From the publisher's website:
Antike is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided. Players choose from Greeks, Romans, and Germanic tribes and Phoenicians, Carthaginians, Persians, Arabs, Egyptians, and Babylonians.
Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) of ancient personalities first will win the game!
Lead one of these nations to victory! But watch out for your enemies, as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy.
Fast Sloths Review
A Life Gameplay - The Friends We Made On The Way
- storytelling appeal
- thematic interest in personal narratives
- ai-generated art is a potential concern mentioned
- unclear how well it lands mechanically
- storytelling game about life and personal journey
- ai artwork usage
Mechanics (from transcript analysis)
- Storytelling — story-driven concept with life events as 'game content'
- storytelling / personal narrative — story-driven concept with life events as 'game content'
Video topics + discussion points
Quotes (from this video)
- I'm not an RPG person.
- It's DC, Justice League, all those things are great.
- I like Mindbug. I like Mindbug a lot.
- The unique theme, the presentation designed by Danny Garcia, it definitely has me interested.
- Alterra from IV Studios. Set in the world of 10.
- I am very interested. Again, I have no idea whether this game will land for me or not.
References (from this video)
- Playing through a lifetime, from birth to old age, choosing experiences.
- QE
- A Pursuit of Happiness
- Adulthood
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is the most chaotic opening. I probably should just restart, but it's too late now. We're here.
- This is based on the video game, not based on the board game, which also is not based on the video game.
- Teamwork is optional and betrayal is rewarded.
- A big fan of Terraforming Mars said this is the best Terraforming Mars experience they have ever had, period, full stop.
- A lemonade apocalypse game. That's what it is.
References (from this video)
- Players have a lot of agency in how they build out their boards.
- Symbols and actions feed into each other, shaping the player's person.
- Cards in hand can be developed, and players can draw from decks.
- The five phases feel unique and represent stages of life.
- Children cards can be costly but are ultimately rewarding.
- Baby cards and their associated tags provide benefits in later phases.
- Increasing scoring modifiers is a huge chunk of points.
- The game offers choices between different things players want to do.
- The puzzle of set collection and acquiring cards can be tricky but rewarding.
- Discarding a card is sometimes required to perform an action.
- Some cards can have negative effects or require paying resources.
- Having negative attributes at the end results in a big negative multiplier.
- In the final phase, players might have to pay cards or lose a life if unable to develop.
- Some cards can have negative consequences like costing a heart.
- Living out the best life possible over the course of five phases.
Mechanics (from transcript analysis)
- action selection — Players choose one of three actions on their turn: develop, draw cards, or friendship.
- Card Drafting — Players can draw cards for the current phase or a phase ahead, and can select cards from rows or draw from decks.
- Resource Management — Players manage life resources and scoring resources that are multiplied for end-game scoring.
- Set Collection — Players work on set collection by gaining different attributes and resources.
- Tableau Building — Players develop their player boards by playing cards and adding tags and effects.
- Variable player powers — Starting with certain attributes and gaining tags guides who a player might want to be.
Video topics + discussion points
Quotes (from this video)
- So, in a life, you are attempting to live out the best life possible over the course of five phases.
- So, as you can see, there are 10 different attributes here, and they represent different things that you will gain for what you are able to accomplish throughout your life.
- Players are going to have options when they are selecting cards of the cards in the rows in front of them or they're also going to be able to draw from the different decks and play those cards instead.
- Ultimately, players are going to be rewarded for trying to build out this scoring mechanic.
- A Life ultimately is going to be all about set collection.
- The charm of the game is going to be deciding between these different things that you want to do.
References (from this video)
- The game is described as realistic and hyper-realistic.
- Developing attributes provides flexibility and strategic options.
- The card-driven progression creates a narrative of life's journey.
- The progression through life stages can feel fast.
- Struggling to afford certain life choices like retirement due to lack of money.
- The stages of life from birth to old age
Mechanics (from transcript analysis)
- action selection — Players choose from a limited set of actions each turn, such as developing cards, using friends' cards, or drawing cards.
- attribute track progression — Players advance tokens on various attribute tracks, which are then multiplied for end-game scoring.
- Card Drafting — Players select cards from a central display or draw from decks to add to their life's narrative and gain benefits.
- Resource Management — Players manage resources like money, cards, and attribute tokens to take actions and develop their life.
- Set Collection — Collecting specific attributes or card combinations appears to be a key element for scoring and enabling actions.
- Tableau Building — Played cards are added to a player's personal tableau, creating a narrative of their life's journey.
Video topics + discussion points
Quotes (from this video)
- This game is realistic, by the way. Hyper realism.
- Folks, boys and girls, when you go into old age, make sure you saved enough money that you could retire. Cuz if you don't, you can't.
References (from this video)
Mechanics (from transcript analysis)
- Rondel system — Antique is one of the Rond games that uses the same kind of rondle system.
Video topics + discussion points
Quotes (from this video)
- But I could have won better.
- Um, I I think it's crafted magnificently.
- Endeavor competitive is like, you know what, I'll figure out if I win or not, but I'm just going to lean into the systems that I'm good at.
- Whereas cooperative, every single action matters.
- Um, and so, um, yeah, when when we settled on kind of what we found the game to be and we're like, "No, I think like this is this is worth pitching to some places."
- The jaded critic in Ratatouille sits down and eats the food that takes him back to being a kid and understanding why he loves this in the first place.
- big systems, big thematic resonance, and uh elegantly put together with interesting challenge.
References (from this video)
- The theme is liked.
- The price feels Kickstarter-reasonable.
- The main image is good.
- The playmat pledge is smart and locks in buyers.
- The organizer looks cool, functional, and streamlines gameplay.
- The publisher has a nice track record (though poorly highlighted).
- AI-generated art is a point of controversy.
- The publisher's track record was poorly highlighted.
- Pledge levels feel unintuitive or 'stupid'.
- The game was not sold well, leaving questions unanswered.
- Lack of focus on specific details or components.
- No rule booklet provided.
- Video content felt like a dump with no extracted quotes.
- The campaign did not appear on the BGG Hotness.
- AI-generated art
- On Mars
- Anachrony
- Voidfall
- Darwin's Journey
- Age of Steam
- Awaken Realms
- Stone Saga
- Blood like Blood Stone
- War of the Dragon
Mechanics (from transcript analysis)
- AI-generated art — The use of AI-generated art is a significant factor in the discussion, impacting price perception and controversy.
Video topics + discussion points
Quotes (from this video)
- Do I want it? Yeah, I do. The game looks fun. Unproven designer, but the publisher has a nice track record.
- You did a terrible job spotlighting your publisher track record.
- Your pledge levels, as that one person put, do feel very stupid.
- It looks cool. It looks functional. It looks like it's going to streamline and help my game out.
- At the end of the day, how often do I say this on the show? If you watch this show, it's like, "Ooh, I'm worried about that specific pledge right here."
- The end of the day, you are offering a very unique and different pledge that I kind of love.
- So a final grade's not great.
- I'm going to go with a C.
References (from this video)
- Interesting theme of playing through a life.
- Components look fine and there's a boatload of them.
- The base game price of $45 feels reasonable.
- The main image is well done and showcases the game effectively.
- The game is available on Tabletopia for free play.
- The "all-in" pledge level is considered a smart move by the publisher.
- Concerns about the AI-generated art and its impact on pricing and public perception.
- Several pledge levels and components are poorly sold and not adequately showcased.
- The premium pledge levels are seen as a large price jump for unclear benefits.
- The cost of shipping, especially for international backers, is high.
- Lack of a rule booklet is concerning.
- The campaign page could have done a better job showcasing the publisher's track record and designer's pedigree.
- The pricing of the game doesn't feel significantly lower despite the use of AI art.
- Playing through a lifetime from birth to old age, where players choose experiences to develop and collect resources such as knowledge, experience, dreams, and money.
- Players collect resources that pertain to their regular day life and develop experiences that determine their inner value and victory points.
- Fog of Love
- Pandemic style box
- Katon
- Tomb Raider
- Cosmir
- Rayman the board game
- Luier
- Call of Duty the board game
- Critter Kitchen
- Indiana Jones
- Disney
- Five Families
- On Mars
- Anacrity
- Voidfall
- DRy
- Age of Steve
- Pursuit of Happiness
- Fisherman
- Feudom
- Fauna Fierra Ben
- Crypted Earth
Mechanics (from transcript analysis)
- Card Drafting — Players draft experience cards from a shared display.
- resource collection — Players collect resources such as knowledge, experience, dreams, and money to develop experiences.
- Tableau Builder — The game looks a little bit like a tableau builder, with choices in the middle.
Video topics + discussion points
Quotes (from this video)
- I hate the rectangles on Game File, but they did a good job showcasing, oh, here's what the game's going to look like.
- So, it's not the richest, smartest, or most successful who wins, but the one who has lived their best life according to their values.
- They do, in addition to many, many other things as I found out the best high-quality Kickstarter videos that you can find on the planet.
- I hate it. I hate it. I hate everything about this pledge. Why? Because you haven't told me about it.
- And your price is $9 over MSRP. Well, more like $13 when we convert the currency.
- I feel bad for Poland Games insert. I would like to issue an apology from Bowowers Game Corner from Skeleletic Games unofficially to Poland Games insert for how poorly they have sold your absolutely I'm going to assume gorgeous looking insert.
- The people who buy games based on BGBG rating simply doesn't understand what it's all about.
- Yeah, I do. The game looks fun. Unproven designer, but the publisher has a nice track record. That being said, you did a terrible job spotlighting your publisher track record.
- Your pledge levels, as that one person put, do feel very stupid.
References (from this video)
- Quick to teach with a simple rule set
- Deep strategic potential through card drafting and engine-building
- Color-blind friendly components (tiles show symbols on the back)
- Nice chunky components; prototype felt close to final production
- Scales well from 2-4 players; team modes add replayability
- Limited variety of abilities among cards
- Risk of complicating the engine with too many card options
- Some players may desire more movement options beyond the core actions
- Abstract strategy with color-based tile and card interactions, focused on engine-building through card purchases.
- A dynamic 6x6 grid built from tiles drawn from a bag, with players racing to move their markers to opposite corners.
- Abstract, procedural engine-building
- Mother's Son
Mechanics (from transcript analysis)
- card activation by color — Activate all your cards that match the color of the tile you’re on.
- Card Drafting — Buy cards from a market to build an engine.
- card exhaustion and reset — Cards exhaust after use; you can refresh the market or gain new actions.
- card market drafting — Buy cards from a market to build an engine.
- color synergy strategy — Strategic planning around color tiles and color-coded cards.
- Engine Building — Buying specific cards creates combos and cascades to fuel progress.
- engine-building through purchases — Buying specific cards creates combos and cascades to fuel progress.
- market reset — End of turn action that resets the market cards.
- Pattern Building — Strategic planning around color tiles and color-coded cards.
- push action — Card actions include a push mechanic affecting board state.
- swap action (4-player team mode) — Team variant adds a swap action to reposition tiles.
- Tile-based movement — Move your marker one tile per action on a variable 6x6 board.
- tile-resource matching — Gain a resource that matches the color tile you are currently on.
Video topics + discussion points
Quotes (from this video)
- Tactile is a quick teach and a simple game.
- The combo aspect is really, really fun.
- Color-blind friendly components are a plus for accessibility.
- Prototype felt like final production and was impressive.
- There are specific game modes for two, three, and four players.
References (from this video)
- Easy to learn and teach, especially with a simple rulebook
- Family-friendly and approachable for mixed ages
- Replayability through different boards and animal combinations
- Tight, quick play sessions (~45–60 minutes) with short setup
- Solid interaction and tension from blocking and racing dynamics
- Not particularly groundbreaking or highly ambitious in design
- Artwork/style may polarize players who prefer more modern visuals
- Five-player sessions can feel longer or slower than optimal
- Light, animal-led leaf-foraging race with tactical card play and positioning.
- A whimsical, forest-themed setting where animal cards move between trees to snack on leaves.
- Whimsical and family-friendly with a touch of retro German aesthetic.
- Power Grid
- Gloomhaven
Mechanics (from transcript analysis)
- deck-driven movement — Players draw movement cards for their animals; each card gives a number of spaces to move and may grant special abilities.
- Hand Management — Players manage a hand of animal cards and decide when to play or discard to advance on the board.
- Positioning and capture — Move animals around a shared board; landing near an opponent's animal can trigger pickup or blocking dynamics.
- Set-up and expansion options — Initial animal placements and optional expansions provide varied setups; high replayability through configurations.
- Variable board and animal abilities — Two boards (or modular configurations) and animals with unique abilities create different interaction patterns.
Video topics + discussion points
Quotes (from this video)
- it's a pretty simple game
- it's a race game
- you can teach this game in two minutes
- it's nothing groundbreaking
- it's a great family style game
References (from this video)
- great art
- solo playability
- trick-taking with solo options
- urban park life with hedgehogs as thematic motifs
Mechanics (from transcript analysis)
- Trick-Taking — standard trick-taking with thematic twists
Video topics + discussion points
Quotes (from this video)
- This is my favorite spot in the house.
- I could honestly do it for hours.
- I absolutely love the island cats, so I had to get that.
- The best purchase I ever made.
- I love solo modes, but I don’t want designers to force them when not a good fit.
- I could spend hours browsing that ginormous wall for hours.
References (from this video)
- Keeps Santa Maria DNA but streamlined for easier teaching and quicker play
- Technology tracks and multiple end-game scoring paths increase replayability
- Fishing track adds thematic tension and strategic choice
- Immediate bonuses for completing rows/columns incentivize proactive play
- High variability due to dice drafting and board layouts
- Potential learning curve for players new to the Santa Maria lineage
- Some reported AP at higher player counts or with optimal planning
- Prototype components may evolve before final release
- Fisheries, maritime activity, and local trade
- Fishing village in Norway
- thematic simulation with a light, accessible rule set
- Santa Maria
Mechanics (from transcript analysis)
- Contracts and on-the-fly bonuses — Complete contracts for points and receive end-of-row/column bonuses that affect gameplay mid-round.
- Dice Drafting — Players draft dice of different colors to determine available actions.
- End Game Bonuses — Four final scoring abilities plus immediate bonuses tied to completed rows/columns and contracts.
- end-game scoring and bonuses — Four final scoring abilities plus immediate bonuses tied to completed rows/columns and contracts.
- Fishing track — A track on the boat that can be upgraded to access better resources; includes a reset mechanic when the boat is filled.
- Resource Management — Upgrade resources and the fishing boat to access new actions and better outputs.
- Resource management and upgrades — Upgrade resources and the fishing boat to access new actions and better outputs.
- Row/Column activation — Drafted dice trigger actions by activating a row or a column on the player board.
- Tech Trees — Four distinct technology paths that shape strategy and unlock abilities.
- technology tracks — Four distinct technology paths that shape strategy and unlock abilities.
- Tile building during activation — When activating a die, players can place small or large buildings onto their board mid-turn.
- Track Advancement — A track on the boat that can be upgraded to access better resources; includes a reset mechanic when the boat is filled.
- Unique Player Powers — Each player starts with a unique ability and can acquire an additional one during the game.
Video topics + discussion points
Quotes (from this video)
- "Salt Fu is in name yes"
- "This is a sequel to Santa Maria"
- "Salt Fu is a dice drafting game"
- "The rules for it is very easy you move and take a tile"
- "We have four different strategies that you can follow"
- "The weight is almost the same as Santa Maria"
- "I think also the playing time is maybe even a little shorter"
- "I really like the boat"
- "This is a track"
References (from this video)
- distinctive twist on traditional trick-taking that adds discard decisions
- cute production and hedgehog motif noted as appealing
- solid solo mode adds replayability and accessibility
- rules complexity can be a bit much for new players
- availability discussed around a niche product line
- casual, lighthearted take on urban life and park activity
Mechanics (from transcript analysis)
- Hand Management — players must manage discards from tricks to balance future round potential and score efficiency
- hand-management — players must manage discards from tricks to balance future round potential and score efficiency
- solo-play variant — solitary play exists with two open hands and round-by-round goals to equalize points or cards across hands
- Trick-Taking — win a trick by playing the lowest-numbered card; the lowest card played in the trick triggers discards from your hand, creating a pressure to decide which cards to shed while trying to maximize points
Video topics + discussion points
Quotes (from this video)
- Park life is a trick taking game that has this really cool kind of spin on trick taking where basically you are going to win a trick if you play the lowest number
- I think it's really cool the solo version of the game is very fun where you are playing two open hands and basically each round you trying to get both hands to win an equal amount of cards or points
- Naku Dice is a game that I have wanted for so long I played it actually early last year and fell in love with it
- Seas of Strife is my favorite trick taking game
- there is no Trump suit in Rebel Princess as well but the princes kind of act like a trump suit