The king shall return... But before he does, the realm falls into anarchy and chaos. The lords of the kingdom struggle to improve their place and standing. New borders are drawn, and expanded through strength of arms and subtle maneuver. Each duke seeks to establish a claim over the most valuable parts of the kingdom before the king finally returns. In the dark of the Middle Ages, control of the land was the key to wealth and power. Can you control enough territory to become the most prestigious duke before the king’s return?
In Domaine, players form domaines by placing walls on the modular board to enclose territory. Completed domaines can then be expanded, even into your opponents'. Protect domaines by placing knights, which resist expansion.
Actions are taken by playing cards that have a cost associated with them. Gain money by selling cards and controlling mines. Sold cards can be acquired by other players.
Players score points based on the quantity and type of terrain enclosed in their domaines, as well as by controlling many mines of a single type. The winner is the first player to cross a specific point threshold or the player with the most points when the card deck runs out.
- Ranked last by default
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This time I'm going to test Bethany with two player only games.
- You've got to rank them one through five without knowing which one's coming up next.
- But I beat you last time we played, so I'm just going to put it at one because I remember it fondly right now.
- Oh my gosh. I guess it's a five in this list. Fudge me buckets, Ryan.
- Anyway, if you had this list, how would you rank them? Hopefully better than I did.
References (from this video)
- Plays quickly (around 20 minutes)
- High variability due to card drafting
- Nice card art and production quality (foil etching)
- Interactive gameplay
- Response mechanic allows players to counter opponent's winning moves.
- Some initial confusion regarding card targeting and rule interpretation
- The 'take that' element might not appeal to all players.
- Compiling code by merging different decks of 'protocol' cards to achieve victory conditions.
- Cyberpunk computer programming.
- Smash Up
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards from 12 different decks, creating a merged, personalized deck.
- Deck Building — Players merge drafted protocol cards into their own deck.
- Hand Management — Players play cards from their hand, covering previous cards in a row to change abilities.
- Race — Players race to achieve a certain value (10 or more) in a column before their opponent, aiming to 'compile' protocol cards.
- Take That — Cards can directly affect opponent's cards or values, altering the game state.
Video topics + discussion points
Quotes (from this video)
- I know for myself I'm going to start saving money right now I ain't ever moving again I ain't ever moving myself again no some I'll paying somebody to come in and pack up this house and load it up
- Well the one for 268 makes sense because we did the Mozart game oh yeah yeah yeah yeah
- I really like that too and it makes resolution of who gets what very quick and snappy alleviating any downtime
- This is why for me it's a solid Euro game with a Civ theme.
- The conversation that was occurring after we were revealing was just as entertaining as watching people struggle to try to put it in relationship on this XY graph
References (from this video)
- Straightforward tile-laying with square tiles and non-rotating orientation, which simplifies setup for new players and younger players.
- Strong emphasis on spatial reasoning and planning, offering a satisfying puzzle dynamic without heavy complexity.
- A broad marketplace with many tile options adds variety and strategic depth across games.
- Low direct player interaction keeps the focus on personal puzzle-solving rather than blocking opponents, suitable for family play.
- Limited player interaction may be a turn-off for players who enjoy direct conflict or disruption mechanics.
- Mission cards and their visuals could be hard to read for some players in prototype form; examples of pictures are small and may need clearer graphics.
- As a Kickstarter prototype, components and rules may evolve before final release.
- Some players may desire more depth or rotation options to expand strategic choices.
- Puzzle-like mining and treasure extraction through tile placement and economy-style drafting.
- Underground mine environment with branching tunnels, veins of gems, and a focus on depth-based scoring as players expand their mine.
- Abstract, puzzle-driven, non-violent mining construction where progress is measured by structural depth and gem value.
Mechanics (from transcript analysis)
- dice-driven build points — A die is rolled to generate build points each turn; special rounds and certain tiles can modify the amount available.
- End Game Bonuses — Bonuses come from altars, wells, dragon fossils, and gem vein depth, with deeper veins yielding more points and synergies with surrounding tiles.
- End-game Bonuses — Bonuses come from altars, wells, dragon fossils, and gem vein depth, with deeper veins yielding more points and synergies with surrounding tiles.
- mission cards — Optional or contextual missions add point conditions and variety, sometimes altering scoring or providing mid-game benefits.
- Multi-Use Cards — Optional or contextual missions add point conditions and variety, sometimes altering scoring or providing mid-game benefits.
- no-rotation tiles — Tiles cannot be rotated after placement, simplifying spatial planning and reducing rotational calculation load.
- Round Tracking — A round token mechanism tracks progress over ten rounds, signaling when certain actions become available and which tiles can be moved.
- tile drafting — Players select tiles from a marketplace to build their mine layout, balancing value and future placement options.
- Tile Placement — Tiles are placed in a fixed orientation to form a connected mine, with tunnels and modules contributing to deep gem veins.
- Tile/Map Shifting — Tiles cannot be rotated after placement, simplifying spatial planning and reducing rotational calculation load.
Video topics + discussion points
Quotes (from this video)
- it's a tile laying game that is light in terms of its complexity
- it's like you're building a puzzle in front of you
- no take that
- you've got multiple stacks that you can choose from
- the deepest vein... is worth five points
- there's a real trade-off when deciding how deep to go for gem veins
References (from this video)
- quick teach
- interactive and engaging
Mechanics (from transcript analysis)
- Hexagon Grid — players move on a central hex grid; highly interactive; quick to teach
- highly interactive Euro with a hex-grid — players move on a central hex grid; highly interactive; quick to teach
Video topics + discussion points
Quotes (from this video)
- two-thirds of the games that I've played over the last 14 years I can go on to YouTube and see what I thought back when I actually played it
References (from this video)
- Looks very good with foiled cards.
- It is a head-to-head battle game.
- You have different play styles for different factions.
- You want to try different combos.
- The spin rate is 10 out of 10.
- Speaker sometimes struggles with head-to-head games.
- Creators at War
- Netrunner
- Smash Up
- Key Forge
Mechanics (from transcript analysis)
- Card Drafting — The 12 cards on the table are drafted, and each card gives you six cards, forming your 18-card deck.
- Deck Building — You have 12 different cards that you place on the table and you draft them, and those cards are going to give you each of these cards are going to give you six cards, and that's your 18 card deck.
- Drafting — You place 12 different cards on the table and you draft them.
Video topics + discussion points
Quotes (from this video)
- Double call
- Did not like this one too much this was sadly very boring
- I think the main reason I didn't like it is that it's all about destroying for the other person
- It's a bluffing a double psychological game
- it was good it was fine it was but it was for me I would not choose this over Hanoi G Ro or Shadow Oro
- The big problem is that it felt too random
- This is one that we have been enjoying a lot
- The only negative for me is that it's a bit long
- I think that the concept of this sounded more exciting than in I thought it was
- it was just a fine game that I don't need to play again
References (from this video)
- Really liked it despite not liking the genre
- Excited to play it more
- Drafting can be competitive
- Can be played with layers and layers
- Host generally dislikes this genre
- Magic the Gathering
- Netrunner
Mechanics (from transcript analysis)
- Asymmetrical play — Different sets of cards offer varied playstyles, though not strictly asymmetrical.
- Card Drafting — Players draft cards at the beginning of the game, which can be competitive.
- head-to-head — A two-player card game.
Video topics + discussion points
Quotes (from this video)
- it's a very tight economical puzzle where you are placing your production on the board trying to place it where it's both cheap and makes sense and you can build like in your network
- my number two is going to be clans of calonia because it's a fantastic game
- my number one is going to be another prototype it's going to be sweetlands
- the artwork is amazing the gameplay is so brain burning and cool
- it looks so good it looks like a finished game
References (from this video)
- strong graphic design that supports theme
- immersive without sacrificing gameplay
- may have a steep learning curve for newcomers
- personality construction through card drafting
- artificial intelligence drafting a personality
- engineered persona creation with interactive decks
Mechanics (from transcript analysis)
- drafting concepts to define a personality — players draft adjectives and traits to shape an AI's persona
- interactive player mats — includes components that deepen immersion without overwhelming gameplay
Video topics + discussion points
Quotes (from this video)
- it's so tense you're basically the big old government and then the rebellion in this futuristic dystopian world
- it's so fast just play it again switch sides cuz they're both very different
- graphic design in this game is absolutely perfect cuz it immerses you in the theme without taking away from the gam play
- this game replaces code names I know that's like really popular in our community
- it's hilarious
- embrace the chaos of this one
References (from this video)
- AI intelligence competing
- Unique theme
- AI intelligence
Mechanics (from transcript analysis)
- AI — AI intelligence competing against each other
- two-player — AI intelligence competing against each other in a two-player game
Video topics + discussion points
Quotes (from this video)
- you know that this is directly inspired by Shadow of the Colossus
- apart from the verticality it's just such a smart creative cool package where each hero is a combination of a character class and a couple hero cards shuffled together and kind of played as if it were a deck building game that you're not doing any addition to throughout the game itself
- it has such an amazing intuitive simple system for telegraphing what the oppositional behavior of this Leviathan that you're climbing is going to be and giving you time most of the time to react to it
- Ironwood is an asymmetrical hard driven tactical game with multi-use cards Ironclad and wood walkers have different decks different Victory conditions move around the board differently fantastic components and artwork
- Pagan fate of Rowan Oak which is an expandable asymmetrical deduction card game where one player plays as a witch the other player is playing as the Witch Hunter and the witch is playing cards to try to perform this Grand ritual whereas the Witch Hunter is trying to figure out who the witch is and then bring them to justice
- React the Arts of War this one was super under my radar until packs unplugged but this is a onev one grid-based card dueling game with these highly asymmetrical artist characters that are very unique in their play style very thematic you are moving your artists around the board trying to damage the other artists you're competing against so thematic and extremely
- River of gold if you had told me 5 years ago that they were going to be making a Euro set in rokuan the setting of my personal Obsession as a teenager and young adult I would have well I would have believed you but I would have flipped my lid and even still now I'm kind of in shock at how good of a game it pulled off in being especially under a younger Studio like office dog
- River of gold is an exceptional worker placement with a linear aspect as you navigate these boats down the river and progressively more and more buildings are constructed along the ways
- it has just the right blending of approachable economics and astounding capabilities that you can roll into and is magnificently produced with these beautiful gold reflective elements throughout the otherwise kind of watercolor esque board
- first up we have SEI I know this is on a lot of other people's lists but it has a fantastic solo mode it uses an automa where the automa uh will do somewhat of a random action but the actions will be more powerful than anything that you can do on your turn so it ends up being very competitive you can see here I just finished a solo game and the scores were pretty close actually within 10 points
- arcs it is difficult to talk about this game without getting into the Weeds about how beautifully the mechanics interact with each other in this game to create an epic space conflict but at the same time a game about making do with what few actions you have
- it's hard to imagine arcs not being in the top three of this list in what we have talked about as an absolute Bonkers of a year it's cunning inventive and original while still being all that much more approachable than many of Leader's prior works
- the depths to which you can explore the systems involved is really something
- the last recommendation on my list is I Napoleon designed by Ted racer uh and GMT games it's another card driven game what I like about this one is the historical aspect of it and how true to the life of Napoleon it is uh first you start by playing as uh Napoleon when he was a commander you move up to uh first console and then ultimately Emperor if you make that far and there's a ton of ways to lose um but you can go through his entire life it's a fantastic solo experience highly recommend it
- Harvest the number one game of 2024 the Box really does say it best a fantastically fun fur filled farming Affair that is tricky to say but the game is just that much fun too
- Harvest is an amazing game it is a knife fight in a hay bale your turns are so few that you cannot Dilly nor dally but the adorable theme makes something that should be an inherently stressful game into a cute little farming experience
- it has the deep deep complexity of trying to maximize your turns to give it legs to even the most astute of board gamers was some serious debate Among Us contributors on the channel as to whether Harvest should take the number one slot
- taking the raw elements that TMG had rightly gone with but bringing it to a more Modern Standard giving it both a visual overhaul but also giving at a tight mechanical system that is shockingly deep for how mechanically narrow it may seem at first to have this level of function in a farming game that is played in a mere four rounds only 12 placements for the entire game is the Pinnacle of refined game design
- making Harvest our 2024 game of the year
References (from this video)
- Lots of variety with personality traits
- Snappy two-player interaction
- Identity creation and personality matching
- Two-player personality development AI scenario
Mechanics (from transcript analysis)
- multi-trait competition — three areas of personality compete for dominance; flip to win.
Video topics + discussion points
Quotes (from this video)
- It's not a party game it's a card game but you use it at parties.
- I would use this every time over Code Names.
- This is a blast, a super fun game.
References (from this video)
- dynamic, player-driven economy with aggressive interaction
- fast decision space with meaningful consequences
- some players dislike mean competition
- box size and weight can be unwieldy
- mean area control and auction-like action selection
- territory control with walls and domains
- Lowenherz
- Magnagia
Mechanics (from transcript analysis)
- area/territory control via walls and domains — Players place walls to enclose domains and score based on enclosed areas; mines provide income.
- auction-like action selection — Players buy or cycle actions and place walls; actions impact future turns and scoring.
Video topics + discussion points
Quotes (from this video)
- the rules are super simple
- it's a mean game
- a dynamic economy where everything that you do will ripple out and have positive or negative effects on everybody else
- it's a 60-minute game
- I wrote the rule book
- this is an incredible design and it deserves a reprint
References (from this video)
- Air, Land, and Sea
Mechanics (from transcript analysis)
- Area Control — Playing cards in columns, trying to control these different columns and activate them.
- Card game — Compile is a two-player only card game.
Video topics + discussion points
Quotes (from this video)
- So, Night Soul actually made my most anticipated list of games to be released in 2025.
- Love this idea of um kind of Victorian London, The Sewage System.
- And from the gist of what I've read, it sounds like a kind of contract fulfillment resource management game, but it does use dice placements.
- Now, I tend to like the kind of mix of a Euro game with dice placement.
- If you have enjoyed the video, please be sure to hit like and subscribe to the channel.
- Check out my other content, too.
- And for everybody else, I'll see you next time on Chairman of the Board.
References (from this video)
- extremely clever
- exact kind of card game I enjoy
- joy to play
- fast
- thoroughly enjoyable experience
- fantastic design
- can be frustrating at times
- limited to the cards you have in your hand
- death, life, shadow, energy
- Airland and Sea
Mechanics (from transcript analysis)
- area influence — control um these columns by having the most influence in them.
- card abilities — all these cards come with unique abilities and those abilities work in three different ways.
- Deck construction — you will have a kind of unique set of cards based on these three different types that you draft.
- Hand Management — hand management game
- two-player — two-player only head-to-head
Video topics + discussion points
Quotes (from this video)
- This is where I take a look at the last five new to me board games that I've played and I rank and review them in order of preference.
- it's just not one that I'm going to reach for over over so many great two-player games and so many better deduction games.
- Still interesting design by an interesting designer cuz this is Sashi who's made some brilliant games.
- This game is super tightly balanced in terms of um you know a single mistake can cost you dearly and it's very difficult to manage all your different winning criteria.
- Very clever stuff, but get boiled down to a very straightforward system, which is how I generally like my rolling rights.
- It's all about very finely tuning that hand of cards to manipulate the state of the board to throw your opponent off as well as trying to help yourself.
- Fantastic design that is compile a welldeserved number one.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- nobody, including us, need this many games.
- This is Divan. Mhm. I don't know anything about this game. I bought it because it looks beautiful.
- This could have easily been a Reiner Knizia game I feel like.
- And I love a reason to play Lost Ruins of Arnak Lost Ruins of Arnak because I think it's a great game.
- We have to empty our unplayed game shelf from everything that's not 2025 releases and then we'll put it in there and the rest go on the floor until we manage to play them.
- And it's based on the problem called what is called again it's based on the seven bridges of somewhere.
- I feel kind of like bad about bringing a hundred games back home.
- I I usually they go in, they go out. And that's also the thing like if I haven't played a game in a month, I will not remember the rules most of the time.
- The longest line I saw was for coffee. In the morning before the whole office.
- What's more important for you for the channel? Playing the popular ones or the less known niche ones?
- My favorite animal beside the monkey which is my favorite animal. The capybara.
- We are basically very lucky because we share a lot of hobbies.
- The building thing Ah, it was too much building. I didn't like that too much.
- It's been super fun. It's so many people. It's been so long since we did a live.
- Thank you so much for watching. Like it. We wouldn't have done this if it wasn't for you.
References (from this video)
- A lot of intrigue
Mechanics (from transcript analysis)
- Area Control — You're playing down cards to fight for control of three different locations.
- bluffing — You can play cards face up, face down.
Video topics + discussion points
Quotes (from this video)
- I'm hosting a live comedy game show near San Francisco at Rooster Te Feathers Comedy Club this Wednesday, December 10th. It's going to be super fun. Come on out.
References (from this video)
- No.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, the highest ranked game I haven't played is Eclipse: Second Dawn.
- Each year I play more more games and each year I have played fewer of the top 100. BGG's top 100 is turning into heavy game central, for sure.
- Daydream is a cozy roll and write.
- Stop telling me your games are cozy.
- Terraria on the box says 45 minutes per player. I don't even know what what was going on there because someone was like, you lots of publishers lie about time. No one lies that that egregiously. It is not even remotely 45 minutes a player.
- I don't like Imperial at all. There's my review of
- Wise Wizards definitely said they're kind of on the uh that they're that they're struggling with a lot of stuff. So, I hope it works out pretty well.
- That was Zen Camilla, and they said it was really really hard, which made me not really particularly want to play it that strongly. I like to play games that are easier, not as difficult.
- Um, there's there's always things we're working on. Uh there's something small bag that we're working on. I can't really talk about that. Um, yet, but you'll know about that in a few weeks.
References (from this video)
- Enjoyed it a lot
- Cool tactical card game
- Subtle differences in decks
- Potential for good solo mode
- Two-player only (currently)
- Some aspects of repetition
- Possible overpowered deck combinations
- Star Realms
- Fantasy Flight Keycraft
Mechanics (from transcript analysis)
- Card Drafting — You draft six decks and they're all six card decks.
- Column building — You are placing the cards in the columns till you get 10 in value.
- Hand Management — You've just basically got to do various shenanigans to to basically flip your free before they flip their free.
- player interaction — Your opponent can mess around with your board. You can mess around with your opponent's board.
Video topics + discussion points
Quotes (from this video)
- I do like the fact that it's um don't be the loser and there's no actual winner in a game that I think is quite cool.
- And I found this to be like really interesting. Like this was a cool twist on the trick taker.
- It's got a German name with Japanese writing on the back. It was kind of weird.
- But this just felt too random.
- I just felt like it's not really a strategic game. It's just basically the dice are going to dictate what you can do.
- I just found it a bit boring and found it underwhelming when everything resolved, you know.
- The expo is getting to the point where it's pricing itself out of being worth going.
- Remember, it's only a game.
References (from this video)
- It's two players
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- went over to play Shug, which oh my god, I will back that straight away when I get home. Um, because that was amazing.
- it's so whimsical and unique.
- You're like exploring trying to find this mythical creature called Shug and you need to bring him back to the pub because there's this like prophecy or like legend that when you bring Shug back to the pub, the king will be defeated.
- all these like whimsical, nonsensical things. It was just very, very fun.
- I played Stack. Oh my god, that was great as well.
- Oh my god, that was crazy madness.
- It was so funny, so difficult, and just hilarious cuz you're like so uncomfortable sitting with all the sticks on your fingers and crazy.
- We played Mariners. I was very very excited to play this because just look at this artwork. Incredible.
- And the gameplay is so fun. I can't wait for this to get uh the Kickstarter release. I'm backing it straight away.
References (from this video)
- Great concert
- Crowd was engaged
- Band members were a-holes
- Complained about the venue
- Complained about the city
- Punk Rock
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Can we have the 90s back, please? Can we like start can like rewind back to like 89 90? Like just start there and like I'll take 10 years of the 90s again.
- The songs that remind us of the best times. The songs that remind us of the bad times.
- I drink a whiskey drink. I drink a vodka. I drink a drink. I drink a drink.
- I want to get out of here.
- They're still going around.
- What a [ __ ] horrible song.
- It's so really terrible. Like, but it was so great. Like, at the time it was like everybody listened to it was like that's the song. So catchy though. So catchy. So good.
- Doesn't have to be good. It just has to sell.
- You're an idiot then.
- I mean, no, he's uh the John Spencer Blues Explosion uh album Orange uh was R was rated by I think it was I think it was Playboy rated it the number one album to have sex to.
- Everybody should listen to the Reverend Horton Heat.
- That's fair.
- And I am whenever nobody's like I've never even heard of the replacements. I was like, are they on someone's roof?
- Well, you [ __ ] suck.
References (from this video)
- Super quick and easy to get to the table
- High replayability
- Accessible and cheap
- Tactile component feel
- hacking into the mainframe
- Smashup
Mechanics (from transcript analysis)
- Area Control — Uh, it's very tactical, so you're going to be uh punching and stuff um as you get to the characters. Now, as I'm talking about this, I'm, you know, uh your point action points. We're talking about and you're going to move your characters around and try to complete the objective. So, it's not just like a punch them up or smash them up. You were actually trying to get to certain points on the board.
- Card Drafting — You have a bunch of sets of cards. They all have names on them like plague or fire or light or love.
- Hand Management — You have a bunch of sets of cards. They all have names on them like plague or fire or light or love. Uh, I think I played this first at PAX with against Alex Radcliffe from Board Gameco.
- Set Collection — It's uh tile Well, not tile, but it's a set collection game. If you played like Rummy or anything, you're it's very similar to Rummy.
Video topics + discussion points
Quotes (from this video)
- I think the Event deck for this game is fantastic. It's like you're reading the Iliad in card form.
- it's a game that really, really rewards that backstabbing
- It's the game that just takes up your entire day.
- It's long. It's long. It's a long game.
References (from this video)
- Rival artificial intelligences competing to be sentient and dominate by loading new protocols.
Mechanics (from transcript analysis)
- Area Majority — Players compete to have a strictly higher value than their opponent on at least two out of three lines to gain control.
- Card Drafting — Players draft protocols to set up the game, with turn order and initial card distribution determined by this draft.
- Deck Building — Players use decks of command cards made up from protocols, and shuffle them to form their decks.
- Hand Management — Players draw cards to a starting hand of five and must discard down to five if they exceed this limit.
- Set Collection — The goal is to compile three new protocols, implying a collection aspect.
- Set play — Cards are played into matching stacks within lanes, with the goal of compiling protocols.
Video topics + discussion points
Quotes (from this video)
- And hi everyone, [music] it's Stella. And Tarrant, welcome to Miva University.
- This is all of the protocols from boxes one and two.
- The entire play area for cards is known as the field.
- Unless it contains the word may, all text on all cards is mandatory.
- Cards may also be played face down during the game and when you do this, you can ignore the protocol on the face up side and simply place the card face down onto any of your stacks.
References (from this video)
- Outstanding variety of cards
- Versatile system with depth
- Simple, straightforward text and keywords
- Clever card game design
- Joy to play
- Thoroughly enjoyable experience
- Fantastic design
- Can be frustrating at times
- Limited to cards in hand
- abstracted concepts such as death, life, shadow, and energy
- Airland and Sea
Mechanics (from transcript analysis)
- area majority / influence — Players try to control columns by having the most influence, aiming to get above 10 influence.
- Drafting — Players draft sets of cards based on different types to form their unique starting hand.
- Hand Management — Players manage a hand of cards with unique abilities to influence columns and achieve objectives.
- Set Collection — Players collect sets of cards based on three different types.
- Variable player powers — Each card comes with unique abilities that can work in different ways (uncovered, instant, conditional).
Video topics + discussion points
Quotes (from this video)
- Compile. So, this is a two-player only head-to-head hand management game where you are trying to control um these columns by having the most influence in them.
- The sheer variety of these cards is really outstanding.
- It's just such a nice versatile system where there's no real real kind of um bells and whistles, no frrills. It's just simple, straightforward text on cards that's easy to digest, some simple keywords, but the depth of the play really is there.
- Extremely clever. It's the exact kind of card game that I enjoy.
- Fantastic design that is compile a well-deserved number
References (from this video)
- Engaging drafting mechanics
- Strong back-and-forth two-player feel
Mechanics (from transcript analysis)
- Card Drafting — draft the decks first
- Compound Scoring — aim to get majorities in different columns
- Deck drafting — draft the decks first
- majority scoring in columns — aim to get majorities in different columns
- multi-deck interaction — each deck acts in a different way toward a common goal
- Two-player duel — back-and-forth drafting between two players
Video topics + discussion points
Quotes (from this video)
- River of gold took me by surprise because it's an excellent board game
- it's such a streamlined fun interactive very interactive game it's just it's just wonderful
- it's a two-player jeweling card game of trying to get majorities in different columns
- every decision you make in this game is life and death
- content creators need to produce content
- there are no bad years for games there's too many games that come out too high quality for there to be a bad year for games
References (from this video)
- Massive depth and deep combo potential from protocol interactions
- Great replayability from dozens of protocol combinations (24 base + expansions)
- Standalone expansion and mix-and-match design enable varied play
- Cyberpunk aesthetic and compact box could appeal to fans of modular deckbuilding
- Immediate sense of strategic planning with strong 'smash-builder' identity
- High complexity and many rule interactions require time to learn; a lengthy 13-page FAQ exists
- No inherent internal timer can lead to longer games, especially with advanced rules
- Theme is comparatively drier and less visual/table-present than Radlands
- Rule sheet is not highly detailed; players may miss interactions without community guidance
- smash-builder with protocol synergy
- cyberpunky, protocol-based deckbuilding
- cyberpunk and highly modular deck construction
- Radlands
Mechanics (from transcript analysis)
- asymmetric protocol selection — Each protocol is unique; opponents cannot select the same protocol; total protocols available number 24 plus expansions.
- deep combo potential — Combining protocols to create powerful chains of effects and triggers.
- lanes and territory control — Players compete in lanes; control of a lane requires scoring points (up to 10 per lane) by placing and activating cards in that lane.
- multi-activation cards — Most cards have two to three different activations; some persist, some trigger on placement, and some trigger when a card is moved or destroyed.
- Multi-Use Cards — Most cards have two to three different activations; some persist, some trigger on placement, and some trigger when a card is moved or destroyed.
- protocol-based deck construction — Players select three protocols, each providing a mini-deck; the three mini-decks are combined into the player's deck for the rest of the game.
- snake drafting and mixing — Two protocols from potentially different decks can be combined; advanced play involves strategic drafting and mixing to maximize synergy.
- standalone expansions and mix-and-match — The base game supports standalone expansion and mixing of protocols from different box sets.
Video topics + discussion points
Quotes (from this video)
- This is a Smash builder. I love that idea.
- I feel like I'm playing Magic.
- It's a one versus one game you play 20 minutes.
References (from this video)
- Deep strategic options for enthusiasts
- Lots of replay potential if you love puzzles
- Confusing rules, forgettable art/theme
- Defunct publisher
- Less accessible for casual players
- Array
- Array
- Strategic puzzle solving with a focus on protocol optimization rather than storytelling.
- Array
- Abstract lane-battler with a sci-fi tech flavor, largely theme-light.
- Array
- Array
- Array
- negative
- Radlands
- Zenith
Mechanics (from transcript analysis)
- face-up/face-down play — Play cards face up or down to trigger different effects.
- protocol drafting — Draft three protocols per game to reach higher values.
- stack management — Three text boxes per card require careful stacking decisions.
Video topics + discussion points
Quotes (from this video)
- Radlands is pure aggression.
- The camp drafting alone creates massive variability.
- You're destroying each other's stuff, racing to finish, adapting on the fly.
- Zenith is indirect, pulling planets and building efficiency.
- The technology cascade is clever and satisfying.
- A surprisingly non-confrontational for a tug-of-war game.
- The cards lack character and the theme is basically non-existent.
- Compile is for the deep strategy niche who want lane battling variety and don't mind abstract themes.
References (from this video)
- Strong two-player head-to-head feel
- Fast and tight design
- Appealing for fans of 2P card games
- Limited player count may reduce replay variety
- two-player card drafting with rapid interaction
- train journey and on-train gaming environment
- playful/enthusiastic recommendation
- Netrunner
- Race for the Galaxy
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards to build effective combos toward scoring
- Tableau Building — Cards on the table interact to generate points and multipliers
- Tableau scoring interactions — Cards on the table interact to generate points and multipliers
Video topics + discussion points
Quotes (from this video)
- Compile is amazing. It's basically possibly our new favorite two-player card game.
- Castle Combo is fantastic and one of the best card games released in 2024.
- Galactic Cruise is the beast of a game; the rule explanation by the Board Game Wizard was one of the best.
- Aircon is the board gamers con—the library is amazing and the demo area is fantastic.
- We're going to do a proper content piece on Galactic Cruise because this game needs it.
References (from this video)
- deep strategic depth for a two-player game
- fast turns with lots of decision space
- variant-rich with standalone packs
- high skill ceiling; early rounds may feel opaque
- protocol card interaction
- two-player strategic protocol drafting
- abstract/engine-building
Mechanics (from transcript analysis)
- compile victory condition — be the first to complete all three protocols and reach 10
- protocol drafting — draft three protocol cards to form strategies and combos
Video topics + discussion points
Quotes (from this video)
- This is a gem and Kenitzia brilliance with Feld style.
- The action selection mechanism is the cog that makes this game go.
- This game is literally clue on steroids.
- So many fun, interesting little reveals as you're going through it.
References (from this video)
- Interesting premise involving artificial intelligences.
- Theme and mechanics not elaborated in transcript.
Mechanics (from transcript analysis)
- unknown — Not described in transcript.
Video topics + discussion points
Quotes (from this video)
- Sea salt and Paper is a set collection game. The more cards that you collect, the more points you score.
- That’s Not a Hat, a memory bluffing game.
- Rebel Princess is a trick-Taking game based off of the popular card game Hearts, but with a fun twist.
- Love Letter is a card game, but with a lot of deduction and bluffing.
- Mountain Goats is a dice rolling, push your luck race.
References (from this video)
- Adorable art and theme
- Unique ice-cream cone scoring mechanic with toppings
- Cute, whimsical, dessert-themed card play
- Trick-taking with an ice-cream theme
- Light and thematic
Mechanics (from transcript analysis)
- set collection / scoring via scoops — Winning a trick yields ice-cream scoops with flavors that drive scoring
- Trick-Taking — Players follow suit and win tricks; some tricks influence scoring
Video topics + discussion points
Quotes (from this video)
- the gallerist was my number one for February
- it's a trick-taking game that has a solo mode and I am so intrigued to see how that game plays solo
- I really enjoyed laav ... it's absolutely beautiful
References (from this video)
- compact, quick to play
- deep strategy from drafting and lane placement
- lots of content and potential for expansion
- steeper learning curve for newcomers
- board and card interactions can be fiddly
- coding/tech, protocol optimization
- Futuristic lane-building/tech-protocol world; abstract yet thematic around programming protocols.
- procedural, puzzle-like
- Vantage
Mechanics (from transcript analysis)
- deck_drafting — Players draft a small set of protocols to place into lanes.
- Drafting — Players draft a small set of protocols to place into lanes.
- lane_battling — Players compete to reach 10 first by placing protocol cards into lanes.
- protocols_quantified — Cards are tied to specific protocols; drafting and placement create synergy and tension.
Video topics + discussion points
Quotes (from this video)
- It's literally going to change things.
- The pre-order button is really effective.
- Cozy Stickerville is delightful.
- Dream Escape is a dream Cthulhu world; nothing makes any sense, and that's part of the fun.
- Station Fall is amazing.
- Compile is amazing.
References (from this video)
- Very deep strategic potential from a relatively small rule set
- High replayability due to 12 protocols and variable drafting that supports numerous meta-games
- Vibrant cyberpunk art, production quality, and thematic consistency
- Compact playtime with the potential for dramatic, wire-to-wire finales
- Strong for two-player experiences and travel-friendly
- Clear, high-tension decisions with meaningful consequences
- Not a great entry point for complete beginners due to numerous card interactions and edge-case rules
- Rule complexity can require careful study and access to FAQs for edge interactions
- Advanced play may demand more time and mental energy to optimize strategies
- High-tech corporate espionage and street-level neon-gritty cyberpunk flair, with a focus on manipulation, disruption, and strategic card placement.
- A cyberpunk-inspired, data-forward dystopian environment where two players clash across three lanes to claim technological dominance.
- Abstract/procedural science-fantasy cyberpunk setting rather than a tight narrative; emphasis is on systems interaction, deck construction, and tactical timing.
- Alandenc (Air, Land & Sea-style lane battle systems)
- Netrunner
Mechanics (from transcript analysis)
- Card layering and lane interaction — Cards are placed into a chosen lane where they have top (ongoing), middle (immediate), and bottom (ongoing but potentially temporary) effects. When new cards are played in the same lane, they cover prior cards, potentially suppressing or triggering effects depending on how lanes are built and uncovered. This layering enables complex combos and trap setups.
- Compile action and deck disruption — The act of compiling a lane can delete all cards in that lane for both players, not just your own. This disruption mechanic punishes hard work opponents have invested in a lane and creates strategic incentives to protect or time-limiting your lane advancements.
- Deep, multi-layered card interactions — Each card is divided into three segments, with an ongoing effect on the top, an immediate effect in the middle when played, and an ongoing bottom effect that can become active again if the card is uncovered or shifted. The combination of these layers fosters chaining, traps, and emergent synergies across the entire deck.
- Draft-and-build deck from protocols — At setup, each player selects three protocols from a pool of twelve. Each protocol contributes a six-card subdeck. From those six cards, players assemble an 18-card personal deck that will cycle through draws and plays across the match. This mechanism creates vast early-game variance and long-tail strategic planning.
- Three-lane competitive control — Players contend across three separate lanes. In each lane, players aim to assemble stronger point totals than their opponent. The first player to dominate three lanes wins the game, which creates a brisk, tense macro-goal rather than a simple lane-by-lane victory.
- Upside-down (wall) cards — Some cards can be played upside down as a defensive wall that provides a point or blocking function for that lane. This twist creates non-intuitive decisions, as players weigh immediate points against future lane control and possible reactions from the opponent.
Video topics + discussion points
Quotes (from this video)
- "Compile gets the board stupid seal of excellence."
- "I found this game gave me the feelings of those kinds of games that I loved but may have been hesitant to engage with due to complexity."
- "This is my new favorite two-player card game."
- "Go buy a copy. Check out the rest of our videos and we'll see you in the next one."
- "It's £18 and you could resell it. I’ll buy another copy of it."
- "The production is absolutely fantastic. Each card is designed insanely good."
- "You can shuffle up and go again with a completely different game in 10 minutes and that’s it."
References (from this video)
- Unique play styles per protocol
- high replayability
- compact size
- Requires study to teach effectively
- protocol optimization
- futuristic / AI-inspired
- industrial / strategic
Mechanics (from transcript analysis)
- Card tableau / synergy — Two players select three protocols; play across three arenas to maximize combos and synergies.
- Two-player duels / interactive drafting — Drafing of protocols creates dynamic combos that change with choice.
Video topics + discussion points
Quotes (from this video)
- Easy to teach, fun to play with players of all ages, and just a great game to play for family gatherings.
- This is a mean game, but it is a very simple game.
- A fun, quick little filler game that's easy to teach.
References (from this video)
- Clear, structured rule explanation with step-by-step flow
- Detailed terminology and card text definitions (start, end, immediate effects)
- Demonstrates core mechanics (drafting, compiling, and line-based comparison) effectively
- Rule-intensive with domain-specific terms that could overwhelm new players
- Some interactions (e.g., flipping opponent's cards or rearranging protocols) may require actual play to fully grasp
- world-understanding through protocol compilation and interaction of cards with persistent/immediate/auxiliary effects
- Two-player, abstract card-drafting game where players are AI compiling protocols on a three-line field.
- abstract, procedural
Mechanics (from transcript analysis)
- card text zones and flipping — cards feature top (persistent), middle (immediate), and bottom (auxiliary) text; flipping or revealing triggers re-evaluation of effects.
- compile — when a stack has 10 or more value and is higher than the opponent's in the same line, cards are discarded and a protocol is flipped.
- control component — post-early-play, players can gain a control component by having a higher total in at least two lines; it can move back to neutral on refresh/compile.
- Drafting — players select protocols in a draft sequence and place them in front of themselves to form their three-protocol set.
- field and line structure — the field is three lines with two stacks per line, one for each player; cards placed across lines interact via their texts.
- Hand Management — players refresh to draw back up to five cards; they may discard or gain cards via effects; there are constraints on when you can refresh.
- Melding and Splaying — when a stack has 10 or more value and is higher than the opponent's in the same line, cards are discarded and a protocol is flipped.
- one-compile-per-turn rule — even if multiple lines meet compile conditions, only one line can be compiled per turn.
- rearrange — protocol cards may be rearranged (positions can change, not sides).
- refresh and hand management — players refresh to draw back up to five cards; they may discard or gain cards via effects; there are constraints on when you can refresh.
- start/end/immediate effects — start and end steps, plus bold/underlined effects, are tracked and resolved in each turn per card text.
Video topics + discussion points
Quotes (from this video)
- The first player to flip all three of their protocol cards to the completed side wins.
- You may only compile one line each turn.
- All of these protocols should be on the loading side.
- The start player's first protocol will be opposite the second player's third selected protocol.
- Okay. After your first games, you can start adding the control component, which includes step two, check control.