When all you can identify in the horizon for many long days is the line that detaches the sea from the sky, the glimpse of a distant shore appearing before you will make you shiver at the understanding that the adventure is about to begin.
You find yourself astonished, landing on the shore that will be the origin of an extensive exploration through the Galapagos, a magic place of inconceivable beauty and endless biodiversity. There, you will gather repertoires and expand your knowledge of the natural sciences. Your eyes will learn how to detect the hidden species in the tropical forest, gazing at the countless colors and textures of nature. After inspiring hours spent studying and getting to enlightening conclusions, you will rest under a sparkling sky, admiring the stunning complexity of the animal realm.
Darwin's Journey is a worker-placement Eurogame in which players recall Charles Darwin's memories of his adventure through the Galapagos islands, which contributed to the development of his theory of evolution.
With the game's innovative worker progression system, each worker will have to study the disciplines that are a prerequisite to perform several actions in the game, such as exploration, correspondence, gathering, and dispatch of repertoires found on the island to museums in order to contribute to the human knowledge of biology. The game lasts five rounds, and thanks to several short- and long-term objectives, every action you take will grant victory points in different ways.
Darwins Journey - 2 Player BGA Playthrough
- Deep strategic planning and actionable decisions.
- Engaging live commentary showing decision processes.
- Arena variant provides a different pacing and challenge.
- Complex and heavy; a steep learning curve.
- Optimal play by an experienced opponent can be intimidating for newcomers.
- Exploration, resource management, and competition for prestige through seals, diaries, and voyages.
- An archipelago island where players manage explorers, collect resources, and fulfill personal objectives during maritime exploration.
- Live-play commentary with strategic reasoning and plays-by-play.
Mechanics (from transcript analysis)
- hidden victory points — Each player has personal objectives (three VP worth) that contribute to scoring; some are harder than others.
- personal objectives — Each player has personal objectives (three VP worth) that contribute to scoring; some are harder than others.
- Resource collection and management — Collect resources such as coins, diaries, envelopes, seals, tents, stamps to fulfill objectives and enable strong actions.
- Resource management — Collect resources such as coins, diaries, envelopes, seals, tents, stamps to fulfill objectives and enable strong actions.
- Scoring via seals, tents, and end-game bonuses — Seals and other tokens contribute to scoring; museum/academy bonuses influence points and progression.
- Temporary knowledge — Special knowledge tokens can modify actions and allow more efficient plays, like extra moves.
- Turn-based action selection / movement — Players alternate taking turns to move ships, deploy explorers, or claim actions on the board.
- Variable market / action diaries — Board provides opportunities (diaries and spots) that grant coins and bonuses; placement affects future actions.
Video topics + discussion points
Quotes (from this video)
- This is the three VP personal objectives on the first one is really hard to get
- I'm getting spanked
- 102 versus 70
- Darwin's Journey here on board game arena
- I like getting two red seals on someone so that I can start getting seals quick
- Oh shoot he did a good Chain Reaction there and I wanted this spot
References (from this video)
- Array
- Array
- Exploration and discovery with goals and species research
- Array
- Island exploration with boats and worker placement
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- geometry in the game is amazing
- oh so so good
- it's such a beautiful game
References (from this video)
- exceptional production quality and components
- engaging engine-building paths
- great in the right group
- heavier weight makes it harder to table
- requires rereading rules and setup
- not a daily-game pick for us
- biological progression and ecosystem strategy
- natural history and evolution
- weighty, theme-rich euros
Mechanics (from transcript analysis)
- action selection — choosing actions to optimize engine and outcomes
- Engine Building: Efficiency — choosing actions to optimize engine and outcomes
- engineering puzzle — planning upgrades and pathways to progress
- Resource management — balancing resources to unlock upgrades
Video topics + discussion points
Quotes (from this video)
- Beacon Patrol is a newer title for us, it's a tile-laying game where you are working together and you are moving your boats around these islands to explore them
- you have no agency over how you're going to flip those tiles you have to place them in a single Direction
- I compare it to Dorf Romantic which is one of my favorite games and the freedom the relaxation the open feeling of being able to put those tiles and just build the best way
- I just love the logic of Search for Planet X
- the horror vibe is not my jam
- production quality everything components are amazing is gorgeous
- Darwin's Journey hits in a weird place for me where I'm on the record as being a pretty light gamer I don't particularly care for super heavy games
- it's got a few more plays in it for me
- the big boy everdale the complete collection
- it's enough that I think that's part of what holds us back to true just getting it to the table
References (from this video)
- Gorgeous art
- High quality components
- Massive board footprint
- Appealing iconography and tokens
- Good price for the size and scope
- Requires a large table to accommodate the board and components
- Initial setup and learning curve may be lengthy
- Array
- Victorian-era
- Historical
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The amount of detail in the art is just really breathtaking
- The board it's quite massive
- It's a huge footprint but it was a good price
- I will not be doing a playthrough of this
References (from this video)
- Offers a rich thematic frame around evolution and biodiversity
- Appeals to players who enjoy Euro-style progression and narrative flavor
- Potentially complex for new or casual players
- Setup and learning curve may require a dedicated session
- Evolution, biodiversity, and ecosystem development under human influence
- Natural history and evolution within a global exploration context
- Story-driven progression with a thematic arc rooted in discovery
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We are taking a break after poly November it was a lot because it ended up with some sickness, some traveling, that was fantastic but it definitely tired us out.
- We'll be taking a week off, yeah, high five.
- We are ready for the holidays and we want to do nothing because we've been doing lots, yes.
- We are so grateful to you for watching our videos, for commenting on them, for doing all the things that YouTube loves for you to do.
- Please provide us, for a question of the day, a detailed list of your top 10 games you want to play during the holidays and six reasons why for each game.
- Happy holidays and a happy New Year.
References (from this video)
- Deep, rewarding strategic depth
- Strong thematic integration and progression
- Heavier for newcomers; learning curve can be steep
- voyage, discovery, and collecting species
- Darwin-era exploration and natural history
- story-driven progression with evolving goals
- Propolis
- Witches
Mechanics (from transcript analysis)
- exploration and research — Explore islands, discover species, and send resources home to fund voyages.
- goal-based drafting and scoring — Choose goals to guide scoring across rounds and optimize routes.
- worker placement — Draft and evolve workers to gain specialized abilities and actions.
- worker placement with evolution — Draft and evolve workers to gain specialized abilities and actions.
Video topics + discussion points
Quotes (from this video)
- Savannah Park is a joy
- bucket(s) of fun
- not as heavy as it looks
References (from this video)
- Engaging natural history theme
- Interesting worker specialization with seals
- High variability in routes and strategies
- Can be heavy for casual players
- Long playtime and learning curve
- Exploration, natural history discovery
- 19th-century natural history exploration across islands
- Educational, exploratory
- Wingspan
Mechanics (from transcript analysis)
- Resource management — Gaining money by writing about discovered species and managing limited resources.
- Resource management / economy — Gaining money by writing about discovered species and managing limited resources.
- route progression — Navigate ships along a path, unlocking objectives and progress.
- worker placement — Assign workers to actions to explore islands, discover species.
Video topics + discussion points
Quotes (from this video)
- If you've played Wingspan this is definitely a level up from the game.
- in this game what you're going to be doing is you're going to be working as basically an assistant to Darwin that's trying to keep up with him
- the crunchiest most brain burny game I would say of all the Garfield games so far
- it's a 3 to 4 hour play
References (from this video)
- Core action set is elegant and tightly integrated with progression through knowledge and discovery
- Highly strategic; can be lengthy and complex to teach
- Discovery, museums, and evolution
- 19th-century exploration and natural history
- Historical and scientific exploration focus
Mechanics (from transcript analysis)
- envelope/knowledge workflow — Three main actions (explore, boat, envelope) drive progression; envelopes manage end-of-round progress and stamps.
- seals and card-driven upgrades — Colored seals upgrade what workers can do; allows card-driven special actions.
Video topics + discussion points
Quotes (from this video)
- the worker placement in Nova Roma is so cool.
- Federation... it is such a fantastic game.
- Darwin's Journey is absolutely fantastic.
- Barcelona is my favorite currently from Danny Garcia.
References (from this video)
- Tight worker-placement with wax seal gating adds strategic depth
- Many viable paths to victory and multiple reward combinations
- Strong thematic tie-in to Darwin's journey and museum research
- High production value and appealing components
- Solid solo variant and expandable content with expansions
- Theme can feel abstract; game leans toward an efficiency puzzle rather than vivid narrative
- Potential for analysis paralysis, especially for newcomers
- Limited direct interaction compared to more confrontational designs
- Tracks-based mechanics can feel repetitive or restrictive to some players
- Evolution, natural history, and discovery
- Galapagos Islands during Darwin's exploration
- historical/science-forward exploration
- Newton
- Barrage
- Tapestry
- Dead Reckoning
- Mercer
- Marker Polo
Mechanics (from transcript analysis)
- Action upgrade/ownership — Gold can be spent to own or upgrade action spots, increasing efficiency and options.
- End-of-round tempo and timing — Rounds feature time/turn sequencing that influences strategic timing of actions.
- Objective/crew card hand management — A hand of crew cards provides objectives that guide scoring avenues and planning.
- Research and museum scoring — Research flora and fauna and deliver to the museum to score points; central scoring route.
- Resource management — Gold is the main currency; spending gold unlocks better actions and can own spots on the board.
- Track advancement — Advance on exploration and navigation tracks to unlock improved actions and benefits.
- worker placement — Place workers to take actions, with color/number of wax seals that limit and power actions at each spot.
Video topics + discussion points
Quotes (from this video)
- this is a highly rated game from Star designers with a great pedigree of games
- the theme of Darwin's Journey didn't shine through enough
- it feels like an efficiency puzzle with abstracted tracks and tight worker placement
- for me personally it takes a lot for me to enjoy a Euro Style game
- I would be content after another one or two plays
References (from this video)
- Engaging worker-placement tension with a research-shipping loop
- Strategic depth for repeat plays
- Can feel punishing or punishingly tight for new players
- Complex rules may deter casual players
- animal research and shipment to the mainland
- 19th-century natural history exploration
- puzzle-like with scientific advancement goals
- Barrage
- Concordia
Mechanics (from transcript analysis)
- Compound Scoring — Score based on progress along research/shipping tracks and timely deliveries.
- Track-driven scoring — Score based on progress along research/shipping tracks and timely deliveries.
- worker placement — Move workers to advance on multiple tracks (research, resources, delivery).
Video topics + discussion points
Quotes (from this video)
- Harvest feels lighter than viticulture, but intriguing for quicker play.
- Castle Combo has quick play and surprising depth for a fast 3x3 card grid game.
- I think this game would play a lot better with more players because that way you would be able to move these highway men a lot faster and they would serve to be more of an impediment.
- Memoir 44 is a classic thanks to its approachable yet tactical WWII battles.
References (from this video)
- theming and art are highly appealing
- deep, satisfying chain-building and action optimization
- expansion-variant potential enhances longevity
- first plays may feel rough or slow
- expensive expansions may affect player count balance
- discovery of species, fossils, plants, and reptiles; documenting in a library/museum
- 19th-century natural history exploration
- experimental exploration with worker-like mechanics and seals-based action gating
- Wayfarers of the South Tigress
Mechanics (from transcript analysis)
- map_exploration_and_encyclopedia_curation — explore map areas, document discoveries, and curate an encyclopedia/museum tableau
- personal_goal_and_tableau_integration — achieve goals to populate a personal tableau that strengthens scoring
- tableau building — achieve goals to populate a personal tableau that strengthens scoring
- worker_placement_with_color_seals — workers have colored seals; the color mix and seal count determine action strength and map access
Video topics + discussion points
Quotes (from this video)
- Darwin's Journey is my number one game of 2023
- Raising Robots is wonderful
- this is such a good game
- Barcelona is absolutely stunning and the chaining is satisfying
- Expeditions is not like Scythe
- the art project is absolutely fantastic
References (from this video)
- Unexpected inclusion; speaker not sure why it wasn't anticipated
- Unclear release timing
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I still absolutely love this design
- the AI system is so smart
- it's on the totally table Todo list
- Frost Punk is incredible
- I absolutely plan to get to the table this year
- the slide puzzle mechanism I love
- Weather Machine remains one of my favorites
- Sleeping Gods no reason to believe that I won't love this one as well
References (from this video)
- dense, interlocking mechanics that reward planning across multiple tracks (seals, lenses, letters, and evolution).
- strong solo AI design where Alfred (the AI) alternates between top-tier strategic choices and forced progression; the host commentary captures the tension and learning curve.
- lenses provide a persistent strategic payoff, letting players optimize action efficiency and tailor their engine-building pathway.
- endgame scoring via evolution track creates a meaningful push toward long-term objectives and adds a race element to reach book/tile thresholds.
- rules density can be daunting for new players; solo teaching is lengthy and requires careful note-taking.
- the weight and interaction complexity may deter lighter gamers seeking a quick solo puzzle.
- turn-order stability in the solo game can feel static at times, potentially reducing the dynamism seen in multiplayer play.
- evolution, specimen collection, scientific discovery, competition
- Galapagos Islands, 19th century exploration and natural history
- diary/field-notes driven exploration with a competitive solo AI
Mechanics (from transcript analysis)
- Area Control — Letters placed onto three locations create area-control-like effects; most letters in a location yields a benefit and second-most yields a secondary benefit, adding a light conflict layer to a solo game.
- area_control_through_letters — Letters placed onto three locations create area-control-like effects; most letters in a location yields a benefit and second-most yields a secondary benefit, adding a light conflict layer to a solo game.
- delivery_to_museum — Specimens are delivered to the museum to generate money, victory points, and to trigger certain bonuses; the timing of deliveries interacts with the opponent’s actions.
- end_of_round_scoring_and_beagle_track — Rounds resolve envelopes and points are awarded based on end-of-round rewards, with Beagle position affecting deduction from end-round points; evolution track advances influence end-game scoring.
- exploration_and_navigation — Movement of explorers/ships along islands and lanes to trigger exploration actions and to reach destinations like the museum, academy, or specific objective markers.
- lens_system_and_unlocking — Each player has personal lenses that unlock higher-quality actions on diary spaces; lenses introduce escalating choices and a deeper action ladder over time.
- Pick-up and deliver — Specimens are delivered to the museum to generate money, victory points, and to trigger certain bonuses; the timing of deliveries interacts with the opponent’s actions.
- set_collection_and_objectives — Specimens (birds, fossils, etc.) are collected and delivered to the museum; end-of-round and end-game scoring track various objectives and symbols tied to specimens and shapes.
- wax_seals_resource_mechanic — Wax seals of different colors serve as a currency to access various spots and to satisfy seal requirements for specific actions; temporary wild seals exist to bridge gaps when needed.
- worker placement — Players place workers on diary-based locations to perform actions; the more powerful actions require unlocking via lenses, and costs are paid in seals and money.
- worker_placement — Players place workers on diary-based locations to perform actions; the more powerful actions require unlocking via lenses, and costs are paid in seals and money.
Video topics + discussion points
Quotes (from this video)
- Alfred always goes first and on his turn you just flip over the top card of his solo deck.
- this is the unlock a lens location action and that costs four money for him to do.
- Alfred’s always going to take the longest route so he's going to use the Explorer furthest to the right.
- we’ve completed both of our objectives the silver objective says to have research one of these claw animals and to have emptied one of the stacks of letters.
- Alfred is crushing us on medium difficulty.
- end-of-round scoring… we flip that, we move the Beagle to the next spot, round five to final scoring.
References (from this video)
- Detailed rule walkthrough that covers setup, actions, and scoring
- Clear explanation of core mechanics and notation (book actions, lens spaces, seals)
- Good illustration of 2-player setup and solo mode viability
- Thematic alignment with Darwin and evolution, plus depth of strategies
- Rule-dense; may be challenging for new players to absorb in a single sitting
- Some advanced interactions (risk of missing subtle bonuses) require multiple playthroughs to master
- Evolutionary science and exploration
- Galapagos Islands during Darwin's voyage
- educational with historical flavor
Mechanics (from transcript analysis)
- Drafting crew cards — Draft four cards, pick one, pass the rest to neighbor; sets up crew-based bonuses.
- Evolution track and distinctions — Progress on evolution track; silver/golden distinctions grant bonuses; can trigger stops.
- Exploration and navigation — Move explorers on islands and ships on ocean track to generate bonuses and reach objectives.
- Lens/Seals economy — Seals serve as costs and rewards; lenses expand access; tokens can cover missing seals.
- Museum tile placement — Place tiles in a grid; completing rows/columns grants bonuses and affects evolution track.
- Objective tiles and scoring — Secret/public objectives grant end-game victory points when completed.
- Penalties and resource management — Overcrowding sections incurs coin penalties; resource management crucial.
- Temporary knowledge tokens — One-use tokens to cover seal costs, enabling actions when seals are insufficient.
- Tent and campsite actions — Place tents on campsites to gain bonuses; choosing between options when completing a set.
- worker placement — Activating actions by placing workers on spaces; two types of spaces: lenses (single-worker) and magnifying-glass spaces (unlimited).
Video topics + discussion points
Quotes (from this video)
- the game is for up to four players also has a solo mode and takes about 2 hours to finish
- the main phase of the round is the actions phase here players alternate turns using this player turn order
- two worker placement main aspects
- you remove stamps from your personal display how many of them two three or four
- the reward phase there are five rounds
References (from this video)
- high production quality
- rulebook writing by the presenter adds value
- likely a long teach and long playtime
- historic exploration with modern mechanisms
- economic empire with natural resource growth
- mid-to-heavy Euro
- Gallerist
- Mercado de Lisboa
Mechanics (from transcript analysis)
- heavy worker placement / engine building hybrid — dense action economy with layered scoring.
Video topics + discussion points
Quotes (from this video)
- "Point City... looks like this really cool game about pretty tactical about building up a really streamlined engine and just trying to get a bunch of points"
- "I’ve been fatigued by rolling rights"
- "the more you pull back or pull me back from being like in instruction mode the faster you’re going to find I end up"
- "Nostalgia definitely does apply"
References (from this video)
- Engaging action selection with exploration of engine-like growth
- Complex interdependencies can be hard to optimize
- Golem
- Golem
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- constant worker upgrades create a sense of progression
- mega actions provide satisfying late-game payoff
- beautiful production and strong design by a favorite designer
- theme-to-mechanic alignment may feel dense for new players
- potentially longer setup and playtime for a two-player match
- discovery, research, and exploration with a playful nod to Darwin
- 19th-century scientific exploration with Charles Darwin as a thematic anchor
- story-driven yet mechanically grounded
Mechanics (from transcript analysis)
- Compound Scoring — Scores are earned across multiple goals and discoveries throughout the game.
- objective-driven scoring — Scores are earned across multiple goals and discoveries throughout the game.
- upgrading workers — Upgrade workers over time to unlock mega actions and more powerful turns.
- worker placement — Place workers to publish findings, complete objectives, and progress along a journey.
Video topics + discussion points
Quotes (from this video)
- Blocking becomes super important because you can only build roofs and pillars so many times during the game.
- There's a ton of mind games involved in this game.
- The dice rolls affect everybody equally. So, we both have to work with the same puzzle.
- It's tense, it's brainy, and it's super satisfying.
- I don't understand why it's not up there with the likes of Brass, Terrammystica, Bough Island, even a bunch of other big strategic games.
- For me, it is Magnum Opus and it deserves all the credit in the universe.
- This is my favorite co-op game of all time and I believe it's the best two-player co-op experience ever.
- There are multiple ways to win and the exploration of discovering new scoring methods is thrilling.
References (from this video)
- Tight decision space with meaningful choices each round
- Wax-seal mechanic creates varied gating and planning
- High replay value due to changing action spots and scenarios
- Complex setup and learning curve due to multiple intertwined systems
- evolutionary exploration, species discovery, and colonial era exploration
- Galapagos Islands, voyage of Darwin
- historical exploration with a strong emphasis on exploration milestones
Mechanics (from transcript analysis)
- fleet/boat movement and island discovery — move a boat to explore islands, scout, setup bases, research evolution theory, and ship back to museum
- variable action locations and scoring tension — action locations change across games due to seals and island exploration; a balance of exploration, base-building, and research
- worker placement with wax seals — certain actions require workers to have colored wax seals; some spots demand multiple seals for stronger actions
Video topics + discussion points
Quotes (from this video)
- This is first class all aboard the R& Express.
- I love that rondelle with that aging worker.
- Two main reasons this game is on my list. First is just that dice drafting mechanism.
- The top and bottom action of the cards need to be weighed along with the region that they're in.
- The decisions ... every worker placement matters.
- This is my number one game of all time.
- The timer of the game ... end of era scoring is a key feature.
References (from this video)
- Strong narrative and sandbox adventure with high replayability
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I gave it a 4.5 out of five. I think I would bump it to a five out of five.
- Massive Darkness 2 is still here. I just think it's an excellent game system.
- Cascadia Alpine Lakes was the second time I gave a five out of five to a Cascadia game.
References (from this video)
- Collector's Edition
- very big game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.
References (from this video)
- Interesting mechanism interactions
- Rewards careful planning
- Complex action chains
- Steep learning curve
- Long downtime between turns
- Overwhelming in early plays
- Natural research and evolution
- Scientific expedition
- Exploration
- Gaia Project
- Terra Mystica
Mechanics (from transcript analysis)
- action chaining — Actions constantly trigger other actions
- Resource management — Tight economic constraints
Video topics + discussion points
Quotes (from this video)
- BGA is an amazing platform that I'm sure all of you already playing on endlessly
References (from this video)
- remains a satisfying heavier option among lighter games chosen recently
- will require learning effort; fatigue with heavy euros could reduce playtime
- Phylogeny and natural history exploration
- Historical exploration and evolution topic
- Heavy on thematic weight and discovery
- Firelands (expansion context)
Mechanics (from transcript analysis)
- Worker placement / resource management — deploy workers to gather resources and progress via actions
Video topics + discussion points
Quotes (from this video)
- It's been 6 years at this point that I have been doing YouTube videos.
- I still like Welcome to the Moon. I still find it to be the best iteration of Welcome to giving you fresh versions of the same system so it constantly doesn't feel like you're just repeating the same roll.
- Having too many games just for the sake of owning them is not my personal jam.
- Wish me luck.
- This is a video series on how I do if you want to check that out.
- I thought it was very interesting.
References (from this video)
- Listed among contemporary heavy Euros in discussion
- Strategy and planning
- Historical/anthropology-themed exploration
- Analytical and strategic
- Lorenzo Il Magnifico
- Raiders of the North Sea
- Newton
Mechanics (from transcript analysis)
- Euro-style resource/turn-based planning — Strategic decisions with resource gathering and timing
Video topics + discussion points
Quotes (from this video)
- the solo mode has to be right for the game in terms of balancing what they want and what you want
- I've got a theory that's called complexity budget
- we were able to do both extremes
- I want solo games to be interactive; I want the game to be a challenge without it being too aligned to my typical negative experience of co-op games
- I'm not the best person to be doing this anymore; I'll crack on
References (from this video)
- Easy keep
- Journey/exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I know the games I play. I know the games I love to play. And I know the games that I theoretically want to play but don't actually play.
- I need at least one of those two things in play - either high personal interest or good reputation
- Designers, reviewers, other people mentioned
- I'm going to be trying to be more mindful about reality as opposed to the desires that I have
- These tend to be less of a priority. Like occasionally I dive into an unplayed game that isn't a review copy, but more often than not if I'm diving into an unplayed game, review copies do take precedence
- I have so many euros I love and so many that I'm behind on
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There's no real order.
- There are ties on the dates.
- The 12 oldest and the 12 newest.
- There's just brownie points.
- I haven't played Age of Innovation.
References (from this video)
- Stunning art and components
- Animal theme continues to fascinate
- Thematic gameplay based on Darwin's voyage
- Well designed mechanics
- Educational and entertaining
- Very heavy game
- Not often played
- history
- nature
- exploration
- galapagos
- charles_darwin
- science
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- welcome back everyone it feels great to be back in the saddle and ready for a brand new year with brand new opportunities to give you the best board game recommendations out there
- i'm alex and welcome to might i suggested game a channel devoted to helping you find the perfect board game
- having to go through all the awesome releases that are scheduled for this year and narrow it down somehow was a gargantuan task
- i tried to generally order this list from lightest to heaviest game
- I think skateboarding is a totally underutilized theme in board gaming especially for a generation that was raised on tony hawk pro skater
- these tiny little dragons are adorable
- as a self-proclaimed wingspan superfan personally i mostly just see the similarities in the plethora of dog breeds
- i'm stoked to see this one fulfilled and get to play it in person
- the whole thing seems really thematic which is really my number one reason to try any of these games out
- i love poetry i even write a little bit of poetry myself
- if i'm going to play something this heavy i really want to be into the theme
- i think that's a brilliant idea i think it should have been done way earlier than this
- i'm alex your board game sommelier signing off
References (from this video)
- crunchy decision space for engine-builders
- strong thematic flavor tied to the Galapagos setting
- satisfying, multi-path scoring opportunities
- high complexity for new players
- long playtime can be a barrier for casual sessions
- scientific exploration, biodiversity, chronology of evolution
- Galapagos Islands expedition, collecting specimens and delivering to the museum.
- dry euro flavor with thematic storytelling
Mechanics (from transcript analysis)
- action drafting — Choose actions that chain into efficient scoring engines.
- Action drafting / engine-building — Choose actions that chain into efficient scoring engines.
- Combo-building — Complex scoring interactions reward chaining actions and timing.
- set collection — Players collect species and components to score in multiple ways.
Video topics + discussion points
Quotes (from this video)
- it's a very difficult game
- a fully cooperative game where you are trying to protect this island from invaders essentially
- each player plays as a different spirit who is protecting the island
- each spirit has their own thematic asymmetric card
- we vow to do more play-throughs of because we really enjoyed it
- it's a dry euro
- this is a big combo-tastic game
- chronicle Darwin's journeys throughout the Galapagos Islands
- it's a party style game where you're going to be drawing
- it's hilarious
- I'm terrible at it
- we played with the sisters and everybody had a really good time
- we definitely want to do another top 10 this month
- maracaibo this week
- we're going to release maracaibo this week
- we think cloud age is on its way