Beyond the Sun is a space civilization game in which players collectively decide the technological progress of humankind at the dawn of the Spacefaring Era, while competing against each other to be the leading faction in economic development, science, and galactic influence.
The game is played over a variable number of rounds until a number of game-end achievements are collectively claimed by the players. The winner is the faction with the most victory points, which are obtained by researching technologies, improving their economy, controlling and colonizing systems, and completing various achievements and events throughout the game.
On a turn, a player moves their action pawn to an empty action space, then takes that action. They then conduct their production phase, either producing ore, growing their population, or trading one of those resources for another. Finally, they can claim up to one achievement, if possible.
As players take actions, they research new technologies that come in four levels. Each technology is one of four types (scientific, economic, military, commercial), and higher-level technologies must match one of the types of tech that lead into it. Thus, players create their own technology tree in each game, using these actions to increase their military strength, to jump to different habitable exoplanetary systems, to colonize those systems, to boost their resource production, to develop android tech that allows growth without population, and more.
- space exploration, technology development, colonization
- humanity on planet Earth with space-faring capabilities, exploring and colonizing new planets
- tutorial
Mechanics (from transcript analysis)
- Achievements and end-game trigger — Achievements have thresholds; end-game trigger depends on achievement disks placed on cards
- Action phase on a board with action spaces — Players move an action pawn to a free hex spot, then perform actions such as researching technologies or using board actions
- Colonization and exploration — Colonization actions on exploration board require control of systems and spending resources; shipyards allow building ships
- Control of systems — Control is determined by the most power in a system; control bonuses grant immediate benefits and can be wrested away by opponents
- End Game Bonuses — Achievements have thresholds; end-game trigger depends on achievement disks placed on cards
- production phase and resource management — Three production options: population growth, ore production, or resource trading; manage resources and automation tokens
- Resource Management — Three production options: population growth, ore production, or resource trading; manage resources and automation tokens
- Tech Trees — Players research level one technologies; higher levels require prerequisites linking to earlier technologies and events may be triggered
- Technology research and prerequisites — Players research level one technologies; higher levels require prerequisites linking to earlier technologies and events may be triggered
Video topics + discussion points
Quotes (from this video)
- you can only ever colonize the systems that are these cards
- all ships max out at 4 so you can never increase a 4 to anything higher
- you only put at most one achievement token down on your turn
References (from this video)
- intriguing tech-tree progression
- potentially strong production value and presentation
- technology progression and planetary colonization
- space/planets with technology trees
- Dinosaur Island
Mechanics (from transcript analysis)
- technology tree progression — different tech trees each game with unlocking and card draw dynamics
- Worker Placement — one worker that moves between action spots to perform actions
Video topics + discussion points
Quotes (from this video)
References (from this video)
- considered one of the more interesting games the host has played recently
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's one of the more interesting games that i've played recently
- I really liked Terra Mara and wanted to play it again
- Gloomhaven playthrough has reached the stratosphere as far as views are concerned
- The Crew is excellent
- I love dice in games but I dislike it when you have dice in games and there are just strictly good results and strictly bad results
References (from this video)
- Humanity's technological progress heading into space
- Space
Mechanics (from transcript analysis)
- Tech Tree Building — It's a worker placement driven tech tree building game where you build up science the economy military or commercial technologies.
- Worker Placement — It's a worker placement driven tech tree building game.
Video topics + discussion points
Quotes (from this video)
- i feel as though while this isn't aimed at me this really could be one of those games that grows the hobby and because of that i'm more for it
- but i'm excited about it and i really think it's gonna be one to look out for
- it looks absolutely awesome and it's slated for october
- and i'm very excited about it for that reason and it's coming later this year
- as soon as possible please it's meant to be coming out at the end of the year but we don't know whether it's going to be on ios or on android or both please be on both just do that please come on i believe in your wizards
- but seriously this is a prop phone it should not be ringing at all it's not real i took the wires out it's literally turned to off
- my guess is haunted that's what i'm gonna say or maybe paul is a ghost or both
References (from this video)
- Easy to learn and play
- Satisfying technology progression
- Engaging colonization aspect
- Terra Mystica-like player board interaction
- Clear and readable technology cards
- High replayability with advanced options
- Good thematic integration
- Player boards are visually bland
- Can feel like a slow build initially, though it snowballs
- Costly game ($75 MSRP)
- Technology Advancement
- Space Exploration and Colonization
- Objective-driven
- Terra Mystica
- Journeys in Middle Earth
Mechanics (from transcript analysis)
- Achievement Goals — Players work towards unlocking achievements, which can end the game.
- action selection — Players place a token on an action space, paying a cost for an effect.
- Area Control — Colonizing planets requires ship majority and provides benefits.
- Area Majority — Players compete for majority control of planets by placing ships.
- Engine Building — Technologies and colonized planets enhance production and unlock new actions.
- Player board management — Clearing disks from player boards unlocks production bonuses, and returning disks can cover them up.
- Production Phase — Players increase resources like population or gather ore.
- Randomized elements — Technology cards are drawn randomly, and advanced versions of races and technologies add variability.
- Resource Management — Managing resource cubes on the player board to unlock production.
- Tech Tree — Players research technologies to unlock new abilities and paths.
- Worker Placement — Implicitly, through placing player tokens on action spaces.
Video topics + discussion points
Quotes (from this video)
- it's like clue murders happen in the hotel and you're trying to find the murder weapons
- oh look monopoly token boxes wonder what that is oh that's going to be a cute show topic
- the simple concept of this game is literally just helped build a cathedral and whoever contributes the most of building that cathedral is going to score the most points and win
- the way you get the resources is just one of my favorite mechanics
- terraforming mars is still an incredibly popular game this insert will definitely help you get that game set up a lot quicker
- beyond the sun is a technology game a tech tree game it's about getting the most victory points at the end of the game but it is a simple simple game to learn and play in my opinion
- the more stuff i get off my board it unlocks things but i always know that man those things that i just removed from the board may be coming back to me and covering spaces that i need to somehow get uncovered again
- it is just dice in a bowl that's why i love you so much
- her cards have one of three icons on them... if the ability of the next card that you play has an icon that matches the ones in the discard pile that ability triggers
- as he takes damage he can build up to three rage and then he has cards that says okay spin rage to activate this ability
- the two-sided board uh one side is the typical coloring with the uh player areas a certain color of the area but when you flip it over... is it's the edge the rim of the circle that's colored
- the insert is just amazing it's immaculate holds everything
- you have two weeks people that's it no more
- spaceballs you better you better you better take some names and go watch spaceballs
References (from this video)
- hands-on with a light worker placement core but deep tech decisions
- premium components and visual design
- fast two-player play that scales well
- icons can be dense/hard to parse at first
- board can feel crowded and the initial setup is complex
- Overcooked II
- Kitchen Rush
- Long Shot the Dice Game
- Whistle Mountain
- Paladins of the West Kingdom
Mechanics (from transcript analysis)
- awe_tokens_and_immediate_effects — awe tokens can be spent to upgrade actions and gain immediate effects
- end_game_disks_on_objectives — end triggers when three disks are placed on objective cards
- resource_to_population_to_ship_flow — boxes convert to population, which can become ships, driving production and strategy
- space_outpost_and_colonize — outposts on planets with colonization mechanics that affect scoring
- Tech Trees — researching technologies expands available actions and fills the board with new options
- tech_tree_and_action_expansion — researching technologies expands available actions and fills the board with new options
- Worker Placement — the worker placement is light, but players can temporarily block each other
- worker_placement_with_blocking — the worker placement is light, but players can temporarily block each other
Video topics + discussion points
Quotes (from this video)
- this is a pure hand management game
- it's quick and easy to play
- this is a dice game with lots of dice but you enroll them
- it's a little bit deceiving because a lot of the action ultimately happens on this little board over here
- we are going to reveal what is coming up so in beyond the sun this is technology
- premium components and visual design
References (from this video)
- Trans-Siberian Railroad
Mechanics (from transcript analysis)
- Engine Building — engine-building approach referenced in discussion
Video topics + discussion points
Quotes (from this video)
- beyond the sun is such a good game
- i am loving that game
- i would definitely not mind having a copy of kingdom
- it's a wonderful world expansion ... corruption and ascension
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are moving studios that is happening
- thank you so much for all the support
- we're hoping to attend conventions we want to start meeting some of you guys
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I've determined on on Twitch when you're trying to to build up a following on Twitch you uh they make you commit to a schedule and yet you stream the same time every week
- This is just I I've determined on on Twitch when you're trying to to build up a following on Twitch you uh they make you commit to a schedule and yet you stream the same time every week
- My epidemic sound subscription last they want uh 15 bucks a month for their service which now that I'm looking at other competing services I think is pretty good but what you're gonna get this stream is no music and I'd be told by many people that the music is great it's great to have on in the background it'd be maybe a little bit more easy to listen to than my dulcet tones but apologies no music on this stream except for yes you're right that jazzy funky lobby music
- The way they made the blaster noises you know like the pew pew was they went to uh you know those cables that hold up telephone poles that have like they have like plaque plastic sheaths or condoms around them I guess to protect the metal from corrosion so they take that plastic sheet off sheath off and they hit that that tie with a fork and that was the sound of blasters and Star Wars I was like oh amazing
- So one of the most important things your thumbnails and your titles and so he has a big subscription to a bunch of different board game channels and he looks through and there's like you know things fly on like 60 videos a day or something like that and he just steps through and you know the ones that jump out and grab his attention he clicks on
- I know one of the people that I and many others have looked to for advice and guidance not personally but just by watching what he does is let me see if I have it open here watch yeah watch played of course rodney smith
- So you've got uh this kid Matthew Jude who's stuff I really like listen to Matthew dude he's cool I dig him um and he he's they're doing the YouTube thing where they they cut out a person they put an outline around them to separate them from the background and then I don't know these ones to me look a little bit cluttered there's a whole pile of stuff going on there and I don't know it's another thing you got to look at I don't know if they read that well when they're really small
- It drives me nuts that you spell it Quackalope because if you're trying to be like like Jackalope and Jackalopes from antelope and that's e-l-o-p-e and then quack anyway drives me nuts Jackalope is also e-l-o-p and you went a
- So the key color that he's picked for me for
- My take personally is that what Jessie's doing here I don't know it looks a little too me too YouTube it looks a little too fast food I guess to me you know what I mean like fast food they always you notice the big fast food companies they always go hot reds hot yellows hot oranges
- So you know the the type of video in the corner in red and his his background is blue with stripes I don't know color theory wise if the red works all that well with the blue I don't find that those are necessarily colors that go all that nicely together so I might do something something different
- But you know what do I know of Quake he's got 30,000 subs and I don't
- Engagement is the most important stat so that's uh you know did they click on the thing and clicking on the thing is all about thumbnail and title and if they clicked on the thing did they keep watching the thing and that's a whole other it's a whole other work stream getting them just keep watching which is something I'm clearly working on as people fly out of this stream like it's on fire
- So again you got to rely on your strengths I don't know that that's one of my strengths so I got to come up with something else but yeah so I don't know necessarily that it's their thumbnails that are getting them all those views their content is very good their banter is good they've got other other other things going for them
- The text on the Thinker Themer thumbnails is way too small like I can't I can't read it
- I think it's just readable it's clean it looks cool slightly cartoony slightly has a tie on you know it can can go both ways I think that's good this uh the kerning is not very good on it currently but currently auto kern no still don't like that touching anyway
- So what I would do now to to modify this I think Michael you whoa what the hell is this I I think Michael Todd's eyes are kind of off putting in this I don't necessarily think that I would click on that and I don't know I don't know I I don't know so what I might do for this one is the reason it's called small brain big sack by the way that's another thing too is it's click baity really only if you don't fulfill your promise
- So I have to pay attention to what um what publishers value and what they want
- The very first one I did was for castles of burgundy it's nice to go back and see how things have improved if you think they look crappy now wait till you see the older videos
- I am a creative generalist and companies they just want they want cogs for their machine and if you're not a super specialist cog first of all you're really hard to replace
- The job search petered off tapered off as soon as I found out there there just didn't seem to be anything out here in Oshawa and I've kept at this so I have tried from the very beginning
- I saw the other how to play videos that people were doing and I had criticisms of them I thought why would you put setup near the beginning of the video that is like the most boring thing about a board game how to play video puts me right to sleep if I did it and I did it at all I would put setup like at the end of the video because I know that you have to excuse me you have to capture people's attention right away you have to hook them right off the top
- I am determined to turn this into a job just because I find that I can't rely on the market to give me a job that I would want to do that's fulfilling that I'm good at uh because I'm a specially shaped cog I believe that about myself in certain areas
- So $500 and this is remember I'm spending full-time hours so you gotta ask yourself would I spend full-time hours making like a fraction of minimum wage doing the stuff if you're dumb like me maybe you would
- So what I kind of have to do is tool my content according to what publishers want and in my experience so far what publishers want is not how to play videos
- So subscribers can be misleading because people don't usually unsubscribe that's an interesting take but I could challenge you on that let me just read what Vinnie says The Dice Tower has just under three of course Dice Tower 300K despite having multiple content creators under their umbrella I'm really curious about the lone board game content creator with 1 million subscribers though
- The trick with doing something different than nobody else is doing is you have to think of something different than nobody else is doing and bank on it being something that people will find compelling I've had all kinds of ideas for stuff that nobody else is doing and I've run it by my friends and family they're being like that no that's nuts nobody would have watched that what are you doing
- If you look too much like you're trying to appeal to the YouTube crowd I.E younger people are like thrill seekers I don't think it's going to appeal to board game people
- So the very best thing if you want stuff to happen on Reddit is for somebody who's not you to promote it for you
- The reason why I don't like content and content creators is because I'm talking about perfectly shaped and sized cogs to fit in the machine that's just the machine needs something to call what we're doing and it's going to use the most commoditized term the most soulless commoditized term it can possibly come up with
- The reason why I don't know if their thumbnails are that's another case where like I don't know if it's neces like everything's necessarily worth emulating and Shut Up & Sit Down just because you know they've got a huge fan base because it might not have been the thumbnails that got them that that fan base you know what I mean so you could be the top of your game but have not the greatest thumbnails
- It's against the law like hate to sound like a giant nerd but that's the law you gotta check that box and the FTC has been cracking down on certain influencers on social media because they don't disclose like that and you gotta I mean people deserve to know whether you're being paid to make the thing right
- First Look that's a I don't know get on my case if you think that's a little bit skeezy but um there are certain words that and people in marketing know this there are certain words that are attention grabbing um free is one of them you is another if you start your YouTube video or any video out and you work the word you into the introduction it's grippier so I try to do that on TikTok
- You know I think the other thing that people look at they'll look at this logo and we'll take a look at at John Gets Games too because I think it's worthwhile but they'll look at that logo like oh yeah Shut Up & Sit Down I like what they do they'll click on it if they never heard of them I think the next thing they look at is time
- I've barely done any top fives top tens on my channel because again I'm a I'm special I don't want to be I don't want to be like everybody else and then I don't succeed like everybody else and then I complain but like uh this was one that I did that that Monopoly one again was supposed to be the kickoff of a series so top five best board games to take camping that's widening the funnel because now you're not trying to attract people based on one single board game they might be interested in zero of the board games that I talk about in that video but you're casting the net wide enough to include people who like board games and who go camping and want to take board games camping or want to know what I think about taking board games camping you see Ryan's top 10 beige games you've suggested that before on the discord server haven't you
- I think that's a lot of people I don't know I don't think that's a lot of people it's so small so small and sad
- The exception I take to that is that she doesn't three minutes four minutes look she puts it right in her banners and her banners again you can tell that she looked at Ronnie Smith too and thought okay I'll do a similar thing even down to the color that she's using
- You know what I mean so I think three minute teach of a really complicated game is a bit far-fetched
- But you know I think the other thing that people look at they'll look at this logo and we'll take a look at at John Gets Games too because I think it's worthwhile but they'll look at that logo like oh yeah Shut Up & Sit Down I like what they do they'll click on it if they never heard of them I think the next thing they look at is time
- I find really short rules coverages like rules girl three minute board games only good for quick overviews yeah I agree and they're fine for what they are I'm just saying don't call them how to plays don't call them rules videos right I think Jay from three-minute board games we should take a look at him too um
- I think the other thing that people look at they'll look at this logo and we'll take a look at at John Gets Games too because I think it's worthwhile but they'll look at that logo like oh yeah Shut Up & Sit Down I like what they do they'll click on it if they never heard of them I think the next thing they look at is time
- So you're looking at the thumbnails but you're not looking at this time like look at this Beyond the Sun playthrough and review an hour and 59
- It's very compelling but I thought that about the Monopoly video I thought that about other stuff too Secret Life of Board Games didn't work
- I think the other thing that people look
- The thumbnails are all templated they have the logo in the bottom left they've got a white banner across the bottom sixth sixth of the shot
- face it board level on this one face it board level on this one face it board level basic board level face it board level face it board level right that's their their hallmark thing
- This i'm gonna straight up say this looks like ass this is this is not not well designed at all
- I would shut up and sit down more for entertainment not really for recommendation recommendations since their taste don't match that's totally cool
- the trick with reddit is that you have to be they have sort of rules if you don't if you haven't posted 10 times before you self-promote um they boot your ass right off the platform
- I hate the word content and content creators is because i'm talking about perfectly shaped and sized cogs to fit in the machine
- you'll always know whether it's paid or not because I always check the box that says contains paid promotion
- hopefully this doesn't get around hopefully this doesn't get shared on reddit
- Secret life of board games didn't work
References (from this video)
- Tech tree stuff was really neat
- Solid and well-polished and developed
- Area control part was very lacking
- Board design and graphic design were kind of ugly
- Very bland and dry
- Did stuff seen 10 times before
- conquering
- space exploration
Mechanics (from transcript analysis)
- Area Control — An interconnected planetary system board for area control with ships and troops.
- Technology tree — A heavy emphasis on a technology tree aspect of the game.
Video topics + discussion points
Quotes (from this video)
- It seems like whenever I do these where I kind of collect some reviews there's always one or two games where I'm like I think I'm wrong because everybody else seems to like it
- It's just a really simplistic area control game and it's not it's balanced it's it's polished for what it is but it's also very very very very very very mediocre
- Holy cow I really do not like this game
- It takes longer to set this game up than it does to play it
- This is one I think it could be good for me just not polished and developed enough
References (from this video)
- Clear explanation of components, setup, and gameplay.
- Detailed breakdown of each phase (action, production, achievement).
- Becoming the most successful faction through research, development, colonization, and achievements.
- 23rd century
Mechanics (from transcript analysis)
- action selection — Players choose actions from the technology board during their action phase.
- Area Control — Players can build outposts and gain control of systems by outnumbering other factions with spaceships.
- Resource Management — Players manage resources like ore and population cubes, using them for actions like researching technology or building spaceships.
- Set Collection — Players collect technology cards and achievement cards, which contribute to victory points.
- Tech Tree — The game features technology tracks and cards with prerequisite and future types, guiding research progression.
- Track Advancement — Players advance on automation tracks and technology tracks.
- Worker Placement — Players move their action pawn to an empty action space on the technology board, requiring researched technology to use specific spaces.
Video topics + discussion points
Quotes (from this video)
- Beyond the sun this is a two to four player worker placement tech track science fiction strategy game where you take the role of leaders of a faction in the 23rd century
- you'll be researching and developing technology colonizing systems and gaining achievements trying to become the most successful faction
- how do you become the most successful faction and win the game by having the most victory points at the end of the final round
- now that we know what the winning condition is let's take a look at the components set up and how gameplay works
- now let's take a look at the components
- now let's take a look at the setup
- now let's take a look at the gameplay
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not about like being the best
- there are somewhere between 100 and 150 games nowadays it's nine days of gaming
- the thing that's really cool about WBC is that it is very much couched in this tournament structure
References (from this video)
- Brilliant tech tree concept
- Bruges
Mechanics (from transcript analysis)
- Tech Tree — that that Collective Tech tree man
Video topics + discussion points
Quotes (from this video)
- the best game we played of the day was Nana
- it's a stupid memory game
- 100 bucks I will not be buying that
- it was fine I I enjoyed it I had a good time
- it's really good it's very good
- Frost Haven's already on the top 100
- I miss the old art
- we offer a championship midgard for 40 bucks
- it's too random it does you can't mitigate it at all and it's just rough
- the dice mechanism is cool
- there's a million copies of space games sitting around
References (from this video)
- Great game
- Love that game
- Arc Nova
- Civilization: New World
- Civilization (Fantasy Flight)
Mechanics (from transcript analysis)
- action selection — Features an action selection mechanic similar to other games where players draw from power levels.
Video topics + discussion points
Quotes (from this video)
- the most gamery one I did was definitely Blood on the clock tower
- welcome to time Jinx you know we almost called this the dating game but they sent us a cease and desist
- the outlier doesn't know they're the outlier it could even be you so think about whose answers don't quite fit or seem a bit odd then on your device vote for whom you think the outlier most likely is
- the curtain for hypnot is about to go up you'll love it there's hypnosis and people thinking they're cartoon characters or inanimate objects then they have to figure out each other's identities laugh Riot
- sadly it was a bunch of you know get this old white men that weren't all that excited about the fact that there was a young woman that wrote a wrote a like a basically an RPG based on D and D that was people were that was doing well and so they were just like shock and awe
- I posted a video of uh of uh the the computer reading Ticket to Ride rules I just threw it up see what would happen in your feed throw it out in the world yeah
- it's actually like reading stuff out of order
- I've never seen that kind of play it's never been done I mean yeah he's and here's this thing that sucks is he's his YouTube channel he's a kid right so he can't have comments turned on
- the lead actor in parasite the main the father not the not the um the businessman father that's it yeah it's a it's odd yeah
References (from this video)
- Engaging balance between gamey and cerebral
- Interwoven economy and tech tree aspects
- Text-heavy components can lead to misreads
- Aesthetics (spreadsheet-like) can be off-putting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This has been such a fun thing I hope we keep doing it and get to episode 58
- it's been two and a half years honestly
- I love this game
References (from this video)
- Really unique experience
- Compelling gameplay loop
- Clinical aesthetic blends well with the theme
- Doesn't look like much
- Expansion added a campaign thing that wasn't interesting
- Technological advancement, space exploration
Mechanics (from transcript analysis)
- action selection — Players place pawns onto action spaces to take actions.
- Resource Management — Players manipulate an economy on their player board to unlock cards.
- Technology tree — Actions allow players to move along a flowchart and open up new cards that grant more actions.
Video topics + discussion points
Quotes (from this video)
- remember if your top 100 Bard games aren't on this list so far that's because they might be on this list during or after this episode or we might just have not played them or we might think they I'll complete an utter [__] dog [__]
- so remember if you're new here then please consider subscribing to this Channel with the like button and all that YouTube [__] see you after
- it's one of the best tollan games ever made yeah it's one of the best ball games ever made and it's one of the best Gateway games
- it's one of the best thematic two player games you can get
- it's just something about the way it looks that is really compelling
- they wowed the [__] pants off of me with fund Ro Vendetta
- it's just a mental mad maxian romp through some sort of post-apocalyptic game show [__] nonsense [__] wank
- you're never really sort of at the mercy of a random die roll
- it feels very robotic very Android like in its implementation
- it's just something about the ease and simplicity of the gameplay that makes this one of the best war games we've ever played
- if El Grande was released today if it had never been released back in 1999 if it was released today you wouldn't know that it was 25 years old yeah it's that good
- bring back the original Spar CU it had so much theme so much atmosphere yeah and it's just a fantastic backstabbing action game that I love to bits
- Ready Set bet is so exciting yes you know what I mean when you get to the end of the race you're literally screaming out for your horse to come in first
- don't turn back now don't do a lot to wife and turn into a [__] pillar of salt we that would be a tragedy
References (from this video)
- Enjoyed the gameplay.
- Liked the tech trees and their discovery.
- Liked the layered technology tree structure.
- Graphic design was not good.
- Player boards were very blah and bland.
- Sci-fi theme was not preferred.
- Moving ships around the board was disliked.
- sci-fi
Mechanics (from transcript analysis)
- Area Control — An aspect of the game where players moved around the universe.
- Civ-style Tech Tree — A core mechanic involving a civilization-style tech tree.
- Tech Tree Discovery — The discovery and path of the tech trees were enjoyed.
- Worker Placement — Taking actions by placing workers on action spots.
Video topics + discussion points
Quotes (from this video)
- If we knew more about our sleep, what would we do differently?
- Usually [music] you add sauce to the food, but when the sauce is this good, the food is just there to get the sauce [music] to your mouth.
- No kidding, y'all. Marty had written school wagon for me to say, like he's from the 1800s or something.
- God, Atlanta traffic. Y'all y'all can have that. Just have it.
- The ones that's come out in retail, like a Barnes & Noble, is a bigger box, and people don't want that. people want, you know, the small box so they can just throw it in their pocket or throw it in their bag or something like that.
- So, it was remade, like you said, look like it's a in the same that would come out like with Uno or Rook or something like that.
- Free cookies and milk.
- You know, there's there's a lot of businesses around there. So, it was a great location.
- So y'all, we got to play two hot games from last year that everybody talked about and then two games that are newer for this year.
- Biggest surprise of the games that we played.
- Biggest disappointment of the games that we played.
- So, after the when they say 40 minutes per player, they ain't lying.
- It's just one of those things, Tony, you and I, it's like maybe it's just not for us, right?
- Basically, what we used to think was just fun is now considered death traps and you'll never see them again sort of deal.
- When there is the least chance of snow, the guys who have the brine trucks to get it ready, they they get excited and they have to go spread brine.
- You look like an old man sitting there with a blanket around your shoulder. Turn on the heat.
- Can't do it. State can't State won't allow it. Too many crazy people out there.
- They'd pick you up, take you back, and that's how they made their money. Hey, worked.
- So, what that is is when a bus in North Carolina, cuz you know, we don't have crossing guards here for tracks.
- Now, hopefully you looked for the reason why you were running the tracks. You needed to see if there's a train coming.
- I got off the bus. I looked left. I looked right. And there was this big ass train sitting there.
- So, they were shifting the um tanks around, shifting them around u disposing or unloading them.
- It's a civ style tech tree game, which is what it was with the Beyond the Sun.
- The game was coming to the to to an end.
- So, I I don't Here's my final thoughts on this game. I'd play it again. No doubt.
- So, that is Chu Han from Tom Leman and Mato Games.
- So, that is Beyond the Horizon from Kio Creations and Capstone Games.
- Another reason come visit the Discord channel for Rolling Dice and Taking Aims.
- Did you see they're re-releasing Nurosima Hex?
- So, for moving wild, it is fast. It's quick. Those are synonyms, but that's all right because that's the intent of it.
- So, I I definitely think leave it in your game bag for a 10 to 15 minute game at night.
- And the first thing I'm going to say about this game is it is not a trick-taking game.
- Flowcharts. I know you don't need rule books if you got a flowchart. A good flowchart.
- This is definitely a player interaction conflict game. This isn't a Euro where you're just sitting there playing look at your own player board.
- So, the ambition you set is also determined by the cards.
- So, I mean, yes, you're going to get [clears throat] screwed if you don't have a higher value than what was played because you're going to be denying yourself actions, but you're always guaranteed to at least do one of something.
- So, I wish there was a way to take care of that.
- So, a lot of people said Arcs was their game of the year. I think it's a very solid game.
- I like the mechanics that were in there. I would play it again with people who know it. I would not go through the teach again.
- And believe it or not, it is a trick-taking game.
- This is definitely a player interaction conflict game.
- I really enjoyed the battle perspective of this game. It was very quick and it was over very fast and you took on the chance of getting hurt based on the dice that you were rolling.
- It was a tough teach.
- It's a unique experience. I haven't played another game that's like this.
- Believe it or not, it is a trick-taking game.
References (from this video)
- Expansion makes the game better
- Great implementation of tech trees
- Host enjoys it
- Played a sister game once and wants to play it more to compare
- Tech Tree the game
- Civilization games
- Beyond the Horizon
Mechanics (from transcript analysis)
- Tech Tree — I love Tech Trees. It's one of the reasons I love Civilization games. It's Techtree the game in a lot of ways.
Video topics + discussion points
Quotes (from this video)
- I don't want to talk about Zul'kator.
- It's just it's it's uh it's almost painful to think about.
- Hadrian's Wall, man, I love this game.
- It feels incredibly satisfying when you start to see your little engines start to run.
- Tiletum, man, I love this game.
- The components are absolutely beautiful.
- Terraforming Mars is just an epic game.
- Wingspan is just a beautiful game.
- Everdell is incredibly charming.
- Lost Ruins of Arnak, I love this game.
- Ark Nova is a very deep game.
- Oath: Chronicles of Empire and Exile is a very unique game.
- Tiny Epic Galaxies is a really fun game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't want to trick or deceive anyone, but I also know they're not they're not quite asking for the truth.
- Becoming a parent has been the most satisfying, rewarding, transformative, um, revealing in some ways challenging uh, moment of my life.
- I used to spend 80 to 100 hours a week obsessively fixated on the gaming industry playing board games, talking board games, filming board games, editing board games, purchasing Kickstarters, and so on and so forth.
- The internet has a long and short-term memory. It remembers all of your failures, every single one.
- The dopamine-seeking behavior intrinsic in a dopamine deplete brain, the the ADHD framework, um the channel for five plus years was this aggressive obsessive source of stimulation.
- I have a hard time seeing exactly how that will work, but I think it's totally possible.
- So, what I'll say, and maybe this is still ambitious, is that I'm here, that I'm excited, that I care, that I'm invested, that I'm doing my best to figure stuff out.
- Not hyper obsessive consumerrist propaganda might be the right word like a lot of board game industry seems to be. But diligent, dedicated, wellressearched, helpful, the type of content that I turn to when looking for information on games.
- I hope one day we can meet and we can play a game.
- If you discover something new about yourself that seems to be highly impactful in every moment of your life for the past 32 years, obsessively buy all the books you can find around that specific subject and and read them unrelentingly trying to figure out exactly what the neurological makeup of your brain is and why it screws you over so often.
References (from this video)
- Very satisfying to play.
- Should be a permanent part of their collection.
- They do not own a copy yet, relying on playing at friends' houses.
- Space exploration
- Beyond the Horizon
Mechanics (from transcript analysis)
- Technology tree — Implied by the theme of space exploration and progression.
- Worker Placement — Implied by the context of playing the game and its complexity.
Video topics + discussion points
Quotes (from this video)
- This is Shira's 10 by 10.
- I feel like mine needs some intentionality.
- Oh, these are so cool. They're magnetic.
- You're going to have the pure pressure of this staring at you.
- Beyond the Sun. I also know that I have at least two, if not three plays in of Beyond the Sun. Um I like it so much.
- We have a gamblers campaign that I still have content I need to edit.
- I have three sessions of crocinol and I don't mind having a thing motivating me to get it to the table another seven times.
- My neurosis is kicking in so badly now.
- I want to have a wall of 10 by 10.
- It is actually easier to play games just the two of us.
References (from this video)
- nice sense of progression and pivots
- interesting tech choices
- potentially heavy for casual players
- strategy can feel constrained by initial tech paths
- technological development and exploration
- upscaling tech civilization
- tech-tree oriented progression
- Scythe
- Spirit Island
Mechanics (from transcript analysis)
- Tech Trees — Players invest in tech paths to unlock future actions
- tech-tree development — Players invest in tech paths to unlock future actions
Video topics + discussion points
Quotes (from this video)
- I think player agency is basically when players make meaningful choices in the game based on the game state.
- Chance often takes the power away from making really big meaningful decisions.
- The illusion of choice can often creep into games, and maybe the designer has already pre-planned all the pathways.
- Spirit Island has such high player agency because there is no way a designer can sit there and go, 'Oh, if that person did that move...'
- you take ownership over your creature spirit and how you actually play them.
- The sense of player agency is heightened by the social level of interaction.
References (from this video)
- Gameplay outshines the plain appearance
- Really good game play
- Expansion adds more cards, solo mode, and overall depth
- Not too difficult to learn and play
- Plain, unexciting aesthetic
- Reviewer did not like the changes made in the re-theme
- Technological advancement
- Space
Mechanics (from transcript analysis)
- Area Control — Players gain control of planets on a separate board, which grants abilities and points.
- Resource Management — Players gain resources based on researched spots and planet control.
- Tech Tree — Players research different technologies, progressing through levels on their player board.
- Worker Placement — Implied by needing prerequisites to use certain tech spots and removing tokens from player boards.
Video topics + discussion points
Quotes (from this video)
- Sky Team is absolutely phenomenal.
- This game is just awesome.
- the gameplay itself is is super fun.
- this was a super big surprise for me because I mean I never played Whistle Stop.
- Second edition because it's just improved in literally every way.
- This one is just absolutely fantastic.
- This one is the simplest of the three games.
- this one does a really cool system of like you actually lose.
- It just they knew they knew the assignment with their writing.
- this was I mean I know you like S. Corey if it wasn't so long. I think we both kind of settle on this one in current state being the best of the three.
- it's a 7.3. I could have sworn this was at like a four at one point, which is fair cuz I think uh Portal Games kind of shat the bed on the game.
- the actual gameplay of this one is one of the best uh cooperative survival games out there.
- Awesome thing of like a good example is oh hey you actually when you're exploring you come across a shack that has some preserved food
- this one remastered, they they condensed it down
- The expansions for it um, Well, because now it's all cross compatible.
- it literally is role to resolve. like you can be as strategic and tactile as you want. If dice if you roll blanks, you roll blanks and [censored] off.
- This one's absolutely fantastic.
- It's actually a digestible campaign game. Like you can finish it and feel satisfied
- My only hiccup with this is its expansion. while as good as an expansion is a continuation of the main campaign story except you don't play with the characters that you were playing with.
- The Cloud Spire one, I think you'll like though.
- This game is literally luck the game
- the Tangle Woods ones, I'm like, do I hate this game?
References (from this video)
- Brilliant and successful.
- Could have been more successful with better art and iconography.
- Race for the Galaxy
- Dominion
- Dice Realms
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, I was like, okay, Thunder Road is like full. That was easy. I guess I didn't need voting for that one.
- To me, it's more it's much more important if I feel like I played well.
- Diva wide receiver or DWR for short is a player that literally refuses to cooperate in any way and has to be the center of attention regardless of it if what they're doing is in best interest of the team.
- It's impossible to game design around this issue where the quarterback issue has many games of built-in mechanisms to address it.
- The munchkin. This is almost the munchkin.
- People need to chill out about the number of nature themed games being released
- I will say I'm getting tired of there's two parts of nature games I'm tired of. One is the obvious I'm trying to be Wingspan. I really dislike that.
- This is cyclical and I think that right now nature themed games are very hot.
- That was the people need to stop making dual layer boards. Got 50 hard disagrees.
- Hexes are good sci-fi and only belong in science fiction.
References (from this video)
- Emerging worker placement.
- Constantly shifting strategy is required.
- Exciting game.
- Can look a little boring initially due to the giant tech tree.
- Research and exploration
- Space
Mechanics (from transcript analysis)
- action selection — Action selection opens up as you research, allowing more actions.
- Set Collection — Collecting planets is an option.
- Tech Tree — It looks like it's just a giant tech tree and it is basically a giant tech tree.
- Worker Placement — An emerging worker placement game.
Video topics + discussion points
Quotes (from this video)
- i would actually i would take this one over plain seven wonders any day of the week
- it's such a solid kind of strategic two-player game
- this is we always talk about building out this is like the original building out a big map game
- i cannot believe that we still have not had a section where we've had a game crossover
- i find next time there must be at least one that we'll have in the same section
References (from this video)
- Interesting tech-tree and engine-building elements
- Engages strategic planning with multiple paths
- Some players may find the pacing delicate
- tech-tree expansion and worker placement in space
- Space exploration and technological advancement
- engine-building with space-age flavor
Mechanics (from transcript analysis)
- Tech Trees — unlock technologies to build new capabilities
- Tech-tree expansion — unlock technologies to build new capabilities
- Worker Placement — place workers to perform varied actions and progress on tracks
- Worker placement / action selection — place workers to perform varied actions and progress on tracks
Video topics + discussion points
Quotes (from this video)
- it's essential to think of Euphoria's dice as beautifully stylized, not just random pieces
- unlock is essentially an escape room in a box
- parade is an Alice in Wonderland themed card game
- we group Unlock! together as a series, it's a puzzle-driven experience
- Spirit Island flips the colonization theme, turning it into the defenders' story
- there's something so satisfying about Isle of Cats—the boats, the cats, the baskets
- Draftosaurus: pulling out dinosaurs is incredibly satisfying
References (from this video)
- True to suggested playtime on the box.
- Quick turns prevent analysis paralysis.
- Always meaningful choices to be made.
- Variable setup ensures replayability.
- Technologies always provide benefits.
- Unique game with clever mechanics.
- Rich decision-making within a two-hour timeframe.
- Brand looking aesthetic is bland and uninspiring.
- The Galaxy map is not imposing enough.
- Can be overwhelming towards the end, causing 'brain ache'.
- Civilization building, researching technologies, exploring the galaxy, taking over planets
- Galaxy
- Last Kingdom
Mechanics (from transcript analysis)
- Area Control — Players explore and conquer planets by having the most power on them, gaining resources and victory points.
- Dice Placement — Dice represent population, resources, and spaceship strength, placed in different rows on the player map.
- event cards — Researching higher-level technologies triggers event cards, which can provide bonuses or present choices.
- Resource Management — Players manage population cubes, ore tokens, and resource trades.
- Set Collection — Researching technologies and fulfilling achievements grant victory points.
- Tech Tree Building — Players research technologies by placing population cubes on the board, requiring prerequisite technologies to be researched first.
- Variable player powers — Different factions may have unique starting conditions or abilities related to technology research.
Video topics + discussion points
Quotes (from this video)
- Beyond the Sun is a unique ball game that takes a seemingly Bare Bones experience and mors it into an elaborate civilization building game through clever mechanics and an infinitely variable setup
- it may look a bit Bland and uninspiring for some but the sterile veneer hides some rich decision-making and difficult choices all within a two hour time frame
References (from this video)
- Loved playing it
- In contention for top 20 games
- Shira wants to own it
- Expensive ($75 + expansion cost, ~120+ shipping)
- Waiting for a friend to bring it over to play rather than owning it
Mechanics (from transcript analysis)
- Technology tree — Implied by the context of wanting to study the card and win.
Video topics + discussion points
Quotes (from this video)
- I have too many board games
- Every board game is a promise of a story a game night a group of friends getting together it's a memory of when you did just that
- This list of board games are games that I know and I know well games that I would add to my collection immediately
- I've wanted some of these games for years and with all of that acknowledged I I just I just can't justify getting them
- I'm an irresponsible campaign game owner
- keep dreaming whether it's your career your life the goals you have or the games you want
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- variety is the spice of life
- i live inside boxes my brain has a hard time getting out of them
References (from this video)
- creative and original design
- engaging action progression and engine-building feel
- cohesive, charming aesthetic that grows on you
- action selection and engine building
- space exploration; tech-tree progression
- clever, original
Mechanics (from transcript analysis)
- action selection with evolving capabilities — players reveal and enact new actions as the game progresses.
- dice-as-objects (transformers) — dice morph into different types (people, planes) for varied uses.
Video topics + discussion points
Quotes (from this video)
- what I really like about this game is how thematic it is.
- the designer was inspired to make this game when he lived in Scotland.
- you buy a whole bunch of different ingredients and alcohol, mix it all together, and then you take off the top and the bottom to see what spirit you make.
- I love modular games. And this is so so modular.
- it's unbelievably easy to teach.
- the wonder that you're building is actually a physical wonder.
References (from this video)
- diverse tech-tree experiences across games
- high variation with randomized achievements and techs
- fast to teach for a heavy game
- communal tech-tree development with competitive placement
- space exploration and tech development
Mechanics (from transcript analysis)
- communal tech tree — technologies are built by players and open up new spots for future actions
- galaxy/ship planning and colonization — space board with ships moving to colonize planets and gain points
- randomized achievements — start of game determines achievements that grant bonus points
- tech draw decision — when learning a technology you draw two options and select one
- Work replacement — single worker moves to a new spot each turn; you advance technologies
Video topics + discussion points
Quotes (from this video)
- I think that the Anno system is brilliant
- the systems are just so simple there's not that many rules it's very elegant
- I can teach in like 15 minutes
- the fun value has been so high
- I have loved playing Beyond the Sun this year
- the technologies themselves really do shift the pattern of the game
- these technologies fit in with various other technologies and make one game so different from the other
- I will never be playing this game without the snake board again
- it's an amazing package, it's gorgeous
- the snake board is a much more balanced and far more fascinating experience
- this is a heavy gaming experience it's not crazy heavy but it leans on the heavy gaming experience
- this expansion has you throwing away the old board and adding a bunch of new mechanics and tokens
- I think the game is great overall
- it's a joy of a game to play
- the highs have been the highest out of any game that I've played this year
References (from this video)
- deep systems with meaningful choices
- transforming dice mechanic is clever and thematic
- big, satisfying scope for a space-game experience
- component aesthetics may not appeal to everyone
- rules/teaching curve can be steep
Mechanics (from transcript analysis)
- area/territory progression on a shared map — players influence the evolving map through actions and tech choices.
- Dice-driven resource management — dice act as resources with transforming states (e.g., suitcases to people to planes), adding tactile decision points.
- Tech Trees — a large tech tree guides development and expansion across the game, with multiple pathways.
- tech-tree progression — a large tech tree guides development and expansion across the game, with multiple pathways.
Video topics + discussion points
Quotes (from this video)
- it's a pretty simple game cuz you're just drafting a thing a card or a tile and then you're adding that to your tableau, but every time you add something it kind of triggers a bunch of other little things and turns are super quick
- there are so many dice that are used and so many different things that you can do with those dice that it never feels like a wasted turn
- this is one of those games that feels like you feel like you've played something, it's like an event
- the mechanism where you've got a bunch of different cards that are your action cards when you play them everyone else gets to do that action but you get to do a slightly better version of that action
- it's based on the novel Red Planet apparently
- these Transformer Dice... it's such a clever mechanism
- Gaia Project is one of my all-time favorite games
References (from this video)
- great sense of progression as you advance through the tech tree
- cool, thematically appropriate dice interactions
- engaging engine-building while looking simple
- looks simple but hides depth; some players may miss it initially
- technological advancement and space-wide competition
- space exploration and civilization-building
- elegant, cool progression
- Gaia Project
- Terraforming Mars
Mechanics (from transcript analysis)
- Area Control — control of planets and resources with strategic positioning
- area control with a non-mean approach — control of planets and resources with strategic positioning
- tech tree and engine-building — areas of advancement grant abilities and power progression
Video topics + discussion points
Quotes (from this video)
- it's a race to points when someone breaks through that point barrier they win the game so it's really fast it's really tight
- it's a game about magic that feels a little bit like magic
- the tension of when do I take a dice to actually move a camel thus giving other people information
- one of the smartest ways dice are used in any game at all
- it's so mean but it's still so lovely
References (from this video)
- High variability due to tech-tree and card diversity
- Robust engine-building feel with meaningful decisions
- Solid midweight Euro balance between strategy and pacing
- Theme and art may not appeal to every player
- Some may find the complexity intimidating at first
- Technology growth, exploration, and engine-building in a sci-fi setting
- Space exploration and cosmos development with a shared map
- Array
Mechanics (from transcript analysis)
- Resource allocation on a shared map — Players apply earned resources to the shared map to drive scoring.
- Tech tree / tableau engine — Players advance a tech path and assemble a personal engine of abilities.
- Tech Trees — Players advance a tech path and assemble a personal engine of abilities.
- Worker Placement — Players deploy workers to generate resources and unlock tech spots.
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)
- deep strategic options
- appealing tech-tree motif
- complex and heavy for newcomers
- Technology advancement, interstellar expansion
- Space exploration and civilization development
- Sci-fi Eurogame flavor
Mechanics (from transcript analysis)
- Tech Trees — advance technologies to unlock capabilities
- tech-tree development — advance technologies to unlock capabilities
Video topics + discussion points
Quotes (from this video)
- The wasteland has only one rule. Those with power make the rules.
- This thing is huge. It ain't the only one.
- I long to go back and play games that I fell in love with.
- We want to hit that 50K. Help us grow in 2026.
- Color Monster is an emotion game for kids.
References (from this video)
- strong thematic hook
- clear strategic decisions
- can be heavy for some players
- tech-tree driven space empire
- space exploration & technology
- Lorenzo il Magnifico
- Dominion
Mechanics (from transcript analysis)
- Engine Building — Advances in technology influence future actions and goals.
- engine-building via technology tree — Advances in technology influence future actions and goals.
- Resource Management — Managing resources to progress on tracks and boards.
Video topics + discussion points
Quotes (from this video)
- Luck is a flavor.
- Strategy is overhyped and luck is the true hero.
- Luck deserves more credit.
- Board games are not only luck; agency matters.
References (from this video)
- big, thematic space experience
- heavy and satisfying
- very heavy; can be spreadsheet-like
- spacefaring civilization development
- space exploration and empire-building
- grimly strategic
- Hadrian's Wall
Mechanics (from transcript analysis)
- area development / ship building — assemble ships and upgrade capabilities
- Deck Building — assemble ships and upgrade capabilities
- Worker Placement — progress along levels with action triggers
- worker placement / action throttling — progress along levels with action triggers
Video topics + discussion points
Quotes (from this video)
- Creature Caravan is absolutely wonderful
- these expansions add a little bit more player interaction which I think is absolutely amazing
- I think this is one of the most aesthetically pleasing games I've played
- Beyond the Sun is space-themed
- Fromage is truly just a really great game
- MOS: Dawn of the Bronze Age is absolutely wonderful
References (from this video)
- Strong thematic presentation
- Notable complexity; not best-fit for casual players
- tech development and spacefaring expansion
- space exploration with sci-fi tech tree
- thematic, strategic
- Terraforming Mars
- Gaia Project
Mechanics (from transcript analysis)
- economic/tech development with route decisions — decisions around tech trees and expansion
- Network/Route Building — decisions around tech trees and expansion
Video topics + discussion points
Quotes (from this video)
- these deals come from Amazon
- What's Next is a Cooperative Adventure game
- for 30 bucks oh and also the component quality here
- Apollo this is a really fascinating educational game
- Juicy Fruits I think is not very exciting
- Gloomhaven Jaws of the Lion is one of the most popular board games on Board Game Geek
- Oath is not an entry-level game
- Pan Am is a really smart thematic game
- Beyond the Sun is fantastic
- Gutenberg is a wonderful auctioning game
References (from this video)
- Elegant tech-tree design
- Solid space-theme integration
- Accessible entry point into heavy strategy space games
- Rules clarity can vary between players
- Some may find the tech tree too due to depth
- Technological advancement and imperial growth
- Space exploration and tech-driven civilization development
- Tech-tree progression with civilization-building flavor
- Dune Imperium
- Beyond the Sun evokes 4X-like tech growth
Mechanics (from transcript analysis)
- Engine Building — Chain actions to push production and efficiency
- engine-building — Chain actions to push production and efficiency
- Tech tree progression — Unlock technologies that unlock new actions and capabilities
- Tech Trees — Unlock technologies that unlock new actions and capabilities
- Worker Placement — Place workers to advance tech, build, and colonize
Video topics + discussion points
Quotes (from this video)
- this is the expert game category so you're going to be head first into it
- it's Star Wars in a box, it's absolutely brilliant
- this is a huge long heavy game
- everything cascades from one mechanism to the next
- the theme and production are incredible
- you'll be talking about it until you play the next game
References (from this video)
- Dynamic tech-tree growth that drives strategy and emergent play
- Strong tension and crunchy decisions with meaningful interactions
- Emergent storytelling from tech, ships, and planets
- Vibrant space theme with tactile depth
- Asymmetry can be punishing and may not suit all play styles
- Expert mode options can reduce some of the fun
- Artwork and theme may feel dry to some audiences
- Space exploration, technology development, and planetary colonization
- Future space age with humanity expanding beyond the sun; colonization and spaceflight
- emergent, satirical, with a light-hearted tone
- Twilight Imperium
- Gaia Project
Mechanics (from transcript analysis)
- Action-disk placement and resource transformation — On your turn, place a disk on an action space to perform actions; resources can be transformed on your supply/inventory boards.
- Spacecraft production and planetary colonization — As you gain ships, you can move, claim, and colonize planets, gaining abilities and control.
- Tech Trees — Techs are revealed and chosen as you invent technologies, expanding the tech tree dynamically.
- Tech-tree construction — Techs are revealed and chosen as you invent technologies, expanding the tech tree dynamically.
Video topics + discussion points
Quotes (from this video)
- Beyond the Sun is perhaps my favorite implementation of the tech tree mechanism.
- There’s so much to love in Beyond the Sun.
- Two thumbs up, 12 out of 10.
- The endgame has a wonderful sense of urgency and emergent storytelling.
References (from this video)
- straightforward gameplay with clear, logical action flow
- clean, functional components that fit the theme
- clever use of dice as markers rather than for random outcomes
- rules can feel fiddly around production and ship movement
- early game resource access and tech progression can be hard for newcomers
- space exploration, technological progress, shared advancement
- space civilization at the dawn of spacefaring civilization
- collective advancement with competing factions
- Beyond the Horizon
Mechanics (from transcript analysis)
- action_spaces_and_hex_selection — block-based action spaces on a main board with hex-like placement for actions
- cooperative-competitive_engineering — players collectively develop technologies while competing for position and resources
- dice_population_markers — dice track population and ships rather than being rolled to indicate status
- Tech Trees — a single shared tech track where advances unlock new actions for all players
- tech_tree_progression — a single shared tech track where advances unlock new actions for all players
Video topics + discussion points
Quotes (from this video)
- The gameplay is straightforward, clear actions and logical flow.
- This is a very good game. I am keeping it on the shelf.
- Backwards scoring is fun and fresh and makes you plan ahead more than in many tableau games.
- Don't just validate the card because you can.
- The princess options will make every game play differently, which is true.
References (from this video)
- very good at two players
- tight, puzzle-like decisions
- not highly interactive at all player counts
- tech tree and work placement
- Space exploration, technology and colonization
- strategic, modular
Mechanics (from transcript analysis)
- Tech tree development — advance technology to unlock more capabilities
- Tech Trees — advance technology to unlock more capabilities
- Worker Placement — place workers to advance research and colonization
Video topics + discussion points
Quotes (from this video)
- i actually hate the game because tally has consistently beat me at it
- it's a very classic board game that is great at two
- it's a bag building push your luck game
- it's a terrific worker placement resource management puzzle
- it's a thinky AP inducing strategic game
References (from this video)
- Massive technology tree that feels intuitive to play
- Complex strategy that doesn't feel overwhelming
- Easy to teach - one round and players understand the rules
- Actions make intuitive sense without needing to read everything
- Unique design from first-time designer
- Amazing well-crafted game
- space civilization
- technology advancement
- galactic empire
- planetary expansion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Kim is a little new to gaming... I've been in the business for maybe a couple decades... he's ancient he was around before the first board game was ever created
- The reason for that is if you check forums a lot of people will talk about how they don't like the semi-cooperative nature of the game
- I wish he was wrong but okay in my justification if you're playing a board game it's a physical tactile thing
- I have a lot of friends where English is not their first language... with this kind of game being abstract there are no there's no cards to read there's no complicated rule
- Argent is one of the most beautiful mess of the games imaginable
- If you've never seen this game before it is the cutest thing ever ever
- It's been my favorite game forever... I wouldn't bust this down if my family came over
- Every time I feel like playing a board game it feels like there's a part of me that's just like okay I should play Arc Nova again
- I really like when theme matches the mechanics
References (from this video)
- innovative progression and variability
- weighty for some players
- tech tree progression with varied research paths
- space exploration and technological advancement
- tech-tree driven progression
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- engine-building — build a personal engine through tech choices
- tech-tree development — discover and unlock techs that alter the rules
Video topics + discussion points
Quotes (from this video)
- we call him a beige gamer because the color of my skin
- it's basically monopoly with cows
- beige is fine I like beige
- Rising Sun is the behemoth of modern euros
References (from this video)
- Deep strategic depth with two main focus axes (tech advancement and exploration/colonization).
- Rich production engine and resource management that interplays with exploration and tech.
- Multiple viable end-game paths driven by achievements and expansion decisions.
- Advanced faction boards add asymmetry, increasing replayability and variety.
- Flexible player counts with setup options that accommodate different numbers of players.
- High complexity and long playtime (roughly two hours) may deter casual players.
- Steep learning curve with numerous rules and interactions to grasp.
- Two-player game restrictions in Advanced mats or specific factions (e.g., Disciples of the Cosmic Tabernacle) reduce options for small groups.
- Setup can be lengthy and rules-dense for first-time players.
- space exploration, technological advancement, and economic development to build and sustain spacefaring civilizations.
- Earth is abandoned after a thermonuclear war; humanity searches for a new home among the stars.
- rule-guided, modular with event cards, tech trees, and faction powers; emphasizes strategic planning and system-level control.
Mechanics (from transcript analysis)
- automation_track_scoring — researching tech can automate production discs along an automation track; end-game scoring uses automation and discs.
- end_game_scoring_and_achievements — achievement cards drive end-game scoring; four discs triggers end; final scoring from achievements, colonies, automation, and resources.
- event_and_guild_card_system — level 2/3 event cards with fixed blue borders included; guilds unlock via events; unlock new spaces.
- exploration_and_colonization — move spacecraft on exploration board; control areas via strength; colonize systems by meeting conditions and paying costs.
- faction_powers_and_advanced_mats — advanced faction boards add asymmetry with unique powers; setup varies by player count.
- production_and_resource_management — production occurs via population growth, ore, food, production discs; trade options to convert resources.
- tech_tree_research — research of technologies via population resources; unlocks immediate bonuses and new action options; prerequisites via linked techs.
Video topics + discussion points
Quotes (from this video)
- these two achievement cards are always included in your games and they lead you towards the two main strategies of the game to research your first fourth level technology or to colonize at least four systems
- the end of the game is triggered when four achievement discs are added in achievement cards
- An area is controlled by the player who has the highest strength by adding the level of all the players spacecraft in the area
References (from this video)
- Emergent strategy with evolving tech paths
- Dynamic endgame via variable achievements
- Strong replayability due to modular tech trees and events
- Engaging shift from tech-focused early game to late-game power spikes
- Can lead to analysis paralysis in some groups
- Asymmetrical boards may tilt the balance for some players
- Rule complexity may intimidate newcomers
- Technological advancement, space exploration
- Space, interstellar development
- Emergent strategy driven by a communal tech tree
Mechanics (from transcript analysis)
- Achivement-based endgame — Communal achievements drive end-game scoring and add variability.
- Resource-as-die faces — Resource tokens derive from die-like faces used for actions and population.
- Space exploration and colonization — Moving ships to claim systems and colonize them for points.
- Tech tree development — Players collectively build a tech tree with prerequisites that unlock new actions.
- Worker Placement — Single worker pawn moves to open spots on a communal board to take actions.
Video topics + discussion points
Quotes (from this video)
- I'm super impressed with this game and the emergent strategic experience every time you play.
- This is one of my favorite games that I've played this year.
- Vikings was cool; it's a neat game and I would not mind playing it again at some point.
- Whistle Mountain: I was loving the decisions I was making and it's polarizing—some friends hated it and some loved it.
- Beyond the Sun's emergent strategy is what keeps me coming back.
References (from this video)
- ambitious scope and thematic depth
- engaging engine-building elements
- rule clarity can be dense for new players
- tech-tree driven empire building
- space exploration and technological advancement
- n/a
Mechanics (from transcript analysis)
- tech-tree / engine-building — players expand their spacefaring civilization with tech choices and actions
Video topics + discussion points
Quotes (from this video)
- representation is really really important you know like this is speaking from experience growing up as a people of color
- we are curious to know what your experience was like with spiel digital and online conventions
- calico, i really enjoyed learning and playing calico
- we would like to know what your thoughts are on Patreon and what you would like to see
- this month you'll probably see beyond the sun and at least on two Fridays we're going to be live streaming
References (from this video)
- Deep, varied tech-tree interactions that reward multiple paths
- Balanced mix of exploration, colonization, and production
- Tug-of-war on the space board creates meaningful tension
- High replayability due to multiple tech paths and endgame strategies
- Potential downtime during tech choice and card reads
- Endgame can feel abrupt in certain player counts
- Variants like asymmetric boards/tech market add complexity that can overwhelm new players
- Technological progress, exploration, and empire-building in a spacefaring context.
- Interstellar spacefaring civilization with planetary colonization and tech-driven advancement.
- Sci-fi, tech-forward progression with a focus on system interactions.
- Anno 1800
- Lost Ruins of Arnak
Mechanics (from transcript analysis)
- Asymmetric ship/space board tug-of-war — A sideboard/space board where majority control and ship placement influence scoring and expansion.
- Color-coded tech types with probabilistic draws — Tech cards come in colors hinting at likely rewards; players draw two and keep one, shaping plans.
- End-game scoring via achievements and tech levels — End conditions trigger through specific achievements or level-4 tech, ending the game.
- Indirect conflict with interaction between boards — Tension arises via contest for spaces and majority, rather than raw direct combat.
- resource and production management — Population, ore, and other production tokens fuel actions and tech progression.
- Tech tree drafting / unlocking — Technologies unlock new spots and capabilities; players flip/draft tech cards and plan around them.
- Worker Placement — Players move a single worker to take actions on a shared board to develop their engine and colonies.
Video topics + discussion points
Quotes (from this video)
- it's actually a playthrough that you can see on the john gets games youtube channel
- one of the big things is going to be post game discussions
- it's a work replacement game where you have one worker
- the technologies feed into the sideboard and the sideboard feeds into technologies
- everything gives you points right
- it's a race because that's what ends the game
- i love the balance of that
- the tug of war on the space board is really tension-filled
- this game has legs
- asymmetric boards add depth but can be polarizing
- you can focus on colonizing or tech and still be competitive
- endgame achievements can end the game abruptly in a good way
References (from this video)
- great game
- not beautiful components
- space
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.
References (from this video)
- innovative tech-tree mechanic
- airy playtime with depth
- engaging theme of discovery
- board aesthetics may feel bland to some
- thematic depth can outpace accessibility
- technological advancement via tech tree
- Futuristic space exploration and development
- tech-driven progression with shared horizon
- Terraforming Mars
Mechanics (from transcript analysis)
- action_selection — take actions using unlocked tech pathways
- Tech Trees — unlock actions by researching technologies
- tech_tree — unlock actions by researching technologies
Video topics + discussion points
Quotes (from this video)
- it's very very simple it's a move attack attack move game
- prepainted Miniatures which is awesome cuz I can't paint
- Hasbro did try and bring this back on two occasions
- Beyond the Sun this has been described as Tech Tree the board game essentially
- the board is very Bland it's sort of like a white and blue aesthetic
- it's skull and roses an insanely simple concept
- the meta game that appears out of blue in this game
- Brass Birmingham has done the unenviable task of converting an already classic game and actually making it better
- Project Elite is like shooting a load of cocaine coming down off of it and then shooting another load of cocaine
- the player that spends the most money automatically loses the game
References (from this video)
- Clear articulation of core strategic axes (tech progression and exploration)
- Highlights engine-building and resource management
- End-game conditions and scoring explained
- Lacks deep dive into game rules or examples
- Some terms could be confusing without gameplay experience
- Technological advancement, space exploration, galactic influence
- Space, far future
- Descriptive overview of core mechanics and strategy
Mechanics (from transcript analysis)
- Achievements and end-game scoring — Completing achievements grants victory points and signals game end
- Exploration and colonization — Exploring deep space, controlling and colonizing systems
- Resource production engine — Engine-building style where players must optimize resource production to perform actions
- Technology progress — Advancing technology unlocks more powerful actions and capabilities
Video topics + discussion points
Quotes (from this video)
- one is technological progress advancing
- the second one is exploration of the deep space
- the resource production engine players must Focus their production engine
- achievements
- Beyond the Sun
- the consequences of the first
- abandon Earth
- leading faction in Economic Development
- players will also score victory points
- this as well will grant players with literary points but will also support the resource production engine