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.
- a kingdom
Mechanics (from transcript analysis)
- drafting — A well-received drafting game.
Video topics + discussion points
Quotes (from this video)
- And the the first thing, the biggest thing is that Bunny Kingdom Town is exclusively a twoplayer game. This is a 1v one game.
- This takes some of the DNA of Bunny Kingdom, especially that that feeling of drafting, but this is almost an entirely new game, built out of that DNA.
- And this brings in one of the biggest differences in the game is money.
- It allows you to take a couple of different routes.
- I don't want to say that this game is ripe for hate drafting, but I think that there's an element of like being able to analyze the board a little better in a two-player game for that kind of gameplay.
- This game has a lot of variety to it that I don't think existed in Buddy Kingdom that might change one experience to the next.
- Wood is a precious resource.
- The criminal buildings. If you have an upgrade tile, it allows you to include those. That's the only way that Ryan was able to score 36 points. Otherwise, you'd never be able to score 36 points in one district.
- And the game the score can go up pretty high.
References (from this video)
- Takes some of the DNA of Bunny Kingdom, especially that feeling of drafting, but this is almost an entirely new game.
- Exclusively a twoplayer game, a 1v one game.
- Addition of the economy.
- Request cards provide secret endgame scoring.
- District scoring allows for significant scoring.
- Allows for different routes and strategies.
- Element of being able to analyze the board a little better in a two-player game for that kind of gameplay.
- A lot of variety that wasn't in the original Bunny Kingdom.
- Upgrade tiles can open up opportunities.
- Criminal buildings allow inclusion in scoring calculations.
- Game can go up pretty high in points.
- Economy is tight, not getting a ton of coins.
- Not a drafting game, you are effectively selecting stuff.
- Wood is a precious resource.
- There might not be six upgrade tiles in any given game to take.
- The criminal buildings aren't typically included in the calculation of your points unless you have an upgrade tile.
- a kingdom
- Castles of Burgundy
Mechanics (from transcript analysis)
- Area Control — As you put these little buildings out, as long as they're orthogonally adjacent, you're adding to sort of this district, if you will. And whenever you do that, you're going to activate that district, potentially score some points by taking the number of stars in that district.
- card drafting — You're going to be drafting or selecting rather these tiles down from here. On your turn, you're going to take a tile. You have to do that.
- drafting — This was a really well-received drafting game where you're going to be putting bunnies out in what? In a kingdom. And the first thing, the biggest thing is that Bunny Kingdom Town is exclusively a twoplayer game. This is a 1v one game. This takes some of the DNA of Bunny Kingdom, especially that that feeling of drafting, but this is almost an entirely new game, built out of that DNA.
- Resource management — You're going to use these location cards to then place one of your buildings out in the various locations that you can see are identified by these architects. You have to pay for it. And this brings in one of the biggest differences in the game is money. because you're going to use these location cards to then place one of your buildings out in the various locations that you can see are identified by these architects.
- set collection — The request cards are effectively like the parchment cards from the original game that give you some endgame scoring that stays private and secret to you for the remainder of the game.
- tile placement — You take a building and you put it down below the board sort of in your reserve. Think of Castles of Burgundy. You take buildings and then you're going to be putting them back out eventually.
- Variable player powers — There are specific scenarios that you can play through that give you specific setup cards that kind of seed the game board with a particular set of five locations up there.
Video topics + discussion points
Quotes (from this video)
- And the the first thing, the biggest thing is that Bunny Kingdom Town is exclusively a twoplayer game. This is a 1v one game.
- This takes some of the DNA of Bunny Kingdom, especially that that feeling of drafting, but this is almost an entirely new game, built out of that DNA.
- And this brings in one of the biggest differences in the game is money.
- It allows you to take a couple of different routes.
- I don't want to say that this game is ripe for hate drafting, but I think that there's an element of like being able to analyze the board a little better in a two-player game for that kind of gameplay.
- This game has a lot of variety to it that I don't think existed in Buddy Kingdom that might change one experience to the next.
- Wood is a precious resource.
- The criminal buildings. If you have an upgrade tile, it allows you to include those. That's the only way that Ryan was able to score 36 points. Otherwise, you'd never be able to score 36 points in one district.
- And the game the score can go up pretty high.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the big change here is i'm turning the good games vlog into a patreon exclusive
- the only constant is change
- i adore bunny kingdom
References (from this video)
- Good artwork and components.
- Easy to set up and pick up.
- Lighthearted theme.
- Card drafting mechanic is engaging.
- Low downtime.
- High replayability.
- Good for beginners.
- Not too heavy, suitable for casual to strategy gamers.
- Player aid card could be improved.
- Luck-based elements can be frustrating.
- Scoring calculation can be fiddly.
- Components might be fragile if not handled carefully.
- Rabbits trying to build their territories and gather resources.
- Magic the Gathering
- King of Tokyo
- King of New York
Mechanics (from transcript analysis)
- Area Control — Once you have placed your bunnies or buildings with your area card, there is not a way for your opponents to remove them.
- area influence — Players use their cards to build up their feast on the map. The territory card allows the player to place a bunny token into the grid reference matching that card.
- card drafting — Players play two cards at a time from their hand giving the rest to a neighbor and this continues until either ten or twelve cards have been taken by each player.
- set collection — Players score points for their objectives or for the treasures, and wealth is calculated by the number of different resources available in that feast.
Video topics + discussion points
Quotes (from this video)
- hello of a graduates welcome to me fool University today's lecture is for a nickel tempo game game is the cleanse of bunnies to try to gather their wealth and control over land and collect the golden carrots
- Bunny Kingdom is a card drafting an area influenced game in which players serve as rabbit Lords attempting to establish the greatest feast throughout the kingdom by building up their bunnies and buildings on the map
- The artwork of Bunny Kingdom is really good, suitable the cartoon modern style artwork cute rabbits on the cards small rabbit figurines and the cities are some of the components they're really good
- The theme of the game it's about plants of rabbits trying to build their territories gathering resources to theme and makes it seems a bit lighter which is good
- The contrasting is a good mechanic to try to even out the cards between the players
- Game doesn't have a lot of downtime the main phases which is cut drafting and construction are done simultaneously
- It does feel really slow at the start and you don't get a lot of point again at their early rounds but it escalates pretty quickly towards the end
- Replayability I think it would be quite reliable considering there are lots of cards you can use be probably not using all the cards each game
References (from this video)
- Valuable fiefs can be created by connecting territories with Sky Towers.
- Farms can increase resource production in territories.
- Trading stations offer flexibility in resource production during scoring.
- Sky Towers allow for joining multiple fiefs into larger, higher-scoring ones.
- Camps can join territories and potentially replace other buildings.
- Level 3 cities can only be placed on mountain spaces.
- Camps are not permanent and can be removed if an opponent plays the territory card.
- Hinging a whole strategy on camps can be risky due to their impermanence.
- Rabbit Lords attempting to get the greatest control over the new world
- New World
Mechanics (from transcript analysis)
- Area Control — Players place bunnies to gain control over territories on the board.
- card drafting — Players draft cards to determine actions, placements, and objectives.
- set collection — Players collect resources and build buildings to score points.
- territory building — Players build buildings in controlled territories to enhance their scoring.
- Victory Points — Points are scored based on fiefs, cities, resources, and objectives.
Video topics + discussion points
Quotes (from this video)
- leave your clan of rabbits to wealth
- gather your resources build buildings and collect the golden carats
- players represent rabbit Lords attempting to get the greatest control over the new world that they can through the game
- players will be drafting cards which tells them where they can place their bunnies and what sort of buildings they can build into their new face
- players will gain most of their points by creating valuable face that is a collection of connected territories with the players bunny on it which has both strengths represented by these cities and lots of different types of resources represented by these icons
- The game plays over four rounds all feasts are scored in each round and the player who is able to gain the most points by the end of the game is the winner
- The game is played over four rounds and each round is broken into three phases first a card draft then the building phase in which players will build any buildings they've drafted onto the board and then a scoring phase in which players will score for any of the fiefs that they've built onto the board after all rounds are complete players will score any in-game objectives that they're drafted out of the pile and the player with the highest score wins
- The first is a territory card this will show a grid reference up in the top left-hand corner when you play one of these cards you immediately place one of your bunny figures into the matching grid reference on the board
- The second type of card you may come across is a building card this can be identified by having a shield icon up in the top left corner
- The third type of card that you may come across is a parchment card and this can be identified by having a parchment drawn on the card
- The final type of card is the provisions card and when playing a provisions card this simply allows you to draw two cards off the top of the deck and then play them immediately
- A fief is any block of orthogonal adjacent territories which is occupied by the same player
- The number of points scored by a fief is equal to its strength multiplied by its wealth
- Connecting your face with the sky Towers can be an effective way of increasing their points
- The player with the highest score wins and if tied victory is shed
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hyatt's terra firma polyphony
- this is Stella short and sweet for Carnival of monsters from via distribution
- we played bunny kingdom also from a Richard Garfield and Phil there are some similarities with the cards you trust and the suit players card drafting variants which i think is great
- thanks for watching guys if you have any questions for me please write in the comment sections below you would help us by subscribing to me Pond University and hit the belt so you won't miss anything from us I also share my football games tourney on Instagram hopefully I'll see you there too until next time
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is one of the newest one by renegade games and oreo games
- it's a vampire game
- i love it because number one it's the mechanic of deck building
- and secondly that push your luck also
- it's a pretty light game
- i would totally play again
- it's a quick game as well isn't it
- you can bump them into an adjacent space back or front
- you get to discuss who looks tastiest as well
- there are two ways to play it you can play the high stakes way where if you get back to the cemetery these three spaces you lose five points otherwise you're dead
- thematically it's actually really good thematically
- you see that 15 rounds like really quick
References (from this video)
- rich visual theme; engaging drafting and placement
- deep strategic decisions and scoring interactions
- rabbits and city-building with drafting
- Kingdom of bunnies; a large grid-based board with buildings
- Kamisado
Mechanics (from transcript analysis)
- card drafting — draft and pass around cards that represent locations on the board
- grid placement — cards reveal locations on a big grid where buildings are placed
- set/score-card drafting — draft scoring cards into your hand to maximize points
- tile placement — cards reveal locations on a big grid where buildings are placed
Video topics + discussion points
Quotes (from this video)
- it is one of my all-time favorite games I absolutely love it and it's full of the fresh baby lambs of spring
- it's a drafting game
- bunny kingdom is full of bunnies a kingdom of bunnies I would retire there in a heartbeat
- the wonderful polyomino game tipari
- trees bloom and blossom in Spring
References (from this video)
- Accessible entry into a drafting- and area-control oriented game
- Whimsical bunny theme that remains playful without compromising strategy
- Strong interaction through drafting pressure, camp competition, and territorial contests
- Clear round structure with four distinct phases that players can learn and optimize around
- Rule density can be intimidating for newcomers and casual players
- Component management and multiple token types may feel fiddly or busy during setup
- Some players may find endgame scoring and fief calculations complex without careful tracking
- Territory control, resource management, and city-building wrapped in a lighthearted bunny motif.
- A whimsical, fantasy kingdom where bunny clans expand across a map of connected regions, mountains, and fiefs. Players vie to build cities and structures, harvest resources, and maneuver fleets of bunnies to maximize glory.
- expository and instructional, with a focus on teaching mechanics and scoring through a procedural, step-by-step explanation.
Mechanics (from transcript analysis)
- Area Control — Building and placing structures (cities, farms, camps, and other buildings) on designated spaces grants control over territories. Control yields fief value and contributes to scoring, while terrain features can enable or restrict placement.
- Area control / Territory expansion — Building and placing structures (cities, farms, camps, and other buildings) on designated spaces grants control over territories. Control yields fief value and contributes to scoring, while terrain features can enable or restrict placement.
- camp tokens and territorial control — Camps placed on spaces without a building allow control of regions. The spawning of camps and their interaction with drafts influences territory control and scoring, adding a layer of area-denial strategy.
- card drafting — Each round, players draft two parchment cards from a shared hand and then pass the remainder to a neighbor (left or right depending on the round). This creates a dynamic drafting environment where players must anticipate what their opponents will receive next and plan multiple moves ahead.
- construction phase — Buildings can be constructed immediately when drafted or saved for later rounds. There is strategic tension between developing early presence versus delaying builds for more powerful combos later in the game.
- fiefs and scoring — A fief comprises orthogonally connected territories owned by a single player. The value of a fief is calculated as strength (towers and city presence) multiplied by wealth (resources produced). End-of-round harvesting converts these factors into glory points.
- Resource management — Printed resources on territory cards and buildings determine what goods you can produce. Wealth, resources, and the strategic placement of farms and trading posts drive scoring and endgame potential.
Video topics + discussion points
Quotes (from this video)
- Bunny Kingdom this is a game for two to five players
- drafting area control game
- the most glory wins the game
- keep on spreading like bunnies
References (from this video)
- Easy to learn for new players
- Highly interactive and social at the table
- Multiple scoring paths keep it engaging
- Player count and group dynamics can affect pacing
- May feel simpler to heavier gamers
- Card drafting and area control in a cute, competitive setting
- A map filled with bunny factions and territories
- Array
- Terra Mystica
Mechanics (from transcript analysis)
- Area Control — Contend for map control with board interaction.
- card drafting — Draft cards to deploy units and gain benefits.
- Card-interaction depth — Card effects shape strategies and counterplay.
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)
- 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)
- area majority
- grid placement
- pick and pass card game
- tile placement
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 bonuses — Scoring is based on round-end tallies and a final set of parchment objectives that shape end-game strategy.
- 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)
- 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)
- card drafting — deal cards to players, players select two cards and pass the rest; building and scoring via board and end-game nutria points
- 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)
- 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)
- Wife's (Iris) favorite game
- Played extensively and never gets old
- Much more substantial than appearance suggests
- Great at two-player count
- Multiple viable strategies
- Beautiful and cute aesthetic
- Created by Richard Garfield (Magic: The Gathering designer)
- Excellent expansion available (Into the Sky)
- Looks cute and silly initially, masking depth
- Area Control/Territory Building
- Fantasy Rabbit Kingdom
- Whimsical
Mechanics (from transcript analysis)
- Area Control — Place bunnies on the board to occupy regions
- card drafting — Draft cards and pass them around each turn
- Compound Scoring — Score points by multiplying resources by castles in regions
- multiplier scoring — Score points by multiplying resources by castles in regions
- set collection — Collect different resource types in regions
Video topics + discussion points
Quotes (from this video)
- these are the games that connect with me that I have a real emotional reaction to
- I've had really great experiences with although I could highly recommend any of the games on this top 10 for anybody to pick up and purchase
- dominion was one that was really pivotal in me getting into the hobby
- I'm just amazed at how well Alan Moon has managed to create such a simple rule set and yet such a substantial experience
- it's a bunch of mechanisms that mesh together just work for me so well
- I think I'll be playing it for a long time to come
- if you're looking for something that's a little bit more substantial got a bit more going on you can get your teeth stuck into then agricola is a great next step
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