The era of the dinosaurs is here! Your goal in Chomp is to form herds of dinos and make sure they are all fed. Herbivores and carnivores both need food sources, but if the carnies are not properly fed, they don't mind chomping an herbie to fill their bellies!
Gameplay involves dual rows of goal tiles and dino tiles, and each turn players select one tile to add to their personal arrangement. Goal tiles stay off to the side for endgame scoring, and dino tiles are arranged in front of each player. Dino tiles include three sizes each of herbivores and carnivores. Each tile must overlap previous ones, either on top of a quarter tile, half tile, or even a whole tile, ensuring that any covered dinos are completely hidden.
Adjacent dinos of the same species form herds, which will eat together if connected to a single food source — or die together if they are unfed, adjacent to a tar pit, or next to an otherwise unfed carnivore!
At the end of the game, each living and fed dino scores 1-3 points depending on its size, and the player with the highest score wins.
—description from the publisher
- Accessible to new players
- Fun theme
- Less depth for heavy gamers
- Feeding frenzy, light strategy
- Casual competitive setting centered on playful chaos
- Light and approachable
Mechanics (from transcript analysis)
- action drafting — Players draft actions to guide play flow.
Video topics + discussion points
Quotes (from this video)
- Deadlines are magical indeed
- Just make something, just try and see what happens
- Stop putting your game in front of designers
- Don't take yourself out of the running
- You're pitching yourself as somebody the publisher might want to work with
References (from this video)
- highly social; great with larger groups
- tiny box, big feel
- bralancing strategy may be confusing for first-timers
- cat-and-mishap-style social puzzle
- two-player strategic click-and-drag
- light, quick-paced
- Chomp (All Play)
Mechanics (from transcript analysis)
- cooperative tension — Tension arises from limited information and shared components.
- dial/pattern placement — Players place patterns to maximize scoring while predicting opponent moves.
Video topics + discussion points
Quotes (from this video)
- it's so many amazing small box games we love them
- you can travel with it, you can camp with it
- tiny boxes pack a ton of game into a tiny footprint
- you have to be into it, you gotta yell in Fuji Flush
References (from this video)
- easy to learn and quick to play with large groups
- nonsense-y humor perfect for gatherings
- final scoring can feel random in large player counts
- nonsense, social deduction-lite
- two-dimensional card-driven strategy and chomping
- narrative-driven with quick pace
- Fake Artist Goes to New York
- N/A
Mechanics (from transcript analysis)
- negative-point exposure — Bad cards penalize players and increase tension.
- pattern-picking/drafting — Players draft cards with various effects and try to outsmart opponents.
Video topics + discussion points
Quotes (from this video)
- it's so many amazing small box games we love them
- you can travel with it, you can camp with it
- tiny boxes pack a ton of game into a tiny footprint
- you have to be into it, you gotta yell in Fuji Flush
References (from this video)
- Dense spatial puzzle with elegant drafting dynamics
- Fast to teach for a two-player game and pleasantly deep
- Strong potential for strategic setup and long-term planning
- Can feel heavier than typical two-player filler games
- Initial setup and drafting decisions may slow first plays
- Dinosaurs, nesting, and herbivore/carnivore interactions in a strategic drafting/puzzle
- Dinosaurs in a prehistoric grid with Tar Pits and nests
- Competitive drafting with spatial and scoring emphasis; tactical but approachable
- Sale
Mechanics (from transcript analysis)
- end_game_scoring_and_adjacency — Scoring is based on eggs, plants, nests, and adjacency while considering terrain like mountains.
- feeding_and_habitat_management — Herbivores feed on plants with feeding rules that interact with nests, tar pits, and carnivore threats.
- goal_and_dinosaur_card_selection — Players select goals and draft dinosaur cards; eggs and nests unlock scoring opportunities.
- tile_drafting_and_placement — Players draft and place dinosaur tiles on a shared grid, overlapping with care to maximize points without breaking rules.
- two_player_pacing_and_drafting — Designed for two players with a drafting/puzzle feel that scales in intensity as the grid fills.
Video topics + discussion points
Quotes (from this video)
- This is extremely thematic
- There are three ways you can lose
- No communication so we can't talk about the cars in our hands
- I love the puzzle of placing cards over like that
- It's so quick to get to the table
References (from this video)
- Unique card overlapping mechanism
- Supports 1-4 players
- Dinosaur Herding
- Prehistoric
- Survival
Mechanics (from transcript analysis)
- tile placement — Overlapping Dino cards to create herds
Video topics + discussion points
Quotes (from this video)
- five new board games in less than a minute challenge accepted
- I'm a board game Somalia which means I play a bunch of board games so I can tell you which ones are the best