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The Myth of the "Gateway Game" β You Don't Need One to Start
If you've ever asked a board gamer for a recommendation, you've heard this advice: "Start with a gateway game." Catan. Ticket to Ride. Carcassonne. The holy trinity of "games you're supposed to play first before you're allowed to play the good stuff."
I'm going to push back on that. Hard.
The gateway game concept isn't just outdated, it's actively holding people back from enjoying this hobby. And I say this as someone who loves Ticket to Ride. The problem isn't the games themselves. It's the idea that there's a mandatory progression path, like board gaming is some kind of RPG where you have to grind through the starter zone before accessing the real content.

Where the Gateway Concept Came From
Back in the early 2000s, the board game hobby was tiny compared to what it is now. The gap between Monopoly and something like Puerto Rico was enormous. There were very few games that bridged that complexity gap. Catan did it brilliantly, and the term "gateway game" was born.
But here's the thing: it's not 2005 anymore. The industry has exploded. There are now thousands of games at every complexity level, with every theme imaginable, designed for every type of player. The bridge that gateway games once provided has been replaced by an entire highway system of options.
Why the Prescribed Path Fails
Imagine this scenario. Your friend says they want to get into board games. They mention they love science fiction. They love deep strategy. They played chess competitively in college. And your advice is... Ticket to Ride?
You've just handed a chess player a game about collecting train cards. Sure, Ticket to Ride is lovely. But you've completely ignored what actually excites this person. And when they play it and think "that was... fine," they might conclude that board games aren't for them. Meanwhile, a game like Dune: Imperium or Terraforming Mars would have blown their mind.
The gateway approach assumes everyone enters the hobby from the same starting point with the same preferences. That's never been true, but it's especially false now.
Match the Game to the Person, Not the Progression
Instead of thinking about complexity levels, think about what the person already enjoys. Every non-gamer has existing interests, preferences, and cognitive strengths that point directly to games they'd love.
| If They Like... | Skip The Gateway, Try This | Why |
|---|---|---|
| Escape rooms | Exit: The Game series | Same puzzle-solving thrill at home |
| Video game RPGs | Gloomhaven: Jaws of the Lion | Campaign progression they already understand |
| Poker and bluffing | Sheriff of Nottingham or Coup | Social deduction with familiar mechanics |
| Word games | Decrypto or Just One | Builds on existing language skills |
| History documentaries | Undaunted: Normandy | Historical theme drives engagement |
| Competitive sports | Blood Bowl or Flamme Rouge | Competition they understand in game form |
| Cooking shows | Kitchen Rush or Sushi Go | Familiar theme lowers barrier to entry |
But What About Complexity?
Here's where gateway game defenders push back: "But complex games will overwhelm new players!" And sure, if you throw someone into Twilight Imperium on day one with zero context, that's a disaster. But complexity isn't the issue. Engagement is.

A person who is genuinely excited about a game's theme and concept will happily learn complex rules. A person who's bored by the theme won't engage even with simple rules. I've watched brand-new gamers tear through the Gloomhaven: Jaws of the Lion tutorial with huge smiles because they were invested in the experience. And I've watched those same types of players zone out during a "simple" game of Carcassonne because tile-laying in medieval France didn't grab them.
The One Exception
I'll concede one scenario where gateway games still make sense: when you genuinely have no idea what someone likes and you need a safe bet for a group. If you're hosting a casual get-together with people whose preferences you don't know, something like Ticket to Ride or Azul is a reasonable choice because they're inoffensive and broadly appealing. They're the "everyone likes pizza" of board games.
But even then, I'd argue that you should ask people what they're into before defaulting to the gateway shelf. A two-minute conversation about someone's interests will point you to a better recommendation than any generic "best gateway games" list ever will.
How to Actually Start the Hobby
If you're reading this as someone who wants to get into board games, here's my honest advice:

- Ignore the prescribed path. There is no correct order. You don't have to earn your way to the games that interest you.
- Think about what excites you. What themes, settings, and challenges get you interested? Start there.
- Watch a playthrough. Before buying anything, watch a 15-minute gameplay video on YouTube. You'll know immediately if a game clicks with you.
- Try before you buy. Board game cafes, library game nights, and local meetup groups let you test games for free.
- Accept the learning curve. Your first game of anything will be a little rough. That's normal. The second play is where the magic happens.
Want something quick and social? Sushi Go or Coup
Want deep strategy? Terraforming Mars or Wingspan
Want cooperative teamwork? Pandemic or The Crew
Want a campaign adventure? Gloomhaven: Jaws of the Lion
Want party chaos? Wavelength or Codenames
The best gateway game isn't a specific title. It's whatever game makes you excited to sit down at a table and play. Trust your interests, not a prescribed list. The hobby is big enough for everyone to find their own way in.
Published by the Board Game Serial editorial team. Published September 6, 2026.
Editorial responsibility: see Imprint.
Spotted an error or have something to add? corrections@boardgameserial.com
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