It’s that time again.  Time for me to list the best releases of the year over the course of two entries of [Card.Board.Box.] and to pretend that anyone out there cares what I think.  2014 was a banner year on a lot of fronts, with plenty of reasons to be happy about this hobby that we all share.  Without further rambling on my part, here’s a few of those reasons that I think are really worthy of your notice.

Yes, you read that right.  Battle Sheep.  Simple enough for kids as young as five, but challenging enough for the most discriminating fans of abstract games, Battle Sheep is a veritable wolf in sheep’s clothing.  (*the assembled crowd growns*)
One rule keeps things simple. On your turn pick one stack of your sheep chips and leaving at least one sheep behind, take as many sheep as you like and then move them as far as you can in a straight line, stopping only at the edge of the board or another stack of sheep.  That’s it.  You’ll quickly find yourself running out of room and having to make some hard decisions.  Eventually you’ll have no more legal moves, and when every player is in such a state, the game ends!  The player with the most stacks (of any size) is the winner.  Battle Sheep’s board is modular, providing lots of replay value, and the Sheep “chips” are heavy-weight disks that are very satisfying to move around the table.

Honorable Mention: ORIGINOriginBoard
Easily one of the most beautiful games released this year, Origin deserves a second look.  Easy rules belie a depth of strategy in a game that’s a strange hybrid of abstract and Eurogame, with a teensy tiny bit of civ-builder thrown in.


I really wanted this thing to win the Spiel des Jahres this year (it was one of three games nominated).  I’ve played this game quite a bit now, and I’ve played it with a wide variety of people, and often at very full tables of 8 or 10 players.
It’s actually pretty hard to describe this game without showing you the board.


The short version is this: you and a partner receive a clue which you must then attempt to get the rest of the table to guess.  You do this by placing cubes and plastic markers of varying colors upon a board literally *covered* in icons representing various concepts: everything from simple ideas like colors, body parts, and shapes to concepts like “happy” or “historical” or “work” or even more complex stuff like “time” or “conflict” or “religious”.  Sometimes it’s easy, like with clues such as “bee” but they can get really complicated when you try using these vague concepts to define something like the phrase “vicious circle”.

It’s a pretty straight forward idea for a game, but things really start to sing once you’ve made the logical leap that you are not bound by simply putting one cube per icon.  You can pile them up!  Or actually move them from one icon to another as part of your clue!  Or knock them over!  For example, in one recent game, we had a player put a cube on “movies” and then, placing a cube on the symbol for “head” spun the cube around in place on the board.  The answer of course, was “The Exorcist”.

Published many years ago as “Snorta”, I don’t think there’s a game out there that is quite as capable of making a reasonably intelligent adult feel like such a complete idiot. Every player gets assigned an animal identity, which is shown to the whole table, then hidden.  You might be a frog, I’m a dog, and our third player is a cow.
Quack-A-Doodle-MooNow we’ve all got a stack of cards in front of us depicting animals drawn from the same set.  One player at a time, we flip over one card onto the table, forming our own personal face up stack.  The minute the top card on your stack matches a card on an opponent’s stack, you must make the noise of the player with whom you share the card.  Here’s the trick.  You discover that you and I both have face up cards depicting a cat in front of us… but you have to quickly remember that I am in fact the dog so must bark at me, before I realize what’s up and make a “ribbit” noise back at you.  Not a meow.  Repeat, now a meow.
Your brain will fail you, I promise, and eventually you’ll be making noises that no earthly animal has ever made.
(The successful noise-maker by the way, gives his face up stack to the other player, who must add them to the stack in their hand.  The first player to run out of cards wins.)


From Iello (publisher of King of Tokyo, Titanium Wars and Dwarf King) with art by Naide (the artist behind Seasons and Tokaido).  That alone makes it worthy of notice.

It’s for two to four players and plays in about 30 minutes.  You are a Clan Lord of the Empire of the Moon, appealing to ninjas from various clans to fight for you in your attempt to seize the throne from the aging Emperor.
The game’s main feature is thedeck of 94 Shinobi cards (containing 81 Clan cards of 9 different types, and a handful of special Ronin or Yokai cards) although there is also a small gameboard and two other 10-card decks. The rules are simple, played across three rounds.
In turn each player draws cards, either by taking the card off the top of the deck or volunteering to take some corruption points in a risky effort to draw many more cards.
He may then play 2, 3, or 4 identical cards in front of him to form a clan. Indeed, each card from any given clan is identical. Each clan has two different powers (triggered depending on how many cards you played at once) as well as a simple Strength value. The powers include things like card draw, returning cards to opponent’s hands, or card destruction.  One clan, the Clan of the Bear, has no powers, but a very high strength value.
Ronin cards act as wild cards.  Instead of forming a new clan, the player may reinforce an existing clan by adding 1-3 cards to the stack, with the caveat that no clan may be larger than four cards.  Ronin or the small handful of Yokai cards may used to reinforce clans in this way, and each of the 9 Yokai cards have unique abilities of their own.
Finally, he must discard a card from hand.
When one player gets his fourth clan in play the round ends immediately.  Strength rankings for cards in play (minus Corruption points) determine how many Ninja Pawns you may place on the game board, which in turn give you one-use powers from the Imperial Court deck as well as end game Victory Points based on your Ninja Pawns sent to complete missions or to the Imperial Court.  Perhaps more importantly, sometimes you may decide to peek at one of the face down Boss Cards in play.
Because after three rounds of play, you must face the Final Boss card.  There are only five Final Boss cards in the game, one of which is randomly put face down in the Final Showdown space, and three others are placed as face down decoys around the board (the fifth one is replaced in the box.)  As the game plays out, players may take the opportunity to peek at the various decoys in an effort to get some intelligence on the identity of the Final Boss.  Because after final scoring for Ninja Pawn placement on other parts of the board, the Final Boss is revealed, with may grant, or take! points away from you based on how many ninjas you have committed to that final showdown.
A very simple game to learn with deceptively strong risk-management and hidden knowledge strategies, and stunning art to boot… Shinobi Wat-aah! never really had any serious competition to become my favorite card game of the year.

In case you weren’t aware, Through the Breach is the new role-playing game based in the setting of the wildly successful skirmish miniatures game MALIFAUX.   That setting is a strange amalgam of steampunk, wild west, and horror which I won’t delve too deeply into here.
But what makes Through the Breach my RPG of the year?  Well, there are some remarkably fresh ideas in here, from the ingenious way in which a character changes their Pursuit (the closest thing to “class”) every session, to the way in which those Pursuits influence the Talents that a character gains.

One, the idea that each player character is “Fated” which is to say, has some multipart destiny that is actually written as part of the Tarot card-like spread of character creation.  Each character’s Fate has five parts, and it is intended that every session of a campaign will resolved one part of a character’s Fate.  That also means that a Through the Breach campaign is designed from the beginning to have a fixed end point, an idea that I think is sorely missing from many GM’s RPG arsenals.  So you’ve got four Through the Breach players?  That means your campaign should last slightly more than 20 sessions.  One for each part of each character’s Fate, plus another one or two sessions for an epilogue or wrap-up. I don’t know about you, but when presented with the opportunity to write a session based around resolving stuff like “the last man will speak the lies of your glory” my inner GM weeps with glee.


oneringdarkeningofmirkwoodYes, I know.  I am having a love affair with this game.  But they keep upping the ante and producing some of the best RPG material on the market.  And this one?  The Darkening of Mirkwood campaign?  It’s one of the best RPG campaigns ever written.  Seriously, that’s not hyperbole.  You can check out my full length review by clicking here.


Honorable Mention: KOBOLD GUIDE TO MAGIC
If you’re a RPG gamemaster and you’re not reading the system-neutral series of Kobold Guides, you are seriously missing out.  The Magic volume is probably the best one yet, and the recently released Combat book is also a very solid entry.



Best Shot in the Arm to Role-Playing Game Industry:
DUNGEONS & DRAGONS fifth edition
A co-worker recently seemed incredulous when I told him that the new D&D wasn’t even in the running for Best RPG this year for me.  Well, cause it’s not.  It’s simply not to my particular style, and there’s not much that’s truly innovative here.
But I’ll tell you what, the new edition of D&D is simultaneously the most accessible version of the game in years, and also the version that manages to most harken back to the days of 1st edition AD&D.  People are talking about D&D in a way they haven’t in many years, and piles of lapsed players (and parents!) are rediscovering role-playing games.  And large quantities of new role-playing gamers are something that I’m very happy to see.
Welcome back, Old Friend.


-Paul Alexander Butler is the Store Manager of Games and Stuff.  He thinks the best book you didn’t read this year was Joe Abercrombie’s Half A King.  [Card.Board.Box.] is his semi-regular column that he writes for Gamesandstuffonline.com. Part Two of this article, detailing his favorite board game releases of 2014 should be published in a couple weeks.

Share the joy