90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.
Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Each player will assume the role of one of six major animal classes—mammal, reptile, bird, amphibian, arachnid, or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed "survival of the fittest".
Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration, and adaptation actions, among others.
All of this eventually leads to the end game—the final ascent of the ice age—where the player having accumulated the most victory points will have his animal crowned the Dominant Species.
But somebody better become dominant quickly, because it’s getting mighty cold...
Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles—converting them into tundra in the process—as the ice age encroaches.
The cylindrical action pawns (or "AP"s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration, or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.
Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points (or "VP"s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.
Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the "earth"). Element disks will be added to and removed from both animals and earth.
When the game ends, players will conduct a final scoring of each tile—after which the player controlling the animal with the highest VP total wins.
- tight integration of ecological thesis with mechanics
- highly engaging for players who enjoy modeling systems
- learning curve can be steep for new players
- complexity can slow early sessions
- Survival and dominance through natural selection
- Prehistoric Earth, ecological competition
- Phenomenology of evolution expressed through mechanics
Mechanics (from transcript analysis)
- area dominance and tile-based growth — players expand influence and adapt to changing conditions
- asymmetric species abilities — each species has unique strengths shaping strategy
Video topics + discussion points
Quotes (from this video)
- we love people and that is how we solve this problem
- we like games but we love people
- we want lots of eyes on every game
- the designer wins because we brought the designer in
- curiosity is king when you're trying to get feedback
- every game that we don't publish is a trinket
References (from this video)
- excellent convention experience
- complex and engaging
- evolution
- animals
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- chef's kiss if you're wondering how many times I said and that's dallas
- you want to know what dice town is it's the freaking best game ever
- the fabulousness that is Dice Town
- if you like camel up uh but want like a more quick condensed version uh check out Full Throttle it's so so good
- and surfacea orus Max MH have immediately skyrocketed up my trick-taking list
- man any convention where you can sit and play Kuba twice
- any convention where you can sit down and play dominant species and Kuba Libre and you can just like get after it
- it is Criminal how ugly that game is but my God it good it's good
- I love little weird card games man
- the Ubers were kind of expensive uh but the hotel does have everything that you need
- 10 out of 10 10 out of 10 10 out of 10 trip
- we're obsessive over BGG cons now
- coming back from that convention just so reenergized re-energized
- amazing amazing amazing people in this hobby
- there's like a million different places to play games there were like all over the hotel
References (from this video)
- heaviest game on list
- complex strategy game
- good simulation of nature
- ecosystem interactions
- logical rule set
- depth
- good for challenging gameplay
- long games (3 hours)
- unforgiving if behind
- complex
- nature
- evolution
- ecology
- survival
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Deep strategy and strong theme
- Dense, satisfying gameplay
- Beige art and heavy learning curve
- evolution, survival, and territory control
- Ice Age ecology, global climate change
- academic, high-concept
- Gods Love Dinosaurs
- Dinosaur World
Mechanics (from transcript analysis)
- area majority — control geographical zones for points
- event cards — global events shift the board and strategy
Video topics + discussion points
Quotes (from this video)
- it's an insanely huge sprawling game that takes up a table
- I love Gods Love Dinosaurs, it's a game I still am shocked that more people don't talk about
- I freaking love Jurassic Park
- Draftosaurus is simple and quick; it's a great starter
References (from this video)
- epic scale with rich exploration
- strong thematic engine building
- large footprint and long playtime
- heavy planning can be intimidating
- dominance through ecological expansion
- world-scale ecological simulation
- strategic, emergent
- Tikal
- Euphrates
Mechanics (from transcript analysis)
- area_control — massive board with multiple ecosystems to influence
- tile_placement_and_movement — tiles and tokens represent species, move and interact across the board
Video topics + discussion points
Quotes (from this video)
- I like building the machine which is all done instantly grabbing tiles racing the other players to build your spaceship better than theirs
- number ten on the list is real time tile laying games
- tessellation is the absolute epitome of the tile laying
- patchwork is beautiful and accessible and plays in a short duration
- it's a brilliant game in all its forms
References (from this video)
- Deep strategic tension and interesting asymmetry
- heavy weight; potentially steep learning curve for new players
- eco-systems and natural selection
- pre-historic ecosystem dominance
- asymmetric role-driven conflict
- Terraformation Mars
- Ark Nova
Mechanics (from transcript analysis)
- area majority with worker placement-like actions — players compete for dominance through actions and extinction-style scoring
Video topics + discussion points
Quotes (from this video)
- "I think this is my favorite Alexander Fisher game"
- "it's just it just works for me like it just clicks with my brain"
- "I adore teach you it's one of my favorite games"
- "terraforming mars is one of my favorite games"
- "you can gain hopefully some insight from that"
References (from this video)
- one of the most complex games in the set
- heavy and lengthy for newcomers
- massive strategy and ecosystem control
- prehistoric world with ecological competition
- heavy-weight euro with multi-layer tension
Mechanics (from transcript analysis)
- area control / worker placement — players influence habitats and control areas for victory points
Video topics + discussion points
Quotes (from this video)
- cartographers that's got a solo mode doesn't it
- I'd like to play the Teenage Mutant Ninja Turtles Shadows of the Past I've got that game it works brilliantly for five players
- Twilight Struggle there we go
- Fantasy Realms nice little portable card game simple to teach lots of nice strategy
- this dragon's gold now
- that game is the meanest game I think I've got
- Power Grid plays with six and it's quite good with bigger numbers but I'm rubbish at it
- Pitch Out flicking game really good totally overlooked
- self-serving because it is my own design but would play a nice three-player game of Doodle Rush
- rock paper wizard that's what I'd go for
- I've changed a lot over the years didn't enjoy killer bunnies
- Ticket to Ride is very predictable isn't it
- Identic that's what I'd go for duplic or identic it's the same game
- the most complex games that I have are Dominant Species and Poseidon
- Poseidon that's a heavy economic game an introductory 18xx game
- I could easily imagine a bunch of six to eight year olds asking to play Monopoly that would ruin my day
References (from this video)
- Rich thematic feel and depth for experienced players
- Widely criticized for being unwieldy and mechanically aggravating
Mechanics (from transcript analysis)
- Action selection with area control — Players select actions to influence the evolving board state and species dominance.
Video topics + discussion points
Quotes (from this video)
- Dominant species is a truly awful game that I really really dislike
- this is a very very light worker placement game
- the seventh continent for us
References (from this video)
- High interaction, tense decisions
- Strong four-player balance and engagement
- Long turns and heavy tracking
- Can be punishing at lower player counts
- Survival and dominance of species
- Prehistoric ecology
- Deep, emergent strategy
- Evolution
- Gloomhaven (not a direct analog)
Mechanics (from transcript analysis)
- Worker placement with limited spaces — Players place workers to activate actions that affect species and territory.
Video topics + discussion points
Quotes (from this video)
- this is essentially a side effect to carcassonne
- I think works best at four players
- Terra Incognita expansion which let's face it is essential for this
- you can't play Mr Nice Guy in dominant species
- Abyss just works that bit better especially much better than two
- you want four players when you're playing it
- Terra Mara is a Quined Games Edition
- the four classes of hegemony hegemony is perfectly good at threee
References (from this video)
- Heavy thematic integration and strategic depth
- Complex and heavy for new designers/players
Mechanics (from transcript analysis)
- Worker placement with evolving conditions — Strategic placement to influence the ecosystem and victory conditions.
Video topics + discussion points
Quotes (from this video)
- Dice are not the answer in a first-time design.
- They are toxic. They destroy your first designs.
- Meaningful interesting decisions… the decisions have to mean something.
- Even if you have all sorts of other unique stuff going on in your game that roll for combat just overwhelms it.
- Monopoly has a bit of both, chaotic, entertaining momentarily but ultimately frustrating.
- Event decks can be devastating to your design if they wipe out progress or resources.
References (from this video)
- Engaging area-control with thematic Ice Age flavor
- Provides deep strategic decisions
- Species survival and expansion during a frozen epoch
- Ice-age era with winter ecology
- area majority/engine-building with ecological themes
Mechanics (from transcript analysis)
- Area majority/engine-building — Compete for habitats by evolving species and controlling spaces
Video topics + discussion points
Quotes (from this video)
- winter is coming okay winter is oh shoot
- there's a game called winter this one's perfect good God
References (from this video)
- Very thematic and true to realistic animal behavior
- Asymmetrical design with different play styles per species
- Strategic depth with action selection
- Unique habitat management mechanics
- Not the most visually appealing game
- Uses basic components (cubes and cones)
- Animal survival, Area control, Evolution
- Pre-Ice Age Earth
- Competitive ecosystem management
Mechanics (from transcript analysis)
- action selection — Players select from available actions with varying benefits based on placement
- Area Control — Players control different animal species competing for habitat dominance
- asymmetrical gameplay — Each species plays differently with unique abilities and strengths/weaknesses
- Glaciation mechanic — Ice Age progression affects available habitats throughout the game
Video topics + discussion points
Quotes (from this video)
- Lord of the Rings a confrontation is an amazing two-player only game and it's essentially like Stratego
- Dominant species is a area control game where you are playing as different classes of animals
- Mansions of Madness second edition this I think Will Always Forever ever be one of my favorite games
- an acrony is a worker placement game with a unique twist
- Obsession is like Downton Abbey Bridgerton the board game
- I love polyaminos I love polyamino towels I think they're amazing and they're cats
- Shores of Tripoli is a two-player card event based war game
- root everybody plays a different faction of some type of Woodland creature
- dwellings of Elder Veil is a hand management worker placement game
- kanban ev is a car building game you are working in a car factory
- we just like love this game it comes with us when we travel
- Rise of Fenris is still one of the best board gaming experiences I've ever had
- Unmatched is a head-to-head battle game where you are playing as a character
- the Simplicity of it it gives so much depth but it's so easy to play
- Twilight's struggle is a game I'm still continuing to explore
- I don't drink wine but I love viticulture
- Wonderland's War gives me everything that I enjoy in board games
- Scout is a small box card game I love it
- Star Wars Imperial assault this is the highest campaign game currently on my list
References (from this video)
- strong thematic cohesion and depth
- clear contrast with later version emphasizing immediacy
- longer and more complex compared to later variants
- survival, adaptation, massed tactical choices
- prehistoric era, evolution and competition
- macro strategy with long-term planning
- Dominant Species Marine
- Pyramid of Penguin
Mechanics (from transcript analysis)
- delayed outcomes — Outcomes are realized after all players place, emphasizing planning and disruption
- worker placement / action pawns — Players place pawns on action spaces to gain effects, with blocking dynamics
Video topics + discussion points
Quotes (from this video)
- I talk to the game and the game talks back.
- the feedback tells the user you've done it right do that more or perhaps you've done it wrong don't do that again.
- you're going to feel like you're achieving something when you play, you want a game to reassure you, guide you and challenge you, you want it to react to my decisions and you want to know that the game is listening.
- the most common feedback in tabletop games is the allocation of rewards for certain actions.
- the continuous accumulation of victory points gives a sense of growth or momentum to a tabletop game.
- the game talks back, and that is a core part of what makes feedback powerful.
References (from this video)
- Evolution
- Animals
- Competition
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)
- Feast for Odin
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a beautiful kind of story
- you need to play with the right group
- it's not cute
- it's like comfort food games
- the rules are simple
- oh my god it's so good
- it's a ramp... chaos
- this is an easy one to just flick some discs around
References (from this video)
- Rich thematic integration
- High strategic depth and interaction
- Complex rules; long play time; can be heavy for casual players
- ecology, evolution, survival
- prehistoric ecosystem where species compete for resources
- grim, intense
- Dune
Mechanics (from transcript analysis)
- Area control / combat — Control spaces and threaten others to gain advantage.
- Trait evolution — Evolve species with traits to gain advantages.
- worker placement — Send species to actions to influence ecosystems and battle for resources.
Video topics + discussion points
Quotes (from this video)
- everything I say on my channel is completely true
- it's the most hard tiring business trip of any that I've ever done
- Patchwork is brilliant
- Baron Park could not be simpler
- my favourite game is evolution
- I'm working on a drafting game card drafting game... it's working but some testers disagree
- I've really enjoyed Evolution and its various versions
References (from this video)
- deep strategic depth
- tense interactive play at four players
- meaningful decisions and dramatic turns
- long play time
- frustrating at times
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this one gets an easy S tier rank
- it's a freaking nightmare setup
- four players is definitely the sweet spot
- This is 100% an S tier game
References (from this video)
- Conveys vicious, competitive nature
- Sharp teeth and beaks show conflict
- Volcano in background creates peril
- Too much green in composition
- Not inviting composition
- Poor font choice
- Evolution and survival
- Earth/evolution
- Competitive
- Evolution
Mechanics (from transcript analysis)
- Area Control — Evolution game with sharp, vicious animals
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game