Games We Love

My wife and I have been married for 23 years and we’ve always been board gamers. We have a great collection of 100+ games. I’ll link to a few of our favorites here. Descriptions are from BoardGameGeek.

Board Games

Azul
In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they’ve placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player’s score. The player with the most points at the end of the game wins.

Stone Age
In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.

King of Tokyo
In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.

Splendor
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you’re wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.

The Quacks of Quedlinburg
In The Quacks of Quedlinburg, players are charlatans — or quack doctors — each making their own secret brew by adding ingredients one at a time. Take care with what you add, though, for a pinch too much of this or that will spoil the whole mixture!

Machi Koro
Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your dice (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of their city on future turns. The first player to construct all of their landmarks wins!

Sushi Go
Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of “draft and pass” are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you’ll go for. Then, each turn you’ll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!

Kingsburg
In Kingsburg, players are Lords sent from the King to administer frontier territories. The game takes place over five years, a total of 20 turns. In every year, there are 3 production seasons for collecting resources, building structures, and training troops. Every fourth turn is the winter, in which all the players must fight an invading army. Each player must face the invaders, so this is not a cooperative game.

7 Wonders
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

Card Games

Wizard
The trick-taking game Wizard uses a sixty-card deck that consists of the traditional 52-card deck (1-13 in four suits) along with four Wizards (high) and four Jesters (low).

Love Letter
Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette’s hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!

Tichu
Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

Dutch Blitz
In Dutch Blitz, each player has her own deck of forty cards, with cards 1-10 in four colors; red and blue cards show a Pennsylvania Dutch boy, while yellow and green cards show a Pennsylvania Dutch girl. Each deck has a different symbol on the back to aid with card sorting between rounds.

The Great Dalmuti
A light card game where players gain status by going out first. The 80-card commercial deck contains cards ranked from 12 to 1, along with two Jesters. Each card bears a number, which is not only its rank, but also tells you how many of that card exist in the deck. In other words, there are twelve 12s, eleven 11s, four 4s and a single card ranked 1. The lower the number, the better the rank. The deck is dealt out to all players and the object is to get rid of your cards as fast as possible. The first player out is the Great Dalmuti.

Dominion
In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can “buy” as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

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