Every Board Game We Saw or Played at Gen Con 2022
All photos courtesy of the respective publisher
Gen Con, the biggest board game convention in the U.S., was back in full force this year, with over 50,000 unique attendees and more than 500 new games on display. It felt like the first real Gen Con since 2019, and my dance card was full, as I visited or met with almost 40 publishers. Earlier this week I wrote about the best board games I saw at Gen Con this year. I played and learned about a lot of other games that weekend, so here’s a list of what I saw at each publisher’s booth. Here’s a rundown of everything I saw, played, demoed, or even glanced at longingly while racing by to my next meeting at Gen Con 2022.
Pegasus Spiele had Framework, a new tile-laying game from Uwe Rosenberg (Patchwork) where players place tiles on their tableaux to complete tasks, and the first player to get 21 tasks done is the winner; Fyfe, a surprisingly challenging game where you draw tokens from a bag and place them on your 5×5 grid to try to fulfill as many distinct patterns as you can, such as five different colors, tokens numbered 1 through 5 in a row, or a full house of three tokens of one image and two of another; and Carnegie, a crunchy worker-placement and economic game inspired by the life of robber baron and philanthropist Andrew Carnegie. (And it’s car-NEH-gee, not CAR-neh-gee, as my fellow Tartans will tell you.)
Dire Wolf had Clank! Catacombs, a standalone entry in the super-successful Clank! series that introduces a modular board that you build as you explore the dungeon, and also brings in several features from their very popular legacy game (which I own and still want very much to play). They also just released a mobile app and Steam version of Everdell, still a top 20 all-time game for me.
Foxmind capitalized on the success of their GoPop! bubble-popping fidgets with a game built around them called Presto, where every player has a 4×4 GoPop grid and races to match the description on the flipped card—a pattern, or a requirement that you only use your ring finger to pop all 16, or more. I don’t generally like dexterity games, but this is pretty satisfying (also, I won the demo, let’s not pretend that doesn’t bias me just a little bit). They also had Racing Hedgehogs, a retheme and update of a 1998 Reiner Knizia kids’ game called Bucket Brigade. Now you’re moving four hedgehogs along a track by playing cards of their colors, but you only score at game-end based on which colors are still in your hand. It’s for ages 5 and up. And their Sport Dice series has expanded to include soccer as well.

Genius Games had Cellulose, a sequel to their game Cytosis. Players are once again inside a cell, placing workers and competing for the same actions so they can engage in photosynthesis, build carbohydrates, and create the titular cellulose that constitutes a cell’s wall. Power Failure was a personal favorite of mine from the con; I think of it as Power Grid the Card Game, in the sense that it takes the essence of Power Grid and strips out a lot of the complexity for a faster game that is actually more fun if less crunchy. (The games and designers are not connected in any way.) Power Failure asks players to build power plants of four types—coal, natural gas, nuclear, and renewable—and then fire them in groups to fulfill power contracts from cities. The catch is that you have to place a carbon token on the common tower for every plant you build, and to fire coal or gas plants, you have to add 3 or 2 more tokens per plant. If the tower falls, your turn ends immediately and you get nothing. They’ll have a new Ecosystem game, this one set on a coral reef, out in Q4, and their First in Flight Kickstarter was successful and will hit retail next spring.
Perplext had Long Shot: The Dice Game, a much shorter version of the 2009 game Long Shot, still a horse-racing game with economic elements but now as a roll-and-write of sorts. Players bet on eight horses moving around a small track, and can use various bonus actions to move horses further than the dice say, or even move them backwards, and can even buy horses if they have the cash. On each turn, the active player rolls two dice, one to move the horse, and one to say if it moves one to three spaces, but every horse’s card shows which other horses also move one when that horse’s number is rolled—and you can check off more horses on that card with extra actions. Your player sheet has a 4×4 grid that gives you bonuses when you complete a row or column, which seems to be at least a core part of a winning strategy. The first two horses cleared the finish line quickly, but it took just as much time to push that third horse over, making for a long end phase.
Heidelbaer had the sequel to their bluffing and lying game Spicy, this one called Sweet and Spicy, which has the full Spicy game but has additional cards that allow you to make the game a little less fibby and perhaps better for kids. They also have another bluffing game coming called Coyote where you see everyone else’s card but your own and have to bet on what your card is while bluffing other players so they guess incorrectly on their own cards; and Hungry Monkey, an UNO-like game where you also can’t see the cards in front of you and have to use special powers on cards you draw to peek at them and avoid taking the central pot.
Adam’s Apple had two new games, one of which sold out within a few hours on day one: Planet Unknown. It’s a polyomino game where players try to fill in their own boards and cover spaces, then move them up various tracks that, in turn, grant new bonus actions. It plays up to six players, and play time doesn’t vary that much by player because players are always taking simultaneous actions. They also had 4 Humours, a bidding game with four different token types—phlegmatic, choleric, melancholic, and sanguine—each of which works differently in the bidding, which results in a lot of trying to intuit what your opponents might bid so you could underbid them and still walk away with the card. There’s also some area control on a medieval map and objective cards tied to where you place your tokens on the board.
Lucky Duck was new to Gen Con, I believe, and a welcome addition given their history of very high-quality games. They had the two-player version of It’s a Wonderful World, called It’s a Wonderful Kingdom, which has a ton of player interaction—think of it as the Duel version—and a “split and trap” card drafting scheme I’ve only seen before in maybe two or three other games. The Chronicles of Time expansion to the Chronicles of Crime game is now available to buy on the Lucky Duck site after previously only appearing in their big box Kickstarter, but it does require all three expansions to the original Chronicles of Crime. There’s also a kids version of the game called Kids Chronicles: Quest for the Moonstones, for ages 7 and up. It’s still app based but less murdery. The game comes with four scenarios to play and has been out since December. Destinies is an app-driven competitive RPG-in-a-box that plays one to three players, with another Kickstarter scheduled for its expansion.

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