As you know it’s been over 150 years since the inventor of the Perpetual Steam Engine (or PSE), Louise Delargue, wrote her last diary entry before her disappearance. That someone could create an invention to seemingly power cities and other technologies forever, without publishing any findings, remains the biggest scientific folly in the era of PSE.
We took the crystals for granted. The supply seemed endless and their energy seemed unending, but we underestimated the growth of populations and the greed for crystal power. As PSE’s across the world try to keep up with the demand, the crystals are breaking.
In Delta, players set out on an adventure through the Delta region of Kamargo, to try and gather more information about the crystals that power up the PSEs. as players observe the mechanimals such as the tortoise, flamingo, horses, and bulls. Send your crew to the different sections of the board to try and maximize your actions, and later on add new crew members to your team and even set out on special missions.
Manage your hand well, gather enough knowledge, and emerge as the victor in this exciting steampunk adventure.
—description from the publisher
- mining and building in deep earth
Mechanics (from transcript analysis)
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Quotes (from this video)
- I am definitely interested in learning more about this.
- I like Roland Wright style games.
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- I'm spoiled for Choice over here
- Trans-Siberian railroad is indeed excellent
- it was a joy to have the game go so sideways like everybody was just laughing like crazy
- I thought it looked super cool
- I'm actively excited I'm looking forward to playing that one
- there's a mountain of prototypes off camera
- Darwin's Journey was the first rule book I ever wrote from scratch
References (from this video)
- Aims to reach a wider audience through larger publishers.
- Fulfills the mission statement of getting modern native themed games into more hands.
- May not do well on crowdfunding due to its niche nature.
- Currently on the back burner due to financial constraints for self-publishing.
- Bead crafting, crafting a choker necklace
- Visually pleasing puzzle game
Mechanics (from transcript analysis)
- Bead crafting — The core activity of the game.
- Puzzle — The game is described as a puzzle game.
Video topics + discussion points
Quotes (from this video)
- The most interesting thing about role-playing games are those really cool character interaction moments.
- I think it's better to come up with your own one and let sort of conspiracy theories run wild.
- I think every game is making a political statement.
- We're often put in positions where we don't have time to think about the future we're we're barely being able to hold on to the past or pay our rent or pay our bills or whatever it is we're dealing with the present or the past and I think we're finally at a spot where we can start taking some of the lessons of our pasts of our of our cultures and going well how would those apply to the Future.
- That that complaint comes from a narrative laziness.
- What makes a game indigenous is having an indigenous designer.
- I fundamentally disagree with the idea that games are not political.
- It cannot be said enough until everybody just assumes it's a truism we need to keep saying it.
- It's like it's never just a game every single game is an artifact of its culture and it has some kind of perspective.
- I think there's some Core Concepts there in a lot especially of a lot of like Euro games that that have that baked in and that's not necessarily I'm not trying to necessarily say that those games are all evil or bad or I don't like them or I mean that's not that's not what I'm saying at all I'm just trying to bring awareness to thinking about the mechanics that you're using and you're playing and thinking about the themes that you're engaging with.
- When I say gross I mean that that vision are some of the most difficult for me.
References (from this video)
- Brilliant multi-use card play.
- Fast-paced gameplay.
- Great art and a fun, fanciful world.
- Satisfying euro game.
- Publisher is out of business, making the game hard to find.
- Exploration, invention, and scientific research of hybrid mechanized creatures
- A steampunk world, exploring a mysterious delta
- Blackout Hong Kong
Mechanics (from transcript analysis)
- Deck Building — Recruiting new cards to add to the player's deck.
- Drafting — Players draft cards at the end of a round.
- Multi-Use Cards — Cards can be used for different actions (explore, invent, research) and also generate resources.
- Set Collection — Collecting cards from specific regions by reaching them first.
- Worker Placement — Assigning expedition members (cards) to different actions.
Video topics + discussion points
Quotes (from this video)
- If you are like me and Jen and you love fast playing, you know, nice midweight perfection euros, you owe it to yourself to check out Delta.
- The dice are what keep this game out of my top 50, maybe even my top 30 games of all time because there's a when you do go adventuring, you will be rolling dice.
- This game is just jaw-dropping a billion.
- Miyabi actually means elegance. And that is what this game is the very personification of.
References (from this video)
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Quotes (from this video)
- Delta is designed by Franz kudurk and illustrated by Nastia land it
- the theme and story are really unique in my opinion they've got this whole Mech biologist theme going on where there's been an energy crisis and you really have to get yourself involved in doing a lot of different work on the board to try and optimize and figure out the best way for you to function and also like be beneficial to society
- there are a lot of layers to think about in each of the three sections
- it's a tight puzzle almost
- discovery and adaptability
- everything you do is interconnected
- the more that we play this game I acknowledge that I really really like the tight decision making
- this game is for people who enjoy a thematic a little bit heavier type of game that has elements of exploration set collection adaptation to strategy and really crunchy decision making
References (from this video)
- tight decision making
- interconnected boards and layered strategies
- strong thematic cohesion and unique setting
- accessible entry with deep strategic depth
- high replayability and discovery potential
- crunchy for casual players; may be heavy
- multiple systems to track can be intimidating
- group size and pacing affect game length
- coexistence and sustainability in a world shaped by greed over crystals
- Delta islands where mech biologists explore, publish findings, and pursue sustainable energy amidst a resource-driven crisis
- thematic, research-driven exploration with interconnected systems
Mechanics (from transcript analysis)
- Card Drafting — Players draft a limited set of cards each round, creating tension and forcing choices.
- Cooperative Actions — Actions across sections are interconnected, creating a strategic puzzle.
- dragonfly rewards and island exploration — Score dragonfly rewards and explore islands by paying crystals and airships.
- End-game scoring — Score from engineering, missions, papers, animals, knowledge markers, and leftovers.
- Hand Management — Hand size and draft options are constrained by player count, affecting strategy.
- hand management and draft end-round — Hand size and draft options are constrained by player count, affecting strategy.
- interdependent systems — Actions across sections are interconnected, creating a strategic puzzle.
- invention tiles and engineering track — Acquire invention tiles by paying costs and lower the engineering marker to gain benefits.
- knowledge tracks — Move knowledge markers along four tracks to gain benefits and influence scoring.
- multi-area action selection — Characters are placed in three sections (Workshop, Delta map, Research Library) to perform actions.
- paper publishing and leaders — Publish Scientific Papers using leaders; papers provide points and have timing rules.
- pilot symbols and extended exploration — Pilot icons/cards unlock extended exploration options and routes.
- Resource Management — Manage cogs, crystals, flasks, and airships to take actions and score.
- round structure — Six rounds composed of Preparation, Action, Resolution, and Upkeep phases.
- Track Advancement — Move knowledge markers along four tracks to gain benefits and influence scoring.
Video topics + discussion points
Quotes (from this video)
- Delta is designed by Franz kudurk and illustrated by Nastia land it
- the theme and story are really unique in my opinion they've got this whole Mech biologist theme going on where there's been an energy crisis and you really have to get yourself involved in doing a lot of different work on the board to try and optimize and figure out the best way for you to function and also like be beneficial to society
- there are a lot of layers to think about in each of the three sections
- it's a tight puzzle almost
- discovery and adaptability
- everything you do is interconnected
- the more that we play this game I acknowledge that I really really like the tight decision making
- this game is for people who enjoy a thematic a little bit heavier type of game that has elements of exploration set collection adaptation to strategy and really crunchy decision making
References (from this video)
- work-placement / negotiation
Mechanics (from transcript analysis)
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Quotes (from this video)
- this video is about the games that we have gotten since Spiel
- it's about dogs in a home
- Simo is a great game one that I highly recommend
- this is a story storytelling puzzle game about Mary Shelly the creator of Frankenstein
- it's a pure negotiation game
- I love the Euros I love all of that but I really enjoy sitting that playing a fun story-driven game
References (from this video)
- High-quality physical components: fabric map mat and magnetic-style box.
- Solid solo mode with its own board, making solo play more approachable.
- Rich thematic setting with a dynamic encounter deck offering varied playthroughs.
- Deep strategic options around stamina management, buffs, reinforcements, and market decisions.
- Kickstarter exclusives (Companions and Dark Shadows expansion) add value for backers.
- Prototype status with minor errors noted by the publisher; some rules and timing aspects are not finalized.
- Early game can feel punishing and luck-driven due to fate tests and random encounters.
- Ambiguities around buff removal timing and certain battle interactions may confuse new players.
- Balancing between solo and multiplayer experiences may require additional playtesting or clarifications.
- Survival, conquest, wealth accumulation, and exploration within a war-torn fantasy world.
- A fantasy land once thriving, now spiraling into war, explored by bands that seek glory, survival, and wealth across a map revealed through encounters.
- Emergent, deck-driven storytelling where events and marauders shape each exploration, with solo and multiplayer modes offering different narrative flows.
- Final Girl
Mechanics (from transcript analysis)
- Combat system with frontline mechanics — Warriors are arranged in frontlines with health, shields, and attack values; team strikes and other combat options determine damage and outcomes.
- Combat: Damage Based — Warriors are arranged in frontlines with health, shields, and attack values; team strikes and other combat options determine damage and outcomes.
- Companion and expansion integration — Kickstarter add-ons include Vela Companions and the Dark Shadows expansion, expanding options for both solo and multiplayer play.
- Deck-driven exploration — Exploration hinges on flipping from an Event/Marauder deck, revealing what lies at map locations and driving encounters as players move across the board.
- Fate testing — Tests of fate use dice to resolve uncertain outcomes; even/odd results influence success or failure and subsequent effects.
- Market and progression — A market mechanic lets players spend Crone on Buffs, potions, and reinforcements, with finite stock and variable costs.
- Reinforcement and solo play — Reinforcements bring additional fighters into a battle; solo mode uses a dedicated board with its own setup rules.
- Resource Management — Stamina governs movement and combat actions; Crone functions as currency to buy buffs, potions, and reinforcements.
Video topics + discussion points
Quotes (from this video)
- Vela is a Fantasy Land once thriving with amazing mystical creatures
- this is a fabric mat we've seen this in a few games, final girl among others
- it's an easy reset
- Luck is a part of this game
- I like having close relationships in this small industry
- I have not beaten it because it's hard and this is my fifth playthrough
- you can make a whole new deck if you want to
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- the dice don't roll and I can't play
- we cleared the land which means I get 10 Crone
- I'm not going to gamble although I'm gambling because if there's an avalanche or such I'm not going to have enough stamina
- the next video for road to retaliation that's right the awaken realm series
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- This did exactly what it tried to do in a very fun way.
- I like this game so much, it's hilarious.
- Town Center will never leave the collection.
References (from this video)
- deep and varied decision space with multiple viable strategies
- strong synergy between hand management, exploration, and card acquisition
- clear pathways to scoring with explicit goals and dynamic board state
- high tension in turn order decisions and initiative, which affects card availability and outcomes
- steep learning curve and potentially daunting rule interactions for new players
- heavy component management can slow play and require organization
- availability of desirable cards and bonuses can introduce variance that may frustrate some players
- requires ongoing planning and adaptation as board state evolves
- invention, exploration, and powering perpetual steam engines
- Delta region of Camargo
- procedural engine-building with exploration and scientific discovery
Mechanics (from transcript analysis)
- engine/track advancement — advancing on engineering, initiative, and exploration tracks to gain bonuses and points
- exploration and map-based scoring — explore islands by spending crystals and aircraft values to gain points and island bonuses
- Hand Management — players manage a hand of character cards and resources to perform actions in three board sections
- set collection / card drafting — select and collect cards and bonuses that enable future actions and scoring avenues
- Tile Placement — players place one card in a board section and activate actions tied to that section
- tile placement / area actions — players place one card in a board section and activate actions tied to that section
- Track Advancement — advancing on engineering, initiative, and exploration tracks to gain bonuses and points
Video topics + discussion points
Quotes (from this video)
- Delta it's a hand management game
- it's solid with a lot of decisions
- there are a lot of ways to gain points for in-game scoring as well
- there's no one way to play the game to win it
References (from this video)
- wacky, adventurous theme; curiosity to learn more
- exploration of magical engines and animals
- Delta region with mechanimals and perpetual engines
Mechanics (from transcript analysis)
- crew-based action placement — position crew to maximize actions; explore a delta region with mechanized animals
Video topics + discussion points
Quotes (from this video)
- I'm actually going to split this into two parts today.
- I'm going through the board game geek Pages for each one of them in alphabetical order.
- I think it's time to start talking about these games.
References (from this video)
- Phenomenal design
- Multi-use cards
- Dynamic hand management
- Complex card interaction
- Best design from Game Brewer
- Publisher Game Brewer went out of business
Mechanics (from transcript analysis)
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Quotes (from this video)
- 2023 was the greatest year in board game history for my tastes
- Conveyor belts are my favorite board game mechanism period
- This is a technological breakthrough for Games
- The greatest bag building game of all time
- Ode to the power and resiliency of Science and cooperation
- Wall-to-wall optimism and an Ode to the power and resiliency of Science and cooperation
References (from this video)
- Solid enough to justify leaving for a swap-in
- Details not elaborated in transcript
Mechanics (from transcript analysis)
- unknown — Discussed as a significant swap-in; specifics not detailed in transcript.
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Quotes (from this video)
- Kuruka is absolutely fantastic.
- Barcelona is being added. I really enjoyed it and want more plays.
- Leaders is replacing Pillars of Fate. Pillars of Fate is my favorite from the Fate series, but Leaders offers a different two-player experience.
- Recall is subject to more plays. The review still hasn't gone up.
- Galactic Cruise is great, but I feel a little guided by what the game asks you to do.