Arcs is a sharp, tactical space opera game, for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.
A deck of cards in 4 suits with ranks from 1-7 (2-6 for less than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play.
Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau.
Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.
Arcs ►►► How does it play?
Mechanics (from transcript analysis)
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Quotes (from this video)
- number one board games that come with no form of insert
- looking at you arnac it is so incredibly annoying
References (from this video)
- lovely little systems which provide that good dopamine
Mechanics (from transcript analysis)
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Quotes (from this video)
- Arcs is the best piece of design that I've ever done.
- start with Primer
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It is one of the most uh polarizing games that I have you know ratings at a high rate.
- So 84% I have I have something called the cardboardometer and basically it's like Rotten Tomatoes.
- their average overall rating is a 5.43.
- their average overall rating is a nine.
- luck is a five out of ten on a scale.
- their perception of luck was significantly higher in the people that didn't like your game.
- Arcs fans in depth rated it almost a point and a half higher than the skeptics at 8.4 which is incredibly high.
- Arcs your fans thought it was a more complex game.
- not BGG so they're still relatively small.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a full knee-jerk, not at all what I was working on.
- the practice of not disclosing the number of times you've actually played a game
- you have no business reviewing it.
- Let's create a better community, let's bring all these like-minded people together.
References (from this video)
- High agency and strategic depth; engaging four-player interactions; strong replayability
- Complex to teach; heavy iconography; requires rule-checking and learning terms
- agency, initiative, scarcity, and strategic maneuvering in a competitive setting
- space opera with retro sci-fi aesthetic; space fleets and colonies
- emergent story through player choice and variable ambitions
- The Old King's Crown
Mechanics (from transcript analysis)
- Ambitions scoring — Round-by-round point declarations based on chosen ambitions.
- dice system with recoil — Buckets of dice (attack, skirmish, raid) with a recoil option that risks own ships.
- guild card engine — A deck engine that can generate passive points through card combos.
- mulligan rule (two-player specific) — Discard and redraw to improve starting hand in 2-player games.
- resource scarcity — Actions and resources are limited, forcing tough trade-offs.
- Trick-taking — Lead a card to determine available actions; players choose to follow, copy, or pivot to seize initiative.
- trick-taking action selection — Lead a card to determine available actions; players choose to follow, copy, or pivot to seize initiative.
Video topics + discussion points
Quotes (from this video)
- Arcs just flows.
- In Arcs, the engine is this trick- taking action selection system.
- The core is simultaneous blind bidding.
- It's not just pictures. It's the vibe.
- Beautiful tragedy.
References (from this video)
- Tight base game with a deep campaign option
- Every game feels different due to card-driven tricks and ambitions
- Campaign mode adds length and complexity for some groups
- ambitions-driven scoring; action tricks and trick-taking card play
- Space opera with a 60-minute base game and a six-hour campaign
- campaign depth in a compact box
Mechanics (from transcript analysis)
- Ambitions and score declaration — Ambitions declared by the leader influence scoring and risk.
- Campaign expansion — Blighted Reach adds a multi-session campaign with evolving rules.
- Trick-taking — Suit determines actions (aggression, construction, administration, mobilization).
- Trick-taking card actions — Suit determines actions (aggression, construction, administration, mobilization).
Video topics + discussion points
Quotes (from this video)
- It's approachable enough that new players can learn it in one session, but deep enough that you're still finding new strategies after 30 plays.
- The expansions add modules instead of replacing the base game. So, you're building a collection, not cycling through versions.
- It's Dune. That IP isn't going anywhere. As long as people are watching Dune movies, they're going to want to play Dune games.
- The magic is in the gear shift mechanism.
- It's creating a new genre, strategic deduction.
- "No, you're a ghost now. You still matter."
- "The objectives change every game."
References (from this video)
- Smart trick-taking twist with shifting scoring decisions
- Dense tactical decision-making even at two players
- Campaign expansion potential hinted
- Noted as best with more than two players; two-player experience is acceptable but not optimal
- Space combat with trick-taking flavor
- Space-faring conflict with tactical fight elements
- competitive but tactical
- Trick-taking games with variable scoring
- Other space strategy games
Mechanics (from transcript analysis)
- Compound Scoring — Scoring options shift per round, introducing strategic tension
- dynamic scoring choices — Scoring options shift per round, introducing strategic tension
- Trick-taking — Rounds determine scoring via selectable targets; players decide what to score each round
- trick-taking with scoring emphasis — Rounds determine scoring via selectable targets; players decide what to score each round
Video topics + discussion points
Quotes (from this video)
- "it's about windmills"
- "the closest I've seen to Mario Kart as a board game"
- "it's a very tight worker placement game"
- "the biggest surprise of the year"
- "this is my favorite game of the year so far"
References (from this video)
- No downtime; quick engagement and immediate action
- High interactivity and psychological tactical decisions
- Initial confusion about flow and resource generation
- Follow-the-lead style with action-dense decisions and strategic pacing
- Spacefaring empire with a circular map and planet gates
- Root/Fort-inspired space opera with direct player interaction
- Root
- Fort
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- June honestly was one of the best months in gaming because we had so many so many good games played.
- Andromeda is so good.
- I cannot wait to share more about ARs and about the one and only Andromeda.
- this is very, very initial early thoughts about this game and I still want to tell you about it
- it's so fun this game is so good y'all
References (from this video)
- Array
- Array
- Grotesque, survival-focused fantasy with themes of hunting, butchery, preparation, and ritualized combat using meat-hook and hunter-inspired gear
- Array
- A gritty survival/gauntlet of butcher-themed dungeon-crawl dynamics where players manage “baddies” on meat hooks, cook recipes, and optimize a range of grotesque, survival-oriented goals.
- Array
- Array
- Array
- mixed
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Everything to do with Carcass revolves around meat hooks.
- My personal favorite is the taxidermist profession.
- I frankly roll every single battle.
- Carcass isn't my favorite gear lock I think he's super interesting.
- Carcass has some real potential to put down a couple of really good hits.
References (from this video)
- campaign/story progression
- narrative-driven arc-based gameplay
- story-forward with arcs
Mechanics (from transcript analysis)
- Campaign — arc-based campaign progression and evolving objectives
- campaign mode — arc-based campaign progression and evolving objectives
Video topics + discussion points
Quotes (from this video)
- I think this game really shines with its thematic integration and the way that its mechanisms work
- it's not perhaps the most replayable but it does or at least the most variable
- the solo mode is very interesting and yeah just a very solid game by Rosenberg
- I love the the depth that this game provides and I still enjoy playing this game over 50 times now
- the player interaction is very awesome I love the simpleness of this game yet it's very reactive and hard to master
- Age of Innovation I feel not as daunting to me for someone who hasn't put in the time
References (from this video)
- Innovative use of trick-taking as an action engine
- Deep, highly thematic with strong asymmetry
- Excellent production quality and striking artwork
- Outstanding player aids that distill complex rules
- Extremely high replayability due to asymmetry and campaign potential
- Steep learning curve; not a casual or quick teach
- Heavy time commitment; may be challenging for lifestyle gamers
- Complexity can be overwhelming without a dedicated group
- Space opera politics, exploration, and interstellar strategy
- Distant future in which spacefaring factions develop planets, build fleets, and vie for control through political and military maneuvering.
- campaign-driven with evolving objectives and a dynamic court/lore system
- The Crew
- Fox in the Forest
- Cat in the Box
- Skull King
Mechanics (from transcript analysis)
- ambitions and dynamic scoring — Ambitions create an evolving race to satisfy conditions while influencing how others pursue points.
- asymmetry and leaders — Different factions and leaders provide unique abilities and paths to victory, creating varied strategic routes.
- Compound Scoring — Ambitions create an evolving race to satisfy conditions while influencing how others pursue points.
- prelude actions and pivoting — Early actions set up future options and require on-the-fly adaptation as the board state evolves.
- Trick-taking — Players use trick-taking as a mechanism to select actions from a shared pool, driving resource flow and scoring opportunities.
- trick-taking action selection — Players use trick-taking as a mechanism to select actions from a shared pool, driving resource flow and scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- arcs is immaculate it's one of those very few games that upon learning the rules I instantaneous thought oh this game is absolutely wonderful
- I think the game is perfect a perfect ten
- it's the Mary Poppins of games
- final thoughts ... arcs is the Mary Poppins of games
- Flawless design
References (from this video)
- Adds meaningful depth without unnecessarily overwhelming the base experience
- Increases replayability and campaign breadth
- Preserves the core feel of Arcs while expanding scope
- Significantly more complex; may be overbearing for some players
- Campaign length increases time commitment and planning requirements
- Epic sci-fi governance, interplanetary politics, and campaign-scale arcs
- Expanded space opera setting with an extended three-game campaign, deepening politics and interstellar conflicts.
- campaign expansion with additional content that intensifies decisions and outcomes
- Arcs (base game)
Mechanics (from transcript analysis)
- enhanced player aids and organization — Upgraded supports to help manage the added complexity and keep the campaign accessible.
- expanded factions, crises, and politics — New leaders, factions, crises, and political mechanics increase depth and strategic variety.
- three-game campaign structure — Turns Arcs into a longer, linked experience with escalating stakes and sustained strategies across scenarios.
Video topics + discussion points
Quotes (from this video)
- arcs is immaculate it's one of those very few games that upon learning the rules I instantaneous thought oh this game is absolutely wonderful
- I think the game is perfect a perfect ten
- it's the Mary Poppins of games
- final thoughts ... arcs is the Mary Poppins of games
- Flawless design
References (from this video)
- Pioneering a new system blend
- strong sense of campaign evolution and evolution of stories
- Unfamiliar to players used to strict euro or heavyAmeri
- unusual mechanics blended into a campaign system
- Novel narrative arc in a campaign-driven world
- literary, campaign-driven, emergent
- Root
- Oath
- Gloomhaven
Mechanics (from transcript analysis)
- Blended systems — Unusual mechanics combined to create unique experiences.
- Three-act campaign structure — A boxed campaign with evolving storytelling across acts.
Video topics + discussion points
Quotes (from this video)
- Exploding Kittens was raised $8 million on Kickstarter for many years. It opened the floodgates for other publishers to look at Kickstarter as a viable medium.
- I don't think we'd have Gloomhaven without Exploding Kittens.
- Blood on the Clock Tower is the de facto social deduction game taking shape.
- It's a beautiful game about nature reserves.
- ARCs has done very very well and other games in the leader lineup as well as the sister company.
References (from this video)
- deep, asymmetric play akin to Root in feel and ambition
- campaign mode provides long-term engagement
- variety of factions and strategic depth
- learning curve is non-trivial
- rule complexity can be intimidating
- space-faring civilization with asymmetric factions and campaigns
- space exploration and colonization
- campaign-driven, with evolving asymmetry
- Root
- Oath: Chronicles of Empire and Exile
Mechanics (from transcript analysis)
- Campaign — three-game arcs with different factions
- campaign mode — three-game arcs with different factions
- card purchasing with effects — buying cards to gain one-time or ongoing benefits
- Trick-taking — cards combine trick-taking with actions on a shared board
- trick-taking with spatial/board overlay — cards combine trick-taking with actions on a shared board
Video topics + discussion points
Quotes (from this video)
- Newford is my favorite game from 2024.
- I genuinely like this game more than Black Forest.
- Castle Combo is a really quick and short Tableau building game.
- 21 actions to seemingly do the impossible.
References (from this video)
- Relatively easy to teach for a Worley game
- Flexible and game-changing trick-taking that supports creative play
- Strong narrative potential through campaign and asymmetry
- Asymmetric factions and leader/lore powers add variety
- Streamlined compared to other Worley titles, with a clear engine
- Good replayability with leaders, lore, and campaign options
- Three-player interaction balance can enhance tension
- Trick-taking can feel restrictive when not leading, limiting actions
- Luck of the draw can be frustrating in longer sessions
- Not a traditional 4X; more Euro with some 4X vibes
- Mastery requires habitual play; base game can feel shallow without leaders/LS
- Campaign/module complexity may overwhelm new players
- Ambition, empire-building, and tactical manipulation
- Space opera spanning multiple factions and chapters in a sci-fi setting
- campaign-driven with narrative arcs and leader/lore asymmetry
- Root
- Oath
- Pax Premier Second Edition
- Pax Renaissance
- Newsford
Mechanics (from transcript analysis)
- Ambitions and scoring — Ambitions provide per-chapter scoring opportunities and are tracked with markers; end-of-chapter goals influence play.
- Asymmetric leaders and lore cards — Eight leaders and fourteen lore cards create variability and unique powers, contributing to asymmetry.
- Attacks and captivity — Opponents can capture agents or resources, influencing scoring opportunities and adding interaction during battles.
- Campaign — Campaigns offer three games back-to-back with varying leaders, lore, and events to intensify narrative and complexity.
- Campaign mode and events — Campaigns offer three games back-to-back with varying leaders, lore, and events to intensify narrative and complexity.
- Combat: Dice — Battles are resolved with dice, with different dice types enabling various tactical options.
- Dice-based combat — Battles are resolved with dice, with different dice types enabling various tactical options.
- Resource management — Resources are limited and used to score Ambitions, acquire cards, and can be stolen during battles; placed on a personal tableau.
- Resource management and tableau — Resources are limited and used to score Ambitions, acquire cards, and can be stolen during battles; placed on a personal tableau.
- Trick-taking — Players play color-coded cards to gain actions and initiate rounds; lead card determines initiative; follow-up cards provide limited alternatives.
Video topics + discussion points
Quotes (from this video)
- The Crux of this game does rely on how you play these cards not only for actions but also to gain the ability to do extra actions as well
- a lot of tension that revolves around how you play these cards
- so I think arcs would for me personally take more precedence than those other games based off of how easy it is to play and teach
- I would love to dive into this game even more
- the teach and the play was streamlined
- I think this game will shine most at three players
References (from this video)
- Identified as a top pick in the arc of current revival trend
- Limited information on mechanics or gameplay details in the transcript
- Ambiguous core theme due to lack of detail in transcript; not explicitly sci-fi
- Board game convention previews and announcements; discussion of upcoming titles
- informal interview-style preview discussion
Mechanics (from transcript analysis)
- unknown — Not described in the transcript
Video topics + discussion points
Quotes (from this video)
- what the hell do I even see at a place
- it's going to be arcs
- From the Moon
- a game called From the Moon
- there's been kind of a trend in the last few years to take some games from the '90s early 2000s
References (from this video)
- Innovative blend of trick-taking with space opera and area control
- Tense, high-interaction gameplay with meaningful risk and reward decisions
- Combat system is stylish, mitigated, and feels modern and satisfying
- Public scoring and Ambitions create dramatic, memorable moments
- Excellent production quality and strong card art that enhances flavor
- Aggressive, unforgiving design that may deter casual players
- Steep learning curve; strategic value is often chapter-limited and can be frustrating for newcomers
- First-time games can leave players feeling crushed by veterans due to lack of catch-up mechanisms
- Board readability can suffer from a dark palette and small symbols
- Some production choices (e.g., non-screen-printed components) may be a turn-off for some buyers
- Ambition, conquest, and political maneuvering within a space empire; public scoring of ambitions drives competition.
- A condensed space opera in a galactic setting for two to four players, featuring interstellar conflict, planetary control, and faction influence.
- Tense, aggressive, and high-stakes with frequent shifts in power and visible scoring.
- Twilight Imperium
- Eclipse: Second Dawn
- Root
- John Company
Mechanics (from transcript analysis)
- Ambitions and scoring — Ambitions are public conditions announced when leading; up to three points per chapter can be earned by meeting them.
- Area Control — Control of systems and space on the map to exert influence, gain rewards, and restrict opponents.
- area control / majorities — Control of systems and space on the map to exert influence, gain rewards, and restrict opponents.
- combat dice system — Three dice types (blue, red, orange) determine space battles with varying risk/reward profiles and mitigation options.
- Combat: Dice — Three dice types (blue, red, orange) determine space battles with varying risk/reward profiles and mitigation options.
- leading vs pivoting — The lead card sets the flow; pivoting copies or changes the action but reduces balance by not winning the trick.
- movement and map control — Ship movement is constrained by cards and certain ports; advancing across the galaxy is a tactical consideration.
- resource taxation and open market influence — Cards allow tax actions and influence on the council/open market, impacting resource flow and to whom cards eventually belong.
- Trick-taking — Leading a card determines the action you perform; winning the trick grants initiative and advantage in the next round.
- Trick-taking as action selection — Leading a card determines the action you perform; winning the trick grants initiative and advantage in the next round.
Video topics + discussion points
Quotes (from this video)
- Arcs is a condensed Space Opera for two to four players that plays in up to 120 Minutes.
- it's the person with the most power or victory points that will be the winner.
- it's not forgiving.
- this is one of the most agro games I've played in ages.
- the production is perfectly adequate for something that's all cardboard and wood.
References (from this video)
- Stunning board and bold artwork
- Vibrant color palette and consistent art style
- Readable dice symbols and satisfying physical components
- Beautiful ship designs that fit well on the board
- Base game length can be long for a single session
- Expansion content may increase complexity and setup time
- Trick-taking mechanics within a space empire framework
- Outer space / space opera
- Bold sci-fi color palette with a strong graphic identity
- Root
- Oath
- Fort
Mechanics (from transcript analysis)
- Area Control — Ships/tokens placed on a board to influence control and scoring
- Area control / spatial placement — Ships/tokens placed on a board to influence control and scoring
- Resource/board component integration — Custom dice and varied components integrated into the play flow
- Trick-taking — Card-driven rounds where suits/values influence actions and set round rules
Video topics + discussion points
Quotes (from this video)
- I think this is probably the, for me personally, one of the best looking games of the year so far if not the best
- I am a sucker for custom dice in any game but I specifically love this color palette of arcs
- this is a stunning board for arcs
- Kyle Fren's artwork... can draw just about anything and it retains his style
- this is going to be a board to open
- we strongly recommend you play at least one game of single session arcs before the campaign
References (from this video)
- Clear core mechanics that bridge to a broader collection of games
- Stealing initiative adds a meaningful strategic power move
- Campaign variants extend replayability and depth
- Accessible gateway into a later, richer catalog of games
- Scoring decisions are player-driven, enhancing negotiation and planning
- May be complex for new players due to scoring and lead mechanics
- Reliant on understanding trick-taking-like structure, which could deter some audiences
- Strategic control through lead selection and scoring direction; core tension between immediate action and cumulative end-game scoring.
- Abstract strategic card-led game focused on hand management and round-by-round power dynamics; players influence scoring by selecting leads and actions, with room for bluff, timing, and risk/reward tradeoffs.
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The advantage of leading is not just choosing the suit and the action for the next round but also choosing how the round will be scored.
- Stealing initiative is a real power move.
- Additional content in a campaign variant adds hours of replayability.
- Arcs is an accessible gateway into later's rich collection of games.
References (from this video)
- Light and accessible, good for casual gamers
- Quick to teach and learn with approachable depth
- Limited direct interaction
- May feel solitaire-like to some players
- animal collection and sequence building
- arctic/remote landscape
- light, card-based engine with thematic scoring
- Jaipur
- Tokaido
Mechanics (from transcript analysis)
- card drafting — Draft animal cards to form sequences and optimize scoring.
- Queue/sequence timing — Arrange plays to maximize scoring opportunities and disrupt opponents.
- set collection — Collect diverse animals to maximize points via sequences.
Video topics + discussion points
Quotes (from this video)
- Harvest feels lighter than viticulture, but intriguing for quicker play.
- Castle Combo has quick play and surprising depth for a fast 3x3 card grid game.
- I think this game would play a lot better with more players because that way you would be able to move these highway men a lot faster and they would serve to be more of an impediment.
- Memoir 44 is a classic thanks to its approachable yet tactical WWII battles.
References (from this video)
- Innovative hybrid of 4X and trick-taking mechanics
- Engaging decision-making around initiative and ambitions
- Court cards add meaningful interaction
- Dice combat offers balance and risk management
- Optional following-suit adds strategic flexibility
- Ambition-driven scoring creates dynamic end-game choices
- Heavy battle/dice resolution may not suit players who dislike combat
- Card hand size can limit options and feel constraining
- Ambition availability can be restricted when icons don't appear on your cards
- Not a traditional 4X experience; may disappoint players seeking a classic 4X
- Court-card chaos can be unsettling for Euro-game purists
- Not designed with channel-friendly content in mind
- Ambition-driven scoring, initiative control, and court-card powers
- Space empire-space exploration with 4X ambitions and trick-taking combat
- Analytical review with personal impressions and strategic discussion
- Cosmic Encounter
Mechanics (from transcript analysis)
- Action Following — Following suit is optional, enabling strategic off-suit plays with limited pip value when off-suit
- Ambition scoring and selective criteria — At the end of each round, players choose up to three scoring criteria and must declare an ambition matching icons on their cards to score
- Ambition-driven action diversity — Ambitions influence end-of-round scoring and lead to diverse end-game strategies depending on icon availability
- Combat: Dice — Three colors of dice give attacker-choice with balanced results; outcomes depend on dice faces with defense responses
- Compound Scoring — At the end of each round, players choose up to three scoring criteria and must declare an ambition matching icons on their cards to score
- Court cards with actions — Court cards confer powers such as attacking, stealing, or immunity, adding interaction and variability
- dice-based combat resolution — Three colors of dice give attacker-choice with balanced results; outcomes depend on dice faces with defense responses
- hand management — A six-card hand constrains options, requiring planning and sometimes sacrificing to steal initiative
- Hand management and card-driven actions — A six-card hand constrains options, requiring planning and sometimes sacrificing to steal initiative
- Icon-based ambition requirement — Ambitions can only be declared if you have a card with the corresponding icon; otherwise you must wait or hope for icons to appear
- Initiative and lead strategy — The highest-valued card in the lead suit wins the trick, granting the next lead and the possibility to declare an ambition
- Optional following suit — Following suit is optional, enabling strategic off-suit plays with limited pip value when off-suit
- Trick-taking — Cards have suits that map to actions and a value that maps to power; higher value can win initiative in a lead suit
- Trick-taking with suit and value — Cards have suits that map to actions and a value that maps to power; higher value can win initiative in a lead suit
Video topics + discussion points
Quotes (from this video)
- arcs is not the kind of game I would normally play
- I'm not a huge fan of 4X style games
- Forex is short for explore expand exploit and exterminate
- The initiative would be equivalent to winning a trick
- the court cards add a great deal of interaction
- I was won over by this game
- if you want to play a 4X game you will hate this because it doesn't play like a 4X game
- Cosmic Encounter reminds me of that game
- Yes I liked ARS quite a bit
References (from this video)
- strong level of asymmetry by position, resources, and hand
- expansions (Blighted Reach) add depth and variability
- can be chaotic and heavy; rule clarity can be a learning curve
- interstellar exploration and factional play
- sci-fi space empire with modular asymmetry
- scenario-driven with evolving chapters
- Brass
- Root
- Dune Imperium
Mechanics (from transcript analysis)
- draft of leaders and lore — players draft leaders and lore cards that stack on top of a symmetric base
- three-act structure with chapters — each chapter changes resources, hand of cards, and strategic options
Video topics + discussion points
Quotes (from this video)
- asymmetry is The Game's capacity to encourage and force different decisions from players by creating unique advantages or disadvantages
- turn order is the plague the kill of so many otherwise symmetrical games
- it's a pure unfiltered symmetrical game and it's a perfect example for our base level
- a single difference will create a Cascade of changes that dramatically changes the play style and strategy between each player
- asymmetry lets us express and connect to a very human feeling of having personal strengths and weaknesses
References (from this video)
- cinematic battles
- great miniatures
- fluff heavy
- rules complexity in places
- cults, monsters, arena battles
- fantasy arena skirmish within chaotic realms
- campaigns and arena play
- Grim Dark Future Firefight
- One Page Rules Grim Dark Future Firefight
Mechanics (from transcript analysis)
- arena terrain interactions — board features influence tactics
- skirmish warfare — small squads, fast play
Video topics + discussion points
Quotes (from this video)
- there's no wrong way to do these things
- we are in a golden age in this hobby
- GW doesn't have a monopoly they have a monotony
- the gold standard white is Monument's Bold Titanium White
- skirmish games are a buffet you can dip in and out of
References (from this video)
- fast, accessible ruleset
- skirmish scale supports quick games
- miniature-agnostic design
- strong tactical depth in a compact system
- terrain-focused play adds flavor
- limited long-range options and crunch
- balance and update concerns with new editions
- potential for updates to invalidate older lists
- skirmish warfare between rival warbands
- Ghur region of the Warhammer world, fantasy skirmish
- narrative-driven with scenario-based play
- Kill Team 2.0
- Necromunda
Mechanics (from transcript analysis)
- activation_and_actions — Turn order and actions determined by dice results, with tactical choices based on singles/triples/quads
- Combat: Damage Based — Damage resolution emphasizes hits and wounds with minimal emphasis on armor saves
- damage_resolution — Damage resolution emphasizes hits and wounds with minimal emphasis on armor saves
- dice_pool_initiative — Six-die initiative pool with a wild die to determine order and available actions
- hand management — Predominantly melee with some ranged options; overall fast-paced engagements
- hand_to_hand_focus — Predominantly melee with some ranged options; overall fast-paced engagements
- Line of sight — Terrain influences line of sight and positioning; dense terrain leads to tactical play
- terrain_interaction — Terrain influences line of sight and positioning; dense terrain leads to tactical play
Video topics + discussion points
Quotes (from this video)
- War Cry is the best game for a kitchen table round with friends which are not in the hobby.
- the current version of Warcry reminds me a little bit more of the first edition Age of Sigmar.
- it's stripped down, but it stays quick and fun.
- the initiative scheme of Warcry makes you think; it's a smart plan to have six dice and a wild die.
References (from this video)
- Blends storytelling with asymmetry and trick-taking in a space setting
- Each character feels distinct with meaningful decisions
- Unreleased status; release date and availability uncertain
- Narrative-driven asymmetry with trick-taking elements
- Space-based, narrative-driven campaign across multiple sessions
- Campaign-style storytelling with evolving choices
- Oath
- Root
Mechanics (from transcript analysis)
- asymmetry — Different character decisions shape paths and powers for players
- Narrative Campaign — Story-driven progression across sessions with evolving outcomes
- Trick-taking — Central trick-taking mechanic where card play drives outcomes
Video topics + discussion points
Quotes (from this video)
- arcs is a narrative driven trick taking campaign game from Cole Worley and Leader Games
- each character feels different and gets to make different decisions
- it's such a quick polyamino game that feels like it gets over before it even begins
- the best part about Green Team Wins is the discussion and the banter that happens in between questions
- Mosaic is an engine building civilization game for one to six players
- by the end of the game all of our Empires are really churning along
References (from this video)
- epic scope in a small box
- great combat and scoring
- compact footprint
- epic combat with space fleets and ships
- space warfare/sectoral conflict
- epic scale packed into a small box
Mechanics (from transcript analysis)
- player-driven scoring — scoring determined by players' actions and choices
- Trick-taking — combines social/goal-driven scoring with combat and maneuver choices
- trick-taking with action selection — combines social/goal-driven scoring with combat and maneuver choices
Video topics + discussion points
Quotes (from this video)
- Itto is one of the best party games ever made. It is a Dice Tower essential.
- Message from the Stars is such a great deduction game. I got a chance to teach it again recently and it just blows people's minds every time.
- I love this theme of the psychotherapists... it's so good, so rewarding.
- Rainbow has this fantastic mix of For Sale where you're trying to win different trenches of cards in the middle of the table—the depth is remarkable for such a tiny box.
References (from this video)
- rich, thematic artwork and personality on the cards, reflecting Cole Wehrle's distinctive style
- deep strategic depth with multiple viable paths (ambitions, diplomacy, and military pressure)
- strong asymmetry between factions (Upstart vs Elder) creates varied strategic options each game
- tight interplay of trick-taking mechanics with thematic ambition and resource management
- two-player pacing feels intimate and tense, with meaningful choices each turn
- rules-dense and systems-heavy; can be daunting for new players
- two-player balance can hinge on card draw and early lead, potentially leading to uneven momentum
- combat can be punishing and lengthy, which may slow down play for some groups
- board state and tokens require careful tracking; potential for misplays without careful setup
- psionics, ambitions, taxation, and military conflict across planetary systems
- space, galactic politics and empire building
- card-driven, trick-taking with asymmetric factions and evolving board state
- Root
- Oath
Mechanics (from transcript analysis)
- Ambitions and scoring tokens — players declare ambitions that determine scoring criteria; tokens track progress and influence end-of-round scoring
- area/planet control — players compete for systems and planets to gain resources, influence, and scoring opportunities
- combat with dice — combat uses blue and red dice to deal damage; hits translate into ship losses or trophies, with nuanced rules about initiative and trophies
- hand management — cards in hand determine actions, with value and suit affecting what you can do each turn
- initiative and card leverage — control of initiative affects the turn order and opportunity to push for game-altering actions
- Prelude and card discards — a transitional phase where resources enable extra actions before resolving card effects
- resource management and taxation — psionic, fuel, material, and other resources are earned, moved, and spent to take actions or secure card effects
- Trick-taking — players hold a hand of cards with pips and suits; the lead card determines available actions; followers may follow suit or not, influencing scoring and abilities
Video topics + discussion points
Quotes (from this video)
- Arcs is set in space
- it's a Space strategy game but it is also kind of a trick-taking game
- Arcs is deep I think strategically and tactically
References (from this video)
- did not deserve the hype
- prelude actions were forgotten in review
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Remember it's only a game
- I am very much one of these people that if you go after my family or friends there will be hell to pay
- Five out of ten is average, it's a game that I would still play if you put it on the table
- I do really like closed drafting in games
- I love the way that you plan for this sort of stuff
- Power Grid is the worst contender for this, auctions in this just refuse to freaking end
- I want to see it more - the typewriter mechanic
- Area control is just kind of meh
- It's just so many of these games are just like oh we need to make a quick buck
References (from this video)
- Unique trick-taking mechanic
- Epic space theme
- Innovative gameplay
- Space odyssey
- Space
Mechanics (from transcript analysis)
- Space Exploration — Build spaceships, invade planets
- Trick-taking — Players play cards into tricks
Video topics + discussion points
Quotes (from this video)
- What are the hottest board games right now?
- Why are they so scorching hot?
- Are any of them worth your time?
References (from this video)
- Fresh take on a very old mechanic (trick-taking) as the core engine
- Ambition-based scoring creates dynamic, player-driven victory conditions
- Layered combat with differentiated dice adds tactical depth without excessive complexity
- Emergent powers from guild-like cards enable rule-bending interactions
- Prone to massive reversals and brutal swings with little safety rails
- Highly punishing if you get raided or fall behind; potential for discouragement
- High variance can undermine steady strategy in some sessions
- Ambition management can be opaque and volatile for new players
- Ambition, conquest, and scalable victory conditions through public goals
- Spacefaring civilization across a galaxy of planets and space routes
- Ambition-driven, emergent storytelling via player-chosen objectives
- Twilight Imperium
- Eclipse Second Edition
Mechanics (from transcript analysis)
- Action economy — Actions are taken via card-encoded actions (build, repair, tax, influence, secure, move, battle) with resource and unit management baked into the card system.
- Ambitions and scoring — Public ambitions provide scoring opportunities; declaring ambitions alters lead card values and influences scoring markers across a track.
- area/resource management — Goods accumulate on a player board; cities and fleets expand storage capacity and influence payment/identity of gains.
- Combat Dice — Three sets of dice (blue, red, yellow) with different risk profiles; outcomes affect ships and raiding outcomes.
- Combat: Dice — Three sets of dice (blue, red, yellow) with different risk profiles; outcomes affect ships and raiding outcomes.
- hand management — Players draw a six-card hand at chapter start and manage play to optimize actions and ambitions.
- player interaction and raid — Raids allow opponents to steal items based on raid keys; combat and diplomacy influence relative control of cards and resources.
- Resource management — Goods accumulate on a player board; cities and fleets expand storage capacity and influence payment/identity of gains.
- Trick-taking — Cards 1-7 in four suits; leaders play first, higher cards in the same suit beat lower; others can follow with different suits to take single actions, or play face down to take actions from the leading suit; declaring an ambition can set your lead card to zero.
Video topics + discussion points
Quotes (from this video)
- Arcs is something special but that also means it's likely to be an intensely polarizing game
- there are aspects of it that are simply brilliant, for example making basic trick taking the Cornerstone of the game
- the best thing about this game is just how fresh it feels despite using one of the oldest mechanics in gaming
- Arcs is brutal and unkind but in a way that seems to reward audacious plays
- Arcs more like flips: gold medal game
References (from this video)
- Clear framework to discuss luck and mitigation
- Shows how input/output randomness interacts with agency
- Complex to model precisely
- Abstracts some theme-specific flavor
- Card-driven combat with randomness shaping rounds
- Analytical framework for luck and agency
- TI4
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
- Combat Dice — Output randomness tests decisions and outcomes.
- Random card hand each round — Input randomness provides the core puzzle and options.
Video topics + discussion points
Quotes (from this video)
- Randomness is the mathematical engine that produces unpredictability, while luck is how that unpredictability interacts with our plans and desires in the game.
- Mitigation is your defense against pure chaos, your weapons for taming the beasts of randomness.
- The more tools you have to mitigate bad luck, the more player agency you maintain.
- PA is equal to 1 - R * (1 - M) where PA equals player agency, R equals randomness and M equals mitigation.
- Coup's central bluffing mechanic allows you to claim any card at any time.
References (from this video)
- constantly changing objectives
- innovative ambition system
- multiple paths to victory
- complex yet streamlined
- tight resource management
- interesting strategic depth
- variable tempo
- above the table political gameplay
- space opera
- political intrigue
- resource management
- Twilight Imperium
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you can only hate this game if you hate fun
- it's basically poker meets the Mind folks and it is absolutely brilliant
- Cole has tricked me into playing and liking a war game
- I've probably played this game two dozen times since it came out I am obsessed with it
- if you like the vibe of Ivy Studios stuff then fractured sky will likely hit as well
- everything just flows wonderfully in this game
- this is hands down my favorite entry in that genre
References (from this video)
- Unique blend of trick-taking with a space opera theme
- Campaign mode provides an alternative pacing and reduces pressure on individual ambitions
- Design shows thoughtful contrasts between base game and campaign expansion
- Base game is described as harsh or 'mean' in interaction
- Campaign adds complexity and requires commitment to multiple sessions
- High interaction can lead to paranoia about others flipping scoring lines
- High-stakes space conflict driven by tactical card play and shifting objectives
- Space opera setting with interstellar conflict and trick-taking combat
- Campaign-driven arc with evolving personal and group goals
- Wonderland's
Mechanics (from transcript analysis)
- Campaign progression — A structured campaign (Blighted Reach) that introduces a different experience from the base game.
- Compound Scoring — Each player pursues personal objectives that shape decisions and reduce sole reliance on collective ambitions.
- hand management — Players juggle a limited and often suboptimal hand to maximize round outcomes.
- objective-driven scoring — Each player pursues personal objectives that shape decisions and reduce sole reliance on collective ambitions.
- Trick-taking — Players compete to win tricks that influence the strategic state and scoring.
Video topics + discussion points
Quotes (from this video)
- Blighted Reach expansion is a very different experience.
- Absolutely nothing like it. Um the the way that it's [described in the discussion]...
- Tricktaking driving this space opera game.
- It's a unique game. Absolutely nothing like it.
- The arcs campaign is just three games. So, that's a... I can handle that type of campaign.
References (from this video)
- Dice-based combat
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Mechanisms are the heart of every board game.
- Whatever you do, you play new cards, it's epic.
- Engine building is starting with almost nothing and then building a system that keeps on giving you things.
References (from this video)
- campaign-like flexibility
- variety in play styles
- complexity may deter casual players
- military alliances, space conquest, ambition
- space-faring factional skirmish
- strategic/war-game flavor with campaign flavor
Mechanics (from transcript analysis)
- action selection — choose actions to advance plans and ambitions
- Area Control — control of spaces and objectives to score
Video topics + discussion points
Quotes (from this video)
- I really love this idea of designer diaries.
- There are designer diaries actually at this point pretty much constantly on board game geek.
- There's tons and tons of reviews coming out on BG. People are asking questions.
References (from this video)
- fast, accessible entry into fantasy skirmish play
- encourages use of terrain and narrative campaigns
- less depth than larger fantasy/industrial systems
- balance can vary with terrain and scenarios
- narrative-driven, terrain-focused skirmish
- fantasy dungeon skirmish
- campaign-oriented, dungeon-scoped battles
- Kill Team
- Warhammer 40,000
- Age of Sigmar
Mechanics (from transcript analysis)
- potential for narrative campaigns — progression and storytelling across games
- Skirmish-scale play — small groups contend with dynamic terrain and objectives
- terrain and scenario emphasis — scenarios drive play and reward terrain utilization
Video topics + discussion points
Quotes (from this video)
- no plan ever survives contact with the enemy
- don't start by buying models if you've decided you want to get into game X by the rulebook for game X
- start with the book
- start with the Codex for that army
- paint troops first
- don't buy the entire army all at once
- definitely definitely do some test models
- set deadlines for small portions
- start small and grow slowly
References (from this video)
- Learning session with a notable designer; enjoyable teaching context
- Unknown
- Unknown
- Unknown
Mechanics (from transcript analysis)
- unknown — Taught by Cole Worly; session described as enjoyable
Video topics + discussion points
Quotes (from this video)
- it's just it feels like a big family reunion
- the postcon depression this time is real
- the vibe is just generally really really friendly
- Packs unplugged is clearly super healthy it's clearly continuing to grow
- eating cheese and hanging with friends is awesome
References (from this video)
- tight core rules with strong replayability
- rich, evolving narrative that deepens with play
- player asymmetry adds meaningful variety and strategy
- increased complexity with expansions
- possible kingmaking dynamics and diplomacy friction
- occasional rule-book gaps or minor misprints
- asymmetry, political maneuvering, evolving narrative through player decisions.
- A science-fantasy galaxy where factions (Fates) contend across a three-act campaign.
- three-act narrative with evolving consequences and branching outcomes.
- Arcs: Leaders and Lore
- Arcs: Blighted Reach
Mechanics (from transcript analysis)
- asymmetrical factions — leaders and lore create distinct player abilities and paths.
- Dice-based resolution — core dice rolls drive combat and many actions.
- fates system — 24 Fates across three acts guide goals and narrative direction.
- trick-taking cards — court-card driven trick-taking mechanic for actions.
Video topics + discussion points
Quotes (from this video)
- it's a finely tuned tightly designed masterclass in game design arcs
- the mess is the first aspect of why it's so good
- the three act structure is Practically Perfect for storytelling
- the blighted reach is a three act mini campaign game You'll Play three games of arcs with the same people back to back until one of you is crowned the winner
- it's an evolving complex work that takes a level of patience to cut through and see that Brilliance behind the fussiness
- the mess became art
- I godamn love it for that
- my game of the year for 2024
- the blighted reach is a thunderous 9.8 out of 10
References (from this video)
- Rich miniatures with detailed sculpts and boss models
- Campaign-driven play with tutorial and logbook
- Expansions included (Threat Beneath, Jewel Cult, Sphinx Cometh)
- Modular dungeon tiles and playmat organization
- Customizable character abilities and trauma system adds tension
- Rulebook is lightweight; may require reading the actual rulebook for clarity
- Complexity could be daunting for new players
- Some names pronounced awkwardly in the video
- Potential length of campaign could be lengthy for casual players
- Adventure in tombs and ancient ruins with mythic elements
- Egyptian-themed dungeon crawl with a campaign narrative
- episodic campaign with tutorial flow and logbook
Mechanics (from transcript analysis)
- Combat: Damage Based — Character trauma cards drawn after taking damage that affect actions; healing mechanics exist to remove traumas.
- Core Action System — Players perform up to two actions per turn among four options: search, fight, support, move.
- Expedition/ Camp log and campaign book — Campaign progression with episode logs, epilogs, and camp upgrades; includes tutorial flow.
- Fate tokens — Tokens used to alter dice results and check or unlock outcomes; can be gained and spent with risk.
- Free play mode — A simplified mode separate from campaign with its own card pool.
- Miniatures and character boards — Multiple heroes and enemies with unique abilities; boxes to store gear; double-sided cards.
- Modular board — Tiles and door tokens create dungeon layout; encounter cards drive events.
- Modular tiles, doors, and room cards — Tiles and door tokens create dungeon layout; encounter cards drive events.
- Traumas and healing — Character trauma cards drawn after taking damage that affect actions; healing mechanics exist to remove traumas.
Video topics + discussion points
Quotes (from this video)
- An Egyptian themed Dungeon Crawler that has been long waited for a lot of people
- This is a lighter Dungeon Crawler
- I'm super excited for it
- The Sphinx Cometh
References (from this video)
- deep emergent narrative through a tight ruleset
- strong asymmetry via guilds, ambitions, and initiative
- offers narrative weight and player interaction through negotiation and risk
- heavy learning curve and dense rulebook
- edge-case rules can stall or confuse new players
- ambition timing creates potential for analysis paralysis and unpredictability
- ambition, power, fate, and narrative agency
- Generational space opera within a crumbling galactic empire
- generational arcs with shifting initiative and asymmetric player goals
- Root
- Oath
- Twilight Imperium
- Eclipse
- Gaia Project
Mechanics (from transcript analysis)
- Ambitions and scoring — Five ambitions determine victory points; scoring is mission-driven rather than raw point accrual
- Combat Dice — Space battles use blue, red, and orange dice with risky outcomes; attacker controls dice and assigns damage
- guild cards and influence — Agents are placed on guild cards via influence actions; securing guild cards grants unique abilities
- initiative and lead mechanics — Initiative is earned by playing high-value cards in the lead suit; discarding a card can be required to seize initiative
- Resource management — Resources (fuel, relics, etc.) enable actions and are spent in prelude timing; resources can be captured, spent, or stolen via certain actions
- Trick-taking action system — Players play action cards by suit; following players must match suit and beat the lead card to gain the action; lead can be copied or pivoted with limitations
Video topics + discussion points
Quotes (from this video)
- Arcs is literary.
- Arcs is a skateboard.
- Arcs is a surfboard.
- Act one is the rise of the hero, the power fantasy full force endemic to many games of this genre.
- Fundamentally, art depicts conflict in space.
- Arcs is like a tasting menu.
References (from this video)
- Innovative design
- Complex strategic gameplay
- Highly popular in the board game community
- Potentially complex ruleset
- May be challenging for new players
- Conflict and collapse
- Space exploration
- Strategic exploration
Mechanics (from transcript analysis)
- Trick-taking — Declarative point system with complex interactions
- Trick-taking action system — Declarative point system with complex interactions
Video topics + discussion points
Quotes (from this video)
- Middle Earth is in its glow up phase.
- These awards really impact how people view these games.
- Board Game Geek is the de facto hub of our hobby.
References (from this video)
- clear hand-management core
- thematic animal art with a compact engine
- interactive elements around blocking opponents' progress
- rules can be unintuitive at first
- remembering and using powers can be cumbersome
- some rules feel edge-case heavy and slow down play
- hand management and run-building with animal cards and a commodity-like track
- Arctic / polar regions featuring polar animals
- Merlin
- Sky Towers
- Manhattan
Mechanics (from transcript analysis)
- hand management — players manage a strict seven-card hand and must fit play and draw according to previously played cards
- hand_management — players manage a strict seven-card hand and must fit play and draw according to previously played cards
- set_runs_of_same_type — players draft animal cards to form runs of the same type to rack up points
- variable_powers_on_cards — each animal card has a dominant and a secondary power tied to a commodity-style track
Video topics + discussion points
Quotes (from this video)
- this is a hand management card game where you are trying to create runs of these kind of polar animals
- this is the polar opposite of a game like Nassau
- one of the most elegant games that I've played this year
- the forward momentum in this game is terrific
- I love the idea of at the end of the round essentially you are going to be trying to cash in these pirate cards
References (from this video)
- Innovative mechanics
- Unique blend of trick-taking and strategy
- Beautiful artwork
- Interstellar conflict
- Space
- Science fiction strategy
Mechanics (from transcript analysis)
- 4x strategy — Exploration, expansion, exploitation, and extermination
- Trick-taking — Card-based action selection
Video topics + discussion points
Quotes (from this video)
- We've got a full hour of gaming and goodness
- Stealing gnomes as a game mechanic
- Technology develops, gameplay evolves
References (from this video)
- Arcs presented as a great game with approachable, lighter-weight play
- Demoing Arcs was enjoyable and engaging for attendees
- No explicit cons discussed for Arcs beyond general demo fatigue
- unknown
- Gen Con booth and convention floor
- informal diary / live-event recap
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I got to know my colleagues better by going into the sweaty Gen Con trench with them and figuring out how to make everything happen
- this is my Gen Con wrapup before I get too far away from the event to fully remember it
- it's a lot lighter work when you know that uh your product is really good
- the real highlight of that for me was getting to meet Amabelle Holland who I absolutely adore
- the John Company game of my life like it was wild
- War Story which by the way was really really good
- Gen Con was freaking awesome
- there were so many nice people at that party and we all just talked about Kurt Vonnegut's game
- I got to hang out with basically the team from catastrophe of people that are doing some stuff on Stonewall Uprising
- I absolutely impulse bought some solo RPGs
References (from this video)
- Gorgeous artwork and theme
- Lots of engine-building depth for a mid-weight game
- Complex actions may be intimidating to newcomers
- treasure hunting and navigation in a perilous sea
- underwater/diving expedition with treasure and sharks
- thematic but accessible mid-weight Euro
Mechanics (from transcript analysis)
- Network/route building — Strategic planning for dives and routes; handling risk vs reward
- planning and routing — Strategic planning for dives and routes; handling risk vs reward
- Resource management — Managing resources to enable dives and upgrades
Video topics + discussion points
Quotes (from this video)
- It's a funny little party game from Oink Games Picut.
- There are a whole lot of cards and they will have dog, cat or bird.
- It's very unusual, very different vibe, but extremely fun. Highly recommend.
- The interaction is really high where you can try to hitchhike other people's trains.
- Engine building galore.
References (from this video)
- Unique card play
- Unique scoring
- Space conquest
- Space
Mechanics (from transcript analysis)
- Trick-taking — Unique card play and scoring mechanism
Video topics + discussion points
Quotes (from this video)
- Let's talk about the hottest and most sought after games
- We're going to pitch them to you so you're going to find out everything that you need to know
References (from this video)
- very popular
- two copies kept
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.
References (from this video)
- Card-driven, streamlined euro
- Tight rules with minimal fluff
- Engaging engine-building
- Small publisher may limit access
- Rule explanations may require careful reading
- card-driven euro; engine-building
- Islands and river temples; card-driven exploration
- streamlined euro with minimal bloating
Mechanics (from transcript analysis)
- Card-driven actions — use two types of cards to generate actions and maneuver boats
- Compound Scoring — advance boats to temples for big points
- engine building — develop engines to unlock better actions
- engine-building on a player board — develop engines to unlock better actions
- gem/set collection — collect gems as you explore islands
- set collection — collect gems as you explore islands
- temple scoring — advance boats to temples for big points
Video topics + discussion points
Quotes (from this video)
- this is the newest board and dice game at least one of the newest
- a very straightforward Euro definitely on the lighter end of the medium
- I'm glad I did
- these are the kind of Euros I tend to really get along with
- the old ones are normally the best ones
- this is a stripped back Euro
- no bloat to the rules or anything like that
- it's so easy to table
- two to four players 40 minutes just sounds like it's taking all those boxes for me
References (from this video)
- engaging card-driven engine
- distinct humor and style
- digital version support
- can be confusing for new players
- rule clarity needed
- diplomacy, conquest, resource gathering
- dark yet light-hearted sci-fi universe
- humorous, horn-driven flavor
- Dune Imperium
- Root
Mechanics (from transcript analysis)
- card-driven with four suits — actions determined by suit-based deck play
- diplomacy / resource gathering — alliances and competition for scarce resources
- Trick-taking — points and actions earned through trick-taking rounds
- trick-taking system — points and actions earned through trick-taking rounds
Video topics + discussion points
Quotes (from this video)
- hours of epic exploration and a world waiting to be discovered from the comfort of our own home planet
- cooperative fight against superpowered villains
- This is currently the number one ranked game on Board Game Geek
References (from this video)
- Exciting concept for a shorter session
- Leader Games provides a tight, elegant system
Mechanics (from transcript analysis)
- card drafting / action selection — Choose actions through arc-based card play with scoring dynamics.
Video topics + discussion points
Quotes (from this video)
- we had around 10,000 live views so people kind of dropping in and dropping out
- 1,282 challenge entries that's wild
- this is where we started to fall off of our schedule
- I will be staying up the full 24 hours again because it's just the best way to do it
- it's a food day