HU

Everdell at three players is better than at four. The worker placement is tighter without becoming completely blocked.

0
HU

Root at two players with the Marquise and Vagabond is a fundamentally different game than Root at five.

0
HU

The alpha player problem destroyed two of my gaming relationships before I understood what was happening. Have that conversation early.

0
HU

Brass Birmingham's two-era scoring creates a natural post-game analysis: what would I have done differently in the canal era?

0
HU

Codenames Duet is one of the best two-player games in existence and it doesn't even have a standard BGG ranking placement that reflects this.

0
HU

The Quacks of Quedlinburg bag-building is the most satisfying push-your-luck implementation I've seen. The personalized risk is such a clever inversion.

0
HU

The BGG hotness list is mostly noise but occasionally surfaces genuinely excellent designs early. Worth checking monthly.

0
HU

Wingspan Europe's winter round creates a final season that feels appropriately conclusive. The game ends at the right time.

0
HU

Scythe's visual player mats are so well laid out that I've never needed to consult the rulebook mid-game after my second play.

0