The 10 Best Board Games of 2018

The time has come once again for Paste’s resident board game expert Keith Law to recap his favorite board games of the year. Without further ado…
10. Arkham Horror, Third Edition
I write this as someone familiar with the 2005 second edition but who never played it—I think this version of Arkham Horror is a big upgrade, because it streamlined a lot of rules, borrowing many from Eldritch Horror, so that it’s easier to play and at least no worse to set up. It’s a Lovecraft game, so there will be monsters, and you know you’ll have to protect both your character’s health and sanity. The board is variable, with five two-sided districts each comprising three neighborhoods as well as smaller street cards to connect them. Players work together as investigators, moving around the board to have Encounters, collecting clues, fighting monsters who pop up, and eventually hoping to get enough clues to advance the plot before you collect so many horror tokens that you lose. If an investigator dies or goes insane, you continue to play, discarding everything that investigator had and picking a new one, so it’s a hindrance but not a game-ender. The base game comes with four scenarios, but it’s an obvious candidate for new scenarios, requiring just a few new cards, or even a full expansion with more neighborhoods. I’ve also played this solo, taking on two or three investigators myself, and other than being very busy keeping track of things I thought it played well.
9. Mesozooic
This one slipped a bit under the radar, I think, but Mesozooic is a fun, light strategy game that forces things to move along by the use of a timer for a key part of your turns. The first phase of each round is simple card drafting—each player gets eleven cards from the main deck, chooses two, and passes them to the next player. Eventually you end up with eleven cards, and then you shuffle them and deal them to the table in a 4×3 pattern with the bottom right space left open. In phase two, someone flips the timer, and players have 45 seconds to rearrange the cards by sliding a card into the open space, trying to maximize their eventual point total by completing two-card enclosures, connecting monorails, or ensuring trucks are adjacent to big dinosaur features. When the timer is up, you stop moving cards and score. There’s also an advanced mode that adds additional scoring cards—some that score only if they end up in a corner of your zoo, or specifically on the top or bottom row—and a small expansion with even more options. It’s a small game in a small package with a small price point that makes it a great gateway option, too.
8. Villainous
A fully licensed Disney product, Villainous is an asymmetrical deck management game—like a deckbuilder, but here you start with all your cards—that has players playing as any of six Disney villains, trying to achieve some specific evil goal before anyone else does. (Full disclosure: I am a full-time employee of ESPN, which makes me a Disney Cast Member. I received no special consideration from Disney for reviewing or mentioning this game anywhere.) The base game comes with the Queen of Hearts, Maleficent, Jafar, Captain Hook, Ursula, and, a bit incongruously, King John from Robin Hood. While turns are the same for each player—move your token to one of your four board spaces, undertake any or all of the two to four actions depicted using hand cards, redraw up to four at the end of your turn—your interim and long-term goals will be unique. All villains must contend with Heroes; you can use the Fate action to sic a hero or two on an opponent and try to slow them down. The game is inherently and obviously expandable, and I’d be shocked if we didn’t see this happen soon given the early response to this game—which isn’t just for kids, but might be a nice introduction to deckbuilding concepts without the added decisions of choosing what cards to buy or acquire.
7. Gizmos
Aesthetics do matter in board gaming; they’re no substitute for a good design, but an attractive board or notable component goes a long way, and Gizmos has it, with the central feature on the table a cardboard … well, I’m not saying it’s a gumball dispenser, but it’s a gumball dispenser. It’s just dispensing marbles, which are energy tokens you’ll claim and use to build cards representing science projects for your school’s science fair. Gizmos is at heart a lightweight engine builder that plays very quickly and rewards diligence in playing to the engine you’ve built. You can pick one of the six marbles in the chute of the gumball dispenser, or build a building from the display, or file a building to build it later, or ‘research’ by taking the top three cards of a building deck and then building or filing one of them. Each building enhances one of those actions—perhaps when you build a blue building, you’ll get to pick a marble for free; or, when you pick a yellow marble, you’ll get to pick one at random from the top of the dispenser. You can also get converter buildings that allow you to swap colors or count one marble of a specific color as two instead. The game ends when one player builds their 16th building or their 4th level 3 building, after which you add up all your points. Turns can be very quick to keep everyone engaged, and the satisfaction of building an efficient engine and then hitting those bonuses is a huge appeal. Also, there’s a gumball dispenser.