Shelf Control

Astronauts playing boardgames in space

Introduction

I’ve got more board games than shelf space and a lot of opinions; so I've decided to make it everyone's problem. I’m spilling the tea on what’s hot, what flops, and what deserves a permanent spot on your shelf.


I chose board games as the focus of my site because they’ve been a huge part of my life for over 15 years. After a long day of work, there’s nothing better than gathering around a table with friends or family and getting lost in a game—whether it’s a quick party laugh or a deep strategic showdown. I love how accessible board games can be, and I’m especially drawn to the creativity behind their design. Over the years, I’ve built up quite the collection (okay, it’s a lot), and I gravitate toward complex, competitive strategy games. I love teaching complicated board games to new players and seeing them have fun in ways they didn't know previously.

What's Hot

Root board game

Root: A Game of Woodland Might and Right

Don’t let the cuddly artwork fool you—Root is a brutal, asymmetrical knife fight in a sun-dappled forest. Imagine if Redwall was written by Machiavelli and illustrated by a children’s book artist. That’s Root in a nutshell (which, coincidentally, might be occupied by the Woodland Alliance preparing to overthrow your regime).

At its core, Root is a beautifully designed strategy game where each faction plays completely differently—and by "differently," I mean it’s like four games arguing over whose turn it is. The cats are trying to industrialize the forest, the birds are stuck in a rigid monarchy one programming mistake away from collapse, the Alliance is running guerrilla ops from the underbrush, and the Vagabond is off doing… whatever the raccoon equivalent of morally ambiguous side quests are.

The game is clever, chaotic, and deeply interactive. You’ll bargain, bluff, and occasionally bribe your way through the woods, only to get double-crossed by a possum with a crossbow. Every victory feels earned, every betrayal—personal.

The asymmetry can be a bit much for new players (your first few games will feel like attending four different classes without a syllabus), but once it clicks, it sings—a complex harmony of woodland warfare and strategic posturing.

Verdict: Root is a work of art disguised as a bloodthirsty animal rebellion. It’s sharp, smart, and endlessly replayable. 10 out of 10 woodland squabbles—would absolutely form a fragile alliance and immediately regret it.


Arcs

If Arcs were a sci-fi movie, it would be directed by Stanley Kubrick, written by Douglas Adams, and produced by a very mischievous board game publisher. Designed by Cole Wehrle (Root, Oath), Arcs invites 3-4 players into a collapsing galactic empire, where diplomacy is as fleeting as honor and your best-laid plans are about to be vaporized by a neighbor who "just wants to talk."

Gameplay moves with the elegance of a space waltz—sleek, efficient, and just complex enough to make you feel clever when you succeed and mildly betrayed when you don’t. The action system is fast, with multi-use cards that give you juicy choices and just enough rope to hang yourself from your own ambitions.

The real star here? The campaign mode. Yes, you can play a snappy one-off in under two hours, but if you want Arcs to truly bloom, you’ll dive into the three-act saga. Your decisions echo through future games like ominous transmissions from deep space, and the narrative arcs (hey, it’s in the name!) twist in deliciously unpredictable ways.

Component-wise, Leder Games delivers again. The art is like a retro-futurist fever dream, and the wooden bits feel like they belong in a high-end toy store orbiting Alpha Centauri.

Verdict: Arcs is what happens when a space opera and a strategy game have an ambitious, slightly chaotic baby. It’s quick, sharp, and layered enough to make you say, “just one more game” until your entire weekend vanishes into the void. 9.5 out of 10 orbital maneuvers—would chase galactic glory only to end up ruling over a single, rebellious moon.


PARKS

In a board game landscape full of empires, betrayal, and tactical warfare, PARKS is a refreshing breath of mountain air. It’s the kind of game that gently reminds you to hydrate, take in the scenery, and casually block your friend from visiting Yellowstone.

You and your fellow players are hikers trekking through a trail that changes with the seasons, gathering memories (read: tokens) to visit beautifully illustrated national parks. The game is equal parts resource management and scenic detour, with just enough interaction to feel strategic without ever being mean. Sure, someone might take the campfire you desperately needed, but they’ll do it with a peaceful look in their eyes and a tiny fox meeple.

Mechanically, PARKS is smooth and meditative. The art is absolutely stunning—courtesy of the Fifty-Nine Parks print series—and the components are almost absurdly high quality. Seriously, the sun tokens are shiny. The canteens are satisfying. The whole thing feels like it was designed by a park ranger with a graphic design degree and a love of tactile joy.

Don’t mistake its calm vibe for lack of depth. Timing your moves, managing gear, and planning for seasonal changes all add satisfying layers, making it a great game for both newcomers and seasoned hikers (er, gamers).

Verdict: PARKS is a serene, strategic stroll through America’s most breathtaking landscapes—no mosquito repellent required. 8 out of 10 scenic viewpoints—would hike again, even if I never make it to Yosemite.