Two opponents face off across a 'battle line' and attempt to win the battle by taking 5 of 9 flags or 3 adjacent flags. Flags are decided by placing cards into 3 card poker-type hands on either side of the flag (similar to straight flush, 3 of a kind, straight, flush, etc). The side with the highest 'formation' of cards wins the flag.
This is a rethemed version of Schotten Totten with different graphics and wooden flag bits in place of the boundary stone cards. Game play is identical, except the cards run from 1 to 10 (not 9), you hold seven cards in your hand (not 6), and the rule that stones may only be claimed at the start of your turn is presented as an "advanced variant". Also the tactics cards were introduced by Battle Line; these cards were only added to later editions of Schotten-Totten.
Some have reported that the production quality of the cards is inferior to the Schotten Totten cards, however, for most readers Battle Line will be much easier to find in stores. In the second edition of GMT's Battle Line the card quality is higher.
- Good 30-minute two-player game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The fashion world being a magnet
- I've never seen Devil Wears Prada you're dead to me
- this is a heavy euro I'm not talking like an imperial settlers he said this is a heavy crunchy euro heavy euros kind of have a niche market
- The art of those units that is so flippin cool
- there's going to be an Alexis skill such that there's going to be a standalone case that's narrated and handled by an Amazon Alexa its k-6
- this is to me personally I think this is trailblazing if other publishers don't see this going on and doesn't duplicate this they're crazy
- I think to this day that's - this is still one of my favorite two-player board games of all time
- The boxart for academics the art of those units that is so flippin cool
- I love economic games any I don't know why because it is so dry it is dry when you've got a market and you have a supply and demand and you drive up the price you drive down the price that sounds so boring to people when you explain it but I love love those games like stockpile
- The flowchart for how to play raccoon Tycoon which by the way if it's approved by bgg you should see it out there
- money is secret and if you had a bunch of stacks of coins and things like that it's not as easy as taking those paper bills fanning them out under the table to count them real quick versus a bunch of little tokens that you need to do
- The game ends when two out of the three items are void in other words the towns the railroads or the building tiles two out of the three have to be void before the game will end
- this game blew me away it is simple to play your flowchart is amazing
- Raccoon Tycoon top game for 2019 yes it's February imagine that
- it's always a fun tradition for us each year
- I can't believe it's our fourth annual fourth annual squirrely award I know I can't believe you came up with this four years ago amazing
References (from this video)
- Adorable artwork
- Works well as a two-player game
- Satisfying logic-based wins
- Extending land by gathering stones
- Neighbors battling over land
Mechanics (from transcript analysis)
- Card Drafting — You are doing this by laying down different cards. There are several different colors and the numbers go from one to nine.
- Deduction — You can also get the win by um if you can logically prove that you the other person can't win.
- Hand Management — After you have three uh cards, after both people have three cards, you compare.
- Set Collection — You're trying to have the best set of cards on your side to win that stone basically. Um, so you can have a color run where you have the same color and you have three numbers in a row. You can have a um, a three of a kind. You can have a run. You can have three of the same color.
Video topics + discussion points
Quotes (from this video)
- I love this cover.
- How does a sloth escape a zoo? Very slowly.
- This one resonated with me the most and it just looks cute and cozy as well.
- I'm very intrigued also by the fact that this universe is going to be built through books and games and they're going to connect.
- Let us know what some of your um top games that were released pre previous to the this year. And let us know what games you are most anticipating as well down in the comments.
References (from this video)
- quite enjoyed it
- it is two-player
- no dice
Mechanics (from transcript analysis)
- three card poker type hands — You compete with three card poker type hands placing them to either side of the flags trying to create a dominance there to then claim that flag.
Video topics + discussion points
Quotes (from this video)
- hi everyone welcome to watch it played
- if you'd like more information you can visit Jack vassel org
- we'll bring some tasty beverages as well
- while they stab you in the back
- I didn't and I'm doing fine
- I think this is a really fun idea
- it wasn't his intention for this to be so long
- our thoughts are with him not against him in this issue
- Rich Van Meter congratulations you just won coin age
- that was super slick I like that
- so it did it was supposed to go through ups and then UPS gave it to USPS instead which I've never heard of before
- oh look at this these are Arkham Horror or Eldridge horror depending on what game you want to play with
- oh my goodness okay I have to show you guys what these are
- that's right those are fantastic
- oh this is this is a very nice gift this is Battle line
- well that is a nice little collection of loot there
- thanks for checking out those items and any other ones on there it's all for a good cause
- well everybody I hope you enjoyed that I hope you'll check out the Jack Bassel memorial fund auction and until the next episode thanks for watching
References (from this video)
- fast-paced with straightforward rules
- tension from deduction and bluffing amid open information
- compact components and quick setup
- tactics cards can be polarizing for some players
- requires careful mental tracking to avoid leaking intentions
- Tactical formation, hand management, and flag-based area control
- Ancient/mystical battlefield where two players form battle lines to contest control of flags
- Abstract
- Lost Cities
- Modern Art
Mechanics (from transcript analysis)
- Area Control — The goal is to claim three adjacent flags or five total flags by proving superior formations.
- area control / objective capture — The goal is to claim three adjacent flags or five total flags by proving superior formations.
- card-driven combat with wild options — Troop and tactics cards drive actions; leaders function as wilds to alter color/value dynamics.
- Deduction — Only open information is used to determine if an opponent can beat a given formation; bluff and deduction matter.
- information-based deduction — Only open information is used to determine if an opponent can beat a given formation; bluff and deduction matter.
- Pattern Building — Players place up to three cards per battle line to form formations; ranking determines winner of flags.
- pattern-building / hand management — Players place up to three cards per battle line to form formations; ranking determines winner of flags.
Video topics + discussion points
Quotes (from this video)
- the game really really is simple
- the game's a lot of fun and frustrating reminds me of Lost Cities
- short but sweet exactly
- this is one that we enjoy
References (from this video)
- Heroes with abilities
Mechanics (from transcript analysis)
- Hand Management — you have essentially equivalent cars we have identical hands of like uh you know heroes that have um zero one two three four five six seven eight nine or however whatever those number values representing their value
- Set Collection — you're sort of playing the the now and the later ability as you're you know figuring out what your opponent is going to play
- Tie-breaker mechanism — it also has this fake die which is one of my favorite mechanics where essentially it's a tie breaker die but every time you use it to win a tie it gets more valuable and you pass it back and forth
Video topics + discussion points
Quotes (from this video)
- 10 great games to bring along while you travel
- this is just sort of 10 games not uh in order per se just 10 great games to bring along
- i really do think those starter decks are great for this kind of thing for a little trip
- these are games that i really do think play well with lower player accounts too specifically somebody next to you or in front of you
- there's a lot of these are skilled games these are games where you can be better than the other person
- i think all these are pretty small easy to carry lots of life and fun in them you can get out of them
- this is definitely a group of games i i could easily recommend
References (from this video)
- clever twists on a familiar motif
- compact yet strategic
- battle line motif
- Battle Line
Mechanics (from transcript analysis)
- formation_based_victory — Highest ranking formation wins a stone; first to five stones or three adjacent stones wins.
- Hidden Victory Points — Highest ranking formation wins a stone; first to five stones or three adjacent stones wins.
- poker_hand_influence — Players use poker-like hands to claim stones.
Video topics + discussion points
Quotes (from this video)
- the Temptation may be to make the simplest path possible but there in lies the strategy of foolishness
- it's a really good game you can play with a bunch of people and you it's like a light war game but of civilization building war game
- a zombie game a survival horror board game
- the game that most other games taste like if you want a yachi like experience but in a way that's just like got a theme it's lovely to look at
References (from this video)
- line-based warfare
- Battle Line
Mechanics (from transcript analysis)
- poker_like_hands — Uses card/poker-like hands in a line-based formation system.
Video topics + discussion points
Quotes (from this video)
- the Temptation may be to make the simplest path possible but there in lies the strategy of foolishness
- it's a really good game you can play with a bunch of people and you it's like a light war game but of civilization building war game
- a zombie game a survival horror board game
- the game that most other games taste like if you want a yachi like experience but in a way that's just like got a theme it's lovely to look at
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I advise anyone to get it I know it looks like a slice of pizza
- I'm a massive fan of what we all call the Seven Wonders dual box size
- the best ball game insert is any game that comes with enough baggies to put things in
- art matters in games obviously it does it's marketing it's like you wouldn't produce a movie and then not Market the movie
- I like to play with as many people as there are sitting around the table
- this is too many cooks brilliant art love it absolutely fantastic you everything is an anthropomorphized vegetable
- I played a game called perch recently... best first play mechanism I've ever had
- Polish version of battle line it's amazing I want to buy that game again
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I advise anyone to get it I know it looks like a slice of pizza
- I'm a massive fan of what we all call the Seven Wonders dual box size
- the best ball game insert is any game that comes with enough baggies to put things in
- art matters in games obviously it does it's marketing it's like you wouldn't produce a movie and then not Market the movie
- I like to play with as many people as there are sitting around the table
- this is too many cooks brilliant art love it absolutely fantastic you everything is an anthropomorphized vegetable
- I played a game called perch recently... best first play mechanism I've ever had
- Polish version of battle line it's amazing I want to buy that game again
References (from this video)
- Clever hand management
- Tense gameplay
- One of the best hand management games
- Can be frustrating
- Lost Cities
Mechanics (from transcript analysis)
- Hand Management — Crucial for optimizing plays and anticipating opponent's needs.
- Poker Hands — Players try to create three-card poker hands to claim flags.
- Set Collection — Collecting poker hands to claim flags.
- Shared deck — Players share a common deck of cards.
Video topics + discussion points
Quotes (from this video)
- this is another definitely a a forgotten gem in my opinion
- this is definitely unlike any other kitti game that I've played
- quite a frustrating game um but the hand management is extremely clever um and a very tense game as well
- the cool thing about this game is the twist at the end where if you are the player who spent the most money you are automatically disqualified from winning
- this one seems to be a bit more polarizing but it's a huge hit for me personally
- brilliantly refined very sophisticated and streamlined gameplay um one of the best T placement games out there
- definitely a deeper game than it first meets the eye and it's one of the best auction games ever made
- wonderful game one of the purest games I have in my collection and one of my favorites full stop an absolute work of art
- well Riders was fine Dragon Riders so Dragon master was decent royal visit if you like the tug-of war system you might like this one didn't quite work for me same go to Blue Moon Legends very interesting World designed game but one that didn't quite suit my game style
- definitely one of the highest regarded kitu games and for good reason it's my second favorite kitu game
- this one is another auction Style game where you have fixed bids so you cannot just bid what you want you have four tokens at any time and all you're doing is you are revealing these tokens or these tiles out in this kind of push your luck mechanism
- lots of layers lots of wrinkles um definitely a deeper game than it first meets the eye
- it's one of the best auction games ever made I think it might be my favorite
- this is one of his root building style games as you have a a rack full of tiles you're using them to create huge chains of your particular color and trying to connect these different kind of cities together
- gaml could not be more simple just simply place a TI or think two tiles or more than that at times onto the board and um score accordingly
References (from this video)
- Unique twist on shedding/climbing games by disallowing runs.
- Special card abilities add strategic depth.
- Event cards significantly improve gameplay.
- Drawing extra cards can be a good strategic move.
- Can be longer than stated playtime (45-50 minutes instead of 25).
Mechanics (from transcript analysis)
- Climbing Game — Playing the same and trying to play higher and higher.
- Hand Management — Managing cards including special abilities on certain cards.
- Set Collection — Collecting sets of cards to win points.
- shedding — Players try to play cards to win tricks.
- Variable round rules — Event cards change the rules of the round.
Video topics + discussion points
Quotes (from this video)
- Double call
- Did not like this one too much this was sadly very boring
- I think the main reason I didn't like it is that it's all about destroying for the other person
- It's a bluffing a double psychological game
- it was good it was fine it was but it was for me I would not choose this over Hanoi G Ro or Shadow Oro
- The big problem is that it felt too random
- This is one that we have been enjoying a lot
- The only negative for me is that it's a bit long
- I think that the concept of this sounded more exciting than in I thought it was
- it was just a fine game that I don't need to play again
References (from this video)
- Can be played with a traditional deck of cards
- The term 'fifth column' in the original iteration's name might be confusing when playing with a standard deck.
- Blue Moon
- Royal Visit
- Lost Cities
Mechanics (from transcript analysis)
- Card Play — The game can be played with a traditional deck of cards, implying a card-based mechanic.
- columns — Discussion revolves around the concept of columns in card placement.
Video topics + discussion points
Quotes (from this video)
- if it isn't obvious who won the game is a draw
- The 1995 Reiner Knizia game the fifth column M played with the traditional deck of cards is the original iteration of what famous Knizia two-player game
- it is Stone Age it is Stone Ed age
- this is the evolution of one of my all-time favorite top five games oh my God Las Vegas oh the dice game
- The player who has accumulated the fewest marriage proposals after five rounds wins
References (from this video)
- Still in collection
- One of the most boiled down versions of a tug-of-war game
- Really good hand management
- Brilliant design
- Clean
- Great classic two-player
- Can never see myself getting rid of it
- Doesn't play terribly often
- Stiff competition from newer games
- Conflict
- Aleph Null
- Schotten Totten
Mechanics (from transcript analysis)
- Card Drafting — picking up cards in the wrong order.
- Hand Management — Really good hand management.
- Set Collection — playing these three card poker hands on multiple flags.
Video topics + discussion points
Quotes (from this video)
- Took me a long time to learn.
- the more I think that kind of the cleanliness of rules, the streamlining of rules, for me, that is real good game design.
- I still give it like a six out of 10.
- When I play this one, I kind of feel very cold on it to be honest.
- I just prefer competitive games in general. I can't explain why.
- Still good game. Again, an absolute classic, but completely numb on it now. I'm not really interested in playing it anymore.
- And yeah, I absolutely love and advocate this one non-stop.
- It's actually a lot of fun.
- I think this game is so genius.
- For me, this is always the measuring stick when it comes to social deduction.
References (from this video)
- The core mechanic of points canceling out is brilliant.
- Every card played feels meaningful.
- The strategy evolves and becomes more apparent with play.
- Supports both cooperative and competitive interactions between players.
Mechanics (from transcript analysis)
- area influence — Collecting cards into scoring areas.
- Hand Management — Managing cards in hand to play strategically.
- player interaction — Ways to support or gang up on other people.
- Set Collection — Collecting cards to form scoring combinations.
- Trick-Taking — Plays tricks, but the description focuses on point cancellation and card collection.
Video topics + discussion points
Quotes (from this video)
- The Lord of the Rings is something that I really, really enjoy.
- In most instances, you are playing out your entire hand in this game.
- The packaging and the product design of this game is also just phenomenal.
- It's that one thing that's like everybody's trying to push their points up a little bit more like they want to, but you don't want to do it too much because everybody starts to gang up on you.
- The scoring because you do better if other people do worse. And don't meet their bids.
- Every time I played this game, it just has tickled my brain in the best way possible.
- It takes this simple idea, I guess, and then elevates it just enough that it feels like Ilia said classic, but also doesn't um pull away from the uniqueness of this game.
- It does have grand moments, which I love in games, as many of you know by now. You can be so confident that you're not going to take another trick and you're sitting at 25 and bam, you did. You've busted. Eat it.
References (from this video)
- One of the first games purchased
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is my worst pick. This is actually the pick my lowest pick on this whole list.
- I feel like this one's going to be pretty good.
- That dropping down to your eighth pick is wild.
- Oh my god, that's not good.
- Again, that is what I expected. That is your lowest pick of your draft.
- For a nine pick, that's a gift.
- That's a solid score for a nine.
- Wow, that's low for your nine.
- That's a really great Your nine and 10 were really solid.
- For a total of 54,000.
- Helge, if you're watching this, you screwed me over, damn it.
- Multiple in the top 100, yeah.
- It came down to three.
- The worst designer? Yeah, who's got the worst bottom seven?
References (from this video)
- Classic for a reason
- Easy to teach
- Smooth gameplay (play a card, draw a card)
- Holds up to this day
- Art is better than Battle Line
- Art style can be a little silly
- Battle Line
Mechanics (from transcript analysis)
- Area Majority — And once you play a certain number of cards on a stone here, in this case like um the middle one there, you play three cards, you compare it to your opponent, and if your hand is better, you're going to win that stone. You're trying to win five throughout.
- Hand Management — Play a card then draw a card. That's that's all you're doing every turn.
- Set Collection — You're playing cards poker style. You're creating little hands on each of the little blocks such as straights or flushes or uh uh trips or three of a kind and whatnot.
Video topics + discussion points
Quotes (from this video)
- I think the Event deck for this game is fantastic. It's like you're reading the Iliad in card form.
- it's a game that really, really rewards that backstabbing
- It's the game that just takes up your entire day.
- It's long. It's long. It's a long game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Underrated game, 100%. I wish they would do an expansion.
- God damn, I suck at this.
- It was okay.
- I was close
- I'll give myself the four points. I knew it was Eggertspiele, but I was trying to do both the publisher and the designer at the same time.
- Well, I'm going to go out on a limb and say this is Reiner Knizia as the designer.
- It's not, dang it.
- Oh my god. Oh my god, I'm so mad. I'm so mad.
- That's so frustrating.
- Significantly better this time around.
- Let me know how well you did in the comments below.
References (from this video)
- Brilliant game
- Good balancing act
- Held in high esteem
- Has been hard to get a hold of due to being in and out of print.
Mechanics (from transcript analysis)
- Deduction — Players need to anticipate when others might play cards to make them go over 40.
- Push Your Luck — Players must balance being close to 40 with the risk of others causing them to go over.
- Set Collection — Winning cards to form score piles, aiming for a sum close to 40 without going over.
- Trick-Taking — Players play out tricks as per normal, and the winner takes cards played off-suit.
Video topics + discussion points
Quotes (from this video)
- Did it in such an unbelievably clean way
- within a few missions, you are doing zany things that you that oftentimes feel like they're not possible.
- If people know trick taking then you can pull off some awesome awesome moves.
- This is why you're an idiot. Let me break it down for you in front of everybody.
- It's so smart. It's so smart.
- this one is a little more approachable.
- No, this is my favorite because it's so dead simple.
- This is your starting point here. I think this is the gold standard.
- It outdid the crew for me recently.
- This is now coming out as Trick to the Future.
- I hate that name so much.
- It's basically Hearts with Special Powers.
- Rebel Princess is fantastic.
- This is one that's also very easy to teach people.
References (from this video)
- Pirate theme
- Fun tactical combat
- Deep campaign mode
- RPG mechanics
- Feels more gamey than historical
- Combat could be more historical
- Life of a pirate, fighting sea battles
- Sea
- Full singleplayer adventure mode
- Sidmer's Pirates
- Wooden Ships and Iron Men
Mechanics (from transcript analysis)
- crew and ship upgrades — Upgrade your crew and your ship and your captains.
- Hex encounter turnbased sea battles — The core combat mechanic.
- RPG mechanics — Leveling up aspects of RPG mechanics.
- Treasure collection — Collect treasure.
Video topics + discussion points
Quotes (from this video)
- They had me at Vikings.
- this looks to be a tight, compelling game with a lot of flare.
- cheerily named storydriven tactical RPG
- Prelude Dark Pain, simply put, has a ton of creative flavor.
References (from this video)
- Really fun two player only lane battler.
- Battling over extending your land into the other person's land.
Mechanics (from transcript analysis)
- Card ranking — Playing different cards and you're trying to either get a better rank on cards.
- lane battler — Playing up to three cards on both sides of this row of rocks. Battling over extending your land into the other person's land.
Video topics + discussion points
Quotes (from this video)
- My number five is just a silly wheelie card game that just makes your mind go because you're used to doing one thing but you got to say another thing.
- It's a lot of giggles and laughs as well.
- This is a nice cozy game.
- Absolutely love this.
- This is my number one polyomino game of all time and cartographers which is my number one flipping right game of all time and number two overall action right game of all time.
References (from this video)
- Enjoyable artwork
- Engaging gameplay requiring thought
- Can be complex for overthinkers
- Territorial expansion
- Border dispute
Mechanics (from transcript analysis)
- bluffing — Implied through trying to win lanes and anticipating opponent's moves.
- Hand Management — Players must play a card each turn unless they have three cards.
- lane battler — Players battle over different lanes, trying to win them.
- Set Collection — Players try to make sets of three cards like three of a kind, color combinations, or sequences.
Video topics + discussion points
Quotes (from this video)
- So, one of the games that I recently actually just learned is one that I would love to play again and see where it goes.
- I really enjoyed this game. Some people complained about the um the quality of the components.
- I don't listen to those people. You listen to Stacy get Santa table.
- And Shot and Totten is a push and pull.
- It's a thinky game where you have to lay down your cards and hope that you win that lane.
- This will help you determine what part of the states maybe you want to go visit.
- It's a fun game. It's game of bluffing, which I am terrible at.
- So I'm very excited about this. Um, it just I think it's going to be really cool having like these books and this these games that align with each other.
- And it's got an otter in it, so therefore it's automatically good.
- So, thank you to Nish Nation and if you have a moment please check them out.
- They do it all in a very positive manner.
- So, thank you to both of them for being so positive and bringing so many smiles to everybody.
References (from this video)
- tactical card play and bluff
- lane battles with flags
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Stellar is not a super well-known, well-talked-about game. I found it randomly in a local board game store.
- it's basically a two-player only game, asymmetric
- Lost Cities is a hand management game
- Patchwork is a tight, solid Uwe Rosenberg design
- Santorini is my favorite abstract game
- Castles of Burgundy... there's nothing like it for me in two-player
- Race for the Galaxy is my number two two-player game of all time
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- great travel game; compact box
- tight two-player dueling with memory elements
- two-player only nature limits replay on larger groups
- depends on luck and discard timing
- fast, tactical dueling with stones and cards
- ancient battle-stone stacking; two-player card duel
- abstract, highly tactical
Mechanics (from transcript analysis)
- Auction / Bidding — powerful powers exist as optional twists
- auction_and_flexibility — powerful powers exist as optional twists
- poker_hand_like_scoring — use cards to form strong hands at stones
- two_player_card_game — win by achieving a set of stones or blocks in a row
Video topics + discussion points
Quotes (from this video)
- This is an epic asymmetric game.
- The ultimate travel game for two players.
- It's the generator of mind-blowing experiences when played with the right group.
- Witness is a clever take on the 'telephone game' but with clues and deduction.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This episode that you're watching right now is the one where we're going to list our 30 top nominees.
- This is definitive.
- Just click it.
- You won't bias us.
- See you soon.
References (from this video)
- Strong two-player head-to-head experience
- Accessible yet tactical
- Requires repeated plays to master
- Two-player card-driven tactical combat with line strategy
- Ancient battlefield
- Fast-paced engagement with special cards
- Lost Cities
Mechanics (from transcript analysis)
- Card-driven combat — Players build poker-like hands to claim stones and form lines
- Combat: Deck/Hand — Players build poker-like hands to claim stones and form lines
- Hand Management — Limited actions; special cards alter strategy
Video topics + discussion points
Quotes (from this video)
- This Martin Wallace game really fascinated me at the time; it was unusual, unique.
References (from this video)
- tight two-player duel with deep tactical choices
- fast to play but with meaningful decisions
- accessible entry point to abstract strategy
- two-player only design may limit audience
- strategy can feel punishing for beginners
- duel-like, tactical block-building with cards
- two-player dueling card set collection
- concise, competitive, skill-driven
Mechanics (from transcript analysis)
- Pattern Recognition — Decide to place or misdirect to gain control of stones; end conditions rely on patterns.
- pattern recognition and bluff — Decide to place or misdirect to gain control of stones; end conditions rely on patterns.
- three-card battles per boundary — Each round, players place up to three cards per boundary and compare sets.
Video topics + discussion points
Quotes (from this video)
- Pitch Out is such an underrated game I rarely hear anybody talking about it
- Skull is a game that's all about bluffing
- it's a d little game but absolutely anyone can play it
- Scout is my favorite card game of all time
References (from this video)
- tight and elegant hand-management
- clear tension between gambles and safe plays
- direct interaction and pressure to read opponents
- thematic flavor is fairly abstract for some players
- two-player suitability may limit group dynamics (though not a flaw per se)
- hand-management and flag control via card poker hands
- antiquity/medieval flag skirmish
- abstract
Mechanics (from transcript analysis)
- area_control — Win by majority control of nine flags or by controlling three adjacent flags.
- hand_management — You maintain a seven-card hand, play a card each turn, and replenish, forcing you to balance aggression and safety as information unfolds.
Video topics + discussion points
Quotes (from this video)
- this game puts you under a bit of pressure by forcing you sometimes to bite off more than you can chew
- this game was very much at the Forefront of these kind of lightweight eurocentric games and it did introduce me to the worker placement mechanism
- it's a timeless evergreen of a design is a simple auction style game as you're bidding for these properties having a very fixed amount of cash
- I love the master builder mechanism here
- the idea of working with my friends to overcome these scenarios was a really cool novel concept to me
- mindblown... the feeling that the initial plays of the resistance Avalon had on me
- this one opened the floodgates in terms of me wanting to explore more intricate game design
References (from this video)
- fast, elegant
- encourages strategic thinking
- can feel simplistic
- interaction limited
- area control
- Two-player card-placement battle
- abstract, strategic
- Lost Cities
- Schotten-Totten
- Nautilus
Mechanics (from transcript analysis)
- Area Majority — players place cards to control adjacent spaces and score by majority.
- area_majority — players place cards to control adjacent spaces and score by majority.
Video topics + discussion points
Quotes (from this video)
- Two-player only games tend to lend themselves to deduction games
- I could play deduction games like Mr Jack all day
- plenty of scope for new stuff
References (from this video)
- modern take on poker concepts
- tight, tense head-to-head play
- requires some familiarity with poker logic
- poker-meets-battlefield strategy
- military flags; duel-style combat
- clever, fast-paced
- Torres
- Medina
Mechanics (from transcript analysis)
- deck-sharing tension — A shared deck creates strategic uncertainty about the opponent's needs.
- poker-hand mechanics — Two players compare three-card poker hands to claim flags on a board.
- Race — Victory comes from a compact, escalating conquest.
- race to five flags or three adjacent flags — Victory comes from a compact, escalating conquest.
Video topics + discussion points
Quotes (from this video)
- my top 10 board games that are pure and trendproof
- these games have a timeless quality to them where it almost feels like they could have been played 100 years ago as well as still be played like 100 years in the future
- these games are not necessarily in order of what is more timeless and what isn't because I obviously feel like they either fit that category or they don't
- they all fit that category of feeling trendproof
- these are evergreen games that will weather the storm and stand the test of time
- Push your luck games have a timeless feel to them because… staying in one more round or dropping out and keeping what you've got is kind of a real visceral emotion
References (from this video)
- Tight, classic feel
- Evergreen design
- Warfare/gilded flags
- Pitched battle with multi-hand poker-esque play
- Classic, tactical
Mechanics (from transcript analysis)
- multi-hand poker — Concurrently build multiple hands to claim flags
Video topics + discussion points
Quotes (from this video)
- one of the coolest initiative mechanisms that I've ever seen
- this is like an essential because it is that good
- an absolute blast playing these couple of games
- the two-player card game on the market
- Mandala is absolutely smooth as silk
References (from this video)
- Development
- Civilization
Mechanics (from transcript analysis)
- Balance management — Develop your civilization through balancing between time, wealth and consumption
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually
References (from this video)
- classic, lean two-player strategy
- accessible yet strategically rich
- some players may prefer more thematic weight
- line-based battle with tactical cards
- historical battle field
- classic battlefield abstraction
- Shot on Titan
Mechanics (from transcript analysis)
- tactic cards — special cards alter scoring and rules mid-battle
- three cards per side, line battle — play cards to form a battle line and win by majority
Video topics + discussion points
Quotes (from this video)
- it's absolutely stunning on the table
- I've always got this image of Samuel Jackson in my head for some reason
- something about this game opens up in your mind it's like a light bulb comes on
- one of the most simplest games you could possibly want to play for two players
- this game has been really really popular over the last couple of years
- it's basically a carbon copy reprint of a game called shot on titan
- it's absolutely fantastic for two players
- the greatest two-player ball game ever made
References (from this video)
- Tense, highly playable hand management
- Timely pressure and strong crowd-pleasing mechanics
- Many variants (Battle Line, Battle Line Medieval, etc.)
- Can feel repetitive if played too often
- strategy, bluff, and resource management via card hands
- Historical warfare framing with military formations
Mechanics (from transcript analysis)
- Betting and Bluffing — Decisions about when to commit to a flag while potentially letting the opponent gain an advantage
- Bluff and tempo — Decisions about when to commit to a flag while potentially letting the opponent gain an advantage
- Hand Management — Nine flags at center; form three-card hands to control flags and win
- Poker-style hand management — Nine flags at center; form three-card hands to control flags and win
Video topics + discussion points
Quotes (from this video)
- the tension from start to finish is fantastic
- i love the plate spinning aspect
- one player is going to be the editor of the kind of free press and one person is going to be president nixon
- the split you choose mechanism as you take cards from your hand
- loads of different ways you can win this game
- the thing i love the most about this game on top of all that really cool manipulation and card play
References (from this video)
- Simple rules
- Strategic depth
- Quick gameplay
- Clan rivalry
- Scottish border conflict
Mechanics (from transcript analysis)
- Card set collection — Building poker-like sets of cards to win territory
Video topics + discussion points
Quotes (from this video)
- More than any video I've ever made I would swear by these games
- We've played over a thousand games together
References (from this video)
- clean, elegant design
- tight tension and decision depth
- timeless appeal
- can feel dry or dry to some players
- potential swinginess due to card draws
- two-player tug-of-war themed card battle
- Ancient/battlefield context with flags to win
- abstract, clean, deduction-forward
Mechanics (from transcript analysis)
- Hand Management — players form and optimize poker-like hands from a shared pool to win flags
- pattern matching — aim to build the best run or group of cards by color or number
- Tug-of-war scoring — winning a flag depends on relative strength of hands; control can swing between players
Video topics + discussion points
Quotes (from this video)
- It's one of the best filler games out there. It's absolutely evergreen.
- El Grande... the best area control game of all time.
- Resistance Avalon, this was actually my number one in my top 50.
- I can't quite actually answer why I don't play Age of War as regularly as I should because whenever I do play it, I thoroughly enjoy it.
- This is actually the original version of a party game which is now called Good Critters.
- This is one of the best filler games that you will play.
References (from this video)
- Elegant asymmetry that preserves the core tension from the original while adding depth
- Travel-friendly footprint and compact two-player format
- Cauldron tokens introduce meaningful risk and timing pressure
- Humorous, high-quality artwork that reinforces the theme
- Two distinct roles create engaging head-to-head decision points
- More heady and less casual than the original; may be less approachable for casual players
- Cognitive load increases due to tracking multiple wall segments and their conditions
- Strictly a two-player experience; not ideal for solo or larger groups
- Asymmetric competitive duel with hand management and bluffing, framed through a kitchen siege motif.
- A whimsical siege duel around a central wall where a cook attacks and a chicken defends, framed as a compact two-player cook-versus-chicken contest.
- Humorous, lighthearted with tongue-in-cheek kitchen imagery and art; the theme supports tense, head-to-head decisions.
- Shot and Totten (original)
Mechanics (from transcript analysis)
- advanced variant: tactical cards — An optional tactical deck adds cards with special powers; players can draw from it and play one more tactical card than their opponent, balancing risk and tempo.
- asymmetric roles — Players assume opposite roles (cook vs chicken) with distinct objectives and tactical options, creating inherent strategic imbalance and counterplay.
- cauldron tokens — Chicken can place up to three cauldrons to remove the first card of the opponent’s hand on a chosen line, creating disruption and timing decisions.
- poker-style hands — Wall segments specify a required hand strength; players compose hands from their cards to try to beat the segment's requirement.
- preparation action — On a chicken turn, players may activate a preparation action to use cauldrons; chefs have similar, role-dependent preparation options.
- siege deck and drafting — The deck provides cards; players draw after playing. Sequences and card distribution shape how hands can form and when to push or defend.
- wall-tile mechanics — Each wall segment has a scoring condition. When a segment is claimed, it flips to a new condition and both players discard the current hands.
Video topics + discussion points
Quotes (from this video)
- this is a very tactical game
- it's a nice delicate balance between the two
- two-player only game
- it's more heady
- it's clever
- the cauldron tokens make it super interesting
- sequels are always really hard to make
- we clearly loved it
- I think we would keep both of them
- there are two things that make it a lot more heady—0s and 11s on wall sides
- you must remove all the cards from the segments that you're removing from you
- time is literally what the chicken is trying to buy
References (from this video)
- Preserves the core tent of a shared hand-management duel
- Simple, approachable entry point for two players
- Distinct visual style and tactile components that differ from the sequel
- Less depth and fewer moving parts than Shot and Totten 2
- Original's mechanics can feel more straightforward and less tense than the sequel
- Two-player confrontation with relative advantage and defense, relying on bluff and hand strength rather than tactical cards.
- Two-player duel around a wall using stones to symbolize segments; a more tactile, stone-based siege in contrast to the 2nd edition's wall segments.
- Minimalist and straightforward duel setup with a focus on core mechanics rather than thematic flourish.
- Shot and Totten 2
Mechanics (from transcript analysis)
- poker-hand mechanics in a siege — Players form hands to breach segments of the wall, with wall segments driven by a fixed set of rules based on hand strength.
- two-player asymmetric framework — Each player has a different role with specific aims and counterplay options, but the core engine is balanced toward head-to-head tension.
- wall-based scoring/attack structure — Climax occurs when a wall segment is breached or when a segment is completed, leading to endgame conditions similar to the sequel but with different tokens and constraints.
Video topics + discussion points
Quotes (from this video)
- this is a very tactical game
- it's a nice delicate balance between the two
- two-player only game
- it's more heady
- it's clever
- the cauldron tokens make it super interesting
- sequels are always really hard to make
- we clearly loved it
- I think we would keep both of them
- there are two things that make it a lot more heady—0s and 11s on wall sides
- you must remove all the cards from the segments that you're removing from you
- time is literally what the chicken is trying to buy
References (from this video)
- poker-meets-board-game tension
- compact and portable; easy to teach
- the base game can feel dry to players seeking heavy themes
- some players may find it less accessible if unfamiliar with Knizia's auction feel
- poker-hand-based competition on a row of stones
- Poker-inspired battlefield; stones and betting
- poker-lie and bluff driven
Mechanics (from transcript analysis)
- Auction / Bidding — Players assemble and bid hands to win stones on the table.
- Hand Management — Decide when to play strong versus hold resources for later rounds.
- Poker-hand bidding — Players assemble and bid hands to win stones on the table.
- Sequential stone competition — Winning stones adds to your overall position in the round.
Video topics + discussion points
Quotes (from this video)
- we are embarking on our top 50 journey
- the games for the most part are going to be shipped directly from the publishers
- we have excluded games that we've only played one time
- crossovers obviously because we share a collection a lot
- please keep in mind we are not here to sway you one way or the other but we do have to disclose
References (from this video)
- classic tense hand management with a poker twist
- tight, purposeful decisions in a short playtime
- older design may feel dated to some players
- can be unforgiving if misread opponent intentions
- poker-style hand management and battlefield formation
- historical battlefield card game
- tense, classic war-game vibe
- practical poker variant (Rhino Canitia)
Mechanics (from transcript analysis)
- Hand Management — manage a hand of cards to form line-ups and win battles
- poker-style bluff/strength comparison — cards form strength in a classic, minimalist war-simulation
Video topics + discussion points
Quotes (from this video)
- it's such a wonderfully implemented tug-of-war game, and I love the way you do not have to focus 100% on the tug-of-war
- the replayability and just the elegance of this brilliant dice-driven Euro
- this is Mandala, the original one here
- it's so quick and it's just a delight to play
- Captain Flip, evergreen family style game