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
Spotlight Game Night - Chomp & Sail
- Easy to teach (one minute)
- Compact small-box format
- 2-4 players; about 20 minutes
- Family-friendly dinosaur theme
- Herd formation and feeding dynamics among herbivores and carnivores
- Dinosaurs era (prehistoric world)
- Array of mechanics with descriptions
- Mind Space
Mechanics (from transcript analysis)
- Compound Scoring — Score for living and fed dinos (large=3, medium=2, small=1), plus eggs and gold cards; most points wins.
- edge adjacency and terrain effects — Herds are contiguous orthogonally adjacent dinos of the same species; mountains can affect adjacency; tar pits and nests interact with placement.
- extinction tokens — Extinction tokens mark dinos that die or go extinct; placed after end-game scoring based on proximity to tar pits and other hazards.
- feeding and death — Carnivores eat meat and herbivores eat plants; unfed carnivores may attack adjacent herbivores; if any member of a herd dies, the entire herd dies.
- nest and egg mechanic — Eggs are placed on nests; open nests require a specific order when playing dino cards with eggs.
- scoring — Score for living and fed dinos (large=3, medium=2, small=1), plus eggs and gold cards; most points wins.
- tar pits and terrain — Tar pits harm dinos adjacent to them; at game end any dinos adjacent to tar pits die unless managed.
- tile drafting — Players draft from a display of gold cards and corresponding dinosaur tiles; drafting flips a new gold card into the display.
- tile placement — Dino tiles must overlap by a quarter, half, or entire card; edges can be shared; tiles may be rotated.
- tile placement and overlap — Dino tiles must overlap by a quarter, half, or entire card; edges can be shared; tiles may be rotated.
Video topics + discussion points
Quotes (from this video)
- This is published by All Play which is formerly known as BoardGameTables.com.
- This one can be taught in one minute.
- It can play two to four players.
- A huge thank you to All Play for sponsoring today's video.
References (from this video)
- 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.
- 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)
- Compound Scoring — Scoring is based on eggs, plants, nests, and adjacency while considering terrain like mountains.
- 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