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.
51st State - How To Play
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Gaining victory points for developing locations.
- Actions on locations and faction boards offer strategic choices.
- The game includes expansions (new era, winter) that can be mixed in.
- Players cannot target opponents who have passed.
- Raising an opponent's location requires spending red contact tokens and yields less than building.
- Unspent goods and tokens are generally returned to the supply during cleanup, with few exceptions for stored goods.
- forming your own state by conquering lands and businesses
- post-apocalyptic world
Mechanics (from transcript analysis)
- action selection — Players choose from seven possible actions on their turn or pass.
- Area Control — Players conquer lands and take over lucrative businesses to form their own state.
- card drafting — Players pick cards from a display during the lookout phase.
- engine building — Players build locations that provide ongoing benefits and can be enhanced by other buildings.
- hand management — Players are dealt cards and must choose which to keep and which to discard, with no limit to hand size during the game.
- Resource management — Players manage resources such as bricks, fuel, guns, and iron, as well as contact tokens (red, blue, gray, universal).
- set collection — Players collect different types of symbols on locations to enhance their production.
- take that — Players can attack rival gangs, and one of the actions allows players to 'raise' an opponent's location, turning it into ruins.
- worker placement — Players can place workers on opponent's locations with the 'open production' keyword to gain goods.
Video topics + discussion points
Quotes (from this video)
- In 51st state, you'll be working to expand your influence over a variety of different locations, gang members, and resources that will provide you with different benefits that you can use to enhance your own state as well as attack your opponents.
- The player with the most victory points at the end of the game will be the winner.
- The game is played over a series of rounds divided into four phases, beginning with the lookout phase.
- Building a location is an action that can be done in one of two ways.
- Another action you can instead take is called making a deal.
- Another action is raising and there are two ways to do it.
- Actions on locations that you've built.
- All factions also have a separate action found here that allows you to spend two workers to gain either a single brick, gun, fuel, iron, or draw a card.
- The game will continue until the round in which one of the players reaches or crosses 25 points.
References (from this video)
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