In Amerigo, the players help Amerigo Vespucci on his journey to discover new land. The players explore the islands of South America, secure trading routes, and build settlements.
The actions available to players are determined through the use of a specialized cube tower, which has appeared in the Queen titles Im Zeichen des Kreuzes and Wallenstein. At the start of the game, this tower is seeded with action cubes, which come in seven colors, with each color matching a particular type of action. During the game players will drop additional action cubes into the tower – but some of these cubes might get stuck in the floors of the tower while other cubes already in the tower are knocked free. Thus, players need to play both tactically – taking advantage of the actions currently available in the best way possible – and strategically – using their knowledge of which actions do what to play well over the course of the game.
The game board is composed of nine, twelve or sixteen tiles, depending on the number of players. Players sail their ships through the landscape created for this game, landing on islands to plan and build settlements, which then supply resources and allow the player to earn victory points. Players might want to invest in cannons to protect themselves from pirates roaming the waters or acquire progress tokens to gain special advantages.
- Welcome To
- Cartographers
Mechanics (from transcript analysis)
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- "it's basically it's a word game so you've got a grid of 16 letters that come from rolling dice and everyone tries to write down as many words that they can spell snaking around the grid"
- "it's a really well balanced game"
- "please play it if you like rolling right"
- "Cartographers which is probably my other favorite"
- "Cat Café is really good as well"
- "Copenhagen rolling right"
- "Amerigo action selection mechanism"
- "the roland right character in the upcoming Merchant's Cove"
References (from this video)
- ecosystem research and biodiversity
- new islands emerging from the ocean
Mechanics (from transcript analysis)
- dice_rolling_and_resource_collection — earn points by rolling dice to collect research and make discoveries
Video topics + discussion points
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- this is a trick taking game
- this is a deck shedding ladder climbing game for two players
- don't break space-time Continuum
- I strongly recommend you subscribe to it
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- Contains tons of cool ideas and cool art.
- Inspiring for upcoming campaigns.
- Fantastic book.
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- The world's largest dungeon it it it unfortunately it was like if you played it by the book The I'm not I didn't reread it I had no interest in rereading it but the idea is is that once you get in it like you really can't leave you're kind of trapped
- And in a lot of ways for us it in some ways like if you're just doing it to like you know hey let's just go and have some cool combats and what have you that'll work but the way we play D and now my my group and I that that we've been together for decades is there has to be a certain amount of verisimilitude that that that has to happen for us to really have some Buy in
- And ultimately if you're a good dungeon master you should be stealing ideas from everywhere
- While I feel Mega dungeons are kind of silly kind of lame not really a good Adventure so to speak um I can't stop buying them and I and I really really enjoy reading them
References (from this video)
- Fun factor is off the charts.
- Fun and engaging Cube Tower action selection system.
- Inviting gameplay.
- Action selection using a cube tower.
- Sailing around islands
- The Castles of Burgundy
Mechanics (from transcript analysis)
- action selection — A cube tower is used where cubes that fall determine the actions available to players.
- Area Control — Placing polyominoes onto the board to fill up space.
- Pick-Up and Deliver — Sailing around different islands, collecting resources.
- Technology tree — Getting new technologies.
Video topics + discussion points
Quotes (from this video)
- one of my favorite engine building game
- such satisfying combos you can build up uh with these cards you're collecting through this worker placement system where you have Columns of cards and basically the the higher up the columns these cards sit means the stronger worker you need to get that card
- the strength of your workers is determined by a random roll of a D6 and that might sound pretty um you know pretty cheesy but it's actually not because those dice are going to determine the colors of those workers for all of the players
- loads of different strategies you can go for here like do you want to build up your Green Engine or your or your Yellow Engine and where you are activating a certain spot on the board and those cards you collected are spitting out and churning out resources at really high high rates or are you going to collect you know blue cards to give you just pure scoring or purple ones that will give you discounts and things
- not enough time to do everything which is one of the things that keeps me coming back to Lorenzo IL magnifico
- it also has a fantas fantastic expansion where you can start with unique abilities and even bid for the ones that you really want
- this is kind of the big box version of you know Russian railroads American railroads German railroads and I think there's even another one in there
- this is such a fun worker placement game that just is super satisfying because each round your generating huge amounts of points by climbing up these tracks
- the turn Ang or the worker placement in my opinion is super high in this game and for me that is kind of one of the essentials that you need in a good worker placement game there needs to be that kind of uh turna when it's not your turn and someone's grabbed the spot that you want um there's got to be that frustration there's got to be that that again that real sense of urgency to get the spots that you want and for me um ultimate railroads really has that
- I love the variability on the different ways you can play game um especially love the ones where you can update or upgrade your personal player board to get some unique track on there so when you reach certain check points you'll get some abilities that only you can get and nobody else can
- this is just such a rewarding and fun game that every time just feels amazing
- the only nitpick I'd have with this game is that if somebody does start running away with things earlier in the um in the phases then it's quite hard to make up that lost ground because know generally speaking it's a game where you constantly picking up momentum rather than falling behind again so again if you fall behind too early it can be difficult to create to bridge that Gap
- it scales extremely well actually I actually really like this game at two players um but it also works every other player count too
- it's just such a well um polished and well iron out design that is Ultimate railroads
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Mechanics (from transcript analysis)
- Social Deduction — Esther is just like a chaos muppet, so she loves like an ammerit
Video topics + discussion points
Quotes (from this video)
- We're theming at mysteries. We're theming at games.
- Stars and wishes is uh just like a really great uh safety tool that you would play at the you would use at the end of a session
- So, yeah, it's a really great um it's it's it's a it's a it's a quick uh safety tool. It's not invasive.
- I am technically a professor of English. My PhD is in comparative literature.
- My mission has just been that board games are for everybody, right?
- There's the violence that does happen doesn't happen on screen.
- So, um, at least for my first book for Player Elimination, the part of the stakes is that um, Ren's business isn't doing so hot and she's worried that her business is going to close, right?
- I did have multiple agents tell me off the bat that Ren was not a good protagonist because she has a disability.
- Like, that in a cozy in a cozy in particular, you know, like kind of in a romance, it's kind of like the romance of of mystery genre in the sense of like, you know, at the end it's going to be okay.
- What's with the solo gamer hate
- I only really named like Katon and maybe Clue.
- It was just fun. It was just fun to to it's it's a fictional world. Why can't I make up fictional board games?
- you might not know about board games but you get it's a small town. It's a a niche hobby. Um, and it's a welcoming hobby that people are, you know, are there.
References (from this video)
- Gorgeous, vibrant board presence
- Accessible for new players and engaging with strangers
- Interesting island-building feel despite dice luck risk
- Dice luck can be a factor, though mitigations exist
- dice-driven area control and tile placement on islands
- Islands and oceany board with three-dimensional island layers
- abstract/dice-driven
- Calico
- Planet Unknown
- Trails of Tucana
- Road to El Dorado
Mechanics (from transcript analysis)
- 3D island tile placement — Players build up islands with tiles/meeples to create a layered, tactile board.
- Dice Rolling — Dice rolls drive actions and resource generation; luck can influence outcomes but there are setup options to mitigate luck.
- dice-based actions — Dice rolls drive actions and resource generation; luck can influence outcomes but there are setup options to mitigate luck.
- Tile Placement — Players build up islands with tiles/meeples to create a layered, tactile board.
Video topics + discussion points
Quotes (from this video)
- "it's gorgeous"
- "it's cooperative"
- "they put everything back in the boxes and dismantle the puzzle"
- "the dial the spinner for us didn't work great"
- "Open Season which is about monsters hunting"
- "Cascadia landmarks this is in both of our top 10 the original of all time"
References (from this video)
- ecosystem theme is engaging and educational
- strong strategic depth for a dice game
- complex to fully grasp without playing
- ecosystem-building and height-based scoring with animals
- island ecosystem with creatures and birds
- ecosystem-aware, environmental focus
- Machi Koro 2
Mechanics (from transcript analysis)
- dice action management — dice determine actions that build up an island ecosystem
- height x animals scoring — points are based on island height multiplied by animal count
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Quotes (from this video)
- I've decided not to do paid Kickstarter previews. we want to hear about what reviewers actually think of games.
- the first one is Trolls and Princesses... I thought it was a cute theme.
- Beacon Patrol is a Cooperative tile placing game.
- it's a draft and write records a game about building a band.
- I don't like trading mechanic but here's the thing when you're trading to a Cooperative end we had a really fun time with it.
- the White Castle is a dice worker placement game which I love. I love engine building.
- Praga Caput Regni... it's messy. teaching it... not fun.
References (from this video)
- Engaging dice-driven decisions with flexible action economy
- Beautiful components and production quality
- House-rule simplification can significantly reduce downtime
- Strong comparison to Machi Koro, with added depth and flow
- Very large board can hinder visibility and setup
- Official rulebook gaps and lack of player aids
- Theme is not deeply integrated with mechanics
- Downtime can grow without the house-rule approach
- Discovery and ecological development of new islands, evolving terrain and life forms.
- Islands emerging from the ocean via volcanic activity, explored and populated over time with life forms.
- Dynamic growth and discovery driven by tile placement and life-form progression.
- Machi Koro
- Machi Koro 2
Mechanics (from transcript analysis)
- Bird transfer and theft — Birds can be moved between islands to gain trees and potentially points from opponents.
- Compound Scoring — Life forms (plants, crabs, turtles, birds) multiply with island height to score points.
- Dice Rolling — Players roll dice to determine which actions they can perform on their turn.
- Dice-driven actions — Players roll dice to determine which actions they can perform on their turn.
- Life forms and scoring — Life forms (plants, crabs, turtles, birds) multiply with island height to score points.
- Market and discovery tokens — Buying discovery tokens from a rotating market that refreshes each round.
- Modifier tiles — Tiles that modify dice, enabling larger or different actions on turns.
- Sequential vs. simultaneous phase structure — Mechanics can be experienced as sequential or simultaneous depending on house rules.
- Simultaneous Actions — First five actions in a round can be performed simultaneously (house-rule enhancement).
- Tile Placement — Adding tiles to islands to increase height and unlock scoring opportunities.
- Tile/Island placement — Adding tiles to islands to increase height and unlock scoring opportunities.
- Variable Phase Order — Mechanics can be experienced as sequential or simultaneous depending on house rules.
Video topics + discussion points
Quotes (from this video)
- the house rule is essential for this game
- this is not a very thematic game
- I would give the game for components rating a four
- I would say for mechanics the game is about an eight
- it's easy to adapt
References (from this video)
- Dice-roller plus worker placement synergy
- Thematic and visually appealing
- Mechanics may require learning curve
- ecology and discovery
- new islands emerging; scientists researching ecosystems
- scientist-led exploration with dynamic growth
- Ark Nova style engine-building
Mechanics (from transcript analysis)
- dice-roller — Dice-rolling as a core action; worker-placement with dice workers.
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Quotes (from this video)
- everything ever the party game you've been preparing for your whole life
- I am obsessed make good choices for Ella as every step you take will make a huge change
- Trailblazers which is a like Tableau puzzly card layering game
- Cosmoctopus sounds very fun
References (from this video)
- Beautiful, thematic components and board art that clearly conveys growth and ecology
- Deepens via dice-drafting and modifier tiles that add strategic layers
- Island growth across three levels provides meaningful progression and variety
- Clear end-game objective centered on research and discoveries
- Dynamic map progression with ship-driven exploration adds a sense of discovery
- Not explicitly discussed in transcript; potential for downtime due to planning
- No published publisher/designer information in transcript; real-world sourcing needed for accurate attribution
- Theme and heavy setup may require a longer initial play session for new groups
- Exploration, ecology, and scientific discovery; biodiversity and habitat development.
- Science-based exploration of newly discovered islands; islands grow on a board in three dimensions as research expands.
- Educational, science-forward storytelling with a focus on discovery and growth of island ecosystems.
Mechanics (from transcript analysis)
- Dice Rolling — Players roll dice each round to generate research resources that enable actions and progress.
- Dice rolling and resource collection — Players roll dice each round to generate research resources that enable actions and progress.
- End-game scoring via research and discoveries — Final scores are determined by the breadth and depth of collected research and discovered breakthroughs.
- Modifier tiles on player boards — Players place and leverage modifier tiles to expand or constrain what their dice can do, shaping action economy.
- Modular Board — Islands grow across three levels, allowing players to add land, sea, and wildlife to their ecosystems as the game advances.
- Modular island growth — Islands grow across three levels, allowing players to add land, sea, and wildlife to their ecosystems as the game advances.
- Ship-driven map progression — A ship marker reveals new islands and bonuses as it travels across the board.
- Tile-based action economy and number shifting — Numbers placed under columns can be reassigned or augmented by tiles, altering which actions are available.
- Tile/Map Shifting — Numbers placed under columns can be reassigned or augmented by tiles, altering which actions are available.
Video topics + discussion points
Quotes (from this video)
- This is a competitive strategy game
- It's a beautiful game called M.
References (from this video)
- breezy for a Feld design
- uplifting and enjoyable mood
- focuses decisions through a clear tunnel of options
- still a heavier Euro for new players
- cube-tower mechanism may feel abstract to some
- exploration and trade with a light, uplifting feel
- sailing and island-building in a thematic archipelago
- whimsical and approachable
Mechanics (from transcript analysis)
- Cube Tower — taking actions by dropping cubes into a tower and resolving by most numerous color
- cube tower action resolution — taking actions by dropping cubes into a tower and resolving by most numerous color
- pirate avoidance / negative points management — combatting negative points from pirates
- Tile Placement — laying tiles to fit shapes and connect islands
- tile placement / city-building on islands — laying tiles to fit shapes and connect islands
Video topics + discussion points
Quotes (from this video)
- it's breezy and quite relaxing to be honest
- it's so easy to teach
- it's never really let me down with whoever i brought this out
- it's inviting being easy to play but still having the interest there
- it's a hidden gem in terms of being a gateway game
- I really do just sit back and enjoy the process of a game like this
- the best deduction game i've ever played
- it's a 30 to 45 minute game that can be tailor-made to how you want to play it
- it's almost like a step up from a game like Scrabble
- it's a puzzle style game with pirate theme
- the layout of these tiles is extremely interesting
- this game has a unique twist that adds a lot of interest
References (from this video)
- Beloved within the speaker’s collection
- Fits well with the Feld city collection ethos
- Marrakesh
- El Grande
Mechanics (from transcript analysis)
- Hard resource management / action efficiency — Careful choice of actions to maximize scoring opportunities.
- Modular Board — Players build networks and influence around a modular map with bidding components.
- Modular board / auction style — Players build networks and influence around a modular map with bidding components.
- Resource Management — Careful choice of actions to maximize scoring opportunities.
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Quotes (from this video)
- these are all like nines or 10 out of ten for me
- I'm going to stand up now because I'm in a very uncomfortable position but um yeah you can see that I have cut down on the heavier style games
- museum is fine I think it's a gorgeous looking game probably one of the most attractive games I have actually
- you can lie about what's in your bag the last one there which is where I keep all of my sleeves
- I have a nice library that I can always pick and choose from
References (from this video)
- Deep strategic space for a big box Feld title
- Rich thematic and tense control decisions
- Heavy and long playtime may deter casual players
- territory control and military influence
- Medieval European city-states
Mechanics (from transcript analysis)
- Area Control — players compete to control map regions and accumulate influence.
Video topics + discussion points
Quotes (from this video)
- I'm trying to only keep the games that I really love because of course I have so many games coming through on the channel.
- Theme isn't really important to me. It's all about the mechanisms.
- I do share a collection with my brother.
- Beige euros.