My Top 10 Games — Then and Now

I have a slight obsession with ranking things. To some degree, I think most people do, which is why IMDB has their Top 250 movies list, YouTubers of all kinds make videos with tier lists, and why this site has a ranking system that pits every board game against every other board game. I love knowing where things of the same type stack up against one another, so today I'd like to take a look back at a top 10 list I did of my favorite board games in 2020 and how that list compares to my current top 10 board games (as of March 27, 2026).

For a Quick Look, here are my top 10 games from that original list...

10. Catan
9. D
ixit
8. K
ingdomino
7. Small
World
6. Rook

5.
Pandemic
4. Carc
assonne
3. Ticket
to Ride
2. Terraformi
ng Mars
1. Viticulture E
ssential Edition

…and here is my current top 10:

10. Skymines
9. The
Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game
8. Great Western Trail: Second Edition

7. Brass: Lancashire

6. Wonderland's
War
5. Civolution

4. Luthie
r
3. Pal
adins of the West Kingdom
2. Blackout: Hong Kong

1. Quacks


While there is no overlap here, it should be noted that Ticket to Ride and Terraforming Mars are still in my top 20 (at #14 and #15 respectively). I think there are some obvious evolutions that can be seen here. My preferences still skew toward competitive games (though Sky Team and Just One, both cooperative games, are at #12 and #13, respectively), but there is still some co-op representation (and some trick-taking representation) from the LOTR: FOTR Trick-Taking Game. There are definitely more patterns to recognize in my current top ten compared to the one from 2020 (which, to be fair, I made less than a year into my board game journey).

1) A preference toward certain designers. Three of the games in my current top 10 were designed, or co-designed, by Alexander Pfister. Paladins of the West Kingdom is designed by Shem Phillips and S J Macdonald, whose games are elsewhere present in my top 100 games of all time.

2) A preference for particular mechanisms. There is a really strong sense of engine-building in almost all the games in my top ten. In games like Blackout: Hong Kong and Skymines, it's a matter of hand-improvement; in Wonderland's War and Quacks, there is bag-building at the center of the game. I love seeing a sense of progression throughout a game, where my final turns feel significantly more powerful that my opening turns.

3) A tendency toward heavier games. This is something that, on the whole, is actually starting to wane. I feel like I'm on a downward trajectory on my "board game bell curve," as I've started playing more and more light-to-medium games, particularly on BGA, but some of my absolute favorites are in large, heavy boxes (or at least feature some large, heavy playtimes and/or require some large, heavy brainpower). Designing and publishing Galactic Cruise probably contributed to this, as I do find myself playing games of a weight similar to what I'm currently working on. For instance, as our development focus has shifted to Manoomin and to Excursions (which are both more mid-weight titles), my plays of other mid-weight titles has gone up.

What do we do with this information? Not a darn thing, but it is interesting to see how tastes evolve over time.

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The Winnie the Pooh Principle