Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land!
Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources... Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game.
After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 rounds, and the player with the most points wins the game.
- amazing plastic bunny pieces
- cute aesthetic
- fantastic gameplay
- one of reviewer's favorite games of all time
- kingdom building
- bunnies
- cute
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Would play over Seven Wonders
- Area building drafting game
- Fantasy bunny kingdom
- Thematic
Mechanics (from transcript analysis)
- card drafting — Selecting cards to build areas
Video topics + discussion points
Quotes (from this video)
- It wasn't just the hundred sort of best designed games this was the hundred games that I feel that I'm particularly sort of connected to
- The games that have a place in my heart really games that I've got a lot of nostalgia for
- It felt a bit like doing a roll and write game but without all of the sort of convenience
- I wish I still had castles of burgundy and notre dame
- The main thing that got in the way for me was all the iconography
- I do use board games as an escape from screens and technology
- I really like the production of cockroach poker
- I found it was a game where I could see the ending coming and then someone would just go and there we go we've got another 20 minutes now
- It feels like something other than a board game
- The decisions you make in the game are very very slight
- Right up my alley
- I do really like push your luck
- That's my favorite game
- Abyss is my second favorite game
- I love pekka pig
- I just think it's ugly
References (from this video)
- Elegant hybrid of card drafting and area control
- Stunning production with strong thematic presentation
- Deep strategic options and meaningful player interaction
- Replays well across player counts, with scope for expansions
- Fiddly setup and potential for analysis paralysis
- End-game scoring can feel lengthy to resolve
- Expansion management can be cumbersome to separate from the base deck
- Not ideal for complete beginners without guidance
- territory development with card-driven expansion and bunnies as tokens
- A pastel woodland kingdom where players build bunny domains on a grid
- mechanistic strategic play with a charming veneer
- 7 Wonders
- Sushi Go!
- Tigris and Euphrates
- Root
- Everdell
- King of Tokyo
- Gloomhaven
- Kingdom Death Monster
- Azul
Mechanics (from transcript analysis)
- card drafting — Players select two cards to play and pass the remaining cards to the opponent; this continues until all cards are played.
- end-game and parchment objectives — Scoring is based on round-end tallies and a final set of parchment objectives that shape end-game strategy.
- grid placement / area control — Playing a card places a bunny on a specific grid coordinate; players build interconnected territories with towers and cities that drive scoring.
- Resource management — Resources such as carrots, wood, and fish influence expansion and territorial development.
- special cards and domain linking — Special cards add resources, allow domain linking, or modify scoring through unique effects.
Video topics + discussion points
Quotes (from this video)
- warmongering murderous bunnies
- I thought it would be interesting to objectively analyze the design of a board game that I love
- the combination of grid-based area control and pick and pass card drafting is unusual perhaps even unique
- the highs far outweigh the lows
- this is a game for serious strategy in a silly woodland world
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we're selling our house and we wanted to do this before we had to pack everything up
- we're just going to show you what we got probably won't have too many new games coming in
- innovation is a game we adore
- jamie's favorite game brass birmingham
- gaia project tara mystic on space
- we have root so the og base game
- this is one of jamie's absolute favorites and that is innovation
- we love it it's so good
References (from this video)
- engaging drafting choices
- quick, accessible yet strategic
- thematic whimsy may not appeal to all
- fantasy animal empire
- conquest of land by a bunny kingdom
- lighthearted, family-friendly
Mechanics (from transcript analysis)
- drafting — build a hand of cards and draft to claim territory and buildings.
- end-of-round passing — pass remaining cards to the next player four times per game.
- grid/tile placement — placing buildings on a 10x10 grid and managing territories.
Video topics + discussion points
Quotes (from this video)
- action discs are drawn from a bag until there are six action discs in every active slot.
- the action selection process is the biggest reason for this game being on my list.
- The glass factories are going to be seated with random pieces of color glass.
- The game mechanisms are pretty straightforward and relatively easy to learn.
- I split you choose mechanism, and going up tracks.
- The goal of this one is to conquer new land on behalf of the bunny king.
- logistics and how to transport goods around the board.
- You're playing three cards kind of overlapped. So depending on what is showing are the actions you can take.
- Finally, the legacy version gives you something new to play with each game.
References (from this video)
- too complex for wedding setting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- board games are sort of absolutely central to my life really and my being my makeup and also to my relationship the relationship with evenness that's what we do we play games
- the thing about this one is I want simple games I want games which are very very small I want to be able to put them one on each of the tables
- I'm very proud of the games I've made I want to be able to show the games off to people I haven't seen for a long time
- this is what I would call a pure game it's one mechanism and that mechanism is fun that mechanism is just lying to your friends or telling the truth
- I would play this any time I absolutely love it
- it's a card game classic okay it's a staple
- every time we end up laughing every time we attract a big crowd
- it's a really good game for children but it's also a really good game for adults who don't play many games
- the great thing is I've got a German version so I can put that you know where the German contingent at the wedding can play it
- the ingenious thing is the fact that there's always a match between two two cards but only ever one thing matches it's a mathematical marvel
- it's gonna be a game that that the German people can easily pick up without me needing to have a separate sort of German Edition
- a bunch of my friends will feel more comfortable sitting down and playing a board game than they will dancing and getting rekt
References (from this video)
- Whimsical bunny theme that fits springtime
- Multiple routes to scoring with plots and farms
- Engaging area-control decisions
- Can be fiddly for new players
- Setup and teaching can be lengthy
- area control with bunny minis and plots
- Springtime kingdom inhabited by bunnies
- whimsical, light-hearted
Mechanics (from transcript analysis)
- area_control — Players place units to control areas on a grid of bunny territories.
- card_drafting — Hand of cards used to claim plots and trigger actions.
- tile/board_placement — Play plots on the grid and deploy bunny workers to expand control.
Video topics + discussion points
Quotes (from this video)
- license to Krill if you need a board game that comes inside of a whale
- Bunny Kingdom is a perfect Springtime game because of bunnies
- it's an area control game
- you got got
- the loop is a co-op game that's impossible to win
- green team wins is a great Springtime game
References (from this video)
- mix of immediate, sporadic, and delayed feedback
- varied pathways to progress
- area control / kingdom building with tile-placement elements
- fantasy kingdom with bunny factions and city-building
- engine-building with evolving objectives
- Ticket to Ride
- Dominion
Mechanics (from transcript analysis)
- area control / resource development — Players expand their realm and collect resources to fulfill objectives
- Card-driven actions — Cards provide actions and opportunities to interact with others
Video topics + discussion points
Quotes (from this video)
- I talk to the game and the game talks back.
- the feedback tells the user you've done it right do that more or perhaps you've done it wrong don't do that again.
- you're going to feel like you're achieving something when you play, you want a game to reassure you, guide you and challenge you, you want it to react to my decisions and you want to know that the game is listening.
- the most common feedback in tabletop games is the allocation of rewards for certain actions.
- the continuous accumulation of victory points gives a sense of growth or momentum to a tabletop game.
- the game talks back, and that is a core part of what makes feedback powerful.
References (from this video)
- Fantasy
- Whimsy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- moments during board games that formulate memories that you'll never forget
- there's just something for everyone
- it's all about the people
- the board gaming space has allowed me to just have so many incredible fun moments that i'll never forget
- it chose us via christy
- we're gonna have it at jeff's parents basement everybody's coming
- agricola sucks and everybody else seems to love it
- arnak is severely overrated
- i don't think gloomhaven should be number one on the list anymore
- humans are not good at rating things
- my nine is different than your nine
References (from this video)
- high play frequency
- adored by partner
- card drafting and network building with cute artwork
Mechanics (from transcript analysis)
- card drafting — draft cards to build networks and score points
Video topics + discussion points
Quotes (from this video)
- I did a deep dive into this one a couple of weeks ago
- please let me know your thoughts on this list and which games would make your own top 10 of the year
- I'm Adam Porter I design games and I review them on this channel
References (from this video)
- Interesting hand management
- Strong tactical choices
- Variety of card effects
- Possibility of luck with card draw
- End-game scoring complexity
- card drafting and resource development with board placement
- fantasy kingdom with rabbits
- lighthearted fantasy tableau
Mechanics (from transcript analysis)
- hand drafting / drafting and passing cards — deal cards to players, players select two cards and pass the rest; building and scoring via board and end-game nutria points
Video topics + discussion points
Quotes (from this video)
- you take the game of Scrabble and you get rid of all of the letters from the tiles and you replace them with colored symbols
- this is a very tactics heavy game
- from turn-to-turn you are reading hand of cards and planning around options
- the legacy aspect introduces new rules
- it's my number one
References (from this video)
- Genuinely enjoyable theme and production
- Expansion adds depth
- Not always easy to obtain copies
- May require space for expansion components
- area control and drafting with expansion
- Whimsical bunny kingdom with fantasy worlds
Mechanics (from transcript analysis)
- Area control / drafting — Cute, strategic tile-collection and scoring.
Video topics + discussion points
Quotes (from this video)
- I'm really curious to see how people react to it.
- The idea is that maybe I do this near the end of a month and then the update vlog obviously is a week later.
- It was a really fun time; it was a blast.
References (from this video)
- artistic, family-friendly aesthetic
- host expresses strong personal fondness
- puzzle-focused variant discussed; not core game mechanic
- territory building and area control
- fantasy woodland kingdom inhabited by rabbits
- whimsical
Mechanics (from transcript analysis)
- set collection — collecting resources/sets to maximize points
- tile/area control — placing tiles to claim and score territory
Video topics + discussion points
Quotes (from this video)
- Stella is a service where game makers Publishers or artists can upload their game art onto an online store and Gamers can purchase that artwork in the form of high quality metal prints with a simple magnetic mounting system
- the scale of investment in board game art is astronomical
- I was excited to receive nine unique metal prints in the post yesterday
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the audio sucks
- I'm really trying to improve my audio
- there's no budget okay I'm not going to be splashing out on really expensive microphones or expensive cameras
References (from this video)
- Engaging combination of drafting and area control
- Theme is charming and accessible
- Sushi Go
- Seven Wonders
Mechanics (from transcript analysis)
- Card drafting / grid placement — Cards reference grid coordinates; place bunnies to claim areas.
Video topics + discussion points
Quotes (from this video)
- This list is all about hopefully it'll give you some ideas of games that you might want to pick up yourself.
- Auctions are challenging; the more you play, the more you start to feel how much those power stations are worth.
- Not everybody is going to have totally accurate general knowledge and it welcomes players in to just have a go.
- I split you choose is a mechanism that could be used more broadly; it creates delicious tension and stress at the table.
References (from this video)
- Most played game of 2018
- Deep strategic puzzle
- Brilliant card drafting game
- Possibly best card drafting game
- Interesting strategy
- Every game requires different strategy
- Expansion coming to sky expansion
- Building bunny civilization
- Fantasy kingdom of bunnies
- Card drafting kingdom builder
Mechanics (from transcript analysis)
- card drafting — Draft cards to build civilization
Video topics + discussion points
Quotes (from this video)
- I haven't had that many games that have sort of left out to me and I'm sort of screamed for my attention
- It's hugely satisfying to see those magnets moving around the board as if by magic
- High society is a classic it's a modern classic
- I think Skylands is flying under the radar and I think it deserves more buzz
- After a couple of games once you get into that flow it's really satisfying
- This is a real gateway level game it's so much simpler than those other games
- Blitz Bowl fixes everything about Blood Bowl
- You're not gonna find deep strategy in this box this is simple simple stuff really
- I cannot beat my partner at Bunny Kingdom I constantly try and get close but it's difficult
References (from this video)
- Learning curve is gentle; drafting is easy and fast, making setup and play quick.
- Clear spatial mechanics with direct player impact on the map and planning implications.
- Strong card quality; many cards feel useful and synergistic, increasing replayability.
- Sky towers enable dramatic, expansive fiefs and interesting long-term strategy.
- Long-term scoring and fief growth provide tangible, accumulating payoff across rounds.
- Hate drafting can create moments of frustration, though framed as polite in play.
- End-game scoring and fief calculations can be tricky for new players, requiring careful tracking.
- Limited spaces mean players must plan ahead and can be blocked, potentially leading to less fluid early turns.
- territory control, resource management, and city-building in a cooperative but competitive animal kingdom.
- A whimsical fantasy world where rabbits build kingdoms on a shared grid map.
- light, whimsical world-building with emphasis on strategic planning and spatial layout
Mechanics (from transcript analysis)
- building tokens — Playing building cards yields tokens that are placed on cards to upgrade their level (level 1, level 2, etc.).
- camps and occupancy — Camps allow a player to squat on an empty space; if displaced, the occupying bunny must move home.
- card drafting — Players draft two cards each round from their hand and then pass the remainder to the next player; reveals are simultaneous, creating tense but fair drafting dynamics.
- fief scoring — At the end of each round, fiefs are scored by multiplying the number of towers by the number of different resources present in the fief.
- grid placement / area control — Each coordinate card corresponds to a space on a grid board; placing a bunny occupies that space permanently and affects adjacency.
- parchment end-game objectives — Face-down parchment cards provide hidden points and secret objectives that can significantly shift final scores.
- Resource management — Board spaces have printed resources (fish, wood, carrots) and there are luxury resources (gems, gold, steel) that can be added via cards.
- tower scoring and sky towers — Cities produce towers that multiply with the number of different resources to score fiefs; sky towers connect distant spaces, enabling large connected regions.
Video topics + discussion points
Quotes (from this video)
- it's fast it's two to four players it's gonna play in about 45 minutes
- the hardest thing I've heard about this game is how good every card is
- the drafting is super simple
- one card per space so as soon as you place the bunny that's your spot forever
- the goal of the game is to create fiefs