Queen Gimnax has ordered the reclamation of the northern lands. As a cartographer in her service, you are sent to map this territory, claiming it for the Kingdom of Nalos. Through official edicts, the queen announces which lands she prizes most, and you will increase your reputation by meeting her demands. But you are not alone in this wilderness. The Dragul contest your claims with their outposts, so you must draw your lines carefully to reduce their influence. Reclaim the greatest share of the queen’s desired lands and you will be declared the greatest cartographer in the kingdom.
In Cartographers: A Roll Player Tale, players compete to earn the most reputation stars by the time four seasons have passed. Each season, players draw on their map sheets and earn reputation by carrying out the queen's edicts before the season is over. The player with the most reputation stars at the end of winter wins!
—description from the publisher
- Engaging roll-and-write with variable scoring challenges
- Solid engine and map-building experience
- Monster sabotage element is polarizing
- Some players dislike scoring variability or the negative drag of sabotage
- Fantasy map drawing
- Isle of Sky
- Scout
Mechanics (from transcript analysis)
- Monsters on opponent sheets (sabotage) — Ability to peg opponents by adding monsters to their sheets, affecting their scoring.
- Roll-and-write / variable objectives — Draw terrain to meet variable objectives; scoring depends on how well you satisfy goals on your map.
Video topics + discussion points
Quotes (from this video)
- this is where I talk about all of the non new to me games that I have been playing
- thoroughly thoroughly enjoyed this recent play
- it's just a lovely T placement game
- this is one of the best two-play games of all time
- I love this game
- an absolute blast of a game
- the combos are fantastic
References (from this video)
- Fun gameplay
- Great theme
- Works with colored pencils
- Map making
- Medieval/Fantasy
- Territory building
Mechanics (from transcript analysis)
- Objective Completion — Completing various objectives
- Roll and Write — Rolling dice and drawing on map
- territory building — Building territories for points
Video topics + discussion points
Quotes (from this video)
- Foster the Meeple - a channel all about board games
- we have our team jeff team jamie patreons who are going to be voting on what the loser has to do
- i love res arcana res arcana is quickly becoming one of my favorite games
- adult where's waldo
- knocked our socks off
- i love it
- so much fun
- winter is coming
- board game city up in here
References (from this video)
- Strong artistic expression and aesthetics
- Tactically rich decisions from bag-based drafting
- Clear tension between space, shapes, and scoring
- Could feel fiddly to some players who dislike small-piece management
- cartography, fantasy world-building, map creation
- Fantasy map-drafting theme with rivers, forests, villages
- creative, expressive, puzzle-like
Mechanics (from transcript analysis)
- Card-driven map drafting — Flip over map cards to determine features you must incorporate.
- Limited space via bags and piece selection — Pieces come separated by labeled bags; players select from the bag in turn.
- Scoring by features (forests, villages, etc.) — Scores are derived from the patterns created on the map.
- Strategic piece choice influences others — Choosing a piece affects both your options and opponents' opportunities.
- Tetromino-like placement on a grid — Players draw and place shapes to fill the map with terrain and features.
Video topics + discussion points
Quotes (from this video)
- the mechanic is you lay out tiles and players use these chisels which are pretty cute
- this great dynamic that emerges is you're trying to do things and cut off large regions
- the tension around oh no like i might not have the majority more and then i'm not going to get as much
- the second mechanic is all these pieces are in separate bags… the piece that you're choosing has a huge impact both to you and to other players
- the aesthetic of expression having fun through creativity
- you flip it over and then they are like basically one unit you like clear down to just one unit
References (from this video)
- Portable and easy to learn
- Engaging solo puzzle
- Strong thematic integration with a compact footprint
- Drawing can feel repetitive for some
- Solo scoring can feel opaque without reference to goals
- Fantasy exploration and mapping
- Fantasy world map drawing on a grid
- abstract with light thematic framing
Mechanics (from transcript analysis)
- grid-based scoring — Points are earned by meeting patterns and region types across a grid.
- Roll-and-write / flip-and-write — Players draw on a map grid as they place features indicated by cards, scoring by terrain and features.
- Solo score target — In solo mode, scoring is against a predefined target rather than direct opponents.
Video topics + discussion points
Quotes (from this video)
- meditative this is like the modern hobby equivalent to I don't know I guess crossword puzzles or Sudoku it's really good
- oh yeah one more thing it has the autumn of on society card which if that isn't the best portmanteau that you've heard recently then I don't even know what we're doing here
- three great games all from 2019 that you can play solo and are worth checking out even if that's the only thing you ever intend to do with them
References (from this video)
- satisfying spatial puzzle with quick rounds
- fast-paced and replayable due to varied card draws
- strong thematic flavor even in a roll-and-write style
- table presence and setup can be fiddly for some players
- may feel less interactive than some heavier games
- map-making and tactical placement
- fantasy map-drawing world; queen's demands govern scoring
- puzzle-lite with thematic flavor
Mechanics (from transcript analysis)
- flip-and-draft map tiles — players draw region cards that dictate scoring shapes and requirements, then place regions on a shared map.
- pattern/territory scoring — points accrue for meeting the queen's demands (forests, farms, rivers) and for surrounding regions.
- tetris-like placement — the regions come in awkward shapes; placement influences future scoring and map cohesion.
Video topics + discussion points
Quotes (from this video)
- the best lines are the ones that people actually use
- arghhhh is a simple bluffing game that gets straight to the point of can you lie to your friends
- the puzzle of role player is addictive with so many moving parts to consider
- paperback is a word game that has you creating words with letter cards
- Santorini is an abstract game which puts it in the same vein as chess
- cartographers is a really satisfying puzzle to get lost in
- the game is brilliant at making players look suspicious
- railroading is the perfect puzzle game you can play in just 30 minutes
- the temptation of pushing on risking death to reach the peak is what makes this game so fun
- stockpile is all about trying to get a bargain and riding the wave of the market
References (from this video)
- Blends map-making with puzzle-like decision making
- Solid family-friendly footprint
- Some players may wish for more variability in map layouts
- Paper Maps
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- zia is chaotic it's exciting it's cruel it's beautiful and it's everything in between
- if you want to make the most out of your four and a half hour gaming window and you want a robust deep space experience
- it's labeling it a green legacy game and promising a full reset at campaign end
- this has been a mind at suggested game production and i'm alex your board game sommelier signing off
- Sonora is a combination of a dexterity and a roll and write game
References (from this video)
- fast-paced, map-tiling puzzle with nice variability
- great for two players with collector's map packs
- map pack balance can feel variable
- map-drawing and land-use scoring
- cartography-themed fantasy world with islands
- puzzle-driven with light thematic gloss
Mechanics (from transcript analysis)
- map constraints and island connectivity — placing pieces must satisfy constraints and shape scoring
- roll-and-draw map drafting — players draw from a map pack to complete objectives
Video topics + discussion points
Quotes (from this video)
- this is a pretty simple almost like a gateway plus level bidding and set collection style game
- the way you acquire these cards is so cool as you have these discs
- one of the most addictive games that we have in our collection
- this is probably one of my front runners of my game of the year so far
- it's a fantastic design that's held up well
References (from this video)
- Gorgeous map art
- Excellent solo mode
- Replayable via different map layouts
- cartography and exploration
- Fantasy map drafting
Mechanics (from transcript analysis)
- dice-drafting — Players use season cards and draft dice to draw on a map and score.
- solo-mode — Solid solo options with a satisfying scoring curve.
Video topics + discussion points
Quotes (from this video)
- the mere mortal tier I'm talking about people that have either no board gaming experience at all or at most they've played Monopoly Uno or maybe Katan
- the perfect uh game to introduce to someone to the Rand W genre
- this is the perfect game to introduce someone to the Roll & Write genre
- this is a great option especially if you know that they like card games or nature
- I've seen people draw some gorgeous Maps
- this game made me feel all smart and stuff
- Everdale is a fantastic puzzle
References (from this video)
- high versatility across player counts
- strong for casual and heavier groups
- great with maps and maps collections
- can slow with very large groups
- requires a facilitator for best experience with many maps
- flippant map-building and scoring objectives
- fantasy map drawing
- abstract puzzle-like
- Terraforming Mars
- Dominion
Mechanics (from transcript analysis)
- roll-and-write — Players draw on a map and write scores in real time.
- Simultaneous Play — Actions occur in parallel rounds across players.
Video topics + discussion points
Quotes (from this video)
- Splendor is a really accessible game to learn.
- Clover hits the balance of humor and puzzle while also being cooperative.
- Cartographers covers more situations than almost any other game I've talked about.
References (from this video)
- easy to learn
- low footprint
- strong gateway solo experience
- some players prefer more thematic depth
- territory mapping and exploration
- fantasy map-drawing puzzle
- Tetris-like mapping with light fantasy flavor
- Hadrian's Wall
Mechanics (from transcript analysis)
- polyomino puzzle / map drawing — draw maps on a grid to meet scoring conditions while managing resources.
- Verban rights connection — unique theming and color palette informs scoring and aesthetics.
Video topics + discussion points
Quotes (from this video)
- this is the zombie game in my collection
- gaming Nirvana
- my first ever certified dopamin award
References (from this video)
- Inspiration for tower drawing mechanics
- Allows artistic expression
- Map creation
- Artistic world-building
- Creative expression
Mechanics (from transcript analysis)
- Drawing — Players draw on maps to create artistic results
Video topics + discussion points
Quotes (from this video)
- I went outside like for a whole two hours.
- Well, you're not the only one.
- You signed my game, but I didn't like it.
- That's a funny you signed my game, but I didn't like it.
- You get the one that's signed
- It's like you got the worst the worst component from my least popular game
- I think that's a much better fantasy to have that you fight dragons rather than you're a dentist
- Dragons? Surely that's what my uncle Adam does. Dragons, doesn't he's not a dentist.
- No, you can't make a Euro game set in space.
- It's interesting how that group think sort of works
- I think maybe it's a bit of group think in the industry
- One in 10 maybe
- Stack the deck
- That advice is right
- We probably got to check check our privilege here a little bit
- Very very fortunate to be in that position, aren't we?
- It's a practical problem, really
References (from this video)
- award-nominated and highly regarded
- strong puzzle design and production
- not published by a major publisher
- cartography and exploration
- fantasy map-drawing
- puzzle/roll-and-write
- Cartographers
Mechanics (from transcript analysis)
- roll-and-write — players draw on a map according to dice rolls; described as a phenomenal game
Video topics + discussion points
Quotes (from this video)
- I want to see my game with a publisher that I love where I can feel really proud of that
- the brilliant thing about the board game market now is that a small game with a small publisher can become a massive success
- pitching two publishers a multi stage almost multi-year approach
- if somebody is coming back to you quickly it's usually an indication of enthusiasm
- I don't see an issue with pitching to multiple publishers
References (from this video)
- Accessible but with depth via scoring cards
- strong monster motif
- Can feel fiddly for complete newcomers
- cartography and dungeon exploration
- fantasy map-drawing with monsters
- puzzle/score-card driven
- Welcome To
- Doodle Quest
Mechanics (from transcript analysis)
- area scoring / monster cards — quests and monsters shape scoring on the map
- roll-and-write — players draw on a map according to dice results while scoring via cards
Video topics + discussion points
Quotes (from this video)
- Cartographers my favorite part is monsters
- you score a rhubarb pie out of all pies
- I learned something today thank you
References (from this video)
- Nice aesthetic
- Kingdom mapping game
- Fantasy map-making
- Thematic
Mechanics (from transcript analysis)
- Roll and Write
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)
- Creative and tactile), great with families
- Scoring can be fiddly for some players
- Cartography and exploration
- Fantasy map-drawing under terrain constraints
- storybook-lite
- Parks
- Doodle Quest
Mechanics (from transcript analysis)
- exhaustible scoring cards — Round-based cards add varying scoring conditions
- grid-drawing — Create map features to satisfy goals
Video topics + discussion points
Quotes (from this video)
- Spirit Island still an absolute Banger
- I love the sense of agency that you have in the game
- Arc Nova absolutely took my heart away
- Kabuto Sumo with 31 plays in a year
- the game that I knew was going to be up here
References (from this video)
- variety and personal map customization
- easy entry for new players
- rule clarity can be improved in some editions
- map-making with polyomino placement
- Cartography and map-drawing
- flip-and-write map creation
Mechanics (from transcript analysis)
- flip_and_write — draw and record results on sheets
- polyomino_placement — place polyomino shapes to fill maps for points
Video topics + discussion points
Quotes (from this video)
- it's my favorite Legacy experience so far
- the product design is immaculate with great presentation and it's an exemplar of diversity and inclusion to boot
- this is not a game which you're going to play to show off your economic Wilds
- I don't play many war games but this one really connected with me
- the rules are super simple and clear, the artwork was always of a high standard, but this fresh coat of paint is much more modern and appealing
References (from this video)
- great balance of tactics and creativity
- strong solo and head-to-head play options
- grid-like scoring can feel repetitive
- roll-and-write with fantasy map-building
- cartography and map drawing
- puzzle-like with drafting and maps
- Cartographers Cards & Maps (sequel)
- Welcome To...
Mechanics (from transcript analysis)
- pattern drafting — Place tiles to score points per region and mitigated risk.
- roll-and-write — Draw maps based on facedown tokens and draw cards.
Video topics + discussion points
Quotes (from this video)
- King's Dilemma is a beast.
- I would never get rid of that one, that is perfect.
- There is a real appeal to negotiation games; they're so interactive and social.
- This is absolutely one of my favorite party games.
- Two Rooms and a Boom is completely unique.
- New Angeles is such a cool example of negotiation in a modern setting.
References (from this video)
- innovative take on roll-and-write
- great art and components
- scoring can be interpreted as fiddly
- cartography and exploration
- fantasy map-drafting
- puzzle-like drafting with thematic scoring
- Qwirkle
- Welcome To...
Mechanics (from transcript analysis)
- roll-and-write — Cards determine map features; players fill their own maps for points.
Video topics + discussion points
Quotes (from this video)
- King's Dilemma is a beast.
- I would never get rid of that one, that is perfect.
- There is a real appeal to negotiation games; they're so interactive and social.
- This is absolutely one of my favorite party games.
- Two Rooms and a Boom is completely unique.
- New Angeles is such a cool example of negotiation in a modern setting.
References (from this video)
- innovative take on roll-and-write
- great art and components
- scoring can be interpreted as fiddly
- cartography and exploration
- fantasy map-drafting
- puzzle-like drafting with thematic scoring
- Qwirkle
- Welcome To...
Mechanics (from transcript analysis)
- roll-and-write — Cards determine map features; players fill their own maps for points.
Video topics + discussion points
Quotes (from this video)
- King's Dilemma is a beast.
- I would never get rid of that one, that is perfect.
- There is a real appeal to negotiation games; they're so interactive and social.
- This is absolutely one of my favorite party games.
- Two Rooms and a Boom is completely unique.
- New Angeles is such a cool example of negotiation in a modern setting.
References (from this video)
- innovative take on roll-and-write
- great art and components
- scoring can be fiddly
- cartography and exploration
- fantasy map-drafting
- puzzle-like drafting with thematic scoring
- Welcome To...
Mechanics (from transcript analysis)
- roll-and-write — Cards determine map features; players fill their own maps for points.
Video topics + discussion points
Quotes (from this video)
- King's Dilemma is a beast.
- I would never get rid of that one, that is perfect.
- There is a real appeal to negotiation games; they're so interactive and social.
- This is absolutely one of my favorite party games.
- Two Rooms and a Boom is completely unique.
- New Angeles is such a cool example of negotiation in a modern setting.
References (from this video)
- Elegant theme and tactile pleasure
- Accessible roll-and-write mechanics
- Outcome can feel dependent on card dice luck
- Scores can be tight and require careful counting
- cartography, exploration, ink and paper artistry
- Cartographic fantasy where players draft routes and map the land
- artistic, map-making flavor
Mechanics (from transcript analysis)
- roll-and-write / map drafting — players draw terrain on a map based on dice outcomes or revealed cards
Video topics + discussion points
Quotes (from this video)
- Flamecraft as a human just let me describe them and you'll know what I mean
- Fage now Mage is that fancy foodie friend who brings a curated cheeseboard to literally every Gathering
- I nailed it
References (from this video)
- Highly creative with maps; strong solo experience
- Very accessible; minimal AI, pure puzzle
- Abstract nature may not appeal to all
- Some players may want more direct interaction
- Roll-and-dight without dice; draw shapes to satisfy scoring cards
- Fantasy map-drawing expedition
- Creative, map-making exploration
- Qwirkle (pattern matching vibes)
Mechanics (from transcript analysis)
- Flip-and-draw shapes to ink on a map — Draw on a paper map based on drawn cards
- Scoring based on shapes and patterns — Score is determined by how well shapes fit scoring objectives
- Two-sided base with expansions — Matermakes room for extended play and maps
Video topics + discussion points
Quotes (from this video)
- it's very thematic, basically a gamification of the process of creating a character in DND
- the AI opponent is very smooth and doesn't take a lot of upkeep
- it's one page front and back, that's it very, very simple rules
- this is known as a raw and ripe game and it's a pretty beloved genre
- the universe games come with mini expansion modules that add replayability
- an 18-card masterpiece
- print this right here to turn it into a flip and ride game
References (from this video)
- dynamic player interaction and indirect interference
- tight teach/playflow
- two-player interaction can feel different due to passing mechanics
- map-making, exploration, territory scoring
- fantasy world map drawing
- flip-and-write with map drawing and seasonal scoring
Mechanics (from transcript analysis)
- flip-and-write — draw maps by flipping and selecting map shapes; score on end of season
- negative interaction via monsters — monsters can be passed to opponents to score negative points
Video topics + discussion points
Quotes (from this video)
- The overall feeling of this game really is that you are growing trees and then removing them and placing leaves down.
- It's one of the few Roll & Write style games where you can negatively impact your opponents.
- You are spending money to make money, but machines can give you free actions later on.
- This is essentially a Ticket to Patchwork vibe with a modern, crunchy decision space.
- It's a lightweight game that somehow feels dense because of the interactions.
References (from this video)
- strong family-friendly appeal
- solid scoring and replayability
- rules eye may be tricky for newcomers
- cartography and exploration
- map-drawing and exploration on a paper-world
- puzzle-like, map-centric
- Wayfarers of the South Tigris
- Cascadia
Mechanics (from transcript analysis)
- draw-and-write/roll-and-write hybrid — final scoring influenced by indicators drawn on a map
- Tile-laying — placing map tiles to shape the board and gain points
Video topics + discussion points
Quotes (from this video)
- This Is A Feast for Odin
- I want to pick a game that has infinite possibilities
- 52 cards, 52 standard deck
- that is a fair call that's not a cheat
- You're spending your entire life on a desert island
- Friday touring machine
- Sometimes tenure is irrelevant
References (from this video)
- Beautiful components
- Engaging solo mode
- Aesthetic appeal enhances immersion
- Scoring can be fiddly for new players
- Some shapes can be tricky to fit efficiently
- cartography and exploration
- Fantasy cartography
- map-drawing narrative
- Welcome To
- Cartographers
Mechanics (from transcript analysis)
- pattern completion — Fill zones in ways that satisfy the terrain requirements and scoring cards
- Roll and draw — Flip a card with a terrain and then draw that terrain on your map, meeting constraints
Video topics + discussion points
Quotes (from this video)
- it's exactly how it looks you draw different things here and get points
- it's really really fun race game
- this is the new kid in town it's definitely better than regular link almost everyone can play it
- two pages contain as much stuff to write on as all the other nine
- so many choices so many challenges
- mix of roll and write and roll and draw is one of the best hybrids
- i would put it above but i would actually like put it very close so there's no space between them
- the solo game shines, and there is a mini-golf thing in the solo mode
- it's an amazing game with so many choices so many challenges
References (from this video)
- Infinite replayability due to different card order
- All players have same information but make different decisions
- Maps always end up different despite same card sequence
- Always presents interesting puzzles
- Cartography and map-making
- Fantastical world with maps
- Thematic puzzle-based
- Karuba
Mechanics (from transcript analysis)
- card flipping — Cards are flipped each round showing land types and shapes that players must work with
- Dual scoring system — Multiple scoring conditions that score twice during different rounds, creating shifting priorities
- tile placement — Players place land type shapes onto their individual maps
Video topics + discussion points
Quotes (from this video)
- the infinite replayability of cartographers...is because like the order that the cards come out that show those land types will always be different
- the game is how do I deal with the puzzle that's given to me right
- you're playing the player right...it's about positioning it's about all that kind of stuff
- this is a game that's been around for a very long time it's still such a lifestyle game for some people
- you can just play forever and ever and ever there's always strategies to explore
- the playability comes with the fact that there's this massive menu of options
- we'll never create the same Clover twice
- literally has millions of combinations of different puzzles
- the entire purpose of the game is you were given this hand of cards...how do I make this work
- the puzzle is always interesting because the puzzle is what's in your hand
- the puzzles going to be different every time and it's just always always interesting and fun to play
- every single one of these Spirits plays wildly differently...they're super asymmetric
- it's infinitely playable...it really is...a lifestyle game for so many many people
References (from this video)
- Great scale for higher player counts with reduced interaction
- Beautiful map-building, scoring depth
- Some players may prefer more direct interaction
- Planet Unknown
- Blob Party
Mechanics (from transcript analysis)
- Simultaneous polyomino drawing — Players draw on map sheets to fit patterns while chasing shared scoring goals; limited interactive touches.
Video topics + discussion points
Quotes (from this video)
- All of our games must play from at least one to five players but a lot of our games also play up to six players.
- We want the heights of six players to be accessible to solo players, partners, and larger game nights alike.
- Simultaneous play keeps the game moving and prevents downtime from stalling the table.
- Trick-taking is a great example of short, simple turns that scale well with more players.
- Planet Unknown is a simultaneous game that plays well up to six players out of the box.
References (from this video)
- solo mode exists
- portable and approachable
- land survey and exploration through map drawing
- fantasy map-making/carto-graphic world
- roll-and-write style with thematic map filling
Mechanics (from transcript analysis)
- card-driven placement — cards determine regions/features to place on the map
- roll-and-write — players respond to map-drawing prompts by filling a grid-based map according to card results
Video topics + discussion points
Quotes (from this video)
- cartographers that's got a solo mode doesn't it
- I'd like to play the Teenage Mutant Ninja Turtles Shadows of the Past I've got that game it works brilliantly for five players
- Twilight Struggle there we go
- Fantasy Realms nice little portable card game simple to teach lots of nice strategy
- this dragon's gold now
- that game is the meanest game I think I've got
- Power Grid plays with six and it's quite good with bigger numbers but I'm rubbish at it
- Pitch Out flicking game really good totally overlooked
- self-serving because it is my own design but would play a nice three-player game of Doodle Rush
- rock paper wizard that's what I'd go for
- I've changed a lot over the years didn't enjoy killer bunnies
- Ticket to Ride is very predictable isn't it
- Identic that's what I'd go for duplic or identic it's the same game
- the most complex games that I have are Dominant Species and Poseidon
- Poseidon that's a heavy economic game an introductory 18xx game
- I could easily imagine a bunch of six to eight year olds asking to play Monopoly that would ruin my day
References (from this video)
- Elegant fusion of drafting and map-building
- Accessible for new players while offering depth
- Strong visual and tactile components
- Mechanics can feel repetitive across multiple plays
- Lower player counts sometimes reduce interaction
- Cartography and exploration
- Fantasy world map-building with terrain features
- Abstract puzzle-driven
- Welcome To
- Doodle Quest
- Mapmaking-focused abstracts
Mechanics (from transcript analysis)
- area_and_feature_scoring — Points come from meeting terrain distribution goals and matching patterns, with bonuses for certain layouts.
- card_drafting — Players draft cards that depict map features and must place them on a shared map to maximize scoring opportunities.
- map_draw/placement — Players draw features onto a grid-based map, shaping terrain and scoring patterns across the map.
Video topics + discussion points
Quotes (from this video)
- it's a beautiful and amazing game called cartographers
- 100 players playing cartographers
- Cash and Guns yes correct
- one man's trash is another man's treasure
- peasy lemon squeezy
References (from this video)
- Recommended for anxiety
- Applicable for autism spectrum
- Monsters are stable and predictable
- No jump scares
- Minimal randomness impact
- Meditative drawing experience
- Map drawing and monster defense
- Fantasy world with monsters
- Meditative map creation
- Only Rhino
Mechanics (from transcript analysis)
- Drawing — Players draw on pads to map territories and place monsters
- Pattern recognition — Identifying patterns for scoring
Video topics + discussion points
Quotes (from this video)
- change your mind you can change the world
- there's a tool for every task
- 95 percent of therapy is building relationship
- the opposite of anxiety is not calmness it's actually trust
- games are vehicles for emotion
- i'm a mood doctor
- failure you the winner you learn
- there is no such thing as a purely rational logical gaming experience
- every single aspect of your life is emotional
- grades are fine but like the way we use grades to evaluate people that is violence
- it's all contextual and it's all what i'm doing it's all what the person is responding to
- games are part of the human experience
References (from this video)
- Super balanced game
- Easy to play
- Scalable to many player counts (7-8+ players)
- Fun even with large groups
- New to collection but praised highly
- Cartography and world-building
- Fantasy map-drawing
Mechanics (from transcript analysis)
- Map drawing — Players draw and create maps
- Simultaneous Play — Works well with large player counts
- tile placement — Placement of map tiles
Video topics + discussion points
Quotes (from this video)
- I play Qwirkle every morning - it's a perfect way to start my day
- The art is just beautiful and I'm really proud to own and show off to people when they come over
- The game is whatever you create it to be
- This game blew my mind
- It feels like you can do anything and because of that I was just blown away
- You can play a hundred different ways and you could probably still win
- This is not gonna get old - we may not play it a ton but when we do play it it's always a blast
References (from this video)
- very compact and learnable
- supports large player counts
- repeatable with strong variety of maps
- visibility issues with cards when played around a large circle; workaround via photos
- map drawing, exploration, and territory scoring
- fantasy land mapping in a cartography theme
- compact, puzzle-like co-op/competitive fusion
Mechanics (from transcript analysis)
- roll-and-write / map drawing — Players fill in a map based on cards drawn each round.
- Scoring categories and milestones — Points awarded for meeting patterns on the map.
Video topics + discussion points
Quotes (from this video)
- there's always room for family
- Magic the gathering is a living game and the amount of cards and abilities is always growing
- Fuse is a real time cooperative dice game
- the twist is the game has a strict 10 minute timer
- Werewords is a really simple game but the cool crossover between social deduction and word game
- Concept is a game that i hadn't played for a few years maybe but when we first got it it was one of my favorite games
- Cartographers is another one of those games that's really compact and you don't need much to learn it and start making your map
References (from this video)
- clever scoring and variability
- works well in small boxes
- paint-by-numbers perception for some players
- territory control via draw-and-plot
- map-drafting with fantasy theme
- light, puzzle-like
- New York Zoo
- Calico
Mechanics (from transcript analysis)
- roll-and-write / map drafting — players draw maps to fulfill scoring conditions.
Video topics + discussion points
Quotes (from this video)
- it's a fantastic engine building game
- Rules are important for checking mine
- cheater cheater pumpkin eater
- I am crushing you like a grape
- Town 66 going right above
- that Lord of the Rings confrontation pack
- this is the cube challenge
- Calico fits perfectly in the cube with room to spare
References (from this video)
- simple, quick to teach and play
- great for solo to large groups (1-100 players noted in promo)
- ambush cards add meaningful interaction
- ambush cards can disrupt flow for some players
- cartography and map-making in a fantasy setting
- Fantasy-themed map-drawing world
- light, map-focused with ambush cards altering play
Mechanics (from transcript analysis)
- ambush cards — Ambush cards allow interference with opponents' maps, adding interaction.
- flip-and-write — Players flip map cards and draw corresponding shapes on their map.
- shared objectives and resources — All players work with the same resources and objectives, emphasizing strategy.
Video topics + discussion points
Quotes (from this video)
- it's freaking sick dad
- Between two castles is a perfect mashup of its predecessors between two cities and castles of mad king ludwig
- i love the working together with your neighbors aspect of between two cities
- these cards represent the influence of irish gods and heroes so it's only fitting that they could turn the tides
- ambush cards being able to tamper with your opponent's map from time to time really gives cartographers a much needed dose of player interaction
- nobody knows what anybody else's role is
References (from this video)
- fits well beside Role Player in the same universe
- strong flip-and-write design
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a really, really good game
- I absolutely love this game
- it's an amazing game
- this is one of my most favorite solo games
References (from this video)
- fun drawing/engine for map creation
- thematic visuals
Mechanics (from transcript analysis)
- flip-and-write — Players draw maps based on card-driven patterns and scoring objectives.
Video topics + discussion points
Quotes (from this video)
- we played a total of 30 different games this month
- this month flew by
- friggin love it it is an incredibly tight engine builder
- i friggin loved this game
- we love wingspan we need to get some of the expansions though
References (from this video)
- great theme
- compact
- multiplayer friendly
- solo mode optional
- exploration and mapping
- fantasy map-drawing
- Welcome To
- Call to Adventure
Mechanics (from transcript analysis)
- dice-drafting — dice are drafted to place terrain on a map
Video topics + discussion points
Quotes (from this video)
- we're independent we are both independent women
- two hundred dollars combined no taxes included
- this is a very weird apocalypse that's happening on a walk
- please subscribe to us
References (from this video)
- Familiar feel with a fresh spatial challenge
- High variability with 50 scenarios
- Scoring can be fiddly for newer players
- Math-heavy for optimal routes in some plays
- cartography and land management
- Fantasy kingdom map-building
- polyomino map-drawing with monsters
- Welcome To
Mechanics (from transcript analysis)
- flip-and-write / tile placement — Players draw map regions based on flipped cards; fit polyomino shapes onto a grid
- Pattern scoring — Scoring based on connections of forests, mountains, and lakes; dynamic region placement influences strategy
Video topics + discussion points
Quotes (from this video)
- we're board gaming soul mates I first knew when I saw this it's called timeline
- timeline a trivia game of guessing dates
- cartographers you will love this game
- welcome to is what we call a flippin right game
- the crew is a trick-taking game just like any other you've played
- anomia as another game to keep in your trailer
- it's amazing how being put on the spot can stop someone's brain from working
References (from this video)
- great across a wide range of player counts
- evergreen status for many groups
- thematic chaos can feel unfocused to new players
- puzzle-driven, route-building with maps
- fantasy map-making with fantasy terrain
- roll-and-write with simultaneous play
- Ctographers
Mechanics (from transcript analysis)
- polyomino puzzling — place shapes on a map to maximize scoring regions
- roll-and-write — draw maps and complete objectives based on paper sheets
- Simultaneous Play — players act concurrently via shared map prompts
Video topics + discussion points
Quotes (from this video)
- it's a big lavish production
- absolute classic
- this game is a dopamine hit
- it's comfort food
- this goes to Earth
- the end experience is greater than the sum of its parts
- it's a game that nails the gateway/accessible space
References (from this video)
- clever scoring with hidden objectives
- compact and approachable
- some players may find the theme opaque
Mechanics (from transcript analysis)
- flip-and-write / map-drafting — players draft map tiles and scribble designs according to area scoring
Video topics + discussion points
Quotes (from this video)
- I play video games to escape.
- Word Slam is a party game that I think should be up there with Code Names.
- If you are being judged by others for your passion, just try to ignore it.
- I think with the right people, I could definitely have an amazing time.
References (from this video)
- versatile for two players to large groups
- clever scoring with AB/BC/CA style progression
- some expansions are required to vary maps
- layout can be fiddly for new players
- cartography and exploration
- fantasy map-making world
- puzzle-like map drafting with scoring rules
- Isle of Sky
- Sagrada (grid-puzzle vibe)
Mechanics (from transcript analysis)
- roll-and-write / draw-and-write — players draft maps by filling in a grid to score based on constraints
Video topics + discussion points
Quotes (from this video)
- it's a little bit of a mind like okay what is this other person going to write down
- it's another light easy game
- there's two ways to win and it's harder to win as human
- I love being the dead person... clues from the grave
- open trading... they liked the aspect of you can be deceitful in a sense of so wow I like being good friends
- cartographers... the four rounds goes off the Four Seasons scoring
References (from this video)
- highly replayable with four scoring cards per setup
- Tetris-like puzzle with a calm, satisfying pace
- colored pens recommended for clarity and scoring
- board footprint depends on region types and shapes
- polyomino/Tetris-like tiling with scoring cards
- map-drawing through four seasons
- multiplayer solitaire with competitive scoring
Mechanics (from transcript analysis)
- draw-to-match scoring — draw from a deck to determine shapes and regions for scoring
- polyomino placement — use Tetris-like shapes to fill the map areas
Video topics + discussion points
Quotes (from this video)
- Desolate is still my number one.
- This is a solo only game. No multiplayer with solo mode.
- There’s no better choice than Mike Lambo's solitary war game books.
- Jump Drive is a tableau building in its purest form.
- Cartographers, one of the best games in the verb and write genre.
References (from this video)
- strong core mechanic
- expansion with Cartographers Heroes
- new map packs add variety
- cartography and map drawing
- flip-and-write
Mechanics (from transcript analysis)
- Flip and Write — hidden map elements revealed when writing scores
- polyomino placement — place polyomino shapes on a map to draw features
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)
- short play time with high replayability due to changing objectives
- varied scoring and objectives across rounds
- nice physical components (colored pencils) and accessible puzzle
- modular variants and map packs add variety
- not very interactive; can feel like solo math work for some
- pace depends on the slowest player, which can frustrate larger groups
- yellow pencil noted as less useful
- monster cards can derail progress but not in a chaotic way
- cartography and exploration with fantasy elements
- fantasy map-making during the queen's northern Realms
- puzzle-driven with modular objectives and occasional monster interruption
- Ganz schoen clever
- Hadrian's Wall
Mechanics (from transcript analysis)
- roll and write (flip and fill) — players flip a card and draw shapes on their map sheets according to the drawn objectives, recording patterns to score
- set collection — collect shapes to satisfy shuffled objective cards that determine scoring
- tile placement — drawn shapes are placed on the map to form scoring patterns and maximize alignment with objectives
Video topics + discussion points
Quotes (from this video)
- Roll and writes and flip and fills are not my jam, with a few exceptions they feel like getting your friends together to do math homework in silence more than a game
- the objectives changing each game making the puzzle different to solve each time
- the best thing about this game is it comes with dinky colored pencils and that's fun, well except the yellow one that thing's useless
- if you hunger for a noisy interactive experience this ain't it
- all up if you want to try the flip and fill genre cartographers is an excellent place to start
References (from this video)
- Well-executed deluxe edition with content
- Effectively demonstrates how a big deluxe edition can add value
- Collector's edition increases box size and storage needs
- Not the most portable due to larger packaging
- cartography and territory scoring in a fantasy world
- fantasy map-drawing on a grid
- abstract puzzle with strategic drafting
- Dungeon Fighter
Mechanics (from transcript analysis)
- drafting — players draft map cards to determine which terrain features to draw on their map
- map-drawing — players draw features on their own map with a pencil to score points
- scoring — points awarded based on feature placement and alignment with scoring cards
Video topics + discussion points
Quotes (from this video)
- our love/hate relationship with big deluxe versions
- the bigger box is often negative because it takes more space and is harder to transport
- collector's edition can be great but size becomes a drawback
References (from this video)
- strong aesthetics and map-building appeal
- interactive with terrain monsters that add spice
- great for players who enjoy drawing/illustration aspects
- some players prefer more concrete scoring
- thematic novelty may fade after multiple plays
- cartography and exploration
- Unknown region mapping / cartography
- fantastical map-making with terrain tiles
Mechanics (from transcript analysis)
- draw-from-two-options — flip terrain cards and choose where to draw on your map
- pattern/placement scoring — score based on terrain placement and map completeness
Video topics + discussion points
Quotes (from this video)
- it's an amazing game especially if you're traveling around quite a lot
- the rules are not that uh complex
- you are farmers and you're planting a garden
- the biggest unique thing about this game is its chain reactions
- it's really a party game kind of game that will give you the most emotions for sure
References (from this video)
- Engaging map-drafting theme
- Strong demo-friendly footprint
- Good balance between accessibility and depth
- Can feel tight or punishing for solo play
- May require guidance for new players to appreciate scoring cards
- cartography and territory scoring
- fantasy world mapping and exploration
- flip-and-write / map-drafting
- 10 Penny Parks
- Role Player
Mechanics (from transcript analysis)
- area control / scoring by terrain — players score based on how well they match terrain scoring cards and map layout.
- flip-and-write / map-drafting — players draw maps on a grid using shapes drawn from a pool; score terrain areas.
Video topics + discussion points
Quotes (from this video)
- Pax is the most well-run convention that I go to
- marketing is a huge piece of the success of these companies and it's not easy
- it's a three-day marketing footprint
- I think those intangibles are super valuable
- selling out of something at a convention actually has some positive optics
- intangible benefits are super valuable, and the tangible side matters too
References (from this video)
- Hybrid of Welcome to and Silver and Gold
- Perfect balance of interaction and puzzling
- Light take-that mechanic feels fair
- Excellent replayability
- Challenging and engaging
- Multiple scoring opportunities each round
- Best roll-and-write game Adam has played
- Previous game from same system (Role Player) not as appealing
- Theme initially unappealing to some
- map_making
- cartography
- exploration
- monarchy
- discovery
- Welcome to Your Perfect Home
- Silver and Gold
- Role Player
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm moving away from those big strategic games more and more and tending towards that lighter stuff
- It's been a big strange wonderful year for me
- I can't honestly say that this list is any sort of authority
- I'm looking for innovation and that's harder and harder to find year after year
- These are the 10 picks but I've really really enjoyed ten real gaming highlights for me
- I don't have the time anymore to invest in playing these big heavy games
- Happy salmon went over fantastically because everyone could play together
- Innovation is harder and harder to find year after year
- There's nothing innovative in this gameplay but it is slick it plays so well
- The watercolors in the artwork make it feel so stylish and mature as a game
References (from this video)
- Adds variety with an extra phase and more objectives
- Accessible gateway to more complex Atlas/territory mapping concepts
- Complexity of multiple objectives can be intimidating for new players
- cartography and exploration
- map-drafting and area control on a grid
- tabletop abstraction with thematic veneer
- Patchwork
- Carcassonne
Mechanics (from transcript analysis)
- Handy scoring structure borrowed from Patchwork's pacing — Differing objectives create tension as scoring opportunities evolve.
- Simultaneous objective interaction — Scoring combines multiple objectives; some rounds prioritize different goals.
- Tile drafting with scoring objectives — Tiles are drafted and placed to fulfill multiple scoring objectives.
Video topics + discussion points
Quotes (from this video)
- it's basically building a quilt
- patchwork it's one of those games where if somebody is gonna get into the gaming hobby it's a great one for me to be able to do so very straightforward you're basically building a quilt
- I love sky
- this is a fully expanded we're going to that later but this is I think this is where Alexander does best when he does lighter games his lighter stuff
- a lightweight euro game has a little bit of luck to it at least this one doesn't
- it's basically a clone of Carcassonne with some extra meaty bits
- Cartographers stole the scoring mechanism out of this which is you score four different objectives
- God is it beautiful so beautiful
- not to scream quality there is nobody in the world who can paint a board better than Michael Menzel
- the board is like my other boy two levels of gorgeousness look at that board
References (from this video)
- cooperative_gameplay
- adventure_twist
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I feel real sassy today
- I now have to accept that I was wildly inaccurate on both of those statements
- My favorite games right now are both co-ops and rolling rights
- I don't even care if I don't like it, I love it
- Everything about this game screams like I want to play you
- Where's Waldo adult board game
- This was both of our favorites
- Might be my favorite game I've played yet this year
- Vast is like an undercurrent game that no one really talks about but is super good
- The art is stunning, it reminds me of Coco
- We need to be better at playing our shelf of shame