It’s Friday! Time for another look at 100 games on the Boardgame Geek top rankings.
Ok, last week’s was Wednesday, and the week before was Thursday.
It hasn’t taken its Metamucil yet.
Just go with it, ok?
It’s going to be weekly, but not specifically weekly.
Geez, everybody is so demanding.
Wait, come back! I like you being demanding!
What was that? Just get started?
Ok, I will do that.
Welcome to this week’s look at a group of 100 of the Top 2000 ranked boardgames on Boardgame Geek.
Thanks for the inspiration from This Game is Broken, a hilarious boardgame podcast that did a segment on games ranked from 1000 to 2000 on Boardgame Geek, I’ve decided to look at these games in 100-game increments.
Of course, you should keep in mind that rankings change and something on this list might actually belong in a different post if you’re reading this in the future.
Or the past, especially if the game hasn’t been designed yet.
And if you are, can I just say “welcome to the future!” and that I’m sorry?
As usual, these are going to be random thoughts on games I’ve played, some I haven’t played but want to, and some I wouldn’t touch with a 50 foot pole (because Dungeons and Dragons has expanded since the days of the 10 foot pole).
Interestingly enough (at least to me), I’ve played 23 of these games, which is only slightly less than last week.
I own 10 of them with two of them having been previously owned.
Let’s start digging into the goodness, because there are actually some good games in this list (and some…not so much).
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One of the big horror movie tropes over the last 50 years (going back to Poltergeist, which was the first horror movie I saw, even if it was only PG-13) is the “oh my god, we’re building on/visiting/desecrating some religious space/burial ground/whatever” reason for why everybody is suddenly getting horrified and killed by ungodly creatures (or ghosts).
Wow, that was convoluted. Sorry about that.
Anyway, having done many other horror movie tropes, Final Girl now gives us an example of that with Slaughter in the Groves, a feature film that includes religious spaces and angry deities who don’t like normal people desecrating those spaces.


I have to say before starting that this has to be the hardest feature film yet that I’ve played in the Final Girl franchise.
But there are ways to mitigate that, which I will get into.
This feature film was designed by Evan Derrick with art by Tumo Mere. It was published by Van Ryder Games in 2021.
The main reason for how brutal this film is (compared to the ones I’ve done before, so take that for what it is) is that the two main mechanisms the location and killer introduce, combined they just make it really, really difficult to succeed.
Then again, I managed to do some damage to the killer, so maybe I just need to get luckier?
Let’s take a look at what we have here.
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I’ve been a big fan of John Scalzi’s books for quite a while now, ever since I gloried through Old Man’s War and its many sequels (I’m not even sure I’ve read them all).
There was also Redshirts, a book that highlighted those crewmembers in some Star Trek-like universe and actually made them people. I adored that one.
And Starter Villain, which I thought I had reviewed but I haven’t, but is probably my favourite Scalzi book.
(I should rectify the lack of review, but I’m not sure I can do a good review since it’s been so long since I’ve read it).
When I got the chance to read When the Moon Hits Your Eye, though, where the conceit is that the moon has suddenly turned into cheese, I had to jump on it.

The book was published in March 2025.
The interesting thing is that, while there is plenty of humour and hilarious situations, this is actually kind of a semi-serious take on how the world (and the people in it) would react if suddenly the moon turned to cheese and everything people thought they knew was turned on its head.
What a weird concept!
And a brilliant one.
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Anybody who has followed this blog for any length of time knows that The Prodigals Club is one of my favourite games.
So this review may be a bit superfluous.
However, I’ve never really talked in detail about the game, so why don’t we rectify that?

The Prodigals Club was published by Czech Games Edition in 2015 (wow, 10 years old now!).
It was designed by Vladimír Suchý with wonderful artwork by Tomáš Kučerovský.
Suchý has gone on to design so many wonderful games, some of which are near (if not in) my Top 50 games that he’s close to my favourite designer (though I guess Shem Phillips and SJ MacDonald from Garphill Games probably steal that category).
This was an extension (not an expansion) of the wonderful Last Will, in which you are trying to blow all of your money, just like in the movie (both of them) Brewster’s Millions.
In fact, you can actually play Last Will as the Possessions module in The Prodigals Club! Though I’ve never tried it.
The Prodigals Club takes that basic premise and expands on it.
Not only are you trying to go broke (though you are), you are also trying to have everybody hate you in the political sphere (getting down votes) as well as your position in society (exemplified by your standing with four friends, two male and two female).
In classic Knizia fashion (or at least some of his games), these three spheres are all scored and your score is the most of the three.
Unlike Knizia, though, you want a low score, so the one you score is the highest.
Trust Suchý to turn even that on its head.
It’s hilarious that you are trying to engender the hate that others want to avoid.

How do you do all of this?
Let’s take a look.
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In a lot of card games where cards just keep getting issued and issued and issued and issued and…

Oh, sorry. Thank you for that.
Anyway, in a lot of card games that keep getting cards added to them, it’s not always that you get a brand new mechanic added as well.
Doomlings – Castle Glass, however, is that bolster pack that does it.

Castle Glass is another 37-card bolster pack (like the Shadow Puppets one) to the whole Doomlings card game franchise.
That’s because, for the first time in this game system, set collection has become a mechanic.
If you read all of my Doomlings reviews, you’ll see my concerns about deck bloat and adding too many cards.
Castle Glass just takes that to the extreme.

I’ll try to be less dense about it than Inigo.
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One of the main rules of Combat Commander is “Anything can happen, so don’t give up.”
Obviously the caveat to that is “unless all hope is lost,” but in Combat Commander, that “lost” level is much higher than in many other games.
My November ladder game is a testament to that old philosophy.
But let me start the right way.
Welcome to another tale from the Combat Commander ladder, the monthly tournament of one of the greatest games out there. The ladder is administered by the stalwart Patrick Pence, he of Patrick’s Tactics & Tutorials fame.
In another rare occurrence, I actually did play this game twice this month, doing a training scenario with my good friend Zilla Blitz on November 1.
The meat of the matter, however, was on Saturday, where I faced off in a scenario that I’ve played before, just over 2 years ago.
I lost that one, but would this be different?
My opponent this month was David S-P, a guy who I’ve played once before, three months into my Ladder career back in 2021.
I lost that one, but would this time be different?
The scenario is from the Stalingrad battle pack and features some feisty Rumanian troops (I kept the old spelling of the scenario) against an oncoming horde of Soviet troops as they were in the middle of routing the Germans after the Battle of Stalingrad.

(Don’t forget that you can click on a picture to blow it up)
The Rumanians (greenish – Me) set up first within 12 hexes of the left map edge, and they are also using the Italian deck of cards.
There are a couple of setup special rules which are handy.
First, the Rumanians can give up the Initiative to use German machine guns instead of Rumanian ones.
They will still break easy (the Italian deck breaks weapons a lot more easily) but they are easier to repair and have a bit more firepower and range.
That was an easy decision for me to make.
Secondly, they get any combination of 7 Wire and Foxhole counters.
I used one Foxhole and then put the 6 Wire as shown, slowing down the northern Soviet force (which I knew would be coming).
The Soviets (brown – David) set up last within 2 hexes of the right edge.
The other special rules are that it’s Winter time, so fields don’t exist and the orchards are -1 hindrance instead of -2 hindrance.
Oh, and I get some reinforcements at Time 4.
Anyway, let’s see what happened!
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