In Asara, you take on the role of a wealthy builder competing to bring the most prestige to your name through constructing the largest and most ornate towers in the city. The game is played over 4 rounds (years), during which you will be acquiring the pieces for your towers and assembling them.
Players are given a hand of cards with different colors. On their turn, players play a card from their hand to an action space on the board. These spaces allow players to acquire tower pieces, get money, build a portion of their towers, etc. Once a card has been played in one of the action spaces on the board, all subsequent cards played in that area have to follow the original card’s color. Turns continue around the table until all players are out of cards for that round.
Scoring happens at the end of each round based on the number of towers a player has and the ornamentation present on those towers. After the scoring at the end of round 4, a final scoring occurs and bonus prestige points are given to the players with the largest towers of each color, the most towers, and the largest tower overall. The player with the most prestige points is the winner.
Masmorra - Game Play 2
- Easy to teach and introduce to new players interested in this style of game.
- Interesting market timing mechanic.
- Interactive element where players can affect each other's plans.
- Noria provides opportunities for extra actions.
- The game can feel like it's running a bit long towards the end, with players potentially rushing to finish.
- Some players might feel they've maxed out points and just want to end the game.
- The race to the end can feel like the primary objective rather than strategic play.
- Gathering and selling fruit
- Tokaido
- Gizia
- Jock Mock
Mechanics (from transcript analysis)
- action selection — Performing actions based on where the mule lands.
- End Game Race — Bonus points are awarded for reaching the end of the track first.
- market fluctuation — The value of fruit in the market changes as players sell.
- Pick-Up and Deliver — Collecting fruit and delivering it to market spaces.
- point-to-point movement — Moving a mule along a track on the board.
- Resource Management — Managing fruit and Noria (for extra actions).
- Set Collection — Gathering specific types of fruit.
- Worker Placement — Placing farmers on fields to irrigate and prepare them.
Video topics + discussion points
Quotes (from this video)
- y'all can't see that and people know exactly and you talk briefly and you just hope someone doesn't keep talking to you cuz I'm in the grocery store man I got to go
- I was going to try to do do a swarm deck or um what was it the goblin Rush deck
- I don't want to hear it it was something I was watching the other day and they were really children
- holy cow might as well have gone and bought a 12pack but I knew I didn't need all of that
- if you could find an unopened copy I would play it again because I have forgotten
- wow that's really good Marty but that's basically where you want to try to get to
- it's my game I can make it however I want to play
- he can still throw he's he's incredible it's insane it's unreal I wish my arm would stay intact like that
References (from this video)
- power struggle between Caesar and Pompeii
- Roman Republic
- Blitzkrieg
Mechanics (from transcript analysis)
- resource allocation to battlegrounds — Players allocate resources to each battleground
- tokens from a bag determine starting forces — Players draw tokens from a bag to determine their starting forces
- victory points from resources, special weapons, and strategic advances — Winning VP for resources, special weapons and strategic advances
Video topics + discussion points
Quotes (from this video)
- the roman republic is coming to an end but not before a power struggle between caesar and pompeii
- this expansion has several modules and scenarios
- this is a cooperative deck construction dice rolling game
- this is going to be their big essence spiel release later on in the game
- Sleeping Gods is the latest game from Red Raven Games
- Terra Futura is an engine building card game in which you build your land of tomorrow
- the big thing ... if you connect a port early you increase the stock value
References (from this video)
- innovative action selection with color-restriction mechanic
- compact playtime around 45 minutes
- tower-building via card placement and color restrictions
- Khalif of Assara
Mechanics (from transcript analysis)
- card hand management — players place cards to influence color-based placement and scoring
- central action board with cross layout — card play dictates color constraints and areas that can be filled
Video topics + discussion points
Quotes (from this video)
References (from this video)
- not blown away; lighter than expected
- trick-taking Euro feel
Mechanics (from transcript analysis)
- trick-taking with board interaction — cards with colors; must follow in sections of the board
Video topics + discussion points
Quotes (from this video)
- I don't necessarily love stock market games
- this is a very complicated Euro with a whole bunch of honestly very cool stuff going on
- it's a racing game up the mountain
- I paid a lot of money for this game
- it's a gorgeous production
- it's easily my favorite race game
- looks like it has a compelling idea behind it
- I just find those kinds of things really aesthetically pleasing
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Like the way that you can string your explorers together.
- Like that extra little twist on the game and that idea of pacing yourself.
- Very pleasant game.
- Very smooth.
- Looks nice, works for what it does.
- Solid one that could be worth taking a look at.
- Might get lost in the shuffle because there are a lot of spatial puzzles and grid movement games.
- Entirely inoffensive, maybe not groundbreaking.
- Animals
Mechanics (from transcript analysis)
- Pattern Building — Creating patterns and spatial arrangements on the grid for scoring.
- Set Collection — Scoring based on various conditions like row contents or adjacent cards.
- Tile Placement — Building up a 5x5 grid of animal cards.
- Worker Placement — Placing explorers on animal cards to unlock scoring.
Video topics + discussion points
Quotes (from this video)
- This is where I take a look at the last five new to me board games that I've played and I rank and review them in order of preference.
- I think the decision space was pretty limited.
- The problem for me is that it does feel a little bit reined in in terms of what you can actually do and each game feels fairly similar.
- It is very introductory, it is quite light, not only in terms of the rules but also in terms of the decision space.
- The choices are a little bit too obvious.
- The potential for comboing and synergizing actions together really does come through.
- The only criticism I have is that sometimes those objectives on the characters can be a bit swingy.
- It's a quality design.
References (from this video)
- I think I will really like this one
- cool mechanism
- simple explanation but complex in play
- very interesting with three or four players
- need to play more
- played only two times with two players
- MV
Mechanics (from transcript analysis)
- action selection — Players choose actions based on track movement.
- Set Collection — Players are trying to collect sets of things.
Video topics + discussion points
Quotes (from this video)
- It's been super duper quick and I have to say before the next two like the next two months are going to be so fast.
- So like September and October is going to be so quick. Yes. I'm kind of I cannot wait for November because it's going to be quieter for work. Like the next two months is basically going to be work and board games.
- I had the most fun with Age of Galaxy.
- My biggest surprise was money.
- Biggest letdown for me it was Pulitzer.
- My number three is IR.
- My number three is Orlo the Prague Astronomical Clock because it's a super solid, super fun Euro game.
- my number two is going to be Fortunes of Scoundrel Bay, a new uh pirate game from Shadow Parks, also coming out at Spiel.
- My number one is Recall.
- Yes, my number one is also going to be recall.
- It's a very good game. If you want to see more about the reasons and also hear English words, I would re I would I would recommend going and look at the recall video.
- We hope you enjoyed it. It was a great fun and it had words in it.
References (from this video)
- dramatic and dynamic midway euro
- mythic origin inspired theme
Mechanics (from transcript analysis)
- civilization progression with mythic origin — players journey across the Andes guiding clans, improving farming, pottery, weaving, and reed bundling.
- Compound Scoring — seek approval of sun and moon gods to determine final score.
- track-based scoring with sun/moon gods influence — seek approval of sun and moon gods to determine final score.
Video topics + discussion points
Quotes (from this video)
- What drew me to Legions is more Abyss.
- Abyss is a fantastic game.
- Gloom Haven second edition, which is a revised and elevated version of the award-winning core game Gloom Haven.
- I like Aquatica.
- I have a huge heart for this game. I love Rivals for Katan.
- The Druids of Adora is a brand new Stefenfeld game that is just seems to have gone wildly unnoticed.
- I'm super excited about the druids of Adora.
References (from this video)
- Looks neat.
- Unplayed.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Girl I never got around to play. When I tried to getting into solo, I don't remember when it was like a couple years ago. I try thinking I'm gonna make a solo series because that's going to be a good idea and I didn't enjoy myself too much because it felt like work.
- It's one of those where it's a very clever game. It's very good. It's just a little bit dry and a little bit long for what it was.
- I feel like I played it enough because we got to play this a couple of times, a few times uh when we got it.
- Legacies was for me too much work for the fun I had. It is a little convoluted. It's it's a it's a cool game, but it's not my kind of game.
- In a crowded market of so many tile drafting, tile placement games, we have like we have harmonies, we have spectacular, what else do we have? Cascadia, we have still have Baron Park, we have King Domino, like we have ASU, we have so many games in this category.
- But I think I would have chosen to play for example Spectacular over it.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's just an up and down thing.
- FedEx is the worst company in the world. The worst.
- Life is life.
- It's your old pal, Rob.
- I'm looking forward to going to the doctors tomorrow.
References (from this video)
- loved it
- couldn't get it in England easily
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And then you can challenge each other.
- But it is like I like the fact that the game does that that it's hard.
- And when we played it, I was like, "Oh, I get it now." Cuz it's so hilariously funny.
- Mashy Meeples had said something about um like aircon feels like home cuz you're just with people who want to be there, want to play games.
- It's just a nice experience.
- And I think sometimes, you know, when we're just at home playing games, you're like, "Yeah, I love games." But there's something really special about a convention and being with people and meeting up with people that you don't always
- the buzz and the buzz of people enjoying themselves and having a good time.
- And then we drove to McDonald's. We drove to McDonald's with a view.
- And then this one, this service station happens to have a the adult supertore must be the biggest in the land.
References (from this video)
- one of the speaker’s favorite two-player experiences
- great for quick, repeatable play (best of threes)
- theme is not universally appealing; looks drab next to more visually striking games
- conquest and territory control
- Two-player tactical duel with Roman theming
- compact, competitive, quick
- Rebirth
Mechanics (from transcript analysis)
- Area Control — Two players contest territories and chain captures for scoring
- area control / territory claiming — Two players contest territories and chain captures for scoring
- Fast, tactical play with combo potential — Strategic placement and scoring opportunities in short sessions
Video topics + discussion points
Quotes (from this video)
- Ethnos is an area majority game that plays really simply, has tons of variety from play to play, but feels really satisfying and plays up to six.
- one of my favorite two-player experiences.
- Gift of Tulips is just a great option.
- it's not leaving my collection.
- This is going to be my go-to.
References (from this video)
- Gaining experience points allows for leveling up and unlocking new abilities.
- Defeating monsters provides experience points and treasure cards.
- Exploration reveals new areas and potential rewards.
- Special abilities and treasure cards can provide significant advantages.
- Mistakes in gameplay can lead to damage or loss of resources.
- Traps cannot be blocked by shield dice.
- Certain monsters have special abilities that can be detrimental.
- Players can steal treasure cards and experience points from each other.
- Some rooms or monsters impose restrictions on hero abilities.
Mechanics (from transcript analysis)
- Banish — A treasure card that removes one monster from the dungeon without gaining experience or treasure.
- Convert tokens — Free step tokens can be converted into potion symbols.
- Curse — A room effect that causes the player to lose an action die.
- Dark Watcher — A powerful monster that is summoned if cultists in a ritual room are not defeated. Heroes cannot use abilities in its room.
- Dice Rolling — Used for combat, exploration, and other actions. Dice can be rerolled or converted into symbols.
- Dungeon Master phase — A phase where monsters can move and new monsters can be spawned.
- Experience points — Gained from defeating monsters, exploring rooms, and leveling up. Leveling up can grant new abilities or stats.
- exploration — Players explore rooms by moving into adjacent spaces, revealing new tiles.
- Feral Strike — An ability that generates multiple swords and a shield.
- Fluke — A special ability that grants a sword symbol and coins.
- Leveling up — Grants new abilities, such as an extra die or the ability to convert step tokens.
- Melee combat — When defeating a monster with melee combat, it hits back.
- Mental drain — A treasure card that steals one experience point from a hero in the same room.
- Mounting dread — A status effect that increases monster defense.
- Pickpocket — An ability that allows stealing gold from the player with the most gold.
- ranged attacks — Potions can be treated as ranged attacks.
- Ritual room — A special room that starts with cultists. If not defeated, they summon a Dark Watcher. Heroes cannot use abilities in a room with a Dark Watcher.
- Rune room — Exploring into a rune room grants experience points and replaces a small tile with a larger, potentially more dangerous tile.
- Shield die — Used to block damage, but cannot block trap damage.
- Treasure Cards — Gained when defeating monsters or at other times. Can be stolen by other players. Some have special abilities like 'Snag' or 'Banish'.
Video topics + discussion points
Quotes (from this video)
- hey everyone welcome back to watch it played my name is Rodney Smith and this is Luke Smith and we're here to continue our playthrough of masora
- Traps can't be blocked in any way
- I'm just sort of living by a philosophy in this game of Easy Come Easy Go
- Oh my goodness this is such a good one you just keep those comments to yourself over there
- All monsters get one plus defense
- you really complicated my turn here by using that treasure card
- Heroes can't use any abilities while in a room with the dark watcher
- well now it's time for the dungeon master phase No Monsters to move so now I spawn new monsters
- I feel like there's one thing all of you are going to learn from this playthrough don't forget to flip the tiles
- well I hope I made the right choice on not rrolling
- let me know in the comments below what you think I should how should I use these dice to maximum efficiency to try to catch up and close this big XP gap between me and Luke
References (from this video)
- Very high replayability due to a large pool of alpaca cards and the 12-card market each game.
- Modular setup allows different playstyles and scalable interaction with others’ decks.
- Accessible and family-friendly; great for casual players and families with younger gamers.
- Strong thematic charm and humorous outcomes keep sessions light and fun.
- Simple core loop (buy, play, place) that leads to satisfying end-game scoring.
- Light-hearted farming/market-building with playful animal cards and humorous interactions.
- A modular alpaca market where players draft and place alpacas behind fences to score points.
- Humorous, family-friendly, and energetic; emphasizes silliness and social play.
- Star Realms
Mechanics (from transcript analysis)
- Deck Building — Players build a personal deck of alpaca cards to generate coins and trigger card abilities.
- deck-building — Players build a personal deck of alpaca cards to generate coins and trigger card abilities.
- end-of-turn placement / scoring — Players place alpacas behind fences to progress toward the eight-per-player end condition, earning points from each animal.
- market drafting / buying — Coins are spent to acquire alpaca cards from a central market, shaping future turns.
- Multi-Use Cards — Cards offer an immediate coin or an action that can alter future plays, e.g., placing extra alpacas or triggering special effects.
- set collection / draft — From a market of alpacas, players draft 12 options to create their personal market for the game.
- Variable card abilities — Cards offer an immediate coin or an action that can alter future plays, e.g., placing extra alpacas or triggering special effects.
Video topics + discussion points
Quotes (from this video)
- "I really, really enjoy this game."
- "This is perfect for families with younger gamers."
- "It’s an absolute delight every time it gets to the table."
References (from this video)
- Tight two-player head-to-head abstract with euro mechanics
- Clear, well-laid-out board and crisp iconography
- Solid solo mode with adjustable difficulty
- High replayability due to variable setup and token bonuses
- Solo mode overhead can be a bit much for some players
- Limited to two players; not ideal for larger groups
- Some players may prefer a lighter or heavier game depending on taste
- Political maneuver and military influence to control the map
- Ancient Rome, empire-building, two-player territorial contest
- Abstract strategy with historical flavor
- Blitzkrieg
- Santorini
- Hive
- Chess
Mechanics (from transcript analysis)
- Area Control — Players place influence tokens to gain control over map regions; the player with the most markers in a space asserts control.
- area_control — Players place influence tokens to gain control over map regions; the player with the most markers in a space asserts control.
- end_condition_and_scoring — Play ends when a player exhausts all 12 control markers or is poisoned; scoring occurs via control and token effects.
- expansion_tokens — Optional expansions introduce poison and centurion tokens that further modify play and strategic choices.
- secret_token_placement — Influence tokens are chosen from behind a screen, adding hidden information to the turn and forcing read-and-reaction play.
- token_bonuses — Bonus tokens such as tactics, wealth, senate, and centurion provide extra options and or power shifts.
Video topics + discussion points
Quotes (from this video)
- Caesar! is a two-player battle to control the roman empire
- it is a head-to-head thinky area control puzzle
- there is a solo mode included and it works pretty well
- definitely worth owning even if you already have blitzkrieg