2025 was a big year for “new to me” games on BoardGameGeek, and the data tells a fun story about what people were actually adding to their shelves. Instead of pure sales charts, or arbitrarily locking down the conversation to games released in the last calendar year, today I’m going to take a look at games had the most number of BGG users logging as owned, which I think says a lot about long-term buzz and staying power.
This top 5 is ordered by how many BGG users marked each game as “owned” during 2025, not how many copies sold in stores. Think of it as “the games most adopted by hobbyists who log their collections” rather than a definitive “best-selling at retail” list.
5 – Ark Nova – 13,091 new owners
Ark Nova continues to climb as the heavyweight darling of modern strategy games, with its interesting action selection river, resource management, and multi-use cards, it’s a big, beloved game whose intricate web of tags, prerequisites, and long-term planning absolutely sings for some players…and completely falls flat for others. Others like me. I’m the wet blanket who doesn’t like Ark Nova, okay!?
Ark Nova lands in the same bucket as Terraforming Mars. The sheer number of card restrictions creates too many feel-bad moments when a cool card shows up that just doesn’t work with my current position. That mismatch between “what the deck is dealing” and “what the map and tableau actually support” can feel like hitting red lights three turns in a row. Experts will happily tell me that is part of the challenge, but I can’t help but feel bad regardless. And with my limited hobby time, I’d rather play games that make me feel happy. Still, I respect Ark Nova for it’s success
4 – 7 Wonders Duel – 13,519 new owners
7 Wonders has long been an entry point into the hobby, famous for handling up to seven players in half an hour. Unfortunately, its built-in two-player mode leans on a dummy city that turns every turn into a juggling act of managing a ghost hand, explicitly hate-drafting your opponent, and really wishing you had just played a proper 2 player game.
7 Wonders Duelfixes that by being unapologetically, perfectly two-player. The pyramid-style card display creates constant tension between taking what you need but revealing something juicy for your opponent. The dual threat of sudden military or science victories keeps every decision sharp. Drafting wonders at the start gives each game a different rhythm, especially because extra-turn wonders let you “break” the normal flow in very satisfying ways.
It’s quite impressive that over a decade later, and 7 Wonders Duel is still topping the sales charts. With 2 expansions, and a Lord of the Rings reimplementation, 7 Wonders Duel has proved it has the staying power and longevity to earn a permanent spot on my Top 10 Games of All Time.
3 – Heat: Pedal to the Metal – 14,210 new owners
Heat: Pedal to the Metal takes classic car racing and fuses it with fast, accessible deck-building, letting players manage gears, speed cards, and “heat” as the currency of risk. Each round, your gear dictates how many cards you can play, letting you go faster and faster, but the corners demand careful speed checks, lest you go careening off the rails. The slipstreaming mechanic does a good job of keeping the pack bunched together, so races feel tense right up to the last turn. The way heat cards clog your hand when you push too far, yet are also the resource that lets you take those big swings, is a brilliant bit of hand management that explains why board game fans have latched onto it so fiercely.
Having only played Heat once so far, I still prefer the earlier cycling game Flamme Rouge, from the same design duo, where the positional puzzle feels a bit cleaner and the deck is less cluttered. That said, Heat absolutely nails the fantasy of dropping a gear and perfectly executing a controlled drift around a tight bend. We’ve all had that experience at the grocery store, right?
2 – Wingspan – 17,874 new owners
Years after its 2019 release,Wingspanis still adding more new BGG owners per year than almost every other modern hobby game, and I suspect more than any other game on this list, for this new owners number to be dramatically lower than reality. I’m constantly meeting new people who have picked up a copy of Wingspan because they played it and loved it, only for them to ask “what’s a Board Game Geek” when I ask for their profile name.
It’s not hard to see why Wingspan is so popular. Its production is undeniably stunning, especially if you’re used to the super cheap family games that we used to shove into cupboards. The linen-finished cards feel great to hold, the pastel eggs are an immediate talking point, the beautiful bird illustrations and the welcoming gameplay, with its simple core actions slowly blossoming into a satisfying combo by game end, it’s no wonder why Wingspan continues to win over new players.
1 – Sky Team – 25,002 new owners
Sky Team soared to the top of the new-owners chart with a massive lead, driven by a wave of acclaim, including major awards like the Spiel des Jahres and Golden Geek honours for cooperative and two-player play. It is a strictly two-player co-op where two pilots work together via silent dice placement to land a commercial airliner safely.
Each round represents 1,000 feet of descent as you and your partner roll dice, then, without talking about numbers, slot them into your shared cockpit to balance the plane, manage speed, deploy flaps and landing gear, and avoid traffic. That combination of tight communication limits, escalating tension, and scenario variety has turned Sky Team into a go-to two-player game for a lot of people. Ironically, despite its popularity, I have yet to sit down and play it. The person I’m most likely to play it with owns it, and has already played it 30 times with his partner, so his craving for it has been satisfied. One day I’m sure I’ll get a chance to play it, but even without my input, Sky Team sits at the top of this list as the game the most BGG users were excited to bring into their home in 2025.
A copy of Wyrmspan was provided by Stonemaier Games for review purposes.
Introduction
Wyrmspan is an odd game to describe. On the one hand, it’s clearly the spiritual sibling of Wingspan, the bird-collecting blockbuster that has brought countless people into our hobby. On the other hand, it trades the gentle avian charm for fire-breathing dragons and cavern excavation. I know I prefer dragons, but I’m not sure if my wife will agree.
I’ll admit, I was sitting on a bus at 7 in the morning shortly after my son was born when I first heard about Wyrmspan, and I let out an audible “pfft”. What I expected at that point was just a full art reskin of Wingspan, perhaps as a collectors item. What designer Connie Vogelmann has done, however, was create something that feels familiar enough to have the “-Span” name, yet is distinct enough to stand proudly on its own.
How to Play
At its core, Wyrmspan keeps the same rhythm as Wingspan. You collect and play dragons to your tableau, hopefully craft an engine, and watch as your combos grow more satisfying every round. But instead of happy little ecosystems, your tableau is a mountain cavern, and your first job is to excavate chambers and then entice dragons to come live in them.
On your turn, you’ll spend dragon coins (a new form of action economy) to do one of three main actions:
Excavate – carve out a new cave, opening up space for dragons and gaining a small bonus.
Entice – pay resources (meat, gold, milk, crystals) to bring a dragon into one of your caves.
Explore – send your pawn through one of your three caverns, triggering resources from your dragons and the spaces between them, effectively activating your engine.
Along the way, you’ll lay eggs, care for hatchlings, and advance on the Dragon Guild track for extra perks. Like in Wingspan, you’re aiming to balance resource management, end-of-round goals, and long-term scoring opportunities, but while the gameplay beats are all familiar, the finished product feels fresh.
Review
The production is everything you’d expect from a Stonemaier Games production. Thick cards, gorgeous speckled dragon eggs, and beautiful artwork that gives each dragon personality. I particularly appreciate that the dragon lore isn’t crammed onto 5 point text on the bottom of the cards themselves, but instead presented in a separate booklet, something that I spent a surprising amount of time flipping through between turns. It’s a nice nod to the theme, and if I can’t use an app to hear each birdsong in my tableau, this is probably the next best thing.
I really have to comment how Wyrmspan improves on some of Wingspan’s rough edges. In Wingspan, early turns could feel painfully slow as you scraped for food and cards, before really opening up in the second and third rounds. Here, the excavation system gives you immediate bonuses, and the Dragon Guild provides a trickle of resources to easily keep things moving. The action economy with dragon coins also gives players more direct control over how and when the round comes to an end. It feels less restrictive, less at the mercy of a bad food dice roll or stagnant card row. I also appreciate that you have a bit of control on when your round ends, in the form of the silver coins. Instead of a set number of rounds, you can choose to keep playing, although it gets crushingly expensive as you choose to do so. I enjoyed managing my silver, choosing to have a lean round so that my next one could be bombastic.
What hasn’t changed, is that like Wingspan, Wyrmspan is still largely multiplayer solitaire. You’ll compete for end-of-round goals, but the bulk of your attention will be mostly focused on nurturing your own cavern of dragons. Personally, I wish there was a bit more friction between players, but the payoff is that Wyrmspan remains friendly and approachable, even with these added layers of complexity.
And speaking of layers, I love the cavern exploration action. Getting bonuses from excavating caves, and bonuses from attracting dragons, turning those bonuses into playing cards, and then moving your pawn through chambers and triggering each dragon as you go is incredibly satisfying. In one game, I had a dragon that cached meat to gain a resource, the next dragon cached meat to gain crystals, and the next dragon paid a crystal to lay 2 eggs, who fed into another dragon who ate eggs for Dragon Guild points. Each dragon fed into each other wonderfully, and made running through that cavern exciting. Discovering those combos is what brings me back to a game time and time again.
Final Thoughts
Is Wyrmspan better than Wingspan? Not necessarily. Wingspan is simpler, cleaner, and more universally appealing. It’s still the game I’d pull out with new players, and it’s the one that has some expansions that improve on the base game quite a bit. Wyrmspan is the heavier sibling, offering more control and more opportunities to shape your engine in clever ways, but overall does require more commitment from its players.
For my collection, the two can happily coexist. My wife still prefers Wingspan for its comfort and accessibility, but I find myself much more drawn to the richer systems of Wyrmspan. And honestly, having dragons to look at instead of backyard sparrows doesn’t hurt.
If Wingspan invited us into the hobby with open wings, Wyrmspan pulls us deeper into the mountain, and rewards us with fire-breathing companions once we get there. I guess the only question remains, is how does Finspan compare?
A copy of Wingspan: Oceania was provided by Stonemaier Games for review purposes.
Wingspan has become a titan in the board game world. It’s by far Stonemaier Games’ most well-known and widely played title, earning recognition even from people outside the hobby, though many still refer to just as “that bird game.”
The base game of Wingspan focused on birds from North America, but the expansions have gradually introduced avian species from other corners of the globe. Wingspan: Oceania brings us the birds of Australia and New Zealand, with nearly 100 new bird cards, fresh player boards, new dice, and most impactfully, introducing a brand-new resource: nectar.
Nectar is the biggest change in Oceania, and it fundamentally changes how you play. Acting as a wild resource, nectar gives players far more flexibility in paying for bird cards and activating abilities. It’s incredibly useful. So useful, in fact, that it comes with a small catch: nectar spoils between rounds if unused. That said, it’s rarely a hindrance. Most players quickly learn to burn nectar before any other resource. Its wild versatility more than makes up for the spoilage.
What’s more, many of the bird powers in Oceania are designed to share the love. Many abilities now provide resources or cards or some other benefit to all players, with the acting player getting slightly more of the reward. This small shift encourages more positive player interaction, a rising tide lifts all ships kind of situation, perfectly in keeping with Wingspan’s gentle and inclusive tone.
The new player boards offer subtle but impactful improvements. In the forest row, you can now spend a resource to reroll the birdfeeder. In the wetlands, you can spend a resource to refresh the bird tray. These changes directly address my long-standing complaints about stagnation in the base game, especially when unhelpful cards or dice sit unused for entire rounds. These tweaks breathe new life into familiar systems.
I reviewed Wingspan over three years ago. While I admired its beauty and accessibility, I also noted some personal gripes: a very slow opening round, a hefty dose of luck, and minimal player interaction that sometimes made it hard to stay engaged when it wasn’t my turn. But here’s the thing: even with those reservations, Wingspan kept returning to our table. It’s one of my partner’s all-time favorite games, and whenever we have friends over, especially people new to the hobby, it’s the game that gets suggested. Again and again. And the fact that it continues to hit the table, speaks volumes to its quality.
As a reviewer, I rarely revisit games after I’ve covered them. The constant influx of new titles pulls my attention elsewhere. But Wingspan: Oceania brought me back. And more than that, it made Wingspan feel fresh again.
Wingspan: Oceania is an expansion that doesn’t just add more, it adds better. The new bird cards are lively and fun, their powers promote inclusive interaction, the nectar system smooths out some early-game struggles, and the updated player boards address longstanding pain points. It enhances the base game in every meaningful way.
In fact, I doubt I’ll ever play Wingspan without it again.
An essential expansion that transforms a good game into a great one. If you own Wingspan, Oceania is a must.
I’ve become the guy whose known as “The Boardgamer” amongst my friend groups. I kind of delight when people who are unaware that board games can even be a hobby come to visit, and they open the doors to reveal my board game collection and see them be just a little flabbergasted. “I didn’t even know there were this many board games!” “How do you remember all the rules?” “Which one is best?” are all common statements, once they get over their shock. I thought I would list out my favourite games to play with board game newbies.
I’ll have another list soon with the best card games to play with newbies too! For this list, I wanted to focus on games that feature cardboard prevalently.
Starting off the list is Sagrada by Adrian Adamescu and Daryl Andrews, published by Floodgate Games. One of the key aspects to a game to introduce to a newbie is that it has to be beautiful. You eat with your eyes first after all, and Sagrada is eye-catching with it’s multitudes of colourful dice. It’s also easy to learn, understand, and offers a little bit of brain pain near the end as players who initially thought the game was so easy is confronted with the sum of their decisions. The ability to enjoy that brain pain is what separates gamers from non-gamers in my opinion. If someone can hold their head in their hand, then say “that was awesome, let’s do it again!”, then I know a new gamer has been born.
Wingspan, by Elizabeth Hargrave and published by Stonemaier Games is beloved by many for it’s easy of gameplay, beautiful artwork, and satisfying gameplay. It’s ostensibly an engine building game, but with only 4 actions to choose from, it’s easy to teach. It starts off a bit slowly for some, but there is a great progression that leaves players satisfied with what they’ve built, and it’s real easy on the eyes.
It’s no secret that I prefer Calico to Cascadia, but I know that I’m in the minority. And Calico can be a bit rough as a first experience. Cascadia on the other hand, is really satisfying to play. Designed by Randy Flynn and published by Flatout Games, Cascadia is a tile laying game where the tile you draft and the animal token you get to place are tied together. Each of the 5 animals have different scoring criteria, and the 5 biomes on the tiles score more if they’re grouped together. All these conflicting scoring opportunities create a satisfying experience!
Bruno Cathala makes great games, and Kingdomino is one of the best for introducing to new players. The math of terrain types multiplied by the number of crowns is simple, yet satisfying, and the tile draft of having the less valuable tiles also dictate who picks first in the next draft is a brilliant mechanism. Kingdomino is one of the games that brought my mom into the board game hobby, and for that, I’m thankful!
Stepping up from Kingdomino, I’d consider Barenpark,Takenoko, or Arboretum
7 Wonders
7 Wonders by Antoine Bauza and published by Repos was the first time I was scared away by a rulebook. the mere concept of drafting cards was too much for my poor little brain to handle at the time. But having someone teach me how to play is what really unlocked the love for board games that I have today. In 7 Wonders you’re drafting cards around the table, picking one to keep, and passing the rest on. At the end of 3 ages, you’ll stand in awe over the civilization you’ve built. 7 Wonders is a great game that scales up to 7 players, and yet retains a 30 minute play time. It’s become a classic for a reason, and if you’re looking to introduce your family to board games, you can’t go wrong with 7 Wonders.
Stepping up from 7 Wonders, I’d suggest Splendor, Century Spice Road, or Alhambra
And that’s the end of my list for now. Look forward to the card game list coming soon! And if you’re wondering where the games like Catan, and Ticket to Ride were, I’d have to tell you that I’m trying to bring people into the hobby, not scare them away. 😉
What is a point worth? This is a question that comes up frequently when I’m learning new games. After the rules are done and the scoring conditions are being discussed, I have to ask what the average score tends to be. Unfortunately, I am frequently playing new games where no one at the table has any anecdotal evidence of what’s average final score, can be.
If you’ve played a lot of games, you may have run into this problem. Say you’ve just finished off a game of Castles of Burgundy. You managed a pretty good score, just squeaking over that 200 point mark. Feeling pretty good about that score, your friend pulls out Agricola. During the rules teach they mention that if you can’t feed your family during a harvest, you’ll have to take a beggar card for every food you’re short, and those are worth -3 points. “No problem” you think to yourself. 3 points is basically nothing. Flash forward to the end of the game and the winning player earned 30 points. You look down at those three beggar cards you took right off the bat and realize that 9 points is ~30% of a winning score.
In some games, it’s fairly easy to get a feel for how valuable a single point is. In Dune: Imperium, the first player to get to 10 points triggers the end of the game, and probably wins. In that case, it’s easy to see how valuable a single point is. In Food Chain Magnate, your money is your score, and the game ends when the bank is depleted. You know the total sum of ‘points’ available from the moment the bank breaks the first time.
Players all choose how much money the bank will have at the start of Food Chain Magnate
Other games have their scoring a bit more nebulous. Wingspan for instance, the final score will be highly dependent on which scoring objectives come out, which birds are available, and how many scoring cards each player managed to take into their hand. The scores in Isle of Skye can swing wildly, depending on just the order in which the objectives get scored!
Another thing to consider is some games have a fairly set amount of points, no matter the player count. Vikings and Raiders of the North Sea are two games that don’t scale with player counts. The competition for each point becomes fiercer the more players you add to the game. This is especially frustrating when someone offers anecdotal evidence, “Oh yeah, Otter and I played Raiders of the North Sea a few months ago. Our scores were in the 80 point range”, not realizing that in a 3 player game, 60 points a more average score.
11 points is a big difference in a 4 player game of Raiders of the North Sea
So, naturally, when playing so many different games, it can be hard to value a point. Knowing when to throw away a card that offers you two points in favour of something else can be key. I’m not going to take one of the 4 point buildings as my first pick in Castles of Burgundy, but in some other game, getting an easy 2 points is a worthy trade-off. And Bigfoot finally got sick of my whining, so he created Goodat.games to solve my whining.
Goodat.games queries BoardGameGeek’s user submitted scores and plots out the average score on a handy graph to answer the question, “What is a point worth?” It includes filters to sort by the number of players, narrow down the subset of data based on a year or month, and can even tell you what the average score is for each placement in a game (e.g. the average winning score in a 4 player game of 7 Wonders)
What’s the average winning score of a 4 player game of 7 Wonders? Around 58
Goodat.games is a work in progress, but it has become such a handy tool in my board game life, that I feel compelled to share it with the world. There are limitations, like it doesn’t have every game available, and adding new games requires a 10-minute buffer as to not make too many API requests and get itself blocked by BGG. Games that have the same name as others, or trying to specify which edition or expansions, are all extremely tricky things to try and solve for. But for my purposes, it has become a site that I pull out anytime I’m learning a new game. Now I never need to guess at what the value of a point is. In Gizmos, the difference between a 1 point card and 3 point card is the difference of 3% of your final score, and 10% of your final score. Meanwhile, in Whistle Mountain, the average score is 134, so the difference between a 1 and a 3 point tile is .7% and 2% of your final score.