Auf Heller und Pfennig takes participants to a medieval marketplace. Each turn, players place tiles onto the grid board that modify (either positively or negatively) the amount of money to be made by the shops that share that tile's row or column. Three times the board is filled with tiles and shop money is earned, after which the player with the most money wins.
In Kingdoms, the first English-language version of Auf Heller und Pfennig, players try to collect the most gold by establishing castles in the richest regions of the realm while avoiding hazards like dragons, swamps, and trolls. The 2011 edition includes detailed plastic castles, a streamlined rulebook, and the addition of a wizard tile — one that increases the rank of adjacent castles, multiplying their scores — previously available only at game conventions.
As of 2024, Cosmolancer is the newest version of this design, with players taking the role of freelance photographers...in space! As in the other versions, the game lasts three rounds, and to start a round, each player draws a random tile and keeps it secret. On a turn, you either:
• Draw a tile and place it in an empty space on the 6x5 grid.
• Place the tile in your hand.
• Place one of your tokens, which are numbered 1-4, in an empty space.
When all of the spaces are filled, you score each of your tokens, multiplying the number on the token by the sum of the tiles in its row and column, with some special tiles nullifying positive values or splitting a row into two segments. You retrieve all of your 1 tokens, but the others are now out of play. After three rounds, whoever has the highest score wins.
My Gen Con 2025 Haul! | 94
Images
- Mildly interesting gameplay
- Well put together in terms of puzzle, math, and probabilities
- Wholly uninteresting theme
- Theme doesn't serve the game
- Got less and less interesting each time played
- Theme ruins the game
- Not even an interesting idea for a theme
- Taking pictures of outer space with magical, hyper-technical ships.
- Outer space
- Kingdoms
Mechanics (from transcript analysis)
- bidding — A bidding game element is present.
- grid placement — Tiles are placed on a grid.
- Hidden tiles — Players get a random hidden tile each round.
- Multiplier depletion — High multiplier tokens (x2, x3, x4) are lost for the game, while x1 multipliers return each round.
- Multiplier tokens — Camera tokens act as multipliers (1x, 2x, 3x, 4x) for scoring.
- scoring — Tiles score points from 1 to 6, with negative point tiles from -1 to -6.
- Scoring by camera — Scoring is done for each camera placed, relative to its row and column, summing points and applying multipliers.
- special tiles — Black hole tiles erase tiles in their row and column. Meteor shower tiles sever a column in a row. Doubler tiles double negative and positive scores.
- Tile Placement — A tile placement game where tiles represent scenes in space.
Video topics + discussion points
Quotes (from this video)
- The art form of the century is gaming.
- But it's so dry mechanically and which is fine from the like the core mechanics. I kind of get that. But then even the text abilities on the cards are still really really dry and it's just like they're just like, 'Oh, move influence here and do this and then like swap influence and there's not a lot of variety in there and it feels like it's so very tugofwar, very it's almost like too abstract and there is not really a lot of flavor in the game.
- I was like, 'Oh my god, I love this game. This is great.'
- It's massive chaos. The game does a really good job of making you think you have an idea of what's going to happen, but it's all an illusion.
- The gaming being the new art form, so to speak, the new storytelling, you know, the interactive art that goes on with games because you're going to get creative with your games, right?
- AI is just going to get worse. And I'm not against AI like in principle as because it's not even AI, it's a large language model or whatever the heck. If you want to do that to like, you know, crunch through DNA and find a cure for cancer, I'll give you 100 bucks. Get on it.
- But get it off of making memes. Like, who cares?
- The secret to the next century because shit's going to get worse.
References (from this video)
- Looks fun
- Slightly survived the airplane
- Photography
- Space
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I did ask for a copy and Bezier graciously gave us a copy of Rebel Princess.
- This game is an asymmetric trick taking game.
- princes are bad in this game and each round has a different rule.
- also got some postcards of dogs with jobs. Super excited about this game.
- I love the art in this game.
- photo from Flip 7 getting a whole page spread with Junior, my other model, Florane, and Phil from One Minute Board Games.
- they did showcase the Super Boss Monster commercial.
- Thank you all so much for joining me on another haul, specifically the Gen Con haul.
- This concludes the Gen Con series.
References (from this video)
- The theme with space whales doesn't make sense.
- space whales
- space
Mechanics (from transcript analysis)
- abstract — This is just a pretty abstract um multiplayer game.
- Area Control — You try to trap your opponents and so on.
- grid placement — you are placing these cameras on this grid. You're placing these tiles and you're trying to get the best multipliers with the best rows and columns.
Video topics + discussion points
Quotes (from this video)
- I have 10 new games as well as four new expansions uh to talk about just to give you an idea about what is coming up for coverage on the channel.
- RA is pretty much a perfect game.
- This one's going to be big, I think.
- Tletum is one of the best Euros to be released in the last few years.
- I love Tlesto. I think it's close to a perfect euro.
References (from this video)
- Has a nice tactical feel.
- Information is drip-fed throughout the round, becoming more interesting later.
- Interaction can't completely bully someone due to quick board population.
- Objectively good design.
- No bells or whistles, no fiddly rules, no exceptions, no minutia.
- The first half of the round lacks much to base decisions on.
- Can be a little bit mean.
- Bone dry.
- Not much to discover after a few plays.
- Fun factor is capped.
- Incentive to go back to it is capped.
- abstract grid filling
Mechanics (from transcript analysis)
- Area Control — Camera tokens are placed in rows and columns to score points multiplied by camera strength.
- Multiplier — Points are multiplied by the strength of the camera tokens (e.g., times two, times three).
- Set Collection — Collecting positive and negative point tiles in rows and columns.
- Tile Placement — Players populate a grid with tiles that have positive or negative point values.
Video topics + discussion points
Quotes (from this video)
- Were they good? Were they bad? And should you give them a play?
- Creature Caravan. This one is a game I've had my eye on for some time, and luckily a friend of mine picked this one up.
- The cards kind of feel like they're playing themselves and the decisions are fairly obvious in my opinion.
- So, all very simple, you know, straightforward set collection stuff. Um, but it's all about the maneuverability and taking opportunities
- this adds this really nice tension to the game where I want this tile, but I don't want it until two runs till till two turns time
- Tag Team getting a bit of buzz at the moment. And this is actually the first auto battler game uh that I've played.
- It just has this night nice light fluffy kind of just fun factor to it.
- I've not played a game like this before.
References (from this video)
- solid Knizia design with approachable scope
- interesting licensing history
- not as widely available in some markets
- mechanisms can feel abstract to newcomers
- space conquest and resource management
- Space-themed card/board game with laser warfare motif
- mass-market abstract with space opera flavor
- Cosmic Encounter
- Cosmic Laser (similar title variants)
Mechanics (from transcript analysis)
- area/space control and resource management — Players compete for space sectors and optimize laser-based actions
- Resource Management — Players compete for space sectors and optimize laser-based actions
Video topics + discussion points
Quotes (from this video)
- "AI is a double-edged sword."
- "Shatterpoint has a bunch of great minis and a solid Marvel license that translates well to board-game combat."
- "They're licensing, way, way more licensing."
- "I absolutely love their stuff. The quality is phenomenal."
- "It's incredible how much progress has been made."
References (from this video)
- Quick to play
- Relatively easy to understand
- Strategic placement
- Visually interesting artwork
- Neat cleanup mechanism
- Can be punishing
- Can lead to significant losses during scoring
- freelance space photographer capturing photos of cosmic phenomena
- space
- Cosmic Frog
Mechanics (from transcript analysis)
- Area Control — Placing imaging devices in rows and columns can claim spots for scoring, with hazard tiles negatively impacting adjacent placements.
- End of round scoring — Scoring occurs at the end of each of the three cycles based on the completed rows and columns.
- Hand Management — Players draw and place tiles, managing their hand of secret tiles and imaging devices.
- Set Collection — Players collect stellar credits (points) by strategically placing imaging devices in relation to photo op tiles.
- special tiles — Tiles like hyperdrive (doubles value), meteor shower (blocks line of sight/scoring), and black hole (nullifies positive scoring) add unique effects.
- Tile Placement — Players place imaging devices and photo op tiles on a grid to score points.
Video topics + discussion points
Quotes (from this video)
- It took uh longer to score than to play the game.
- The artwork is like old 70s style.
- Your space fairing career begins today.
- Oh, half the rulebook is different languages.
- It's vicious.
- It's quick enough that it doesn't It's not as punishing as it is. Cuz you don't have to deal with punishing for like 3 hours.
- And it's relatively easy to understand. So, if you play with someone who doesn't like complex things.
- I paid with my taxes.
References (from this video)
- mean, fun, and highly engaging gameplay
- space whales and photography
- space
Mechanics (from transcript analysis)
- Deck-building / card-based actions — re-implemented with a new art version; original mechanics largely unchanged.
Video topics + discussion points
Quotes (from this video)
- Like, they've made a lagoon here. That's cool.
- I love the elegance of one card turns.
- This game is incredible. It's incredibly mean.
- I would happily continue to play it.
- Look at this artwork. Look at this box cover. Oh my gosh, that absolutely meets the aesthetics that I love in art.
References (from this video)
- intriguing intersecting grid mechanics
- great reveal of tipping points where rows and columns cross
- tight, satisfying decisions with blocking tokens and multipliers
- board material can warp; cheaper materials are noted
- imaging tokens and setup can feel fiddly
- capturing cosmic photos with scoring opportunities and hazards
- galactic photo opportunities; space photographers
- thematic, exploration-driven with photographic motif
- Kingdoms
- Lost Cities
Mechanics (from transcript analysis)
- black hole token — special tile that can cancel all opportunities in its row/column
- Compound Scoring — three rounds; at end of each, scoring occurs and tokens are returned
- grid-based placement — place tiles on a 6x5 grid to score in rows and columns with multipliers
- image tokens and multipliers — place tokens to activate multipliers; some tokens block or cancel rows/columns
- round-based scoring — three rounds; at end of each, scoring occurs and tokens are returned
- Three actions per turn — draw and place a tile, spend an imaging device token, or play a secret tile
Video topics + discussion points
Quotes (from this video)
- it's a dig in for me
- the tactical decision space is really interesting
- this is going to be one of my go-to filler games
- the tipping point for every row and column is the funnest thing
- the dice are great
- this is a behemoth
References (from this video)
- tight design
- interactive and competitive
- easy to learn but deep enough for strategy
- space-themed appeal (space whales, space phenomena)
- space phenomena, cosmic dangers, photography and portfolio management
- space exploration, freelance photography in a cosmic setting
- informal host-driven discussion with light narrative
Mechanics (from transcript analysis)
- player interaction — direct disruption of opponents, e.g., placing a black hole to hinder others
- Positive Player Interaction — direct disruption of opponents, e.g., placing a black hole to hinder others
- Tile Placement — maximize points and credits across rows and columns in a tight, crunchy puzzle
Video topics + discussion points
Quotes (from this video)
- it's a tight, crunchy tile placement puzzle where you're trying to maximize your points, your credits in every row and column.
- It's puzzly, but it only takes about 30 minutes to play.
- It's tight. It's interactive.
References (from this video)
- Flexible mech customization allows varied play styles
- Engages players who enjoy tactical design and gadgets
- Complex rule system can be heavy for newcomers
- mech customization and tactical roleplaying
- Sci-fi mecha RPG
- cooperative storytelling with character creation
Mechanics (from transcript analysis)
- Dice-based resolution — combat and actions resolved with dice
- mech customization — players customize mechs and loadouts
Video topics + discussion points
Quotes (from this video)
- bellwether is the person that picks a direction and starts the ball rolling
- it's easier on them to learn a skirmish game because the investment of time is usually lower
- the bellwether of the group had something to do with it
- i'll run it and help you roll up your characters