Have you ever wondered who you would have been if your life had gone differently? How would you direct your life if everything were up to you? Maybe you would be a magician, or travel around the world? Or maybe big business tempts you, and your goal would be to earn a million dollars?
"CV" means curriculum vitae – your resume – and in the dice and card game CV, you will lead a character through his entire life, making many choices about friends, relations, jobs, and activities. Everything is possible: a dream job, new relationships, and skills. You can be whoever you want!
Gameplay is built around the Yahtzee-style dice rolling and re-rolling system. On their dice, players are trying to roll sets of symbols that allow them to acquire cards; each round, these cards give benefits of some kind, such as new symbols and special abilities. At the end of the game, each kind of card scores points for the player.
CV - Game Play 1
CV - Game Play 3
- Was cool with, did the job
- Slightly different from other Euros
- Okay game
- Very dry
- Not played much anymore
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The theme of this game is probably one of the most batshit themes I have ever seen for a Euro game.
- Your moon points are going to eclipse your sun points any day of the week.
- Once you've played it once, you've seen everything. There just isn't enough replay value or enough in the games, the mini games themselves to draw you back.
References (from this video)
- The game allows players to build a narrative of their life through collecting cards.
- The concept of creating a CV/resume as a game mechanic is unique and engaging.
- There's a sense of progression as players acquire more achievements and experiences.
- The shared life goal adds a competitive element.
- The game effectively represents various life stages and decisions.
- The setup for the game is not shown in full, potentially leaving viewers with questions.
- Some players might find the theme of life achievements less exciting if their own life experiences are mundane.
- The end-game scoring based on the 'CV' can be complex.
- building a resume or CV by detailing accomplishments and life experiences
Mechanics (from transcript analysis)
- card drafting — Initial drafting of cards occurs, and players also acquire new cards from a central display.
- Dice rolling — Players roll dice to gather symbols (like knowledge, money, health, relationship) needed to acquire cards.
- Goal Achievement — Players work towards personal and shared life goals, which provide points or benefits at the end of the game.
- hand management — Some acquired cards are held in hand and can be played at specific times for benefits.
- Resource management — Players manage symbols generated by dice rolls and tokens to pay for cards and activate abilities.
- set collection — Players collect cards that represent life experiences, accomplishments, and resources to build their CV.
Video topics + discussion points
Quotes (from this video)
- It's uh I think in Europe and other places it's like a longer resume
- It's like the long like document of all your accomplishments things you've done and so on.
- The objective here is to have the most possessions at the end of the game.
- I think the first thing that I'm going to be doing is going for my MBA.
- So my early jobs weren't great I wasn't making a lot of money but thankfully I was able to inherit an apartment and that's the symbol I'm getting here.
- Well my character would approve of this working out is a good idea.
- I don't know I'm feeling pretty good over here although I'm spending so much time studying I'm kind of getting burnt out and I'm still working on Dad company.
- I need your help please in the comments below let me know what you think I should do what one or two card should I pick up here.
References (from this video)
- Provides a narrative progression of a character's life.
- Offers interesting thematic choices and consequences.
- Can lead to humorous or unexpected life events.
- Can involve significant misfortune and setbacks.
- Some events are random and can feel punishing.
- Building a life and career
Mechanics (from transcript analysis)
- card drafting — Players select cards to add to their personal tableau or CV.
- Dice rolling — Players roll dice to gain symbols needed for actions.
- Resource management — Players manage various types of symbols (money, health, etc.) to perform actions.
- set collection — Players collect sets of symbols to acquire cards or achieve goals.
- Variable player powers — Player characters have unique abilities or starting conditions.
Video topics + discussion points
Quotes (from this video)
- I worked at a bunch I became a wizard I interned as a Wikipedia author and then decided to retire and with some of that retirement money I guess I went out and bought a home Cinema it's probably no surprise then that my marriage fell apart
- my character's life make no mistake about it is a shambles
- The funny thing is I don't have any relationship cards in my CV right now so my board game club is taking up all of my social time
- money can't solve all problems however maybe having a new home Cinema will
References (from this video)
- The game helps players achieve life goals.
- Players can gain points from various card types and goals.
- The game has a tie-breaker based on the number of cards in a player's CV.
- Bad luck symbols can lock dice and lead to discarding cards.
- Upkeep costs can cause cards to be removed from the CV if not paid.
- Players might need social assistance if they have significantly fewer cards than others.
- living the most fulfilling life possible
Mechanics (from transcript analysis)
- card drafting — Players draft childhood memory cards at the beginning of the game.
- Dice rolling — Players roll dice and can re-roll some up to two times, but bad luck symbols lock those dice.
- hand management — Event cards are added to the player's hand for one-time use.
- Press Your Luck — Players can re-roll dice, but risk locking them with bad luck symbols.
- set collection — Players collect cards that provide points at the end of the game, especially health, knowledge, and relationship cards.
- tableau building — Purchased cards are added to the player's CV, forming stacks where only the top card is active.
- Variable player powers — Different cards provide ongoing benefits or one-time effects.
Video topics + discussion points
Quotes (from this video)
- The choices you make in life will reflect upon you whether it's the relationships with those around you the career you choose to pursue or the hobbies that fill your time in the game of CV you'll be working through these events attempting to live the most fulfilling life possible
- if you don't like some of the symbols that you've rolled you can roll any number of dice up to two times
- for every three bad luck symbols you have you will need to choose and discard one card from the top of one of your Stacks
- you can decide which of the two types you want it to be and place it into that stack
- if you come across any card effects you were unsure of each is numbered in the bottom left and corner and the back of the rule book has a handy listing of card descriptions for them
References (from this video)
- The game provides a satisfying experience when players achieve their goals, like Rodney's 'rich fat cat' persona.
- The game allows for diverse strategies, leading to different scoring paths as seen with Rodney's possessions and Pep's knowledge/relationship sets.
- The scoring system rewards different playstyles, such as collecting possessions or building knowledge and relationships.
- The transcript implies a potentially negative or selfish lifestyle can be built in the game, which is then contrasted with positive contributions.
- The game can lead to players making 'bad life decisions' in pursuit of their goals.
Mechanics (from transcript analysis)
- Ability Conversion — Certain cards or player abilities allow for the conversion of dice results or resources into other types, providing flexibility.
- card drafting — Players select cards from a central tableau, often using dice results or other acquired resources.
- Dice rolling — Players roll dice to determine available actions or symbols for acquiring cards and achieving goals.
- End game trigger — The game ends when a certain condition is met, such as the old age deck having fewer cards than players, or all players having an equal number of turns.
- Resource management — Players manage various symbols (like happiness, knowledge, health, money, relationship) acquired through dice rolls and card effects to purchase other cards.
- set collection — Players aim to collect sets of cards or symbols to score points or fulfill objectives.
Video topics + discussion points
Quotes (from this video)
- I'm losing my voice a little bit I was at a convention I think I must have talked too much
- I gave it away as part of a raffle so we're using this replacement until I get another one to replace this one
- apparently my character took some psychotherapy to deal with some of his more materialistic issues but I don't think he really took it to heart and ended up spending a bunch of money to take a trip around the world instead
- I've been living a very selfish lifestyle even went and bought this whole art collection that I don't need but in an attempt to turn things around I also established a foundation to preserve the forest in the surrounding areas
- I had to shut that down oh that's well that's not bad well it's kind of bad cuz I I cut down all those trees so I could build a factory there instead why I don't know I think I'm a terrible person
- my goal it shows this Rich fat cat smoking a cigar burning money in a top hat I did kind of play the game that way little bit and that was kind of the life of a party
- we both kind of lived up to our our ultimate end goals here
References (from this video)
- Charming, approachable life-simulation theme
- Engaging art and relatable progression
- Mechanics can feel lightweight next to heavier euros
- growing up, career, education, relationships, happiness
- a life-stage simulation / personal development
- life progression with social elements
- Pursuit of Happiness
Mechanics (from transcript analysis)
- card drafting — draw and utilize cards to build a life path
- Card drafting / set collection — draw and utilize cards to build a life path
- Dice rolling — randomization interacts with strategic hand choices
- dice rolling / hand management — randomization interacts with strategic hand choices
- open drafting / push-your-luck — optimize for future success while balancing risk
Video topics + discussion points
Quotes (from this video)
- these are games from you know 1990 something all the way up to I think the most recent one is 2013
- I really want to try Agricola because Francis and I have played Caverna we absolutely love Caverna
- the fisherman theme that's why we tried News Fjord as well because we loved that theme
- Onirim ... a solo game where you shuffle through your dreams and open doors
- Robinson Crusoe ... you are trying to survive on an island cooperatively
- Hanamikoji is absolutely beautiful and I would love to try it
- CV is one that I would love to try the art is absolutely adorable
References (from this video)
- Highly accessible yet mechanically satisfying
- Directly mirrors Life's life-story concept
- Less familiar for players who only play mass-market games
- personal story through professional life)
- life progression via careers/dice-cards tableau
- story told through dice rolls and cards
- Life
- Pursuit of Happiness
Mechanics (from transcript analysis)
- card drafting / tableau building — Acquiring cards to shape the career path and story.
- dice rolling / dice drafting — Rolling dice to determine outcomes, jobs, and career progress.
- set collection / progression — Assembling a sequence of jobs and achievements to tell a story.
Video topics + discussion points
Quotes (from this video)
- it's literally just about the journey that you're on.
- you are simply moving along a track.
- you craft a story.
- This is a story of your villagers of how they're going to go around collecting the things you need as you try to find the various ways to find victory points.
- you are telling your story, but you're doing so with dice rolls and cards
- it's incredibly accessible
- you are going to lend itself to full fantasy over here
- you are trying to set up all these marriages to try to get these various people into your family