We have finally perfected the power of steam, and we can now use it to our advantage! We live in an unprecedented era of progress, and new steam-powered inventions are developed faster than ever. Cities are growing, trade is flourishing, and we are developing our most ambitious machine ever: a giant contraption that will bring even more progress to the city. Yes, some trees are being cut down, and the river doesn't flow as plentifully as before, but there's still an abundance of trees and water, and we can use the extra space to expand our city — and it's not like the old creatures on those forests can do anything about it.
On your turn in Daitoshi, you either produce or move your magnate to a new district in which you will be able to send your workers to work, command the exploit of forest or river hexes to fuel your endless need for steam, and perform an action to expand and show your greatness to the city.
These actions not only help you in your search for acknowledgement, but help all the inhabitants of the big city. You will expand the city and electrify its districts, discover and develop new steam-powered inventions, and trade with faraway cities. You may even help the city build its gargantuan project: the mega-machine. Some forests might be cut down, and some rivers may be dried up, but in your generosity, you will help the displaced workers from those areas by giving them new jobs at your service.
Old legends suggest the forests and rivers are guarded by Yōkai, but progress can't be stopped because of some old fairy tales. Just in case, though, it could be wise to participate on some reforestation projects and hide your participation in the abuse of the natural resources...
—description from the publisher
Images
- Engaging theme with steam-powered inventions.
- Interesting variability through tile and invention distribution.
- Satisfying engine-building aspects.
- Mechanics are clearly delineated and procedural, which is helpful.
- Strategic depth derived from complex interactions.
- Components are high quality and visually appealing.
- The decision to place workers or produce is a core strategic choice.
- Electrifying districts improves them for future players.
- Managing the Yo-kai (angry spirits) adds an interesting layer.
- Game is too long, feeling like it goes on for too many orbits around the table.
- Tedious operations and managing complex production chains can be overwhelming.
- Complexity can feel like overkill rather than adding meaningful depth.
- Production actions, while high-scoring, can be less engaging than on-board actions.
- Potential for analysis paralysis due to the many interconnected systems.
- The worker placement spots themselves don't change much.
- The central megamachine action does not advance the game timer, potentially lengthening playtime.
- Steam-powered inventions and city expansion
- The Industrial Revolution in the universe of the Kushi Saga
- Lerta
- Splatter Spellings
- Indonesia
- 18xx
- Lagranha
Mechanics (from transcript analysis)
- action selection — Players choose between a city turn or a production turn, with restrictions on repeating production.
- area influence — Placing flags in cities on the travel board grants future benefits during production.
- engine building — Inventions are acquired and improved to gain ongoing benefits and production capabilities.
- Resource management — Players manage four resources (food, power, construction materials, luxury goods) and wealth, as well as steam.
- set collection — Collecting specific combinations of tiles or resources can lead to scoring opportunities.
- tile placement — Wilderness tiles are acquired and placed on player boards, potentially triggering negative effects if duplicated.
- track movement — Pilgrims and prestige markers move along tracks to gain bonuses and score points.
- worker placement — Players place magnates (workers) in different districts to perform actions.
Video topics + discussion points
Quotes (from this video)
- This game's hard not mechanically hard I mean it is mechanically hard.
- We're just dirty capitalists with like a lick of like Miyazaki paint.
- The game has aspects that I really like.
- It's too long for what it is.
- It really is a lot of mental work.
- The complexity is there, I just don't know if in the end the negative outweighs my willingness to play it.
- It's just complicated without depth.
- It's just overkill.
- The juice worth the squeeze? If somebody said depends on my day.
- This game is hard to do well in and that's a compliment.
References (from this video)
- Don't find it abstract.
- Makes sense that we're building this little city together.
- Electrifying makes things better for the next person.
- Enjoyable Yo-kai management.
- Artwork is a lot.
- Like all the pieces and how they fit together.
- Enjoy the three-player experience vastly more than four-player.
- Lots of challenging planning.
- Interesting variability.
- Delicious decision space.
- Independent action is straightforward.
- Lots to explore.
- High component quality.
- Super weird and whimsical theme.
- Four-player game has unintentional blocking of steam spaces.
- Incredibly frustrating to be blocked.
- Too long for what it is.
- Feels like it goes on at least one, if not two, orbits around the table.
- Tedious operations.
- Overkill complexity.
- Hard to do well in.
- Not sure if the negative outweighs willingness to play.
- Worker placement spots can be confusing.
- Production steam management is difficult.
- Super weird and whimsical theme
- Lerta
- Splatter Spellings Indonesia
- 18xx
- Bokor
Mechanics (from transcript analysis)
- Resource conversion — It is a resource conversion game.
- tile placement — I wanted to build out the board and get and put tiles, put wilderness tiles on.
- worker placement — I like building this out and adding the worker placement spots. Some of the scoring stuff doesn't add worker placement spots, it adds places that you can put workers.
Video topics + discussion points
Quotes (from this video)
- It is a surprisingly heavy game like you'd never sort of look at the box and think it's as heavy as it is.
- The artwork belies 100%.
- It really is a lot of mental work.
- It's too long for what it is. It feels like it goes on at least one if not two orbits around the table too long for me.
- It's just overkill of what it is and it's just it's tedious. Nothing about that is fun.
- The most powerful action in the game also does not advance the timer of the game.
- It's complex but it's complex in a way that adds depth. It's a good kind of brain burn.
- Is the juice worth the squeeze?
- I'm mentally exhausted from the game.
- The variability is there. I just don't know if in the end the negative outweighs my willingness to.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these 10 games that it would be a crime if we did not play by the end of the year
- I foresee us playing each and every one of these games
- the art style is inviting
- it's a crime that we have not tried it
- we're really close to hitting that 6,000 subscribers
- Fleet the dice game... we have never actually played Fleet the board game
- Ark Nova will be one for sure that we will be getting to the table
- Daoshi... we adore Dev games
- Ironwood... extremely high quality games
References (from this video)
- masterpiece
- many layers to balance
- guided strategy with flexibility
- interesting engine building with steam
- complex but flows well
- willingness to give up things for progress is key
- complex
- need to get used to giving things up early on
- Building relationships with yokai
- a city with yokai
- Sand
Mechanics (from transcript analysis)
- action selection — on your turn you'll have two actions: produce resources or take actions in the city
- engine building — There's a fun little engine piece of it where as you collect tiles you're able to either gain coal or water and if you gain in the appropriate Direction you create Steam
- Resource management — you have to be like willing to give things up to get things and progress yourself forward
- set collection — collect tiles
Video topics + discussion points
Quotes (from this video)
- My list is different than your list and my list is the best 10 games of 2024.
- This engine building game is very interesting and probably my favorite part about this is the way that you take actions, you'll spend a resource that is a coin and you'll be able to do a variety of different actions.
- The art style is very unique and different that really invited me over the first few games we played over to the last few games we played.
- There's eight different cities with different scoring conditions the way that the goals come out they're always going to be different.
- The art in this game is probably the most gorgeous art of 2024 it's it's a gorgeous game each of the cards is so uniquely Illustrated the cover is fantastic this game is an art piece on your table.
- The Crew produces that almost like every three four games in my opinion because at one point you're all going to have really crappy hands but you somehow predict the order of your crappy hands at one point you'll someone will draw card redraw cards and they'll draw two aces and the probability of that is not very likely but all of a sudden an ace comes up and it's just so fun.
- It's poker but it's taking a simple concept well simple concept like poker and turning it into this like or turning it on its head and turning into a Cooperative game that people can get behind.
- The first time you play it it's just a discovery game and you have to accept that you you won't get very far on the tracks.
- The reason I think this is my number one is a little bit because of the surprise element surprise in the sense that you didn't expect it I didn't expect it to be as great as I knew it was going to be good but it ended up being fantastic and grade.
- It tickles my logic brain which is always great and it's a little puzzle that I think everybody can kind of get behind.
References (from this video)
- Heavy game that becomes easier to get into
- Interesting pace with the ability to race the end of the game
- Satisfying when managing negative consequences well
- Good player interaction during the production phase
- Can be a punishing game where every action has potential negative outcomes.
- Exploiting a landscape and building up elements of the board.
- Arboria
Mechanics (from transcript analysis)
- engine building — Players can build their engine out of their existing engine.
- Rondel — Players move around a rondel representing the city and activate workshops.
- tile placement — Players take hexes from the board which provide resources but can weaken the player board if too many of the same type are collected.
- worker placement — Workers and steam are used to activate workshops.
Video topics + discussion points
Quotes (from this video)
- 2024 is the season to eat too much food and play a lot of games
- happy New Year Happ New Year oh by the time you watch this it's probably too late I mean it's still the new year so still like you happy New Year thank you Taran
- we are going to split those into two so 11 to 20 and then 1 to 10 so that is coming
- however everyone does it we are going to do it maybe sometime mid January potentially
- these are games from various sources they're new to us games so not all of them are going to be new in December 2024 some of them have come to us as review copies games we've purchased games we've done content on but all of this video is our opinion
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you are somebody's reason to smile
- we are so close to 30,000 Garden members
- thank you all so much for watching and for your support
- I am leaving for Japan and I cannot wait to document it
References (from this video)
- Complex strategic gameplay
- Multiple paths to victory
- Innovative resource and worker management
- Complex ruleset
- Many interconnected mechanics
- Industrial innovation and city development
- Near future with steam power and technological progress
- Competitive resource management
Mechanics (from transcript analysis)
- Resource management — Managing food, electricity, materials, and luxury goods
- Tech Tree — Developing inventions and progressing on wilderness tracks
- worker placement — Players place workers in city districts and workshops
Video topics + discussion points
Quotes (from this video)
- At the end of final scoring the player with the most victory points will win in daoshi