Board Games BuzzVerdict

Obsession

4.0 / 5

2018 · 1-4 Players · 30-90 min · Competitive


Obsession dropped into the board game world in 2018 from designer Dan Hallagan, a one-person operation at Kayenta Games. Set in mid-19th century Victorian England, players take on the role of families trying to restore their fading estates to prominence through renovation, social networking, and courtship. It’s a game that wears its theme like a tailored waistcoat, and that commitment to atmosphere is both its greatest strength and its most polarizing quality.

Community reception has been strongly positive, with Obsession climbing steadily in reputation years after its initial release. Players consistently praise the thematic integration, the quality of components, and the way the game’s systems create an experience that feels unlike anything else on the shelf. The criticisms tend to center on setup complexity, randomness in the market and card draws, and downtime at higher player counts. For those who connect with it, though, this game inspires the kind of loyalty its title suggests.

A Victorian Drawing Room on Your Table

The servant management system is the headline innovation. Workers in Obsession aren’t abstract tokens you place and retrieve. They represent different types of household staff, each with specific roles and availability. Using a room in your estate requires the right combination of servants and guests, and servants need time to recover before they can work again. This creates a resource management puzzle that feels grounded in the game’s world rather than bolted on top of it.

Thematic integration runs deep throughout every system. Hosting an event means selecting a room tile, assigning the right servants, and inviting an appropriate guest from your hand of gentry cards. Each combination produces different benefits, from reputation boosts to new connections. The courtship phases add a competitive layer where players vie for the attention of influential families, and these moments create genuine tension at the table.

Component quality and attention to detail stand out. The game includes extensive player aids, clear iconography, and a visual design that reinforces the period setting at every turn. Hallagan’s decision to serve as designer, artist, and publisher paid off in a product that feels cohesive from the box art to the rulebook. Players repeatedly note that the game’s production values punch well above what you’d expect from an independent publisher.

The solo mode deserves special mention. Obsession was recognized as one of the best solitaire board game experiences in its release year, and solo players continue to champion it. The AI opponent creates a satisfying challenge without requiring excessive upkeep, making this a strong choice for players who frequently game alone.

The Cost of Commitment in Obsession

Setup is the most common frustration. Getting Obsession to the table requires sorting tiles, seeding the builder’s market, drafting player powers, and organizing servants. Even experienced players report that setup remains time-consuming after dozens of plays. The lack of an included storage solution in the base game compounds this, as returning everything to the box means repeating the whole process next time.

Randomness can undermine strategic planning. The builder’s market refreshes on its own schedule, and the tiles available at any given moment are drawn randomly. Players saving up for an expensive improvement might watch the market stagnate for several rounds, or see the tile they wanted swept away by a refresh that also costs them reputation. Card draws for gentry can similarly swing the game, giving one player access to powerful guests while another cycles through less useful options.

At four players, downtime becomes a real issue. Each player’s turn involves selecting a room, assigning servants and guests, and resolving effects. With four people at the table, the gaps between your turns stretch long enough that engagement drops. The game plays best at two or three, where the pace stays brisk and the competition for courtship targets feels personal rather than diffuse.

The theme itself is a barrier for some. Victorian social hierarchy, servant management, and the gendered expectations of the era are central to the game’s identity. Players who don’t connect with that setting, or who find it uncomfortable, won’t find much to grab onto underneath the theme. The mechanisms are solid, but they’re so deeply entwined with the Victorian premise that separating one from the other isn’t really possible.

The Game That Built Its Own Genre

What makes Obsession stand apart from the broader euro landscape is its refusal to compromise on identity. Most games in this weight class offer a theme as window dressing over an efficiency puzzle. Obsession does the opposite, building its mechanisms to serve the experience of managing a Victorian estate. The result is a game that some players bounce off entirely and others never stop playing. That kind of reaction is the hallmark of a design with a strong point of view.

Should You Play Obsession?

Obsession is ideal for players who value theme as much as strategy, who enjoy games that create a sense of place and atmosphere alongside their decision space. It shines at one to three players, particularly for those who appreciate solo gaming or intimate two-player competition. Fans of period dramas and social intrigue will find the setting irresistible, and players who enjoy building engines over many turns will appreciate the way the estate grows over the course of a game.

Skip it if you need your euros lean and quick to set up, if you prefer games where luck plays a minimal role, or if Victorian England as a setting doesn’t appeal. Also skip it if your primary player count is four, where the game loses much of its momentum.

The Verdict on Obsession

Obsession is a game that succeeds on commitment. It commits fully to its Victorian theme, and it asks you to commit to understanding its rhythms before it opens up. The servant management, the estate renovation, and the courtship system all interlock in ways that reward patience and planning. Setup is involved, the builder’s market can stall, and four-player games drag. But at two or three players, with a group that appreciates theme-driven design, this is one of the most distinctive mid-to-heavy euros available. It carved out a space all its own, and nothing else plays quite like it.