Best Week 2013: Head-to-Heads

The best part of this game was its awesome laser-cut meeples. For five space pennies, what was it?

Here we are on day four of Best Week 2013, and we’ve finally arrived at my favorite topic: head-to-head games. Dueling games. Nobody-else-to-save-you games. Can’t-blame-your- teammate-when-you-lose games. Two minds locked in ultimate combat, the only other people at the table mere spectators, holding their breath and occasionally mumbling unwanted advice before your backhand slap shuts them up again.

Because this is my favorite genre by far, in place of the usual top five list, today we’re looking at the top ten. Buckle up.

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Best Week 2013: Expanded

The game in this image isn't an expansion, but it's the closest I could find. I didn't play any awful expansions this year. Sadly?

Was this a good year for board game expansions? I have no idea. There sure were plenty of them, including a bunch of interesting additions for Netrunner and the Pathfinder Adventure Card Game. Even so, when it comes to figuring out which expansions were my favorites this year, there’s hardly any contest.

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Best Week 2013: The Appetizers

Five space pennies to whomever first identifies this turd. And also tells me about it in the comments, because what am I, a psychic?

“Filler games,” as defined by Webster’s Dictionary, are those delicious appetizers that are played nearly every game night while you wait for the one or two friends who always show up late. As such, they’re designed for a small group and take an hour or less to play, and they’re as simple as possible to avoid the awkwardness of finishing the rules explanation the moment your tardy friends arrive.

My gaming group has about five of those consistently belated buddies, so while this best-of list is limited to a handful of 2013 releases, it was tempting to include all of our favorite fillers we played this year: Stone & Relic, Master Plan, Infinity Dungeon, 7-Card Slugfest, Titanium Wars, String Doomworms, and The Agents. For all intents and purposes, we’ll pretend these fall under a runners-up category — though they really don’t, since a little bit like the Highlander, there can only be five.

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Best Week 2013: Alone / Co-Op Time

Game of the Year! Damn, I spoiled the surprise.

“What’s this Best Week all about, sir?” I was asked last week by the orphan pulling my rickshaw through the fictional streets of Malgudi. I considered not answering, as talk shortened his breath and subsequently lengthened the journey, but some Christian nook of my heart compelled me to tell him anyway. Perhaps it is because I believe all peoples everywhere should know about Best Week. It is, after all, the most joyous five days of the year, in which all the best board games are compiled, considered, and listed. And everyone loves lists.

Today, on the very first day of Best Week 2013, we’re going to examine the five best solo and cooperative games of the year. There are some natural limitations — I cannot, for instance, award the title of “Best Solo / Co-Op Game of 2013” to a game I haven’t played, and there are one or two games that didn’t come out in 2013 at all. So okay, it’s subjective. But I’d love to hear your input, dear readers, for Best Week is not only about my favorite games — it’s also about yours.

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Trust Only in Betrayal: The Agents

The art is pretty cool, even if it doesn't make any sense that Hatchet-Man was brought along for the heist.

With its focus on a pack of untrustworthy super-spies set adrift by the disappearance of their organization (which indicates to me that it was an exceptionally effective secret agency), it’s almost as though Saar Shai set out to create a game that appealed directly to me. I love secret agents. I love double-crossing. I love card games. Certainly that means I’ll love The Agents?

Or were my expectations… betrayed? (duh-duh-dummm!)

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BattleLore ’44

My alternate title was: "BattleLore: Not About Historiography," but I felt it might indicate my grad focus a little too clearly.

I fear I have to begin this review with a disclaimer: The only other “Commands & Colors”-style game I’ve ever played was Memoir ’44 (and only one time), so if you were hoping for any comparative insights into the merits of the brand new BattleLore Second Edition relative to the other games of that family, I’m afraid I’m about as useless as a blue herring at a mystery writer convention. If, on the other hand, you want to hear me talk about four things I really like about BattleLore — four things that just maybe are double-edged swords — then I’m your huckleberry.

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Quantum Roll

Note the cube crashing into the planet. The pieces in the game are TO SCALE.

Chances are whenever you see the word “quantum,” that rather than bearing a passing resemblance to the actual meaning of the word, it pretty much means whatever the author needs it to mean to get the plot rolling. And in Quantum, the new board game by Eric Zimmerman, that rule is taken to the extreme. Why is it your goal to plop cubes down onto planets? Quantum. How is it that your ships can reconfigure into entirely different forms, transforming from a tiny scout to an indefatigable battleship without so much as winking in the direction of the law of conservation of mass? Quantum. Why is the logical endpoint of your imperial research program to suddenly become nomadic? I’ve said it already: quantum.

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Ogre Really Is an Ogre

#referencereferencepear

Something came in the mail yesterday. Something strange and a little crazy and a whole lotta wonderful, and also over twenty-five pounds, set up against the screen door so I had to go around out the back and into the cold so I could retrieve it without knocking it off the porch.

I’d heard the stories, of course. Who with their finger on the pulse of the seedy underbelly of the world of board games hasn’t? Even so, I didn’t expect this. I didn’t expect Ogre to be such an… ogre.

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Triumph of Indines

Looks like a weird love story to me.

I don’t have much of a history with fighting games. Oh, there was that time up at Rocky Mountain Pizza Company when a pack of older kids kicked me off the Street Fighter machine, and I owned both Power Stone games on Dreamcast (though they were 3D, so they don’t “count”), and I occasionally got roped into enduring a match of Super Smash Bros with my cousin — but other than those isolated instances, fighting games always stood out as a particularly silly genre, and anyway, I was too busy playing games like Baldur’s Gate II and Planescape: Torment. *raises pinkie ever so superiorly*

So when BattleCON: Devastation of Indines appeared on Kickstarter, I wasn’t exactly out of my mind with anticipation. Still, it was by Level 99 Games, and after gems like Pixel Tactics and the Minigame Library, I figured I’d take a chance. That was nearly a year ago, and now that I’ve played through a couple dozen matches, I can tell you exactly how disappointed I am…

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Tomorrow Usually Dies

I like box covers that let you know they've got something extra cheery planned.

There’s a board game called Tomorrow. It’s one of the best things I’ve played this year, and to understand what it’s all about, you only need to see two pictures. You’ll find them below.

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