Monday, February 15, 2016

Quick Review - Game of Energy - Kickstarter Preview

Game of Energy
Designer: Nathan Wright
Publisher: Nimex Games
Quick Review - Game of Energy - Kickstarter Preview
Disclaimer

Over the past few months I've been watching a game grow and evolve on a few of the game design groups I'm a member of on Facebook.  I even helped with input on the design of the game board and some other components.  I watched the artwork go from good to great with a lot of input from myself and a number of other people.  It was really a pretty cool experience.  So when designer Nathan Wright asked if I would review Game of Energy before its Kickstarter campaign (which launches on February 16 July 26), I jumped at the chance!  I was super excited to have the chance to play the game that I had watched grow up.  I knew the artwork was great, and now was my chance to see if the gameplay matched it.

Game of Energy is a very thematic, medium weight tile laying, economic, Euro style game for 1-4 players ages 14+ (although I think 10+ could handle it fine) and plays in about 45-60 minutes.  The game is $45, plus shipping.  In addition to getting more information on the Kickstarter Page, you can actually try the game out on Tabletop Simulator!

UPDATE: Game of Energy is available again on Kickstarter!  Through August 30, 2016 you can get a copy for $49!  Be sure to check it out now, it's a great game!

Initial Impressions
When Game of Energy arrived for me to review the first thing that struck me was the quality and care that went into making this prototype.  The components are far from top notch quality, but this is a prototype and for a prototype the quality is outstanding.  I've received games without any packaging, games that have had hand cut components, home made game boards, etc. all  before, and Game of Energy was no exception.  But what set it apart was the incredible attention to detail and care that went into making this prototype.  Aside from having incredible artwork and very nice, prototype components, everything was sorted and individually bagged and labeled.  The whole game arrived packed in a big plastic scrapbooking storage case with more bubble wrap and packing peanuts keeping everything protected than what I often get from Amazon shipments.  The game even included an awesome 3D printed card holder that allows you to slide cards to the bottom of the draw deck instead of just picking up the deck and placing your card at the bottom.  This is a game that was made and crafted with love and pride and the amount of care that went into creating the prototype is a great indicator that the final product will likely be cared about just as much.
Game of Energy is chock full of beautiful components.
Presentation, artwork, details, that's all great. but what's really important is how well the game plays.  So I pulled out the game and set it up.  I read through the rules, which, although they were a rough draft that definitely needs cleanup, were simple enough to understand.  There was mention of a solo variant in the rules, so I gave that a try just to make sure I understood the mechanics before playing with a group.  The mechanics were very simple and the game was super easy to learn and understand.  Almost too simple.  The solo variant was almost completely random and there was no real choice at all.  I felt like the game played itself, but I got the mechanics and was ready to play with other opponents, especially since the designer said the solo variant was still in very, very early stages and really didn't reflect the multiplayer experience at all.  So I was a bit worried when I pulled it out for friends that it would be too simple, but was excited to try it out, and the awesome artwork and presentation made it easy to get others interested in trying the game.  It took me about five minutes to explain and then we were off.
The prototype is printed on corrugated plastic,
but the final game will be an actual game board.
Gameplay Overview

In Game of Energy each player represents an industrialist that is competing for a huge contract from the United Nations to provide energy to the world.  They must balance the production of energy with environmental friendliness.  Energy Credits are the currency used in the game (and are good playing card stock, not flimsy paper) and are spent to Permit (build) various types of power plants (solar, wind, hydroelectric, biofuel, fossil fuel, and nuclear) in one of four different territory types on the board; Flatlands, Mountains, Shoreline, and Tundra.  Players earn more Energy Credits for permitting green energy industries, like wind and solar, but dirty energy industries, like fossil fuels and nuclear cost more, take up more space, and produce a lot more energy, measured in Terawatt Hours (TWh), which are the points in the game.  So the game becomes a balancing act between earning enough Energy Credits to permit power plants and permitting power plants that provide more energy.  And to top it all off, every time you build a power plant you need to place a tile onto the game board in one of the terrain types.  Space is limited, and so is the number of each industry available, so eventually there isn't room to build those big fossil fuel plants and then players are also competing to get those smaller, greener plants built before space, and tiles run out.
Every turn has interesting decisions to make as
the game grows and evolves.
This makes for some very interesting decisions, despite much of the gameplay being driven by the roll of a die and the draw of Grid cards.  Each turn begins with a player drawing a Grid Card, which may have a benefit on it (like a Fact card that give you ten credits, plus has an educational fact about the energy industry), or a way to hinder your opponents (e.g. maintenance costs, etc.) or a natural disaster that may affect everyone.  Players get to choose when to play these Grid cards and can keep them until they are most effective, but players can only have two in their hand at the end of their turn.  But Grid Cards cannot be discarded; they have to be played.  This means that eventually those bad cards are going to get played whether you like it or not.  So, while the drawing of cards is random, the decision to play them isn't, but the mechanic results in some cards getting played every round.

Once a player has drawn their Grid Card they then earn any Energy Credits they have coming.  This value will be lower at the beginning of the game, but will increase as the game progresses and players have more power plants earning them credits, a nice engine building aspect of the game.  It is possible to have debt that has to be repaid (because of calamities caused by the Grid Cards), but the rest can be used to Permit industries.  But industries cannot be Permitted just anywhere.  A custom die is rolled and it will indicate which of the four Territory types industries can be Permitted in this turn.  Then the player spends credits and adds the appropriate tiles to one of the Territories that match the die.  But there are four territory types and six sides to the die.  The other two sides indicate an Investment, which is a small deck of 10 Investment cards, 6 good and 4 bad investments.  If a player rolls an Investment they may choose any one of the Investment cards and then earn or pay the credits indicated.  Then they may Permit industries in any Territory type of their choosing.  So it's a gamble, but the payoff could be pretty good.  Alternately, a player can choose to end their turn any time after rolling the die, but before Permitting any industries and take another Grid Card.  Then the final step of a player's turn is to play Grid Cards so that they only have two left in their hand.
As the game progresses, Territories fill
up, making placement an interesting challenge
And puzzle.
That's pretty much it!  The game is simple.  At the end of each turn players adjust tokens on a track that indicates how much TWh of energy they are producing and how much the are earning in Energy Credits.  The game can be played either for a specific number of rounds (6 or 8 is good) or until one player is producing a certain amount of energy (3000 TWh is good).  There are also Captains of Industry cards that are passed out at the beginning of the game that give each player a unique ability, just to add some additional variability to the game.
In the end it's the player that produces the most TWh that wins.
Final Thoughts

The four player game we played was great!  There was a lot of player interaction, the decisions were important, and having four players on the board really tightened things up.  So yes, I was very happy with how well the game played with four players.  There were a few balance issues with some of the Grid Cards and Captains of Industry, but I've been in touch with the designer and all of that is being worked on still.  They weren't huge issues and the ideas that Nathan is working on sound great.  I also gave him a few suggestions for some adjustments to how different industries earn energy credits and those are also going to be tested out.  Another big change between the game I played and the final version will be for games with fewer player counts.  Rather than the entire board being used for all player counts, there will be a few areas that will have alternate borders to make the playable area smaller and tighter, creating more tension with the placement of power plants with fewer players.  A much better solo variant is also being tested out and will hopefully make it into the final game rules, or possibly as a future expansion, but I feel confident that a solo variant is very doable with Game of Energy.  Right now Game of Energy is a good game, but I think it'll be a GREAT game by the time it is ready for production.

Overall I am very happy with Game of Energy.  Especially after hearing about the additional improvements to both gameplay and components that are still being worked on, I think Game of Energy will be a wonderful gateway game.  The rules are easy and straightforward, the theme is very accessible, the artwork is absolutely gorgeous, has multiple layers of strategy and depth, is somewhat educational, and most of all it was a ton of fun to play!  I can't wait for Game of Energy to hit Kickstarter and highly recommend it to anyone looking for a great, medium weight game that is good for families, casual gamers, and the occasional hard core gamer.  This is a winner that should please just about everyone that has the opportunity to play!

Look for Game of Energy on Kickstarter starting February 16th July 26th!  GameOfEnergy.com

UPDATE: Game of Energy is available again on Kickstarter!  Through August 30, 2016 you can get a copy for $49!  Be sure to check it out now, it's a great game!

Preliminary Rating: 8/10
This review is of a prototype game.  Components and rules are not final and are subject to change.

Did you like this review?  Show your support by clicking the heart at Board Game Links , liking GJJ Games on Facebook , or following on Twitter .  And be sure to check out my games on  Tabletop Generation.




GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games.  Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play).  I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game.  Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing.  Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Wednesday, February 10, 2016

Gateway Games Roundup - Great Two-Player Games

I love playing games with a group.  The social experience is part of the fun of board games.  But often I find that I don't have a group to play with.  Many times I can't even get together a small group of three or four.  That's when two-player games really shine.  Sometimes I'm playing with my wife, sometimes with one of my sons, and sometimes with a friend.  But I play games in two-player settings about as often as I play multiplayer games.  I find that two-player games fall into two very broad categories; strictly two-player games and multiplayer games that play well with just two.  The former group is pretty easy to find stuff for, but the latter group is sometimes difficult to figure out.  There are a lot of games that say they work with two players, but really fall short (I'm looking at you, Love Letter).  This entry in my Gateway Games Roundup will cover both types of two-player games.

Strictly Two-Player Games
These are a few of my family's favorite two-player games.  These games, although they may have multiplayer variants, are primarily two-player games.

Have I mentioned how much I like Rise! yet?
It's the only game I've done a video review of.
Rise! - abstract strategy, action selection, area control - Rise!, also mentioned as an alternative to Chess or Checkers, is one of my favorite abstract strategy games.  In Rise! two players try to out maneuver each other and position workers on a growing playing area so that they can build three towers, while at the same time capturing opponent workers and preventing them from building their own towers.  The game is quick to learn and plays fairly quickly (usually, although sometimes you can get into a game that lasts quite a while).  Rise! will appeal to anyone who likes games where two players are really matching wits.  Be sure to check out my full review of Rise! and Video Guest Review here.
http://www.cardhaus.com/catalog/board_games/rise/246723 (Get it while you can, I'm not sure if it's going to be reprinted or not.)

Epic - combat, hand management, take that - I also mentioned Epic in my last installment as an alternative to Magic the Gathering.  Epic is a great two-player dueling card game.  Although it can also play with more players, it was designed for two.  The general gameplay is very similar to MtG, except there is no need to build up lands in order to use the cards in your hand.  Each turn players have 1 gold coin to spend to play cards and all the cards cost either 1 or 0 gold coins to use.  The concept is simple, keeps the game balanced, but allows for powerful cards to be played right from the start, making the games epicly fun!
http://www.amazon.com/gp/product/B015QFAVPW

Quick playing, action packed, what's not
to love about Star Realms!
Star Realms - deck building, combat, symbiotic abilities - Star Realms is another family favorite game by the same creators of Epic.  Star Realms pits two players against each other in a grand space battle.  Four different factions of ships all have different abilities and can trigger additional ally abilities when played with other ships of the same faction.  Bases add to defense capabilities, and battles can be fierce.  The game plays quickly, is very easy to learn, and can be addictively fun.  Check out my full review of Star Realms here.
http://www.amazon.com/gp/product/B00HRGMPIU

Tides of Time - drafting, set collection - Tides of Time has quickly become one of my favorite two player card games.  It is a drafting game that only uses 18 cards and a few tokens (and if you follow my game designs you know how much I love 18 card games) and only costs $12.  Over the course of three rounds, two players draft cards from hands of 5 each (i.e. choose one card from your hand to keep and pass the rest to your opponent, who also passes you the remainder of his hand, then repeat until you've chosen all the cards).  At the end of the round both players score points for the cards they drafted based on rules specified on each card, usually for collecting sets of cards with various suits on them.  Then each player chooses one card of their five to keep, one to discard from the game, and then draws two more cards to add to the remaining three to bring their hand back up to five cards.  Then a new rounds starts and the player will end up with six cards (five from the drafting, plus the one he kept).  The third round progresses the same, but this time the player will end up with seven cards (five from drafting and two kept from the previous two rounds).  Then the final scores are tallied to determine a winner.  It's a very quick game that is easy to learn, but takes a few plays to get familiar with the strategy and card interactions.
http://www.amazon.com/Portal-Games-0770PLG-Tides-Time/dp/B01029SR1M/

Hive - abstract strategy, tile placement, grid movement - Hive is a beautiful abstract strategy game that has an attention grabbing theme.  Each player has a set of white or black hexagonal tiles; big, bulky bakelite tiles that look and feel impressive (the pocket edition still has great tiles, just smaller).  Each tile has an engraved and painted image of a different insect on it.  Each insect has its own movement rules and the goal of each player is to surround her opponent's queen bee tile.  The visual aesthetic, mixed with the simple, quick, yet deep gameplay will make this a favorite among chess players, casual gamers, and hard core gamers alike.  Plus, the tiles are water proof, so the game can go with you anywhere!  I take it on Scout camping trips and it is always a hit.
http://www.amazon.com/gp/product/B000EN5ZLW

Yengo - abstract strategy, memory, tile laying, bluffing, pattern matching - Yengo is, in my opinion, deserving of much more attention than it receives.  The game combines strategic tile placement with memory in a quick playing, two-player battle of wits.  A number of tiles are placed face-down near the playing area (or can be left in the bag to be drawn as needed).  Tiles can have one, two, or three leaves on them in one of two colors.  Four face down tiles form an initial grid.  On each player's turn they turn two tiles face-up and then place three tiles face-down.  If a player happens to turn over a tile that creates a line of three (or more) tiles with the same number and color of leaf symbols on them they collect the tile they just flipped, earning them the number of points equal to the number of leaves.  The first to six points loses.  The mechanics are simple, but this turns into a game of not only trying to remember where you placed tiles that are safe to flip, but also in bluffing by placing safe tiles where they may appear to form a line.  The solid, weatherproof tiles also make this a great game to take camping, on picnics, or to the beach.
http://www.amazon.com/FoxMind-5512640-Yengo/dp/B004EBKK0Q/

Three custom maps I made for Coin Age - Oz,
Thimhallan, and Chicago & Suburbs.
Coin Age - area control, micro game, action allocation - Coin Age is a micro game that is small enough to carry in your wallet.  All it needs is a credit card sized map and $1.56 worth of change and you've got a quick, fairly strategic two-player game you can take with you anywhere.  There's a bit of luck involved since it requires flipping coins to determine what actions you get to take each turn, but making the most of those actions is highly strategic.  One game of Coin Age lasts about five minutes, ten tops, so it's perfect to pull out while waiting for food at a restaurant, or while waiting for others to show up for game night.  I carry my copy with me in my wallet everywhere I go.  The only downside to Coin Age is that you can't buy a copy any more.  But the files are available on Board Game Geek so you can make your own print-and-play copy of the game.  Laminated and everything it'll cost you about $0.31.  You can download all the files necessary, including custom fan-made maps (some created by me) here: http://boardgamegeek.com/boardgame/146130/coin-age#files

Multiplayer Games that Play Well As Well or Better With Two
There are a lot of games that play just as well with two as they do with more players, but these are a few of my family's favorites.  These play exceptionally well with two, and in some cases maybe even better.

With two, Five Tribes becomes
even more puzzling, in a good way.
Five Tribes – puzzle solving, action selection, bidding – Five Tribes is a family favorite that is a little on the complex side, but still very accessible.  Five Tribes lets players move pieces around the playing grid to select actions that will give them points, abilities, resources, or more.  The theme is fun and, while the mechanics appear a bit daunting at first, they are really simple once they are understood. As a three or four player game, Five Tribes is a game where planning ahead is pretty difficult, and the game is really about making the most of what you have on your turn.  But with two, Five Tribes becomes a lot more strategic.  Each player gets two turns per round instead of only one in a multiplayer game.  This means it becomes possible to set yourself up for huge plays.  Either way, Five Tribes is a great game, and plays totally different with just two players.
http://www.amazon.com/Days-of-Wonder-DOW-8401/dp/B00L6JDRE0/

Bullfrogs - abstract strategy, area control - Also mentioned as an alternative to Chess or Checkers, Bullfrogs plays equally well with 2, 3, or 4 players and takes about 10 minutes per player.  I really like Bullfrogs for two players because it plays very quickly and has a good amount of strategy.  A game can be knocked out in 15-20 minutes.  Bullfrogs is simple to learn and teach and great for families, yet has a depth to the strategy that can appeal even to the thinkiest of gamers.
http://www.amazon.com/gp/product/B00SQWTRSU

Sherlock Holmes Consulting Detective is a favorite for my wife
and I to just spend an evening together trying to solve a mystery.
Sherlock Holmes Consulting Detective - role playing, logic, critical thinking, storytelling - Sherlock Holmes Consulting Detective is more about the experience and story that is told than it is about winning.  The game is, ideally, a cooperative experience for 1-6 (or more) players, but my wife and I love to play it with just the two of us.  Its a perfect date night puzzle and story and the scoring rules are really secondary to the mystery you'll solve with your partner.
http://www.amazon.com/Sherlock-Holmes-Consulting-Detective-Game/dp/2914849893/

Dominion - deck building - I've mentioned Dominion several times already in this series (Modern Classics, Alternatives to Traditional Games) and for good reason.  Dominion is incredibly accessible to new gamers, yet provides an incredible amount of depth with the multitude of card combinations available in the many expansions.  And Dominion is a great game for two players, too.  It is quick, strategic, and different every time.
http://www.amazon.com/Rio-Grande-Games-RGG370-Dominion/dp/B001JQY6K4/
I love Carcassonne with any player count!

Carcassonne – tile laying, area control, worker placement, end game scoring – Carcassonne, another a modern classic game that is a great introduction to modern board games. Players lie tiles into a shared grid and then claim different areas to score points. As the areas grow the points scored increase. There are lots of expansions to Carcassonne that add lots of variety to the game after you have grown accustomed to the base game. Carcassonne works just as great with two as it does with more, and plays just as quickly since the game time is based on the number of tiles in the game, not the number of players.
http://www.amazon.com/Z-Man-Games-81006ZMG-Carcassonne-Edition/dp/B00NX627HW

Splendor - engine building, resource management, drafting - Splendor topped the list of my top games of 2015 and it's appeared in this series several times.  And it plays just as great with two players as it does with more.  The game has a bit more of a take-that feel with two, but at the same time it also means you really have to pay attention to what your rival is doing.  Splendor is great for all player counts!
http://www.amazon.com/Asmodee-SCSPL01-Splendor-Board-Game/dp/B00IZEUFIA/

Two Players with Variants
There are a few games that aren't recommended for two players, but can still be a ton of fun with either official variants, or fan-made variants.

(Settlers of) Catan - area control, resource management, trade - The box for the modern classic that kindled the board game revolution in the '90s, Catan (formerly called Settlers of Catan, but now just called Catan), says it is for only 3-4 players, but unfortunately I didn't notice that until after I bought the game several years ago.  I had been intending on playing it mostly with just my wife.  Fortunately I found out that there are a slew of two-player variants available online, even an official variant.  I was afraid that these would feel like they were lacking something, but I was quite impressed by the opposite.  My wife and I spent several weeks trying out a bunch of two-player variants and I compiled a list of our favorite versions, some of which I like better than the official variant and even better than a game with a full complement of players.  You can download my collection of Two-Player Variants for Catan here.
http://www.amazon.com/Mayfair-Games-MFG-3071-Edition/dp/B00U26V4VQ/

7 Wonders - drafting, tech tree, set collection - 7 Wonders is a great introduction to drafting that I've mentioned in Modern Classics, and it plays great with 3-7 players using the standard rules.  It's a bit intimidating and a little confusing at first, but after one or two turns most people have it figured out.  But there's a depth of strategy that keeps the game interesting as your experience with it grows.  As the player counts increase the game becomes more tactical since you'll see fewer cards more than once.  In a three player game you'll see the cards in each hand (at least the ones that aren't selected by your opponents) twice.  In a six or seven player game you'll only see each set of cards once.  So, how does a two player game work?  7 Wonders comes with an official variant for two players, including a few components for the game right in the box (namely an extra card).  Basically the game has a third ghost player that each player adds cards to cooperatively.  This creates an interesting dynamic where you're not only trying to out maneuver your opponent, but also trying to deduce what cards your opponent has, or will add to the ghost player's sets.  The game still works great with two players, but has a very different feel and dynamic.  If playing with a ghost player isn't really your thing though, check out 7 Wonders Duel, a new version of the game that is specifically designed for two players.  I haven't tried it yet, but I've heard pretty good things about it.
http://www.amazon.com/Asmodee-SEV-EN01ASM-7-Wonders/dp/B0043KJW5M/

Even with only two players, Nuns on the Run
is a blast to play.
Nuns on the Run - hidden movement, competitive play, hidden goals - In Nuns on the Run one player takes on the role of the Abbess and Prioress in a monastery while the other players take on the role of novice nuns that are sneaking around the monastery at night when they are supposed to be sleeping.  If the novices can complete their goals without getting caught they'll win, but if the player controlling the Abbess and Prioress catch the novices enough they'll win.  This is a great game for 4-8 players, but at two (and even three) players the game falls a little flat because there is just so much room on the board that it is very easy for the novices to avoid the Abbess and Prioress.  The solution is for the novice player to control multiple novices (we recommend at least three novices).  It's a bit more challenging for the novice player, but it works and Nuns on the Run is a family favorite that my wife and I have had a ton of fun playing with just the two of us (even though I'm always controlling the Abbess and Prioress and have never won).
http://www.amazon.com/Mayfair-Games-MFG4117-Nuns-the/dp/B003A02DIE/

Well, there it is, a list of great two-player games.  There are a ton more out there (Jaipur, Morels, etc.), but these are the ones in my collection that my family and I love to play.  I do have to mention a few others though.  A few of my own game designs play great with two players.  You can purchase them now from Drive Thru Cards and The Game Crafter, or you can print and play your own copies.  If you're looking for fun, two player games, please check out Snowball Fight, ChromaWerks, and Les Petits Pirates (plays 1-3).

Happy gaming!

Gateway Game Roundup
Did you like this review?  Show your support by clicking the heart at Board Game Links , liking GJJ Games on Facebook , or following on Twitter .  And be sure to check out my games on  Tabletop Generation.

GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games.  Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play).  I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game.  Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing.  Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Wednesday, February 3, 2016

Gateway Games Roundup - If You Like _____, Try _____
(Part 2)

You can be cool and play Dominion, too!
I began a comparison of some popular traditional games and modern alternatives that have similar mechanics, themes, etc. in my If You Like _____, Try _____ (Part 1) post a few weeks ago.  There I covered such classics as Monopoly, Risk, Scrabble, Life, Candyland, Clue, Yahtzee, Sorry, and more.  Here I'm continuing that list in Part 2, where I'll cover more classic games, like Uno, Hearts, Spades, and Rummy, Trivial Pursuit, Pictionary, Win Lose or Draw, Chess, Checkers, Scattergories, Balderdash, Taboo, Apples to Apples, and more!

Uno
Uno is a classic group game where chaos ensues as players try to empty their hands.  It's a great family game and there are tons of house rule variants (it seems everyone has their own slightly different rules).  But after a while you might want something just a tad different.  In that case, check out these alternatives to Uno.

Fluxx - changing rules, take that, randomness - Fluxx is a game that, like Uno, is played more for the fun of the game than for any depth of strategy.  In Fluxx you play the other players as much as the game.  And similar to how Uno has so many house rule variants, in Fluxx the rules are always changing, but the difference is that's part of the game.  Fluxx is a card game where the rules are described on the cards that are played.  There are four types of cards: Rule Cards, Keeper Cards, Goal Cards, and Action Cards.  A basic turn consists of a player having three cards in their hand, drawing a card, and playing a card.  Keepers are placed in front of the player, Goals are played for everyone (and a player wins the game if they have the Goal required Keepers in front of them), and Actions make players do something.  But the Rule cards are what make Fluxx chaotically fun.  Rule cards can change everything up.  They get added to the game as it progresses and can make players draw more cards, play more cards, discard cards, and all sorts of crazy stuff.  And if you don't like the basic game's theme (there really isn't any) there's sure to be a version of Fluxx that will appeal to you - zombies, science fiction, monsters, nature, Monty Python, Oz, you name it, there's a version for you.  And they can all be combined for tons of crazy variety.
http://www.amazon.com/gp/product/B00OETKWCE

We Didn't Playtest This At All - fast thinking, changing rules, hand management, player elimination - We Didn't Playtest This At All (also called WDPTAA) is one of the oddest games I've ever played.  The point of the game is to outlast everyone else.  On your turn you'll have a few cards in your hand and you'll get to play one.  Then everyone has to do whatever it says on the card.  Some cards add effects to the game that remain in play until the game is over (e.g. requiring players to say "Ahhh Zombies!" before taking a turn) and some are resolved immediately (e.g. on the count of three all players show between one and five fingers, if the total value is prime you win!).  The game is almost completely random.  There are only a few things you can do to really affect the outcome of the game, particularly when it's not your turn.  But the actions and scenarios presented by the cards are crazy, chaotic, hilarious fun.  Rounds play in less than five minutes, often times less than 30 seconds, so the player elimination aspect of the game isn't a problem at all.  And since there really is no overall goal the game can go as many or as few rounds as you like.  This is a great super casual game for 3-30 people (it works best with 4-8) and can be taught to just about anyone in 30 seconds.
http://www.amazon.com/gp/product/B001N11OI2

Spot It and Get Bit are discussed here,
Zombie Dice is in Part 1.
Spot It - speed, matching, game system, pattern recognition - Spot It is marketed as a kids game, but it's great for families with members of all ages.  There are a number of different themed versions of Spot It so you can find one that's perfect for your family.  Spot It is actually a game system that consists of a deck of cards that can be used to play a number of casual games.  Each card has a number of small pictures on it and any two cards only have a single matching picture.  The general basis of each game is trying to find two or more cards with matching pictures faster than the other players.  It's a great game that plays quickly, can easily be changed up to be more or less difficult, and is great for all ages.
http://www.amazon.com/gp/product/B0039S7NO6

Hearts, Spades, Rummy, etc.
Trick taking and traditional card games are great because they are very well known, generally easy to learn, and use a standard deck of cards, which nearly everyone has.  If card games are your cup of tea, but you're looking for something different, give these games a try.

12 Days - hand management, trick taking, set collection - 12 Days has a Christmas theme, but the game is great to play all year round.  It is a simple game for 3-6 players that really has the feel of classic card games, but with gorgeous holiday themed artwork.  The art on the cards look like stained glass windows featuring all the gifts from the 12 Days of Christmas song, plus Santa and Mrs. Claus.  There are the same number of cards as the number on the card, so only 1 partridge, but 5 golden rings, 8 maids a milking, and so on.  The Santa and Mrs. Claus cards are valued at 0.  Each player gets a hand of 12 cards to start.  A game plays over the course of 12 rounds (one for each day in the song).  In each round, all players draw one card from the draw pile, pass one card to their left, and then play one card.  The lowest card takes the trick and scores the points for the day (1 pt for the first day, 12 pts for the last day, etc.).  All played cards are discarded (and shuffled if necessary) and then the next round begins.  At the end of the game players earn points for the tricks they won plus points for having the most cards of any particular value in their hand.  This means it's pretty easy to score one or two points for having a partridge or turtle dove, but pretty difficult to earn 12 points for the drummers drumming.  This is a fun, very easily accessible game that will be easiest to get played around the holidays, but it offers enough strategy so that it's not just a holiday game.
http://www.amazon.com/gp/product/B015TD81IA

We blinged up our version of Splendor with
some acrylic gems and gold coins.
Splendor - engine building, resource management – Splendor is one of my family's favorite games.  it made the #1 position on my Top 10 New To Me Games for 2015 and I talk about it a bit more in my Family Favorites post.  I also think it's destined to become a Modern Classic.  Splendor is a very fun engine building game where players collect gems that can be used to purchase gem mines, which in turn can be used to purchase gem traders, which can purchase gem merchants, which attract nobles. More valuable cards are worth more points and the first to 15 points wins. This is quite a bit different than traditional card games, but I've found it resonates well with people that are familiar with traditional card games.  There are beautiful poker-like chips and lots of cards with gorgeous artwork.  The game has simple mechanics, fairly deep strategy, yet is easy to teach.  It's a great all-around game for introducing people to engine building and resource management without taking them too far from what they're already familiar with.  Be sure to check out my previous review of Splendor.
http://www.amazon.com/Asmodee-SCSPL01-Splendor-Board-Game/dp/B00IZEUFIA/

Diamonds - hand management, trick taking - Diamonds is a game I haven't played, but have heard a lot about.  It has a reputation for being a great game to introduce to people that are only familiar with traditional card games.  In Diamonds players are not only trying to win tricks, as in a traditional Hearts or Spades game, but they're also trying to collect diamond gems.  As players play cards of different suits (or can't follow suit during a hand) they get to complete different actions, based on the suit.  They can take gems from the pot, take gems from other players, and add gems to their vault (where they score double).  So there's more going on than just winning tricks, but it's just a small enough step beyond traditional games that people familiar with Hearts, Spades, Euchre, etc. will feel right at home.  Plus the diamond gems are pretty impressive, so it's a great introduction to games that have components other than cards and poker chips.
http://www.amazon.com/gp/product/B00NFSBU9Y

Red7 - hand management, set collection, player elimination, changing rules - Red7 is another game I haven't played, but it's on my wishlist as a game to get so I can play with people who are used to traditional card games like Rummy, Poker, and Canasta.  In Red7 the goal of each player is to be winning at the end of their turn.  They can play cards from their hand on their turn that either add to their own sets so that they meet the rule requirements for winning (e.g. have the highest value card) or play a card that changes the rule for winning requirements (e.g. changed to have the most cards of one color).  Or they can do both.  The object is to be the last player winning.  If you can't play cards that make you the winner at the end of your turn you are eliminated and play continues until only one person is left.  Red7 combines aspects of deduction (trying to figure out what cards your opponents are likely to play), hand management (deciding when to play cards from your hand to provide the greatest long term benefits), and set collection (making sure the cards you've played make required sets).  It's a fast playing game that is mechanically pretty simple, but has a surprising amount of depth.  It's great for families and people new to modern games.
http://www.amazon.com/gp/product/B00OGR9PAY

Love Letter - microgame, deduction, hand management - Love Letter is one of the most well known micro games, quickly becoming a modern classic.  I talk about it a bit more in my Modern Classics post.  Love Letter is a great game to bring out with people who are used to bluffing and deduction card games like Poker.  During each round players will have two cards in their hand and will choose one to play.  Through careful deduction skills they'll work to eliminate other players by guessing what characters they have.  The goal is to either eliminate all other players or end the round with the highest value card.  If the theme of sending love letters to a princess isn't your cup of tea there are plenty of other themed versions of the game, including Batman, The Hobbit, and Letters to Santa.
http://www.amazon.com/gp/product/B00AGJ4HC2

He's a bit disappointed that his robot has to
swim with no arms and no head in Get Bit.
Get Bit - hand management, bluffing, deduction - Get Bit is a great family game that can be played by kids as young as 4.  In the game each player has a hand of cards with numbers 1 to n where n is a value 1 greater than the number of players.  Each player also controls a robot swimming in a line.  That line of swimming robots is followed by a shark.  Each round players play a number and then the robots are rearranged in line according to the numbers (with any tied numbers not moving their robots at all).  Whichever robot is last in line gets a limb eaten by the shark and then the player gets to pick up all the used cards.  Other players' cards are left out until they either get eaten or use their last card.  The last robot to survive wins!  This is great game of bluffing and deduction that is a ton of fun with older kids and adults as each player tries to figure out what number is the best to play to keep their robot from being eaten.  But even younger kids can have a blast and provide an extra element of chaos and unpredictability just by playing random cards.  Be sure to check out my previous review of Get Bit.
http://www.amazon.com/gp/product/B005J2WAS4


Trivial Pursuit or other trivia games
Trivial Pursuit is a classic trivia game.  There are tons of other trivia games out there that all follow pretty much the same format - answer questions in various categories and if you get the answer correct you earn a reward.  But the problem with most trivia games is that you either know the answers or you don't, and it's no fun to play the Seinfeld trivia game with someone who has seen every show fifteen times and can recite entire episodes line for line (and that's the person who probably has the Seinfeld trivia game).  There are a few trivia games that throw a spin on that traditional format, and they're all the more fun because of that.

Wits & Wagers - trivia, wagering - I haven't played Wits & Wagers, but I know it is a unique take on trivia games.  In order to win you don't necessarily need to know the answers.  Instead everyone answers questions and then everyone bets on which answer they think is correct.  So it is possible to score by knowing the answers, making educated guesses, playing the odds, or betting on what you think your friends might know the answers to.  Wits and Wagers makes an excellent group or party game, playing 3-7 players or even up to 20 players in teams.
http://www.amazon.com/gp/product/B00Y0L8FPW

Sometimes it gets pretty difficult to pinpoint
the year things happened in Timeline.
Timeline or Cardline - trivia, educational, hand management - Both Timeline and Cardline have a number of games in their respective series.  In Timeline the concept of the game is simple.  Players each have a hand of four cards and the first to empty their hand is the winner.  The fronts of the cards show an event in world history and the back of the card shows the same event and the year it happened.  Players take turns adding one card from their hand each turn to a timeline that forms on the table.  As more players play cards the timeline grows.  Players can add a card to the beginning or end of the timeline, or between any two cards in the middle.  Once they place their card when they think the event occurred they flip the card to see if they were correct.  It they were they've reduced their hand by 1 and they leave the card there, year side up, to add to the timeline.  If they were wrong the card is discarded and they have to draw a new card to add to their hand.  Cardline, which I haven't played, is a similar concept, except the cards represent animals, dinosaurs, countries, or even super heroes depending on the set.  And each card has several sets of information on the back, e.g. the length and weight of animals.  Like Timeline, players try to empty their hands, but this time they're placing their cards in numerical order from the smallest to the largest of whatever measurement is selected to play with.  Both games play with 2-8 players and different sets can be combined (especially with Timeline - with Cardline only certain sets are compatible).  There are tons of themes, like Scientific Discoveries, Movies and Cinema, and American History for Timeline and Animals, Dinosaurs, Globetrotter (countries), and Marvel Superheroes for Cardline).  And if you're up for something a bit more competitive there's Timeline Challenge, too!
Timeline - http://www.amazon.com/dp/B005N57CNU
Cardline: Animals - http://www.amazon.com/gp/product/B00C5714N8

Geek Out - trivia, wagering - Geek Out is a trivia game for those that aren't all that current on sports, history, pop culture, or cinema... unless it's related to typically geeky things like super heroes, board and video games, comic books, and science fiction.  In Geek Out each player (or team of players) will roll a colored die to determine which of 5 categories of questions they'll have to answer (plus one wild side of the die).  Then they get to draw a card and read the question off the card.  It'll be something like "Name four wizards."  Then they'll get to say if they can do that, or maybe even name more than is required.  Say they claim they can name 5 wizards.  The next player (or team) can up the bid or pass.  This goes around until no one thinks they can out do whoever bid the most.  Then the player that won the bid has to prove their ability and answer the question on the card, naming all the items they said they would!  This is a fun game that still requires a deep knowledge of the pertinent subject matter, but for those that fail at Trivial Pursuit, Geek Out might be more in their wheelhouse.
http://www.amazon.com/gp/product/B00DV8E9EG

Pictionary or Win, Lose, or Draw
These are classic games that many people remember playing with their families.  There was even a TV game show about Win, Lose or Draw.  It's always great fun trying to draw silly stuff and have people guess what it is you are drawing.  But Pictionary and Win, Lose, or Draw definitely show their age (I have a copy of Win, Lose, or Draw that mentions The Rockford Files, Kool & the Gang, and Top Gun), so if you're looking for a newer game that incorporates drawing and sketching, check these out.  I admit that this category isn't one I have much experience with, and I haven't played any of my recommendations, but these are all on my to-play list and come with high accolades.

Telestrations - drawing, humor - Telestrations is pretty much everything that Win, Lose, or Draw and Pictionary isn't.  In Telestrations you are drawing, but unlike those other games, the worse you are at drawing the more fun the game is.  Telestrations is basically a mashup of the games Telephone and Pictionary.  Each round a player starts with a word.  Then, taking turns, players either have to draw the word or guess what the previous player drew.  A guess at what the previous player drew becomes the new word that the next player has to draw.  In the end everyone compares drawings and guesses with the original word.  Sometimes the original word, or a close variant of it makes it all the way to the end.  Other times you end up with really crazy mutations, like Heaven turning into Superman, or Saxophone turning into the Stay Puffed Marshmallow Man.  Telestrations plays 2-8 players, or the Party Edition plays up to 12 players!  And if you want your party to get a little risque there's Telestrations After Dark, which has words intended for 'mature' gamers.
http://www.amazon.com/gp/product/B001SN8GF4


I really wish I had a photo of friends and
family playing this...  Someday =)
Bunny, Bunny, Moose, Moose -  - Bunny, Bunny, Moose, Moose is by the same designer that created Pictomania below (Vlaada Chvátil) and both games are a far cry from his usual deep, strategic games (like Tash-Kalar - see further below).  In BBMM players take on the roles of animals in the forest trying to avoid the Hunter by making him think they aren't the animal he is looking for (no Jedi mind tricks here though).  The Hunter is actually another player who is the narrator of the game. T he narrator gets to read a silly poem a few times while drawing cards that have pictures of bunnies and moose (mooses?  meese?) on them with different shaped and positioned ears and antlers.  Players have to use their hands along their heads to match some or all of the animals in the pictures, and when the Hunter card comes out everyone has to freeze.  Then points are scored based on the players' last ear/antler positions and the cards revealed.  After each round the role of narrator changes and everyone acts silly again.  There's a bit of strategy in the game, but it's mainly about having a silly good time for 3-6 friends.
http://www.amazon.com/dp/B004ZYA0QG/

Pictomania - drawing, deduction - Pictomania is another game by designer Vlaada Chvátil and is another drawing game.  However, whereas in Telestrations the scoring is kind of an afterthought and really isn't necessary to have a good time, the scoring in Pictomania really drives the game.  In Pictomania drawing is important, but it's not the only skill necessary.  There is also an element of deduction and logic required, too.  All players will randomly be assigned one item to draw from a selection of 42.  There are six cards, each with 7 lines.  Each player will have an item on one card (no two players will be using the same card) and one line (no two players will have the same line).  Then all players will start to draw their item at the same time.  They'll not only have to draw their item, but they'll have to be looking at the other players' drawings, trying to figure out what everyone is drawing.  Players earn (or lose) points based on guessing other players' drawn items correctly, having their items guessed, and completing their drawing quickly.  Even poor artists have a chance to earn points because they can guess the better artists' items, plus, after identifying others' items it's possible to use elements of deduction to narrow down the possible items remaining.  So, if you're looking for a fun party style game for 3-6 players, but with a bit more of a competitive edge, give Pictomania a try!
http://www.amazon.com/gp/product/B00T3XFN8O

Chess, Go, Checkers
Chess, Go, and Checkers are classic abstract strategy games.  They've been around for hundreds of years and pretty much everyone has played at least Checkers.  I'm not sure I know anyone that doesn't have (or has never had) a Chess and Checkers board.  And Go is such a classic that it's spawned a number of similar games, like Othello/Reversi, Pente, and even Connect Four takes its inspiration from Go.  But there is a whole world of interesting abstract strategy games out there.  There are so many that I'm going to include a special entry just about some of my favorites, but in the mean time, here are a few to give you a break from the classics occasionally.

Rise! looks great, too!
Rise! - abstract strategy, action selection, area control - Rise! was my favorite abstract strategy game for quite a while, until it was supplanted by Bullfrogs.  In Rise! two players try to out maneuver each other and position workers on a growing playing area so that they can build three towers, while at the same time capturing opponent workers and preventing them from building their own towers.  The game is quick to learn and plays fairly quickly (usually, although sometimes you can get into a game that lasts quite a while).  Rise! will appeal to anyone who likes games where two players are really matching wits.  Be sure to check out my full review of Rise! here.
http://www.cardhaus.com/catalog/board_games/rise/246723 (Get it while you can, I'm not sure if it's going to be reprinted or not.)

Bullfrogs - abstract strategy, area control - Bullfrogs is my latest favorite abstract strategy game.  It plays equally well with 2, 3, or 4 players and takes about 10 minutes per player.  In the game each controls a faction of frogs battling over lilypads and a log in the pond.  Each turn a player plays a lilypad card and then places (or moves) a number of frogs as indicated on the cards.  Each player has the same set of ten cards available to them throughout the game, although that is randomized a bit since each player has three to choose from at a time.  Once a lilypad's available spaces are filled up the lilypad sinks and frogs leap off onto adjacent lilypads, occasionally causing chain reactions where multiple lilypads sink in one turn.  Sunk lilypads are worth points to the player who had the most frogs on the pad and after all players have played all of their cards the points are totalled.  The game is simple to learn and teach and great for families, yet has a depth to the strategy that can appeal even to the thinkiest of gamers.
http://www.amazon.com/gp/product/B00SQWTRSU

Tash-Kalar feels like a game that would look
awesome as an app, pc, or console game.
Tash-Kalar: Arena of Legends - abstract strategy, asymmetrical player powers - Tash-Kalar is another game by the same designer as Pictomania and Bunny, Bunny, Moose, Moose above, but this is more like Vlaada Chvátil's other game designs in that it's not a funny party game, but a deeper strategic game.  Tash-Kalar is like a combination of strategy games like Go, Othello, Reversi, or Chess mashed up with combat card games like Magic the Gathering, Epic, or Netrunner.  In Tash-Kalar 2-4 players each represent a magician that is summoning creatures to do battle in a central arena composed of a grid that will look familiar to players of Chess or Checkers.  To summon creatures tokens are added to the grid (kind of like in Go or Othello/Reversi) and when those tokens form specific patterns creatures are summoned to the board.  These creatures rampage across the board, destroying the other players' carefully positioned tokens.  The game is an intense tactical back and forth between players trying to get an edge on their opponents.  As a 2 player game there is a little bit more tactical strategy, but in a 4 player melee the game is a riotous bloodbath where each turn is played in the moment.  Though the rules are pretty easy, this can be a challenging game for some people to grasp initially because the ability to recognize patterns requires a good sense of spatial awareness that comes with practice and players' first games can be a bit long, but it is a very rewarding and fun game once the patterns click.
http://www.amazon.com/dp/B00O4CMRQU

Octi - abstract strategy, area control, resource management - Octi is like super powered Checkers.  Players start with several pieces guarding their starting bases.  Each turn players have a choice of several actions they can take, ranging from moving pieces to adding new pieces to allowing their pieces to move in new directions.  Through careful planning and strategy players can out maneuver their opponent, capture opponent pieces by jumping over them, and take over their opponent's bases.  A 2 player game of Octi can be an intense battle of wits that can match any Chess or Go game strategically, and a variant even allows for 4 player team games.
http://www.amazon.com/dp/B001T8QTJI

Scattergories, Balderdash, Taboo
There are a ton of different kinds of party games.  Usually they don't require a whole lot of strategy though.  Most incorporate social interaction, silly phrases, and creative word use.  And I still enjoy a good game of Scattergories, but these classics aren't where party games stopped.  In the last few years there are some really great party games that incorporate some really interesting mechanics and even add some layers of strategy.

Pssst...  What's your Codename?  Are you Atlantis?
Or the Wall?  ... The Princess?!?  Oh, darn.
Codenames - deduction, teamwork, word association - Yes, here we have another gateway game from designer Vlaada Chvátil, who also designed Tash-Kalar, Pictomania, and Bunny, Bunny, Moose, Moose above.  Codenames, again, goes in a completely different direction than any of his other games though.  In Codenames players split into two teams and then from those two teams one player becomes the spymaster and the others are operatives.  A grid of cards is laid out with a word on each card. The job of the spymaster is to get his operatives to make contact with the other spies in the network, who are only known by their codenames.  So the spymaster will give a one word clue to the operatives and then a number of spies whose codenames fit the clue.  The first team to find all of their spies, without revealing opponent spies or stumbling upon the assassin wins.  Codenames is a fun partyish game that works well for 4 or more players, although there are 2 and 3 player variants as well.
http://www.amazon.com/gp/product/B014Q1XX9S

Dixit - image/word association, humor, voting, storytelling - Dixit is first, and foremost, known for its artwork.  The cards in Dixit feature incredible, surrealistic art by Marie Cardouat, and expansions also include art by Xavier Collette, Pierô, and other fantastic artists.  In dixit each round a different player is the storyteller.  The storyteller will choose one of the six cards from their hand and say a sentence, phrase, or word about the card.  Then everyone will choose one card from their own hands that also matches what the storyteller said.  After all cards have been selected the storyteller shuffles and reveals all the cards.  Then each player votes on which card they think was the storyteller's card.  Players receive points based on having other players guess their card and/or by correctly guessing the storyteller's card.  The game is a visual feast, easy to teach, and casual enough for even the most non-gamer family and friends.
http://www.amazon.com/dp/2914849656

Concept - word/image association, critical thinking - I haven't played Concept, but it is on my to-play list.  Concept is basically Charades, but without the silly acting.  In Concept one player or team draws a card that gives a list of words or phrases in several different difficulty levels.  The player then chooses one of those ideas to express by placing tokens and cubes next to different icons on a game board.  Each icon represents a different idea or 'concept'. Once the player has indicated the various concepts that make up his chosen word or phrase the other players try to figure out and guess what the word or phrase is.  The biggest complaint I've heard about Concept is that the rules are pretty lackluster.  But they're mainly meant to be a guideline for new players.  The rules themselves state that once you have the concept behind Concept, you should come up with your own rules and variations (e.g. instead of teams working together, each player plays independently).  The game says it is for 4-12 players, but there are variants for 3 players and probably 2 if you search, too.
http://www.amazon.com/dp/B00IDB6J0S

Spyfall - social deduction, bluffing, storytelling, role playing - Although I haven't played Spyfall, its a game that I am anxiously awaiting the opportunity to play.  In Spyfall each player is a character in a location, and one player is a spy at that location.  The spy doesn't know where she is, but she can't reveal that she is the spy.  Players all take turns asking each other questions about their location and have to answer the questions as best they can, all without making it too obvious to the spy what the location is, and without appearing to be the spy themselves.  You see, the spy also will be asking and answering the questions, trying to figure out where she is without making it too obvious that she is the spy.  A round ends when either the spy figures out where she is or when the other players become suspicious enough to accuse someone of being the spy.  Points are scored and a new round begins in a new location with a new (maybe, or maybe the same) spy.  This is a great social game for 3-8 players that can play as quickly or as long as you like.  If you've even played games like Mafia or Werewolf, this is a great alternative that doesn't have any player elimination.
http://www.amazon.com/dp/B00Y4TYRT8/

Apples to Apples or Cards Against Humanity
Apples to Apples and Cards Against Humanity are basically the same game, just one is family friendly and the other is about as unfriendly as a game can get.  Depending on your tastes and who you are gaming with, you may prefer one over the other.  But both have a huge following and have spawned numerous lookalike games over the years.  Most of them use the same tried and true format and don't feel very fresh or interesting.  But there are a few exceptions.  So if you're looking for something to play the next time the family wants Apples to Apples, give one of these a shot instead.
Snake Oil - I think a fur mug is just what a bus driver needs to
keep her coffee warm in the winter.

Snake Oil - creative thinking, storytelling, role playing - Also listed in my Family Favorites post, Snake Oil takes the familiar formula of party games like Apples to Apples and makes it a fun, unique gameplay experience.  Each turn one player takes on the role of a customer, as defined by a card they draw. They may be a camper, cheerleader, scientist, toddler, or any of dozens of other roles.  Then each player will select two of the six cards in their hands to create a product that they'll try to sell to the customer.  The wilder the sales pitch the better!  Have you ever tried to sell a cookie lake to a dog?  Or a fur mug to a bus driver?  Snake Oil will give you that opportunity, so give it a try now!  This offer just won't last!
http://www.amazon.com/gp/product/B00AEB1R66

Sheriff of Nottingham - bluffing, role playing, social deduction - In Sheriff of Nottingham, another family favorite, each round someone takes on the role of the infamous sheriff, guarding the gates of Nottingham, and trying to both prevent contraband from entering his city and line his pockets with a
Yes, we found out that in Sheriff of
Nottinghamit is legal to bribe the sheriff 
by writing down the proper spelling of
Supercalifragilisticexpialidocious
little extra cash.  The other players are mere merchants trying to bring their goods (and maybe a little of that contraband) into the city to sell.  Players fill their bags with goods and then pass the bags off to the sheriff for inspection.  But a bribe and some sweet talking may let your bag pass through the gates without inspection.  If you're caught lying there'll be a fine to pay, but if the sheriff searches your bag only to find that you were telling the truth you'll earn a bit of cash for the inconvenience.  This is a great game of role playing, bluffing, deduction, and just a bit of blatant white lies for 3-5 players.
http://www.amazon.com/gp/product/B007EZMABG

Exploding Kittens - press your luck, take that - While I haven't played Exploding Kittens, it does deserve some mention on this list.  The game is very simple, basically Russian Roulette with a bit of a twist, but the game was an incredible success on Kickstarter last year.  Its Kickstarter campaign brought in over $8.7 million and had nearly 220,000 backers.  All this for a $20 card game that featured the artwork of Matthew Inman, aka The Oatmeal.  While the gameplay is very casual and only offers a touch of strategy, this style of game is great for parties and social get togethers.  Plus, while the base game is pretty family friendly, Exploding Kittens has a NSFW deck that is quite a bit more 'adult' themed for those kid-free nights.
http://www.amazon.com/dp/B010TQY7A8/

Magic the Gathering, Pokémon, Yu-Gi-Oh
If your family is anything like mine, you have Pokémon and Magic the Gathering players in it.  But I'll be the first to admit that those games aren't for everyone.  Collectible Card Games require you to spend a lot of time and money collecting cards, constructing decks, and learning the incredible number of intricate card interactions.  And then there are different playing formats, competitions, and events that can seem overwhelming to someone just looking at that style of game for the first time.  Here are a few games that play similar to those collectible card games that are a bit more accessible and don't require a lifetime investment in cards.

Epic - combat, hand management, take that - Epic is probably the closest thing you'll find to Magic the Gathering without having to get involved in the collectible aspect of the game.  For $15 a single box of 128 cards if able to play up to 4 players.  Each box has the same cards, so there's nothing to collect (although I'm sure they'll come out with expansions over the years), no booster packs, and no buying and selling individual cards like there is with MtG.  Also, each box can be played with 2-4 players in a number of different formats that MtG players will find familiar.  Balanced decks can be created randomly, by dividing up the four factions, selective deck construction, or through drafting.  And multiple boxes allow for even more formats for up to 8 players.  The general gameplay is very similar to MtG, except there is no need to build up lands in order to use the cards in your hand.  Each turn players have 1 gold coin to spend to play cards and all the cards cost either 1 or 0 gold coins to use.  The concept is simple, keeps the game balanced, but allows for powerful cards to be played right from the start, making the games epicly fun!
http://www.amazon.com/gp/product/B015QFAVPW

Dominion - deckbuilding, setup variability, card combinations - Dominion is a modern classic, the grandfather of deckbuilder games.  There were a few that came before Dominion, but they used very basic forms of deckbuilding as a part of a larger game rather than the main mechanic.  In a deckbuilding game all players start with the same set of cards in a draw deck.  Each turn they draw a set number of cards and then play those cards, which give them special actions and/or let them purchase new, more powerful cards from a common stockpile.  Then the cards are discarded and a new hand is drawn from the draw pile.  When a player's draw pile is empty the discards, along with the newly added cards, are shuffled to become the new draw pile.  This repeats until a certain end game condition is met and then players compare scores, usually based on victory points they were able to build into their deck during the course of the game.  Dominion is one of the simplest to play deckbuilders out there, but the sheer number of cards allow for an almost infinite number of game combinations, especially when you include the numerous expansions.  Dominion is a great game that makes deckbuilding accessible to just about anyone, but offers enough depth and variety to keep the game interesting even for veteran gamers.
http://www.amazon.com/gp/product/B001JQY6K4
The card art in Star Realms is fantastic!

Star Realms - deck building, combat, symbiotic abilities - Star Realms is another family favorite game by the same creators of Epic.  Star Realms pits two players against each other in a grand space battle.  Four different factions of ships all have different abilities and can trigger additional ally abilities when played with other ships of the same faction.  Bases add to defense capabilities, and battles can be fierce.  The game plays quickly, is very easy to learn, and can be addictively fun.  Check out my full review of Star Realms here.
http://www.amazon.com/gp/product/B00HRGMPIU

DC Comics Deck-Building Game - deckbuilding, asymmetrical abilities - In DC Deck builder the theme is the draw.  Players take on the role of classic DC superheroes, like Superman,
DC Deckbuilder is a ton of fun for anyone
that likes super heroes!
Batman, Wonder Woman, The Flash, and more, battling classic villains like The Joker, Metello, etc..  There are a few thematic hiccups, like why heroes get to ad villains to their selections of abilities, but overall the game is simple, accessible, and fun, especially for fans of super heroes.
http://www.amazon.com/gp/product/1617681709

Valley of the Kings - deck building, set collection, market manipulation, sacrificial scoring - I've played Valley of the Kings: Afterlife, but not the original Valley of the Kings, however they are essentially the same game, just with alternate cards.  Both games can be mixed and matched or combined for hugely epic Egyptian madness.  Valley of the Kings packs a 4 player deck builder into a pretty small package.  The game features really cool Egyptian artifacts on the cards, with some flavor text about each item, so it's somewhat educational, too.  An interesting crumbling pyramid market mechanic and the fact that you need to sacrifice cards with abilities in order to score points give this game some very interesting strategic depth, while keeping the core game simple enough for newcomers to pick up.
http://www.amazon.com/dp/B00J1JLT3S/ (Don't be scared of the price, Afterlife is more reasonable and Valley of the Kings will come down once the reprint is available.)

Well, there you have it.  An extensive collection of games worth playing to introduce people to if they're only familiar with the traditional classics.  There are tons of other great alternatives, too, but these should cover all the main ones.  Maybe someday later I'll tackle this again for other games, like Battleship, Jenga, or Twister!

Happy gaming!

Gateway Game Roundup

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GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games.  Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play).  I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game.  Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing.  Hopefully I'll get more chances to play the game and will be able to give it a full review soon.