"You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.
But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted."
—description from the back of the box
In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.
Dominion is not a Collectible Card Game (CCG), but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.
—user summary
Part of the Dominion series.
- classic deck-builder
- pioneering influence in the hobby
- Deck-building games
- Dominion Cup (event)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- blue lagoon is a great game
- it's got so colorful so much fun
- there's this great moment in blue lagoon where you just realize that you've got a certain island secured
- it's a sandbox style pirate game
- i'm going to buy this for myself 100
- Ethnos is an awesome very simple area majority game
- Ticket to Ride Europe
- Nidavellir
- Dune Imperium
- Code Names is just so great that it's word games are just easy for no i shouldn't say they're easy for everyone to get into
References (from this video)
- classic deck-building framework with lots of variability
- long-running, well-regarded in the hobby
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just such a satisfying game for me to play
- the scoring is so low it makes every point matter so much
- this is a voting game that you are going after you're interested in manipulating tokens on the board
- Mission Deep Sea is the Pinnacle version of the crew
- Ghost Stories is fantastic cooperative game
- Cascadia is such a great game
- Kingdom Builder ... it goes up to five to six players
- KeyForge unlike anything else I've played out there
References (from this video)
- pioneering and influential deck-building
- great breadth with expansions
- attack cards can create swingy, feel-bad moments
- some groups omit attack cards
- deck-building engine-building market control
- renaissance/early modern economic competition
- abstract strategic competition without heavy narrative
Mechanics (from transcript analysis)
- attack cards (optional) — militia, witch, thief, etc. can impact other players in some groups
- Deck building — start with a small deck, buy from a common supply to improve the deck
- deck-building — start with a small deck, buy from a common supply to improve the deck
- draw/cleanup cycle — each turn you draw, take an action, then cleanup
- limited buys — buy a single card per turn from a shared supply
Video topics + discussion points
Quotes (from this video)
- Multiplayer solitaire shouldn't automatically be a red flag.
- The real takeaway is that multiplayer solitaire isn't a problem if the mood matches.
- You're mostly in your own 15 card puzzle, glancing up occasionally when someone takes a meadow card or a limited event.
- The bird theme and real species facts pull in players who might never touch a typical sci-fi or fantasy hero.
- It's the best of multiplayer solitaire.
References (from this video)
- Revolutionary invention that defined a genre.
- High replayability through modular card combinations.
- Prolonged solitary feel; player interactions are mostly indirect.
- The dominant strategy (basic money acceleration) often outperforms more complex engines.
- Deck-building concept becomes familiar and predictable after many plays.
- Economy and engine-building through card chains
- A deck-building kingdom where you optimize purchases and combinations
- Emergent strategy driven by deck construction
- Stone Age
- Seven Wonders
- Codenames
Mechanics (from transcript analysis)
- Deck building — Acquire cards to improve future draws and engine power.
- deck-building — Acquire cards to improve future draws and engine power.
- Economic Acceleration — Profit from card chains and treasure-like cards to buy stronger cards.
- engine building — Construct a card engine that accelerates purchases and point gain.
Video topics + discussion points
Quotes (from this video)
- BGG's rating system struggles with distinguishing between this is an excellent party game and this offers repeated strategic depth.
- Accessibility isn't the same as complexity. Beautiful components aren't the same as mechanical richness.
- Memorable first plays aren't the same as longevity. These games are genuinely excellent gateways.
- If you're brand new to modern board gaming, many of these are fantastic entry points. They teach mechanics painlessly and generate fun.
References (from this video)
- Clear, hands-on explanation of deck-building basics
- Live demonstration of buying and trashing decisions
- Incorporates expansion elements (Prosperity) and end-game rules
- Accessible introduction for new players
- Pacing can be lengthy and occasionally confusing around end-game counting
- transcript shows streaming/chat issues and some on-screen overlay problems
- No identifiable speaker names available in the transcript
- Array
- Medieval fantasy kingdom
- Instructional tutorial
Mechanics (from transcript analysis)
- Action Phase / Buy Phase / Cleanup — Turn structure with an action phase for playing cards, a buy phase to acquire new cards, and a cleanup phase to discard and redraw.
- Card draw / Hand cycling — Cards like Hunting Lodge and Snow Village cycle through hands to improve engine reliability.
- Deck building — Players build and optimize a personal deck by buying cards and trashing unwanted ones to improve efficiency.
- deck manipulation — Trash cards from hand to thin the deck, improving draws and engine efficiency (e.g., Chapel allows trashing up to four cards).
- End Game / Scoring — End of game triggers (Province pile or multiple supply piles); Gardens provides VP per 10 cards in the deck.
- end game bonuses — End of game triggers (Province pile or multiple supply piles); Gardens provides VP per 10 cards in the deck.
- Gaining Cards — Gaining new cards (and sometimes bonuses) when spending money; end-game factors depend on card piles
- trashing — Trash cards from hand to thin the deck, improving draws and engine efficiency (e.g., Chapel allows trashing up to four cards).
- Treasure and Money — Treasure cards provide money for buying, and some cards impact income (e.g., Delivery, Mint, Vassal, etc.).
- Variable Phase Order — Turn structure with an action phase for playing cards, a buy phase to acquire new cards, and a cleanup phase to discard and redraw.
Video topics + discussion points
Quotes (from this video)
- This is your starting deck and the goal is to build up your deck
- the whole point of the game is to just keep going through that cycle to get more money so that you can afford the big points
- Gardens when you buy it cost $4 and for every 10 cards in your deck
- Chapel ... trash up to four cards from your hand
- The end of the game we flip over our decks and we count up all the points that are in them
References (from this video)
- Pioneer of modern deck-building games
- Highly replayable with many expansions available
- Can have harsh interaction for new players
- deck-building and evolving power
- fantasy-themed kingdom-building
- Ticket to Ride
Mechanics (from transcript analysis)
- Deck building — Players construct their decks over the course of the game to improve engine efficiency.
- deck-building — Players construct their decks over the course of the game to improve engine efficiency.
- set-building — As players acquire cards, their decks become more synergistic and powerful.
Video topics + discussion points
Quotes (from this video)
- reaching 5,000 that's that's huge we never thought we would get this
- this channel has given us the chance to meet people who watch
- we wanted to make what we were saying would be what we would be if we didn't get a free
- it's amazing that this stuff happens
- our world had been opened up to this whole other level of board games
- there's no 100% right answer
References (from this video)
- Accessible and easy to understand
- Short playtime (~30 minutes)
- Engaging deck-building core
- Well-organized components and box design
- Expansion-capable with improved readability and balance in newer editions
- Strategy can feel stale once players know the cards
- Can feel solitaire-like with limited direct interaction
- Balance issues and power disparities between some cards
- Shuffling and sleeve wear concerns
- Some card text is long and confusing
- Array
- Fantasy medieval kingdom
- expository review with concrete examples
Mechanics (from transcript analysis)
- action drafting — On a turn, players draw, play actions, then buy cards; action allowance can be increased by certain cards.
- Attack/Reaction Cards — There are attack cards that affect opponents; players may use defense cards like Moat to block.
- Buy Phase / Purchases — Players use currency generated by their cards to buy new cards; typical limit is one buy per turn influenced by card text.
- Deck building — Players acquire cards to add to their deck, then shuffle discard to form a new deck and draw new hands.
- end game bonuses — The game ends and scores are determined by victory point cards accumulated; end conditions include pile exhaustion.
- Endgame/Scoring — The game ends and scores are determined by victory point cards accumulated; end conditions include pile exhaustion.
- hand management — Players manage a hand of cards each turn to maximize purchases and actions.
- Turn Structure (Draw-Action-Buy) — On a turn, players draw, play actions, then buy cards; action allowance can be increased by certain cards.
Video topics + discussion points
Quotes (from this video)
- you're a dickish landlord buying a bunch of land
- it's a great deck builder, it's very short, very accessible, very simple
- I would recommend it
- expansion stuff fixes almost everything
- Dominion the version we have is actually the first edition... second edition... addressed a lot of issues
References (from this video)
- Great deck-building experience
- Short, accessible, and simple to learn
- Clear thematic representation in gameplay
- Engaging buy mechanic
- First edition lacks expansions; balance heavily dependent on expansions
- RNG variability in early game state
- First edition production/editing quality is not reflected in the game itself
- Deck-building engine-building with variable kingdom cards and evolving strategy
- Fantasy kingdom development through card-based actions and purchases
- Analytical retrospective with personal anecdotes
- Dominion (Second Edition)
- Battlestar Galactica (board game)
Mechanics (from transcript analysis)
- Action cards and variety of kingdom cards — Kingdom cards provide varied effects; combinations enable engine strategies.
- Buying cards with coins — Treasures are used to buy new cards from a shared supply during the buy phase.
- Deck building — Players start with a small deck and acquire new cards to improve their deck.
- deck manipulation — Some cards allow trashing; players manage deck composition and order.
- deck-building — Players start with a small deck and acquire new cards to improve their deck.
- Trashing and deck management — Some cards allow trashing; players manage deck composition and order.
Video topics + discussion points
Quotes (from this video)
- great deck builder
- short very accessible very simple
- imagine like you're cooking an extremely high quality meal
- this whole thing was just like 50 different shots
References (from this video)
- pioneering deck-building design
- highly replayable with many expansions
- accessible entry point into deck-building
- expansions significantly alter balance
- Array
- Medieval/fantasy kingdom
- deck-building engine with evolving kingdoms
Mechanics (from transcript analysis)
- Deck building — players construct their own decks to gain points
- hand management — hands are built and used to acquire new cards and gain points
Video topics + discussion points
Quotes (from this video)
- Chaos just has this fun balancing act of each demon trying to do what's right for them but also keeping an eye on the other demons to make sure they don't get too strong in what they want to do
- the human skin board just gets increasingly tighter
- the score at the end of the game is the number of points in your weakest category
- this is such a cool game and look at this box art
References (from this video)
- Pioneered and popularized the deck-building genre, defining a core mechanic that influenced countless games.
- Huge variety of cards and interactions offers deep replayability and emergent strategy.
- Clear arc of engine-building, where your deck improves over time and turns become more potent.
- The transcript expresses a personal stance of not being the speaker's favorite among deck-builders, indicating subjective preference.
- Complexity and card interaction depth can be daunting for new players or casual groups.
- Deck-building engine-building with card acquisition and varying card types that shape each turn.
- Fantasy kingdom economy in a modular, competitive realm emphasizing card acquisition and engine-building.
- Abstract engine-building; no long-running narrative, emphasis on mechanisms and card synergies.
Mechanics (from transcript analysis)
- card interactions (action/treasure/victory) — Cards interact through types and effects, creating strategic decisions about succession, timing, and deck composition.
- Deck building — Players start with a small, fixed deck and gradually improve it by purchasing new cards from a shared supply, adding them to their discard and cycling through the deck.
- deck-building — Players start with a small, fixed deck and gradually improve it by purchasing new cards from a shared supply, adding them to their discard and cycling through the deck.
- economy / buying cards — Victory, treasure, and action cards are bought using coins generated each turn, shaping the tempo and timing of purchases.
- engine building — As players acquire more powerful cards, their decks become more efficient, enabling stronger turns and potential combo chains.
- engine-building — As players acquire more powerful cards, their decks become more efficient, enabling stronger turns and potential combo chains.
Video topics + discussion points
Quotes (from this video)
- Dominion 2008.
- It's not my favorite deck builder, but it's sort of incredible
References (from this video)
- Engaging engine-building potential with variable card interactions
- High replayability due to deck-building variability and combinations
- Clear player interaction through strategic purchases and timing
- Rule familiarity and deck-building concepts can be confusing for new players
- Complexity may be intimidating to newcomers or casual players
- Array
- Fantasy kingdom
- Procedural, engine-building with card-based progression
- Monopoly
Mechanics (from transcript analysis)
- Coin-based Buying — Players spend coins (e.g., Gold) to acquire cards from the supply.
- Deck building — Players acquire cards to add to their deck and shape future turns.
- End Game — The game ends when provinces are depleted or certain piles are emptied, creating a race to finish with the most points.
- end game bonuses — The game ends when provinces are depleted or certain piles are emptied, creating a race to finish with the most points.
Video topics + discussion points
Quotes (from this video)
- it's just a game
- shout out to nathan peters for this idea
- is this cheating moth
- thank you mr bear your ideas make these videos so much better
- bye-bye
References (from this video)
- Array
- Fantasy
- Abstract engine-building
- Ticket to Ride
- Eclipse
- Twilight Imperium
- Gloomhaven
Mechanics (from transcript analysis)
- Deck building — Players acquire new cards to upgrade their deck over the course of the game.
- economy — Coin/resources are spent to acquire more powerful cards.
- hand management — Players must choose and play cards from their hand to optimize turns.
- Resource management — Coin/resources are spent to acquire more powerful cards.
Video topics + discussion points
Quotes (from this video)
- Sometimes the best board game bag is the one we had all along
- this is the easiest load out of the rectangle bags with a very rigid structure
- the biggest board game bag in the world to sell on Amazon
References (from this video)
- Engaging deck-building depth and emergent strategy
- Fast rounds with high replayability
- Can be chaotic for new players or those who dislike deck-building
- Deck-building, resource management
- Fantasy kingdom deck-building
- competitive, strategic
Mechanics (from transcript analysis)
- action phase economy — play action cards to gain actions and draw more cards
- buy phase — acquire new cards with coins to improve the deck
- card interactions / trashing — cards interact to trash or gain newer, better cards
- Deck building — players curate a personal deck from a shared supply
- deck-building — players curate a personal deck from a shared supply
- hidden victory points — end-game scoring via VP cards like Provinces
- Variable Phase Order — acquire new cards with coins to improve the deck
- victory point cards — end-game scoring via VP cards like Provinces
Video topics + discussion points
Quotes (from this video)
- War as hell
- back in my day games had actual strategy
- how long does it take to play?
- six hours
- I know a lot of good men that were there that day
- June 6 1944
- I win the game
References (from this video)
- Pioneered deck-building
- highly influential; strong core mechanic
- easy to learn
- numerous expansions may overwhelm new players
- base game can feel repetitive without expansions
- deck-building engine-building economy
- Fantasy medieval kingdoms, empire-building
- procedural progression through card drafting
- Dominion
Mechanics (from transcript analysis)
- Deck building — start with a small deck and improve by buying cards from a central market.
- deck-building — start with a small deck and improve by buying cards from a central market.
- engine building — purchase cards to enable future combinations for more points.
- engine-building — purchase cards to enable future combinations for more points.
Video topics + discussion points
Quotes (from this video)
- I LOVE IT
- OG OG
- The deck moves the game.
References (from this video)
- invented a new core mechanic widely copied
- incredibly enduring and evergreen
- vast expansion and content options
- learning curve for new players on combination strategies
- base game feel can be lean without expansions
- deck-building engine-building blend
- fantasy/medieval market
- mechanic-driven
- Terraforming Mars
- Star Realms
Mechanics (from transcript analysis)
- Deck building — players acquire cards to improve actions and purchasing power.
- deck thinning/hand optimization — shuffling and drawing to form powerful hands.
- deck-building — players acquire cards to improve actions and purchasing power.
- variable card combinations — different game-to-game card sets create high variety.
Video topics + discussion points
Quotes (from this video)
- This is something that's a living document, which is really, really cool.
- It's driven by y'all.
- Dominion put deck building on the map.
- Sky Team won. That's incredible.
- It's truly one of the most replayable games ever.
References (from this video)
- classic, influential engine-builder
- recognizable in the board game culture
- older design; may feel dated to some players
- deck-building and strategic combination of cards
- Medieval/fantasy-inspired kingdom-building
- abstract, mechanical
- Wingspan
- Eclipse
Mechanics (from transcript analysis)
- Deck building — players construct and optimize their personal decks to gain actions
- deck-building — players construct and optimize their personal decks to gain actions
Video topics + discussion points
Quotes (from this video)
- I even saw wingspan there translated in Japanese which I really really wanted with all the expansions that was freaking awesome to see
- I managed to find Scout in multiple places
- I would definitely have to pick one game from that day and Le Havre would have been it if that managed to fit in my luggage
- Scythe oh my God in a Japanese how it just looks so cinematic for some reason
- the brand new Agric 15 Edition… there were so many updated titles
References (from this video)
- Pioneered modern deck-building games
- High replay value with numerous expansions
- Can feel overwhelming with expansions
- Balance varies with variants
- Deck-building/engine-building
- Medieval-inspired kingdom-building
- Abstract, engine-centric progression
- A Quest for El Dorado
- Lost Ruins of Arnak
- Concordia
Mechanics (from transcript analysis)
- card crafting — Combining purchased cards to create synergistic chains
- card-crafting engine — Combining purchased cards to create synergistic chains
- Deck building — Acquire and upgrade cards to strengthen your deck
- deck-building — Acquire and upgrade cards to strengthen your deck
Video topics + discussion points
Quotes (from this video)
- it's a wonderful starter game for nearly anyone.
- how have I not played dominion
- when I played Dominion I just felt like an absolute idiot
- the quintessential racing game out there
- it's an absolutely brilliant game
- the best network builder of all time
References (from this video)
- revolutionized deck-building, highly influential
- short play times with deep strategy
- can be price/availability-sensitive with expansions
- deck-building as core mechanism
- fantasy/medieval economy and engine-building
- engine-building with card-based progression
- Rising Sun
- Ticket to Ride
- Carcassonne
Mechanics (from transcript analysis)
- Deck building — buy cards from a shared market to improve your deck
- deck-building — buy cards from a shared market to improve your deck
- engine building — progressively improve your deck toward better scoring cards
- engine_building — progressively improve your deck toward better scoring cards
- hand management — play and discard cards to perform actions and gain points
- hand_management — play and discard cards to perform actions and gain points
Video topics + discussion points
Quotes (from this video)
- the biggest one ever in the history of the modern board gaming possibly the biggest one ever
- Ticket to Ride is a hand management game that's what it is
- Dominion... it's the deck building game
- Bear Park feeling
- it's essentially root building right it's a root building game, much like Ticket to Ride in some way
- Treat yourself
References (from this video)
- Intuitive digital app UI
- Strong engine-building and replayability
- Extensive expansion options for variety
- Learning curve with multiple expansions
- Can be lengthy in higher player counts
- Medieval prosperity and kingdom-building through card interactions
- N/A (card-driven engine-building game; abstract theme)
- Competitive engine-building with multiple expansion paths
- Patchwork
Mechanics (from transcript analysis)
- Deck building — Players construct a personal deck from a pool of kingdom cards to gain purchasing power and actions.
- deck-building — Players construct a personal deck from a pool of kingdom cards to gain purchasing power and actions.
- engine building — Chain combinations of cards and actions to generate more resources and points over time.
- engine-building — Chain combinations of cards and actions to generate more resources and points over time.
Video topics + discussion points
Quotes (from this video)
- the app itself is neatly done and the UI is intuitive
- it's a race to find synergies among the card decks that are set up at the beginning of the game
- this is a breezy game that I can see being played and being great for kids
- I can't wait to continue playing this more
- votes for women this game is designed by Tory Brown and published by Fort Circle games
References (from this video)
- pioneered the deck-building genre
- high replayability with many Kingdom card combos
- can be table-dominant if players know the meta
- expansions may add complexity
- Deck-building and engine-building in a competitive environment
- Fantasy-tinged kingdom-building via card deck construction
- Procedural storytelling through evolving decks
- Cosmic Encounter
Mechanics (from transcript analysis)
- Deck building — Acquire new cards to improve your deck and enable better actions.
- deck-building — Acquire new cards to improve your deck and enable better actions.
- engine building — Combo chains from purchased cards create powerful runs.
- engine-building — Combo chains from purchased cards create powerful runs.
- hand management — Careful play of a fixed hand each turn to maximize gains.
Video topics + discussion points
Quotes (from this video)
- it's a perfect fit for this list that's Cosmic Encounter
- I had to have a card game
- this is a collectible SL living card game so you're going to be building your own deck
- this is the absolute definition of a minute to teach a lifetime to master
- it's Star Wars in a box
References (from this video)
- tight, elegant design
- high replayability via many expansions
- clear optimization paths through deck-building
- can feel repetitive without expansions
- floating victory point cards can skew early game balance
- deck-building, empire building
- imperial age with wealth and power as the currency
- players build their own engines from a shared supply
- Bonanza
Mechanics (from transcript analysis)
- Deck building — players acquire cards from a common marketplace to build a personal deck.
- deck-building — players acquire cards from a common marketplace to build a personal deck.
- hand management — players manage their hand each turn to optimize purchases and actions.
- hand-management — players manage their hand each turn to optimize purchases and actions.
- set collection — end-game scoring depends on certain card combinations and victory cards.
Video topics + discussion points
Quotes (from this video)
- Sleeping Gods.
- Not a game.
- I believe he got nine out of 10.
- Paladins.
References (from this video)
- Revolutionized modern deck-building and set a template for many successors
- Fast-paced with high player interaction and strategy
- Purely card-driven, can feel valve-limited without expansions
- Early printings can be imbalanced with later expansions
- Deck-building and engine-building
- Generic fantasy-themed kingdom
- Abstract-to-genre emphasis with practical gameplay
- Aeon's End
- Star Realms
Mechanics (from transcript analysis)
- Deck building — Draw cards, buy new cards to add to your deck and improve your engine
- deck-building — Draw cards, buy new cards to add to your deck and improve your engine
- hand management — Optimize cards drawn each turn to maximize actions
- Simple turn structure — Straightforward turns with evolving deck choices
Video topics + discussion points
Quotes (from this video)
- a game like Katan is because it was the first german-made board game to really hit the international stage with such success
- the act of deliberately taking an action or a resource that you know somebody else wants or really badly needs is what we call hate drafting
- it's what we call a merit trash despite sounding derogatory that is the term that the board game Community sort of adopted to compare americanmade games to European style games
- Twilight Imperium ... it is extremely thematic features sculpted plastic miniatures has a high degree of conflict and role to resolve battles
- in 2004 Ticket to Ride entered the scene ... hate drafting
- Pandemic came out in 2008 and it stood out as an exciting Cooperative game where players could share with one another what cards they were holding and strategically line up a plan
References (from this video)
- Groundbreaking in its genre
- High replayability and variability
- Can be overwhelming for newcomers
- Text-heavy card effects
- deck-building engine building
- Mid-late historical European inspired world
- Competitive, engine-building with evolving decks
- Small World
- Carcassonne
- Killer Bunnies
Mechanics (from transcript analysis)
- Deck building — Players acquire cards to improve their deck and combo potential.
- deck-building — Players acquire cards to improve their deck and combo potential.
- multi-use buy phase — Cards provide multiple actions, affecting strategy.
- Multi-use cards — Cards provide multiple actions, affecting strategy.
Video topics + discussion points
Quotes (from this video)
- Killer Bunnies really opened our minds and then we found more games like Small World and Dominion.
- 320 plus plays later, we got over that.
- Time has been the bigger constraint on our hobby than money.
- Production quality matters, there is this toy factor and tangible aspect of board games.
- We grew into a taste for simpler, shorter games and still love our heavy titles, but the curve shifted.
- We want a collection that can serve up our favorites for any scenario.
References (from this video)
- pioneered deck-building
- high replayability
- base game is solid
- expansions can dramatically change the game
- can feel repetitive without variants
- deck-building, engine-building
- fantasy kingdoms, deck-building economy
- evolving engine with modular cards
Mechanics (from transcript analysis)
- Deck building — acquire cards to improve your deck and engine
- deck-building — acquire cards to improve your deck and engine
- hand management — play cards to generate actions and money
Video topics + discussion points
Quotes (from this video)
- these are the games that have stood the test of time for me each one I've played every year for a decade or more
- Robinson Crusoe for me it came out in 2012 I got it immediately
- it's the ultimate forever game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's just for fun.
- We don't like all the games and you probably don't like all the games that we like either.
- This is for me an E game as well because I don't remember.
References (from this video)
- pioneering deck-building genre
- fast-to-learn, high variance
- aging theme
- aesthetics and complexity may feel dated to some
- Deck-building and expansion
- Medieval/early modern kingdom building
- Abstract procedural generation
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
- deck-building — draft, trash, and upgrade a personal deck throughout the game
- set collection — acquire cards that synergize for points/abilities
Video topics + discussion points
Quotes (from this video)
- these shelves are too cool to suggest anything
- i'm drooling and looking at games
- i really like the looks of it
- best looking arrangement shelf
- i want this collection as well
References (from this video)
- pioneer of modern deck-building games
- high replayability and accessibility
- randomness and interaction can be high; some players prefer more direct interaction
- deck-building economy and empire growth
- medieval/renaissance-inspired kingdom building
- procedural generation of decks
- Obsession
- Labyrinthos
Mechanics (from transcript analysis)
- deck-building — players acquire cards to improve their deck and gain points
- set collection — acquiring different cards yields victory points
Video topics + discussion points
Quotes (from this video)
- be an accomplice
- step out of your comfort zone
- a safe space for a minority group is not the place to prove a point
- our goal is to make this world a better place one board gamer at a time
- we need people in the trenches with us getting their hands dirty
References (from this video)
- Pioneering deck-building rapid play
- High replayability via many kingdom combinations
- Can feel repetitive after many plays
- Deck-building and engine building
- Medieval kingdom development
- Abstract / mechanic-driven
Mechanics (from transcript analysis)
- card drafting — Select cards from supply to add to your deck.
- deck-building — Acquire cards to form a powerful personal deck.
- economy — Articulate cost structures via treasure and actions.
Video topics + discussion points
Quotes (from this video)
- I'm absolutely pumped and I'm going to get every question 100% correct there will be no guessing I will definitely know all the answers exactly.
- we'll see how good your semic Curren board game knowledge is all right we'll see so let's go to the first picture and name this game.
- I have to check this out I'm so interested.
- these were all deck builders and so very nice.
References (from this video)
- Creates sense of personal progression and ownership
- Allows meaningful deck customization
- Generates momentum as deck improves over time
- Limited opponent interaction with personal deck
- Deck construction and empire building
- Medieval kingdom building
- Abstract
Mechanics (from transcript analysis)
- Deck building — Players build their own personal deck throughout the game by purchasing cards from a central pool, with cards being added to discard pile and shuffled to form new deck
Video topics + discussion points
Quotes (from this video)
- that sense of destruction sheer destruction of the playing space and you don't get that much in board games
- i think that's a really nice level of interaction in games because it's not mean spirited it's not vindictive but it still means you've got to constantly keep thinking
- i've got my own deck that alone is exciting and different to the vast majority of games that i had played in the past
- the deck is created as we play we're buying cards from a central pool
- everybody's got a bit of the same information a bit of different information and it makes the game really really intriguing
- everybody's running around a table shouting over each other trying to find the people with the same card
- i've played it with my german family and my english family who can't speak to each other because i don't speak the same language but they could all play happy salmon together
- everyone's got their own set of poker dice and they're rolling them all at the same time you're not having to wait for somebody else
- these are just the most fantastic little components that i've i've found in games i absolutely love them
- it takes six minutes to play which is three rounds of drawing one minutes each and three rounds of guessing one minute each
- it's so frustrating it just gets in the way it's not fun
References (from this video)
- Groundbreaking genre-defining design that coalesced the deck-building concept into a simple, repeatable core loop
- Clear engine-building rhythm: buy, gain, trash, and chain to increasingly powerful turns
- Foundation for a vast ecosystem; multiple expansions offered new mechanics and diversification
- Relatively low early-game player interaction and a degree of predictability once kingdom cards are revealed
- Randomness is present in card draw and market availability, which can influence outcomes more than skill in some games
- deck-building engine that cycles through a market of kingdom cards to build a powerful, individualized deck
- fantasy medieval kingdom-building via card-driven action
- procedural engine-building emphasis with a focus on optimal card acquisition and deck refinement
- Arctic Scavengers
- Thunderstone
- Tanto Cuore
Mechanics (from transcript analysis)
- card interaction and limited direct interference — some cards interact with other players or grant effects that indirectly affect opponents, but direct attacking is limited compared to later designs
- curses and negative modifiers — curse cards or other punitive cards can impact opponents, though Dominion itself emphasizes engine optimization over direct nastiness
- Deck building — each player starts with a small, fixed starting deck; players acquire new cards from a shared market to improve their deck over time
- deck-building — each player starts with a small, fixed starting deck; players acquire new cards from a shared market to improve their deck over time
- draw-and-discard cycling — players draw a hand from their deck, use actions and buys to gain more cards, which are then added to their discard pile
- Market-based card acquisition — a set of kingdom cards is available in the market each game; players purchase from these to shape their engine
- point-based end condition — the game ends when a player takes provinces (or other high-value cards) and total victory points decide the winner
- take that — curse cards or other punitive cards can impact opponents, though Dominion itself emphasizes engine optimization over direct nastiness
Video topics + discussion points
Quotes (from this video)
- Dominion was a slick product gameplay was smooth and vacarino's choices were smart there were no rough edges and everything seemed exactly as it should be.
- Dominion created the formula that all other deck builders follow in
- it's become one of the most dominant mechanisms in the world of Hobby Games
- the game ends when all high scoring provinces have been taken
References (from this video)
- teaches card drafting fundamentals well
- fast play with strong depth
- iconography can be dense; initial setup learning curve
- engine-building
- card drafting to optimize a personal engine
- strategic, fast-paced drafting with minimal narrative
- Ticket to Ride
- Seven Wonders
Mechanics (from transcript analysis)
- Deck building — players buy cards to improve their deck and engine
- deck-building — players buy cards to improve their deck and engine
- Simultaneous action selection — cards are played in rounds with minimal downtime
- Simultaneous Actions — cards are played in rounds with minimal downtime
Video topics + discussion points
Quotes (from this video)
- What's the best entry-level board game? Wrong question. There is no best entry-level board game. There's only the chart.
- This is the chart chart.
- Don't optimize too hard. We aren't playing scythe right now.
- This is the gateway to an entire genre.
- For entry-level gamers, you want to have that fun to admin ratio heavily tilted towards fun.
- If someone has real enthusiasm for a game, just play it.
- Trust on your group, trust on your instinct.
- It's the gateway game that opened the floodgates to the modern industry.
References (from this video)
- deep engine-building potential
- high replayability
- strong family memories and nostalgia
- can be lengthy for new players
- ramp-up complexity for beginners
- deck-building and engine-building via card purchase
- Medieval fantasy realm focused on kingdom development through card acquisition
- procedural, economic-focused
Mechanics (from transcript analysis)
- action-management — Turns are built around executing actions to gain resources and purchase cards.
- deck-building — Players start with identical decks and improve by buying cards to strengthen their deck over time.
- hand-management — Players decide which cards to play each turn to generate coin and buys.
Video topics + discussion points
Quotes (from this video)
- "This game, it's timeless."
- "Five Tribes is a cutthroat head-to-head game for us."
- "Dominion is the classic."
- "Terraforming Mars is ugly, but yet a fantastic game."
- "I love the little panda."
- "The acrylic meeples and pieces"
References (from this video)
- Deck-building framework that can enable engine-like sequences with certain cards
- Can be played without building an engine; not inherently a pure engine builder
- Concordia
- Wingspan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- classic pure deck builder
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Remember it's only a game
- I am very much one of these people that if you go after my family or friends there will be hell to pay
- Five out of ten is average, it's a game that I would still play if you put it on the table
- I do really like closed drafting in games
- I love the way that you plan for this sort of stuff
- Power Grid is the worst contender for this, auctions in this just refuse to freaking end
- I want to see it more - the typewriter mechanic
- Area control is just kind of meh
- It's just so many of these games are just like oh we need to make a quick buck
References (from this video)
- Classic deck builder
- Pioneering game in the genre
- Kingdom building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- most of what i look for in a train game is about emergent alliances
- the more people you get in there the more entangled it gets and that's what's really exciting for me about train games
- definitions are useful when they highlight affinities and they cease to be useful when they're used to exclude
- i will call it a train game because it will piss off how to train gamers
- this is the game that invented everything i rip off in my games
- it feels very much like a train game that would have been designed like in 2010
- the rules are really very simple they're just they just take a long time to play
- soft spot for games that are designed just for me as a solo player
- i really enjoy automated opponents and seeing what they're capable of
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- did you know that the monopoly has a monopoly man has a name
- it's the yak game
- it's five thousand years is a long time
- jenga deride from the swahili word kajunga meaning to build
- ghostbusters
References (from this video)
- Pioneered deck-building genre
- Engaging engine-building dynamics
- Can be heavy for new players
- Downtime with multiple players
- Constructing a kingdom through buying cards
- Fantasy kingdom deck-building
- Strategic progression with evolving deck
- Deck-building games
- Small World
Mechanics (from transcript analysis)
- deck-building — Players build their own deck of cards to perform actions.
Video topics + discussion points
Quotes (from this video)
- Don't forget about Bob.
- espresso shot of Risk
- the AHA of solving it
- Begin with the end in mind
References (from this video)
- pioneered modern deck-building genre
- vast card variety and strategic depth
- high shelf life and many expansions
- can be overwhelming with card interactions for new players
- dominant strategies can emerge with specific sets
- deck-building engine-building with flexible strategy
- Renaissance-style kingdom building
- abstract strategic progression rather than narrative storytelling
Mechanics (from transcript analysis)
- deck-building — players curate and improve their decks to optimize actions and buys
- engine-building — combining card effects to generate stronger turns
Video topics + discussion points
Quotes (from this video)
- Above and Below is a wonderful game that blends storytelling with village-building.
- The storytelling sparks imagination and makes it a great family experience.
- Settlers of Katon… we still call it Settlers of Katon.
- you negotiate to get the resources you need to grow your settlements.
- Clank is a great game and we even have a Bunny Mafia promo card.
- you go into the dragon’s lair and try to escape with the loot.
- Dominion… they have just they're about to come out with the 16th expansion.
- we love the minion and the endless engine-building possibilities.
- Grant loves King of Tokyo.
- this game is BattleBots on a board.
- the robots are the cutest little robots you ever want to see.
- Trio it's called Trio.
References (from this video)
- core gameplay is exceptionally strong
- high replayability through card combinations and expansion options
- learning curve for new players
- complexities can scale with expansions
- engine-building via deck construction and card acquisitions
- Medieval/fantasy kingdom-building through deck-building
- mechanics-driven with emergent strategy
Mechanics (from transcript analysis)
- deck-building — players acquire cards to improve their own decks
- variable setup — Kingdom cards are drafted from a shared pool, creating different game states each session
Video topics + discussion points
Quotes (from this video)
- board games are not pizza you should not order a box up its content
- board games are art they should be savored and appreciated and shared with friends
- variability and replayability are the same thing they're not
- core gameplay is the key
- you can play forever and ever
References (from this video)
- Pioneer deck-building with legible path to mastery
- High replayability and modularity
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "Fantastic game. Not going anywhere."
- "Oracle of Deli? I do like Oracle of Deli. It is one that I probably should get rid of."
- "Viticulture still safe. Rouge never going anywhere. Love this game."
- "Convert the cave farmers. I probably should get rid of it. It's so good though. It's really, really good."
- "Feast for Odin"
- "Glass Road versus Black Forest where I said I'm going to keep both."
- "I think I'm going to keep Black Forest for the gameplay that that gives. This is a new choice. I'm making these choices up on the fly."
- "Dominion is amazing. I absolutely adore Dominion. I think it's one of the best deck builders out there."
- "Lord of the Rings, Fellowship. This is totally safe. I love the experience that this gives me."
- "Sentinels of the Multiverse. That's another one where I like it a lot. I don't play it as much as I'd like to. It's a really satisfying game."
References (from this video)
- innovative idea with lasting influence
- endless content/expansions provide replayability
- fun core gameplay dynamic
- aesthetics feel bland
- rules not highly intuitive for new players
- setup and teardown can be tedious
- deck-building, engine-building
- fantasy kingdom-building
- analytical, design-focused
- Agricola
- Ticket to Ride
- Witness
Mechanics (from transcript analysis)
- Deck building — players construct a personal deck by acquiring cards from a shared pool, building engine interactions over the course of the game
- deck-building — players construct a personal deck by acquiring cards from a shared pool, building engine interactions over the course of the game
- engine building — combining cards to create increasingly powerful chains of actions and resources
- engine-building — combining cards to create increasingly powerful chains of actions and resources
Video topics + discussion points
Quotes (from this video)
- if there was a formula for creating a board game that sells it might look a little bit like this in this video
- the two things combined are going to generate a successful product
- idea well essentially we're talking about the core concept of your game, the hook
References (from this video)
- Clever self-balancing through deck clogging
- Creates tough strategic choices about when to buy points
- Leaders are naturally disadvantaged as they gain points
- Victory point clogging is sometimes viewed as a detriment in modern deck building games
- Building a domain through accumulation
- Kingdom building with cards
- Deck building strategy
Mechanics (from transcript analysis)
- Victory Point Deck Clogging — As players gain victory point cards, they clog their deck with cards that provide no benefit except victory points, creating a natural catch-up mechanism where leaders suffer deck efficiency loss
Video topics + discussion points
Quotes (from this video)
- Balance, perfect balance, I think is kind of boring in games.
- I like games that have a card that might feel better than a different card either circumstantially or always.
- As long as you have a fair shot at getting that card over just a random draw, that's the key.
- Self-balancing mechanisms make sure that games remain balanced while you play.
- Games that use the players to selfbalance it, especially if there's a lot of direct interaction in the game.
- If you pull one lever up, something else is going to go down.
- There's a way that the game kind of gives you an interesting choice and a little way of catching up if you are falling behind.
References (from this video)
- simple, fast, and fun
- huge card variety creates deep strategic options
- rulebook is clear and engaging
- replayability is high due to variable card sets
- accessible to players with Magic: The Gathering experience
- some cards are weak or ignored in many setups
- early emphasis on victory-point cards can clog the deck if not balanced
- box/packaging can mislead newcomers about the game's scope
- deck-building economy and domination by building a powerful deck of victory-point cards
- Competitive deck-building in a shared market card world; loosely medieval/fantasy flavor
- procedural, emergent gameplay with open-ended strategies
Mechanics (from transcript analysis)
- action cards and chaining — Playing action cards to gain effects, draw, or affect opponents.
- Attack and defense — Attack cards like Witch or Militia pressure other players; Moat offers defense.
- buying phase — Players collect money to acquire new action/treasure cards from a central supply.
- deck-building — Players acquire cards to add to their discarded deck, shaping future draws.
- End-game condition — Game ends when three card stacks are depleted or provinces run out; points tallied from Victory cards.
- trashing — Certain cards allow you to trash cards to gain better ones, thinning your deck.
Video topics + discussion points
Quotes (from this video)
- Dominion is a card game and not to be mistaken for a board game
- it's simple fast fun
- there are so many cards and types to choose from
- it's a great game
- the rulebook is amazing
- the artwork is nice
- I'm gonna give it a 9 on 10, 9.5 for me, I loved it
- it's one of those games that can be played over and over again and it changes every time
References (from this video)
- pioneered the deck-building genre
- high flexibility and replayability
- lacks a fixed meta; can feel repetitive
- Card engine building
- Abstract deck-building
- Thunderstone
- A Few Acres of Snow
Mechanics (from transcript analysis)
- deck-building — construct a personal deck from a shared pool
- set collection / engine — acquire cards that interact to create engine and points
Video topics + discussion points
Quotes (from this video)
- Acropolis is light, but thinky and very approachable for a wide group.
- The best thing about this Barcelona is the action selection system.
- Spellbook is a beautifully themed engine builder with a lot going on under the hood.
- Ticket to Ride Europe remains a timeless gateway game with a clean map and straightforward drafting.
References (from this video)
- pioneered deck-building as a genre
- highly replayable with many expansions
- overexposure in early hobby; many players have played it a lot
- teaching can be lengthy for newcomers
- developing a personal deck and engine
- fantasy deck-building world
- card-driven engine building with changing kingdoms
- A Game of Thrones: The Card Game (deck approach)
- A worthwhile alternative deck-builders
Mechanics (from transcript analysis)
- deck_building — players construct their own decks from a shared pool
- set_collection — gaining action cards that synergize with strategies
Video topics + discussion points
Quotes (from this video)
- the box is worn, it is beaten, and yet it is still holding strong
- you've got to have four people and you have to play it with people that you're going to be able to play with again
- the tension of those things... I love the stress and the bet of 'is this the right move?'
- it's the granddaddy of the genre
- Race for the Galaxy sits the top of the list
References (from this video)
- deck-building engine-building
- medieval market-building
- procedural, card-driven progression
- Paleo
- Magic: the Gathering
Mechanics (from transcript analysis)
- Deck building — acquire cards to build a stronger deck
- deck-building — acquire cards to build a stronger deck
- set collection / engine-building — composing a personal engine to maximize points
Video topics + discussion points
Quotes (from this video)
- we're going to bask in the world's negativity today
- the world's negativity cuz that's really what we need more of
- we want to be a beacon of negativity in this world
- the special cards are pictorially meaningless
- randomness disguising itself as difficulty
- it's an evil game
- sandbox experience
- I feel like a boy that has cheated on the test because that was one of the comments
- three faces on the cover
- three big faces one of them is wearing a cowboy hat
- this game is clearly inferior
- the rule book was great but everything else was weak
References (from this video)
- Engaging core loop of buying and upgrading your deck
- High variability through kingdom card setup and combos
- Supports emergent strategies and player creativity
- Shuffling interrupts flow on larger tables
- Early-game draws can feel underpowered depending on kingdom setup
- Can be lengthy with multiple players and heavy deck cycling
- Economic engine through card buys, deck thinning, and VP accumulation
- Medieval-inspired kingdom-building with modular markets and evolving decks
- Educational, live-play demonstration with hands-on card interactions
Mechanics (from transcript analysis)
- Action-phase sequencing — Play actions to chain effects before buying, enabling multi-card combos.
- Buy phase / coin spending — Players convert treasure to purchases, optimizing purchases from a shared market.
- Deck building — Players acquire new cards to add to their discard pile, shaping future draws.
- deck manipulation — When the deck is exhausted, discard pile is shuffled to form a new draw deck.
- deck-building — Players acquire new cards to add to their discard pile, shaping future draws.
- Shuffling / deck management — When the deck is exhausted, discard pile is shuffled to form a new draw deck.
- Trash and gain effects — Certain cards allow you to trash cards for direct benefits or VP potential.
- Victory point tracking — End-game triggers when victory condition cards run out or points are tallied.
Video topics + discussion points
Quotes (from this video)
- the good thing about keeping your deck slim I find is you can keep high value cards coming out all the time
- the ultimate aim is to be the one with the most victory points at the end of the game
- you really need to figure out your strategy first
- a slim deck helps you hit your key cards more consistently
- Forge lets you trash cards for a precise-cost replacement—that's a powerful swing
References (from this video)
- Foundation of deck-building genre
- High replayability
- Can feel repetitive over long campaigns
- Deck-building engine building
- Fantasy/trade-theory market
- Abstract economic progression
- Aeon's End
- Thunderstone
Mechanics (from transcript analysis)
- card drafting — Selecting from a limited set of cards shapes your engine.
- deck-building — Buy cards to add to your deck and draw them later for points and power.
- Victory point accumulation — End of game scoring decides winner.
Video topics + discussion points
Quotes (from this video)
- Dominion is the greatest deck building game of all time.
- It's a chess with dice.
- It's a horse betting simulator for the whole family.
- The biggest draw of Massive Darkness is that each hero is hugely asymmetric.
- In Space Base, you have your own fleet of ships that are flying into space to generate cash.
References (from this video)
- defined the deck-building genre
- set the standard that others improved upon
- great for learning deck-building mechanics
- good box version with multiple games included
- card holders can spill if box is tipped
- fantasy
- competitive_strategy
- later deck-builders that improved on the formula
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dominion set the standard and then it was great because then everybody came came around they stood on the on Dominion shoulders and they improved deck-building
- the epitome of like what is an action game you don't watch those movies where you're like I just want to sit back turn off my brain just have a good time that's what this is
- very zen right it's very zen
- it seems a little silly but it's the best kind of silly
- the more people the better this game feels
- people will agree to like not explore that last space or not do that last thing that's gonna trigger the end of the game just to keep going
- if you go in here as just like run-and-gun Batman rolled dice and just punching faces you're gonna get crushed
References (from this video)
- clean, teachable engine-building
- high replayability via expansions
- expansions can overwhelm new players
- deck-building and optimization
- fantasy/medieval kingdom-building
- mechanics-driven with thematic flavor
- Race for the Galaxy
- Amun-Re
Mechanics (from transcript analysis)
- Card Synergy — combining cards creates powerful engine combos
- Deck building — acquire cards to improve your deck and engine
- deck-building — acquire cards to improve your deck and engine
- Modular board — extensive set of expansions to alter gameplay
- modular expansions — extensive set of expansions to alter gameplay
Video topics + discussion points
Quotes (from this video)
- Prelude expansion came out for this—game changer in expansions for me.
- The vineyards expansion expands the board so all of a sudden you don't just focus on the board as much—you go over to your little vineyard.
- This is one of those games that we went through all the effort to get every expansion and organize it, and we still pull it out.