Carnegie was inspired by the life of Andrew Carnegie who was born in Scotland in 1835. Andrew Carnegie and his parents emigrated to the United States in 1848. Although he started his career as a telegraphist, his role as one of the major players in the rise of the United States’ steel industry made him one of the richest men in the world and an icon of the American dream.
Andrew Carnegie was also a benefactor and philanthropist; upon his death in 1919, more than $350 million of his wealth was bequeathed to various foundations, with another $30 million going to various charities. His endowments created nearly 2,500 free public libraries that bear his name: the Carnegie Libraries.
During the game you will recruit and manage employees, expand your business, invest in real estate, produce and sell goods, and create transport chains across the United States; you may even work with important personalities of the era. Perhaps you will even become an illustrious benefactor who contributes to the greatness of his country through deeds and generosity!
The game takes place over 20 rounds; players will each have one turn per round. On each turn, the active player will choose one of four actions, which the other players may follow.
The goal of the game is to build the most prestigious company, as symbolized by victory points.
—description from the publisher
Carnegie - Tutorial Playthrough
- highly tactical, feel of learning and mastery
- beautiful beige aesthetic (subjective praise)
- can be punishing for beginners who fall behind early
- action selection and simultaneous play
- historical network/railway-like development
- strategic, puzzle-like
Mechanics (from transcript analysis)
- Action Following — whoever turns chooses an action; everyone benefits.
- Action selection with shared consequences — whoever turns chooses an action; everyone benefits.
- tactical placement and setup — set up to maximize action reception and minimize disruption.
Video topics + discussion points
Quotes (from this video)
- it's such a good Gateway game
- the art on the cards looks fantastic
- it's one of those simple flip and write games that you just want to play again and again
- the lazy Susan is genius
- Planet Unknown just knocks our socks off
References (from this video)
- High interactivity and anticipation of opponents' moves
- No dice, no random luck; pure strategic interaction
- Puerto Rico
Mechanics (from transcript analysis)
- Action Following — On your turn you and others perform the chosen action; regional income can trigger if you have a worker in a project.
- action selection — On your turn you and others perform the chosen action; regional income can trigger if you have a worker in a project.
Video topics + discussion points
Quotes (from this video)
- Everything about the design of this game is obvious. It's so intuitive how it works.
- Simultaneous worker placement. Simultaneous.
- I think that's a key identifier of a truly innovative game.
References (from this video)
- Brilliant AI design that is quick and easy to manage.
- Strong predictability allows players to plan around Carnegie’s choices.
- Simplicity may underwhelm some players seeking deeper automa complexity.
- Donation spots, locations, and departmental control as core actions.
- Industrial revolution-era economic development.
- Legible automa that mimics a human player's pattern in a succinct way.
Mechanics (from transcript analysis)
- Card-driven automa — Flip a card to see which action Carnegie will take; if unavailable, gain points instead.
- Strategic action sequencing — The back of action cards shows Carnegie’s preferred actions; players plan around those.
Video topics + discussion points
Quotes (from this video)
- One of my favorite games of all time.
- The joy of obsession is puzzling out your servants and your guests and trying to put on the best social activities and get the money to get the improvements for your estate to restore your family's reputation.
- The AI system is brilliantly done, and it's so quick and simple to manage.
- This is about as simple as a solo opponent can get.
References (from this video)
- Excellent action selection mechanic
- Bland theme
- Industry/resource management
- Gizmos
- Wingspan
Mechanics (from transcript analysis)
- Action Following — Choosing actions that affect other players.
- action_selection — Choosing actions that affect other players.
Video topics + discussion points
Quotes (from this video)
- theres no good or bad games objectively
- every game has its own unique profile
- the five attributes: theme mechanics components strategy and complexity
- the perfect board game formula
- identify the strengths of a game even if those strengths are outside of their own perfect board game formula
References (from this video)
- engages attention to opponents' timing
- layered planning around worker reclamation
Mechanics (from transcript analysis)
- end game bonuses — when you bring workers back, you gain benefits; timing matters and others can sync with you
- returned worker bonus — when you bring workers back, you gain benefits; timing matters and others can sync with you
Video topics + discussion points
Quotes (from this video)
- my five favorite board game mechanics
- cards have multiple uses regardless of what your hand draw is
- I love games that engage you when it's not even your turn
- every player gets to do something at the same time
- not only when you pull your workers you get something but every other player also has the option of pulling their workers back at the same time
- stock buying mechanic ... the objective is to have the most money at the end of the game and the way you get the most money is by buying stock in the players
References (from this video)
- Deep strategic play with many viable routes to victory
- Asymmetrical setup enhances replayability
- Engaging long-term planning and regional economy mechanics
- Learning curve can be steep
- Game length and complexity may deter some players
- Corporate strategy, regional resource management, and scoring multipliers.
- Industrial expansion across the United States with regional decision-making and income.
- Historically inspired, asymmetrical company boards and strategic depth.
- Food Chain Magnate
Mechanics (from transcript analysis)
- Asymmetrical setup — Different starting strengths create unique strategic paths and replayability.
- Company board actions — Each player operates a different company with departments and board actions to develop regions.
- Compound Scoring — Income from regions is shared and multiplied based on employees present.
- Player Board | Main Board — Each player operates a different company with departments and board actions to develop regions.
- Regional income and scoring multipliers — Income from regions is shared and multiplied based on employees present.
Video topics + discussion points
Quotes (from this video)
- Strategy is the process of creating a set of well-aligned activities with the aim of occupying a valuable position in a competitive landscape
- Tactics are single activities and aligning them together is what comprises a strategy
- There is no luck for the rest of the game
- The five games do have that little something extra
- Carnegie this is a kind of a complicated game to explain
- I did do a full length review about this game so I'll be sure to make links available for that
References (from this video)
- smart, streamlined solo mode
- engaging action loop with multiple action types
- Worker-based action selection and project management
- Industrial city-building and office development
Mechanics (from transcript analysis)
- action selection with four shared actions — Players choose one of four actions; all players perform that action.
- evolving action strength and AI opposition in solo — In solo, an opponent may take actions when you’re not ready, creating a constrained tempo.
- worker placement — Workers placed to construct offices that unlock more actions and effects.
- worker placement to build offices and unlock actions — Workers placed to construct offices that unlock more actions and effects.
Video topics + discussion points
Quotes (from this video)
- my number 10 is Woodcraft
- the zombies are represented by little cubes
- I love the voucher system here where when you take one of the actions you have to pay certain vouchers and then you also receive other ones
- Frostpunk has aspects of War of Mine it has aspects of Robinson Crusoe
References (from this video)
- Smart and streamline AI system
- Accessible and well-designed
- Initial replayability concerns mentioned but not observed as a problem in the speaker's experience
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I still absolutely love this design
- the AI system is so smart
- it's on the totally table Todo list
- Frost Punk is incredible
- I absolutely plan to get to the table this year
- the slide puzzle mechanism I love
- Weather Machine remains one of my favorites
- Sleeping Gods no reason to believe that I won't love this one as well
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- What enters my collection is a whole another story.
- I'm absolutely hooked on it. I love Primal.
- If I add something to my collection, ideally I want to see it there a year from now, at least a year from now.
- It is such a good implementation of the Glass Road system.
- It's not forever, but it feels like a forever game for me.
References (from this video)
- Neat design and thematic cohesion
- Enjoyable mix of worker management and construction
- Not as economically heavy as some anticipated; more worker-driven
- Infrastructure/building and industry management
- Industrial era, early modern economic expansion
- Worker management with economic coordination
- Nidavellir
- 7 Wonders
Mechanics (from transcript analysis)
- follow action — ability to mimic others’ actions for strategic advantage
- worker placement — place workers to develop and utilize board components
Video topics + discussion points
Quotes (from this video)
- i left my job and i'm going to be going full time in content
- this is something that we've actually been discussing with our patreon community for the past couple of months
- we're going to be doing sponsored content right because we have to make our time worth it
- our three-year channel anniversary this month
- we are going to do a live stream it's going to be primarily like a live q a
- we want to thank you all for the support
References (from this video)
- deep thinky Euro with strong engine-building
- table presence and tactile components
- art and theme not standout
- slower pacing for some players
- corporate growth and employee management
- Gilded Age of industry / Carnegie-era
- economic strategy with a historical flavor
Mechanics (from transcript analysis)
- tile drafting / district building — compose a city-like board with departmental tiles
- worker placement / engine-building hybrid — build an organization, place workers, and develop departments
Video topics + discussion points
Quotes (from this video)
- it's not cohesive at all
- we're going to rate our games on a scale of one to ten
- OFPG endorsement for the top picks
- don't sleep on Acropolis
- you can carry Cat in the Box easily
- we love you bye now
References (from this video)
- Noted designer pedigree; heavy euro appeal
- Speaker hasn't learned rules yet; unplayed at time of video
- Industrial era economics
- Industrial age; economic development
- economic strategy
Mechanics (from transcript analysis)
- economic engine-building — heavy euro with engine-building around industrial expansion
Video topics + discussion points
Quotes (from this video)
- "Caesar sees Rome in 20 minutes"
- "this is like the spiritual successor or at least a sister game or a partner game to paulo maurice blitzkrieg"
- "I believe you're investing in these companies these companies can merge with each other so it's just all about making profit"
- "Detective Club and the expansion"
References (from this video)
- interactive Euro that rewards careful timing
- multi-turn planning with depth in every choice
- notable for how engaging action-following feels
- name pronunciation and naming clarity could be tricky for some players
- visual/iconography may require learning aid
- factory production and supply chains across the country
- American factory-based transport network, expansionist industrial theme
- strategy-forward with strong timing and interaction
Mechanics (from transcript analysis)
- action selection — Each action offers depth; timing is critical as opponents can follow.
- interactive sequencing — When you take an action, the next player gets to follow, creating pressure and pacing.
- worker placement — Strategic placement to drive production and chain-building across the country.
Video topics + discussion points
Quotes (from this video)
- Blocking becomes super important because you can only build roofs and pillars so many times during the game.
- There's a ton of mind games involved in this game.
- The dice rolls affect everybody equally. So, we both have to work with the same puzzle.
- It's tense, it's brainy, and it's super satisfying.
- I don't understand why it's not up there with the likes of Brass, Terrammystica, Bough Island, even a bunch of other big strategic games.
- For me, it is Magnum Opus and it deserves all the credit in the universe.
- This is my favorite co-op game of all time and I believe it's the best two-player co-op experience ever.
- There are multiple ways to win and the exploration of discovering new scoring methods is thrilling.
References (from this video)
- Deep, multi-layered economy with multiple income streams
- Charity donations introduce meaningful end-game scoring choices
- Flexible department activation and movement options
- Tight coupling between map placement and regional income effects
- High complexity; can be daunting for new players
- Prototype components in tutorial may differ from final version
- Map setup errors can misrepresent starting assets (e.g., housing projects)
- Industrial empire building with philanthropy
- Late 19th-century United States, industrial era
- Historical company simulation with charity-endgame scoring
Mechanics (from transcript analysis)
- Charity and end-game scoring — Donate to charities with VP potential; end-game scoring via networks, city scoring, and donations.
- End-game network scoring — Score networks of major cities connected by players' projects; regional tech levels determine network value; city scoring at end.
- Human resources action — Broker hiring and memory of new employees; activate employees to hire more workers and upgrade the board.
- Project construction and placement — Construct projects by spending goods cubes; place projects in regions/cities on the map; some cities have special rules.
- resource and income management — Income from transportation tracks, mission areas, and project icons; spend money and goods to gain income and project benefits.
- Timeline action selection — Active player selects a timeline row; all players perform the same action that corresponds to that row.
- Worker placement / activation of departments — Players activate departments using active workers; each employee's activation triggers actions tied to departments.
Video topics + discussion points
Quotes (from this video)
- it is inspired by the life of andrew carnegie
- a big part of this game is indeed charitable donations
- these donations can be worth a maximum of 12 victory points once the game is over
- the game will be over once 20 rounds have happened
References (from this video)
- Route building and strategic planning
- Industrial era
Mechanics (from transcript analysis)
- Route Building — Connecting locations with strategic planning
Video topics + discussion points
Quotes (from this video)
- Sometimes there's just something about a game that you just can't explain
- We're essentially replacing Katan using science
- We wanted a way to suggest new games that we think do certain mechanics just a little bit better
References (from this video)
- Elegant action-selection structure with deep long-term planning
- Dynamic regional events add meaningful tension
- Minimized downtime due to simultaneous play
- Complex rule set may deter newcomers
- Can be lengthy and heavy for some groups
- Business expansion, employment, real estate, and philanthropy
- Early- to mid-20th-century industrial growth and city development
- Strategic planning with simultaneous action options and region-based events
Mechanics (from transcript analysis)
- Action Following — Active player chooses from four core actions while others perform chosen actions in parallel
- action_selection — Active player chooses from four core actions while others perform chosen actions in parallel
- event_tracks — Regional events influence scoring and opportunities each round
- multi_action_optimization — Players balance short-term gains with long-term regional strategy
- Simultaneous Actions — All players execute actions in a round, reducing downtime
- simultaneous_actions — All players execute actions in a round, reducing downtime
Video topics + discussion points
Quotes (from this video)
- The joy of Power Grid comes from the economic planning and watching what the other players are doing.
- The better you're doing, the later in turn order you go.
- One of the key gameplay mechanisms for me is I always have to be anticipating the future actions and making my board ready to take full advantage of it.
- The game does an excellent job of blending dice drafting, tile placement, and engine building into a satisfying strategic puzzle.
- This game is a feast for Odin.
- The engine building and kind of a deck builder. The theme is pretty shaky for this one.
- What sets this game apart is the time aspect.
- The joy of this one is seeing what cards you have to work with and coming up with a long-term strategy, but being agile enough that if you get cards that may be a better engine or scoring, you can pivot midame, maybe even pivot several times during the game to figure out what's best for you.
- The dice drafting is not just about luck. It is a layer decision-making puzzle.
References (from this video)
- Delight in deluxe edition and planned replays
- Strategic depth
- Balance tweaks and changes over time
- Economic strategy, resource management
- Renaissance era / industrialization
- Mechanistic
Mechanics (from transcript analysis)
- economic engine-building — Balance investments, actions and city development
- engine building — Balance investments, actions and city development
Video topics + discussion points
Quotes (from this video)
- it's a euro style game that plays up to six
- it's fully simultaneous
- Concordia Venus ... brings in team play and that lets you play two on two which is a four player game and it also lets you play two versus two which is a six player game
- not a euro game really it's more of a deduction style game where it's one versus many
- I started to work on that video and I'm hoping to make it happen
- Miniatures don't do anything for me
References (from this video)
- Tight action economy and scalable strategy
- Clear branching paths with meaningful choices
- Well-balanced yet deep
- Company growth and regional development
- Industrial expansion and city-building
- Strategic, with heavy planning and engine optimization
Mechanics (from transcript analysis)
- area/region control — Four regions drive scoring; strategic placement matters.
- Engine-building / worker placement — Optimize moves and personnel to grow the company efficiently.
- limited action selection per turn — Four main actions chosen each turn, varying by department.
Video topics + discussion points
Quotes (from this video)
- the rules are quick and easy to get through
- my daughter really likes birds
- the game uses the game trays making it a lot better easier to set up and take down
- one of the best components that I've ever seen
References (from this video)
- Deep strategic planning
- Strong thematic integration with economic engine-building
- Heavy rules could be daunting for newcomers
- Longer playtime compared to lighter card games
- influence and industrial growth through strategic action
- Industrial era/early modern economy
- Santiba
- Through the Ages
- Scout
Mechanics (from transcript analysis)
- engine-building — Players build engines of production and economic growth through actions and resources.
- Set collection / resource optimization — Managing and collecting resources to optimize city-building and production.
Video topics + discussion points
Quotes (from this video)
- this is a game that anybody can play with a standard deck of cards
- the real awesome part of this game is taking those cards from the Tableau
- Carnegie is right up there and I've played it dozens of times
- I strongly recommend it I don't think it's necessarily going to blow you away and be the best game you've played this year but I found it fresh I found it interesting and very enjoyable
- it's a really smart Super Fresh really easy to teach game that everyone can play
References (from this video)
- deep, involved engine-building with rich flavor
- high interaction via borrowing and competition
- very heavy and long; not ideal for casual play
- corporate empire-building and workforce management
- industrial era and Andrew Carnegie’s enterprises
- heavy Euro with deep intervention mechanics
- The Gallerist
- Brass
Mechanics (from transcript analysis)
- department-based actions and worker placement — build up departments and hire employees to power actions
- follow-on actions and borrowing — you borrow from others to access scarce resources and expand your empire
Video topics + discussion points
Quotes (from this video)
- it's basically discussing our top 10 games that were new to us in 2022
- this is like a podcast today
- Weather Machine ... would have made this list if it came out this year
- it's a pure Euro for sure through and through
- hirelings ... game changer for the two-player Root
References (from this video)
- Engaging engine interactions
- Good balance and pacing
- Can feel lengthy for some groups
- Industrial age / urban development
- Puerto Rico
- Lorenzo il Magnifico
Mechanics (from transcript analysis)
- Variable phase order / hand management — Players plan and react to others; card-driven sequence affects engine building.
Video topics + discussion points
Quotes (from this video)
- I'm very bold in my opinions, I hate it but I'm still willing to give it a second and third try because it's better it's an expensive game
- America blue shell is when you brace Mario Kart and then if you're in last place you get rewarded the blue shell
- it's a shared objective, you really pay attention to what other people are doing
- canvas... what a stinker... you're a pile of poops I love that game
- Rise of X added ... I had the Dreadnought portion and it replaced the main board
- I'll take it from me, I think he's French no he's Jamaican
References (from this video)
- Solid core engine
- Innovative personal boards
- Lacked a strong unique identity
- Long to teach, complex for some players
- economic development and organization
- early 20th century industrial expansion
- economic strategy with department boards
Mechanics (from transcript analysis)
- engine building — blend of mechanisms to drive the economy
- engine building / economic planning — blend of mechanisms to drive the economy
- personal player boards — each player has unique boards for actions
- Player Board | Main Board — each player has unique boards for actions
- worker placement — move workers to departments to trigger effects
- worker placement / department actions — move workers to departments to trigger effects
Video topics + discussion points
Quotes (from this video)
- the production and the visual aesthetic of the game was absolutely stunning
- the decisions were relatively uninteresting and pretty obvious once you've groked the game
- one and done style game so once you've done one of the missions you've experienced it can't go play it again
- it's a gorgeous looking game
- the money in this game, particularly in the first half was extremely tight
- this game's out there that I enjoy more that are faster they're a bit more succinct