Book Yourself a Fun Game Night with the Great Ex Libris
Artwork courtesy of Renegade Game Studios
Ex Libris is a board game about books, which couldn’t hit my sweet spot any more thoroughly without also including food or baseball in its theme. It’s really more a game of set collection, card management, and a little worker placement, of course, with no actual reading required, just some knowledge of the Roman alphabet and the ability to balance one’s play across a couple of different and sometimes conflicting criteria. (It’s no relation to the acclaimed documentary out now on the New York Public Library of the same name, and you could probably slip in four plays of Ex Libris during the film’s three-hour run time.)
In Ex Libris, players compete to collect and then “shelve” cards of library books (spines only, with funny and/or ridiculous titles) on the table in front of them, with scoring at the end of the game coming in several different categories—and in most of them, you only score for cards you shelved in correct alphabetical order. Once you shelve a card, you will have few if any chances to move it, so there’s some gravity in the decision to shelve something. Your shelves can only have three rows, although they can be as long as you wish. Books come in six types (identified by color and symbol, so the game is accessible), and in each game, each player receives his/her own focus type. There’s one type called “Prominent Works” that scores extra points for everyone, and “banned books” cost you points.
Each player starts with six hand cards, but the cards function both as items to shelve and as the game’s currency to grant you extra moves. Each player begins the game with three meeples, called assistants, and places them on various game spaces to get to perform certain actions, most of which involve drawing cards from the deck, taking them from the board, or shelving cards from the player’s hand (or from those just drawn). Your own player board has three spaces that let you draw one card or shelve one hand card, but not both; it’s a default option and the weakest thing you can do, only useful when you have no other decent option or must shelve a card at game-end to score.
The action spaces available change over the course of the game, as the board itself is variable, comprising 20 cards with one to four spaces for assistants, shuffled at the start of the game (other than card one), with a number of these cards drawn each turn, one per player. The lowest-numbered card on display then moves to a permanent spot on the banner that lists the scoring methods and identifies the priority and banned categories, so the number and variety of actions available will increase as the game progresses. These action cards allow much more flexibility and often more power to players, with abilities to shift cards already shelved, to shelve two at once, to discard several hand cards in exchange for taking cards on the display, and so on. Having a large hand of cards is usually key, because so many actions require you to discard X cards before drawing or shelving X (or fewer) cards.