Behold, Andromeda's Edge: A dazzling, uncharted region of space on the edge of the Andromeda Galaxy. Littered with the modular debris of the precursor civilization, patrolled by malicious extragalactic raiders, and bordered by dense nebulae, The Edge is a last resort for the brave and foolhardy who seek a new life beyond the oppressive reach of the Lords of Unity.
In this game, you lead a desperate faction seeking to build a new civilization on Andromeda's Edge. You begin with only a space station, a few ships, and a handful of resources. By carefully placing your ships, you will gather resources, claim moons, acquire modules to add to your station, populate planets and build developments on them. You will battle opponents and compete with others to ascend the progress tracks: Science, Industry, Commerce, Civilization and Supremacy.
On your turn, you either launch a starship or return your ships to your station. Launching sends one of your starships to a region of Andromeda, either collecting resources from planetary systems or taking actions at Alliance Bases. If the region is occupied by your opponents or fearsome raiders, face off in a dice battle, with Supremacy on the line but where strategic manipulation can turn a loss into a reward. Returning to your station allows you to activate your engine, using the modules you’ve acquired to generate energy, gain resources and carry out actions.
Throughout the game you will build up your unique faction, building developments (Observatories, Factories, Spaceports, Cities and Obelisks) and gaining station modules which move you up the progress tracks. Advancement on the tracks is rewarded both during mid-game events and at the conclusion, and is the key to victory.
- Not specified in transcript
- Not specified in transcript
- Not specified in transcript
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't think that those speak to the death of the hobby.
- Innovation is drastically overrated.
- The hobby is growing from a user base standpoint.
- IP growth within the industry is certainly something you're going to continue to see.
- Crowdfunding has seen a decline 2024 2025.
- the death of all these things is greatly overstated.
References (from this video)
- hybrid design; a lot of satisfaction from engine growth
- deluxe components visually appealing
- availability; box weight; learning curve
- trade and exploration in a star system
- Hybrid of deck-building and tile-laying with space theme
- engine-building and multitier deck building
- Dwellings of Eldervil
- Underwater Cities
Mechanics (from transcript analysis)
- hybrid deck-building and tile placement — actions to build, trade, recall workers; engine building front-end then conquest.
Video topics + discussion points
Quotes (from this video)
- There is a lot of tension around the table with arcs; the tension is utmost.
- This is one of the more polarizing games, but I enjoyed it.
- Mechs versus Minions is pure fun; you are manipulating this mech by running your command line.
- Race for the Galaxy which for both of us is our most played game from a physical play standpoint.
References (from this video)
- Offers meaningful, multi-layered base actions via Alliance bases (Trade Hub, Monolith of Ancients, Maximus/ Odessa fields, etc.)
- Module upgrades and discoveries provide depth and long-term planning opportunities
- Asymmetric factions encourage varied strategies and replayability
- Combat system with diplomacy cards and tactical depth adds tension and choice
- Moon tokens and discovery tokens add strategic flexibility and resource flow
- Prototype copy means rules and balance may change in the final product
- Complex system with many interacting parts may create a steep learning curve
- Some modules and tracks could be unclear or visually dense for new players
- space civilization-building with asymmetric factions and modular development
- Edge of the Andromeda galaxy as settlers rebuild civilization after fleeing a central power
- asymmetric, modular progression with faction-specific starting conditions and evolving board state
- Dwellings of Elder Bale
Mechanics (from transcript analysis)
- asymmetric factions — each faction starts with different resources and starting conditions, guiding divergent strategies
- combat and raiders — battle occurs after Raiders strike; dice-based combat with diplomacy cards and targeting mechanics
- development cards and scoring — acquire development cards that grant ongoing benefits and contribute to end-game scoring via track progression
- diplomacy cards — players may play diplomacy cards during battle to influence outcomes or gains
- end-game scoring via tracks and developments — final points come from progress on various tracks and the value of built developments
- event track and discovery tokens — advance the event track with actions and optionally claim discovery tokens for free actions
- modular development and ship upgrades — build modules adjacent to your reactor and upgrade ships to alter capabilities
- moon tokens and planetary tokens — place and utilize moon tokens to gain resources or trigger actions on modules
- region action selection — launch a ship to a region and take the region's action; recall ships to activate modules
- resource management and conversion — manage energy, titanium, nano carbon, ice, and credits to build modules, ships, and planetary developments
Video topics + discussion points
Quotes (from this video)
- this is their newest design that plays one to five players in about 40 minutes per player
- you might be familiar with dwellings of elder bale which is the designer's previous title
- tactics cards are going to be sort of like our wild cards in the game
- you can end the game when somebody's reached 50 points 60 or 70
References (from this video)
- engaging app-driven experience
- retail version expanded with content kit
- app-dependent play may require a device
- interstellar colonization
- space exploration
Mechanics (from transcript analysis)
- app-driven / digital integration — App-assisted board game experience with modular play.
Video topics + discussion points
Quotes (from this video)
- It's almost Christmas time
- Monkey Palace is off the chain
- Babylon is wild
- Wednesday is our new game day
- We are going to play the hamster roll
References (from this video)
- Epic production quality
- Interesting battle mechanics
- Multiple strategic choices
- Varied raider interactions
- Complex rule system
- Many elements to track
- Space battles and resource management
- Sci-fi space exploration
- Strategic board game
- Dwellings of Eldervil
Mechanics (from transcript analysis)
- Combat — Dice-based battle system with targeting and special abilities
- Resource management — Managing different resources like titanium, energy, and tactics cards
- ship movement — Ships can move to different locations with varying ranges
Video topics + discussion points
Quotes (from this video)
- There is a lot going on in this game.
- The battles in this game are the most fun because it's just so tense.
References (from this video)
- Clear, detailed walkthrough of rules and core mechanics tailored for beginners
- Strong emphasis on asymmetry adds variety and replayability
- Prescience and diplomacy provide interesting turn-by-turn decision points
- Modular ships and developments create meaningful long-term strategic depth
- Raiders and event-driven scoring introduce dynamic board state shifts
- Some components and artwork are noted as prototype; production differences may occur
- Rule density is high; complex systems (combat, module activation, and diplomacy) may be daunting for new players
- The tutorial covers many systems but some edge cases are not exhaustively explained in this video
- Asymmetric space empire-building with modular ships, exploration, and battles
- Edge of the Andromeda galaxy near a nebula; factions flee to diverse planets and alliance hubs
- Tutorial/explanatory walkthrough of rules and early-round play
Mechanics (from transcript analysis)
- asymmetric factions — Each player controls a unique faction with starting asymmetries that grant special actions, resource handling, or module options, affecting strategy and choices.
- Diplomacy and battle resolution — Diplomacy cards can influence battles, including ending battles early or shifting ships; diplomacy happens in turn order and can limit or prevent combat.
- Event deck and progress tracks — Event cards advance tracks (Commerce, Industry, Science, Civilization, Supremacy) and introduce Raiders or scoring events; prescience lets players manipulate upcoming events.
- Launch and ship placement — On a turn, players choose and place a ship from their launch bay to a board spot within range; subsequent ships must be placed within range of existing ships.
- Modular ships and developments — Ships can be upgraded via modules and developments; leaders can be consumed to place development tokens that confer scoring and endgame bonuses.
- Moon tokens and storage — Moon tokens are collected from planets and stored; they can be spent for resources or slot into the player's board to grant ongoing benefits.
- Raiders and combat resolution — Non-player Raiders enter the active region and battles proceed in defined phases (escalation, diplomacy, battle prep, dice rolling, winner determination, and damage).
- Resource economy and module markets — Various resource types (energy, ice, nanocarbon, titanium, credits) are used to purchase modules; markets are reset after certain actions, creating pressure to manage resources.
Video topics + discussion points
Quotes (from this video)
- each player begins the game with just their space station and a few transport ships in their launching Bay
- Prescience lets us modify the upcoming event the way this works is we get to draw the top two event cards and choose one to go on top
- the battle ends immediately
- you rescue leaders
References (from this video)
- Space-themed, accessible mechanics
- Complexity on multiple turns may be heavy for casual players
- Worker placement with detours
- Space, sequel to dwellings of elderil
- Unknown
- Dwellings of Eldervale
- Lords of Waterdeep
Mechanics (from transcript analysis)
- Worker placement with detours — Ships/systems provide actions; detours add side-ops on return.
Video topics + discussion points
Quotes (from this video)
- Magnificent the best of the year of 2024 for us yeah
- I have weird taste in board games
- it's a fantastic Co-op game with a little tactical combat
- the best part of the game is character development
References (from this video)
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- deluxified is just absolutely crazy
- the joy from games, not from playing the games, not from how the games necessarily look
- one of the most important things you can own as a board gamer are shelves
- Please remember to like and subscribe and thanks so much for watching
- If you're a stat nerd like me and you want to know what you've played, how many times
References (from this video)
- Engaging engine-building with varied factions
- Beautiful production and compact box size
- Strong redesigns from Dwellings that improve balance
- Not universally loved over Dwellings; complexity can deter newcomers
- Hybrid euro-trash engine-building with modular card interactions
- Space-fantasy with ships, monoliths, and moons
- Engine-focused with route-driven map
- Dwellings of Elderville
Mechanics (from transcript analysis)
- Card drafting and tableau from return phase — Snake draft to pick cards for a card tableau; recall workers to generate actions.
- Dice combat with targeting — Battle dice; targeting limits outcomes based on ships owned; rerolls possible
- Map/board scoring and moon slots — Place monoliths and slot moons for benefits; score near adjacent tiles.
- Worker placement with connectivity rules — Place workers and stay connected; ship ranges influence entry points and conflict.
Video topics + discussion points
Quotes (from this video)
- "Veil of Eternity does some very clever things to differentiate itself."
- "The biggest one being this whole you can only have four money tokens at any given time and they come in one three and six currency."
- "The card drafting mechanism I think is really a strong thing that powers it as well."
- "It's open information."
- "Andromeda's Edge is my number one play of the month."
References (from this video)
- Well received
- Good engagement in comments
- Science fiction
- Space exploration
- Shackleton's Base
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game - remember this is just a game
- you're listening to the broken meeple show a podcast that speaks passionately about board games for the benefit of those who play them
- I'm quite busy at the moment but in a good way
- Norway in alter in the Arctic Circle is basically just yeah it's nearly Perpetual Darkness everything is caked in snow
- I much need needed break much needed break from gaming in general frankly
- I want them to go back to that level of greatness but lately they just haven't been doing it
- this could have easily just been called its own thing
References (from this video)
- interesting space-themed campaign potential
- anticipation for upcoming content
- some aspects described as still in development or upcoming
- exploration and conflict in a star-faring context
- science fiction frontier in space
- arc-driven with conflict resolution and exploration
- Layers
- Arcs (Leader Games)
Mechanics (from transcript analysis)
- arc-based campaign — progression through a narrative arc across sessions
Video topics + discussion points
Quotes (from this video)
- "nothing beats a board game night"
- "Stock Exchange was cool it was cool"
- "the libraries are really you know a chance to play learn and make memories"
- "it's a monster this is a big one it's here"
- "we are our fa games Bo forever"
- "Die Hard is a Christmas movie"
References (from this video)
- Strong space theme and thematic flavor
- High replay value due to many factions and upgrade modules
- Rich engine-building and modular upgrade system
- Good production quality and comprehensive player aids
- High player interaction and tactical combat
- Very heavy and rules-dense; long learning curve
- Long setup and teaching time; not ideal for casual games
- Deluxe edition overpriced and not significantly better in practice
- AP and erratic dice luck can slow games, especially in longer sessions
- Solo mode requires expansion and extra cost
- Engine-building and tactical combat with modular upgrades in a sci-fi space setting
- Space exploration in a modular galactic empire with planetary systems and Raiders
- Narrative-driven, with emergent gameplay through faction abilities and track development
- Dwellings of Elderl
- Edge of Darkness
- Energy Empire
Mechanics (from transcript analysis)
- deck/tile upgrades — modules/craft upgrades are acquired and slotted for effects and VP
- Dice combat — combat uses dice rolled by ships; dice outcomes determine winner; mitigation via energy and targeting
- engine-building — modules attach to the board to create an engine that generates resources and VP
- event track and scoring — five development tracks; events trigger scoring and Raiders adjustments
- resource and token management — moons and resources collected and slotted into modules for bonuses
- scoring tracks and VP engine — points come from development tracks, module bonuses, and planet control
- variable player powers/factions — each faction provides unique abilities and starting conditions
- worker placement — place ships to planets, retrieve to trigger bonuses and score VP
Video topics + discussion points
Quotes (from this video)
- the production quality of this game in this retail copy this is not a review copy I bought this with my own cash this is pretty damn good
- the replay value in this is pretty damn good
- oh my god this has a stupendously long setup
- the combat is predominantly luck based
- it's a heavy game and it's going to be ideally want a large group of players
- the deluxe upgrade... insane price
References (from this video)
- Very popular
- Tom's favorite on second shelf
- Fantastic game
- Sci-fi exploration
- Space science fiction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is easily on this shelf. The most checked out game. Wonderlands War I see played every time.
- Foundations of Rome despite how big this game is. It gets checked out all the time.
- Everyone's really upset with Grimlord Games cuz they never delivered their last Kickstarter, but another company has picked it up.
- I don't I still don't understand why companies can't put names on the sides of their boxes. Come on now.
- Frostpunk, the board game if you're ready to have a depressing day.
- I think Mosaic is a fantastic civilization game. So fast and easy to play.
- People love Smashup. I have almost everything for Smashup, but it just barely gets played.
- Probably Twilight Imperium is my favorite of all these here, even though I don't play it that much.
- Last Kingdom is a kind of a really fun game from Games based on said TV series. Uh but pretty good. Think Game of Thrones style.
References (from this video)
- thematic space opera with modular, upgrade-heavy design
- Luke Laurie pedigree and track record with co-designs
- dice combat inclusion raises questions
- board size/component clarity unclear on preview
- pricing concerns and long waits for deluxe content
- Upgradable ship/space station actions with modular components
- Science fiction space opera
- Story-driven, modular, and aspirational in scope
- Dwellings of Eldervale
- Cryo
Mechanics (from transcript analysis)
- faction-based abilities — different factions provide distinct play paths
- modular space station — personal boards build a configurable engine via modules
- upgradable components — modules or factions grant unique abilities and upgrades
- worker placement — workers enable actions to build out and upgrade the space station
Video topics + discussion points
Quotes (from this video)
- I think this looks like magic the Gathering it really does seem like it
- it's just too much and people are just throwing hundreds of dollars into it
- as always yes I've been quite negative on the kickstarters and that but just remember as always it's only a game
- the hype train on this one that's going around at the moment
References (from this video)
- Streamlined space 4X feel
- Variety of strategic paths
- Deluxe edition components are well-made
- Setup can be overwhelming
- Steep learning curve
- Dice luck can impact early turns
- Space exploration, 4X elements
- Andromeda Galaxy
- Epic space opera with multiple factions and base-building
- Eclipse
- Twilight Imperium
Mechanics (from transcript analysis)
- Base Building — Establish bases on the map to gain power and surrounding benefits.
- Dice combat resolution — Roll dice to compare outcomes; tie-breakers go to the next dice.
- Exploration/territory control — Explore territories near nebulae and gain strategic advantages.
- Ship upgrades/blueprints — Improve ships through blueprints and technology.
Video topics + discussion points
Quotes (from this video)
- it's an epic game it's a follow-up to dwellings of everdale
- it's a space themed and the idea is you're at you're in Andromeda the Galaxy Andromeda
- there's a lot of replayability in terms of stuff to explore
- the deluxe edition is so well made
- Layers you are creating a dungeon behind a privacy screen
References (from this video)
- epic scope
- thematic space flavor
- complex for casual players
- technology vs exploration
- space exploration
Mechanics (from transcript analysis)
- Area Control — Compete for influence across planetary tracks.
- engine-building — Develop technology trees and manage resources to advance space exploration.
Video topics + discussion points
Quotes (from this video)
- There will be only one topic. Only one.
- We wanted to do our traditional deep dive into this year the 2025 American Tabletop Award winners, nominees, and recommended games.
- To prevent conflicts of interest, we ask people who have any connection to a game … to not submit any game that they have a conflict of interest with during that nomination process.
- The fundamental nature of taxonomic organization, right? There is no one rule that will satisfy every single person for where a game belongs in terms of like is it a good game for people that are getting into gaming?
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- Matt Leacock will you grow another thread of innovation in your skull and do something else
- we're done with pandemic
- I would rather be pessimistic and then pleasantly surprised then optimistic and then constantly disappointed
- I could rank something like Alice's garden a 9 10 out of 10 for how perfect a game for its genre it is but that doesn't mean I want to play it game after game
- this theme is going to speak to me heavily from a Nostalgia perspective
- you're not as good as you used to be mate
- this is why you've got to get your demos right
- head cubes on tracks is that really what I'm supposed to get excited for
- this one I think is the game that void fall should have been
References (from this video)
- Strong thematic hooks and modular interactions
- Complex to teach for some groups
- Worker placement with card-driven actions
- Sci-fi exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Harrow County is a very unique game.
- This is Seven Wonders. ... an excellent card drafting game.
- Ticket to Ride is a classic and a staple at many events.
- Root has fans and they are super fans.
References (from this video)
- Towering depth with strong progression and tech-tree feel
- Strategic planning with several viable paths
- Can be heavy for casual players
- Rule familiarity is valuable to maximize pacing
- Economy-driven Euro with technology and resource management
- A spacefaring frontier where factions build and develop their settlements
- Strategic, mid-to-heavy weight with tech progression
Mechanics (from transcript analysis)
- Resource collection and spending — Players collect and spend resources to build and progress their faction.
- Worker actions and development — Workers perform tasks to unlock new abilities and increase efficiency.
Video topics + discussion points
Quotes (from this video)
- Heroes that's the definition anyway.
- two best things I think about that game first one is the way you combine and can like do combos with your deck and you have to kind of know your deck and the second one is how the monster reacts to what you do you always will see the reactions that the monster will do he will only react if you poke him right the wrong way.
- it's a filler game not necessarily super simple but I think it's mostly quick.
- on your turn you get a card with a QR code that you scan and music starts playing you have to guess the year the song came out and you have to place it in a timeline.
- it's great because everybody can relate to music.
References (from this video)
- Fresh space theme with a strong hybrid design
- Engaging for players who enjoy both Euro and lighter Ameritrash touches
- Theme may be divisive for some players
- Ambivalence about space motif could affect immersion for some groups
- Space exploration with modular/story-driven tech development
- Space-themed world with a sci-fi, cyberpunk vibe
- Hybrid flavor that can feel both Euro-focused and space-adjacent thematic
Mechanics (from transcript analysis)
- Dice rolling in combat — Combat segments introduce dice randomness to outcomes, adding tension.
- Hybrid Euro/Ameritrash mechanics — Core Euro-style engine with occasional American-style thematic elements and tension (combat, dice).
- Modular/system-driven play — Space theme is complemented by modular/system variations that affect strategy.
Video topics + discussion points
Quotes (from this video)
- reviews, rankings, lists are really snapshots in time
- It's a snapshot in time. And who knows, these things could even shift around if I were to do this again this time next year.
- I am a shallow gamer.
References (from this video)
- Distinct sci-fi theming
- Strong narrative emphasis
- Mechanics may be less approachable without context
- exploration and discovery in a sci-fi setting
- Sci-fi space exploration
- immersive, atmospheric
Mechanics (from transcript analysis)
- Exploration-driven play — Narrative-driven exploration with thematic emphasis over dense rule exposition.
Video topics + discussion points
Quotes (from this video)
- found families are the through line
- this is a campaign game that has this like dark medieval fantasy vibe
- Andromeda's Edge has become like one of my favorite sci-fi games
- I post once a day, every single day. And then on TikTok specifically, I post twice a day on weekdays.
References (from this video)
- Next iteration of Dwellings of Elderveil
- Stunning components
- Excellent gameplay
- Space theme
- Already tested and loved by hosts
- space exploration
- space
- science fiction
- Dwellings of Elderveil
Mechanics (from transcript analysis)
- similar to Dwellings of Elderveil — Next iteration with similar mechanics but space-themed
Video topics + discussion points
Quotes (from this video)
- it was one of the coolest experiences I had at Pax
- anything that involves tile placement I am here for
- it is just a freaking blast
- the mechanics are just so good that none of the other stuff really kind of like matters to me
- I've fallen so much in love with undaunted
- if you put a cute cover on a game I will buy it I will play it and there's a very good chance that I will love it
- it looks incredible
- final girl is definitely one of my favorite games of all time
- the cover art drew me in it reminded me of like old war propaganda posters
- if anyone out there wild has red red ball or seen the red wall artwork this game is that
References (from this video)
- Scale and scope feel grand without TI4 complexity
- Expansion notes are exciting
- Might feel bloated for some players
- Rule depth can be dense
- galactic exploration with expansion
- Space opera 4X-like exploration
- space opera grand strategy lite
Mechanics (from transcript analysis)
- Euro-style engine-building — Euro-ish engine-building with space exploration flavor.
Video topics + discussion points
Quotes (from this video)
- "This is my go-to game to take and I love it because I think we put it on our icebreaker list. It really is a great game to play with people who you don't know very well because you're trying talking about how you rank different things and it brings just some really unintentional hilarity when people will put the things in order that they do. I like this party game a lot. I really recommend this is one of those games I think everybody should own."
- "A Message from the Stars, a cooperative deduction game... I really like the aspect of working together trying to figure out this alien language of sorts and I think it and it's just done through math and I really like it."
- "Bombbusters is an absolutely fantastic game... one of the best cooperative games that with little interaction between the players."
- "Endeavor Deep Sea. What a fantastic game. I hadn't played it in 2024. Other people played it, and I love the concept of going down into the ocean."
- "Star Wars Unlimited... I enjoy them all. I get them when they come out. I sort out the cards. Have fun building decks. Still really loving this game."