Erik Twice wrote:
From the top of my head:
Gearworld: The Borderlands bombed fairly hard, there are barely any posts at Boardgamegeek and very little talk about it. It seems many took the game as a "resource-gathering game", perhaps because it was a big influence on Settlers of Catan. This lead to a flurry of bad reviews by people who didn't notice it's a game of conquest.
I was very impressed by March of the Ants. I think it's one of the best 4X games and the one with less "waste". That is, there are no uninteresting nor scripted actions to follow, combat is deterministic (!) and Civ-like (Ant heads are like Metallurgy), the cards shake things up but don't ruin your moves. I think it's a very smart game. I think it got a fair amount of underserved slack. For example, Vasel's review was more indicative of his poor play than the actual game design (That is, if you are losing half of your forces in a big battle, perhaps you should avoid big battles). You should also have no problem finding Colony Goal cards or other ways of gaining VP (Draw+Filtering means we always see the whole deck in a 3P game), nor are they as determinant as it might seem.
On the most obscure side, I think Michael Schacht's Interurban/Gondoliere is very good. It's a game that could be more popular if it had actual components and an actual distribution instead of being initially published by Winsome.

Gearworld: The Borderlands is an excellent example. Its release was a total flop. The muted color choices of the chits that faded into the absolutely beautiful island map were awful. I can't figure out why FFG chose the once trendy steampunk setting instead of using the original barbarian setting of
Eon Borderlands. The rulebook was also absolute crap. And, this acted as the real barrier to its reintroduction and potential to gain new players on its release. You'd never know that this was a very simple game. I had to download the old
Eon Borderlands rule book to figure it out. However, there's now a good how-to-play video that helps (
link ).
Gearworld: The Borderlands is a really neat, area control, supply-chain management, and trading game. It absolutely demands (and expects) that its players are able to quickly calculate simple maths to make decisions for the combat and supply chains. It also thrives on the assumption that everyone in the game will trade, make deals and alliances, and, of course, engage in backstabbing. The two player game sucks and it's best with 3-4 to get the alliances and trading going. Trading is the most efficient and quickest way to get and move the resources where you need them. This is where you need players that like to wheel-and-deal otherwise the game falls flat. Finally, if you use the game's luck based dynamic turn phases, where some of the game's phases might not happen, that disrupts plans so much that you have to have players that are flexible and like chaos. We don't use that and it makes the game better. I'm glad that I own this one. And, it's really cheap to get because it's misunderstood and under appreciated.