Asking for Trobils is a worker-placement boardgame where the player is trying their best to rid the star system of Trobils (space pests). You play a Trobil Hunter - flinging the space vermin into the star, and dealing with unsavory folk just to get the job done.
Players start with one ship, placing it at various locations to gather resources that will allow you to trap Trobils. But just one ship may not be enough, so you can fly through a wormhole to create two or even three ships to help you gather resources.
You can make connections to gain more resources or hang around the local Riffraff. Send pirates, bounty hunters, or gangsters out to make areas rougher for your opponents, or enhance locations for everyone by sending out traders and courtesans.
For every Trobil card you capture, you gain victory points. The player with the most points at the end wins
- Glow
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a very scientific exploration of what the best game according to Beatrice the board game dog of the year is
- there are now actually four prizes there were three before but now there are four
- Let's Jump Right In to round number one
- please like subscribe share do all those things
References (from this video)
- Stunning presentation: big round board, wacky art, pun-filled flavor, and colorful components
- Theme is fun and satisfying in its ridiculousness (catching troubles and throwing them into the Sun)
- Excellent high-player-count experience; feels dynamic and lively with large groups
- Very quick to teach and play; great accessibility for casual and group play
- Expansions (companions and troublemakers) add meaningful variety and modularity
- Mixing both expansions can slow the game down; rules caution against using all together
- Expansions are optional but not integral; not every player will want to use them
- Overall light weight may not scratch heavier Euro players seeking depth
- Catch troublesome aliens and dispose of them by launching them into the Sun; save the galaxy/universe.
- The galaxy of Orange
- humorous sci-fi space opera with pun-filled flavor
Mechanics (from transcript analysis)
- Bumping / worker retrieval — If another player goes to a space you occupy, you retrieve your workers and continue.
- Capturing and disposing troubles — Spend resources to capture troubles on planets; send them to the Sun for points/credits.
- End Game Bonuses — City cards provide in-game and end-game scoring as the deck cycles.
- End-game scoring via Free City cards — City cards provide in-game and end-game scoring as the deck cycles.
- Engine Building — Pay credits to add upgrade slots on your ship board, unlocking better bonuses.
- engine upgrading — Pay credits to add upgrade slots on your ship board, unlocking better bonuses.
- Resource Management — Turn collected resources into upgrades, ships, or to capture troubles.
- resource management and conversion — Turn collected resources into upgrades, ships, or to capture troubles.
- Riff Raff cards and pirates — Draw standees or instant effects (pirates, bounty hunters) that affect spots and scoring.
- Time portal / additional workers — Acquire more ships via a time portal mechanic to increase actions each round.
- Worker Placement — Sit ships on outer-board spaces to collect resources and activate actions.
Video topics + discussion points
Quotes (from this video)
- I adore the presentation of this game
- the best part about this game is that it plays better with more people
- it's a light game
- it's quick and it's just really satisfying
- playing at six or seven is awesome
- you don't need them
References (from this video)
- really like this game a lot
- fun worker placement game
- very good introductory style game
- very good
- very orange
- annoying troubles
- collecting resources, getting rid of troubles
Mechanics (from transcript analysis)
- Worker Placement — A fun worker placement game where you place or pull workers from the board.
Video topics + discussion points
Quotes (from this video)
- This is a pile of mid games as I take a look at board games on boardgamegeek.com, a repository of all things about board games.
- These are games that don't get talked about as much.
- it really is a very simple game from Prospero Hall.
- This is kind of one of those games I wish I had played back in the day.
- This is one of the best fillers out there where you have a bunch of swimmers out there.
- I think A Fell is a fine game. I just think it's sort of broken.
- It's a classic for a reason.
- what a fantastic party game.
- Phoenicia Tom Lehmann killed his own game. He eventually came out with Race for the Galaxy, which was a much, much better Phoenicia, which is why this game has kind of disappeared.
- one of the longest rule books in history.
- It is so complex.
- Of all the games I talked about today, I actually I think Lynx City I like Asking for Trouble's a lot, but Lynx City is my favorite.
References (from this video)
- Turns fly by quickly, even with up to seven players.
- Very simple rules that are easy to learn and teach.
- The upgrade system speeds up the game towards the end.
- The color scheme is considered ugly and disgusting.
- Standees can hide information and obstruct the view of the board.
- The game can take longer than desired to reach a resolution.
- Capturing Troubles
Mechanics (from transcript analysis)
- action selection — Players choose one of two actions on their turn: place a ship or retrieve all ships.
- Card Drafting — Players can acquire 'Riff Raff' cards which provide special abilities.
- End game scoring — Victory points are awarded at the end of the game based on claimed city cards.
- Resource Management — Players collect resources like carrots, crystals, oil, and credits.
- Set Collection — Players collect 'tribal' cards which provide points.
- Variable player powers — Riff Raff cards provide special abilities, and ship upgrades can be added to a player's shipboard.
- Worker Placement — Players place their ships (workers) on board locations to take actions.
Video topics + discussion points
Quotes (from this video)
- The rules are so simple that a village idiot could use the rule book as blueprints for the Taj Mahal.
- The color scheme absolutely sucks.
- This is a stripped down bare bones worker placement experience.
References (from this video)
- entry-level yet surprisingly efficient
- thematic humor and approachable rules
- monster management and delivery
- space-rockets exploration in a solar-system environment
- tongue-in-cheek and light-hearted
Mechanics (from transcript analysis)
- Worker Placement — collect goods, trap monsters, and deliver to sun to complete tasks
- worker placement with monster management — collect goods, trap monsters, and deliver to sun to complete tasks
Video topics + discussion points
Quotes (from this video)
- This is a gem and Kenitzia brilliance with Feld style.
- The action selection mechanism is the cog that makes this game go.
- This game is literally clue on steroids.
- So many fun, interesting little reveals as you're going through it.