Game Info
Year
2024
Collection
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Description
Players act as publishers during the 1990s comic book craze collecting Books Stunts and Enhancements to make the most cash before the boom busts
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 4 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video eU9IidQEp8s
Let's Table It Rules Teach at 0:16 sentiment: positive
video_pk 87432 · mention_pk 228458
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- money management creates strategic depth: costs increase with hand size
- low luck factor due to choose-one-of-three-draws
- clear rules and enjoyable theme integration
- art and theme variety support different playstyles
Cons
- prototype copy may undergo changes in final production
- slightly complex bookkeeping with multiple card types and market tracking
Thematic elements
- hype, readership, publicity stunts, market dynamics
- 1990s comic book industry; publishing and marketing
- procedural explanation with stage-by-stage phases
Comparison games
none
Mechanics (from transcript analysis)
- cleanup and temporary cards — temporary cards reset to hands; permanent comics stay out for scoring; cleanup triggers effects.
- deck diversification — three decks (comic books, enhancements, stunts) form the pool from which cards are drafted.
- End Game Bonuses — game ends when the bubble bursts or a player goes bankrupt.
- endgame conditions — game ends when the bubble bursts or a player goes bankrupt.
- Hand Management — players manage a hand of cards, draw from decks, and incur costs as their number of cards grows; you choose one of three drawn cards.
- profit calculation — profits are based on readability x diamonds (collectibility) and influenced by theme levels.
- publish phase and hype tracking — reveal books and count hype icons that move themes on the market board.
- Set Collection — cards are placed face down in front of you and later revealed to determine scoring in the publish phase.
- set collection and placement — cards are placed face down in front of you and later revealed to determine scoring in the publish phase.
- theme-based market dynamics — themes raise hype on the market board; overhyped themes can be canceled.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The first thing I really enjoy about this game is how you use your money and if you have a lot of cards in your hand then all new cards will cost more money than if you had you know less.
- there is some strategic insights to the game that will affect who wins and the luck factor is low
- the art is done very well it's good to see the different themes and the art for each comic book
- it's a game with easy to follow rules and clear instructions on how to play the game
- you get to publish books with the hottest '90s themes and then hype up readers
References (from this video)
No references stored for this video.
Video zcGVEXc2J7M
Our Family Plays Games Playthrough at 0:56 sentiment: positive
video_pk 87169 · mention_pk 227356
Click to watch at 0:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Immersive theme and artwork that looks like comic books.
- Mechanics align well with the comic book industry theme (research, development, publishing, profit).
- Engaging push-your-luck element with the market bubble.
- Fun character and title ideas that resonate with the comic book world.
Cons
- The game ended abruptly due to the market bubble bursting.
- Competitors can feel like they are stealing ideas (though this is part of the game's theme).
Thematic elements
- Publishing comic books during the 90s craze
- the booming 90s
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Players choose cards from a selection during the research phase.
- Engine Building — Players aim to create profitable comic book lines.
- Hand Management — Players manage cards in their hand for developing their comic lines.
- Press Your Luck — Players push the market too far and risk having it crash down.
- push-your-luck — Hype mechanics on cards can lead to overhyping and cancellation if pushed too far.
- Set Collection — Players acquire and publish books, stunts, and enhancements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The description of publishing books with hottest 90s themes attract readers with stunts that hype up your books and spike sales with collectible cover enhancements
- Whoever has the most money in the end wins
- it's a tight little balance you got to have this like you're walking on a high wire trying a balancing act
- I love the theme you know I love comic books and I love you know all these crazy characters
- The game ends after clean up if the bubble reaches burst on the market board or if any player went bankrupt
- you know even though those guys would tell me it was some good going on in in the you know the industry told little birdie told me what was going on in the industry I saw that Birdie on my window sill stealing my ideas
References (from this video)
No references stored for this video.
Video z6yaA6c2N6w
Rolling Dice & Taking Names Discussion at 1:06:00 sentiment: positive
video_pk 80486 · mention_pk 195899
Click to watch at 1:06:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The theme is incredibly strong and nostalgic for those who lived through the 90s comic book boom.
- The market simulation and manipulation mechanics are engaging.
- The simultaneous actions keep the game moving.
- The art is great, capturing a classic comic book style.
- The game evokes a sense of anxiety and excitement as the market fluctuates.
- The combination of theme and mechanics makes it a winner for those who appreciate the subject matter.
Cons
- The theme might not resonate with players unfamiliar with the 90s comic book era.
- The card drafting/grabbing mechanic can feel frustrating if desired cards aren't available.
- The market can crash unexpectedly if multiple players pursue the same genre.
- The need to pay for cards in hand before drafting can be a limitation.
Thematic elements
- Players act as publishers trying to create marketable comic books during a boom that eventually crashes.
- The 90s comic book boom era.
- Players experience the rise and fall of the comic book market through gameplay.
Comparison games
- Comic Hunters
- Spin Masters
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards from a deck (books, stunts, enhancements) and must pay to keep them.
- Market Simulation — Players invest in books and manipulate market trends (hype) to maximize profits before the market inevitably crashes.
- Resource Management — Players manage coins to pay for cards.
- Set Collection — Players collect book covers and pair them with stunts and enhancements to create marketable products.
- Simultaneous action selection — Players select cards simultaneously before revealing them.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It has been far far too long indeed.
- Imagine that you and I started first grade together.
- The oldest one I could find was earlier in that year.
- It has been kind of a journey.
- We just graduated high school.
- My content creation has changed.
- It is definitely a much larger pond.
- If you have that passion, that creative drive to make something and you have something to say, do it.
- Do you remember what those three things are?
- Be either first, or the best, or different.
- It's hard to be first.
- How can I be different than what they're already doing?
- Speak truthfully, emote without worry, and then edit ruthlessly.
- It's always those little those little special projects. those are always the ones that people, you know, point out that were special and connected with them.
- Resonance.
- There is no magic bullet or anything.
- This is why I had to get the game.
- The theme alone got me.
- It's a straight market game and it's one that I live through.
- I'm going to give this one Oh, we're starting off new with this, so you know, we may have to go back and revamp. I'm going to give this a strong eight.
- I would rather play this than Seven Wonders.
- I love it when we play a game and it catches me off guard.
- My board game collection swelled.
- I've maxed out on shelves now. I cannot add any more shelves.
- It feels like getting a nice haircut sometimes to make some room on your shelf.
- It's like shaving your legs, Marty.
- Keep rolling dice and taking names.
References (from this video)
No references stored for this video.
Video DCsdzzZ0oPk
Rolling Dice & Taking Names Discussion at 1:06:40 sentiment: positive
video_pk 80488 · mention_pk 195903
Click to watch at 1:06:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic resonance with the 90s comic book boom.
- Engaging market manipulation mechanics.
- The unpredictable market crash creates fun and anxiety.
- Beautiful art by Eric Kota.
- The theme alone significantly enhances the enjoyment of the game.
Cons
- The mechanics might be considered generic without the theme.
- Players can get stuck in a hole with card acquisition costs.
- The grab-and-go card drafting might need house-ruling for some groups.
- The theme is crucial; without it, the game might be rated lower.
Thematic elements
- Publishers trying to create marketable comic books during the 90s boom, leading to a market crash.
- the 1990s comic book boom
- Players act as publishers trying to maximize profit from their comic books.
Comparison games
- Spin Makers
- Comic Hunters
Mechanics (from transcript analysis)
- Card Drafting — Players simultaneously draft three cards from a deck, keeping one and discarding two, after paying coins for cards in hand.
- Hand Management — Players must manage their coins and decide how many cards to acquire before stopping.
- Market manipulation — Players influence market hype levels through stunts and enhancements, which can lead to booms and busts.
- Set Collection — Players collect book covers, stunts, and enhancement cards to create profitable publications.
- Simultaneous action selection — Players develop their books by combining cards simultaneously before revealing them.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If you have that passion, that creative drive to make something and you have something to say, do it.
- Do you remember what those three things are? Okay, it's one of two little sets of three. It's either the philosophy I read once of how to have the best odds of succeeding at business, which is to be either first or the best or different.
- It is definitely a much larger pond.
- There is a the other set of three rules that I think are really good guide book are to speak truthfully, emote without worry and then edit ruthlessly.
- The theme alone carries it for me.
- If you remove the theme, the mechanics don't hold it up to that eight that I would put it on.
- It's like, Oh, my god, I remember when I did that.
- The market starts to crash and when the final crash happens, the game's going to end and whoever made the most money from their produced books will win the game.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4