Big Shot is an auction game in which a set of colored cubes is put up for auction each round based on a random die roll. Whoever wins the bid, places those cubes in areas on the game board. Once an area has seven cubes in it, that area is locked and no more cubes can be added. Whoever has the majority of cubes in that area owns it — except that ties for majority are disregarded, so in a spread of 3/3/1 cubes, the player with only one cube owns that area!
Players have a limited amount of money with which to bid. They can take one loan each turn, but the first loan gives them only $9 more, while the second loan gives them $8 and the third $7. At the end of the game, the player must repay $10 for each loan taken, with that money coming from the value of the property they now own.
At the end of the game, players tally the value of what they own (with some properties being doubled in value if the player owns that region's doubler as well as areas within that region), then repay all loans. Whoever has the most money wins!
- cool loan mechanic that adds economic tension
- punishing but exciting tie-breaker that raises stakes
- clear, fast-paced decisions about where to place clusters
- tie-breaker can be brutal and punishing
- theme may feel abstract to some players
- some players may find the cube-placement mechanic fiddly
- territory control and economic risk/reward through loans
- Abstract territory control with a board featuring territories scored by points, contested by clusters of four cubes on left and right edges.
- abstract
Mechanics (from transcript analysis)
- Area Control — Players place or secure clusters of cubes into territories to maximize scoring, with rights to place and competition for territory.
- area control / placement strategy — Players place or secure clusters of cubes into territories to maximize scoring, with rights to place and competition for territory.
- loan and cash management — Players can take loans for immediate cash, but each loan incurs a -10 point penalty at the end of the game and reduces available money per loan taken.
- Loans — Players can take loans for immediate cash, but each loan incurs a -10 point penalty at the end of the game and reduces available money per loan taken.
- player elimination — In the event of a tie, all tied players are eliminated from contention for the current scoring position, moving on to the next place.
- tie-breaker elimination — In the event of a tie, all tied players are eliminated from contention for the current scoring position, moving on to the next place.
Video topics + discussion points
Quotes (from this video)
- really cool system where you can take loans out
- best part about Big Shot
- in the case of a tie, both tie players are eliminated from contention
References (from this video)
- tight, satisfying auction/area-control loop
- money/loan mechanic adds tension and decision points
- short playtime makes it easy to repeat
- thematically minimal; may not appeal to players seeking a strong narrative
- publisher/designer not widely known
- area control and strategic bidding
- abstract territory auction with four-cube clusters on a board
- tight, competitive, highly tactical
- Via Magika
Mechanics (from transcript analysis)
- area control / majority with tie dynamics — placing cubes to dominate territories; ties lead to eliminations and influence scoring
- Auction / Bidding — players bid for the rights to place color cubes into board territories worth different points
- auction/bidding — players bid for the rights to place color cubes into board territories worth different points
- Loans — taking loans gives money to bid now but deducts points at end (-10 per loan)
- loans as money with end-game penalty — taking loans gives money to bid now but deducts points at end (-10 per loan)
Video topics + discussion points
Quotes (from this video)
- the best part about big shot is that the way you actually gain a territory, the way you have control over it and will therefore score for it is when there are seven cubes present in a territory.
- it's a small game. It doesn't take very long to play.
- This is so deeply tactical. every single decision you're making with especially with having two win conditions in the game is so important but also so fun to engage with.
- the theme and artwork is not at all what I gravitate towards.
- it's a pleasant pleasant surprise from this last year.
- the special ability cards crack the game wide open
- it's surprisingly Cascadia, if I get that's the way to word it.
- rolling hills or rolling rivers, they're addictive and fun
References (from this video)
- Accessible yet deep with meaningful decisions
- Cutthroat but synergistic with district control
- Engaging economic tension via loans and bidding choices
- Money management can be punishing in late game
- Potential for harsh player interaction depending on group
- influence and control through auctions
- Urban districts in a city, brokered auction
- Modern Art
Mechanics (from transcript analysis)
- auction (open bidding) and loan management — Players bid money to place cubes representing influence in districts; loans can be taken but cost points and money is tight.
- dice-driven broker movement — A dice roll cycle moves a broker to new auction houses, driving bidding opportunities.
- district majority scoring with tie-breakers — Winning bids yield districts; ties cancel out tied cubes.
Video topics + discussion points
Quotes (from this video)
- Auction and bidding is honestly one of my favorite board game mechanics
- This is such a fun game and can be really cutthroat.
- Modern Art is pure economic knife fighting.
- Keyflower is clever, crunchy, full of tough choices, and is just one of the greatest games ever made.
- it's just such an amazing game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Small box games can sometimes get a bad rap because there's so many board games that release every year.
- Flip Tunes is a really small box clearly.
- it's such an easy game to teach
- Scout is one of the best card games I've played in the last little bit.
- Cascadia Rolling Rivers is a really satisfying game to manage the habitat cards.
- Take Time is a cooperative game that boils down to two sets of cards, 1 to 12.
- The Crew Mission Deep Sea is a cooperative trick-taking game for three to five players.
- Stellar is a really great smallbox game that left my collection.
References (from this video)
- Urban planning, transportation infrastructure, family-friendly adventure
- The game is framed around constructing a scenic and ambitious highway along the California coast near the famous Big Sur region, blending travel, landscape, and infrastructure-building motifs.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you've been tasked with building part of the most impressive highway in the United States
- this one looks great
- my kids love playing a lot of them
- you guys should see my shelf of 25th Century games
- all right another box from 25th Century
- massive some good fun games
References (from this video)
- Fantastic artwork
- Compact and easy to teach
- Engaging card interactions with multi-use cards and endgame bonuses
- Landmarks add extra strategic depth
- Interesting engine-building potential with small footprint
- infrastructure, road construction, and geography
- Road-building themed card game where players build connected highway stretches to score points.
- abstract engine-building with modular card interactions
Mechanics (from transcript analysis)
- Card costs and discards — To play a card you discard cards that match its symbols (e.g., lumber, construction). Ordering of discards matters.
- Card/Chit Market — On your turn you take two cards from a central market of five, with refills occurring after your turn.
- end game bonuses — Final points come from miles, landmarks, and endgame bonuses.
- end-of-game scoring — Final points come from miles, landmarks, and endgame bonuses.
- First-player marker — A first-player marker provides the starting advantage each round.
- Landmarks — If playing with landmarks, collect required symbols to claim landmark bonuses, awarded to the first player who achieves the requirement.
- market draft — On your turn you take two cards from a central market of five, with refills occurring after your turn.
- Miles-based scoring per stretch — Each connected stretch of the same type earns points equal to its miles; longer stretches yield more points.
- Multi-use cards — Two-mile cards score points equal to half the miles in your longest stretch (rounded down).
- Multiple builds per turn — You can build more than one card on a turn if you have the resources, though resources are limited per turn.
- Resources on discard / payouts — Certain cards give you a one-time or permanent resource usable on subsequent turns.
- Two-mile cards bonus — Two-mile cards score points equal to half the miles in your longest stretch (rounded down).
Video topics + discussion points
Quotes (from this video)
- I love the look of this game. I think the artwork is fantastic and this game is really, really fun.
- I'm a big fan of card games.
- It's compact. It's small. It's easy to teach.
- So, there's a lot going on in a little game and I just think it is a great time.
- I like that the landmarks add something extra to go for and the first person to claim it is the only one that gets that extra bonus.
- You get a cool first per um first player marker with the game.
- I think it is a really delightful game.
References (from this video)
- Immersive theme and engaging card-use
- Clever resource-flow mechanic with a strong sense of place
- Travel road-building and scenic scoring with landmarks
- California State Route 1; coastal landscapes
- Immersive, feel-of-the-road design emphasis
Mechanics (from transcript analysis)
- card drafting — Draft multi-use cards that serve as resources or road-building actions
- Resource management — Use cards to build road segments and collect sets for points
- resource management / set collection — Use cards to build road segments and collect sets for points
- Resource reuse — Discarded cards still provide value as resources
- Thematic scoring via landmarks — Scoring unlocks through scenic outlooks and locations
Video topics + discussion points
Quotes (from this video)
- I love the game. I mean, it has table presents.
- It's a gimmick that really brings out this game and it works.
- I love big sir.
- YOU'RE ON BIG SIR.
- I was very immersed in it. I like the artwork of it cuz it was very pretty and you get the scenic, you know, router building.
- The artwork on this game. I mean, it's pretty to look at. It's colorful. It's diverse. I thought they did a really good job.
- I really do like that.
- It's a wild game.
- I went mad and crazy and still won.
- I love the way you put it together.
- It's beautiful. It looks like Christmas.
References (from this video)
- clear, fast turns (roughly 30 minutes)
- tight integration of resources and scoring
- strong entrance into a heavier mechanism with a lighter footprint
- slightly heavier than Wine Seller for newcomers
- table space and tracking of multiple components required
- infrastructure development and scenic scoring
- California highway-building with scenic landmarks and road stretches
- demonstrative, tutorial-like explanation of drafting and scoring
- Wine Seller
Mechanics (from transcript analysis)
- card drafting — players draft cards to use as resources or as the road segments themselves
- Compound Scoring — landmarks add bonus end-game scoring and interact with road segments
- end-game scoring via stretches and miles — score is driven by completed stretches of icons and miles accumulated
- landmark-based scoring — landmarks add bonus end-game scoring and interact with road segments
- persistent resources — some cards provide a persistent resource used each turn
- set collection / route building — build a linear path of road cards to score based on miles and adjacent icons
Video topics + discussion points
Quotes (from this video)
- Wineeller is a 20inute game for one to eight players.
- There are over 70 and it's perfectly um mapped out for the amount of players.
- We are going to bid for pecking order or initiative to then draw from here.
- When you take a card and you put it in your player area, you are going to be placing it um either on top of or below your spread.
- This game has a lot of fun with the you know what cards you have.
- it's a lot of white wine.
- In Big Su, players draft cards to use them to build new road sections or as the road sections themselves.
- Your linear path of cards will score for connecting to rain types and meeting other conditions.
- There are two mile bonuses. Every two-mile bonus card has a special scoring condition, and it counts even if it's not part of a stretch.
- landmarks are based on actual scenic lookouts and locations on Big Sur.
- This game is really light, delightful, fun, perfect for summer, and a wonderful pairing from 25th Century Games.
References (from this video)
- timeless design; mind-gamey bidding
- strong iconic pedigree; remains compelling
- older inspirations may feel dated to new players
- prestige, power, market influence
- real estate market aspiration
- classic, strategic, old-school elegance
Mechanics (from transcript analysis)
- Area Control — majority control of board plots via cube placement
- Auction — players bid on sets of colored cubes to place on plots
Video topics + discussion points
Quotes (from this video)
- I absolutely love Riverwoods.
- This title might very well be my top hidden gem game of 2025, and you'll definitely see it in my top 10 for the year.
- Jambo is one of my favorite two-player only games.
- Crazy Corgi is wild, chaotic, and a lot of fun.
- Big Shot is an absolute essential game in any game collection.
- Taiwan Night Market is a super fun auction game.
- The artwork and components in this new Shadow Street Merchant edition are stunning.
- Kroio has exceptionally exceeded my expectations.
- On Stage was the hottest game in the Taiwan original board game expo last year in 2024.
- Tend to Leave is an incredibly fun filler game that has easily earned a spot in my top 30 for this year.
References (from this video)
- Fascinating, old-school auction design
- Concise playtime (~30 minutes)
- Auction-centric design can feel mean
- Older title; may look austere to modern audiences
- Wealth accumulation through bidding and area control
- Auction-based property game with a historical vibe
- Classic abstracted/antiques feel
Mechanics (from transcript analysis)
- auction/bidding — players bid on bundles of cubes and place them on the board
- loans / debt management — takings loans affect end-game scoring and cash flow
- Majority Control — who has the most cubes in an area claims it
- set collection / scoring — points come from board placement and completed areas
Video topics + discussion points
Quotes (from this video)
- I like beer and I’m curious to learn more about this one
- the art style is gorgeous
- build train lines across the United States in a 12-game campaign
- 2100 spell combinations … the more ingeniously combination the more powerful
References (from this video)
- classic Randolph mind games; atmospheric real estate theming
- older mechanism may feel familiar to fans of Randolph's games
- auction and area control
- real estate market; big shots bidding
- gritty, strategic
- Power grid-family auctions
- Randolph's earlier works
Mechanics (from transcript analysis)
- Area Control — Place cubes to control plots on the board
- Auction — Bid on sets of colored cubes to acquire land positions
- roll-driven placement — Estate broker die results influence rounds
Video topics + discussion points
Quotes (from this video)
- I love showcasing fun and unique non-mainstream games.
- Crazy Corgi is wild, chaotic, and a lot of fun.
- Riverwoods is simply outstanding and could be my top hidden gem of 2025.
- Pandora is a gem with depth and multiple modes that keep sessions exciting.
- Baron is a comeback with a new edition, expanding the player count and interaction.
- Big Shot is one of my all-time favorite games; essential in any collection.
References (from this video)
- Fast-paced and easy to learn/teach
- Strong integration of auction and area control
- Thematic feel of a big shot in the real estate market
- Engaging end-game scoring with potential for dramatic leads
- Portable box with modern edition updates and transformable board presentation
- Works well at four players; typical play around 45 minutes
- Cards noted as thin; thicker stock would improve durability
- Production changes between editions (blue shade, minor design tweaks)
- Box design reduces storage space in some setups; layout can feel cramped
- Real estate auction and area control
- Port City real estate market
- economic/simulated market dynamics
- Las Vegas
Mechanics (from transcript analysis)
- Area Control — Players place or lock cubes to control designated board areas.
- Auction — Players bid to claim cubes and control areas.
- Auction / Bidding — Players bid to claim cubes and control areas.
- End-game scoring — Calculate total property values, repay loans, and determine the winner.
- Loans — Players can take loans with fixed repayments and costs.
- roll and move — A real estate broker piece moves around the board via die roll to trigger auctions.
- Roll/Spin to Move — A real estate broker piece moves around the board via die roll to trigger auctions.
- tile placement — Acquired cubes are placed on land plots with buildings; seven cubes on a plot locks it.
- Tile/Cube Placement — Acquired cubes are placed on land plots with buildings; seven cubes on a plot locks it.
Video topics + discussion points
Quotes (from this video)
- I'm a big fan of the designer and big shot is one of my all-time favorite auction area control games
- Big Shot is an amazing game that still holds up today
- the publisher plate turned their previous version of Big Shot into their Signature lbo Series; it's awesome
- it's one of my all-time favorite auction area control games so I was really excited to try out this new version
- I love the artwork... very appealing
References (from this video)
- Did video
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is so much to my taste and I played it a half dozen times really dig it and it's got fewer than 100 thumbs on the preview it's just like your tastes are not necessarily going to match up with anyone else's
- The perfect thing is something you're only going to find through repeated play. It's not going to hit you instantaneously
- It's more about playing something, liking it, you play it again, you play with different people, you want to introduce it to people, and over time it becomes the thing you love
- The good and bad of this job is that you play something, review it, do a video, and then never touch it no matter how much I like it
- You can do anything in games
- I value sleep there more than I value getting a post out
- It's just the cover the cover seems pretty funny to have around and just show people