way.

Karuba ends once one player has managed to get all four of their adventurers to all four temples, or when the deck of road tiles runs out. Karuba has a particularly excellent Tabletop Simulator mod available that allows it to be played start to finish in under 10 minutes. During the COVID season where my group was playing games exclusively online, Karuba was a standout hit. Unlike a lot of other games, Karuba is easier to play online than it is in person. Because it was so easy for us to play and played so quickly, it ended up being the game of choice to end the evening or for a quick game while waiting for the rest of the group to show up.

51 – The Lord of the Rings: Journeys in Middle-Earth

The Lord of the Rings: Journeys in Middle Earth by Nathan Hajek and Grace Holdinghaus is almost the opposite of Karuba. It is a large sprawling adventure across Middle Earth managed via an app. I have small qualms with The Lord of the Rings: Journeys in Middle Earth due to the character choices and their accuracy in reference to the Lord of the Rings novels (Aragorn and Bilbo do not adventure together!), but overall I really enjoyed the game system. All of the equipment, combat, skills, and damage are managed by cards, and the enemies are plastic miniatures that are entirely controlled by the app. I enjoyed the app integration for The Lord of the Rings: Journeys in Middle Earth as it removed most of the tedium of managing the opponents and the environment, and got us back to playing our turns quickly.

The Lord of the Rings: Journeys in Middle Earth is on of the few campaign games that I’ve played all the way through to the end. I’m incredibly tempted to play through the main campaign again just to see where the story branches. I also really want to play the DLC stories, and get the Shadowed Paths expansion that adds in 6 more heroes (Gandalf and Balin) and a ton of new monsters and minis and another scenario to play. I saw recently that ANOTHER expansion was announced Spreading War that adds even more map tiles, roles, terrain types, heroes, and a 15 scenario story. If you have a proclivity to play the same game over and over, The Lord of the Rings: Journeys in Middle Earth has a ton of content to explore and more keeps coming out every year! Long may it continue!!

Click here to see the next entry in the series

Click here to see the previous entry in the series

The Games I’ve Played the Most but don’t Own

Preface: This list does not include app plays, or from websites such as Board game arena or Yucata. Plays on those platforms get tracked by their own platforms and I’m a firm believer of not double recording a play. Also, while none of these plays are astronomically high, for a player like me who gets so much enjoyment form discovering new games over replaying known quantities, playing a game more than 10 times is a massive achievement in my stats.

Magic Maze – 29 plays

Why I’ve played it so much

Magic Maze it’s a real time coop that you can lose quickly if you’re not careful. I’ve counted every mission I played in Magic Maze as it’s own individual play. the first few missions slowly introduce the mechanics, while the last dozen make the game harder. Like many coop games it restricts communication and half of the fun comes from staring at your partner who will not receive your telepathic demands to move that one pawn to the left!

Magic Maze also has a very interesting and unique mechanic where each player isn’t controlling a specific character, rather they are in control of a specific move. Every piece that wants to move left? That’s my job. You get to focus on moving people to right. And if you make a mistake and move too far, you have to hope I know what you were trying to do and correct it for you.

Why I don’t own it

I’ve played this game over 3 sessions at the local board game cafe. Those 3 sessions were with entirely different groups (my wife and I being the two consistent parties at each of the sessions) and although each session was fun and everyone walked away from the game with smiles, by the time the third session finished my wife and I agreed that we felt the game had been explored and would not hit the table in our home compared to the rest of the games we already owned. I’ve read the expansion adds significantly to the experience, but it’s not a game that I feel compelled to own.

Karuba – 27 plays

Why I’ve played it so much

The coronavirus pandemic forced my game herd to migrate online for a year. One of the games we found on Tabletop Simulator that had a fantastic implementation was Karuba. This highly scripted version takes care of randomizing the setup, and drawing the same tile out for every player. Once tiles are placed, it automatically locks it in place, moves any gems onto the board (or off if your meeple landed on it), and pulls the next tile. We can knock a game of Karuba out in less than 10 minutes, which is impressive considering most games on Tabletop Simulator take longer to play than their IRL counterparts, even without the setup and tear down times.

Like most games on the platform, it won’t enforce the rules for you, if someone cheats and leaps around the board, it’s up to you to be aware of it and to immediately find better friends.

Why I don’t own it

This is a rare instance where I would rather play a game on TTS than on the table. I wouldn’t turn down a play of this if someone brought it out, but I do not feel the need to have a box sitting on my shelf when I know a fully functional version exists just a couple of clicks away.

Istanbul – 16 plays

Why I’ve played it so much

Because it’s great! Really, a race to collect gems with decisions on building up a engine or to pick the low hanging fruit before your opponents get to them first. An incredibly variable play space, easy turn structure, and a fair amount of mastery if you want to plan out your turns a dozen moves ahead. Enough randomness that could swing the game if someone was feeling bold enough to bet high and roll successfully. The expansions each add a pair of mechanics that can swing an entire game (I once won a game by running my coffee engine only), and some more variability to the board, giving this game even more replayability

Why I don’t own it

In what I suspect will be perceived as a personal slight against RĂ¼diger Dorn, considering I have 3 of his games in a row on this list, the only reason I don’t own Istanbul myself is because someone in my friend herd already owns it, plus an expansion. If I’m ever thirsting for a game of this I can either borrow the game from him, or fire up the Android app and get half a dozen plays in over the course of an hour. This is probably the second game on my to-buy list if suddenly the game was no longer easily available to me.

Scythe – 15 plays

Why I’ve played it so much

Rise of Fenris campaign contributed a lot to this play count, but even without the campaign compelling us to play, I very much enjoy Scythe. It’s a cold war game where the threat of combat is more tense than the actual combat. I have had some fantastic plays where my engine grows and hums and I conquer the peasants of Europa, while other games I’ve made blunders and had my opponents promptly capitalize on my mistake (over-committing to a combat, losing by 1 point, having the other 3 players all on their next turns combat my now battered army). I love the mechanic of moving things off the board to make some actions stronger and other actions cheaper, and the player who ends the game is not always the player who wins the war.

Why I don’t own it

A friend in my herd has the collectors editions, upgraded resources, expanded event cards, 2 expansions (Invaders from Afar and Rise of Fenris) and has it in his top 10 games of all time. If I’m going to be playing this game, I’ll be playing it with him.

Las Vegas – 14 plays

Why I’ve played it so much

Las Vegas plays fairly quickly and is very easy to set up and teach. Being a very luck based dice area control game, having a serious attitude is a detriment here. Usually, I pick one person and decide to do everything I can to squeeze them out of Vegas. I often play with a variant/house rule where each player is given 2 neutral die that get rolled with all of their normal dice and must be placed with the same restrictions. Using those extra die to manipulate the market is a joy, and when you and your opponent have both committed 5 die to a single spot and you’re down to your last die and you manage to roll the exact number you need, the whole table erupts with laughter. Except for the other guy, but screw that guy, he lost and we don’t care about losers.

Pro Tip, don’t add extra sets of die and play with 8 players. At that player count the time in between turns is unbearably long, and every casino gets 8+ die on it meaning almost everything ends in a tie.

Why I don’t own it

It seems to play best with larger groups (4 or 5) and I rarely have that many people over to my table. Someone in my herd already owns it (and has more friends than I do) and I know it won’t hit my table as a 2 player game over the games I already own.

Can’t Stop – 13 Plays

Why I’ve played it so much

Aside from being my wife’s #1 favourite game of all time, I keep finding this game everywhere. At various events where people bring games, this one always seems to be available. Each time I see it around I usually rope in the nearest two people and break it out. I’ve played this in board game cafe’s across the country (BC, Saskatchewan, and Nova Scotia), 2 different weddings, and at least 2 picnics. It’s easy and fun to play, and the push your luck element has my hair standing on end every time I roll the die.

Why I don’t own it

It’s way too expensive for what it is. A plastic board, a few cones (11 in each colour, plus 3 white ones), and 4 die. at my FLGS it was around $50, while online I can see it as low as $40. If I ever see this game available used for $15, I’ll be sure to snag it. It’s also the game Board Game Arena uses to teach you the platform. With it being available there and a premium membership allowing for games to be played from the same IP address, I’m not compelled to hand over my cash for this one.

Azul – 11 Plays

Why I’ve played it so much

A very attractive game that is easy to teach and offers interesting decisions. This game usually ends up capping off a game night, or it’s another tool I use to lure people into the hobby when they’re foolish enough to accept my invitation to the local board game cafe.

Why I don’t own it

As far as abstract puzzle games are concerned, I prefer Sagrada. While not directly comparable, both end up scratching the same itch for me, and I just like rolling colorful die more than pulling Starburst from a bag.

Splendor – 11 Plays

Why I’ve played it so much

in 2018 I was mildly obessed with this game. I loved the puzzle of building a ‘engine’ of resources and figuring out the perfect moment to shift my gameplay from collecting cards for the purpose of having more gems, and using the cards I have to finish off the recipes for the nobles. I played the Android app a bunch as well, using it to finely tune how I approached the pivot of the game and how to leap for the endgame victory points.

Why I don’t own it

Honestly, I don’t know about this one. I last played in in June of 2019 and haven’t had the urge to seek it out. I know I still like this game, but I don’t have the desire to acquire a copy and coerce my wife into playing it with me. Which is double odd because I know she likes this game too! Perhaps something replaced it for me, but I’m not sure what it is.

Concordia – 10 plays

Why I’ve played it so much

Like Istanbul, this game is so good and so replayable it’s almost funny. with dozens of action cards with end game points coming out in different orders, the resources each city provides shuffling around, and the various way to accrue points, I love to explore this game. And this is even without the additional maps, or Concordia Salsa (which is an expansion I love) which add even more twists to the formula. The end game scoring is sufficiently obfuscated so while you may feel like you know who is going to win the game, it’s not a sure thing and I’ve seen more than a few upset victories when one player sneakily captured all the cards of a single type and exploited it for all they could.

Why I don’t own it

This is my favourite game that I don’t own and would be the first one I purchase if the person in my herd who already owns it suddenly left. Its a little more complex than the games my wife tends to enjoy so I know I wouldn’t suggest it for our 2 player game nights, but it is a game that I love to play, and with my recent foray into Solo gaming, I would like to try the solo play deck that is coming out soon.

Quadropolis – 9 plays

Why I’ve played it so much

Quadropolis is a cute, well made city building game, with 2 modes to play. I’ve mostly played this one at the request of others, but each time it hits the table I find myself enjoying it more than I remember. One mode of the game gives each player a worker of their own number, leaving it entirely up to them to not let themselves get painted into a corner where the one tile they want is out of their reach, while the other mode of play pools all the workers together. I’ve been that guy before to just use all of the #1 workers, just to sow discord and panic amongst my ‘friends’

Why I don’t own it

I don’t love it enough to request playing it, which means it won’t be a game I pull off my shelf often enough to justify the price. This is on top of the fact that another player in my group does own it and does request playing it. No need to double up on our collections!