A new threat lurks in the land of Arzium. Ember zombies swarm from volcanic lands to the south, their charcoal bodies the walking hives of evil fire fairies. The closest haven is the city of Eastrey, where a powerful artifact protects the inhabitants. You must travel across the desert and the plains, over mountains and through red canyons, helping wandering creatures of every shape and size to the safety of the city.
In Creature Caravan, players build a card tableau of creatures while traveling through a magnificent and dangerous land. Players take turns simultaneously, placing dice on actions on their cards, moving their caravan on the map, and playing new creature cards. Players also compete to trade goods and rare coins in a shared market, search the mysterious white towers, and fight ember zombies as they travel. The game ends when one player reaches Eastrey. The player with the most points wins.
The game includes 134 cards, each with a unique illustration and combination of actions and abilities. Simultaneous gameplay allows one to four players to play together without increasing the game's length, with the Wanderers expansion (sold separately or comes inside the Deluxe Edition) allowing for up to six players.
—description from the publisher
- art style aligns with Red Raven aesthetics
- variety of scoring options and interactions
- lighter, accessible feel that fits weeknight play
- some players view it as multiplayer solitaire
- campaign feel is lighter than some other titles
- adventure and exploration with combat elements and gear attachments
- travel across a caravan route with creatures and gear
- story-light, world-building through creature cards and gear
- Near and Far
Mechanics (from transcript analysis)
- card collection and tableau building — players collect cards to build a scoring tableau
- combat with zombies and gear attachments — encounter opportunities and equipment that attach to creatures
- movement across a land/route — players move along the caravan path to score and progress
Video topics + discussion points
Quotes (from this video)
- epitomizes what whimsical means, and that is Wondrous Creatures.
- the art and the colors just really make Wondrous Creatures feel whimsical.
- I think this is just one of those that has a little bit for everybody.
- this is Canvas. And in canvas, you are drafting these really cool illustrated acrylic cards that you're going to layer on each other.
- the acrylic standies are gorgeous.
References (from this video)
- High variability and replayability
- Satisfying dice-based action selection
- Simultaneous play reduces downtime
- Vibrant look and quirky, fun theme
- Solid solo mode with believable competition
- Dynamic, modular board and terrain variety
- Complex rules with many interacting parts
- Deluxe components may be hard to source after Kickstarter
- Fiddly resource tracking (food, packs, coins) can slow play for new players
- Potential for analysis paralysis due to many card synergies
- Resource management and exploration as you build a caravan, recruit creatures, and barter for supplies while fending off hazards
- A caravan journey across a mythical land with tents, markets, and a trek to a distant end
- Enthusiastic, first-person review focusing on components and play feel
Mechanics (from transcript analysis)
- Card-driven engine-building and collection — Acquiring creature cards, items, and upgrades to attach to your caravan and trigger synergies.
- Combat: Dice — Face Ember zombies by rolling dice to meet required numbers for combat and score points.
- dice-based action selection — Players use dice to activate actions on their cards and the board, guiding their strategic choices.
- Endgame caravan completion and tents — Aim to place all 12 tents and reach the end tile for victory.
- Market/die-powered trades — Trade coins and packs on a market board to gain bread and enable card purchases.
- Modular board and terrain traversal — A variable, double-sided board with different terrain types affecting movement and strategy.
- Monster/encounter combat with dice — Face Ember zombies by rolling dice to meet required numbers for combat and score points.
- Resource management — Trade and spend resources to purchase cards and enable end-game scoring.
- Resource management (food, packs, coins) — Trade and spend resources to purchase cards and enable end-game scoring.
- Simultaneous Actions — Most actions happen concurrently, reducing downtime and increasing tension.
- Simultaneous Play — Most actions happen concurrently, reducing downtime and increasing tension.
- Solo mode bot — Back of the player board features a solo bot that simulates a competing player with its own dice.
Video topics + discussion points
Quotes (from this video)
- This game is just so many of the things that I love.
- I love using dice as your way of action selection.
- The solo on this game is really cool.
- It plays so smoothly.
- It's quirky. It's fun.
References (from this video)
- Simultaneous actions reduce downtime and create a tight, snappy puzzle
- Bread as a core engine resource that also powers card play
- Rich card interactions and keyword synergies enabling strong combos
- Multiple viable engine paths and robust endgame scoring opportunities
- Clear tactile endgame scoring via tents, terrain, and Eastery bonus
- Lack of a traditional card market can limit draw options and sometimes make endings feel anticlimactic
- High initial card costs can stall early engine development
- Abundant card variety can introduce AP for new players
- Zombie/market interactions can slow games if players stall
- Dice-driven resource management and tableau-building where players advance a caravan, recruit resources, and contend with zombies and markets.
- A caravan trek across a varied map toward a distant settlement called Eastery, with map tiles, terrain types, tents marking endgame, and a zombie threat to navigate.
- Analytical mechanics-focused review with emphasis on how components interact and scale across play
- Everdell
Mechanics (from transcript analysis)
- card keywords and combos — Cards have keywords (e.g., folk, nocturnal, magic) that enable powerful combos and endgame bonuses when triggered together.
- combat with swords vs zombies — Defeat zombies by placing dice on sword spots; zombie strength increases over time as the market and zombie boards progress, creating escalating risk.
- dice placement — Roll dice and place them on action spaces; higher dice can pay for lower-number spaces, enabling resource gain, movement, or combat.
- market and scoring pacing — Market spaces lock as players take actions; coins and bags traded for points, creating strategic lock-down tension and payoff.
- path movement and endgame tents — Move a caravan along a map toward Eastery; tents/ends mark the number of turns and scoring opportunities, with endgame triggered by tents collected.
- Resource management — Bread, coins, bags, and cards act as core resources used to perform actions and unlock higher-value plays.
- tableau building — Cards form a personal tableau that provide ongoing effects and new die-placement options, driving engine development.
Video topics + discussion points
Quotes (from this video)
- this dice placement Resource Management Tableau building which actually builds more and better dice placement spots
- bread this is such a Feelgood component of this game
- it's a multiplayer solitaire game to the absolute Max but it's Snappy
- cards are also a resource so not only are you playing cards but you can spin cards to get more bread and you can spin cards to get precious coins
References (from this video)
- strong thematic cohesion
- feels like a Ryan Lockett Red Raven flagship in tone
- could be heavy for some groups
- nomadic caravan across landscapes
- caravan travel and creature collection
- immersive and thematic
- Above and Below
- Near and Far
Mechanics (from transcript analysis)
- set collection — collect creature cards to power points
- set collection / dice-based scoring — collect creature cards to power points
- tableau building — build a tableau while using dice across moves
- tableau-building + dice worker placement — build a tableau while using dice across moves
Video topics + discussion points
Quotes (from this video)
- Creature Caravan is absolutely wonderful
- these expansions add a little bit more player interaction which I think is absolutely amazing
- I think this is one of the most aesthetically pleasing games I've played
- Beyond the Sun is space-themed
- Fromage is truly just a really great game
- MOS: Dawn of the Bronze Age is absolutely wonderful
References (from this video)
- Strong player interaction and dynamic pacing
- Flexible strategies via dice and tableau choices
- Simultaneous play can reduce table talk for some players
- Roaming expedition with tents, rewards, and monster companions
- A caravan journey with creatures along a route
- Dice-driven travel with tableau-building and combat flavor
- Above and Below Haunted
- Above and Below
Mechanics (from transcript analysis)
- Race — Compete to reach end goals and secure end-game bonuses.
- Race/Movement — Compete to reach end goals and secure end-game bonuses.
- Simultaneous dice worker placement — Players roll dice and place them for actions that affect their tableau.
- tableau building — Build a growing card tableau from who your caravan acquires.
Video topics + discussion points
Quotes (from this video)
- Explorers of Neoria is my number 10. It is a wonderful, very unique game where basically you are taking out or drawing these different little chunky bits from a bag.
- I really love that decision of do I want to just take one from the board that I know exactly what the color is or do I take out too randomly from the bag and hope for another color that maybe I would prefer.
- River of Gold... there are three simple actions that you can do. You can sail, you can build, or you can deliver.
- This is a fantastic game. I will say that I think I'm pretty good at this game.
- Nova Roma has such a cool action selection worker placement mechanism.
- Minos Dawn of the Bronze Age... the dice drafting worker placement shines in this game.
- Wondrous Creatures is fantastic.
- Skyrise. There is fantastic player interaction.
References (from this video)
- highly anticipated via crowdfunding
- strong solo experience
- multiplayer may be less smooth due to simultaneous play
- Dice worker placement and card tableau development
- Monster caravans in a fantasy world
- Story-driven with ever-changing cards and monsters
Mechanics (from transcript analysis)
- card tableau building — Build a tableau of cards to engine-build and score
- dice placement — Roll dice and place workers to gain resources
- dice worker placement — Roll dice and place workers to gain resources
- journey/quest progression — Progress along a journey board and trade bags/money
- tableau building — Build a tableau of cards to engine-build and score
- Track advancement — Progress along a journey board and trade bags/money
Video topics + discussion points
Quotes (from this video)
- these are going to be games that I found I was getting to the table quite often in 2024
- harmonies is fantastic I'm sure you've heard a ton about it throughout 2024
- the rules are extremely simple you're just placing in down tiles connecting the different colors
- a gentle rain is my favorite game of 2024
References (from this video)
- Lovely artwork
- Zombie hordes, sheltering creatures
Mechanics (from transcript analysis)
- Area Control
- area-control
- cooperative actions
- cooperative/story-driven actions
Video topics + discussion points
Quotes (from this video)
- I'm intimidated to get started with it.
- You're building outposts and in order to increase your trade routes.
- the artwork here is quite lovely
- I'm not super into Political themes.
- it's a dexterity game where you are building up power towers on the island of nikima
- Arctic scavengers I picked this up because I know nothing about it
References (from this video)
- light-to-medium weight with approachable mechanics
- strong dice-placement tension and card economy
- art and theme appeal
- card discard can feel punishing if mismanaged
- dice placement guiding a caravan across terrain
- not specified in transcript
- none
Mechanics (from transcript analysis)
- card economy and discard — manage a large pool of caravan cards; discarding cards yields resources and enables better dice placements.
- dice placement — roll a limited number of dice each round and assign them to cards/actions to move a caravan and take actions.
Video topics + discussion points
Quotes (from this video)
- it's a banger.
- this is a game where every value of dice can be useful.
- I really enjoy Creature Caravan, for me at least, came out of absolutely nowhere. And I just think it's a banger.
- the tension with dice placement is just really really fun.
- it's a sandbox to explore in, and it never gets old.
References (from this video)
- Stellar artwork by Ryan Lockett; vibrant and readable
- Rich, multi-path engine-building with tactical dice placement
- Tight pacing; endgame scoring races feel rewarding
- AP-prone endgame due to many options and cards
- Can be dense for new players; may require careful teaching
- exploration, rescue of people and animals, zombie threat
- caravan route across a stylized world with mountains, plains, and Ember zombies
- story-driven with a clear objective
Mechanics (from transcript analysis)
- Dice placement into a growing card tableau — Players place dice to activate card abilities and advance the caravan
- Map-building and scoring via tiles — Construct a path; connect regions for scoring bonuses and resource flow
- simultaneous turns — All players place dice and resolve actions in parallel each round
- Zombies as a pacing/attack mechanic — Zombies appear on the map and must be managed through cards and dice actions
Video topics + discussion points
Quotes (from this video)
- it's a very strange game
- it's also really cool if you're watching this on YouTube
- the look as we said was really great
- this game might be my favorite Red Raven game to date
- simultaneous turns the dice placement and the races for scoring
- the rules are pretty intuitive
References (from this video)
- Charming gameplay
- Well-designed mechanics
- Plays at multiple player counts
- Quick playtime
- Creature exploration
- Dangerous land
Mechanics (from transcript analysis)
- card tableau building — Players build a card tableau of creatures
- dice placement — Players take turns simultaneously placing dice on cards and moving their caravan
- simultaneous dice placement — Players take turns simultaneously placing dice on cards and moving their caravan
- tableau building — Players build a card tableau of creatures
Video topics + discussion points
Quotes (from this video)
- It's hard to curate a tight board game collection
- Don't become one of those people buried in board games
References (from this video)
- crunchy, well-balanced scoring
- fun synergies once you find a good card combination
- coordination and setup can be dense for new players
- tightly managed caravan economy with race-like progression
- zombie-apocalyptic caravan route
- tight, resource-management puzzle with thematic flairs
- Everdell
- Everdell (solo/other variants)
Mechanics (from transcript analysis)
- tableau building with caravan progression — place cards to build a caravan route and gain resources
- tight resource management — each card contributes to multiple scoring tracks with tradeoffs
Video topics + discussion points
Quotes (from this video)
- It's 80 through 71. We're counting down the list.
- This is a delightful game that is accessible, easy to teach, and incredibly replayable.
- Onward is the new version of Sky Tier. It's a MOA-style game with a volcano eruption climax.
- Canvas is a delightful game. It’s accessible, a great gateway, and the art is stunning.
References (from this video)
- Innovative gameplay
- Stunning artwork
- Unique and variable experience
- Interesting creature recruitment
- Caravan management and creature recruitment
- Zombie-infested lands
- Survival and exploration
Mechanics (from transcript analysis)
- tableau building — Blending tableau building with caravan management
Video topics + discussion points
Quotes (from this video)
- It's a game I happily return to time after time.
- Managing your caravan and recruiting these cool creatures creates a unique and variable experience every time you play.
References (from this video)
- Fantastic card combinations and dice interactions
- Engaging, modular play with high replayability
- Skew towards solitaire interaction may feel anti-social to some
- creature card combinations and dice-activated effects
- Multiplayer solitaire style experience with a shared creature world
- story-forward, modular progression
Mechanics (from transcript analysis)
- Card combo drafting — Draft and deploy cards to build effective combos and scoring
- card drafting — Draft and deploy cards to build effective combos and scoring
- Multiplayer solitaire — Players build their own boards while interacting through shared dice outcomes
Video topics + discussion points
Quotes (from this video)
- This is a two-player only trick-T game that is really clever.
- It seems to be the MO—the cleanest, most straightforward way possible.
- Castle Combo is a killer design that manages to in 20-25 minutes tops give me so many fun little moments.
References (from this video)
- Beautiful artwork
- Interesting card combinations
- Simultaneous play
- Family-friendly
- Light gameplay
- Potentially limited staying power
- Resource management can be challenging
- Creature rescue expedition
- Zombie-infested landscape
- Resource management
- Fantasy Realms
Mechanics (from transcript analysis)
- Card combo — Players seek card synergies for maximum scoring
- Dice allocation — Players use dice to take actions and manage resources
Video topics + discussion points
Quotes (from this video)
- We both really enjoy deduction games
- Sometimes you just want to play a lighter game
- It's so rare to play a game like this
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cascadia is a wonderful family tile-laying game that's cozy, puzzly, and endlessly replayable.
- This is just my personal ranking. Your list will almost certainly look different.
- A brilliant little solo game that I happily recommend.
References (from this video)
- Stunning, specific art style
- Accessible length (45-60 minutes)
- Less narrative than some other Lockett titles
- narrative-driven, with a strong visual identity
- Traveling caravan route across a map
- light narrative emphasis; some previous Lockett titles are more narrative-heavy
- Above and Below
- Near and Far
- Sleeping Gods
Mechanics (from transcript analysis)
- Caravan-building / dice placement — Place dice along a caravan as you travel the map.
- Dice-based tableau/artful components — Beautiful components; dice/color placement contributes to gameplay.
Video topics + discussion points
Quotes (from this video)
- there's just so many games so little time
- the art is really really nice I think the art is what drew me into it initially
- I love games that Implement multiuse
- you are in an Academy of sorts and you are taking your final exam
- it's going to be faster to table at three players
References (from this video)
- art by Ryan Lockett
- tight tension
- complexities for new players
- collecting and scoring based on cards and symbols
- Traveling caravan in a zombie-threat world
- adventure vibe
- Open Season
- Worms Pan
Mechanics (from transcript analysis)
- deck drafting / card-driven actions — Draft cards to build caravan and gain actions; first to score triggers timing.
- set collection / timing — Score by collecting certain sets and finishing scoring quickly.
Video topics + discussion points
Quotes (from this video)
- it's just so much fun
- the timer actually starts and they like times up
- this is my perfect middleweight euro