Space Gaming Chronicles: Every Game I’ve Played Ranked in Dubious Fashion – Revisited

There is something endlessly magnetic about space. For as long as humans have looked at the night sky, we’ve wondered what lies beyond our reach. Science fiction has built empires out of this yearning, from starships venturing into uncharted quadrants to fragile human crews testing their limits on distant worlds. It is hardly surprising that this fascination has spilled over into gaming. Whether we sit at a table with cardboard and dice or around a screen with controllers in hand, space has a way of becoming the stage for our imaginations.

I’ve long been drawn to space games, even when they frustrate me. The theme alone is often enough to pull me in, and even when the mechanics stumble or the pacing feels uneven, there’s still something about leaving Earth behind that keeps me coming back. Over time, I’ve played dozens upon dozens of them, each scratching a different itch, and yet every time I try to arrange them into a ranked order I find myself questioning the very act of ranking. After all, how does one weigh the joy of fast-paced laughter against the satisfaction of long-term strategy? How do you compare a tiny filler about rolling dice to colonize a planet with an eight-hour epic of galactic diplomacy?

This is where the absurdity of my own list begins. I try, in good faith, to bring some logic to the ranking process. I consider what makes a game shine: its mechanics, its replayability, the sense of immersion it gives me. But then nostalgia crashes through the door, reminding me of afternoons with friends where the memory mattered more than the design. Then practicality whispers in my ear, pointing out that shorter, more accessible titles see the table far more often than sprawling galactic sagas. Meanwhile, theme itself insists on being the loudest voice, because for me, space is not just a backdrop—it’s the reason I choose to play.

And so my ranking becomes a storm of contradictions. A game that technically frustrates me might still sit higher than one I admire for its elegance, simply because it gave me one unforgettable story of survival or betrayal. Another might drop down the ladder despite being critically acclaimed, because it took too long or demanded a level of investment I rarely have the energy for. My ordering is both playful and deeply flawed, which is why I call it “extremely dubious.” But maybe that is the honest way to approach games: not as fixed objects of universal worth, but as shifting experiences filtered through mood, memory, and circumstance.

Take the very bottom of my list. A game like X-Wing, for instance, should in theory soar to the top. It captures the thrill of space dogfighting, the sharp turns and cinematic maneuvers. It gives you iconic ships, dramatic confrontations, and clever tactical decisions. In a different version of my life, I might have fallen head over heels for it, painting squadrons and carrying cases of miniatures to weekly meet-ups. But in this version, I can’t shake the limitations of its player count, the barrier of additional purchases, the sense that the system nudges me toward spending more when I already own far too much cardboard. And so, despite admiring the design, I find it sitting at the very end of the ranking.

Then there are games that disappoint not because they’re poorly made, but because of how I experienced them. Battlestar Galactica is a giant of hidden role intrigue, a game with a devoted following. Yet my introduction to it was messy: stumbling through rules while everyone else tried to learn them at the same time. That memory lingered, and even if the game itself has potential, it remains associated with that long evening of confusion and lack of spark. Sometimes a single play can cast a long shadow.

Other times, a game earns a place not for brilliance, but for charm. Space Planets, a children’s game where you roll dice to claim worlds, hardly competes with sprawling strategy titles. Yet it sits proudly higher than some heavyweight designs because it delivered genuine fun. I remember laughing as planets slipped away from me by a single roll. I remember the joy it brought to the kids I played with. That matters. Gaming is about people as much as systems.

Of course, nostalgia can distort everything. Galaxy Trucker, for example, is half chaotic construction, half inevitable destruction. Ships fall apart, dreams are dashed, laughter fills the room. Objectively, it’s a game of building something beautiful only to watch it crumble, and that might frustrate players who prefer control. But for me, those old memories of frantic tile-flipping and half-formed ships limping through asteroid belts mean it occupies a spot far higher than it might deserve on paper.

Then there are the titans of the hobby. Twilight Imperium, that massive festival of galactic politics, remains one of the ultimate “event games.” It isn’t something you casually bring to the table on a weeknight. It requires preparation, commitment, and a willingness to dedicate an entire day. But when it happens, it creates stories that linger for years. Alliances forged and broken, fleets colliding, the sudden sting of betrayal—it is more than a game, it’s an experience. For that reason, despite its flaws and its demands, it towers near the top of my list.

On the other end of the spectrum lie small, nimble titles that accomplish much with little. Lux Aeterna, a solo game played in ten tense minutes, delivers a rush of decision-making as your ship hurtles toward doom. It cannot compete with Twilight Imperium for scope, but it doesn’t try to. Instead, it proves that space games can thrive in miniature, offering moments of intensity in the time it takes to drink a cup of coffee. These kinds of games fill a different role, one that is just as valuable.

What unites them all, from the sprawling epics to the tiniest fillers, is the way they let us touch the unknown. In each, the idea of space is both literal and metaphorical. Sometimes it is represented through meticulous maps of the solar system, through cubes and tracks simulating the expansion of human reach. Sometimes it is through abstraction—dice as ships, cards as alien civilizations, flicks of a finger as battles across the stars. But always, it is about stretching beyond the familiar, about inhabiting that frontier in ways only games can provide.

And yet, even as I write this, I know my ranking is temporary. The order is already shifting in my head. A game I dismissed might return to the table under better circumstances and rise in my estimation. A favorite might sink as its flaws become harder to ignore. The truth is, these lists are less about authority and more about exploration. They are snapshots of taste, windows into the messy interplay of mechanics, theme, memory, and mood.

What I’ve learned from compiling and revisiting this list is that space games, more than many genres, highlight the impossibility of objective ranking. They vary wildly in scope, style, and ambition. Some lean heavily into narrative immersion, making you feel the claustrophobia of a damaged ship or the grandiosity of galactic conquest. Others are puzzles draped in cosmic wallpaper, their connection to the stars tenuous at best. Still, both kinds have their place, because gaming is not a single path but a constellation of experiences.

Part of the reason space works so well as a theme is its flexibility. It can be deadly serious, evoking the rigor of physics and engineering as you calculate trajectories and manage oxygen. It can be whimsical, sending bees or penguins or cubes across the stars. It can be abstract, reducing the universe to dice and cards, or it can be deeply narrative, pulling players into stories of survival, exploration, and betrayal. No matter what the mechanical chassis looks like, space is a canvas broad enough to hold it.

So why revisit the ranking at all? Perhaps because reflecting on these games is as enjoyable as playing them. Writing about them forces me to examine what I value most: is it immersion, strategy, narrative, or the people around the table? Each game becomes a lens, not just into the hobby, but into how I connect with it. And if the order is dubious, that’s fine. Dubiousness may be the most honest approach of all, because it admits that fun is subjective, memory is slippery, and taste evolves.

As I prepare to move into the higher rungs of the list, I know the contradictions will only deepen. Some of the games I rank highly are there because of single unforgettable sessions. Others because of mechanical admiration. Others because, quite simply, they make me smile. Space, in all its mystery, provides the stage. The games themselves provide the stories. And my ranking, dubious as it is, provides the excuse to celebrate them all.

If the bottom of my ranking is where disappointment and unfulfilled promise lurk, and the top is where brilliance and unforgettable moments shine, then the middle is where the real soul of space gaming lives. These are the games I don’t love without hesitation, but I also don’t dismiss. They are the titles I’ll happily bring out under the right circumstances, even if they never quite achieve perfection. The middle is messy, but in that messiness lies a truth: most games are not masterpieces or disasters. Most live in this twilight zone of “pretty good,” “worth a revisit,” and “depends on who I’m playing with.”

Take Eclipse: Second Dawn for the Galaxy, for instance. On paper, it has everything. You’ve got sprawling maps, civilizations expanding outward, technology trees, fleets clashing in glorious battles. It is often called the “Eurogamer’s 4X,” a way to experience the breadth of galactic conquest with tighter pacing and streamlined rules compared to something like Twilight Imperium. And yet, it lives in my mid-range. Not because it isn’t impressive—it is—but because my experience with it has been uneven. Some sessions hum along beautifully, creating arcs of exploration and climactic battles. Others bog down, becoming spreadsheets in space, where my excitement wanes as I calculate income and upkeep. I admire it deeply, but I don’t crave it. And that lands it right in the middle.

Similarly, Star Wars: Rebellion occupies a peculiar slot. Thematically, it is extraordinary. Few games capture the asymmetry of an empire hunting rebels better than this one. As the Empire, you feel the vastness of your reach but also the frustration of trying to locate a single hidden base. As the Rebels, you live on the knife’s edge, daring the impossible while dodging annihilation. It is cinematic and tense, a two-player duel that tells a complete Star Wars story every time. So why isn’t it near the top? Because it is so narrow. Its brilliance is undeniable, but its scope of play is specific. If I want that kind of duel, nothing compares, but if I want a more flexible experience for a wider group, it rarely leaves the shelf. It’s brilliant in its lane, but that lane is thin.

The messy middle is also filled with games that delight in one respect but falter in another. Terraforming Mars: Ares Expedition is a good example. The streamlined card play makes it more accessible than its older sibling, and it captures much of the same thrill of watching Mars transform turn by turn. But it is also thinner, more abstract, and sometimes repetitive. I love its efficiency, but I miss the sprawling boards and the tactile sense of progress that the original gave me. In some moods, Ares Expedition is exactly what I want—quick, clean, thematic. In others, it feels like a shadow of something greater.

Then there are games that thrive on interaction but stumble in execution. Cosmic Encounter has been around for decades, and for good reason. The sheer variety of alien powers, the unpredictability of alliances and betrayals, the wild swings of fortune—it all creates moments no other game can quite replicate. But Cosmic Encounter is also a game that can fall flat if the group isn’t fully engaged. Play it with the wrong mix of personalities, and the negotiation fizzles, the tension disappears, and what should be glorious chaos becomes a limp shuffle of cards. In the right group, it’s a star. In the wrong one, it’s a dud. That duality keeps it hovering in my mid-range.

Another hallmark of the middle tier is the category of “games I respect more than I enjoy.” High Frontier 4 All is a monumental design, a simulation of space exploration and engineering that dives deep into the science of propulsion systems, orbital transfers, and long-term planning. It is a marvel of design, something only a mind like Phil Eklund’s could conjure. And yet, I rarely feel like playing it. It demands not just time but mental bandwidth. It is work disguised as play, fascinating work but still exhausting. I want it to succeed, I want to admire it, but I cannot pretend it is fun in the same way a breezier title is. For me, that makes it mid-tier, even if others place it as a pinnacle.

Conversely, there are “games I enjoy more than I respect.” Escape from the Aliens in Outer Space falls neatly into this category. It’s a hidden movement game played on paper maps, with players scribbling down their positions as they try to either escape or devour each other. It is light, it is silly, and sometimes it collapses into confusion. But oh, the laughter it brings! Every round feels like a campfire story waiting to happen. Did I technically enjoy it more than I should have, given its wobbly mechanics? Absolutely. That’s what the mid-range is for—those guilty pleasures that entertain even when they’re flawed.

The middle is also where expansions often play their strangest roles. A base game might start higher or lower, but expansions can vault it up or drag it down. Race for the Galaxy, for example, is a game I admire but don’t always love. Its iconography is dense, its learning curve steep, and its base set can feel limited after repeated plays. But add in expansions and suddenly the galaxy opens up in new ways—more paths, more strategies, more cards to explore. The problem is, not every expansion is created equal, and teaching the full set to new players is daunting. So my enjoyment fluctuates depending on which version hits the table. Mid-range feels like the right home for something so inconsistent.

At the same time, nostalgia often elevates games that would otherwise sink. Space Alert, a frantic real-time cooperative game where you defend your ship against incoming threats, remains one of the most memorable experiences I’ve ever had. The soundtrack-driven timer, the frantic shouting of orders, the hilarious aftermath when you see how disastrously your crew failed—it’s unforgettable. But the truth is, I rarely reach for it anymore. It requires a group willing to embrace chaos, to commit to the shouting and the laughter. Without that energy, the game loses much of its shine. It belongs in the middle, sustained by memory but not by regular play.

What’s striking about the middle is how varied it is. Some titles are ambitious epics that don’t quite land. Others are small fillers that overachieve. Some are darlings of the hobby that don’t click with me personally, while others are overlooked curiosities that I happen to adore. It is not a place of mediocrity so much as a place of contradiction. These games are not average; they are volatile, shifting in my estimation based on context.

For example, I’ve played Mission: Red Planet a handful of times, and each time I’ve walked away amused. Its mix of area control, role selection, and steampunk Mars colonization is quirky and engaging. Yet it never crosses into greatness for me. I enjoy it, I’d play it again, but I don’t think about it when it’s not on the table. Compare that to something like Sidereal Confluence, which is far more demanding. Its negotiation-heavy gameplay is overwhelming, messy, and exhausting. But when it works, it feels like nothing else—a sprawling, living economy of deals and compromises. I’ve had sessions of Sidereal that I will remember for years. But I’ve also had ones that felt like homework. Both of them sit in the middle, but for entirely different reasons.

And that’s the joy of revisiting this ranking. The middle reminds me that gaming is not binary. It’s not “great” or “terrible.” It’s a spectrum, with context and company shaping every experience. A game that fails one night might soar the next, given a different group or a different mood. The middle tier is where that flexibility lives.

It’s also where I see my own tastes evolving. Years ago, I might have ranked a heavy simulation higher, eager to immerse myself in complexity. Today, I’m more likely to prize games that hit the table easily, that invite laughter and create stories without hours of explanation. Tomorrow, that balance might shift again. Revisiting my list is not about fixing a hierarchy, but about tracing the path of my own relationship with gaming.

As I move upward into the top tier, I know the contradictions will only intensify. The best games are not flawless; they are simply the ones that resonate most deeply, flaws and all. But the middle tier, with its mix of admirable failures, guilty pleasures, and inconsistent marvels, is perhaps the most honest reflection of space gaming as a whole. It is vast, it is messy, and it is endlessly fascinating—just like the cosmos it seeks to capture.

By the time I arrive at the upper reaches of my ranking, the rules of logic have long since collapsed. Down in the bottom tier, I can point to broken mechanics, disappointing sessions, or mismatched expectations as reasons for their placement. In the messy middle, I can explain the push and pull of admiration versus enjoyment, of group dynamics versus design flaws. But here, in the upper tier, things get fuzzier. The games I’ve placed high on my list are not here because they’re perfect. They’re here because they’ve left an impression, a constellation of moments that outshines whatever flaws they might contain.

And so, this part of the ranking becomes less about analysis and more about memory. These are the games that linger in my mind after the table is cleared, the ones that make me smile when I see their boxes on the shelf. They are the ones that prove a ranking can never be objective. These are my stars.

The Pull of Epic Narratives

At the top of many people’s lists, and near the top of mine, sits Twilight Imperium (Fourth Edition). I’ve already touched on it before, but it bears repeating: this game is not just a game; it’s an event. The idea of dedicating an entire day to one box might sound absurd, but for those willing to take the plunge, the rewards are unmatched. Alliances forged in whispers, betrayals that feel Shakespearean, fleets crashing into each other in climactic battles — these are not simply mechanics, they are stories.

I can still recall one session where I played as the Yssaril Tribes, master manipulators of the galaxy. I spent hours trading favors and knowledge, staying just out of the spotlight while the big empires clashed. Then, at the last possible moment, I slipped into the lead, claiming victory in a way that left the table groaning and laughing at the same time. It wasn’t just about winning. It was about the drama of it all. Few games give me that sense of narrative completion.

But Twilight Imperium is demanding. It requires the right group, the right schedule, and the right mindset. I play it rarely, maybe once every year or two, and yet it sits at the top because those rare plays matter more to me than dozens of sessions of lighter fare. That is the paradox of the upper tier: frequency doesn’t always correlate with impact.

Games That Create Laughter

On the other end of the spectrum from galactic epics is Galaxy Trucker, a game that could only thrive in the upper reaches of a dubious ranking. Objectively, it’s chaos. You frantically build ships in real time, often ending up with something that looks more like a floating disaster than a spacecraft. Then the game gleefully tears your creation apart with asteroids, pirates, and bad luck.

And yet, I love it. Not because I enjoy seeing my ship reduced to space junk (though there’s a certain catharsis in that), but because of the laughter it generates. Every time someone proudly launches a ship with glaring flaws — no engines, no shields, or a crucial connector facing the wrong way — the table erupts. By the end of the journey, whether your ship is intact or barely holding together, the story told is always worth the ride.

Galaxy Trucker is not a game I admire for elegance or balance. It’s a game I treasure because it reminds me that gaming is about joy, about sitting around a table with friends and laughing until your sides hurt. That, to me, earns it a place among the stars.

Elegance in Design

Then there are games that impress me with their sheer elegance. Race for the Galaxy, for instance, is one of the most streamlined yet endlessly replayable games I’ve ever encountered. At first, its iconography is overwhelming, a cryptic code that feels like learning a new language. But once you break through that barrier, it becomes second nature, and the game reveals its brilliance. Every card is multi-use, every choice carries weight, and the variety of strategies keeps me coming back.

It doesn’t have the epic scale of Twilight Imperium or the humor of Galaxy Trucker. Instead, it gives me something else: a sense of mastery. When I play Race, I feel like I’m solving puzzles at the speed of light, trying to chain my engine together before anyone else does. That kind of elegance is rare, and it’s why Race for the Galaxy consistently hovers near the top of my personal galaxy of games.

The Beauty of Atmosphere

Some space games earn their place in the upper tier not because of mechanical innovation, but because of atmosphere. Nemesis is one of those. It’s essentially Alien: The Board Game without the official license. You wake up on a ship, stalked by terrifying creatures, with secret objectives that often pit you against your fellow players.

What makes Nemesis so memorable is the tension it creates. Every sound roll, every door malfunction, every appearance of a creature ratchets up the dread. You might be working with the others, but do you trust them? When someone suggests splitting up, do you follow, or do you suspect betrayal? Even if the game is mechanically clunky in places, the atmosphere it creates is unmatched. I still remember the first time I managed to escape to the hibernation chamber, only to realize too late that someone had sabotaged the engines. I had survived the aliens, but not the treachery.

Atmosphere can be fragile. It requires players willing to lean into the theme, to embrace the cinematic tension. But when it works, it is unforgettable. Nemesis earns its place near the top because it’s not just a game — it’s an experience.

Nostalgia as Gravity

Of course, nostalgia plays its part in these rankings. Cosmic Encounter is a prime example. I’ve already admitted that it can fall flat with the wrong group, but when it sings, it sings louder than almost any other game. The ridiculous alien powers, the shifting alliances, the way a single negotiation can flip the entire game — it feels like pure space opera distilled into a card game.

I played my first game of Cosmic Encounter years ago with a group that embraced the chaos completely. We shouted, we bluffed, we laughed until the night grew late. That memory is burned into me, and it continues to elevate the game beyond its flaws. I know it’s inconsistent. I know it can frustrate. But I can’t help but keep it near the top. Sometimes, nostalgia is the strongest gravity in the universe.

Revisiting the lowest rungs of my ranking was a reminder of disappointment. Exploring the messy middle highlighted the complexity of taste and circumstance. Celebrating the upper tier showed me how memories, laughter, and atmosphere elevate games into something more than cardboard and plastic. But now we’ve reached the true peak — the rarest of rare titles, the desert island games, the ones I could return to again and again without hesitation.

This is the realm where flaws fade into the background, overshadowed by brilliance. These games are not perfect, but they are perfect for me. They define why I keep returning to space as a theme, why I keep seeking out new titles even when my shelves are full. They are the gravitational center of my hobby, and everything else orbits around them.

Terraforming Mars — Building a World, One Card at a Time

If there is one game that captures the dream of space in its most optimistic form, it’s Terraforming Mars. The premise is straightforward: corporations competing to make Mars habitable by raising oxygen levels, warming the planet, and creating oceans. But the experience is anything but simple. Every card feels like a small act of wonder: introducing plant life, releasing greenhouse gases, building cities, or dropping an asteroid onto the surface.

What makes Terraforming Mars sit so high on my list isn’t just the mechanics, though those are endlessly satisfying. It’s the arc. Every game begins with a barren red planet and ends with a world alive with green and blue. Watching that transformation unfold across the board is magical, no matter how many times I’ve seen it.

It’s also a deeply personal game. I’ve played it solo, relishing the quiet puzzle of efficiency. I’ve played it competitively, feeling the sting of a well-timed sabotage. I’ve played it with friends who leaned into the theme, cheering when the first ocean finally appeared. Each experience is different, but each one leaves me feeling like I’ve been part of something grand. Terraforming Mars isn’t just a game. It’s a vision of what humanity might achieve — and a reminder of why space gaming has such enduring power.

Eclipse: Second Dawn for the Galaxy — The Balance of War and Progress

While I placed Eclipse in the middle tier earlier, it’s important to distinguish between admiration and love. The first edition, though groundbreaking, always left me cold. The second edition — streamlined, polished, refined — changed everything. Suddenly, the pacing worked. The systems clicked. The galaxy felt alive in a way the original never quite achieved.

Eclipse succeeds because it balances so many elements: exploration, technology, diplomacy, combat. It’s not as sprawling as Twilight Imperium, but it doesn’t need to be. It condenses the 4X experience into something that fits a long evening rather than an entire day. For someone who loves epic scope but can’t always carve out marathon sessions, that makes it invaluable.

I remember one game in particular where I expanded too quickly, leaving my economy stretched thin. My neighbor saw the weakness and struck, carving away a crucial system. But in the chaos, I stumbled into a wormhole that led me to the far side of the board, where I rebuilt in secret. By the time the final scoring came, I was back in contention. That kind of arc — defeat, recovery, surprise — is why Eclipse belongs at the very top. It tells stories without forcing them, letting the mechanics generate the drama naturally.

The Crew: The Quest for Planet Nine — A Pocket-Sized Epic

It feels strange to place such a small game alongside sprawling epics, but The Crew: The Quest for Planet Nine deserves its spot. Few games have surprised me more than this cooperative trick-taking marvel. On the surface, it looks like a simple deck of cards. But as soon as you dive into the missions, you realize it’s doing something extraordinary.

Every mission is a puzzle, a challenge that forces you to rethink the basic assumptions of trick-taking. You can’t talk openly, but you can give hints in clever ways. Success requires not just individual skill, but a shared intuition that grows over time. The campaign structure gives it momentum, while the brevity of each hand makes it endlessly replayable.

What makes The Crew so remarkable is how it scales. I’ve played it with seasoned gamers who treated it like a precision instrument, and with casual players who laughed through every misstep. In both cases, it worked. It’s proof that you don’t need a box full of miniatures or a stack of rulebooks to capture the spirit of space. Sometimes, all you need is a clever system, a shared challenge, and the willingness to fail and try again.

Star Wars: Rebellion — The Galactic Saga in a Box

Some games aim to simulate, others to abstract, but Star Wars: Rebellion aims to embody. It doesn’t just give you mechanics — it gives you Star Wars itself, condensed into a duel between two players. The Empire searches for the hidden Rebel base, while the Rebels scrape together hope against impossible odds.

What makes Rebellion my desert island pick is its ability to tell complete, cinematic stories every single time. In one game, the Empire might discover the base early, leading to a desperate retreat across the galaxy. In another, the Rebels might sabotage superweapons and incite uprisings, weakening the Imperial machine. Every card, every battle, every mission drips with theme.

Rebellion also taps into my personal history. I grew up on Star Wars. The music, the battles, the struggle between rebellion and tyranny — it shaped my imagination. To play a game that captures that feeling so perfectly is to step back into that wonder. It’s nostalgia, yes, but it’s also craft. Rebellion belongs at the top because it gives me what few other games can: the sense of living inside a story I’ve loved my whole life.

Nemesis — Fear Made Tangible

If Rebellion is my nostalgia pick, Nemesis is my cinematic nightmare. This game is not for everyone. It’s long, it’s sometimes fiddly, and it thrives on tension that can frustrate those who want clarity. But for me, it’s a masterpiece of atmosphere.

I’ll never forget the time I was the last survivor, creeping through the corridors of a ship that was half in ruins. The engines had failed, the self-destruct was armed, and an alien prowled the hallway ahead. My objective was survival — nothing more, nothing less. With my last action, I ducked into a room and sealed the door, only to draw a card that triggered a fire spreading through the ship. I didn’t make it out. But the story I carried from that game was worth more than any victory.

Nemesis is at the top not because it’s balanced or elegant, but because it makes me feel. It turns cardboard into fear, dice into dread, and objectives into moral choices. It’s a reminder that games don’t have to be comfortable. Sometimes, they’re at their best when they push you into discomfort, into suspense, into the unknown.

Final Thoughts: 

When I first set out to revisit my list of space-themed games, I thought it would be a tidy exercise. Count them, rank them, share a few quips, and move on. Instead, it became a journey into memory, taste, and the way games etch themselves into the story of my life. Sixty games is no small number. Sixty different experiences, different mechanics, different evenings around the table — each of them representing hours of my life, moments of frustration or joy, and in some cases, whole friendships.

Looking back across the rankings, what strikes me isn’t so much the order — which is, as I admitted, dubious at best — but the diversity. Space games are not a monolith. They range from ten-minute filler puzzles to sprawling all-day epics. They can be optimistic, cynical, terrifying, hilarious. They can capture the grandeur of interstellar conquest or the intimacy of a crew trying to survive one more round. That variety is what makes the theme so endlessly fascinating.

The Lows: Lessons in Disappointment

At the bottom of the list sit the games that fell short. Some of them weren’t bad games in any objective sense. They just didn’t click for me. Others were bogged down in fiddliness, poor pacing, or mechanics that promised more than they delivered. Titles like X-Wing or Anachrony taught me that even when a theme seems tailor-made for my tastes, execution matters. I wanted to love them, but the spark wasn’t there.

These disappointments are valuable, though. They remind me not to chase hype blindly, not to assume that a box full of plastic or a mountain of complexity will guarantee fun. They also remind me that gaming is deeply personal. The same title that leaves me cold might sit on someone else’s top shelf, and that’s okay. In fact, that difference of opinion is part of what makes the hobby vibrant.

The Middle Ground: Where Taste Gets Messy

The heart of the list — games ranked 40 through 20 or so — is where the contradictions come out. Here sit the titles I can admire but not love, or love but rarely play. Galaxy Trucker with its frantic ship-building chaos. The Expanse with its COIN-for-casuals vibe. Race for the Galaxy and Roll for the Galaxy, both classics in their own right, but ones that never quite became my defaults.

This middle zone is messy because it reflects the tension between taste and circumstance. Some games are brilliant but need the right group. Others are flawed but still summon warm memories of a particular evening. Some have mechanics I adore but lack the emotional pull to rise higher. This section of the list is a reminder that ranking isn’t scientific. It’s not about measuring quality with a ruler. It’s about mapping my own relationship to games at a given moment.

And like all relationships, it changes. A game that feels middling today might soar tomorrow, given a new perspective or the right play. A game I once loved might slide down the ranks as the magic fades. The middle ground is fluid, and that’s what keeps it interesting.

The Highlights: Where Fun Meets Memory

As the list climbs higher, a pattern emerges. The games I rank in the teens and low double-digits are the ones that consistently generate fun. Stationfall with its chaotic, character-driven antics. Pulsar 2849 with its clever dice-drafting engine. Sol: Last Days of a Star with its ticking-clock tension.

These games might not be flawless, but they don’t need to be. What they offer is experience. They generate stories that linger long after the pieces are packed away. They invite laughter, argument, excitement, and sometimes awe.

I think about Twilight Imperium, not a game I can play every weekend but one that becomes an event when it does hit the table. I think about Flipships, where the high-five potential outweighs any mechanical nitpicks. These are the games that don’t just entertain — they create memories. And at the end of the day, that’s what keeps me in the hobby.

The Pinnacle: Desert Island Space Games

Finally, at the very top sit the games that define my space-gaming universe. Quantum, with its elegant dice-as-ships system that never stops feeling fresh. Xia: Legends of a Drift System, chaotic, sprawling, and full of personality. Nemesis, terrifying and cinematic in a way no other game has matched. Terraforming Mars, hopeful and transformative. Star Wars: Rebellion, a galactic saga that never fails to deliver drama.

What unites these top picks isn’t polish or popularity. Some are long out of print. Some are divisive. Some are fiddly or unbalanced. But they all hit me where it matters most: they make me feel something. Hope, tension, nostalgia, fear, wonder. They remind me why I fell in love with games in the first place.

These are the titles I’d keep if I had to cut my collection down to a handful. They are the ones I’d teach to new players, the ones I’d bring to game nights without hesitation, the ones I’d happily replay a dozen times without getting tired. They are not just games. They are companions, old friends, touchstones of my hobby.

After revisiting all sixty titles, the question lingers: why space? Why does this theme, more than fantasy, history, or modern-day settings, pull me back again and again?

I think it’s because space represents both the unknown and the universal. It’s a blank canvas where designers can paint whatever they imagine — interstellar politics, alien encounters, scientific puzzles, survival horror. It’s a place where the stakes feel infinite, where every story feels larger than life.

But space is also deeply human. Every story about colonizing planets, building ships, or surviving in hostile environments is ultimately a story about us. Our ambition. Our fear. Our capacity for cooperation and betrayal. In playing space games, we explore not just the stars, but ourselves.

The Joy of Lists

One last reflection: making lists like this is part of the fun. Sure, the order is arbitrary. Sure, it might change tomorrow. But forcing myself to look back, to remember, to compare, and to articulate why I love or dislike a game — that process makes me a better gamer. It sharpens my sense of taste. It helps me choose what to play next. It gives me stories to share with others who care about the hobby.

And maybe most importantly, it reminds me that this is all supposed to be fun. Games aren’t investments. They aren’t obligations. They’re moments of joy, of tension, of laughter shared with others or savored alone. Ranking them is just another way of celebrating that joy.