The world you know no longer exists. There is no government. No army. No civilization. The United States have collapsed. And now, thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new State: the 51st State.
51st State is a card game in which players control one of the four powers (mutants, traders, New Yorkers and Appalachians) and try to build their very own new country. Players put new locations into the game, they hire leaders, and send people to work in buildings to gain resources and new skills.
Every card in 51st State can be put into play in three different ways. You can invade a location to gain many resources once, or you can sign a contract with this location to gain one resource every turn, or you can attach the location to your State so you can use its skill. One card, three possibilities. Lots of decisions and choices that matter.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This video is brought to you by the 3minut board game patrons. Keep us independent by supporting us on Patreon.
- It's to talk these games out of my collection to say goodbye to them.
- The bigger the game boxes are, the easier they are to get rid of.
- The purpose of these videos is really catharsis for me.
- Two copies of Pandemic Legacy sheltered away.
- I have to thank my patrons and everyone who watches these videos for giving me this opportunity as well.
References (from this video)
- Flexible ammo as wild card resource
- Strong endgame scoring potential via rubble and locations
- Diverse drafting and building options
- Aggressive interaction with AI adds tension
- AI can accumulate locations quickly
- Endgame can be lengthy and analysis-heavy
- Complexity may be steep for new players
- Resource management and faction building with combat and diplomacy
- Post-apocalyptic city-building competition across a war-torn state
- Dry, instructional narration of playthrough events
Mechanics (from transcript analysis)
- action drafting / card drafting — Drafting connection cards and action cards to plan turns
- Area Control — Gaining victory points from number of locations and their effects
- area control / location scoring — Gaining victory points from number of locations and their effects
- card drafting — Drafting connection cards and action cards to plan turns
- combat / attack — Attacking opponent's actions and destroying their cards using tokens
- Deck building — Drafting and playing cards to acquire resources, actions, and buildings
- deck-building — Drafting and playing cards to acquire resources, actions, and buildings
- Resource management — Managing bricks, gas, ammo, and workers to build and develop
Video topics + discussion points
Quotes (from this video)
- ammo is actually great because it is basically like a wild card
- building is always good in this game
- I just hit 24 victory points once I get to 25 the game's gonna be over
- it's 51st State thanks for watching
References (from this video)
- Rich card interactions and engine depth
- Familiar feel for fans of engine-building
- Appears to have saturation in replay value over time
- Some expansions needed to refresh the experience
- engine-building and deck-building
- post-apocalyptic faction-building
- deck-driven, card synergy with long-term planning
- Imperial Settlers
Mechanics (from transcript analysis)
- Deck-building / card-driven engine — Build and optimize a deck to generate resources and actions.
- Resource management / combat options — Trade and compete for resources; can engage opponents for value.
Video topics + discussion points
Quotes (from this video)
- there are stories in a giant book and it randomizes when you go down in the caves
- it's always a new adventure
- the one thing I like is the way that people can take people on missions
- it's got aspects of why I love Battlestar Galactica and the hidden Trader
- the stock market of this game
- it's still there, it's still a great game to play
- the Rondell is so neat
- you can lock out tiles if you take one of the scoring spaces
- the more cards you pull back to your hand when you recall them the better the benefit is
- the minis are really cute, this like cute chibi style
- the artwork and graphic design of this game it is just gorgeous
- it's fascinating to watch people and their logic for figuring out who is The Insider