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Cabo box art

Cabo

Game ID: GID0057017
Collection Status
Description

In Cabo, the goal is to minimize the total value of your cards; however, you don't know what all your cards are at the beginning of the game. By using certain cards to peek at your own card, spy on your opponent's card, or swap a card with your opponent, you can try to minimize the value of your cards. When you think you have the lowest value, you can call "Cabo" to end the round, but everyone else gets another turn.

Year Published
2010
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 9
This page: 9
Sentiment: pos 7 · mix 0 · neu 1 · neg 1
Mentions per page
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Showing 1–9 of 9
Video ALW9-81KHJQ top_5_list at 3:41 sentiment: negative
video_pk 59707 · mention_pk 152238
Cabo video thumbnail
Click to watch at 3:41 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Cute art style
Cons
  • Repetitive tiling puzzle
  • Secret color mechanic adds little depth and becomes obvious quickly
Thematic elements
  • kitten/art cat collection with secret color scoring
  • Cat-themed tile placement and majority scoring
Comparison games
  • Cat Tower
  • Cat Rescue
  • Kodama
Mechanics (from transcript analysis)
  • set collection — Collect patterns and tiles to maximize scoring and secret color value.
  • set_collection — Collect patterns and tiles to maximize scoring and secret color value.
  • tile placement — Place tiles to create patterns and aim for majority control of secret cat colors.
  • tile_placement — Place tiles to create patterns and aim for majority control of secret cat colors.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's all about as flat as the leaves in the game box
  • two turns into even the first phase I was already over it
  • this game is unbelievably light
  • the board is only about this big; the hexes are tiny and fiddly
  • there you have it those are five more disappointing games
References (from this video)
No references stored for this video.
Video K_2nYManHCk Unknown Channel game_review at 0:21 sentiment: positive
video_pk 51361 · mention_pk 151805
Unknown Channel - Cabo video thumbnail
Click to watch at 0:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High production value with well-presented components and a strong box/insert design
  • Rulebook and FAQ updates are thorough and accessible
  • Expansions add substantial, tangible value (additional planes, cards, and mission content)
  • Solid solo and cooperative/competitive two-player potential; good replayability
  • Pledge tiers and pricing felt aligned with the scope and value of the product
Cons
  • Main promotional image is not visually engaging and obscures some detail
  • Initial marketing materials could overstate complexity or clarity in key details
  • Some hardware inclusions (e.g., dice tower) may be polarizing and feel fragile to some players
  • Customer service signals in updates were mixed in response to shipping issues reported by backers
Thematic elements
  • Air superiority, mission planning, and tactical air combat
  • Modern aerial warfare; two-player engagements and solo operations with expansions
  • Procedural, scenario-based command and control feel
Comparison games
none
Mechanics (from transcript analysis)
  • Activation sequencing — Players alternate activations and manage timing with activation tokens to control flow and tempo.
  • combat resolution — Engagement outcomes derive from unit capabilities, positioning, and planned sequences.
  • components-driven design — The game emphasizes detailed components (planes, cockpits, boxes, and trays) to enhance immersion.
  • expansions and factions — Expansions introduce new aircraft, cards, and missions, increasing variability and replayability.
  • mission planning — Players plan missions, anticipate enemy movements, and allocate resources to gain air superiority.
  • solo mode — Automated opponent governed by dedicated rules and a card/deck system to simulate a second player.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In modern aerial warfare, every decision can change the course of a battle.
  • Take command, oversee your base, coordinate your squadrons, and assert your supremacy in a sky saturated with threats.
  • The skies ignite as you take command, analyze, plan, strike one to two players ages 14 plus per operation.
  • This is a war game and they just made $200,000 on it.
  • I am going with an A for Camo, the game of modern air warfare.
References (from this video)
No references stored for this video.
Video rVVtmn__tMI Brothers Murf playthrough at 0:53 sentiment: positive
video_pk 29073 · mention_pk 85510
Brothers Murf - Cabo video thumbnail
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tightly themed air combat with emergent tactics
  • Realistic feel through weapon and sensor systems
  • Sponsorship integrates with dynamic, players-driven play
Cons
  • Rule complexity and setup can be lengthy
  • Audio issues noted in the video (crackly mic issues)
  • Heavy dice variability can lead to uneven outcomes
Thematic elements
  • composite air operation and tactical planning
  • Modern aerial combat tabletop campaign featuring air superiority operations
  • simulation-inspired, procedural
Comparison games
none
Mechanics (from transcript analysis)
  • 360 radar detection — Each player uses a 360-degree radar to detect enemy positions; line of sight and altitude affect detection.
  • activation tokens and planning — Rounds begin with drawing activation tokens and planning cards; players secretly choose objectives and sorties.
  • air sorties and objectives — Players secretly select an objective card each round and an air sorties card that determines how many aircraft can be deployed.
  • combat resolution — Attacks require dice rolls (d12) with modifiers for range, altitude, and munitions; evasion can negate damage.
  • Combat: Dice — If both decide to dogfight, they trade shots until one or both miss or are destroyed; stress tokens affect future rolls.
  • detection and geolocation technology — Pod snipers, infrared and visual detection, and laser geolocation determine hits, ranges and target priorities.
  • dogfights — If both decide to dogfight, they trade shots until one or both miss or are destroyed; stress tokens affect future rolls.
  • maintenance and field constraints — At the end of a round, planes go to maintenance; fuel and munitions in the field are limited and impact future turns.
  • munitions, fuel and loadout — Aircraft are outfitted with munitions and possibly fuel; limited by space and cannot be reconfigured mid-round.
  • terrain and destruction — Ground targets and bases can be destroyed to meet objectives; some weapons require geolocation or laser support.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Camo, which stands for composite air operation."
  • "The designer of this game is an actual fighter pilot"
  • "360 radar"
  • "Armageddon where they're alike. No, let's not send astronauts. Let's send oil drillers."
  • "These t-shirt cannons"
References (from this video)
No references stored for this video.
Video jSqNLUB5Iq0 Chairman of the Board general_discussion at 12:30 sentiment: positive
video_pk 13526 · mention_pk 39567
Chairman of the Board - Cabo video thumbnail
Click to watch at 12:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • quick to play
  • nostalgic memory-style appeal
  • easy to teach
Cons
  • limited replayability
  • depth is light for experienced players
Thematic elements
Comparison games
  • Twilight Imperium
  • Boone Lake
  • Lost Cities
  • District Noir
  • Rising Sun
  • Council of Four
  • Castles of Burgundy
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this for me is not work it's fun and I intend to keep it that way
  • I value meaningful decisions more than anything else, what is the consequence to my actions
  • I would 100% choose to teach a game over being taught to the game
  • quantity over quality is a key point I think harms the hobby
References (from this video)
No references stored for this video.
Video xf7cKUaUeSE Before You Play top_10_list at 22:26 sentiment: positive
video_pk 12340 · mention_pk 35987
Before You Play - Cabo video thumbnail
Click to watch at 22:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Compact and accessible
  • Strong entry into modern card games
Cons
  • Some players prefer more depth
Thematic elements
  • set collection and deduction
  • family-weight card play
  • N/A
Comparison games
  • None (standalone family-weight card game)
Mechanics (from transcript analysis)
  • hand management — players optimize their hand to score while avoiding penalties
  • set collection — collect cards to maximize scoring potential
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this list is in no particular order
  • these are just board game adjacent things
  • these bit balls are definitely stocking stuffer ideas
  • dice towers are loud
  • I cannot live without upgraded components
  • The Spoils of Navén Splendor Champion winner
References (from this video)
No references stored for this video.
Video QsrxoH6lIxs Board Games Hitting My Table general_discussion at 8:23 sentiment: positive
video_pk 11570 · mention_pk 34009
Board Games Hitting My Table - Cabo video thumbnail
Click to watch at 8:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • very accessible and quick
  • good family and casual play
Cons
  • memory mechanic can feel luck-driven
Thematic elements
  • minimizing points across rounds
  • memory-style card game about low scores
  • light, casual card game experience
Comparison games
none
Mechanics (from transcript analysis)
  • end_round_call — call the end of round when you think you have the lowest hand
  • memory — remember card arrangements to minimize total points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • a simple engine building style game
  • not overly complicated and it plays in around an hour
  • this is one of those games that really did bypass me really despite me loving Wolfgang Kramer games
  • this game is absolutely phenomenal
  • the top placement style of this as well
  • tons of different ways to get points
References (from this video)
No references stored for this video.
Video UDfT4UzFiiM Unknown general_discussion at 3:03 sentiment: neutral
video_pk 7967 · mention_pk 23399
Unknown - Cabo video thumbnail
Click to watch at 3:03 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • easy to pick up
  • light and quick fill-in for sessions
Cons
  • light weight may not satisfy heavier gamers
Thematic elements
  • family-friendly, quick decisions
  • Light strategic push-your-luck card game (travel/adventure theme)
  • casual, accessible play
Comparison games
none
Mechanics (from transcript analysis)
  • Card drafting / set collection — build sets or combos for points while balancing risk
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's kind of fun right
  • it's kind of structured
  • we're gonna be playing them in order of release so we're gonna be starting with video this first release and all the way up until on Mars
  • we'll probably do it again in the future with a whole new list of games
References (from this video)
No references stored for this video.
Video YOjcTcMIAxE Chairman of the Board general_discussion at 8:41 sentiment: positive
video_pk 7761 · mention_pk 22920
Chairman of the Board - Cabo video thumbnail
Click to watch at 8:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • extremely charming and underrated
  • accessible to a wide range of players
Cons
  • small edge cases in scoring may be confusing
Thematic elements
  • memory-influenced risk-taking to minimize value
  • low-value card game with hidden information
Comparison games
  • Picture Perfect
  • Times Up
Mechanics (from transcript analysis)
  • memory — remembering lower values and when to stop
  • set collection / take-turns — draw, swap, and declare seeks to minimize score
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game is super fast
  • I highly recommend that one
  • Witness used memory in quite an interesting way
  • it's really good family weight game where the actual lack of memory skills can actually make the game better
  • Extremely charming and I think um very underrated actually
  • This is a cool party game because even if your trivia knowledge isn't very good, you can still get the answers correct based on the previous clues given
References (from this video)
No references stored for this video.
Video T8W-M9qfGUY The Game Boy Geek general_discussion at 0:00 sentiment: positive
video_pk 6649 · mention_pk 95578
The Game Boy Geek - Cabo video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging, tense worker-placement with meaningful queuing mechanics that create anticipation and strategic depth.
  • Strong thematic integration: furniture production, apprenticeship, and historical setting feel cohesive with the mechanics.
  • Clear progression path: training workers unlocks higher-value actions and productions.
  • Scales with player count and maintains meaningful decisions each round.
  • End-game scoring rewards set completion and craft levels, offering multiple strategic routes to victory.
  • High player interaction through competition for limited spaces adds replayability and social tension.
Cons
  • Prototype art and components in crowdfunding preview may not reflect final production quality.
  • Rules can be complex and may deter casual players; setup and teaching require careful attention.
  • Resource management can become fiddly, potentially slowing down mid-game for larger player counts.
  • Potential analysis paralysis in medium-to-high player counts due to multiple interdependent tracks.
Thematic elements
  • furniture production, apprenticeship, and workshop management
  • 18th century London
  • historical economic simulation focused on production flow and human capital
Comparison games
  • Garden Dice
Mechanics (from transcript analysis)
  • Action Queue — A central feature where the earliest-to-act gets first pick on a row; as players fill rows, other spaces become less available (or off-limits) which forces players to weigh timing and opportunity costs.
  • card drafting — Rows of project cards represent furniture tasks; cards grant production actions, resources, or special benefits and drive on-board decisions.
  • card_drafting_and_card_usage — Rows of project cards represent furniture tasks; cards grant production actions, resources, or special benefits and drive on-board decisions.
  • market_pricing_and_resource_spending — Resource costs and availability are influenced by card choices and market dynamics, creating economic tension and decision points about when to buy now or wait.
  • queuing_system — A central feature where the earliest-to-act gets first pick on a row; as players fill rows, other spaces become less available (or off-limits) which forces players to weigh timing and opportunity costs.
  • Resource management — Players gather and spend resources (oak, walnut, silk, mahogany) to fulfill project cards for money or prestige, introducing a core economic loop.
  • resource_management — Players gather and spend resources (oak, walnut, silk, mahogany) to fulfill project cards for money or prestige, introducing a core economic loop.
  • rounds_and_decks_balancing — Deck A (rounds 1–3) and Deck B (rounds 4–6) balance pacing, ensuring a cohesive experience across the six rounds.
  • set_collection_and_end_game_scoring — Completing a full vignette (table, chair, chest) yields prestige; partial sets grant smaller prestige; end-game scoring also factors in trained craftsmen and remaining resources.
  • Stacking and Balancing — Deck A (rounds 1–3) and Deck B (rounds 4–6) balance pacing, ensuring a cohesive experience across the six rounds.
  • training_and_worker_progression — Workers advance from apprentice to journeyman to master, enabling access to higher-value productions and faster build capabilities.
  • worker placement — Players place assistants on board spaces to access cards, hire/train workers, and trigger production actions; the order of placement matters because spaces are claimed by the earliest entrants and the queue dynamics create tension.
  • worker_placement — Players place assistants on board spaces to access cards, hire/train workers, and trigger production actions; the order of placement matters because spaces are claimed by the earliest entrants and the queue dynamics create tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Cabrio is a game of furniture making in the 18th century London.
  • This is a crowdfunding preview, so all the art and components you see here are not final.
  • The faster you go there, the better.
  • This uses a queuing system, right? So anytime you place your worker, you're going to the earliest spot.
  • the row that does not have one gets an offlimits token.
  • you can take a card or two cards from the offlimits row.
  • So, again, a trade-off of when to go where.
  • the high player interaction facilitated by the unique queuing system has you always guessing what your competition is planning.
References (from this video)
No references stored for this video.
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