YEAR: 2219
The days of Earth being the center of humankind’s attention has ceased. The time of long-distance spaceflight and planet colonization is upon us.
Mars has been colonized for more than 100 years. Today, numerous institutions use Mars as the center of their operations. The Asteroid Mining Assembly of Corporations (A.M.A.C) oversees the works of all asteroid mining.
Ceres, a dwarf planet lying amid the chaos of the Asteroid Belt, is now the home of the asteroid mining industrial complex.
While corporations compete for profit and power, and operations on Ceres grow rapidly, so is the demand for high-skilled laborers.
Are you ready to board the mission and lead Ceres?
CERES awaits you!
Ceres is a 1-4 Sci-Fi worker placement game where players take the role of an Asteroid Mining Corporation in the near future and try to outplay their opponents and rule Ceres! The game consists of 3 rounds that represent 3 years in Ceres and the respective full business cycles of the corporations. Players can choose among a variety of actions including launching mining probes to the Asteroid Belt, trading raw materials, constructing and upgrading their core facilities as well as expanding the colony of Ceres, improving their technology through research and liaising with the Mars council in order to exploit their power even more!
Ceres has been co-developed with an astrophysicist for the best possible thematic applications and brings a couple of innovative twists to the worker placement genre!
—description from the publisher
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's an ongoing ripple effect of me changing the channel up and not making reviews any more
- I've been thinking about doing this for a while and I finally went about changing my audio setup in here
- thanks for watching
References (from this video)
- developed by an astrophysicist
- strong thematic potential
- Asteroid mining corporations
- Space in the year 2219, Mars colonized, asteroid belt
- Worker placement
Mechanics (from transcript analysis)
- Area development — expanding the colony of Ceres itself
- building — constructing and upgrading their core facilities
- Liaison — liaisoning with the Mars council
- Mining — launching mining probes to the asteroid belt
- Research — improving their technology through research
- Trading — trading raw materials
- Worker Placement — sci-fi worker placement game
Video topics + discussion points
Quotes (from this video)
- This is now my most anticipated game of the year
- I kind of begin to tell you how much I'm into this
- I have said many times that the crew mission deep sea is my favorite game of all time I won't shut up about it
- This feels like a great board game coffee table book
References (from this video)
- Potentially strategic gameplay
- Career paths
- Payday
Mechanics (from transcript analysis)
- Set Collection (potential) — Players collect career paths, possibly leading to victory conditions.
- Worker Placement (potential) — Mentioned as having 'Euro mechanics' which can sometimes include worker placement.
Video topics + discussion points
Quotes (from this video)
- we're gonna play access and Al for the first time together
- 1942 um and that's where I'm drawing a line you know after that it's going to get it's a big time sync that I don't think anybody will really put into it
- so I picked it up and it became like a staple diet every weekend with me and my mates
- it had some like event things that would happen and you would read a paragraph and then you would populate the rim with monsters
- everything else is basically if you can see on their outline in the thing if it's not gray you can hit it
- the heroscape big thing is you can learn like the synergies of like oh okay if I use this units and this units together then this enhances this and then this enhances that
- Nexus out was a good one Nexus Ops was good
- Vegas Showdown we played Nexus Ops a lot we played Vegas Showdown a lot I loved Vegas Showdown but that was like that game should still be around
- man I I bought three copies of Queens Gambit at Toys R Us
- risk Shadow forces in 2002
- the lady who was checking me out was Hispanic and she said to the other tyer in Spanish and I knew what she said it's like oh my God this big game is only $1.99 I'm gonna get one
- the Red Dot you would you could hit it yeah you just had to put your eye line behind the characters and if you could see to the other any part of them yeah
- you can change the rules of the terrain pieces and it just makes the game interesting
- hot lava death
References (from this video)
- pioneering variable victory conditions
- innovative for its time
- not universally loved by peers
- roll and move mechanic
- career paths
- The Game of Life
- Ticket to Ride: Rails & Sails
Mechanics (from transcript analysis)
- pick-and-choose victory conditions — you pick your victory conditions.
- roll and move — Careers, which is a roll and move game
- Variable player powers — You would upgrade and get special abilities and be able to spend a card instead of moving a die.
Video topics + discussion points
Quotes (from this video)
- It's all about the narration, the story, the the you know, and that's I still get caught up in this map.
- It was called Remote Possibilities.
- Scotland Yard, it just it's one of those games that's way ahead of its time.
- Sid Sackson was Way ahead of his time.
- This game almost just This started a genre, but then didn't.
- Cosmic Encounter is the or one of the original asymmetric games.
- Also introduced the traitor mechanism, which was a really cool concept that again didn't really become a thing till years later.
References (from this video)
Mechanics (from transcript analysis)
- Card game — This is a card game
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Vasel and welcome to look back where I take a look at reviews that I've done here in the Dice Tower. Last year this time, 5 years ago, 10 years ago, and 20 years ago and I tell you what I think about these games now if I think about them at all.
- So there you go folks, those are the games I reviewed one, five, 10, and 20 years ago.
- I'm Tom Vasel and this is look back on the Dice Tower.
- Hey, thanks for watching another video here on the Dice Tower. We really appreciate you stopping by and checking our things out. Thanks so much for joining us today and hey, if you really like what we're doing here at the Dice Tower then there are different ways to support the Dice Tower. One of those ways is through Patreon. We have links in the description to this video and we have links to lots of other things we do down there so definitely check it out but either way we're glad you watched us. Tell your friends about the Dice Tower. Until next time though, I'm Tom Vasel and I hope you enjoyed this video.
References (from this video)
- engaging resource management with multiple paths to progression
- varied strategies across plays
- aesthetics not as appealing to some players
- table presence is modest
- logistics, resource management, and expansion
- pickup-and-deliver with thematic cubes and contracts
- utilitarian economic workflow
Mechanics (from transcript analysis)
- Pick-Up and Deliver — fulfilling contracts by delivering goods and expanding the operation
- pickup-and-deliver — fulfilling contracts by delivering goods and expanding the operation
- Resource Management — managing colored cubes with distinct meanings to progress orders
- time/round progression — rounds end as players fulfill contracts, creating mild tempo pressure
Video topics + discussion points
Quotes (from this video)
- thank you for sticking around and viewing this list once again
- it's easy to try them out there [Board Game Arena]
- these are the most underrated games in my opinion
- this is a tiny Epic type of game where it's really, small and quick
- I think this is a masterpiece of micro game design
References (from this video)
- High-energy, manic tempo that keeps players engaged
- Unique twist on solitaire with direct interaction
- Replayable with different deck setups and players
- Can be chaotic or luck-driven
- Requires a group comfortable with fast play and competition
- Speed, competition, and rapid adaptation under pressure.
- Competitive solitaire with each player owning their own deck and a shared center pile.
- abstract, real-time interaction with others; non-narrative
Mechanics (from transcript analysis)
- Deck Building — Each player has their own deck and color/design, enabling independent progress.
- Multi-deck ownership — Each player has their own deck and color/design, enabling independent progress.
- Patience/solitaire-like play — Players arrange their own cards in descending order with a personal deck.
- Real-Time — A shared center where aces are placed and can be acted upon by all players.
- Real-time central interaction — A shared center where aces are placed and can be acted upon by all players.
Video topics + discussion points
Quotes (from this video)
- Nerds is wild. It's it's just manic. I really really enjoy nerds as a game, but it drives me crazy.
- endlessly replayable.
- Groundhog Day is the game that drives me crazy and I just can't get enough of it.
- it's fascinating because you don't talk to each other. It is in real time.
- these games all give me the feels. They give me that excitement and that craziness that I just lose my mind when I play them.
References (from this video)
- Fun for young players
- Career planning
- Life simulation
- Life choices
Mechanics (from transcript analysis)
- roll and move — Players pursue different career paths
Video topics + discussion points
Quotes (from this video)
- It's delightfully simple and still delightfully a good game.
- Everyone has a different journey here. Everyone starts off playing different games and ends up with different favorite games.
- It had some of the most amazing world building I've ever seen for a game.
- I think the fact that it's rooted in a single D6 system is just going to hamper it for all time.
- This game got me through a pretty rough period of time.
- I am never getting rid of Arkham Horror second edition unless an Arkham Horror fourth edition comes out.
- I was immediately hooked by it.
- It's an absolute banger of a game.
- I could see myself playing that more.
- There's so many layers and mind games to it that player skill and the ability to read your opponent counts for so much more than just having an awesome deck.
References (from this video)
- still on shelf
- still loved
- ongoing enjoyment
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- I am very much a cold blooded I'm a cold blooded lizard I need cold
- the top 50 has finally finished finally it's done
- there is nothing apart from it being bright and sunny there is nothing about the summer that really gets me like you know excited or interested because it's just too hot
- I look at these top 50s uh they certainly increase a bit
- there's a lot of good feedback in terms of what's up next hard to say really
- I would give it at least a seven out of 10 right now and say it's good
- the Arkham Horror games are still pretty solid and you know they're fun to play but they are definitely getting to a point where I don't think I can uh like really say that they're practical
- my tastes were new at that point you know I respected terroriser for its thiness
- I have definitely developed to want more theme in my games
References (from this video)
- strong storytelling with freely chosen routes
- nice pacing via compact encounters
- good solo potential when focused
- rulebook cited as not the best
- may require some effort to learn and apply expansions
- sandbox-style adventure with modular exploration
- fantasy world with dwarves and cave exploration
- story-driven encounters with flexible paths
- Fields of Arle
- Forgotten Folk
Mechanics (from transcript analysis)
- deck modification and path choice — tweak your character deck as you explore
- location-based encounters — terrain and landmarks alter available choices
- short-text story cards — encounters drive the story and offer branches
Video topics + discussion points
Quotes (from this video)
- the daddy of the sandbox genre
- you basically drop into the middle of this Galaxy with a ship and go do what you like
- it's a sandbox Euro that a lot of people are aware of
References (from this video)
- action-packed gameplay
- simultaneous turns
- relatively obscure game
- weird game mechanics
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm very Cutthroat here - I much rather save budget for a new game, save space for new games
- not all games are forever games - sometimes it's totally okay to buy a game with the expectation of playing it for about five years and then not wanting to play it again
- I can still respect I played a lot of Steam, but I just don't want to play it anymore
- there's so much hate on like oh you can't be like dipping your chosen to miniature games - but as adults there's so much hate on that
- when you own a lot of games there's a lot of rules up here and the tough thing is that when there's so many rules up here you need some games that you teach or play later to be a little intuitive
- the difficulty I have with it is that when I explain it to new players it's tough to explain - each player has a different ruleset
- I think that's one of the first games that if it didn't invent that concept at least popularize it
- if the game is going to warrant me having to do separate explanations for everybody, extra effort - it's got to be really damn good and Vast isn't really damn good
References (from this video)
- Compact footprint with surprisingly meaty decisions that reward tight planning.
- Excellent thematic integration; the feel of ancient campaigns is reinforced by mechanics.
- Interlocking systems (resources, cards, events, and turns) feel coherent and well-balanced.
- The reviewer emphasizes a clear design vision; execution supports that vision despite prototype status.
- Not a radical departure from existing designs; some may view it as iterative rather than innovative.
- Prototype components arrived damaged in transit in this sample, highlighting potential production quality concerns.
- Some players may find the pacing or the depth insufficient if they crave higher complexity.
- Empire-building through resource management, strategic placement, and military leverage in a compact euro-style package
- Ancient Persia, with royal campaigns and a campaign road that drives actions and scoring
- Analytical/preview tone during a prototype review; emphasis on how theme and mechanics align
- Kingdom of Solomon
Mechanics (from transcript analysis)
- Building on the campaign road (first-come-first-served) — Campaign-road buildings are claimed by the first player who pays for them, granting VP and potential future advantages.
- Card-driven VP and interference — Taxation and military cards provide victory points and can directly reduce opponents' points, requiring careful timing and resource commitment.
- event-driven rounds — Each turn brings an event that reshapes the board by removing or restricting resources, forcing players to adapt and reevaluate plans.
- Kings/Rulers with special abilities — Each player controls a ruler whose unique power shapes early routing, resource flows, and strategic options on the board.
- Progress tracking through relatively tight scoring and timing — A compact track and card interplay create forward pressure and opportunities for competitive pacing without sprawling complexity.
- Resource gathering on shared board spots — Players place units across specific locations to collect goods and to unlock access to additional resources and military options.
- Resource-vs-unit tension at shared spots — Decisions about whether to pursue a resource or a unit pit players against each other at contested spaces.
- Trading resources for vehicles, military units, and VP — Exchanging accumulated goods allows players to upgrade capability, deploy military assets, or purchase points toward the game's victory condition.
- Turn order and action sequencing via placement — Placement choices function both to gain resources and to influence turn order, with strategic tension between immediate needs and future turns.
Video topics + discussion points
Quotes (from this video)
- Xerxes is one of those compact small yet meaty games.
- great execution on theme
- the mechanics work well and work well together
- not gonna blow your mind
- this is Xerxes and it is live on Kickstarter now