Aquatica is a deep, but easy to learn family engine builder about underwater kingdoms.
In the game you will become one of the mighty ocean kings, struggling to bring glory to his realm. To win the game, you need to capture and buy locations, recruit new characters, and complete goals; each of these actions gives you victory points at the end of the game. To do so, you need to play cards from your hand (each with a unique set of actions) and combine them. Don't think it's simple! With a good strategy during your turn, you can take up to ten actions in a row.
You will encounter plenty of mysterious ocean creatures and take them to your hand. With their help you will explore the unknown locations and raise found resources from the ocean depths to your kingdom. Mechanically this is represented with the help of three-layered player board and the unique mechanism of card-rising.
—description from the publisher
- gorgeous production and evocative artwork
- expansion offers meaningful additions and new end-game variety
- engaging hand-management core that can feel fresh with expansions
- rulebook can be hard to parse; requirement to reference external guides
- base game feels undercooked without the expansion
- iconography and shorthand can be non-intuitive at first
- underwater exploration, resource management, and card-driven engine building
- Underwater world featuring guilds or tribes that drive actions and end-game scoring
- visually rich and thematically cohesive but mechanically complex to teach
- Abyss
Mechanics (from transcript analysis)
- hand management — A card-driven engine that requires players to balance timing and location choices.
- location-based actions with cards — Locations trigger actions when certain cards are played, and some cards modify how you pay or gain resources.
Video topics + discussion points
Quotes (from this video)
- it's one that I do like to bring out every now and again
- it's basically a hand management game
- the meat of the game is the fiddly rules
References (from this video)
- Beautiful theme and components
- Resource management and location expansion
- Underwater world
- Oceanic exploration with conquest
Mechanics (from transcript analysis)
- Area Control — control aquatica locations
- set collection/resource management — gather resources and upgrade locations
Video topics + discussion points
Quotes (from this video)
- yeah i'm also working on this crazy fast 4x space game called last light that's gonna be coming out
- you can actually build residential buildings and double triple stack tiles to make them taller
- it's a spin-off of the katan series
- final score is 14 out of 20
- you are correct it is rising sun
References (from this video)
- neat aquatic theme and visuals
- plays reasonably quickly
- felt lighter and less deep than desired
- not prioritized in this collection
- oceanic life and aquatics
- underwater/sea exploration
- theme-driven exploration
Mechanics (from transcript analysis)
- set collection / engine-building — Light-to-medium complexity game with quick setup and thematic water-world feel.
Video topics + discussion points
Quotes (from this video)
- it's a full-time successful job for me
- the newest macbook pro line is significantly faster
- i'm in a much better headspace about the numbers
- i'm not sitting there thinking that a three video per week plan is sustainable
- there's a lot of evidence to show that putting out more videos is not necessarily better for me
References (from this video)
- Player boards are interesting and functional beyond mere storage
- Rulebook is compact and well-presented
- Single main action that unlocks many options through chaining
- Weak, uninspiring theme with generic undersea characters
- Core content feels slim; box content may feel short-changed
- Expansions appear essential for longevity and raise price concerns
- Location acquisition and personality recruitment to influence the game state
- Underwater/ocean bed with underwater factions and locations
- Abstract, light on lore; thematic flavor exists but is largely incidental
- Abyss
Mechanics (from transcript analysis)
- achievements / goals — Specific achievement objectives grant points and shape end-game timing
- card play and placement — Playing character and other cards activates effects; cards move to the player's board to indicate progression
- discard/recycle and refresh — Top-row locations get discarded and refreshed to manage the market and hand size
- end-game triggers — End when a player achieves four goals or when the location or character decks run out
- location purchase and raising — Locations can be bought using coins or power; placed on the player board and can be raised to activate effects
- main action + chainable actions — On a turn a player must play a character card as the main action, then any number of additional actions enabled by cards and board state
- Resource management — Coins and power drive actions; coins are represented on cards rather than as a separate token pool
- set collection / deck interaction — Recruit personalities and acquire locations to build a hand/deck that yields prosperity points
Video topics + discussion points
Quotes (from this video)
- the player boards are kind of interesting
- the rule book is thankfully a manageable size
- there's only one main action that you can take
- it's like sitting in a massive washing machine and you're rinsing and repeating
- Aquatica is fine but it's largely uninspiring
- there's not really any limits as to how many actions you can take
References (from this video)
- distinct economic engine
- expansion adds significant depth
- base game weaker than expansions
- oceanic strategy and economy
- submerged empire with a floating city concept
- tableau-building with thematic flavor
- Concordia
- Century
Mechanics (from transcript analysis)
- Resource management — balance economy, military power, and currency
- tableau-building — players assemble a personal engine of cards to generate resources
Video topics + discussion points
Quotes (from this video)
- Detective Club is going to be one where you have these different cards that are all different kinds of images that are really beautiful and very unique
- it's a clever timeline; accessible and easy to explain to anyone
- the expansion really elevates the gameplay on Aquatica
- it's the best slaughter game and it's very deep, but accessible
References (from this video)
- Strong thematic cohesion
- Engaging puzzle with clear choices
- Some randomness can affect control, depending on setup
- Oceanic exploration and gadgetry
- Undersea/archipelago exploration
- Mechanics-first with thematic veneer
- Gizmos
- Reef
Mechanics (from transcript analysis)
- engine-building / action selection — Choose actions to develop your underwater base and/or engine to acquire resources
- Resource management — Balance resources to activate gizmos and explorations under the sea
Video topics + discussion points
Quotes (from this video)
- Gizmos is my favorite uncomplicated game.
- I want to understand why stuff works and how to pull levers in a game.
- I don't play to win. I'm playing to explore.
- Grow bold or die, my friends.
- There are so many games out there.
References (from this video)
- gateway-plus with depth
- visually appealing
- needs careful teaching to unlock combos
- engine-building with location cards and bonuses
- Undersea city with divers and locations
- gateway-plus feel with depth
- Marcitor (engine-building with location cards)
Mechanics (from transcript analysis)
- location card drafting and engine-building — Acquire new characters and locations to trigger chained bonuses.
- personal player board notches — Slot cards into a personal board to activate bonuses.
Video topics + discussion points
Quotes (from this video)
- this was definitely the hardest to rank these games
- none of these games I thought were bad this month
- this is an absolute delight
- ultra smooth ultra fun
- this is a thinky filler game with a great weight and repercussions
- you can teach this one in 30 seconds
- very elegant and easy to teach
- the elegance of the system is amazing
- I'm absolutely hit for me
References (from this video)
- Cool game design with good combo effects
- Expansion Cold Waters improves the endgame and scoring conditions
- Tribes from expansion add interesting special abilities
- Enjoyable to play after getting to know it better
- Artwork not as awesome compared to games like Abyss
- Rule book could be much better
- Had a slow player experience at initial demo at Essen
- Exploring aquatic depths and discovering sea creatures
- Underwater ocean exploration
- Tableau building with combo mechanics
- Abyss
Mechanics (from transcript analysis)
- Card Combos — Characters generate actions and resources through combination effects
- Resource management — Acquire locations and manage resources to create power turns
- Sliding mechanics — Players tuck and slide locations down their board as they explore
- tableau building — Players build and manipulate locations on their board
Video topics + discussion points
Quotes (from this video)
- It's that great banter game that's just great for like a good party setting
- The game needs to be quick and snappy and that's the way it should work
- When I got the game myself and finally got it out and played it with fellow gamers it was brilliant
- I don't see this really rising further up the top 100 though I think this is going to be its peak
- If there's a slight flaw at this game it's that the card system needs a little bit of tweaking it can get quite swingy
- The fans recommended this game and the fans were right
- It's kind of like that awesome experience that you only get to experience every now and again in a blue moon
- I found brian board to be a big surprise one of those big exceptions to the rule
- It's that great sort of climactic tension where throughout the game you're trying to figure out who is not on our side here
- It's a really clever system there's a decent amount of dice mitigation you know every time you roll those dice you are there racking your brains
References (from this video)
- strong thematic feel
- nice table presence
- setup can be elaborate
- ocean exploration and city-building
- underwater city
- thematic, medium complexity
- Beacon Patrol
- Ulterior Aquatic titles
Mechanics (from transcript analysis)
- polyomino placement — fit custom-shaped pieces to maximize scoring areas
- tile laying — place ocean/underwater tiles to build habitats
Video topics + discussion points
Quotes (from this video)
- "it's Mad Max on steroids where you just killing up folk in your car"
- "this is the addiction show"
- "Stone Age is my favorite worker placement game"
- "it's a trick taking game"
- "Unmatched Slings and Arrows... Shakespeare going to war"
- "be sure to check out moving out"
References (from this video)
- Rich, varied options for card selection and location management
- Multiple end-game paths via objectives and diverse scoring
- Dynamic interaction via scouting and market shifts
- Rule complexity and heavy setup with many mechanics to track
- Scouting/raising/actions can be intricate and slow for new players
- End-game scoring can be opaque without careful planning
- Resource management, area control, card-driven actions
- Underwater empire building with manta-based mechanics
- Tutorial demonstration with playthrough
Mechanics (from transcript analysis)
- Action economy - main action + free actions — On a turn, play one card as main action and then perform any number of free actions.
- Conquer vs. Purchase locations — Use resources to conquer or buy location cards to gain benefits and scoring.
- deck-building / hand management — Players acquire new cards, keep some in hand, recall others; used cards are discarded.
- End-game triggers and scoring — End game triggered by depleted decks or completed objectives; final scoring tallies cards, mantas, and locations.
- King cards — Special king cards grant unique abilities that can alter turn order and options.
- Manta tokens as resources and modifiers — Manta cards flipped to gain resources or abilities; some mantas unlock actions when fully risen.
- Raising / increasing location levels — Raise a location to unlock stronger benefits; raising uses coins/tridents and prerequisites may apply.
- Scouting and market refresh — Scout discards market cards and refreshes with new options; minus costs apply to top four spots.
Video topics + discussion points
Quotes (from this video)
- the only reason this video is being made is because aquatica won the poll that is voted on each month by the patreon supporters of this channel
- on a player's turn they're going to play a single card from their hand and then do whatever that card says
- as soon as a location is all the way to the top you can score it using specific actions
- end game triggers when the entire deck of character cards is depleted or the entire deck of location cards is depleted
References (from this video)
- Still in rotation, regularly played
Mechanics (from transcript analysis)
- tile laying — Exploration and aquifer-based tile placement with aquatic themes.
Video topics + discussion points
Quotes (from this video)
- I will not be going through campaign games in this.
- I want to be more cutthroat than I ever have before.
- Quad Heroes is going. I hate it. I hate it so much.
- Monumental. If Monumental is still here in a year and hasn't been played, if next year's Purge, if I haven't played Monumental, it's going to go.
- Last Light can go. I'm not thinking off the shelf.
References (from this video)
- Intuitive rules for a 3-player game
- Sea-themed and visually appealing
- Limited interaction compared to heavier titles
- Underwater / sea fantasy
- Champions of Sea / other engine-builders
Mechanics (from transcript analysis)
- Card engine-building / dice-less engine — Rising cards trigger engines and complete objectives; thematic sea setting.
Video topics + discussion points
Quotes (from this video)
- I'm very bold in my opinions, I hate it but I'm still willing to give it a second and third try because it's better it's an expensive game
- America blue shell is when you brace Mario Kart and then if you're in last place you get rewarded the blue shell
- it's a shared objective, you really pay attention to what other people are doing
- canvas... what a stinker... you're a pile of poops I love that game
- Rise of X added ... I had the Dreadnought portion and it replaced the main board
- I'll take it from me, I think he's French no he's Jamaican