Game Info
Year
2016
Collection
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Description
Description from the publisher:
Professor Phineas Edmund Hornswoggle, famed airship builder, is retiring and you are an engineer competing to inherit the Hornswoggle factory!
Dastardly Dirigibles features tarot-sized cards that are played in a constant action format in which each time a part is added, ALL players MUST add the SAME part – which may replace an existing one. Build your airship from different parts of nine beautiful suits, while also using special cards to your advantage or to thwart your opponents. The round ends when the first airship is complete — but you score only the suit used most in your airship. The player with the highest score after three rounds wins!
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Dastardly Dirigibles Review!
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 0 ·
mix 1 ·
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Video EKd8MOU3Z5I
Ryan and Bethany Board Game Reviews Review at 0:53 sentiment: mixed
video_pk 90318 · mention_pk 292999
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Light, chaotic, and humorous while still offering a set-collection objective
- Travel-friendly and quick to play
- Varied card interactions and emporium customization
- Catch-up mechanism across rounds to keep players engaged
- Muddle option provides a high-reward finish
Cons
- Floppy board and sliding cards; component quality could be improved
- Not a deep strategy game; may disappoint players seeking heavy strategy
- Possible analysis paralysis for some players due to decision load
- Nose cone gimmick and other interactions can frustrate players if things go poorly
Thematic elements
- Humor, chaos, and competitive set-collection
- Steampunk world with airships and dirigibles
- Lighthearted, playful with chaotic interactions
Comparison games
none
Mechanics (from transcript analysis)
- Compound Scoring — Three rounds with scoring per airship; the round’s lowest score can grant extra actions in subsequent rounds.
- Deck/hand management and emporium drafting — Draw from hand, play cards to the airship, and swap or replace cards from the emporium.
- Muddle (high-reward condition) — A completed airship made of one of each suit with no wilds yields a large 20-point bonus.
- Round-based scoring with catch-up — Three rounds with scoring per airship; the round’s lowest score can grant extra actions in subsequent rounds.
- Set Collection — Players collect suits to complete airships; fewer of a given suit helps complete an airship.
- Special action cards — Special cards grant actions like stealing, swapping, or transforming cards; they add power and disruption.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- You're building an airship, it's in a steampunk world.
- You’re all building an airship; it’s in a steampunk world.
- Wilds count as any suit.
- This is not a strategy game.
- I still enjoy this game; it's travel-friendly and fun to pull out on trips.
- It's filled with so much randomness, so much chaos.
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