Cogs and Carts Deep Dive
What the Community Thinks About Cogs and Carts
Cogs and Carts has so far been discussed mostly through first impressions. Getting Games and The Dice Tower both encountered the game early, and neither reviewer appears to have a long playing history with it. Getting Games first covered it in a Games Radar Vlog for May 2024, working from the Board Game Geek listing and the cover art, and returned to it in a January 2025 update after the channel‘s creator had backed the Kickstarter campaign. Tom Vassal of The Dice Tower brought it up in a Look Back episode that revisited older reviews, and the verdict there was more positive about the concept than about the appearance.
The shared thread across these reviews is the physical design. Getting Games described the game as a funky looking title with a fascinating component quality, and the reviewer‘s interest was drawn largely by the image of a board made of interlocking wooden pieces. The Dice Tower‘s reviewer was less impressed by the look, saying the wooden cogs did not seem particularly good on first sight, but still judged the central idea to work. Where the reviewers diverge is on whether the concept holds up over repeated play. Getting Games openly wondered about downtime, while The Dice Tower came away convinced that moving the cogs and then the carts across the board was a sound design. Because none of the reviewers provided a long-term assessment, the community picture is best read as enthusiasm for the concept with the question of longevity still open.
Core Mechanics That Define Cogs and Carts
Interlocking Rotating Cogs
The board is built from cogs that are linked to one another, so turning any one of them rotates every connected cog and changes the maze the players must navigate. Getting Games explained that the cogs start face down and are identical, which means the board‘s layout is not fixed until players begin to uncover it. The reviewer also understood that a cog can be turned to several different orientations as it rotates, a detail that makes each turn a potential rearrangement of the entire track network. This is the feature reviewers returned to most often, because it turns a simple movement task into a puzzle in which every action changes the terrain for everyone at the table.
Carts Moving Along a Growing Track
Each player controls a mine cart that travels along the paths formed by the cogs. Getting Games described the central action as moving a cart into an unflipped cog, which causes that cog to be turned to its track side and added to the network. Diamonds are collected along the way, and the reviewer framed the goal as scooping up as many of these gems as possible. Because each newly flipped cog adds to the maze, the route a cart travels is partly determined by what other players have already done. The Dice Tower‘s reviewer picked up on the same idea, describing the appeal as moving the cogs and then trying to move across the board, which captures the way the cart path and the cog layout depend on each other.
The Cogs and Carts Experience
Tactile, Toy-Like Curiosity
Reviewers describe the experience first as a physical one. Getting Games called the game a funky looking title and pointed to the tactile, gear-driven nature of the play as the reason many players would enjoy it. The reviewer was candid that the appeal was partly the gimmicky, toy-like value of watching wooden gears turn, and described the game as something they might only play once. That framing suggests a game that rewards the act of turning and watching the board change more than the depth of any single strategy, at least on first impression.
Puzzle Tension and Possible Downtime
The second feeling reviewers mention is a kind of puzzle tension tied to the rotating board. Getting Games imagined the end of a game as a tangle of rotated cogs, with players weighing the consequences of each turn against the position they leave for others. The same reviewer raised the possibility of analysis paralysis and extended downtime, since a player can always rotate a cog into a new configuration and reconsider the path. Taken together, these comments paint a picture of an experience that can be satisfying to watch and absorbing to solve, but that may slow down if players feel compelled to calculate every option.
What Makes Cogs and Carts Stand Out
Component Quality and Table Presence
Getting Games singled out the component quality as one of the most striking aspects of the game, describing the production as quite nice and the wooden cogs as the first thing that caught the eye. The reviewer noted that the box art and a rendered screenshot of the board were enough to make the game stand out in a catalogue of new releases, which is a meaningful endorsement for a title that is hard to judge from images alone. Even reviewers who were less enthusiastic about the look acknowledged that the physical pieces are the most distinctive element of the game.
A Concept Unlike Other Race Games
The second standout is the way the rotating board turns a race into a shared puzzle. The Dice Tower‘s reviewer liked the idea of moving the cogs and then the carts across the board and concluded that it worked well, which is a notable endorsement given the reservations about appearance expressed in the same review. Getting Games made a similar point in more general terms, saying that the fact a game like this exists is cool and that the tactile, gear-based concept deserves a try. Reviewers consistently treat the mechanism itself as the reason to pay attention, rather than any single rule or theme.
Potential Drawbacks
Uncertain Replay Value
The most consistent concern is whether the game holds interest beyond a first play or two. Getting Games expressed doubt about whether the game would stay on the table, describing the toy value as the main draw and suggesting that the game might only be played once. The same reviewer tied this to a worry about downtime, since a game built around rotating a shared board can invite lengthy deliberation. Whether the replay concern holds up over repeated plays remains untested in these early looks.
Aesthetics and Availability
The Dice Tower‘s reviewer was openly unenthusiastic about how the game looks, even though the reviewer liked the underlying idea. Getting Games also raised uncertainty about whether the game would be easy to obtain at all, noting that the reviewer was not sure it could be bought at the time of the video. Taken together, these comments suggest that a prospective player should expect a game whose appeal is strongest in its physical execution and its concept, and should check current availability before forming a firm expectation.
If You Enjoy Cogs and Carts
Players who enjoy Cogs and Carts will likely be drawn to the way a shared, changing board creates puzzles for everyone at the table. Fans of Labyrinth, where the maze itself shifts every turn as tiles slide into place, will recognize the same thrill of watching the path change around them. Players who enjoy racing along a route that the whole table builds together, as in Tsuro, will find a similar rhythm in moving a cart across a board shaped by everyone‘s turns. Those who appreciate tactile, gear-driven components may also enjoy Trax, another game built around physically laying and turning pieces to form a route. Anyone who prefers fixed boards, long planning horizons, or tightly controlled information may find the game less suited to their taste.
What Reviewers Are Saying
"Like it stopped me in my tracks when I was just looking up games on BGG I would love to give this one a try."
— Getting Games
"This one doesn‘t look particularly good with these wooden cogs, but I like the idea this as you move these cogs and then try to move across the board. I thought it worked well."
— Tom Vassal, Dice Tower
"The entire board is Gears that are all connected up you like move your carts around changing the gears which changes everything it looks neat."
— Getting Games