Review Scores, Explained

Every review on Shelf Gamer ends with a score. A score forces me to commit—it's a verdict. If you've read a full review and still aren't sure where I landed, the score should settle it.

One thing worth knowing: I mainly review games I buy, and I don't buy games I expect to dislike, which means most of my review scores live in the 3 to 5 stars range. Think of it as curation, not grade inflation. I'd rather spend 2,000+ words on a game worth your attention than warn you off something you were never going to buy anyway.

What the Stars Mean

1.0 to 2.4 stars: Meh. A flawed, uninspired, or forgettable game that sparks zero joy, feels tedious to play, or isn't worth the effort for the experience. I could possibly be convinced to play under the right conditions, but I'd actively suggest other games in its place.

2.5 to 3.4 stars: Decent. A satisfactory game that's enjoyable enough, but doesn't offer anything special to set it apart from others of its kind. I likely wouldn't suggest playing it, but I'd play if asked without hesitating.

3.5 to 4.4 stars: Recommended. An engaging game that's greater than the sum of its parts. I would gladly suggest this over other games of its kind, and I consider it worth buying.

4.5 to 5 stars: Excellent. An impressive, best-in-class game that delivers a uniquely unbeatable experience. The kind of game I consider special and likely won't leave my collection.

How the Stars Are Weighted

Fun (40%): The subjective enjoyment I have when playing a game. Enjoyment can come from lots of things. In a strategy game, it's how engaging and satisfying it is to strategize towards a win. In a party game, it's how laugh-out-loud funny or exciting it is. The more I like it and the more I want to come back to it, the higher this score.

Design (25%): The architecture of a game and how well it was executed. Is it convoluted and hard to understand? Or is it refined and streamlined? Is it unique and fresh? Or is it a rehash of ideas? Does it have an identity of its own? Does it blaze new trails? It's the whole conceptual package and what it tries to do.

Production (10%): The attention and thoughtfulness that went into the game's creation, including its artwork, graphic design, components, rulebook, and player aids. More expensive isn't always better. An overproduced game can be as detrimental as an underproduced one.

Value (25%): The quantity and quality of gameplay you get for how much it costs, assuming you pay full retail price. Replayability, component quality, modular content, and extra game modes all play into this. The lower the retail price, the higher this score—usually.