In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers.
Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses.
Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers.
Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you.
Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players.
Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy.
- Most interactive Euro gameplay at 3-4 players
- Emergent water-flow interactions create dynamic tension
- Construction wheel mechanic is clever and central
- Strong moment-to-moment decisions once the core loop is understood
- Component quality is disappointing for the price
- Water tokens and board components can be finicky
- Four-player games can drag without experienced players
- real-time water resource management and cascading effects
- Alps water management with dam construction for energy production
- emergent, project-based
- Galactic Cruise
- Anacrony
Mechanics (from transcript analysis)
- Construction wheel — resources lock into a rotating wheel; when the wheel turns, resources return to players
- water management network — build dams, conduits, and powerhouses to generate energy; water flow affects all players and each decision cascades on the board
- worker placement — place workers to execute actions; bumped workers return to the breakroom and the attacker may gain a funding bonus
- Worker placement with bumping — place workers to execute actions; bumped workers return to the breakroom and the attacker may gain a funding bonus
Video topics + discussion points
Quotes (from this video)
- The water management creates this emergent gameplay that's genuinely novel.
- The space cruise theme feels completely disconnected from the actual engine building puzzle you're solving.
- The time travel loan calculation. You're borrowing resources now, which costs water to warp in, and you must repay them later or suffer paradox penalties.
- Anacrony is for a very specific player.
References (from this video)
- Deep long-term planning and forethought
- Tense, interactive puzzle with blocking and rerouting water flow
- Asymmetric powers add variety and pathing options
- Powerful combination of wheel economy and worker placement
- High complexity and learning curve
- Primer turns can cause analysis paralysis (AP) for new players
- Complex components and setup may be daunting for casual players
- Energy scarcity, water flow control, dam construction and power generation
- Dystopian 1920s-30s energy race driven by water management
- Puzzle-like engine-building with spatial and temporal water management, escalating tension through blocking and rerouting
Mechanics (from transcript analysis)
- Asymmetric powers (executive officers and companies) — Each company and its executive officer provide unique powers, enabling different strategic paths
- Contract fulfillment and scoring — Complete energy contracts to score points and drive end-game scoring with ongoing round goals
- Water flow / dam and conduit management — Droplets flow downhill; dams block flow; conduits and powerhouses redirect water to produce energy
- Wheel-based resource recovery — Construction tools (cement mixers, excavators) go on a wheel and recover over time, creating planning and timing pressure
- worker placement — Players place workers on action spaces with costs and scarcity that shape each turn
Video topics + discussion points
Quotes (from this video)
- barrage is absolutely one of those games
- the crux of the game is you're building dams to stop the water when it flows
- every water droplet is multiplied by the conduit power to give you your power
- the amount of AP that you can achieve in this game I will admit is pretty high but it's so juicy it's so fun
- as I continue to revisit the game I'm excited about the asymmetric powers that you get both in your executive officers and your companies
- these combinations are incredibly juicy
References (from this video)
- Unique mechanism wheel
- Rich engine-building decisions
- Complex, steep learning curve
- Can be punishing with blocking
- Resource management and contract fulfillment
- Hydro-industrial development with a power network
- Industrial optimization with a mechanical theme
- Barrage vs Brass
- Gaia Project
- Concordia
Mechanics (from transcript analysis)
- Action Timer — Actions are constrained by a rotating wheel and timing
- action-selection with timing — Actions are constrained by a rotating wheel and timing
- network-building — Linking locations to optimize production and scoring
- Network/route building — Linking locations to optimize production and scoring
Video topics + discussion points
Quotes (from this video)
- it's a wonderful starter game for nearly anyone.
- how have I not played dominion
- when I played Dominion I just felt like an absolute idiot
- the quintessential racing game out there
- it's an absolutely brilliant game
- the best network builder of all time
References (from this video)
- Solid euro engine with thematic coherence
- Balanced tension between mechanics and theme
- Lengthy for some players
- Requires strategic planning to optimize water flow
- Water flow control and dam construction
- Industrial dam building and water management
- Industrial, conflict-driven
- Wingspan
- Redwood
- Rajas of the Ganges
Mechanics (from transcript analysis)
- Blocking / negotiation — Blocking opponents by manipulating water flow while pursuing scoring objectives
- negotiation — Blocking opponents by manipulating water flow while pursuing scoring objectives
Video topics + discussion points
Quotes (from this video)
- there already exists an objective and widely accepted metric for measuring one quality of board games
- the five elements complexity is one of those elements and probably the most conventional
- it's an objective way that you can describe how you feel about a game that is agreeable to everyone it's because it doesn't say something about the game it says something about you
- the driving mechanic of the game is blocking other players by preventing water flow getting to their dams
- it is so thematically involved that I would rather go outside and actually take photographs of animals than than go through the mechanics of the calipers and the framing of the shot and all of that stuff
- this is a game about Wildlife Photography
References (from this video)
- A deeply satisfying puzzle that rewards careful, forward-thinking planning and exacting resource orchestration.
- Unique player powers and faction diversity create strong replayability; each game feels like solving a new puzzle.
- Tense, competitive interaction that adds drama without sacrificing strategic depth; players feel the impact of blocking and routing decisions.
- The base game provides a tight, elegant core loop (build dams -> conductors -> power plants -> energy scoring) that remains engaging even after many plays.
- When the pacing aligns, the game delivers a thrilling cascade of decisions that culminate in a tense race to optimize energy production.
- Can be slow and punishing at higher player counts due to downtime and the heavy planning required for optimal placement.
- The mean-spirited, cutthroat aspects may be off-putting to players who prefer higher interaction with lighter friction.
- Expansion modules (e.g., Leewater Project) can widen the decision space to the point of feeling bloated or muddled, detracting from the purity of the base mechanism.
- Resource and tile replenishment can create long cycles of waiting for the wheel to turn, which may dampen immediate engagement for some players.
- Core themes center on resource extraction and distribution, strategic risk-taking, and the social/diplomatic dynamics of competing factions. The game uses water as both a literal resource and a symbolic currency for influence, with a strong emphasis on forward-planning, pipeline control, and the tension between cooperation and obstruction among rival players.
- Barrage is framed as a competitive, near-future or fictionalized nation-building scenario where water resources are scarce and contested. The setting is presented as a real-world country landscape populated with dams, conduits, power plants, and a public-energy race that doubles as a metaphor for industrial competition. The tone blends pragmatic infrastructure planning with a lightly fantastical touch (mechs and “steampunk” flavor in the transcript’s extended commentary), creating a setting that invites both tactical planning and normative commentary on resource politics.
- The narrative style is intentionally cutthroat and puzzle-like. Players narrate their plans in terms of hydraulic engineering and national competitiveness, while the game mechanics enforce a harsh, unforgiving economy that rewards precision but punishes mistakes with cascading consequences. The style leans toward a grimly competitive Euro feel with moments of dark humor about corporate or national brinkmanship.
- Terra Mystica
Mechanics (from transcript analysis)
- Conduit/Power-flow chain — Water moves through a vertical pipeline chain: dam elevation, a connected conductor, and a power plant. The flow and placement of conduits determine which players gain access to water and energy, creating a direct competitive loop for resource access.
- Energy track and scoring — Energy production is tracked on a dedicated energy track. The player who produces the most energy earns a bonus (six points per round), and the track’s progression creates a dynamic race where early-dam strategies can be undermined by others’ rapid advancement.
- Resource management — Players manage a limited set of resources—water droplets, machineries, and tiles—that are finite and must be spent to build dams, conductors, and power plants. Resources are intentionally tight, which drives careful planning, scheduling, and sequencing.
- Resource/tile wheel and rotation — Building actions trigger the rotation of a wheel that slots in new technologies and resources. Returning resources and tiles after each cycle creates a cyclical economy that rewards anticipation and long-term planning, but also demands repeated recalibration as the wheel turns.
- Unique player powers — Each faction comes with a unique power, and expansions (such as the Leewater Project) add even more variability by introducing new actions, costs, and potential permanent slots. This mechanic increases replayability but also adds layers of decision complexity.
- Variable player powers and modular expansion — Each faction comes with a unique power, and expansions (such as the Leewater Project) add even more variability by introducing new actions, costs, and potential permanent slots. This mechanic increases replayability but also adds layers of decision complexity.
- worker placement — Each round grants a fixed pool of workers (12 per player in a full game), and every action space you use becomes blocked for everyone else for the rest of that round. This creates strategic scarcity and intense moment-to-moment choices about which actions to prioritize and which opponents to hamper.
Video topics + discussion points
Quotes (from this video)
- Barrage is a game that will break you every move.
- Barrage will break you every move.
- This is a mean, mean game and you have to be ready to cut people off from their goals.
- Unique player powers are already a boost to replayability, but pairing two together just means you're going to be playing a different puzzle every single time.
- If you like building connections and finding paths and messing with your opponents, this is still a pretty great water slide.
- Don't get stuck in the tube.
References (from this video)
- High potential for depth and strategic planning
- Strong interaction and tactical play
- Steep learning curve
- Not ideal for casual players
- Heavy economic/resource control and blocking mechanics
- Power grid and dam-building conflict on a detailed map
- Array
Mechanics (from transcript analysis)
- Blocking/siphoning — Control flow by blocking opponents and siphoning resources.
- worker placement — Allocate workers to power plants and dam-building actions.
Video topics + discussion points
Quotes (from this video)
- This is all an effort to rerank my collection
- here are the honorable mentions there are 29 games unique games that start with the letter b
- Brass Birmingham is the number one game of all time as according to Board Game Geek
References (from this video)
- Strong fidelity to the physical game’s state and rules in digital form
- Clear visibility of other players’ resources, actions, and wheel options
- Accessible entry point with a thorough, if lengthy, tutorial
- Affordable Steam version with potential to play solo
- Bot difficulty cannot be adjusted; fixed AI behavior limits solo play
- Tutorial is long and can be tedious for newcomers
- Online multiplayer functionality uncertain or inconsistent
- Visuals feel aged; audio design is minimal and lacks impactful feedback
- Color options are limited; accessibility and customization could be improved
- Setup time is long relative to the digital playtime; some UI quirks during learning
- Water management, energy production, and resource competition
- Hydroelectric dam-building in a river valley with an industrial-era vibe
- Strategic, procedural, with emphasis on planning and disruption of opponents
Mechanics (from transcript analysis)
- Action wheel / worker-placement feel — The digital board mirrors the board game’s action wheel and space selections, creating a familiar workflow.
- Conduit placement — Conduits redirect water flow toward powerhouses for energy generation.
- Dam construction and elevation — Players build and raise dams to block and store water, shaping the river’s flow.
- Direct player interference — Blocking or delaying opponents through strategic water management and placement choices.
- End-of-round scoring and contracts — Players complete contracts for points; end-of-round scoring drives competition.
- Positive player interaction — Blocking or delaying opponents through strategic water management and placement choices.
- Power generation — Water is converted into energy via powerhouses to complete contracts and gain bonuses.
- Resource management — Players manage water flow from mountain sources through dams and conduits to generate energy.
- Water resource management — Players manage water flow from mountain sources through dams and conduits to generate energy.
Video topics + discussion points
Quotes (from this video)
- In Barrage, players compete to generate power by damning rivers and diverting water through their power stations to convert the flow of water into energy.
- You'll build dams to block water, elevate them to store more water.
- Construct conduits to redirect flow and place powerhouses to generate electricity.
- Water flows from mountain sources each round and moves downstream, stopping at dams along the way.
- Generate enough energy and you'll complete contracts, score points, and unlock powerful bonuses.
- Blocking opponents, managing water flow, and building efficiently are all keys to staying ahead.
- We built the dam.
- The game plays over five rounds with end of round scoring and objectives to chase.
- Barrage is a brutal fight for resources.
- The tutorial is long and slow, but it is a complex game.
- I think it does a really good job of reflecting the board game in the digital world.
- There's very minimal ambient music.
- There is a bell to let you know when it's your turn which I appreciate but I would like it so that you could turn off the sound and music and just keep that bell on because I'd like to play games while I'm watching telly.
- Do we keep the turbines running or shut down the whole grid?
- It's a very solid game.
References (from this video)
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The point is, I love board games. I love this community.
- this insane hype cycle of FOMO has, I think, produced a lot of pretty good games because they're built on the backs of giants that have proven mechanics, things in which that we have already said that we loved, but then added incredible components or art or a variety in theme.
- my hope is that the cream rises to the top and the best ones survive
- Let's come together and find the great games together and get excited about the great stuff together
- I am absolutely a victim of this, but also excited just to, you know, be a victim of it, frankly.
References (from this video)
- attractive visual presentation and aesthetics
- setup is random and creates a weak initial balance
- the game feels extremely light with minimal depth
- lacks a meaningful theme or narrative
- short playtime (around 3 minutes), which reduces replay value
- described as forgettable and among the designer's weaker offerings
- comparison to simpler abstract games like Chinese Checkers highlights the thinness of gameplay
- none
- abstract, no explicit setting; moving across a neutral board
- non-narrative / abstract
- Chinese Checkers
Mechanics (from transcript analysis)
- Board balance option — the board can be spun/rotated or flipped to balance sides, attempting to address imbalance in setup
- Ending condition of a move — a turn must end on a disc of an opponent's color or on one of the designated starting/ending spots
- Initial placement — discs are placed in the middle rows randomly with one disc left over, which determines who goes first
- Movement interactions — pieces can pass over their own color; movement can cross and land on various discs according to color constraints
- Movement rule — on a turn, a player may move a single piece any distance, as long as the movement stays on spaces of that player's color
- Stacking and Balancing — the board can be spun/rotated or flipped to balance sides, attempting to address imbalance in setup
Video topics + discussion points
Quotes (from this video)
- it's so light. There's almost nothing there.
- it's basically Chinese checkers
- This one's very forgettable and one of their worst offerings.
- I was very disappointed.
- It's pretty, too. It's a very attractive game. I love the look
- I might be able to design something slightly more interesting today with these pieces
- I'm no great game designer, so I just find it to be um very lackluster.
- It's a five out of 10 for me.
References (from this video)
- attractive components and aesthetics
- easy setup and quick play time
- very light and abstract with limited depth
- setup can feel arbitrary and unbalanced
- some players may find it underwhelming compared to other abstract games
- minimal; no strong narrative
- abstract movement across a board with discs
- thematic emphasis on movement rather than story
- Chinese checkers
- Yinch
Mechanics (from transcript analysis)
- board setup variability — The middle discs are randomly laid; setup can feel imbalanced and requires adaptation.
- end-condition on opposing color — On a turn, a player must end their move on a disc of someone else's color or on a start/end spot.
- four-piece crossing objective — First to get all four of their starting pieces across the board wins.
- own-color traversal — You may move over your own color but you cannot end on your own color unless rules permit via position.
- placement and continuous movement — Discs are placed in the middle area; players take turns moving one of their pieces any distance along connected discs.
- Variable Set-up: Board — The middle discs are randomly laid; setup can feel imbalanced and requires adaptation.
Video topics + discussion points
Quotes (from this video)
- Gorgeously produced wooden abstract games.
- The boxes don't look like much, but inside they're always very very nicely.
- They hunt down different designers.
- This one feels like almost a tic-tac-toe variant that someone came up with.
- It's basically Chinese checkers.
- I like this a lot. I'm giving this an eight.
References (from this video)
- perfection in execution, highly regarded
- intense, tense, and rewarding
- very heavy and long play; steep learning curve
- tactical resource management, cutthroat competition
- large-scale dam-building and water resource economy
- heavy euro with dramatic stakes
Mechanics (from transcript analysis)
- Resource management / engine-building — type and manage resources to build dams and collect water
Video topics + discussion points
Quotes (from this video)
- rock solid martin wallace game and i'm really enjoying it
- it's got one of the weirdest pacings of the game
- I like it but I just don't love it and i don't think this is going to be sticking around much longer
- Six Nimpt by Wolfgand Kramer, a borderline essential game, a great little filler that everybody should play at least once
- it's just pure simple family weight fun
References (from this video)
- high interaction
- tight indirect competition via shared resources
- heavy economic weight
- complex rules and potential for analysis paralysis
- water control, dam construction, strategic sabotage
- hydraulic and water resource management in a competitive environment
- utility-focused, macroeconomic struggle with direct player interaction
- Dune
- Water-focused economic games
Mechanics (from transcript analysis)
- direct conflict on shared infrastructure — dam-related infrastructure is contested, with consequences for others’ water flow and victory conditions
- resource/production sequencing — players manage production lines and dam placement to secure water and other resources while attempting to hinder opponents
- worker placement — players place workers on action spaces to perform production and dam-building actions; interaction arises through overlapping spaces and water-related resources
Video topics + discussion points
Quotes (from this video)
- Calico is cute and it hurts my brain
- the big thing with the coin games is the cascading decisions
- every decision feels like it is most important
- it's like playing Root and being mindful of everything going on around you
- you have to watch where Directorio and Government tracks are moving
- mind management has a lot of dialogue back and forth for sure
References (from this video)
- ambitious theme
- promising engine-building
- complex for new players
- industrial-scale power
- early 20th-century energy/oil/utility expansion
- strategic planning with euro flavor
Mechanics (from transcript analysis)
- economic engine building — players manage resources to build a hydroelectric empire
Video topics + discussion points
Quotes (from this video)
- Root is my favorite game of all time
- it's just incredible looking i mean the tower is a toy and i don't care i want to play with it
- we're going to return to dark tower this is a showpiece
- wizard of oz was in it
- i sleeved all the cards i love the theme
- i'm really really excited to play this
References (from this video)
- deep progression and logical theme integration
- strong strategic tension and interaction
- long playtime and complexity may deter some players
- water management and energy conversion through dams
- mountainous hydroelectric infrastructure and dam networks
- hard-nosed, cutthroat planning with upstream/downstream dynamics
Mechanics (from transcript analysis)
- Area Control — cut off opponents by placing structures to control water flow
- area influence and blocking — cut off opponents by placing structures to control water flow
- long game progression — a long, involved play that scales with player count and duration
- worker placement — build dams, power plants, and conduits to convert water into energy
- worker placement and resource conversion — build dams, power plants, and conduits to convert water into energy
Video topics + discussion points
Quotes (from this video)
- board gaming Perfection such a an intricate and nuanced design
- the best negotiation game out there
- fast so engaging
- I can't find a fault with this game it is just so much fun
- one of the original area control style games
- the time track system I've ever seen
References (from this video)
- dynamic resource management with an innovative action wheel
- high tension and interactive play
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Mandala blew me away this year
- Chinatown is the best negotiation game out there
- barrage is a 10 out of 10 game for me
References (from this video)
- Construction wheel as an elegant scarcity management tool that shapes pacing and decisions.
- Deep, forward-looking puzzle with meaningful, non-trivial choices.
- Contract system creates dynamic planning and upgrade pathways.
- Asymmetric powers and assistants add variety and enhance replayability.
- Tight resource economy rewards precise sequencing and long-term strategy.
- Engaging interaction through shared water flow and timing pressures.
- Overall thematic immersion and mechanical cohesion for players who enjoy heavy euros.
- Punishing for early mistakes can be harsh and punitive.
- High complexity and steep learning curve may deter casual players.
- Setup and bookkeeping can be lengthy and intimidating for first-time players.
- Some editions' deluxe components (e.g., 3D elements) are very expensive and viewed by some as gimmicky.
- Downtime can accumulate with multiple players due to tight constraints and the need to plan around scarce resources.
- Balance may hinge on turn order and contract availability, leading to meta considerations that slow down play.
- Not ideal for players seeking a light or casual experience.
- Strategic energy production and water management within a competitive industrial landscape.
- A hydroelectric race set in a river valley where competing industrial powers develop dams, conduits, and power stations to secure contracts and dominate energy output.
- Eurogame-flavored, puzzle-like planning with individualized power mechanics and evolving board states.
- Gaia Project
- Power Grid
- Beaver Tycoon
Mechanics (from transcript analysis)
- Asymmetric powers and assistants — Each player has a unique power activated by milestones (e.g., third power station) plus an assistant that provides a starter or ongoing boost.
- Construction wheel (dial system) — A rotating construction dial governs build costs and bonuses; spinning or advancing the dial changes future options and timing.
- contract fulfillment — Contracts provide goals and rewards; completing them yields bonuses and can unlock upgrades.
- contracts — Contracts provide goals and rewards; completing them yields bonuses and can unlock upgrades.
- engine building — Power is produced only when a dam, conduit, and power station are properly connected, with water flow continuing through the system.
- network building — Players connect dams, conduits, and power stations to enable water flow and power generation across the map.
- Network/route building — Players connect dams, conduits, and power stations to enable water flow and power generation across the map.
- Power generation engine — Power is produced only when a dam, conduit, and power station are properly connected, with water flow continuing through the system.
- Resource management — Careful handling of scarce resources (workers, machines, water, money) with action costs that scale as builds occur.
- worker placement — Players place a limited number of workers on locations to gain benefits, drive builds, and access key actions.
Video topics + discussion points
Quotes (from this video)
- barrage is a mind bender of a game where you need to position your network of buildings to take advantage of the downward flow of water
- the best thing about this game is the construction wheel it's such a clever way of managing scarcity
- deep down this is a game for people who want a complex interactive puzzle to solve
- punish you for early mistakes very harshly
- barrage should really have been beaver tycoon
- for a similar scoring system and lots of planning try gaia project
- and for a different take on power generation try power grid
- the expensive 3d collector's edition version of the board is a bit of a joke
References (from this video)
- highly interactive and cutthroat in a satisfying way
- the board system itself drives tension and clever play around water control
- logically designed interactions that feel justified and compelling
- energy production and conversion to points through water flow
- mountain top to valley power system with dams and conduits
- highly interactive engine building with cutthroat competition
Mechanics (from transcript analysis)
- conduit blocking — players can influence the flow by placing dams and controlling peak conversion areas
- engine progression — build a pipeline from water to energy to points, with leakage possibilities to other players
- shared infrastructure and escalation — waters and conduits can be used by others, creating a tense shared economy
- worker placement — place workers to claim dam and energy conversion spots
Video topics + discussion points
Quotes (from this video)
- I love the fact that the game itself is so simple but the action selection system is just that compelling
- this is one of the best games of all time I could have argued to have this from higher on the list
- there is an amazing level of interaction here where the more you collect these Noble tokens on the map will not only score your points but give you voting power
- the level of interaction here is very high and the dynamics around kicking off spots are interesting
- on paper I should not like this game because I do not like terribly cutthroat games but this one is logical
- El Grande is the forefather of the area control genre and still the best among its peers
References (from this video)
- ambitious design with clever tension
- interaction and competition among players
- punishing if you fall behind
- initial setup and orchestration can be challenging
- Industrial power and water networks
Mechanics (from transcript analysis)
- Block or interaction-heavy engine-building — Players build systems to generate flow and disrupt others; punishing if misplayed.
Video topics + discussion points
Quotes (from this video)
- I'm very bold in my opinions, I hate it but I'm still willing to give it a second and third try because it's better it's an expensive game
- America blue shell is when you brace Mario Kart and then if you're in last place you get rewarded the blue shell
- it's a shared objective, you really pay attention to what other people are doing
- canvas... what a stinker... you're a pile of poops I love that game
- Rise of X added ... I had the Dreadnought portion and it replaced the main board
- I'll take it from me, I think he's French no he's Jamaican
References (from this video)
- Efficiency-rewarding
- Strategic depth
- Mean gameplay
- Complex mechanics
- Infrastructure development
- Mountain dam construction
Mechanics (from transcript analysis)
- Resource management — Collecting water and building dams
Video topics + discussion points
Quotes (from this video)
- We're going to rate some shelves
- Keep these friends in your life forever
- This is a heavy Euro game with a lot of moving parts
References (from this video)
- strong thematic integration
- highly addictive and engaging gameplay
- component quality quirk noted as disappointing
- notion of table hog with expansions
- water management with energy generation
- industrial dam-building and energy distribution
- thematic and highly engaging
- Power Grid
- Era: Medieval Age
Mechanics (from transcript analysis)
- resource/output management — engine builds around energy and cement/resources
- worker placement — place workers to construct dams and acquire resources
Video topics + discussion points
Quotes (from this video)
- i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
- if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
- bollocks
- there is literally no luck in this game