Decorum is a cooperative, hidden information game where you and your partner share the same objective: decorate your home in a way that makes you both happy. The problem is, different things make each of you happy and nobody says exactly what they need. Can you find a happy compromise, or is it time to move out?!
-Play through 30 unique scenarios, each introducing new twists and challenges.
-Keep your conditions a secret, they say how you want the house decorated.
-Add, remove, and swap objects or repaint rooms to make the house look just right… for you.
-Respond with “Love it”, “Hate it”, or “Fine with it” to work together toward a perfectly decorated home.
-There is a solution for each scenario, the trick is figuring it out in time.
At its heart, Décorum is a pretty straightforward logic puzzle. There are a small number of ways to arrange the internal pieces that meet all the requirements listed on the player’s rule sheets simultaneously. The twist of Décorum is that it’s also a hidden information game. No player has all of the rules. While playing, the players will have to watch their partner’s moves just as carefully as they’re planning their own. Even more crucially, they’ll have to communicate why they’re making the moves they’re making–using the very limited means we’ve provided them.
Décorum might be about solving a puzzle, but it’s really a game about communication and compromise. The real challenge isn’t just solving the problem with the limited information you and your players have; it’s dealing with the frustrations that will inevitably occur when your partner does something that messes up your plan. In order to be successful in Décorum, there will come a point where both players will have to let go of their initial strategy for how they were going to finish the board and start paying attention to what their partner is doing instead. By introducing and providing an incentive to resolve conflict, Décorum mechanically encourages (or even requires) a positive form of compromise.
Each player draws a "Scenario" card that lists a set of criteria of what types of décor a room must have or cannot have. For example "No room may contain a lamp" or "Every room must contain a wall hanging". Players keep their criteria secret.
The play surface is a board displaying various rooms in a house. Each room has multiple items that can potentially be placed in the room. Players take turns placing, moving, or removing colored tokens on the board, where each token represents an item of home décor. Each token placed may conform with, or violate, the other players' criteria. After each token is placed, other players may state they like the item of décor, as placed, or they do not like the item of décor, as placed. Further discussion or explanation is not allowed.
The game ends when all players' criteria are satisfied.
- clear, learnable core rules described as five words to teach the whole game
- strong ramp in difficulty, especially the two-player campaign
- humorous, relatable social dynamics and heart-to-heart moments
- elegant design that blends social interaction with puzzle solving
- frustrating logic-puzzle mechanics for some players
- can feel less cooperative and more punitive depending on perspective
- content is limited to 20 missions and expansion teased
- cooperation under conflicting tastes, negotiation, and relationship dynamics
- A shared home with roommates; contemporary interior decorating
- cooperative puzzle with social interaction and limited communication
Mechanics (from transcript analysis)
- Add — add an item from the board to the house (or a room) to progress toward parameters
- paint — paint a wall to match color schemes required by scenarios
- pass — pass on a turn when your parameters are met or strategic progress warrants it
- remove — remove an item from the house to adjust toward parameters
- Swap — swap an existing item for a different color/style item to better fit parameters
- Trading — swap an existing item for a different color/style item to better fit parameters
Video topics + discussion points
Quotes (from this video)
- it's a game of passive aggressive cohabitation
- the rule set is five words I can teach the entire game
- heart-to-heart action
- these conversations happen in households
References (from this video)
- Engaging cooperative puzzle
- Brings family to the table and works well as a team-based challenge
- Keeps returning to the table per verdict
- Very hard with four players
- text heavy; reads can impede younger players
- cooperative deduction about meeting each player's house criteria
- A domestic setting around home design and decoration with a cooperative puzzle element
- text-heavy, reading-dependent puzzle where players balance each other's constraints
Mechanics (from transcript analysis)
- cooperative deduction / logic puzzle — Players work together to determine a house design that satisfies private criteria.
- limited communication — Players can reveal only limited information, making coordination challenging.
- limited information sharing — Players can reveal only limited information, making coordination challenging.
- private criteria management — Each player has a set of house design criteria that may conflict with others' goals.
Video topics + discussion points
Quotes (from this video)
- This is the only game that we like to fight about.
- The kids request it anytime we pull it off their shelves to play two-player, which is how we would prefer to play this game.
- It's brutal when you play four players.
- The premise is actually really interesting where it's based on an actual scientific experiment.
- It's not a real deep game, but it's still really enjoyable.
- Rolling Heights is sticking around for now.
References (from this video)
- Innovative cooperative decorating theme
- Strong thematic integration
- High replay potential through role-play and house-building goals
- Learning curve for new players
- Some sessions may feel slower due to role-play elements
- Cooperative puzzle-solving with role-playing house-making tasks
- A cooperative decorating scenario inside a house
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a cooperative decorating game where you're basically trying to meet the conditions of the house in order to make it work.
- One of the best crunchy feel type of games in the shorts amount of time.
- It's a really tight 4x4 puzzle and very replayable.
References (from this video)
- immersive atmospheric conversation
- tight puzzle with meaningful negotiation
- may feel stressful or confrontational for some players
- learning curve around preferred strategies
- passive aggressive cohabitation
- cohabitation life with partner
- puzzle/relationship dynamics
Mechanics (from transcript analysis)
- constraint-based placement — manipulating room setups within a time constraint
- cooperative reasoning / deduction — four-room house puzzle driven by partner reactions
- deduction — four-room house puzzle driven by partner reactions
Video topics + discussion points
Quotes (from this video)
- board games are tactile they're made to be played with
- it's such a thematically rich fun experience
- this game is about attracting different types of birds into your habitat
- I love word games because not only do they represent a lot of IDs that we have in everyday life
- the tension points of the trail ... there's weather that plays into it
References (from this video)
- cooperative puzzle feel
- thematic tie to home-building resonates emotionally
- plays best with multiple rounds to reveal objectives
- cooperative house design with personal goals
- house-building with secret objectives
- playful and family-friendly
- City Chase
Mechanics (from transcript analysis)
- cooperative object placement — players place furniture pieces to satisfy hidden objectives
- Secret objectives — each player has private goals influencing decisions
Video topics + discussion points
Quotes (from this video)
- I've decided not to do paid Kickstarter previews. we want to hear about what reviewers actually think of games.
- the first one is Trolls and Princesses... I thought it was a cute theme.
- Beacon Patrol is a Cooperative tile placing game.
- it's a draft and write records a game about building a band.
- I don't like trading mechanic but here's the thing when you're trading to a Cooperative end we had a really fun time with it.
- the White Castle is a dice worker placement game which I love. I love engine building.
- Praga Caput Regni... it's messy. teaching it... not fun.
References (from this video)
- strong cooperative feel
- engaging with family/friends
- requires clear communication
- domestic life and sharing spaces
- household living together
- cozy, relatable
Mechanics (from transcript analysis)
- cooperative deduction — players share and infer information about house needs
- tile/space management — organize house space with shared resources
Video topics + discussion points
Quotes (from this video)
- the garden is growing
- paint the roses holy crap do we ever love this game
- this was a good play month
- you are somebody's reason to smile
References (from this video)
- Engaging two-player negotiation with clear goals
- Dynamic interaction through back-and-forth room updates
- Heart-to-heart moments create meaningful information sharing
- Rules can be fiddly and require careful tracking of constraints
- Two-player mode demands explicit communication to align multiple conditions
- Household negotiation and balance of needs through design choices
- A newly moved-into house; two players decorate a home
- Scenario-driven, lighthearted and competitive-cooperative
- Decorum (four-player variant)
Mechanics (from transcript analysis)
- Campaign/scenario deck — Game includes multiple scenarios or campaigns and custom scenarios for playthroughs.
- Color painting — You can repaint a room's walls to different colors to meet needs.
- Heart-to-heart (information exchange) — At designated rounds, players read a condition to the other to reveal information about needs.
- Item type constraint — Each room can only contain one of each item type.
- Pass action — You may pass instead of performing an action.
- Room-based action — Each turn affects one room; you can add, remove, swap, or repaint items in that room, respecting type rules.
Video topics + discussion points
Quotes (from this video)
- the game comes with several scenarios that you can go through together as a campaign of sorts
- you can swap out an item for a different type of that specific item
- we are ending the game
- the house must contain exactly three out of the four styles
- I'm fulfilled
- read out one of the conditions on your card that you feel like your housemate must know
References (from this video)
- co-op at core with conflicting objectives
- interesting negotiation dynamics
- can be complex to coordinate among players
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- no one's made a game about that
- decorum is a co-op yes it is not too co-op
- we would shut the game down
References (from this video)
- strong co-op feel
- clever scoring that rewards teamwork
- artwork considered minimal by some
- theme may not be exciting for all
- decor and personal taste on criteria
- room-design and interior criteria racing
- cooperative constraint-satisfaction with a twist
Mechanics (from transcript analysis)
- cooperative puzzle — players align rooms to meet common criteria
Video topics + discussion points
Quotes (from this video)
- it's not cohesive at all
- we're going to rate our games on a scale of one to ten
- OFPG endorsement for the top picks
- don't sleep on Acropolis
- you can carry Cat in the Box easily
- we love you bye now
References (from this video)
- strong art style
- cool house meeting mechanic
- communication is limited and tricky
- cooperative puzzle about meeting objectives with limited communication
- A house with belongings and missions
- parlor-room style with hidden roles and objectives
- Charterstone
Mechanics (from transcript analysis)
- Cooperative puzzle with hidden objectives — Players attempt to satisfy objective sets without full information
Video topics + discussion points
Quotes (from this video)
- charter stone is a legacy worker placement game
- the art is amazing
- it's an absolutely underrated gem of a game
- rolling right to game night
- the parfait of puzzles
References (from this video)
- strong theme and tension
- balancing cooperation and self-interest
- semi-cooperative structure may frustrate some players
- passive-aggressive cohabitation
- a shared home with decor choices
- tense negotiation around limited resources
- Calico
- The Castles of Burgundy
Mechanics (from transcript analysis)
- semi-cooperative play — private goals; players influence decor while negotiating with others
Video topics + discussion points
Quotes (from this video)
- I think it's the best version of Code Names and that's Code Names Duet
- we belong in this space
References (from this video)
- Therapeutic potential and relationship-building prompts
- Guaranteed to cause fights; requires facilitation
- Communication and avoiding fights
- Coupled decorating session with a partner
- Therapy-leaning but lighthearted
- Idea to Therapy
- Hive Mind
Mechanics (from transcript analysis)
- Cooperative / negotiation — Players decorate a shared space while managing conflicts and communication strategies.
Video topics + discussion points
Quotes (from this video)
- The weirder, the better. I love it.
- It's going to be a real hit.
- This is all in fun as per usual.
References (from this video)
- surprisingly rich in negotiation and dynamics
- strong concept and memorable play experience
- requires active participation to shine
- depends on group dynamics
- domestic life and interior design
- decorating and cohabitation with secret preferences
- cooperative with hidden agendas and negotiation
- The Mind
- Dixit
Mechanics (from transcript analysis)
- communication constraint — players must convey likes/dislikes without explicit statements
- secret preferences — players receive hidden goals and must communicate non-verbally
Video topics + discussion points
Quotes (from this video)
- Spirit Island not Spirit Away mind you it's a great movie if we were giving away Badges of approval for movies Spirited Away a batch of approval but Spirit Island also and this is greater than games
- Spirit Island is a fabulous game... it's fantastic
- Terraforming Mars yes it's our favorite ugly game terrifying Mars is amazing
- I would play that anytime you brought it out
- it's so freaking cool
- we're giving away four copies of Sagrada to four different people
References (from this video)
- Unique theme
- Passive-aggressive gameplay
- Potentially triggering personal experiences
- Passive-aggressive roommate interactions
- Shared living space
- Cooperative negotiation
Mechanics (from transcript analysis)
- Cooperative negotiation — Players place items in rooms with hidden personal goals
- negotiation — Players place items in rooms with hidden personal goals
Video topics + discussion points
Quotes (from this video)
- explore, kill, die, mutate, repeat
- one more game
References (from this video)
- Clear, accessible rules explanation tailored for new players
- Engaging cooperative mechanic that balances private goals with open-ended cooperation
- Flexible play variants for 2-player and 3-4 player games
- Strong thematic flavor through setup stories and color/object matching
- Learning curve around private goals and how to communicate hints without revealing them
- Rules-heavy sections for multi-player variants (house meetings) may slow pacing
- Some players may find the hidden-information aspect stressful if miscommunication occurs
- cohabitation, relationship dynamics, domestic design challenges
- A shared living space with four rooms where roommates pursue conflicting households’ needs
- scenario-based, story-driven coaching of two partners trying to satisfy private conditions without revealing them
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to fulfill private conditions without disclosing them to each other
- cooperative play — Players work together to fulfill private conditions without disclosing them to each other
- fulfillment checks — On a turn, players perform an action, then check whether their conditions are met, followed by a partner's feedback
- Hidden Information — Each player holds a private condition card that defines goals not shared with the partner
- limited communication — Comments during turns convey sentiment about actions without revealing hidden conditions
- player interaction in multi-handed variants — In three-to-four player games, additional house meetings replace heart-to-heart mechanics, enabling short-term hints without disclosure
- scoring and heart-to-heart moments — Rounds include special moments where players reveal one condition to each other to guide strategy
- tile/board placement and set collection — Objects and colors are placed into rooms to satisfy room-specific and condition-specific requirements
Video topics + discussion points
Quotes (from this video)
- decorum is a cooperative hidden information game that plays 2-4 players
- the fate of your cohabitation depends on it
- no matter how dire the situation seems know that it is always possible to satisfy all the conditions on both players cards
- a scenario ends in one of two ways either both players have fulfilled all the conditions on their card or after the 30th round
- in a two-player game you will have a maximum of three heart to hearts
- the trick is figuring it out without telling your partner what you're trying to do
References (from this video)
- Shows passive aggression
- Illustrates human dynamics
- Social dynamics
- Communication
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- moments during board games that formulate memories that you'll never forget
- there's just something for everyone
- it's all about the people
- the board gaming space has allowed me to just have so many incredible fun moments that i'll never forget
- it chose us via christy
- we're gonna have it at jeff's parents basement everybody's coming
- agricola sucks and everybody else seems to love it
- arnak is severely overrated
- i don't think gloomhaven should be number one on the list anymore
- humans are not good at rating things
- my nine is different than your nine
References (from this video)
- Strong theme with HGTV vibe
- Encourages strategic discussion and collaboration
- Limited on-turn communication can frustrate some players
- decorating a house and achieving secret goals
- home decorating project with a houseful of objects
- fun, conflict-resolving with a home vibe
Mechanics (from transcript analysis)
- information sharing intervals — Occasional windows allow players to share information and coordinate
- placement / object drafting — Take decor items and place them in the house; players secretly pursue goals
- restricted communication — On your turn you cannot openly communicate; you reveal opinions publicly at judging moments
Video topics + discussion points
Quotes (from this video)
- Board games make the best gifts
- Gift guide for 2022
- I'm Alex from Might I Suggest a Game
- We're going to be giving away one of the games that's on my list today
- Hit subscribe and that little bell button so you can get notified when I post new content
- If you're looking for a super simple card game with really beautiful art that's going to be easy enough to explain to your parents
- This game is tactile and fun
- Thanks so much for sticking around for my holiday gift guide for 2022
References (from this video)
- cooperative with no quarterbacking
- equal participation among players
- can be frustrating at times
- home decor and passive aggressive decision making
Mechanics (from transcript analysis)
- cooperative deduction — players work together to reach a common goal with hidden information
- Hidden Information — each player knows something others do not
- hidden roles — each player knows something others do not
Video topics + discussion points
Quotes (from this video)
- It's better than code names. I I I have said that and I will stand by that on this channel.
- Wow, that was fast. I really appreciated how quick it was.
- Castles of Burgundy is just a solid game all the way through.
- So Clover is the quintessential inside jokemaker.
- In the Palm of Your Hand feels so different. I just really love the novelty of it.
- Phantom Inc., with its spooky vibe and Ouija-board feel, has been a big hit in our group.
References (from this video)
- thematic and visually appealing
- negotiation adds social interaction
- nightmare for players who dislike take-that themes
- decor and negotiation with take-that elements
- decorating a home/apartment
- thematic but with negotiation tension
Mechanics (from transcript analysis)
- Area control / placement — place rooms on an apartment/builder board
- negotiation — players negotiate with each other while decorating spaces
Video topics + discussion points
Quotes (from this video)
- it's a no-brainer right
- insta buy
- this is definitely something I want to check out
- I would definitely want to check that out
- I love art-themed games
- the art by Vincent de Trey is great
- insta buy for me as well
- this looks amazing
References (from this video)
- dynamic fit for passive-aggressive players
- plays well in a two-player dynamic
- ambiguity and hidden information can cause friction
- question-asking can reveal objectives
- passive-aggressive domestic competition
- two players with a home and personal objectives
- dialogue-driven, objective-based interaction
Mechanics (from transcript analysis)
- asymmetric player powers — objectives partly conflict, driving interaction
- hidden/objective-driven play — each player has private goals revealed at intervals, influencing decisions
- two-player asymmetric goals — objectives partly conflict, driving interaction
Video topics + discussion points
Quotes (from this video)
- this game is so good at literally you get a storybook and it'll be like go here do this when this happens this is what it means and read this page and it just teaches you as you go in such like a beautiful way
- I really liked it I'm not sure how you felt I don't know how I feel yet we've only played two or three
References (from this video)
- great two-player experience
- replayable with different scenarios
- strong collaborative feel
- came as a sponsored playthrough; players may be skeptical
- availability varies
- collaboration under constrained conditions
- cooperative scenario-based gameplay
- cooperative puzzle-solving
- Pandemic
- The Mind
Mechanics (from transcript analysis)
- cooperative play — players work together to achieve shared goals
- Scenario-based progression — play through linked scenarios with evolving challenges
Video topics + discussion points
Quotes (from this video)
- we've dropped our tier system
- there's going to be a lot more content on this channel over the summer
- Arc Nova is addictive and it's great to play
- we're celebrating our three-year anniversary on YouTube next month
- I miss doing this we haven't done this in so long
- I'm not sure I'm a good storyteller, but I like doing podcast-style content for Patreon
References (from this video)
- Tense, thematically on point
- Appealing art and design
- Tension can be divisive if group not aligned
- Tension and cooperation in a shared space
- Co-habitation with a roommate; passive-aggressive living situations
- Realistic, relatable humor
Mechanics (from transcript analysis)
- information_sharing — Strategic sharing of limited information to achieve common goals.
- phased_actions — Distinct phases with opportunities to communicate and coordinate.
Video topics + discussion points
Quotes (from this video)
- this year is flying by
- The Crew is just a perfect nice and easy cooperative game
- i've been really enjoying six nymph
- Phantom Ink is a really great game and would highly recommend it
- Mind Management is a masterpiece
- So Clover by Repost Production is climbing the rankings
References (from this video)
- clever cooperative mechanic with a social twist
- accessible with a thematic twist on house problems
- co-op tension may frustrate some players if goals feel unreachable
- cooperative puzzle with conflicting criteria
- domestic living / roommate dynamics
- slightly humorous, social
- Patchwork (analogous puzzle assembly feel)
Mechanics (from transcript analysis)
- cooperative puzzle with voting — players must align on criteria to satisfy all
- negotiation and communication — discuss and adjust goals to meet rules
Video topics + discussion points
Quotes (from this video)
- it's Christmas time
- these five under thirty dollars
- it's a gateway game
- it's a co-op not co-op
- the Matrix baby yeah
- we love this show; it's going to be our biggest episode
References (from this video)
- high player interaction
- fun group dynamics
- may not appeal to players who dislike deduction
- domestic life and negotiation
- cooperative deduction about roommates decorating a living space
- campaign with scenarios
Mechanics (from transcript analysis)
- cooperative deduction — players collaboratively deduce goals and constraints
- scenario-based campaign — different setups depending on players
Video topics + discussion points
Quotes (from this video)
- Planet Unknown worms its way into my brain like that
- the first 1000 people to use the link in the description below will get a one month free trial of skillshare
- I love deduction games
- this video is sponsored by skillshare
- it's not a parody it's real weird
- hands down my favorite game of 2022 is Planet Unknown
- I cannot wait to play more at this if you like flipping rights and games with combos