Ticket
to Ride.
A simple plan. One very inconvenient train.
Build your routes, connect the cities, and hope nobody takes the track you need. Easy to get into, with plenty of competition hiding underneath.
GOOD GAMES. GREAT COMPANY.
A map to conquer. A plan that falls apart. A friend you probably shouldn't trust. This is my kind of evening.
Pull up a chair
THE GAMES I COME BACK TO
From laying railway tracks to surviving a spaceship, these are the games that have a place at my table.
A simple plan. One very inconvenient train.
Build your routes, connect the cities, and hope nobody takes the track you need. Easy to get into, with plenty of competition hiding underneath.
Getting home is only half the problem.
A damaged ship. Something in the corridors. And crewmates whose plans might not match yours. Tension, suspicion, and a story worth talking about afterwards.
The old-school battle for Arrakis.
The classic Dune board game: rival factions, fragile alliances, and the struggle for control of the desert planet. A favourite for the politics around the table as much as the battles on it.
Two factions. One ridiculous combination.
Mix two factions into a single deck, then compete to take control of bases. The fun is finding out what happens when two very different sets of cards work together.
How much do you trust that smile?
Flowers, skulls, and a table full of confident faces. Bid on how many discs you can reveal without finding a skull. Simple rules leave plenty of room for a very convincing bluff.
A beautiful game. A difficult choice.
Build a road connecting opposite sides of the board. Placing stones is only the beginning: stacks, blocking moves, and shifting control turn a simple goal into a thoughtful contest.
Big ambitions. A galaxy of difficult choices.
Lead a spacefaring civilisation through a tense struggle for power. Card-driven actions and shifting ambitions make timing matter as much as the strength of your fleet.
BEHIND THE TABLE
This is Kilminchy, my little corner for a love of board games. My favourites cover a fair bit of ground: trains, spaceships, desert planets, clever bluffs, and the occasional questionable alliance.
What connects them is the time around the table. A bit of strategy, a bit of chaos, and good company. That's what keeps me coming back.