Recorded answers
8,049 recorded answers
How to approach it
Treat this as a memory-and-ranking exercise rather than a definitions test. First, list every tabletop design you can genuinely describe, from family staples and abstract classics to card-driven conflicts and economic simulations, because breadth sets your ceiling. Then sort the list by how many people worldwide could name the same title; the crowd-pleasers everyone remembers are the ones other respondents will also submit, so they pay least. Push toward items you know only from a specialist catalogue, a convention programme or a single play: regional editions, tiny print runs, series entries numbered in the dozens. Finally, test each entry against the definition, since a title without real strategic choice will not count, and copy the name exactly as the source spells it.
Get a hint
Nearly every published design qualifies, so the work is one of memory: sweep every shelf, club night and convention you have ever seen and note the titles that made you plan several moves ahead.
A little more
Move past mass-market shelves into specialist catalogues: small-press runs, imported editions, long-running series with dozens of numbered instalments and historical simulations reward the deepest memory.
One step further
The rarest picks live in the deep long tail: entries known only from hobby databases, many carrying a year and a colon in the title, odd punctuation at the front or a sparse abstract rule set.
Reveal answers 8,049
- Age of CivilizationDeep Cut85points
- Age of Comics: The Golden YearsDeep Cut85points
- Age of Conan: The Strategy Board GameDeep Cut85points
- Age of DiscoveryDeep Cut85points
- Age of Empires III: The Age of DiscoveryDeep Cut85points
- Age of ExplorationDeep Cut85points
- Age of GalaxyDeep Cut85points
- Age of GodsDeep Cut85points
- Age of IndustryDeep Cut85points
- Age of InnovationDeep Cut85points
- Age of Mythology: The BoardgameDeep Cut85points
- Age of NapoleonDeep Cut85points
- Age of Rail: South AfricaDeep Cut85points
- Age of ReasonDeep Cut85points
- Age of RenaissanceDeep Cut85points
- Age of Scheme: Routes to RichesDeep Cut85points
- Age of SteamDeep Cut85points
- Age of ThievesDeep Cut85points
- Agent AvenueDeep Cut85points
- AgilityDeep Cut85points
- AgincourtDeep Cut85points
- AgonDeep Cut85points
- AgoraDeep Cut85points
- AgraDeep Cut85points
- Agricola, Master of BritainDeep Cut85points
- Agricola: All Creatures Big and SmallDeep Cut85points
- Agricola: All Creatures Big and Small – Even More Buildings Big and SmallDeep Cut85points
- Agricola: All Creatures Big and Small – More Buildings Big and SmallDeep Cut85points
- Agricola: Artifex DeckDeep Cut85points
- Agricola: Bubulcus DeckDeep Cut85points
- Agricola: Corbarius DeckDeep Cut85points
- Agricola: Family EditionDeep Cut85points
- Agricola: Farmers of the MoorDeep Cut85points
- AgropolisDeep Cut85points
- AgsinnoninkaDeep Cut85points
- Ahead in the CloudsDeep Cut85points
- AhoyDeep Cut85points
- Air & ArmorDeep Cut85points
- Air Assault on CreteDeep Cut85points
- Air BaronDeep Cut85points
- Air CavDeep Cut85points
- Air CobraDeep Cut85points
- Air EmpireDeep Cut85points
- Air ForceDeep Cut85points
- Air SuperiorityDeep Cut85points
- Air WarDeep Cut85points
- Air, Land & SeaDeep Cut85points
- Air, Land, & Sea: Spies, Lies, & SuppliesDeep Cut85points
- AirLand BattleDeep Cut85points
- AirlinesDeep Cut85points
Why these answers count
Almost the entire field scored: of 7,473 recorded answers, 7,459 cleared sixty points, so the puzzle rewarded breadth of memory rather than luck. The single hundred-point entry, Rithmomachia, is a medieval arithmetic game that only a specialist would reach for, and it shows how far a genuinely obscure name can climb. The eighty-five-point band is dominated by hobby-catalogue depth: railway-economics titles such as 1830: Railways & Robber Barons, 1846: The Race for the Midwest and 18Chesapeake, alongside historical simulations like 1776 and 1812: The Invasion of Canada, all scored 85. The sixty-point tier held two hundred and twenty-four answers, recognisable designs that many respondents could name, which is precisely why they paid less. The pattern is blunt: the more players who can produce the same title, the smaller the reward, so the best move is the most specific published design you can honestly defend as a strategy game.