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12 Days box art

12 Days

Game ID: GID0004307
Game Info
Year
2011
Collection
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Description

The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game.

The gift deck consists of eighty cards: one partridge in a pear tree, two turtle doves, and so on up to twelve drummers drumming, as well as one card each for Mr. and Mrs. Claus. Shuffle this deck, then deal each player twelve cards. Each round a new holiday card is up for grabs, with the cards ranked from 1 to 12 and being worth 1-12 points. In a round, a player:

Gifts a present to the player to his left,
Opens presents and tries to win the day with the best present, and
Buys a new gift to refill his hand.

More specifically, all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round's holiday card; in the event of a tie for lowest, with the Clauses counting as zero, then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards.

After twelve rounds, players score points for each holiday card they've collected. In addition, whoever holds the most gift cards for each rank scores as many points as that rank, with all tied players scoring in the event of a tie. Whoever has the most points wins. Happy holidays!

Description

The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game.

The gift deck consists of eighty cards: one partridge in a pear tree, two turtle doves, and so on up to twelve drummers drumming, as well as one card each for Mr. and Mrs. Claus. Shuffle this deck, then deal each player twelve cards. Each round a new holiday card is up for grabs, with the cards ranked from 1 to 12 and being worth 1-12 points. In a round, a player:

Gifts a present to the player to his left,
Opens presents and tries to win the day with the best present, and
Buys a new gift to refill his hand.

More specifically, all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round's holiday card; in the event of a tie for lowest, with the Clauses counting as zero, then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards.

After twelve rounds, players score points for each holiday card they've collected. In addition, whoever holds the most gift cards for each rank scores as many points as that rank, with all tied players scoring in the event of a tie. Whoever has the most points wins. Happy holidays!

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 16
This page: 16
Sentiment: pos 13 · mix 1 · neu 1 · neg 1
Mentions per page
Showing 1–16 of 16
Video B9VFE0QLFu8 Rolling Dice & Taking Names Discussion at 0:25 sentiment: positive
video_pk 95739 · mention_pk 263147
Rolling Dice & Taking Names - 12 Days video thumbnail
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun little game
  • Great bluffing mechanic
  • Good for two players
  • Plays in 30 minutes
Cons
  • Poor rulebook
  • Can be too complicated for some
Thematic elements
  • Geopolitical tension during the Cuban Missile Crisis
  • Cuban Missile Crisis
Comparison games
  • Twilight Struggle
Mechanics (from transcript analysis)
  • area influence — Players place cubes to control influence in different areas on the map.
  • bluffing — Players use event cards that can be used for their own benefit or the opponent's, and the DEF CON track adds an element of bluffing.
  • Hand Management — Players manage event cards, deciding whether to play them for their command action or use them for their event side.
  • Set Collection — Players pick one of three agenda cards to keep while the other three are marked on the board and can be used for bluffing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it is a game that you are trying to build the best story
  • this is on steroids oh I can't wait when we can we play um by all means Thursday night when we go to a gaming night we are right there we are going to have a blast with that as well
  • there's going to be a big focus on board gaming because that's been the bread and butter of PACs
  • The Reading Terminal Market... adjacent to that subway station it is the best food market you will ever set foot in
  • RPGs and miniatures those types of gaming don't get enough love at the traditional paksas simply because there's not enough room for them
  • Chris Perkins was on Twitter two days ago all his fans that yeah I'll be at PacSun plug
  • the rulebook was not very good no we had to look up several times on some of the rules meant
  • it is a pretty quick game which is why we like it's only played over the course of three rounds
References (from this video)
No references stored for this video.
Video B9VFE0QLFu8 Rolling Dice & Taking Names Discussion at 41:51 sentiment: positive
video_pk 95739 · mention_pk 263159
Rolling Dice & Taking Names - 12 Days video thumbnail
Click to watch at 41:51 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Enjoyed it
  • Simple to learn
  • Great bluffing mechanic
  • Good lunch game
Cons
  • Rulebook was not very good
Thematic elements
  • Cuban Missile Crisis
Comparison games
  • Twilight Struggle
Mechanics (from transcript analysis)
  • area influence — you're trying to get my cops like this gloss right over there
  • bluffing — the bluffing and the strategy behind the game is so good
  • Card Drafting — you will get event cards
  • Hand Management — the cards you throw away at the end are very important
  • Set Collection — the DEF CON track markers move up based on the number of cubes played minus one
  • Variable player powers — you've got three agendas there either as have most influenced cubes in one area or I have to be the highest position one of those deaf contracts you'll pick one of those three to try to keep
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it is a game that you are trying to build the best story
  • this is on steroids oh I can't wait when we can we play um by all means Thursday night when we go to a gaming night we are right there we are going to have a blast with that as well
  • there's going to be a big focus on board gaming because that's been the bread and butter of PACs
  • The Reading Terminal Market... adjacent to that subway station it is the best food market you will ever set foot in
  • RPGs and miniatures those types of gaming don't get enough love at the traditional paksas simply because there's not enough room for them
  • Chris Perkins was on Twitter two days ago all his fans that yeah I'll be at PacSun plug
  • the rulebook was not very good no we had to look up several times on some of the rules meant
  • it is a pretty quick game which is why we like it's only played over the course of three rounds
References (from this video)
No references stored for this video.
Video Olu7G3tfu7g Rolling Dice & Taking Names Analysis at 9:04 sentiment: positive
video_pk 94663 · mention_pk 258678
Rolling Dice & Taking Names - 12 Days video thumbnail
Click to watch at 9:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simpler than Twilight Struggle
  • Quick playtime
  • Good entry point
Cons
none
Thematic elements
  • Cuban Missile Crisis
  • Cuban Missile Crisis
Comparison games
  • Twilight Struggle
Mechanics (from transcript analysis)
  • Area Control — Mentioned as a key element of the gameplay.
  • Card Play — Utilizes a common deck of cards where players can take certain actions based on their hand.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • to me that was a very simple game easy to learn but kind of recreated what really happened during that time
  • if y'all ever seen a GMT rule book They're they're not pretty books with glossy pages and big images and very few words per page they're double column they're they're numbered almost like a contract a legal document that's just how they're formatted
  • it's basically the conflict between uh uh basically the US and and that region of the world between China and us trying to influence and control that area
  • this is coming from somebody who complained I did a 45 minute history lesson on Cuba Libra when I taught it to you
  • I knew nothing about how Castro took over CU I I knew he did it how he did it and why I don't know but playing that game three or four times now I have a I'm not a master by any means but I have a much better understanding of what really happened during that time
  • I am learning about stuff that happened during the Vietnam war knew nothing about super excited as I play through this game learning about that
  • you do learn as you're playing the game how the forces had to build towards that final battle of waterl you learn the players that took place
  • yes I have that one I've never play amazing historical game from Marton Wallace yes I had some Muro stuff in it but I actually learned a lot about that from Lincoln
  • we got access and allies coming up talking about jumping to the deep end we'll jump straight into that
References (from this video)
No references stored for this video.
Video Olu7G3tfu7g Rolling Dice & Taking Names Analysis at 40:50 sentiment: positive
video_pk 94663 · mention_pk 258687
Rolling Dice & Taking Names - 12 Days video thumbnail
Click to watch at 40:50 · YouTube ↗
Overall sentiment (raw)
Positive (connected to learning)
Pros
  • Connects to prior historical learning
Cons
none
Thematic elements
  • Political simulation
  • Cuban Missile Crisis era
Comparison games
  • Cuba Libre
Mechanics (from transcript analysis)
  • card-driven gameplay — Implied by the context of building on historical knowledge and political simulation.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • to me that was a very simple game easy to learn but kind of recreated what really happened during that time
  • if y'all ever seen a GMT rule book They're they're not pretty books with glossy pages and big images and very few words per page they're double column they're they're numbered almost like a contract a legal document that's just how they're formatted
  • it's basically the conflict between uh uh basically the US and and that region of the world between China and us trying to influence and control that area
  • this is coming from somebody who complained I did a 45 minute history lesson on Cuba Libra when I taught it to you
  • I knew nothing about how Castro took over CU I I knew he did it how he did it and why I don't know but playing that game three or four times now I have a I'm not a master by any means but I have a much better understanding of what really happened during that time
  • I am learning about stuff that happened during the Vietnam war knew nothing about super excited as I play through this game learning about that
  • you do learn as you're playing the game how the forces had to build towards that final battle of waterl you learn the players that took place
  • yes I have that one I've never play amazing historical game from Marton Wallace yes I had some Muro stuff in it but I actually learned a lot about that from Lincoln
  • we got access and allies coming up talking about jumping to the deep end we'll jump straight into that
References (from this video)
No references stored for this video.
Video OHwW9Z94KS4 Tabletop Tokki Top 10 List at 4:50 sentiment: negative
video_pk 88501 · mention_pk 233339
Tabletop Tokki - 12 Days video thumbnail
Click to watch at 4:50 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • beautiful artwork by Sunny issue
  • compact analog of a larger euro-style experience
Cons
  • rulebooks described as problematic/originally unclear
  • back-and-forth decisions can feel inconsequential
Thematic elements
  • card-draw/set-collection with animals
Comparison games
  • Golems
Mechanics (from transcript analysis)
  • Card Drafting — selecting cards from multiple pools
  • Resource Management — managing animal tokens and powers
  • Set Collection — collecting animals represented by tokens/cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • five more disappointing games for you all today
  • this game hurts my brain to a degree that is just unreal
  • I would definitely recommend checking out Encore
  • the rule books I got ... what the who said you how do I play this game
  • it's Juicy it has some player interaction
References (from this video)
No references stored for this video.
Video mbtuGD4Q68o Ryan and Bethany Board Game Reviews Top List at 11:39 sentiment: positive
video_pk 86388 · mention_pk 223279
Ryan and Bethany Board Game Reviews - 12 Days video thumbnail
Click to watch at 11:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun and tricky gameplay
  • Gets a lot of play, especially seasonally
  • Super super fun
Cons
none
Thematic elements
  • Gift-giving during the 12 days of Christmas.
Comparison games
none
Mechanics (from transcript analysis)
  • Hand Management — Players must manage cards in hand, balancing the need for high-value cards with the limited space.
  • Set Collection — At the end of the game, players score points based on the majority of certain number cards left in their hand.
  • Trick-Taking — Players play cards to win tricks, with trick values increasing as the game progresses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • if we reach 3,000 subscribers we would do our top 100 games of all time
  • it's like how do you pick out the best ones and then on top of that how do you rank the best ones
  • if my mind is able to be fully present which game do I prefer
  • we're going through this 10 games at a time so today's video we're going through 100 through 91
  • this is such a fun pretty game and it's so mean like you don't realize how mean this game is until you play it
  • the game playay itself is so unbelievably chill this is super relaxing experience
  • the system the gameplay of this game is so strong and so good
  • I don't care if I win or lose it doesn't matter what matters is how good of a story did I create at the end of the game
  • Ticket to Ride what a classic uh game
  • Ticket to Ride Legacy garbage it doesn't count for this
  • it is incredibly adorable it is aggressively adorable
  • absolutely a brain burner thinky experience as well
References (from this video)
No references stored for this video.
Video S-7T1R16Jn4 Board Gaymes James Rules Teach at 0:10 sentiment: positive
video_pk 83507 · mention_pk 210533
Board Gaymes James - 12 Days video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The art is loved.
  • It's a fun one.
  • This was really cool.
Cons
none
Thematic elements
  • The 12 days of Christmas
  • Christmas
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting/passing — Players pass one card to another player each round.
  • Hand Management — Players manage a hand of cards, deciding which to play and which to pass.
  • Set Collection — At the end of the game, players collect points based on the quantity of specific number cards they possess.
  • Simultaneous Play — Cards are played simultaneously by all players.
  • Trick-Taking — Players play cards simultaneously, and the lowest card played wins the trick.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's kind of a trick taker, but it's kind of a weird card game.
  • The lowest card played is the one that's going to win the trick.
  • So there's an incentive to not always play the highest and most cards.
References (from this video)
No references stored for this video.
Video MOmBOx1LEJU The Dungeon Dive Guide at 21:03 sentiment: positive
video_pk 81539 · mention_pk 203096
The Dungeon Dive - 12 Days video thumbnail
Click to watch at 21:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Little zine hex crawls.
  • Can be played in a single setting.
  • Relatively simple.
  • Enough content for an interesting adventure, especially with the Demon Lord expansion.
Cons
none
Thematic elements
  • self-contained adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Hex Crawling — Little zine hex crawls that can be played in a single setting.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is one of the best tools for hex crawling that I know of.
  • It just works so effortlessly.
  • This little snap box here has everything that you would need to have a little solo hex crawl.
  • So just a really really neat little pocket uh hex crawl.
  • This isn't a game in and of itself. You will need a game. You will need a system.
  • This is one of my favorite subgenres of the tabletop hobby.
References (from this video)
No references stored for this video.
Video NyJ0GfKrkU0 UndeadVikingVideos Discussion at 1:45:45 sentiment: neutral
video_pk 81172 · mention_pk 200303
UndeadVikingVideos - 12 Days video thumbnail
Click to watch at 1:45:45 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's called Schllock. It's pretty good.
  • I love Habitats.
  • You're making a you have a movie theater and you're making like Bem movie posters to draw people into your theater and uh Yeah. It's pretty neat.
  • It's like a poker game where you're trying to predict who wins the wins the hand.
  • I had for our quiz today, I had I even showed the three frigin stripes. I'm like, that was way too easy.
  • The scammers have figured out a way around my anti-scammers work.
  • It's like an arms race.
  • It's like, you know, like you you know what you want. You have expressed it. But but when it was like the the fourth and fifth time that he brought it up in the thing trying to get people to to ban behind him that that was that was the you know I I I understood shooting his shot, you know, saying saying what he wanted out of his out of his board game so he could have a really awkward game night.
  • It's like, Oh, I want to play X. Well, I've got X. I can bring it. And so, it has matches.
  • The thing I couldn't figure out was I finally got it to figure out how to go to the geek and like if your game is like, 'What the hell is this game?' You can click on it, it'll go to the geek, it'll do a search for Ghost Tower.
References (from this video)
No references stored for this video.
Video zGtMiHE_9y0 Review at 0:09 sentiment: positive
video_pk 66770 · mention_pk 162580
12 Days video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun as a dueling card game.
  • Unique use of a deck of cards.
  • Print and play aspect where sheets are not destructive.
  • Eliminates the barrier of needing specific dice or components.
  • Visual and easy to understand.
  • Characters play differently but are not overly complicated.
  • Plays fairly short.
  • Clever use of suits for item effects.
  • Variety in characters and avenues for each.
  • Admirable solo mode that is quick and easy to manage.
  • Good combination with 52 Realms.
  • Classy graphics and illustrations.
Cons
  • Some characters may not be worth leveling up.
  • Some characters can be frustrating to play against due to their mechanics (e.g., merchant's long turns, priestess's healing/damage swing).
Thematic elements
Comparison games
  • 52 Realms
Mechanics (from transcript analysis)
  • Automaton AI — The solo mode uses an automaton opponent with its own mechanics for leveling up and attacking.
  • character abilities — Each character has unique abilities and ways of defending, leading to different playstyles.
  • Deck Building — A 'bring your own deck of cards' type of game where players use a standard deck of playing cards.
  • deck cycling — When the draw deck runs out, the discard pile is shuffled to form a new draw deck.
  • Hand Management — Players manage their hand of cards to activate abilities, level up, or use item effects.
  • Leveling up — Players can use an action to add cards to a side area, which can be discarded once a certain value (25 strength) is reached, unlocking new passive or active abilities.
  • Set Collection — Players play cards into abilities based on suit, rank, or combinations like full houses.
  • Wound System — Damage taken results in cards being placed into a 'wounds' area, which are harder to retrieve than cards in the discard pile.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My name is Chris Y.
  • I'm Joey Evans.
  • This is a print and play game.
  • You have to buy it, then you print it, then you play it.
  • You have a bit of a reputation as a buyer and printer.
  • The draw deck is going to represent the health of your character.
  • If you are ever forced to take a wound, but you have no cards left in your draw deck, you'll check to see if you have a discard pile.
  • The first person is going to take one action on the turn, and then starting with the second player's first turn and going back and forth, you're going to take two actions each.
  • Once you add cards out here that add up to 25 with jacks being 11, queens 12, and kings 13. Aces are one. Once you discard 25 strength worth of cards out here, you'll then flip all the cards over and then you have access to this new ability.
  • The hearts are going to heal a wound.
  • So you defend as much damage as you can and whatever damage goes through you take in the form of wounds and you flip over that number of cards.
  • To play the game solo, you're going to take a sheet for the opposing player and flip it to its nemesis side.
  • Part of the joy of print and play is the fact that it's it's kind of done on the cheap.
  • Because you just grab a deck of cards, which is honestly the biggest barrier to print and plays.
  • This eliminates that and just play the deck of cards.
  • It's very visual.
  • I like this. I like really a lot what Postmark Games does. This game is pretty fun.
  • I think it works really well.
  • I think obviously there's going to be some luck involved when you know a deck of playing cards is there, but there's some great mitigation.
  • I like that point.
  • The items you can always discard any card from your hand as one of the four item effects based on the suit. That feels like a nice clever way of taking advantage of the different suits.
  • I've done it a couple times. I never find it worth it because you do kind of use those cards.
  • The priestess is one of those characters where it's like, oh, this she specializes in healing.
  • Holy smokes, that is a really strong character though to be able to heal.
  • Which is what the barbarian, one of the beefy, you know, beefcake character in the game, like a big swing with him is like 15. You're like, 'Yeah.'
  • The abilities at first you feel like, ah man, I'm going for um whatever a straight here and I can't get it. You have ways out of that.
  • Otherwise, that would be just game-breaking.
  • The merchant again, right?
  • It just it slows it to a crawl.
  • And and yeah, and playing against that priestess when you're sitting there like, 'Okay, I'm picking off doing good damage and all a sudden her top two cards are like an eight and a 10, you're like, 'Oh no.'
  • I think that kind of in the grand scheme of things, they level out and everything.
  • I think that there going to be those moments where it feels like, woof, I'm not sure about this, which is good.
  • I think that is really admirable how quick and easy it is to manage and upkeep.
  • And so I think that both ways are very viable.
  • I think it's perfect. I think it's a perfect um combination with 52 different realms.
  • Both of these are very clever use of a deck of cards.
  • I'm actually coming in at 7.5 on this.
  • This one feels so unique, you know, you're using a deck of cards just as components.
  • So, I think that's where this really shines, you know, and it has six.
  • 7.5 rating as well.
  • I think that it's it's very fun. It's very clean. I love the look of this.
  • The graphics, the illustration is uh done by Rory Moldune.
  • And huge shout out for making this very classy but fun kind of feeling you environment, great design.
  • And I also think that it's fun because I have a lot of decks of cards at home, different themes, different settings, and it's just fun having another game that I can be like, 'Okay, my Avengers deck is going to play against my bourbon uh distillery deck, my uh greatest movie ever, right?'
  • So there you go. That's our thoughts on 52 DS.
  • Go print out some papers.
  • Game over, man. Game over.
References (from this video)
No references stored for this video.
Video uqLopRjY36M John gets games Discussion at 9:13 sentiment: mixed
video_pk 66242 · mention_pk 161117
John gets games - 12 Days video thumbnail
Click to watch at 9:13 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • condensed version of Twilight Struggle ideas
  • compact playtime and accessible
  • engaging hand management
Cons
  • stressful to play; not something the author would buy
  • heavy thematic weight without long playtime of the original
Thematic elements
  • Cold War (implied by comparison to Twilight Struggle)
Comparison games
  • Twilight Struggle
Mechanics (from transcript analysis)
  • area control / region emphasis — condensed form with regions and area influence.
  • Hand Management / Deck Interaction — cards suitable for USA or USSR; deck interactions and strategic play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am planning on recording a full playthrough of Scythe tomorrow
  • I believe I'm going to be getting a review copy of the game so I hope to be able to try it pretty soon and I will be sure to let you guys know what I think about it
  • I love seeing how different mechanics mesh together in new and interesting ways
  • it's got some stuff that I really like in games has some stuff that I'm not usually crazy about
  • it has astonishing art
  • I ended up playing this twice ... nuclear war ... I lost both
References (from this video)
No references stored for this video.
Video 3foyQLzjCLA Ryan and Bethany board game reviews Top 10 List at 14:10 sentiment: positive
video_pk 66118 · mention_pk 160723
Ryan and Bethany board game reviews - 12 Days video thumbnail
Click to watch at 14:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast-paced
  • interesting scoring timing per trick
Cons
  • some may prefer more modern trick-taking designs
Thematic elements
  • timed rounds with increasing point values
  • 12 Days of Christmas trick-taking
  • quick, competitive drafting
Comparison games
none
Mechanics (from transcript analysis)
  • Hand Management — drafting and managing a hand to win tricks
  • Trick-Taking — draft tricks/rounds with increasing points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is an adorable game where you're building a quilt to try and attack cats to your quilt
  • it's a relaxing mean game
  • there's two things I want to talk about there's this worker area of the board where you're able to place some of your meeples in order to take tiles off of the board
  • this route connection is you're kind of building your network of trying to collect all these resources so you can sell them
  • it's a two-player game only and it's something we played a lot early on and we still play quite a bit because it's just so good and so simple
  • it's subtle which is what I like about it
References (from this video)
No references stored for this video.
Video Rzo-dUu6B5g watch it played Rules Teach at 0:19 sentiment: positive
video_pk 65191 · mention_pk 158819
watch it played - 12 Days video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Scores points for winning day cards and for gifts remaining in hand.
  • Distribution of cards (X copies of gift value X) is easy to remember.
  • Santa and Mrs. Claus are special cards valued at zero that can always win.
  • Variant rules for shorter games and more players are available.
Cons
  • If gifts are tied for lowest value, they are ignored and the next lowest wins.
  • If all gifts played are ties, no one wins the day.
  • No tiebreaking rules for the final score, implying players share the victory.
Thematic elements
  • Crafty gift giving and celebrating the days of Christmas
  • Christmas
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Players simultaneously choose a card from their hand to pass to the player on their left.
  • Hand Management — Players choose cards from their hand to pass to the left, then choose a card from their new hand to play.
  • Set Collection — Players score points for collecting sets of gift cards remaining in their hand at the end of the game.
  • Trick-Taking — Players play cards simultaneously, and the lowest-valued card played wins the round (the 'day').
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the classic 12 Days of Christmas song sets the stage for crafty gift giving as players work to win the days of Christmas and have enough gifts left over to score the best celebration
  • you'll have to decide what to use and what to hang on to
  • the lowest valued gift revealed is the best one so that player ... has been the most generous and they gained the top card of the holiday deck
  • if you win the day with one of these cards then you do what the Clauses would do and immediately give the Day card you would have won to another player of your choice
  • so during the rounds of the game when you're passing gifts to your left and then playing gifts to try to win the Day cards you're going to want to be thinking about what sets you can reasonably collect before the end of the game to give you a chance at these extra points
  • Whoever has the most of a specific gift in their hand takes one copy of that gift and places it into their score pile adding it to their total
References (from this video)
No references stored for this video.
Video -goeEzE0mho Ryan and Bethany Board Game Reviews Review at 0:37 sentiment: positive
video_pk 62345 · mention_pk 154857
Ryan and Bethany Board Game Reviews - 12 Days video thumbnail
Click to watch at 0:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible and quick to teach
  • Family-friendly and holiday-themed
  • Artwork evokes the season and enhances mood
  • Every card has value; interesting balance of low and high cards
  • Good transition from traditional card games to a board-game style experience
Cons
  • Might be too lightweight for players seeking deeper strategy
  • End-of-game scoring can feel fiddly for some players
  • Not ideal for very long play sessions
Thematic elements
  • gift-giving; festive competition; Santa and Mrs. Claus appearance
  • Christmas season; gifts exchanged across the 12 days of Christmas
Comparison games
  • Spades
  • Hearts
  • Euchre
Mechanics (from transcript analysis)
  • card passing — each round players pass one card to the left and draw from the right, keeping a 12-card hand
  • Gift exchange — special zero-valued Santa/Mrs Claus cards auto-win tricks but must be given as gifts to other players
  • Set collection and scoring — points are tied to the day numbers; end-of-game scoring rewards most of each rank and cancels equal numbers
  • Trick-Taking — players play cards; whoever plays the lowest card wins the trick; later rounds scale in points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the artwork of this was really fun that stained glass type of thing
  • i really like how every card was valuable in certain situations
  • you could teach this at a christmas gathering
  • it's the perfect segway from traditional card games into a board game
References (from this video)
No references stored for this video.
Video x2_GrIMzy4E Board Gaymes James Rules Teach at 2:12 sentiment: positive
video_pk 62030 · mention_pk 154636
Board Gaymes James - 12 Days video thumbnail
Click to watch at 2:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible family-weight with engaging theme
  • Deep, emergent strategy via multiple scoring avenues (tickets, excursions, bonuses)
  • Extendable with variants for more depth
Cons
  • Rules can be heavy for a lightweight title; math-heavy scoring can be intimidating
  • Some players may find scoring arcane or combinatorially complex
Thematic elements
  • holiday travel, managing warmth and crowds, scoring through excursions
  • Norway cruise, holiday villages, Arctic scenery
  • instructional demonstration with playthrough
Comparison games
none
Mechanics (from transcript analysis)
  • Color-coded passengers and purple bonuses — Different colored passengers are crossed off; purple passengers unlock bonus abilities when two are collected.
  • Dice Rolling — Roll dice with a heated section; heated dice require warmth to activate; values determine movements and scoring.
  • Dice rolling with heated dice — Roll dice with a heated section; heated dice require warmth to activate; values determine movements and scoring.
  • Extensions variant — River tiles extension adds more tiles and allows longer paths to villages and more excursion options.
  • Heat management — Spend heat to activate heated dice; excess heat reduces options and ties in with excursion costs.
  • Median-based sorting — Order dice by value around the median; values above the median go on heated side, below on cold side.
  • Range-based movement — Move a cruise ship a number of spaces equal to the die's value; excursions must remain within range of the ship.
  • Ticket and excursion scoring — Complete ticket rows by selecting dice; excursions score as a function of the number of tickets times excursion value.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Everything higher than the median goes on the heated side.
  • The median is four.
  • Ties are not enough.
  • In phase two, do not cross out any fire symbols when using the green guy.
  • That's the most important part.
References (from this video)
No references stored for this video.
Video SHasbCTI878 Before You Play Discussion at 42:46 sentiment: positive
video_pk 4861 · mention_pk 14453
Before You Play - 12 Days video thumbnail
Click to watch at 42:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Seasonal appeal for fans of holiday games
  • Accessible for families
Cons
  • Availability limited; potential repetition in play
Thematic elements
  • Seasonal ornaments and gifts as cards
  • Holiday countdown game in a boxed format
  • Light and thematic family game
Comparison games
  • Gingerbread House (holiday drafting line)
Mechanics (from transcript analysis)
  • Card Drafting — Draft cards to score with set alignments.
  • set_collection — Collect cards representing calendar days with special effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we have to say thank you to everybody out there for subscribing
  • the energy of Pax unplugged was unbelievable
  • the experience is driven by the person who's rolling the dice
  • this is a long-term game for me
References (from this video)
No references stored for this video.
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