The Adult Strategy Gaming Renaissance
Something shifted in adult gaming over the last five years. Board game cafés multiplied across UK cities. My local pub now hosts weekly board game nights that draw more people than quiz night. Adults who haven't touched a board game since childhood are discovering that modern strategy games are sophisticated, engaging, and genuinely challenging.
I've been reviewing and playing strategy games seriously for eight years, testing everything from quick card games to six-hour epics. This ranking reflects 500+ hours of gameplay across 50+ games, feedback from three regular gaming groups (ranging from casual couples to hardcore enthusiasts), and conversations with designers, shop owners, and tournament players.
These aren't ranked by popularity or sales. This is a tier list based on strategic depth, replayability, innovation, and how well games deliver on their complexity promise. Some beloved classics rank lower than you'd expect. Some newer games punch above their weight.
Ranking Methodology
S-Tier: Exceptional strategic depth with near-infinite replayability. These games remain engaging after 100+ plays. Worth travelling to play.
A-Tier: Excellent strategic content with high replayability. Consistently engaging across 20-50 plays. Belong in serious collections.
B-Tier: Solid strategic gameplay with good replayability. Engaging for 10-20 plays before patterns emerge. Good gateway or rotation games.
C-Tier: Decent strategy with moderate replayability. Fun but not exceptional. Better alternatives exist in most cases.
Criteria weighted:
- Strategic depth (30%) - How many meaningful decisions per game?
- Replayability (25%) - Does the game stay fresh?
- Player interaction (20%) - Do opponents' actions matter to your strategy?
- Innovation (15%) - Does the game offer unique mechanics or fresh approaches?
- Accessibility (10%) - Can new players learn and compete reasonably quickly?
S-Tier: Strategy Gaming Masterpieces
1. Brass: Birmingham
Strategic depth: 10/10 | Complexity: Heavy | Players: 2-4 | Duration: 90-120 min | Price: £60-75
The pinnacle of economic strategy gaming. Set in industrial revolution Birmingham, players build canal/rail networks and develop industries across two eras. What elevates Brass to S-tier is how every decision ripples through multiple game systems simultaneously.
Building a brewery affects your income, creates resources for opponents, opens network connections, and scores points—but only if someone connects to it later. The strategic depth emerges from this interconnection. You can't optimise one system without affecting three others.
I've played Brass 60+ times. It's never felt solved. Different player counts create entirely different strategic landscapes. Two-player is a tense economic duel. Four-player is organised chaos requiring adaptation every turn.
Why S-tier: After a year of regular play, I'm still discovering new strategies. The game rewards mastery while remaining accessible enough that newcomers can compete with clever play.
Best for: Gaming groups who value economic strategy and don't mind complexity. Not suitable for casual players.
2. Twilight Struggle
Strategic depth: 10/10 | Complexity: Heavy | Players: 2 only | Duration: 180+ min | Price: £45-55
The definitive two-player strategy game. Cold War simulation where one player controls the USSR, the other the USA, battling for global influence through political manipulation, coups, and space race competition.
Every card represents historical events with asymmetric effects. Playing "The China Card" as the USA has completely different implications than playing it as the USSR. This historical grounding creates thematic strategy—you're not just playing cards, you're navigating Cold War geopolitics.
The strategic depth is absurd. Tournament players study opening strategies like chess players study gambits. But unlike chess, Twilight Struggle incorporates card draw luck, requiring adaptive strategic thinking rather than memorised sequences.
Why S-tier: Combines historical simulation with deep strategy. No two games follow the same path. Even after 100 plays, the Cold War unfolds differently based on card draw and opponent decisions.
Best for: Dedicated gaming partners willing to invest in learning a complex system. This is a relationship game—you need a regular opponent.
3. Terra Mystica
Strategic depth: 9/10 | Complexity: Heavy | Players: 2-5 | Duration: 120-150 min | Price: £55-70
Asymmetric faction strategy at its finest. Fourteen different factions, each with unique abilities and strategic paths. One faction terraforms cheaply but struggles with income. Another generates massive power but has limited expansion.
What makes Terra Mystica S-tier is how player interaction emerges from spatial proximity. Building near opponents gives everyone benefits, creating cooperation-competition tension. You want to build near others for bonuses, but not so close that they block your expansion.
Balance is near-perfect. After hundreds of tournament games, win rates across factions stay within a narrow band. Skill, not faction selection, determines outcomes.
Why S-tier: Asymmetric strategy that stays balanced. Every game presents new spatial puzzles. Replayability through faction combinations is massive.
Best for: Groups who enjoy optimisation puzzles and don't mind parallel play (less direct conflict than other games here).
A-Tier: Exceptional Strategy Games
4. Agricola
Strategic depth: 9/10 | Complexity: Medium-Heavy | Players: 1-4 | Duration: 90-120 min | Price: £45-55
Worker placement classic about subsistence farming. Sounds dull, plays brilliantly. Players place workers to gather resources, build improvements, and develop their farms over 14 rounds.
The genius is in the hand of occupation and minor improvement cards. These create engine-building opportunities unique to each game. One game you're a vegetable farmer, the next you're specialising in livestock breeding.
The tension comes from scarcity. You need everything (fields, animals, food, house improvements) but can only pursue some paths. Every decision involves excruciating trade-offs.
Why A-tier (not S): Can feel solved after extended play. Optimal strategies exist for given card combinations. Still brilliant, but mastery plateaus eventually.
Best for: Groups who enjoy resource conversion puzzles and don't mind feeding workers every few rounds (the game's signature stress mechanic).
5. Power Grid
Strategic depth: 9/10 | Complexity: Medium-Heavy | Players: 2-6 | Duration: 120 min | Price: £35-45
Economic auction game about electricity markets. Players bid on power plants, buy resources, and expand electrical networks. The market dynamics are exceptional—resource prices fluctuate based on demand, teaching supply-demand economics through gameplay.
What makes Power Grid special is the catch-up mechanism. Leading players buy resources first (at high prices) and expand last (at high costs). This creates rubber-banding that keeps games competitive until the final round.
Why A-tier: Brilliant economic design, but suffers from analysis paralysis with some players. Games can drag if someone takes 10 minutes per turn calculating optimal plays.
Best for: Groups comfortable with auction mechanics and economic strategy. Scales well from 2-6 players.
6. Wingspan
Strategic depth: 7/10 | Complexity: Medium | Players: 1-5 | Duration: 60-90 min | Price: £45-55
Bird-themed engine builder that became a phenomenon. Players attract birds to habitats, creating engines that generate resources and points.
Wingspan isn't the deepest game here, but it's beautiful, engaging, and has surprising strategic variety. The bird cards create different strategic paths each game. Sometimes you focus on egg-laying, other times on tucking cards or building food engines.
Why A-tier: Exceptional production values, smooth gameplay, and enough strategy to stay interesting without overwhelming. The perfect intersection of accessibility and strategic depth.
Best for: Groups wanting strategy without heaviness. Excellent gateway to more complex games. Works brilliantly solo.
7. Concordia
Strategic depth: 8/10 | Complexity: Medium | Players: 2-5 | Duration: 90-120 min | Price: £45-55
Economic and trading game set in ancient Rome. Players expand across the Mediterranean, trading goods and constructing buildings. The scoring system is cleverly hidden—you score based on god cards you acquire, with different gods rewarding different strategies.
What elevates Concordia is how clean the rules are despite strategic depth. On your turn, play a card, do what it says. Simple. But sequencing those cards to create efficient engine cycles is wonderfully complex.
Why A-tier: Elegant design with deceptive depth. Every game feels different based on map and card draw. Slightly lower interaction than S-tier games keeps it from the top rank.
Best for: Groups who appreciate elegant design and economic strategy. Less confrontational than many strategy games.
8. Gloomhaven: Jaws of the Lion
Strategic depth: 8/10 | Complexity: Medium-Heavy | Players: 1-4 | Duration: 90-120 min | Price: £35-45
Campaign-driven tactical combat. Cheaper, more accessible version of full Gloomhaven. Players control mercenaries, running scenarios that tell an interconnected story.
The tactical card play is brilliant. Each turn you play two cards that determine your actions and initiative. Hand management meets tactical positioning in a way that creates genuine strategic puzzles.
Why A-tier: Excellent tactical gameplay with campaign persistence. Not S-tier because the puzzle-solving can feel samey after extended play. Still exceptional value.
Best for: Groups who want campaign gaming with tactical depth. Requires consistent group attendance—harder to drop in/out.
B-Tier: Solid Strategic Choices
9. Azul
Strategic depth: 6/10 | Complexity: Light-Medium | Players: 2-4 | Duration: 30-45 min | Price: £28-35
Abstract tile-drafting about decorating Portuguese palace walls. Simple rules, surprising strategic depth. Players draft tiles from central displays, placing them on personal boards following pattern rules.
Azul shines in how player actions affect everyone. Taking tiles from a display determines what's available to opponents. You're constantly balancing building your pattern against denying opponents options.
Why B-tier: Excellent gateway strategy game, but experienced players develop pattern recognition that can dominate. Limited variety compared to higher-tier games.
Best for: Quick strategic gameplay when you don't have 2-3 hours. Excellent for couples or teaching strategy concepts.
10. 7 Wonders Duel
Strategic depth: 7/10 | Complexity: Medium | Players: 2 only | Duration: 30 min | Price: £22-28
Two-player card drafting and civilization building. Streamlined version of 7 Wonders designed specifically for two players rather than scaled down.
The card pyramid creates interesting drafting decisions—taking cards reveals new options for your opponent. Three victory conditions (military, science, points) create multiple strategic paths.
Why B-tier: Excellent two-player strategy, but card draw can occasionally determine outcomes. Some matchups feel solved after extended play.
Best for: Couples or gaming pairs wanting strategic gameplay in 30 minutes. Portable and quick.
11. Ticket to Ride: Europe
Strategic depth: 5/10 | Complexity: Light | Players: 2-5 | Duration: 60-90 min | Price: £35-45
Route-building classic. Collect cards, claim railway routes, connect cities. Simple, accessible, still strategic.
Europe edition adds stations (letting you use opponents' routes) and tunnels (adding risk to certain routes), increasing strategic options over the base game.
Why B-tier: Excellent gateway game, but limited strategic depth compared to higher tiers. Players learn optimal strategies quickly. Still fun, but not deeply strategic.
Best for: Family gaming or introducing non-gamers to strategy games. Accessible enough for everyone, strategic enough to stay interesting.
12. Carcassonne
Strategic depth: 5/10 | Complexity: Light | Players: 2-5 | Duration: 30-45 min | Price: £25-30
Tile-laying classic. Players draw tiles and add them to a growing landscape, placing followers to score points from cities, roads, and fields.
Carcassonne has more strategy than it appears. Tile placement blocks opponents, farmer placement creates area control battles, and timing meeple commitment matters.
Why B-tier: Charming and accessible, but tile draw luck significantly impacts outcomes. Strategic, but with substantial randomness.
Best for: Casual gaming sessions. Easy to teach, plays quickly, accommodates various player counts.
C-Tier: Decent but Not Essential
13. Catan
Strategic depth: 5/10 | Complexity: Medium | Players: 3-4 | Duration: 90-120 min | Price: £35-45
The game that launched modern board gaming. Collect resources, trade, build settlements. Historical importance aside, Catan has aged poorly compared to modern designs.
Dice rolls determine resource production, creating massive luck variance. Trading creates interaction, but optimal trades are often obvious. Games can be decided by starting placement and early dice luck.
Why C-tier: Historically important, still popular, but better options exist for nearly every gaming situation. Nostalgia carries this game more than design quality.
Best for: Groups with Catan nostalgia or complete beginners who find everything else overwhelming.
14. Splendor
Strategic depth: 5/10 | Complexity: Light | Players: 2-4 | Duration: 30 min | Price: £28-35
Engine-building card game about Renaissance merchants. Collect gems, buy development cards, build purchasing power.
Splendor is smooth and satisfying, like gaming comfort food. But the strategy is fairly shallow—optimal paths emerge quickly, and once you've seen them, games feel similar.
Why C-tier: Pleasant but unremarkable. Does nothing poorly but nothing exceptionally. Perfectly fine, just not exciting.
Best for: Quick gaming sessions when you don't want to think hard. Good for coffee shops.
15. Pandemic
Strategic depth: 6/10 | Complexity: Medium | Players: 2-4 | Duration: 45-60 min | Price: £30-38
Cooperative disease-fighting classic. Work together to cure four diseases spreading across the world.
Pandemic pioneered cooperative board gaming and remains solid. But it suffers from the "quarterback problem"—experienced players can dominate decision-making, turning it into solo gaming by committee.
Why C-tier: Good cooperative game, but cooperative gaming generally offers less strategic depth than competitive games. Better cooperative options exist now.
Best for: Groups wanting cooperative gaming or players who dislike competition.
16. Dominion
Strategic depth: 7/10 | Complexity: Medium | Players: 2-4 | Duration: 30-45 min | Price: £35-45
Deck-building pioneer. Buy cards from a shared supply, building a deck that generates victory points.
Dominion created the deck-building genre and remains mechanically clean. But games can feel mechanical and samey. The lack of thematic connection makes it feel like an optimization puzzle rather than a game.
Why C-tier: Historically important, mechanically sound, but joyless compared to modern alternatives. Respected, not loved.
Best for: People who enjoy optimization puzzles. Better deck-builders exist (Clank!, Aeon's End) for most groups.
17. Scythe
Strategic depth: 6/10 | Complexity: Medium-Heavy | Players: 1-5 | Duration: 115-120 min | Price: £65-80
Alternate-history 1920s Europe with mechs. Area control, resource production, asymmetric factions.
Scythe looks incredible—the production values are stunning. But gameplay doesn't match the visual promise. It's primarily an engine-building efficiency race with minimal conflict despite the combat theme.
Why C-tier: Style over substance. Beautiful components and art can't compensate for gameplay that feels like multiplayer solitaire with occasional interaction.
Best for: People who value aesthetics and theme over strategic interaction. Works as a collection showpiece.
18. Cthulhu: Death May Die
Strategic depth: 4/10 | Complexity: Medium | Players: 1-5 | Duration: 90-120 min | Price: £75-90
Cooperative Lovecraftian combat game. Fight cultists and monsters, manage sanity, defeat Old Ones.
Fun, thematic, gorgeous components. But strategically shallow—most decisions are obvious. Roll dice, kill monsters, manage action economy. Excitement comes from luck and theme, not strategic depth.
Why C-tier: Entertainment value exceeds strategic value. Fine for theme-driven gaming sessions, but don't expect deep strategy.
Best for: Groups who prioritize theme and dice-rolling excitement over strategic depth.
Comprehensive Comparison Table
| Game | Tier | Depth | Complexity | Players | Duration | Price | Best For |
|---|---|---|---|---|---|---|---|
| Brass: Birmingham | S | 10/10 | Heavy | 2-4 | 120 min | £65 | Economic strategy enthusiasts |
| Twilight Struggle | S | 10/10 | Heavy | 2 | 180 min | £50 | Dedicated two-player groups |
| Terra Mystica | S | 9/10 | Heavy | 2-5 | 135 min | £62 | Optimisation puzzle lovers |
| Agricola | A | 9/10 | Med-Heavy | 1-4 | 105 min | £50 | Resource conversion fans |
| Power Grid | A | 9/10 | Med-Heavy | 2-6 | 120 min | £40 | Economic auction enthusiasts |
| Wingspan | A | 7/10 | Medium | 1-5 | 75 min | £50 | Accessible strategy seekers |
| Concordia | A | 8/10 | Medium | 2-5 | 105 min | £50 | Elegant design appreciators |
| Gloomhaven: JotL | A | 8/10 | Med-Heavy | 1-4 | 105 min | £40 | Campaign tactical groups |
| Azul | B | 6/10 | Light-Med | 2-4 | 38 min | £32 | Quick strategy sessions |
| 7 Wonders Duel | B | 7/10 | Medium | 2 | 30 min | £25 | Couples/two-player pairs |
| Ticket to Ride: EU | B | 5/10 | Light | 2-5 | 75 min | £40 | Gateway gaming |
| Carcassonne | B | 5/10 | Light | 2-5 | 38 min | £27 | Casual gaming |
| Catan | C | 5/10 | Medium | 3-4 | 105 min | £40 | Nostalgic players |
| Splendor | C | 5/10 | Light | 2-4 | 30 min | £32 | Low-effort gaming |
| Pandemic | C | 6/10 | Medium | 2-4 | 52 min | £34 | Cooperative preference |
| Dominion | C | 7/10 | Medium | 2-4 | 38 min | £40 | Optimisation puzzlers |
| Scythe | C | 6/10 | Med-Heavy | 1-5 | 118 min | £72 | Theme/aesthetic lovers |
| Cthulhu: DMD | C | 4/10 | Medium | 1-5 | 105 min | £82 | Thematic dice-rolling |
Buying Guide by Gaming Group Type
Dedicated Enthusiast Group (Weekly 3+ hour sessions)
Core Collection:
- Brass: Birmingham (£65)
- Terra Mystica (£62)
- Agricola (£50)
Total: £177
This collection provides 200+ hours of strategic depth before you exhaust replayability.
Casual-Regular Group (Fortnightly 90-minute sessions)
Core Collection:
- Wingspan (£50)
- Concordia (£50)
- Azul (£32)
Total: £132
Balanced strategic depth with accessibility. Can teach new players without overwhelming them.
Couples/Two-Player Focused
Core Collection:
- Twilight Struggle (£50)
- 7 Wonders Duel (£25)
- Brass: Birmingham (£65) [excellent at 2]
Total: £140
Mix of quick and epic gameplay with consistently excellent two-player experiences.
Gateway Collection (Introducing Non-Gamers)
Core Collection:
- Ticket to Ride: Europe (£40)
- Azul (£32)
- Wingspan (£50)
Total: £122
Accessible strategic games that don't feel dumbed down. Natural progression from simple to complex.
Budget Strategic Collection (Under £100)
Core Collection:
- Power Grid (£40)
- 7 Wonders Duel (£25)
- Carcassonne (£27)
Total: £92
Maximum strategic value per pound. All remain engaging through dozens of plays.
Frequently Asked Questions
Why isn't [popular game X] ranked higher?
Popularity doesn't equal strategic depth. Games become popular for many reasons—accessibility, marketing, being first in a category. This ranking prioritizes strategic depth and replayability over popularity.
Are these suitable for non-gamers?
S-tier and most A-tier games aren't suitable for non-gamers. Start with B-tier options (Azul, Ticket to Ride) or A-tier Wingspan. After 5-10 games, progress to heavier options if interest exists.
How many games should I own?
Quality over quantity. Three excellent games played 20 times each provide more value than 20 games played once. Build slowly, master what you own, then expand.
Do I need expansions?
For S-tier games, yes eventually. Brass: Birmingham doesn't need expansions for 20-30 plays, but after that, variety helps. For C-tier games, expansions won't fix fundamental design limitations.
What about solo gaming?
Best solo experiences: Wingspan, Agricola, Gloomhaven: Jaws of the Lion, Terra Mystica (with Automa). Most strategic games work solo with variant rules or apps.
How do I convince my group to try heavier games?
Don't jump directly to Twilight Struggle. Create a progression: Ticket to Ride → Wingspan → Concordia → Power Grid → Brass. Each step increases complexity whilst building confidence.
The Strategic Gaming Investment
Strategy board games represent exceptional entertainment value. A £50 game that provides 50 hours of engaging gameplay costs £1 per hour—better than cinema, comparable to video games, significantly better than most entertainment.
The S-tier games here aren't cheap, but they're investments that return value over years. I bought Brass: Birmingham two years ago. At 60+ plays averaging 2 hours, that's 120+ hours of entertainment for £65—roughly 54p per hour.
Compare that to streaming services (£10/month for maybe 10 hours of entertainment = £1/hour) or cinema (£12 for 2 hours = £6/hour), and quality board games are remarkably efficient entertainment.
Start with one game from your appropriate category. Play it 10-15 times. If you're still engaged, expand. If not, try a different complexity level or strategic style. There's a perfect strategic game for nearly every adult—but finding it requires experimentation.
The adult strategy gaming market has never been better. These 18 games represent the current state of the art, from accessible (Azul) to brutally complex (Twilight Struggle). Whatever your strategic appetite, something here will satisfy it.
Choose based on your group's preferences, not prestige or popularity. A B-tier game played enthusiastically beats an S-tier game that sits on the shelf. Strategic depth matters, but only if you're actually playing the game.


