Collection Status
Your Rating
Description
Game description from the publisher:
Cuba prior to the revolution: Under turbulent circumstances, the villages of the island strive for independent wealth and influence. Who can buy and sell his products and goods on the domestic market profitably or take in the most on the trading ships? Who can send the right delegate to parliament in order to influence the government legislative process, or erect distilleries, hotels and banks at the right moment to the benefit of his village?
Whoever has accumulated the most victory points in Cuba by the end of the game wins. Players earn victory points by shipping merchandise from the harbor, but also by erecting and using buildings, and by abiding by the law.
Year Published
2007
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Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment:
pos 4 ·
mix 1 ·
neu 0 ·
neg 1
Showing 1–6 of 6
Video QY1MIK0jMOA
general_discussion at 0:00 sentiment: positive
video_pk 30591 · mention_pk 151410
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Adds a new interaction and decision point through the Leap Frog mechanic.
- Introduces tactical trade-offs that can shift tempo and board position.
- Enhances player interaction via negotiation-centered design.
Cons
- Requires two pieces to execute, which may constrain situational use.
- Potential balance concerns if the leap effect is too powerful or disruptive.
- Ambiguity in how it scales with other game components not shown in the excerpt.
Thematic elements
- Negotiation-driven expansion mechanic with a Leap Frog action tied to frog-themed faction concepts.
- Not specified in the excerpt; discussion centers on an expansion concept for Zuva.
- Abstract/strategic framing with thematic frog faction ideas.
Comparison games
none
Mechanics (from transcript analysis)
- Leap Frog — A proposed action that lets a player leap one of their pieces forward, at the cost of moving another of their pieces back. Requires at least two pieces to be able to execute.
- negotiation — The Leap Frog action is mediated by player negotiation, adding social dynamics to timing and resource trade-offs within the expansion.
- negotiation-based interaction — The Leap Frog action is mediated by player negotiation, adding social dynamics to timing and resource trade-offs within the expansion.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Leap Frog it allows you to Leap Frog one of your pieces but at the expense of making another one of your pieces go back
References (from this video)
No references stored for this video.
Video Pas-TtJBf9o
Board Games Hitting My Table general_discussion at 10:34 sentiment: positive
video_pk 13729 · mention_pk 129489
Click to watch at 10:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Charming and accessible; good for teaching new players
- Pleasant twist on banking mechanics
Cons
- Idle negative scoring for unbanked cards may feel punishing to some
Thematic elements
- categories and animal tokens with scoring banks
- card drafting on a grid; a family-friendly drafting experience
- charming, approachable
Comparison games
none
Mechanics (from transcript analysis)
- banking with animals — bank multiple cards of the same type using an animal card
- Grid drafting — draft cards on a grid and collect animals to bank for scoring
- Multi-use cards — bank multiple cards of the same type using an animal card
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this one is a lovely game by Stephan Dora, a great design in his own right.
- you are trying to collect exactly three of these animal tokens of each type to get the maximum amount of points
- a real brain burner but so simple and elegant to play as well
- Lost Cities a joy to get that one back to the table
- it's far too long I think it took us nearly two hours to play this which is obscene for the weight of the game
- Katarena one of the best abstract strategy games out there
- this is a bit of a whitewash of a game
References (from this video)
No references stored for this video.
Video dMtU6Zx3scM
Chairman of the Board general_discussion at 6:38 sentiment: negative
video_pk 7519 · mention_pk 22358
Click to watch at 6:38 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Stunning production and artwork
- Elegant core engine and card-drive flow
- Polished Euro feel
Cons
- Limited replayability after a few plays
- Lacks momentum and grand crescendos
- Expansion needed for more variety (not tested)
Thematic elements
- card-driven Euro with building and resource management
- Caribbean island economy, resource markets, and building up ships
- engine-building through buildings and ship valuation, dynamic market
Comparison games
- Santa Maria
Mechanics (from transcript analysis)
- Card-driven actions — Play character cards to perform actions and unlock abilities.
- Dynamic market and ship docking — Ships dock and their demand affects scoring; waiting can let opponents steal slots.
- Resource harvesting and building — Harvest resources based on board rows/columns and build structures that convert resources.
- Voting power from unused cards — Unused cards grant voting power to influence end-game bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is Bombay by estari games
- this is a more traditional pickup and deliver Style game
- it's a nice way to maybe introduce pickup deliver and logistics for younger children or you know less experienced gamers
- you’re going to outgrow this one pretty quickly
- not really cut the mustard for experienced Gamers
- it does what it does well and it's a good example of a very simple pickup and deliver game
- this is more of your traditional Euro as you are essentially trying to manage your Fleet of ships
- I thought this was kind of surplus to requirements
- the game also has this investment system where you can actually invest in other players
- I didn't really think that the again incremental way of scoring was that significant
- this game suffers a lot of the same fate as Francis Drake
- this is one of the nicest looking board games I've ever played
- very attractive I think it's Michael Manziel artwork really does look fantastic
- this is a card driven Euro as you have a hand of these character cards
- the pacing of the game is really good
- it's a very polished Euro I think
- not being able to carry certain resources from round to round unless you pretty much spend your whole time to use a resource
- I couldn't really recommend
References (from this video)
No references stored for this video.
Video o9g7IvUK5yo
Unknown Channel game_review at 0:00 sentiment: mixed
video_pk 6705 · mention_pk 116514
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Easy to teach and accessible for new players
- Fast-paced with quick rounds and rapid decision making
- The core mechanics are solid and adaptable to different themes
- Tense, privacy-driven interaction that strengthens player engagement
- Asymmetric Navy Seal cards add variety and a touch of flavor
Cons
- The Navy Seals theme feels tacked on; the artwork and events don’t reinforce the flavor (no art on events, and the cover promises a COD-like vibe)
- Limited strategic depth for experienced gamers
- Health/timer interaction can feel punitive if players draw poorly or mismanage timing
- Some players may find the art/theme disconnect reduces immersion
Thematic elements
- Teamwork under pressure, covert operations, and resource/hand management under a ticking clock.
- Cooperative, time-sensitive operation scenarios presented as Navy SEAL missions; a compact, forward-deployed combat theme without being tied to a specific real-world unit.
- Procedural framing of missions with minimal cinematic storytelling; emphasizes system mechanics over flavor text.
Comparison games
- Call of Duty
Mechanics (from transcript analysis)
- Asymmetric roles and mission arc — Each Navy Seal card carries small abilities that subtly alter gameplay for different players, creating a light asymmetry. Five ops must be completed to reach the mission and win as a team.
- Color-matched resource drafting — During the preparation phase players try to draw two cards per turn; they aim to collect cards that match the color of the current objective (OP). This creates color-encoded synergy with the mission; players coordinate to assemble the right colors without revealing their hands.
- Event deck and skill deck interactions — The game provides an event deck and a skill/equipment deck. Events can force discards or damage; skills provide specialized options to manipulate the flow of rounds and improve odds of passing tests during the ops phase.
- Ops tests and color matching — During the ops phase players flip event cards and attempt to meet color requirements using their held cards. Success allows progression to the next op; failure can cost health and discard cards, making subsequent ops harder.
- Secret hand and roll-call — Players can be secret about their cards; the lieutenant can call a 'roll call' to allow sharing of color counts. This mechanic encourages social deduction and strategic concealment.
- Time counter and health risk — A shared time counter tracks how many turns are allowed for the current operation. If the counter reaches zero during a player's turn, that player loses health, adding tension and a real-time feel to a turn-based system.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Huya is a co-op game where players are trying to complete missions.
- It's easy to teach and anyone can play.
- The mechanics are good and can be used in any theme really.
- It's just a simple yet fun card game.
- The one big problem we have with that is that you not feel like a Navy Seals playing this game.
- Huya is a fast-paced card game with little strategy and fun.
- we're giving it a 6.5 out of 10
References (from this video)
No references stored for this video.
Video S7pP-givpnA
Chairman of the Board top_5_list at 5:37 sentiment: positive
video_pk 3573 · mention_pk 101702
Click to watch at 5:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- 15-minute, breezy and charming
- polished design that works smoothly
- tension with an accessible pace
Cons
- deck burn can catch players off guard
- rules may require careful explanation to new players
Thematic elements
- animal companions and banking for scoring
- offset grid drafting with animals, cute theme
- chill yet tense due to push-your-luck elements
Comparison games
- Citrus
Mechanics (from transcript analysis)
- banking / banking cards — certain cards let you bank tokens for later, increasing efficiency
- grid draft of rows/columns — players draft a row or column from an offset grid
- Multi-use cards — certain cards let you bank tokens for later, increasing efficiency
- Push Your Luck — the deck can burn through quickly, forcing timely decisions
- push-your-luck and deck burn — the deck can burn through quickly, forcing timely decisions
- set collection — collecting items to bank and score based on banking rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the last five new to me games that I've played and I review and rank them from my least favorite up to my most favorite
- the art is very nice on the cards
- Breezy so quick so smooth
- it's polished and it works it does what it does so so well
- this is such a cool game I I was really impressed with it more so than I was anticipating actually even though it is just borrowed mechanisms from different games but again that six niip simultaneous selection with the mandala scoring just comes together so so well
- I would definitely recommend picking up a copy of mind up
References (from this video)
No references stored for this video.
Video i7UVXtHkVxY
Board Games Hitting My Table general_discussion at 4:04 sentiment: positive
video_pk 2802 · mention_pk 124711
Click to watch at 4:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- straightforward with quick tension
- good flow and pacing
Cons
- endgame ramp can feel abrupt
- not the most innovative
Thematic elements
- set collection and quick tempo
- rows and columns of cards to draft and bank for scoring
- compact and accessible
Comparison games
none
Mechanics (from transcript analysis)
- end game bonuses — end triggers quickly, creating a tense finish
- rapid endgame — end triggers quickly, creating a tense finish
- set collection — collecting cards from rows/columns to bank points before the game ends
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's really tight this Bard is and the opportunity cost of doing one thing
- there are so many different ways you can score in this game
- it's punchy
- the game end really does rush up on you
- polished, refined, gorgeous to look at
- you can just take the pieces off the board and go again
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–6 of 6