Geekly News: February 8, 2026; Obsidian Entertainment Cancels Plans for The Outer Worlds 3

Happy Sunday, Geekly Gang! Kyra Kyle here with another week of Geekly News. This week saw plenty of new releases for board games and video games, but before we get into those, let’s get into this week’s headline. Obsidian Entertainment made a sizeable announcement this past week. The Fallout: New Vegas developer announced that they may need to go in a different direction with their games. Obsidian cancelled any plans for The Outer Worlds 3 and an Avowed sequel.

Obsidian Entertainment at a Crossroads

Honestly, I may be more in tune with Obsidian Entertainment because I just finished an Obsidian Entertainment Video Game History, slated for a May 2026 release. Thank you, Obsidian. I may need to alter the final two segments of that piece. But Obsidian Entertainment dropped a bombshell this past week. Obsidian President Urquhart announced that Obsidian Entertainment needs to reduce the development time of their games, which means titles like The Outer Worlds 2 and Avowed will not receive sequels.

Obsidian Entertainment has a penchant for developing brand-new game engines with each of its large titles. Despite The Outer Worlds 2 and Avowed releasing within months of each other, both games have different game engines. This increases the development time for games that will already have massive development times. The Outer Worlds 2 took six years to develop, while Avowed had a development time of seven years. Yikes! Less-than-expected sales for both titles has led Obsidian Entertainment to cancel plans for any future games in these series.

Several factors led to The Outer Worlds 2 and Avowed selling fewer copies than expected. The Outer Worlds 2 suffered backlash with a proposed $80 price tag. Obsidian/Microsoft reverted to a $70 price tag before launch, but the damage was done. Gamers lost faith in the series. And then there’s Avowed. Avowed is more of a straight fantasy open-world RPG, and that is a tough market to crack into with a new title. Yes. Avowed is set in the popular Pillars of Eternity universe, but it functions as a new game in a new series. It also doesn’t help that Obsidian wasted a couple of years trying to turn Avowed into what Urquhart dubbed “Skyrim meets Destiny 2.” Obsidian could never get the multiplayer gameplay (the Destiny 2 portion) to work and turned Avowed into a single-player RPG experience. But that led to Avowed’s seven-year development window.

Video games work a lot like films. Many modern films flop even when they earn well over $500 million at the box office because producing them costs so much. A video game, like Avowed, that has a seven-year development will need to bring in a lot more money than a video game that takes three to four years to develop, like Obsidian’s other 2025 release, Grounded 2, or even Obsidian’s 2022 indie-like Pentiment. Even though Pentiment had a niche market, it didn’t cost Obsidian much to make the game, and smaller games like Pentiment and Grounded 2 may become the developer’s new business model. I don’t think we’ve seen the last of large open-world RPGs from Obsidian, but the developer may reduce the number of those games it releases.

Bitewing Games Launch Gold Country and Totally Human on KickStarter

Bitewing Games delivers one heck of a one-two punch this week with Reiner Knizia’s Gold Country and Kasper Lapp’s Totally Human. Gold Country is a new California Gold Rush strategy game created by Reiner Knizia and gorgeously illustrated by Beth Sobel, the same Beth Sobel who provided Wingspan’s art. While the design is inspired by a cult-classic Knizia game called Spectaculum, it has undergone extensive redevelopment by Reiner Knizia (closely collaborating with Bitewing Games) to become the ultimate stock market manipulation game. It features a completely reworked core game, all-new maps, exciting tactical abilities, and the lush landscapes of California.

Gold Country looks great on the table. I’ve never played Spectaculum, but heard great things. And this is a Reiner Knizia game. Knizia has been on a roll. And then there’s Kasper Lapp’s Totally Human. Lapp had a hit with Magic Maze. In Totally Human, players are given hidden identities (human or alien) and must answer three multiple-choice questions as “human-like” as possible, but aliens don’t understand human culture completely and face restrictions on how they can respond.

Totally Human gives me strong Spy Fall and Ferret Out vibes. Players take on hidden roles and must try and figure out who’s an alien in disguise. When done well, this concept can be a ton of fun. I’ve had more fun with Ferret Out than Spy Fall because players (including the ferret) don’t know who’s the odd one out. Based on Totally Human’s description, I don’t know how exactly the game plays. But I’ll give it a try. You can back Gold Country or Totally Human separately, but backing them both gives gamers a discount. If you’re interested in Totally Human and/or Gold Country, check out their KickStarter page.

Logic & Lore Launches on KickStarter

In Logic & Lore, rivals race to be the first to align their hidden stars, numbered 1-9. Each player has dragons and mice working together to organize the cosmos: they send their dragons out to gather information and the mice stay back to take notes and make conclusions based on the knowledge brought back by their dragons. Players each start with their set of cards face-down and shuffled. The game ends when either one player aligns all of their cards correctly OR a player chooses to reveal all of their cards. If the cards are correct, they win; otherwise, their opponent wins.

I like Logic & Lore’s description of a competitive logic game that stays cozy. And I think Logic & Lore gains its cozy designation based on its theme. What could be cozier than aligning the night sky? I dig the theme and the game’s look. Logic & Lore has a great score on Boardgamegeek. If you’re interested in backing Logic & Lore’s second edition, check out its KickStarter page.

Astra Imperium Launches on GameFound

Covering the monthly Solo Game of the Month has become a tradition for Geekly. This month’s title, Astra Imperium, sounds incredible. Astra Imperium offers the complexity of a Euro game in a ten-minute playtime. That’s perfect for a solo game. Usually, I can’t justify long setups and plays of solo games. I don’t need to worry with Astra Imperium.

As usual, Solo Game of the Month offers great production value. Astra Imperium’s resource management has me intrigued, and as you can tell with the picture above, there’s minimal setup and tear down for what looks to be an engaging solo game. Perfect! If you’re interested in Astra Imperium, check out its GameFound page.

Jump Masters! Launches on GameFound

Publisher Chip Theory is known for their amazing production value. At the time of writing this post, we have few images of Chip Theory’s latest game, Jump Masters!, but the game sounds fun. Jump Masters! combines dice placement (where the dice are unique characters with abilities) with Chinese Checkers. I love this concept.

Taking advantage of their character abilities, players try to dominate the board. Take advantage of positioning and terrain to best your opponent in this light-hearted, cute-throat game. Not gonna lie, I favorited Jump Masters! while researching it. Again, we have few images, other than the ones above. But I trust Chip Theory to produce a fantastic-looking game. If you’re interested in Jump Masters!, check out its GameFound page.

The Void Unveiled: Echoes of Arkham is a story-driven Lovecraftian board game of investigation, madness, and cosmic horror, designed for 1–4 players. Fully cooperative, rich in narrative, and steeped in creeping insanity, it invites you to descend into a world where every choice matters—and madness is never far behind. Step into the role of investigators unraveling a series of eerie mysteries in 1930s Arkham, each told through branching narrative chapters filled with meaningful choices, unique events, and escalating dread. As you read the story, your decisions shape the course of the game, leading to different outcomes and consequences. Each creature you encounter is governed by its own distinct set of rules and behaviors—not a single generic AI system in sight. Every monster feels unique, each one changing how you fight, think, and survive.

The above description comes from The Void Unveiled: Echoes of Arkham’s publisher. It is tough to stand out in the Cthulhu board game space. The phrase “not a single generic AI system in sight” must be a knock against Mansions of Madness. Honestly, The Void Unveiled: Echoes of Arkham reminds me a lot of a streamlined Mansions of Madness. But while Mansions Second Edition features an app that helps build the world, The Void Unveiled: Echoes of Arkham goes old school with an included storybook. From what I’ve seen of The Void Unveiled, it strikes me as a mixture of Mansions of Madness and Sherlock Holmes: Consulting Detective. If that’s the case, I’m interested. Since The Void Unveiled is another GameFound campaign, we have little information during its prerelease. But if you’re interested in The Void Unveiled: Echoes of Arkham, check out its GameFound page.

The Stone of Madness Dicefall Launches on GameFound

The Stone of Madness Dicefall is a cooperative tactical stealth board game for one to five players. Players jointly control five prisoners confined within an isolated monastery ruled by the Inquisition. Each prisoner has distinct abilities, restrictions, and mental conditions. The game is played in structured rounds where players assign actions to the prisoners, move them through the monastery, and interact with rooms, objects, and objectives. Actions are resolved using dice. Dice represent uncertainty under pressure and are tightly linked to the character performing the action and the current situation.

Stealth is the core of the experience. Many actions create noise, which increases tension and causes Inquisition patrols to react and reposition. Patrol movement and behavior respond to player decisions and accumulated alerts, turning the monastery into an active threat rather than a static board. Avoiding detection requires coordination, timing, and restraint.

I love it when a publisher includes a good description for their game (like the one we included above). The Stone of Madness Dicefall is a cooperative stealth board game? Count me in. That’s an amazing premise. There aren’t enough stealth board games, and most of the ones that exist are hidden movement games, where players take opposing sides. I have no idea how The Stone of Madness Dicefall intends to make stealth cooperative. Color me intrigued. If you’re interested in The Stone of Madness Dicefall, check out its GameFound page.

Ancient Empires Launches on GameFound

Ancient Empires is an action-programming, area-control, civilization game of expansion, conquest, and cunning decisions. In just a small box, it packs the feel of an epic empire-building experience. Players take the role of rising civilizations, competing for dominance across a modular map divided into regions rich with resources, settlements, and natural wonders. Through clever programming of action tokens, players expand their armies, establish cities, harvest resources, and challenge rivals for control of key territories. The game is divided into three Ages. During the Stone Age, the players will play as roaming tribes, establishing villages and expanding their reach. In the Bronze Age, the players will choose one of the available Civilizations to play with, gaining unique abilities. Finally, in the Iron Age, the players will be able to construct their Wonders.

We are three for the last three with great publisher descriptions of their games. Seriously, it makes covering games a lot easier. I love the tightness of Ancient Empires’ board. The three ages intrigue me. Transitioning from one age to the next could get intense. I’m unsure if players draft which empires they may choose, or if they gain an empire during the Bronze Age if they achieve certain benchmarks during the Stone Age. Either way could be fun. Ancient Empires looks to pack a lot of game into a small box. Most 4X (Explore, Expand, Exploit, Exterminate) games take up a much larger footprint. And 4X games tend to take copious amounts of time. Ancient Empires suggests it plays in 1-2 hours. That’s lightning fast for a game with three distinct ages. If you’re interested in Ancient Empires, check out its GameFound page.

Dragon Quest VII Reimagined Releases

Dragon Quest VII doesn’t get a remake. It receives a reimagining. This is an important distinction. The original Dragon Quest VII was unruly. It didn’t hold players’ hands and show them where to go next. In short, it was easy to get lost in the original Dragon Quest VII. Dragon Quest VII Reimagined makes the classic JRPG approachable.

The graphics look stunning in Dragon Quest VII Reimagined. And this title may be a great place to start for gamers who never played the original, but fans of the original may be a little disappointed. SquareEnix streamlined the heck out of Dragon Quest VII Reimagined. It truly earns the title Reimagined. Similar to games like Ni No Kuni, you won’t even need to battle overworld enemies if your level far exceeds theirs. That’s amazing. If you’ve played JRPGs, you know how much of a time sink grinding can be. Dragon Quest VII Reimagined fixes that issue.

Despite cutting out islands from the original, Dragon Quest VII Reimagined improved on the game’s formula. I just wished another version of the game was available with the Reimagined version. Players could begin with Reimagined, the most approachable variant of the game, and progress to one of the other versions. But that’s a nitpick. Dragon Quest VII Reimagined is a must-play if you’ve never played the original. Dragon Quest VII Reimagined is available on PlayStation 5, Nintendo Switch, and Nintendo Switch 2.

Nioh 3 Releases on PC and PlayStation 5

While Nioh 2 functions as a prequel to the original game, Nioh 3 takes place after the events of the other two games. A true sequel at last. Yay! Unlike previous installments, gamers will have large spaces to explore. And players will have the option of playing as a samurai or ninja. The samurai playstyle resembles gameplay from previous Nioh installments. It has a focus on parrying. But the ninja playstyle is faster and features evasion and aerial attacks. This should increase Nioh 3’s replay value.

Nioh 3’s graphics look incredible. The game has received stellar reviews. I can’t wait to get my hands on this title. I’ll most likely play the ninja playstyle first and then play a second round as a samurai. How about you?

That’s all the Geek News we have for this week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Spring Meadow

Spring Meadow is the grand finale of Uwe Rosenberg’s puzzle trilogy of games. It follows 2016’ Cottage Garden and 2017’s Indian Summer. The complexity of this game—the most interactive between the players in the trilogy—is set in between those two games. Hey, hey, Geekly Gang! Kyra Kyle here with another tabletop game review. We’ll be placing oddly shaped polyominoes on wintery player boards in today’s game review, Spring Meadow. Uwe Rosenberg’s final game of his puzzle trilogy marks the end of a harsh winter, and the first delicate flowers bloom. Can you have the lushest meadow? We’ll get to Spring Meadow’s review in a bit, but first, let’s talk about the less picturesque elements of the game and discuss Spring Meadow’s credits.

The Fiddly Bits

Designer: Uwe Rosenberg
Publisher: Stronghold Games; Pegasus Spiele; Edition Spielwiese
Date Released: 2018
Number of Players: 1-4
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 15-60 minutes

Game Mechanisms

Grid Coverage
Pattern Building
Tile Placement

Game Setup

We’ll be paraphrasing the Spring Meadow rule book. The setup is succinct and easy enough to follow.

1) Place the double-sided Hiking Map (shared board featuring the offering of polyominoes) that corresponds to the number of players face up in the center of the table.

2) Shuffle all Meadow (polyomino) tiles and randomly place one on each of the 25 spaces of the Hiking Map.

3) Return the remaining Meadow tiles to the box. You will need them later to refill the Hiking Map.

4) Place the Rock tiles, Marmots, Picnics/Hiking Pins, and Compass within reach of the players in a common supply.

5) Place the Signpost next to the player count icon on the Hiking Map.

6) Shuffle the double-sided Mountain boards and give one to each player. Orient the Mountain board with the arrow pointing up.

7) Randomly select a starting player. Each successive player will take a Rock tile, the size of which will depend on the player count and the player order.

Game Flow

On a turn, the active player chooses 1 Meadow tile from the Signpost Path (noted by the Signpost pawn, you’ll either select from a row or column of polyominoes, depending on the Signpost’s orientation during your turn) on the Hiking Map. Place the tile on your Mountain board.

Pay attention to the Holes in the Meadow tiles and the Burrows on your Mountain board. Burrows will challenge your puzzle skills and placing adjacent Holes will allow you to place extra Rock tiles on your Mountain board.

If you wish to cover a Burrow, you must place a Marmot over a Burrow that has already been cleared.

When the Signpost stands next to a Signpost Path (column or row) on the Hiking Map containing zero or one Meadow tile(s), a Scoring phase is triggered.

Starting from the bottom of your Mountain board, count all covered spaces up to and including your first incomplete row to tally your score.

The player with the most points earns a Hiking Pin and must place Marmots over all their cleared Burrows (so they cannot score those Burrows again).

Once scoring is completed, refill the Hiking Map with randomly drawn Meadow tiles afterwards.

The first player to earn their second Hiking Pin wins the game.

Review

It took some time for me to get into Spring Meadow. I appreciated Spring Meadow’s theme. There’s something about the earth waking up from a cold winter. One of my favorite things to do during this time is to stop by the Platte River and hear the ice turn into slush and float on by. Spring Meadow gives me those vibes. And I love polyominoes in general, and Spring Meadow uses them in interesting ways. Kind of like a competitive Tetris, where you want to fill the board with as many blocks as possible. But Spring Meadow has a steep learning curve, and if you play with a new player, that can derail the game.

Sure, at one point, I was that new player. The person who taught me the game had a fun enough time, but he didn’t really find enjoyment in playing Spring Meadow until me and another player from my gaming knew had played a handful of games. He told me as much. And I found the same to be true. Spring Meadow feels unforgiving as the “new player,” but as an “experienced player,” I felt as if I was taking advantage of someone else.

While Spring Meadow’s player (Mountain) boards can be oriented in landscape or portrait, I prefer portrait. There isn’t much difference between the two orientations, but portrait clicks a little better with me. Other players in my gaming group said the opposite, so there’s a chance portrait or landscape orientation could benefit one player over another because of how different brains process information. This doesn’t lower Spring Meadow in my estimation, but I had to mention it.

I’m uncertain if Spring Meadow has a runaway leader problem. Certain plays of Spring Meadow devolve into a runaway leader, especially if you have a veteran player against noobs, but evenly skilled players can keep the game close. Still, I don’t think the Marmots covering cleared Burrows is a big enough penalty or catch-up mechanism. Player boards stay the same in between rounds, so if you’re ahead by fifteen points at the end of one round, all other players need to score fifteen more points than the leader during the second round. Good luck with that.

I could see gamers instituting an extra catch-up mechanism of handing players who are behind by more than five points, a one, two, or three rock tile. But that would be a house rule.

I also prefer Spring Meadow with fewer players. The three and four-player variants have one player selecting on the diagonal (instead of a row or column), but it’s the same player picking on the diagonal each time that happens. While picking the Meadow tile you want from a diagonal line may not add extra strategic value for that one player, it feels bad for the players who don’t get to choose from the diagonal, and choosing a tile from a diagonal line gives the illusion of more choice, because you’re literally picking your tile in a manner no one else can.

Despite any minor gripes I may have, I’ve enjoyed my time with Spring Meadow. It’ll be one of those games you’ll need to play multiple times to grasp the game’s nuanced strategy. Fortunately, games of Spring Meadow don’t take that long. Fifteen minutes per player is short. This is another reason why I like playing Spring Meadow with fewer players. A two-player game takes up to thirty minutes. Nice!

Too Long; Didn’t Read

Spring Meadow may have a runaway leader problem, and veteran players have a decided advantage over noobs. But I love the theme and the game uses polyominoes in intriguing ways. Spring Meadow is one of those games you’ll need to play more than once to grapple with its nuanced strategy. Thankfully, games of Spring Meadow don’t take long: fifteen minutes per player.

Tabletop Game Review: Robin of Locksley

Hey, hey, Geekly Gang! Kyra Kyle here with another board game review. Full disclosure: Today’s game is one of my go-to 2-player board games, Robin of Locksley by Uwe Rosenberg. I’ll try to stay as neutral as possible, but it’ll be difficult. I love this game that functions as a race between two players. You control two pawns, Robin and a Bard. While Robin steals Loot from the rich, that Loot is used to move the Bard on a Race Track. The first player to finish the race wins. We’ll get to the daring do soon, but first, let’s discuss some of the less swashbuckling aspects of Robin of Locksley.

The Fiddly Bits

Designer: Uwe Rosenberg
Publisher: Funforge, Rio Grande Games, Wyrmgold GmbH
Date Released: 2019
Number of Players: 2
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 20-30 minutes

Game Mechanisms

Modular Board
Set Collection

Game Setup

We’ll use Robin of Locksley’s rulebook for this section. I don’t know if words can express how to set up the game. We’ll include the picture the rulebook provides. I always use it when building the board.

* Shuffle all Loot tiles (gold coin side up) and build a 5×5 grid.

* Choose a player to go first. The first player takes one loot tile from any corner of the board. The second player takes the tile from the opposite corner. Each player flips the tile they chose back over to the side showing the gold coin and forms their personal supply.

* The players put their Robins in the now empty corners.

* Place the remaining loot tiles with the gold coin side up in a draw pile.

* Find the corner pieces labelled “The Beginning” (start) and “Long Live the King” (end). Put them together in one of the corners. Place “The Beginning” piece (as shown above) in the inner corner.

* Shuffle the remaining corner pieces, draw three, and put them in the remaining corners.

* The players put their Bards in their color next to the start tile.

* Shuffle the small fame tiles and put three of them between the corners.

* When complete, the game layout should look similar to the picture above.

Game Flow

Moving Robin

* Players alternate turns. The start player begins the game.
* Players move their Robin in the shape of an “L” composed of three tiles (just like the knight’s move in Chess).

* The player takes the tile they landed on into their personal supply.

* At the end of their turn, the player fills the now empty space (the space their Robin left) with a Loot tile from the general supply. Do not fill the square occupied by a Robin.

The Racing Track

Players win the game by moving their Bard along the Racing track (the one surrounding the loot tiles). There are two ways to move with your Bard.

1) Every Fame tile (the ones that compose the Racing Track) shows one task. If the player is able to fulfill the task indicated on the Fame tile, they may move their Bard 1 tile forward on the Race Track. These tasks range from possessing a specific color of Loot or having your Robin in the corner of the 5×5 Loot tile grid.

2) The player may spend 1 Gold coin (and discard it to the open discard pile with the Loot side up) to move their Bard 1 tile forward (clockwise) on the Race Track. The player may continue to move their Bard forward as long as they can meet the requirement or pay the bribe for each tile they encounter.

Loot Collection

A Loot collection is a set of 1 or more Loot tiles of the same color. Loot collections may never be split into smaller collections.

Selling a Loot Collection

Anytime during their turn, players may sell a Loot collection which consists of 3 or more Loot tiles of the same type.

Discard two of the Loot tiles on the open discard pile and collect the remaining ones as Gold coins by turning them over.

Game End and Winning

There are two ways the game can end, and a player can win.

1) The game ends immediately if one player’s Bard “laps” the other player’s Bard on the race track. To “lap” the other player, one player’s Bard must have made a full extra lap around the track thus passing the other player’s Bard a second time. The player whose Bard has passed the other is the winner. If both Bards are on the same spot on the Race Track, the game does not end.

2) The player who first completes two full laps of the Race Track and fulfils the challenge on the goal tile is the winner.

Review

I love the way the Robins move. Robin of Locksley’s new players will have an easier time picking up the move mechanisms, but the way knights in Chess move isn’t straightforward. The Robins have familiarity, and each move functions as a spatial puzzle. One of the Fame tiles (the spaces on the Race Track) requires a player’s Robin to be one move away from their opponent. I don’t know how many times I’ve spent a Coin to skip this requirement, but I get a rush every time I can meet that requirement naturally. Then, it becomes a race, so my opponent can’t finish that Fame tile during their next turn.

The Fame tiles have varied requirements. Robin of Locksley’s modular board ensures no two games will ever be the same. And planning spaces ahead is fun, making each turn meaningful, even if your move this turn won’t help you progress right away. Robin of Locksley also has that volta, a turn where the game shifts, and it’s usually during the mid-point. Players bide their time, collecting Loot, meeting easier requirements, and accruing enough Coins to skip five or six spaces on the Race Track during a single turn. I love this volta (turn). As soon as this happens, the race is on. The other player will pop off a five or six spaces of their own, and Robin of Locksley begins in earnest. Typically, this momentum continues until the game ends.

And games of Robin of Locksley don’t take too long. BoardGameGeek and the rules list games as lasting up to 40 minutes. This hasn’t been my experience. My first game of Robin of Locksley may have taken close to 40 minutes (with the teach), but as soon as you have two players who know what they’re doing, turns take no time at all. Sometimes, I must call time and raise my hand if I want to move those five or six spaces in a turn, because it’s easy to get into a rhythm. The game’s rhythm getting interrupted raises the stakes during the volta. It’s so good.

Looking up a Fame tile’s requirement is one of the few ways a game of Robin of Locksley slows. None of the Fame tiles has any text; they’re all conveyed through icons. The Robin of Locksley rulebook contains a glossary of what each icon means, but it will slow down the game to look up that information during your first lap around the Race Track. Despite this occasional slowdown, I like how both game elements work with each other in Robin of Locksley. It’s a healthy balance of figuring out how best to maximize your Loot with your Robin piece and looking ahead on the Race Track to see what you may need.

Robin of Locksley is my go-to 2-player only game. My spouse and I have played a ton of 2-player games lately, but Robin of Locksley is one of the few competitive 2-player-only games that consistently make our rotation.

Too Long; Didn’t Read

Robin of Locksley has short, punchy turns that lead to a satisfying race to meet Loot (or spatial) requirements. With its modular board, each game is unique, but one thing stays constant: the volta (turn). Each game will have an exciting turn where one player moves multiple spaces, and then the race is on.

Top 5 Tabletop Games from 1999

Hey, hey, Geekly Gang! Kyra Kyle here with another Top 5 Tabletop Game List throughout the years. Today we’re gonna party like it’s 1999. 1999 finishes the decade strong with another major collectible card game release, and Reiner Knizia dominance. Oh! Did Knizia ever own tabletop games in 1999? We’ll get to the games in a bit, but first, let’s review our list’s criteria.

1: Cultural relevance plays as much of a factor as overall quality. A game might make a list that doesn’t hold up to others of its type, but you must admit the game is everywhere.

2: Only one game from a franchise makes the list. This will become more of an issue the closer we get to games with expansions.

3: Longevity plays a role, too. A game doesn’t have to fly off the shelves today, but it had to have some widespread appeal for a decent time.

5: Schotten Totten (1999)

Get ready to hear Reiner Knizia’s name a lot on this list. Schotten Totten is the first Knizia design. In Schotten Totten, players take on the role of Scottish clan leaders. Nine boundary stones lie between you and your opponent. In front of each, you build poker-like formations of three cards on a side. Whoever plays the higher-ranking formation wins the stone. But you may use powers to claim a stone before your opponent has played all three of their cards. Successfully claim five stones, or any three adjacent stones, and you win.

Schotten Totten has received multiple reprints. Its game mechanisms have been reimplemented by many games. There’s even a Schotten Totten 2. Few designers could top Knizia in 1999.

4: Lost Cities (1999)

Lost Cities is another Knizia design. Lost Cities also continues Kosmos’ excellent two-player game series. Kahuna (another game from this series) made our 1998 list. I love Lost Cities’ theme. Players mount archaeological expeditions to different sites represented by the cards’ colored suits. Lost Cities incorporates a push-your-luck mechanism, as you can choose to continue an expedition (with the possibility of busting) or you can return to base with what you have (and play it safe). Many games have copied Lost Cities’ formula. Including Knizia himself.

While Lost Cities wasn’t considered for the Spiel des Jahres (German game of the year), Keltis, which reimplemented Lost Cities’ gameplay, took home the Spiel des Jahres in 2008. To this day, I prefer to play Lost Cities to Keltis. Lost Cities has staying power.

3: Yu-Gi-Oh! Trading Card Game (1999)

Speaking of staying power, Yu-Gi-Oh! has that in spades. While new collectible card games (CCGs) continued to be released in the mid to late Nineties, few grabbed hold of the gaming community or stayed longer than a handful of sets. Heck! Even some of the CCGs that made previous lists in this series struggled to make it to ten sets. Yu-Gi-Oh! doesn’t have that issue.

You could argue that Yu-Gi-Oh! at the three spot is a little low. I’ll give you that. What started as the middle ground between Pokémon the card game and Magic: The Gathering has grown into its own dominant brand. From a cultural relevance standpoint, Yu-Gi-Oh! may take 1999’s number one spot.

2: Tikal (1999)

Tikal earned 1999’s Spiel des Jahres. This Walfgang Kramer and Michael Kiesling co-design is a brilliant game. Tikal claims our second spot on this list, but I can see someone switching 1 and 2. Tikal deserved the Spiel des Jahres; I just think another game has more relevance today. Tikal is the first of Kramer and Kiesling’s Mask Trilogy of games: Tikal (1999), Java (2000), and Mexica (2002). Tikal is a game of exploration within the Central American jungles in search of lost temples and treasure.

Players send their team of explorers into the jungle, unearthing more and more of the terrain. Along the way, you’ll find temples that hold secrets and treasure. Players try to score points for occupying temples and holding treasure. I’ve played the Tikal mobile app, and it’s a good implementation of the game. If you like the idea of exploring the jungle, check out Tikal.

1: Ra (1999)

Three! Reiner Knizia has three games on the Top 5 1999 Tabletop Games List, and his auction game Ra takes our top spot. Ra highlights what makes Knizia games excellent. Take one simple concept (in this case, auctions) and do it better than most designs. Ra is an auction and set-collection game with an Ancient Egyptian theme. Players purchase lots of tiles through bidding. While every player can win three lots during an epoch (round), tension builds because an epoch can end before every player obtains three lots. The various tiles either give immediate points, prevent negative points (for not having certain types at game’s end), or give points after the final round. Ra is easy to learn and quick to play.

While overlooked for 1999’s Spiel des Jahres, Ra has proven it has longevity. Ra received a reprint in 2023. This year (2025), Ra was inducted into the BoardGameGeek Hall of Fame. My only guess as to why Ra wasn’t considered for the Spiel des Jahres (yes, Ra wasn’t even considered) is that the committee grew tired of seeing Knizia’s name. To date, Reiner Knizia is the most prolific board game designer in history. I can’t blame the Spiel des Jahres committee for getting Knizia fatigue. I played a few new-to-me board games this year. I thought, wow, that game was great, who’s the designer? Reiner Knizia. Of course. Keep them coming, Knizia.

Did we get the list mostly correct? Let us know which games you’d add in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Little Devils

Hey, hey, Geekly Gang! Kyra Kyle here with another board game review. Today’s game is Michael Feldkötter’s Little Devils, a quick trick-taking game with a twist. Little Devils has no suits. Instead, players must follow the first card (in a series of 54 numbered cards) that’s played per round. The second card dictates which direction every other player must follow (up or down from the original number). The player who either plays in the wrong direction (up instead of down) or plays the furthest number from the original card wins the trick; you’re trying to win as few tricks as possible. Little Devils takes a simple concept and bakes in some interesting choices.

Before we get any further, we’ll get devilish with Little Devils’ details.

The Fiddly Bits

Designer: Michael Feldkötter
Publisher: Arclight Games, Stronghold Games, White Goblin Games
Date Released: 2012
Number of Players: 3-6
Age Range: 8 and up
Setup Time: Less than a minute
Play Time: About 15 minutes

Game Mechanisms

Card Game
Trick-Taking

Game Setup

Little Devils consists of a 54-card deck. Depending on the number of players, remove a number of cards numbered between 28-54 from the game. The rulebook will state which specific cards need to be removed at each player count. Ultimately, players will be dealt 9 cards each, which should be the entire deck.

After you’ve prepared the deck, deal out all the cards.

Game Flow

For the first round, the player to the left of the dealer begins the trick; for every round after the first, whoever “won” the previous trick, begins the next trick. The first player starts the trick by playing any card from their hand that doesn’t have five little devils beneath the number. Quick note: most cards in Little Devils will have at least one little devil underneath its number. Players cannot lead a trick with a card with five little devils, unless they have no other card in their hand.

The player to the left of the starting player will play a card from their hand. If the second player plays a higher card, all other players must play cards valued higher than the first card if possible. Whoever played the highest card gets the trick, unless a player is unable to play a higher card. This player will get the trick unless more players are unable to play higher cards. If a player (or players) plays a card in the opposite direction of the second player, the player with the furthest valued card from the original card wins the trick.

After all cards have been played, a round ends. Players score the number of little devils from their tricks. As soon as someone scores 200 points, play ends, and whoever has the fewest points wins.

Review

Little Devils has a built-in catch-up mechanism: the player who wins a trick can’t possibly win the next one; they begin the next trick. I love that. It’s simple and offers plenty of strategic choices. I could play a card closer to the low or high end, thinking the players in front of me (on the scoreboard) might get stuck with a trick or two. There are even cards that have no little devils on them. Often, when I know I’m going to get stuck with a trick, I’ll play one of the one devil or no devils cards to net the fewest little devils I can.

While you could card count during Little Devils, it doesn’t matter that much. Little Devils plays quickly. It’s more fun to play a second game. Even when I’ve finished last (triggered the end game), I feel like I did something if I stiffed someone else with a bunch of points during one round. Little Devils is a great filler game. It may get overshadowed by Cat in the Box (we still need to review that game), but it requires less setup, is an easier teach, and I’ve found more gamers catch on to Little Devils a lot faster.

Too Long; Didn’t Read

Quick to pick up and easy to teach, Little Devils is an excellent trick-taking game that offers plenty of strategic choices, a brilliant built-in catch-up mechanism, and fun gotcha moments.

Top 5 Tabletop Games from 1998

Hey, hey, Geekly Gang! Kyra Kyle here with another Top 5 Tabletop Games throughout the years. 1998 saw the continued dominance of collectible card games (CCGs). Fewer CCGs were released this year, but established ones kept board game stores afloat. 1998 had a lot of great board games, but many of them didn’t have the same staying power as previous years in this series. There may be more than one forgotten gem on today’s list. We’ll get to the games in a minute, but first, let’s look at our criteria.

1: Cultural relevance plays as much of a factor as overall quality. A game might make a list that doesn’t hold up to others of its type, but you must admit the game is everywhere.

2: Only one game from a franchise makes the list. This will become more of an issue the closer we get to games with expansions.

3: Longevity plays a role, too. A game doesn’t have to fly off the shelves today, but it had to have some widespread appeal for a decent time.

5: Kahuna (1998)

Kahuna fits the bill of a forgotten gem. This two-player game has players assume the role of ancient sorcerers of the Pacific. You compete for dominance of an archipelago consisting of twelve small islands. Players use cards to place bridges between islands and remove opponent’s bridges. If you get the majority of bridges around an island, place one of your marker stones on it and remove any of your opponent’s bridges to that island. This could, in turn, cause your opponent to lose a bridge majority on an adjacent island.

Kahuna plays in three rounds. A round ends when all cards from the face-down deck and the three face-up cards have been used. Kahuna is a fast-paced area control/majority game. It’s one of the better two-player games from this era, but Kahuna’s status as a two-player only game may have prevented it from seeing wider gameplay. Still, Kahuna was a finalist for the Spiel des Jahres (the German game of the year).

4: Elfenland (1998)

We go from a Spiel des Jahre finalist to 1998’s Spiel des Jahre winner, Elfenland. Elfenland is a redesign of the original White Wind game Elfenroads. The game is set in an elvish world. Players begin in the Elf capital, draw one face down movement tile, and are dealt eight transport cards and a secret “home” city card that they must reach at the end of the fourth round or lose points for each city space away from “home” they are at the end of the game.

Elfenland’s designer, Alan R. Moon (Ticket to Ride), has a knack for route-building games. Elfenland marks the first time Moon has made one of these lists. I may have just spoiled the game, but this won’t be the last time we’ll see Moon on one of these lists. Elfenland shares some similarities with Moon’s more popular Ticket to Ride. Elfenland is another forgotten gem.

3: Guillotine (1998)

Guillotine is yet another forgotten gem, and its theme is one of the most macabre and interesting of 1998. Players take the role of executioners during the French Revolution. In Guillotine, you’re doing your best to manipulate the execution line and score as many points, claiming the lives of nobles, clergy, and former military as you can. Off with their heads!

If you like Gallow’s humor, you’ll love Guillotine. I say this a lot, but this will not be the last Paul Peterson design to make one of these lists. Peterson has a knack for taking traditional card games in strange and exciting directions. Guillotine is bloody fun.

2: Cranium (1998)

Cranium marks the first mass market board game (a game one can find in department stores) to make one of these lists in several years. While it may have faded in popularity, Cranium took elements from various party games and formed what it claims is “the whole-brain” game. Cranium identifies four main party quiz game elements and gave them names: Creative Cat, Data Head, Word Worm, and Star Performer.

Creative Cat involves sculpting and drawing. Data Head is trivia. Word Worm has players unscrambling words, challenging them to spell a word, and guess definitions. And Star Performer includes whistling songs, impersonating a celebrity, or acting out a clue. Cranium managed to assemble as many party quiz game elements into one game as one can. In fact, I still don’t think a party quiz game has managed to include as many elements as Cranium’s into a single game design.

1: Through the Desert (1998)

Reiner Knizia takes another top spot on one of these lists with Through the Desert. Through the Desert is one of those games players remember fondly and hold in high regard. But I rarely see anyone playing Through the Desert, making it yet another forgotten gem on this list. I’d argue Cranium, despite its status as a mass market board game, is another forgotten gem. This entire list is made up of forgotten gems. Getting back to Through the Desert, it takes inspiration from the classic game of Go. Through the Desert also completes Knizia’s tile-laying trilogy of games: Tigris & Euphrates (1997), Samurai (1998), and Through the Desert (1998).

In Through the Desert, players attempt to score the most points by snaking caravan routes through the desert, trying to reach oases and blocking off sections of the desert. Two to five players control a tribe of nomads vying for control of the desert. Strategy is key in building your tribe’s caravans. There are multiple paths to gain points, but Through the Desert manages to keep its cognitive load low, meaning it’s easy to learn but difficult to master. Through the Desert is deserving of its Spiel des Jahres recommended status.

Did we get the list mostly correct? Let us know which games you’d add in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Game Design Brain Dump: November 21, 2025

Happy Friday, Geekly Gang! Kyra Kyle here with another board game design brain dump. I’m taking a break from Rustbucket Riotswhich I covered in last month’s brain dump–and discuss a Blackjack Deck Building game I originally made in 2018. Seven years! Yikes! Guess I got the seven-year itch. This Blackjack Deck Builder has gone through multiple minor rule modifications and name changes. The deck, based on a standard playing card deck, doesn’t have jacks and kings, so it’s had the name No Jack and No Kings.

Play Faster

My oldest daughter had a high school friend, who will remain nameless. We’ll call her C. C loved deck building games, but she wouldn’t draw her hand at the end of each turn (allowing her to plan her next turn), and every time she drew cards into her hand, she’d act like she was reading them for the first time. This frustrated my daughter and her friends. I thought of No Jack or No Kings to fix this issue.

A quick explanation of deck building card games: each player begins with the same (or at least similar) small decks and purchase cards from a supply to add to their decks, making each deck unique.

While many starter cards in a deck building game have limited text, cards one would add to their hands could contain a heap of text. This would cause C’s turns to last three minutes or more, as she read the more complicated cards that she added to her deck. So, I took out most text. Standard playing cards have little to no text. Next, C had the issue of not drawing her hand at the end of her turn. What standard card game doesn’t require a hand? Blackjack.

The above sample card (Page of Coins) is a prototype. The end product will hopefully look a lot better. Lol.

I merged deck building with Blackjack and came up with No Jack or No Kings, and it worked. With the exception of changing the suits, the only cards that look different from a deck of standard playing cards are the face cards. C knew how to play Blackjack. Players would draw cards from the top of their decks, following the standard rules for Blackjack. If you drew over 22 points of cards, you’d bust and lose your turn. If a face card remains in play (without busting) at the end of a turn, the player can move the face card to their tableau and gain its ability. In the case of the page above, every time that player draws a coin suit card, they gain one extra money to purchase other cards. No Jack/No Kings starter decks begin with one face card from one of the four suits. Each suit has a different power.

Trouble with Asymmetry

Most players in deck building games begin with the exact same cards. Choosing to go with asymmetric powers at the onset of this game, however slight, proves difficult to balance. Brushes allow players to cull cards from their discard. Deck building experts see this as overpowered. But Diamonds and Cups have better win percentages. Diamonds allow players to manipulate decks (take cards from a discard and placing them on the bottom). If you’re good at counting cards, you can induce more 21s (or Blackjacks). Cups let players discard a drawn card and draw a new one. This is also strong.

The first page I showed, the Page of Coins, is the weakest of all four. But perception matters. Even though I’ve playtested No Jack/No Kings hundreds of times and found Cups and Diamonds win more often than not, players still “feel” more powerful with Brushes and, to a lesser extent, Coins. Granted, one of my playtest weekends was with someone at a Protospiel. He played No Jack/No Kings throughout the entire weekend (like a few dozen times), hoping to sculpt a deck of only Tens and Aces. This gamer played Brushes in each game and lost every time. Winning didn’t factor into his enjoyment. He wanted to build a near-perfect deck. So, the numbers may be a little skewed.

Does anything need to be changed? Honestly, I don’t know.

How to Win at No Jack/No Kings

I just realized we discussed No Jack/No Kings mechanisms without sharing how to win. There’s a separate deck of Patrons. Every patron can be claimed with a Blackjack (21), but each patron also gives discounts to two suits. If you have a face card from either suit in your tableau and you reach the lower number, you can claim the patron. Every turn, you can either claim a patron or purchase cards from the supply. That’s how the gamer (Protospiel) lost so many times. He would purchase cards if they fit in his “perfect deck” instead of claiming a patron. The first player to claim six patrons wins.

No Theme and Simple Mechanisms

I don’t know why I shelved No Jack/No Kings for almost a decade. My best guess is that I wanted No Jack/No Kings to have more theme or more complexity. I no longer care if No Jack/No Kings has a theme, and any additional mechanisms I added to the game diluted the core gameplay. I was obsessed with everything No Jack/No Kings didn’t have and failed to see what it did have. That same Protospiel (seven years ago, I’m guessing), I only taught the game once. Other gamers taught No Jack/No Kings to the rest of the convention, and the game was played consistently for two and a half days. I need to get out of my own way. Ugh!

I’m finalizing the starter decks and the cost of cards. But there are shockingly few things to balance/tweak after I pin down the starter decks, so I’m left with one question. Which name do you like better, No Jack or No Kings?

Let me know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.