After years of experimentation in your shared laboratory, you and your fellow alchemists have just successfully transmuted common metals into gold! Now all that's left is to perfect the formula, repeating the experiments to find the perfect combination of metals that produce the purest gold.
Aurum is a trick-taking game for three or four players, with two teams of two competing in the four-player game. After all cards for the round have been dealt, you bid on how many tricks you think you/your team will win. (In a four-player game, the higher of the two bids on a team becomes the team's bid.)
During the round, you can lead with any non-gold card. On your turn, you must not play a suit that has already been played (unless it is a gold card). The highest number played wins, but gold is the trump suit and always wins. Whoever played the lowest non-gold card adds a gold card of the same number from the supply to their collection if it is available. All gold cards played in a trick are returned to the supply.
The round ends immediately when a player cannot play a valid base metal card and does not have a gold card to play or chooses not to play a gold card. If you win more tricks than you bid, you earn your bid value as points; if you met your bid exactly, you earn twice your bid value as points. Additionally, you earn points for the number of gold cards in your collection. The player/team with the most points wins a gold nugget, and the first to collect two nuggets wins!
- Card-driven decisions with diverse card powers
- God cards add strategic variability without being playable like regular cards
- Clear setup and a well-defined endgame with explicit scoring rules
- Complex interaction between multiple card types can be confusing
- Scoring requires tracking multiple province rules and card types
- Political influence, territory control, and godly interventions shaping an empire
- Ancient Rome with a central map and provinces around it
- Procedural, card-driven strategy with territory tracking
Mechanics (from transcript analysis)
- card drafting — Players draw from the Rome deck and select cards to build a hand each turn.
- Card drafting and hand management — Players draw from the Rome deck and select cards to build a hand each turn.
- Card play from hand with face-up display — Each turn, a player plays one card from their hand to advance on a province track, with card type and banner determining scoring.
- endgame trigger — The game ends once every player has played 12 cards.
- God cards as persistent effects — God cards are revealed and kept in hand; they provide ongoing effects but cannot be played as normal cards; maximum of three god cards per game.
- Influence tracks and province scoring — advancing markers on province tracks impact scoring; provinces score based on presence of cards and influence values.
- Refresh mechanism — If three or more god cards are in Rome, players can refresh by drawing five new cards and shuffling removed cards back into the deck; this can be done once per turn.
Video topics + discussion points
Quotes (from this video)
- Quorum is played in turns
- that's drawing a card you'll now have five cards in your hand
- will you reach the agreement or will you get confused by so many different Cards doing so many different things
References (from this video)
- Cool visual design; follows a tarot-card look
- Interesting shift on following-suit norms
- Three-player variant felt best; four-player may require variant rules
- Rule nuance can be tricky to explain
- trump cards and non-follow-suit twists
- mythic treasure / trump-driven trick-taking
- fantasy hoard
- traditional trick-taking games
- non-follow-suit variants
Mechanics (from transcript analysis)
- Trick-taking — Starting a trick with a suit may force plays in other suits; trump cards exist.
- trick-taking with non-follow rules — Starting a trick with a suit may force plays in other suits; trump cards exist.
- trump acquisition — Losing tricks yields trump cards that accumulate and score.
Video topics + discussion points
Quotes (from this video)
- Everything Ever is the party game that you've been preparing for your entire life.
- Time Chase is a really interesting take on a trick taking game.
- Gap is easy to play so easy to learn; plays up to six.
References (from this video)
- Fast, accessible, and energetic
- Well-suited for casual play and families
- May not satisfy players seeking heavy engine-building
- Dinosaurs and park development
- Dinosaur-themed park/build scenario with modular placement
- Light, family-friendly
Mechanics (from transcript analysis)
- drafting — draft dinosaurs from a common pool for placement
- Flip/Roll and Write — roll dice to draft dinosaurs and write scores on a scoring sheet
- roll_and_write — roll dice to draft dinosaurs and write scores on a scoring sheet
Video topics + discussion points
Quotes (from this video)
- Colors of Paris is the latest from Super Meeple, a French publisher that typically brings back classic heroes like Attica, Telegraph or Mississippi Queen.
- Saurus is a fast and furious just quick playing well drafting game.
- little dragon egg needs to become a baby dragon.
- Incubation is the debut game from its publisher Connelly Synapse James.
- Colors of Paris this is the latest from super meeple, a French publisher that typically brings back classic heroes like Attica.
References (from this video)
- Interlocking moving parts create satisfying synergy and depth
- Turns are fast and decisions feel punchy
- Clever blending of familiar mechanisms executed to a high standard
- Track climbing can feel bland and under-flavored
- Not fundamentally innovative; leans on established mechanics
- Mythology-inspired track competition with evolving scoring opportunities
- Abstract track-building with god cards that influence scoring
- Analytical, puzzle-like engine-building
Mechanics (from transcript analysis)
- Compound Scoring — score opportunities are distributed across several tracks; leading on different tracks can yield varying points
- god cards with dynamic scoring — special cards that push up chosen tracks but alter adjacent tracks' values, adding strategic risk and interaction
- hand management — god cards clog the hand, offering potential payoff at the cost of reduced flexibility
- hand management / risk-reward — god cards clog the hand, offering potential payoff at the cost of reduced flexibility
- Multi-track scoring — score opportunities are distributed across several tracks; leading on different tracks can yield varying points
- set collection — collecting cards to create runs and complete color/suit sets to unlock endgame scoring opportunities
- Track advancement — playing cards advances scoring tracks; points accrue based on track leader position and level
Video topics + discussion points
Quotes (from this video)
- I love pretty much everything about this game.
- This game has a lot to offer.
- the blending of those different moving parts of the game interlock with each other
- it's remarkably fast actually
- a really well-designed clever game using again mechanisms we've seen before
- My only issue is that I think the track climbing is maybe a little bit too bland.
- minmax each placement and not to waste one of those cards
References (from this video)
- clever use of gold cards to influence play
- engaging alchemist theming
- potential complexity for new players
- alchemy and trick-taking competition
- alchemist-trick-taking theme
- competitive, team-oriented play
Mechanics (from transcript analysis)
- gold cards as modifiers — play gold cards that alter scoring and play dynamics
- Trick-taking — teams bid and play tricks with cards; strategic play across rounds
Video topics + discussion points
Quotes (from this video)
- it's a no-brainer right
- insta buy
- this is definitely something I want to check out
- I would definitely want to check that out
- I love art-themed games
- the art by Vincent de Trey is great
- insta buy for me as well
- this looks amazing