Earth is a tableau builder for 1 to 5 players with simple rules and countless strategic possibilities. With its encyclopedic nature and a near-infinite number of tableau combinations, every single game will allow you to discover new synergies and connections, just as our vast and fascinating world allows us to do!
Over thousands of years of evolution and adaptation the flora and fauna of this unique planet have grown and developed into amazing life forms, creating symbiotic ecosystems and habitats.
It’s time to jump into these rich environments and create some amazing natural synergies that replicate and extrapolate on Earth’s amazing versatility and plethora of natural resources. Create a self-supporting engine of growth, expansion and supply where even your unused plants become compost for future growth.
—description from the publisher
AWARDS & HONORS
2023 Dice Tower Game of the Year Winner
2023 Dice Tower Strategy Game of the Year Winner
2023 BoardGameOfTheYear.org Game of the Year Winner
2023 People’s Choice at Dice Tower #1 Game of the Year, EoY voting)
2023 Dice Tower Seal of Excellence
2023 Board Game Arena Best Forest game Winner
2023 Deutsher Spiele Preis 4th Place
2023 Best of Gen Con Gaming Trends
2023 C’ludik expert Game of the Year Winner
2023 Poulie d’Or Expert Game of the Year Winner
2023 Coup de coeur Ludovox
2023 Dod d’Or Winner
2024 Board game Hangover #1 Nature Game
2024 Coup de Coeur Expert Festival Alchimie du jeu de Toulouse
2024 BIG Awards Game of the Year Winner
2024 BIG Awards Best artwork Winner
- well-regarded by the crew
- strong theme and presentation
- not every player loves the heavy tableau feel
- Earth/biome creation
- tableau-building ecosystem
- tableau-building with thematic cohesion
- Couture
- Santa's Workshop
Mechanics (from transcript analysis)
- tableau-building — players build a tableau of ecosystems
Video topics + discussion points
Quotes (from this video)
- It's a Gateway game.
- Black history is American history.
- This hobby deserves that innovation and theme.
- World Wonders is a fantastic game and we love it.
- Steam Up wonderfully done game.
References (from this video)
- large-scale Euro feel with quicker pacing
- complex and heavy in scope; can be punishing for new players
- Seventh Continent
- Arc Nova
Mechanics (from transcript analysis)
- hand management / action selection — Players build an island with varied flora; soil is used to pay for plant cards and actions.
- Simultaneous Play — Actions are resolved in a simultaneously or near-simultaneous manner to keep pace with the turning decisions.
Video topics + discussion points
Quotes (from this video)
- Twilight Inscription feels like forever ago we reviewed it.
- Planet Unknown is a polyomino game with a lazy Susan.
- Mind Bug is a simple card game that replicates the collectible card game play
- Star Wars deck building wow that's high
- Nemesis retaliation wow this game is not out yet
- it's a heavy game there’s a lot of rules
References (from this video)
- Striking photography and vibrant card visuals
- Engaging engine-building with high card-trigger interaction
- Low downtime in multiplayer due to simultaneous top/bottom actions
- Strong solo mode with satisfying progression
- Rulebook is approachable and setup/takedown are straightforward
- High cognitive load and potential for analysis paralysis due to many chained abilities
- Color-coded abilities lack text distinctions for colorblind players
- Can be long or cumbersome at 4–5 players
- VP milestones have small text, making progress tracking less intuitive
- Limited direct interaction beyond triggering others' actions
- Nature, ecology, biodiversity, and ecosystem engineering on a world with diverse climates
- An open-world planet where players build their own island ecosystems using a 4x4 card grid.
- Descriptive, immersive photography-based cards with emphasis on natural environments
- Arc Nova
- Wingspan
- Aries Expedition
- Terraforming Mars
Mechanics (from transcript analysis)
- Card drawing / drafting — Draw and acquire cards to expand your island, climates, ecosystems.
- engine-building — Trigger chains of card abilities to generate resources and scoring opportunities.
- grid placement — Place 16 cards on a 4x4 grid to form an Island tableau that ends the game when completed.
- Objective scoring — Score through objective cards, ecosystems, climates, and island setup cards.
- Resource management — Manage soil, composted cards, sprout cubes, and tree trunks that power actions and scoring.
- Shared action trigger — After each top action, all players trigger the corresponding bottom action on their boards.
- Solo mode against Gaia — An AI opponent Gaia provides a structural counterpart and scales game length.
- tableau building — Players assemble and activate a personal tableau of cards that trigger abilities across colors and actions.
- variable setup — Double-sided island and climate cards, plus ecosystem cards for replayability.
Video topics + discussion points
Quotes (from this video)
- Earth is an open world engine builder for one to five players with simple rules but tons of strategic possibilities.
- Earth truly sings is all this ability triggering down here; it feels fulfilling and satisfying.
- This is why Earth has a distinction level rating in my book.
References (from this video)
- No downtime creates constant engagement
- Rich interaction between players
- Energetic and lively play experience
- Complex card interactions can demand careful rule references
- Pile of cards can feel daunting to new players
- environmental action and planetary management
- Earth-themed strategic card/board interaction with persistent player state
- tension-filled, interaction-heavy, with no downtime
- Distant Suns
Mechanics (from transcript analysis)
- High interaction card play — Many cards interact with others' actions, creating dynamic play
- No downtime / reactive play — Anytime someone does something, others can respond; turns feel continuous
Video topics + discussion points
Quotes (from this video)
- we're a sucker for two-player card games
- the art, the art, really yeah
- pre-constructed decks the rules are very easy to follow
- there's some hidden strategy in there, great combos
- it's like Connect Four but for hobby gamers
- Earth has no downtime because anytime somebody does something to do something
- we'll be back later
- a nice little cute little family game that's like Connect Four
References (from this video)
- excellent engine building
- minimal downtime
- simultaneous action selection keeps engagement
- multiple paths to victory
- good interaction despite card focus
- excellent solo mode
- one hour playtime
- scalable difficulty
- good graphic design
- takes time to score
- needs experienced players for best play
- not for everyone
- nature
- ecosystem
- Wingspan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- theme wise couldn't really care less
- I never thought I'd say it but yeah Great Western Trail yes
- really surprised me probably one of the biggest surprises of the previous year
- Deep Rock Galactic is a brilliant poster child example of how to treat your IP right
- just such a good amount of variety
- this is one of the most fun convention games I can take
- I can remember stories of how certain games went even like years ago
References (from this video)
- recent acquisition; potential thematic interest
- no concrete details available in transcript
- eco-systems and sustainability
- environment / planetary system
- contemporary/sci-fi
Mechanics (from transcript analysis)
- Resource management — core gameplay around ecological and planetary resources.
Video topics + discussion points
Quotes (from this video)
- "Point City... looks like this really cool game about pretty tactical about building up a really streamlined engine and just trying to get a bunch of points"
- "I’ve been fatigued by rolling rights"
- "the more you pull back or pull me back from being like in instruction mode the faster you’re going to find I end up"
- "Nostalgia definitely does apply"
References (from this video)
- Engaging ecological theme with sharp artwork
- Accessible to learn yet crunchy in execution
- Tight two-player pacing and solid replayability
- Iconography can be dense and intimidating for new players
- Expanded play may increase setup/cleanup time
- Difficulties may arise when introducing multiple expansions
- eco-engineering and habitat reconstruction
- Island bio-nome ecosystem on a developing land
- educational, nature-forward
- Wingspan
- Arc Nova
Mechanics (from transcript analysis)
- engine_builder — build an engine by playing cards into a 4x4 tableau and resolving actions to generate points
- resource_management — manage soil, sprouts, and compost as core resources for playing cards
- set_collection — pursue end-game objectives by collecting and arranging cards in your tableau
- tile_placement — place soil, sprouts, and trunk tiles on your board to activate card abilities
Video topics + discussion points
Quotes (from this video)
- I love engine builders I mean I love things like Imperial settlers it scratches that engine builder itch
- it's a card-driven game
- the theme enhances the gameplay
- this is a light game as far as when it comes to these type of area control games
- I really enjoyed Wingspan Asia; it's a two-player standalone
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Thunderbolt Apache Leader has sadly dropped to 199 on this list.
- John Company solo is great.
- Mr President is the biggest table hog—it's like one of the most ridiculous but like in an awesome way games I have ever seen.
- Paperback Adventures jumped up 560 spots this year.
- Pavlov's House changed the course of my videos and my gaming habits.
- Earth is going to rise up next year.
References (from this video)
- Engine builder's delight
- Massive card pool with many scoring paths
- Feels clever when chaining effects
- Unique island setup mechanics
- High replayability
- Very loose and chaotic
- Information overload with many cards
- Terrible for analysis paralysis players
- Can feel swingy and unbalanced
- Lacks tightness despite being an engine builder
- Island
- Ecology
- Flora
- Fauna
- Biodiversity
- Daybreak
- Arc Nova
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is the Undisputed king of light war games
- The order system Nails this ambiguity perfectly
- Earth is an engine Builder's Delight
- It's a brilliant game for couples
- Cascadia is in many ways a perfect game
- Too comfy for me
- Wormspan is a tight engine building game
- Most delightful and pleasant games available
References (from this video)
- Puzzle-like engine-building with high replay potential
- Two-player play is tight and fast with clear interaction
- Rich theme and fauna/flora variety via many card combos
- Dependency on card draws leads to potential luck and delays
- Endgame scoring and tracking can be complex
- Higher player counts feel more multiplayer-solitaire and chaotic
- Ecosystem formation, plant life, symbiotic relationships.
- A designed ecosystem on a 4x4 grid where players curate flora and fauna to optimize endgame scoring.
- Engine-building card-driven puzzle with adjacency-driven scoring.
- Ark Nova
- Wingspan
- Arc Nova
Mechanics (from transcript analysis)
- card_drafting_and_draw — Active player selects actions; players draw and manage decks.
- engine_building — Activating top abilities of cards while bottom parts of actions trigger for others.
- grid_placement — Players place cards on a 4x4 grid with adjacency rules and growth tokens.
- personal_ecosystem_cards — Each player has ecosystem cards contributing endgame bonuses.
- resource_management — Soil, sprouts, growth tokens govern placement and activation.
- scoring_mechanics — Endgame scoring via canopies, growth, sprouts, and fauna objectives.
Video topics + discussion points
Quotes (from this video)
- mass enjoyable is because it's really just feeding off of these goals
- this game's endgame scoring is high and can swing a lot of points
- it's sandboxy in a sense
- puzzle-like interplay among cards drives the experience
References (from this video)
- cards with multiple uses
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)
- Fits Vital Lacerda’s heavier weighting with clear tactile components
- Interesting track of progress with meaningful decisions
- Heavy, may require multiple sittings to complete
- High learning curve for new players
- Strategic resource and policy planning
- Global-scale environmental and societal dynamics
- Mechanism-first, with thematic backdrop
- Terminus
- Lisboa
- Weather Machine
Mechanics (from transcript analysis)
- action_selection_and_tile_placement — Players select actions and place influence tiles to impact outcomes.
- engine_building_and_optimization — Cascading effects from actions improve later turns.
Video topics + discussion points
Quotes (from this video)
- there are hundreds and hundreds of board games he has set up, alphabetically the way they were organized was unbelievable
- The Gamers Ranch... Bland, Missouri... you ain't got to bring a game, there are hundreds of games here
- Inventions... the board is laid out in such a way that it's one of those I'm not even trying to explain what it is
- Terminus... the heaviest game that Vital has asked to play, and it's going to come out on Kickstarter in June
- karaoke night... a lot of show tunes... it was amazing
- shrimp and grits was amazing, but the texture was surprising; grits look gross but taste good
References (from this video)
- engaging, open-world engine-building feel
- moments when synergies click create satisfying chains
- beautiful components and thematic presentation
- learning curve can be steep for new players
- some turns may feel underwhelming if no strong synergy is available
- environmental management and resource development
- open-world engine-building on Earth with environmental themes
- cooperative/competitive engine-building with active player interaction
- Earth is contrasted with other engine-building experiences in the discussion
Mechanics (from transcript analysis)
- engine-building — players develop their own tableau/settings to generate ongoing benefits
- open-world scale — player actions influence a broad system with many potential paths
- tile/card synergy — cards and tiles create evolving opportunities and combos; players trigger secondary actions
Video topics + discussion points
Quotes (from this video)
- it's a Sid Saxon classic
- open world engine building
- it's the cutest thing
- I don't see Connect Four at all
- it's a brain burner
- it's work replacement too
- it's hot for a reason
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Terraforming Mars. I'm not going to lie to you.
- You can't win three times.
- Never give up. Never give up.
- This is a World Series championship. Australia, the Netherlands, I mean it's all over.
- The three people or four people that really need to be recognized and that is Mr. Chris George, Marcy Stark, Ernie Gazowski, and Shane McB.
References (from this video)
- accessible entry point to heavier euro design
- strong thematic resonance
- some players may find it heavier than expected
- ecology and planetary engineering
- Earth-focused terraforming
- educational yet strategy-forward
Mechanics (from transcript analysis)
- engine-building — resource and action chain optimization
- tile placement / area influence — tile and resource placement to achieve milestones
Video topics + discussion points
Quotes (from this video)
- This is what it looks like to actually play a game.
- Step up your game. You're kind of you're kind of bad in games.
- The vibe is very very uh pleasant and is a lot of collegiality.
- It's amazing when you hear your mother in your ear, man. This is crazy town.
- Thank you for hosting this amazing event.
References (from this video)
- Collectible promo card with OFPG branding adds collectability
- Appreciation for environmental themes
- Promo card specifics not deeply discussed
- cooperative world-building and resource management
- Ecology and planetary stewardship
- environmental/public policy feel
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Stara is a splendor master.
- I like to reserve cards.
- The cards act as emotional bridges, letting players tackle complex topics without having to find the perfect words first.
- Earth promo card with the red fox and badger promo card is a collector's item.
- Thunder Road Vendetta is a blast. Yes, it is the best.
References (from this video)
- Engaging solo puzzle with Gaia AI that scales in challenge
- High replayability due to randomized fauna/ecosystem card setups and multiple objectives
- Clear iconography and in-game aids that support learning
- Strong thematic integration and educational flavor about ecosystems
- Steep learning curve and potentially dense rule explanation without tutorials
- Outcome can be heavily influenced by initial card draws and setup
- Rule complexity can feel lengthy for new players
- ecology and environmental management
- Island ecosystem
- educational, procedural
- Maxine's Breakout game
Mechanics (from transcript analysis)
- action_selection — take one of four actions (planting, composting, watering, grain) to advance your tableau.
- deck_building_and_drafting — draw from an Earth deck, acquire cards, and manage discards/composting.
- event_cards — one-off effects that grant additional points or alter play dynamics.
- growth_and_sprouts_mechanism — growth tokens and sprouts placed on cards, with canopy/trunk mechanics affecting scoring.
- objectives_and_scoring — personal, shared, climate, and ecosystem objectives provide multiple scoring vectors.
- resource_management — manage soil, growth tokens, and sprouts to fuel actions and scoring.
- solo_ai_opponent — Gaia, an automated opponent, uses a deck of AI cards to drive opposition and scoring.
- tableau_building — players construct a 4x4 grid (tableau) of cards representing island ecosystems.
Video topics + discussion points
Quotes (from this video)
- This is a full-on euro game and we are trying to score points.
- It's a wonderfully put together game and it offers a great puzzle for The Soloist.
- There’s tons of variability here, lots of difference setups.
- The game will end in one of two ways: when you complete your 4x4 Island Tableau or Gaia finishes her deck.
- These cards really alter the game; they're really old, stating your objectives.
References (from this video)
- engaging theme
- replayability
- potential complexity for newcomers
- eco-management
- global sustainability in the future
- Pax Pamir
- Arkwright
Mechanics (from transcript analysis)
- resource allocation / action selection — players manage resources to influence global outcomes
Video topics + discussion points
Quotes (from this video)
- This whole time I thought this was just a poster printed on the wall. You mean to tell me there's been real games in your background?
- To our audiences, Shagrin. This is not AI generated.
- I think a general theme like is I the higher the game, the more I like it like the higher on the shelf.
- It got demoted because of boxware.
- This is the biggest game in my collection.
- I'm missing one and I honestly don't know what game it is.
- What game should fit right there.
References (from this video)
- Massive, deep engine-building with strong interaction
- High replayability via varying cards and islands
- Scales from two to several players without excessive downtime
- Initial setup can be overwhelming; rulebook indexing can be tricky
- Eco/4x-like engine-building with card-driven scoring
- Planet-scale terraforming and planetary development
- Dense, highly interactive engine-building with scoring depth
- Planet Unknown
- Terraforming Mars
Mechanics (from transcript analysis)
- shared engine development across a 4x-like grid — Activation of one action by one player fuels a larger engine for all players across colored actions.
- tile/card-driven scoring and environment cards — A mix of fauna/environment cards and public/private objectives drive endgame scoring.
- variable map/actions with tile placement dynamics — Players place and trigger actions that interact with a shared system, offering high interactivity.
Video topics + discussion points
Quotes (from this video)
- It's a vibe. It's a vibe.
- the exploration in this game is honestly one of the most fun exploration feels in a board game I've played.
- this is the definitive Clank experience
- it's alive. It's alive.
- such a simple push your luck dice game
References (from this video)
- Animal kingdom expansion adds meaningful strategic depth and interaction
- Two-player mode remains tense and engaging
- Global animal abilities create interesting engine-building choices
- Thematic growth and flora mechanics are visually satisfying
- Rule complexity can be memory-intensive and easy to forget mid-game
- Color naming debates (e.g., olive as a color) can cause confusion and discusssion
- End-game scoring can feel tight; some paths may lock in late, reducing suspense for newcomers
- Ecology, biodiversity, growth engines, and environmental management
- A stylized ecological system where players nurture plants, animals, and habitats across a growing landscape.
- Abstract ecosystem-building with thematic animal bonuses
Mechanics (from transcript analysis)
- action_selection — On each turn one player selects an action; the other player executes the action in a stepped-back way.
- animal_abilities_as_global_effects — Each animal provides a global ability that can be activated periodically, adding engine-building depth.
- area_and_feature_placement — Leaves, animals, and flora are placed on a growing grid to activate abilities and gain points.
- card_drafting_and_development — Players draft and play cards to grow their board, manage resources, and trigger effects.
- end_game_condition_and_scoring — Game ends when 16 cards fill a 4x4 grid; scoring covers cards, bonuses, growth, and terrain features.
- resource_management — Dirt, compost, sprouts, trees, bushes, and growth tokens must be managed to optimize actions and scoring.
Video topics + discussion points
Quotes (from this video)
- animals are cute
- Olive is a color
- Rainbow is not a color
- diagonally is adjacent
References (from this video)
- Beautiful, cohesive visual design and cohesive plant photography
- Smooth, fast simultaneous actions despite many choices
- Clear iconography that makes teaching the game relatively straightforward
- Re-playability due to numerous cards and strategies
- Strong table presence; accessible to non-gamers while still offering depth for hobbyists
- Potential for analysis paralysis (AP) due to many scoring cards and interactions
- A lot of text on some objective cards can be daunting for newer players
- Large deck size leads to card organization considerations (baggies or storage aids recommended)
- ecology, environment, island-building, nature progression
- Players build an island and cultivate flora to score points by placing cards and developing tableau-based environments.
- abstracted tableau-driven engine-building with environmental theming
- Everdale
- Terraforming Mars
- Wingspan
Mechanics (from transcript analysis)
- action_selection_with_top_bottom — Each round, the active player chooses the top action while others perform the corresponding bottom actions, enabling simultaneous work and shared tempo.
- card_driven_resource_management — Resources (soil, flora, etc.) are managed via cards to enable planting and growth actions.
- compost_and_reuse — Low-value cards can be repurposed/composted for points, keeping options open and minimizing dead cards.
- engine_building — Players develop a self-improving system by playing and triggering cards that synergize to score points.
- growth_and_scoring — Growth actions place markers on cards; end-game scoring is driven by flora, card interactions, and growth components.
- tableau_building — Your Island/ tableau is built from played cards that interact and grant bonuses and scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- I think this is for you
- this is an engine builder meaning that this is one of those satisfying games
- the visuals of this game will make it easier for me to get this on the table
- the rules are quite simple to explain because they use very clear icons
- replayability is not an issue in this game
- the smoothness I think this game is really original with that feels just as rewarding as interpreting Mars or the big ones
References (from this video)
- Cohesive engine-builder with a strong ecological theme
- Rich interlocking systems create a satisfying web of interactions
- Subtle, indirect player interaction through action activations
- Elegant integration of theme and mechanics
- Compelling sense of planetary ecosystem management
- High complexity and potential pacing issues; tension can become heavy by mid-game
- Some players may find the thematic / tactile presentation somewhat abstract or sterile
- A large number of components and rules can require a longer setup and learning curve
- ecology, habitat development, environmental interdependence
- Earth-like island terraforming with biodiversity; players terraform a personal island to host habitats and ecosystems
- analytical with introspective commentary and references to other games
- Terraforming Mars
- Arcanova's Naturalist
- Wingspan
- Takanoko
Mechanics (from transcript analysis)
- action_selection — On a turn, each player selects one of four color-coded actions. Activating an action lets you perform it, while other players perform a lesser version of that action.
- end_game_scoring_and_network_tension — End-game points arise from multiple overlapping scoring systems, creating a web of interactions that can create tension and strategic depth.
- habitat_powers_and_scoring — Habitat cards grant passive powers and contribute to end-game scoring through multiple interaction tracks.
- interconnected_economy_and_currency — Cubes, trunks, soil, and compost serve as currency and interact with multiple scoring/trigger effects; cards reference different ecosystems.
- soil_compost_growth_resource_flow — Soil is paid to play cards; composting produces soil and adds cards to your face-down compost pile; growth adds trees/cubes for points.
- tile_card_placement_and_island_development — Players plant new cards into a 4x4 island grid, with proximity and card types shaping strategies.
Video topics + discussion points
Quotes (from this video)
- Earth is is a game of tension and pressure
- An Elegant display with a vast ecosystem underneath
- the tight network of interactions between all things at the table
- Earth is impressively cohesive an economic engine builder with a genuinely well thought through ecological theme
- there's a host of game effects that use those same cubes Trunks and compost as currency in one way or another
- the activations on every player's turn
References (from this video)
- environment and ecological growth.
- Earth setting with ecosystem-building using cards in a tableau.
- systemic and strategic with card-driven tableau construction.
Mechanics (from transcript analysis)
- tableau_building — Arranging cards to create an ecological system; implied tableau mechanics.
- unknown — Transcript notes use of cards in a tableau to build an ecosystem; specific mechanics are not enumerated.
Video topics + discussion points
Quotes (from this video)
- this weekend we're playing 16 games 16 games that are gonna be at gen con
- be a great way for you to get a look at some of the games releasing at Gen Con
- thank you to Folded Space for sponsoring the digital demos
References (from this video)
- Rich engine-building depth and high replayability
- Clear interaction between actions and scoring through tableau organization
- Structured complexity primarily within cards for digestible learning
- Can be overwhelming for new players due to multiple interacting systems
- Longer play times at higher player counts
- Ecology and environment management within a tableau engine-building framework
- An island environment being developed by players to optimize ecological scoring
- Abstract, engine-building with environment focus
Mechanics (from transcript analysis)
- Action_selection_with_secondary_actions — On each turn, a player chooses one of the top four actions; other players may perform a related secondary action.
- Column/row activation — Actions activate from top-left to bottom-right as you reveal and use matching cards in your tableau.
- engine_building — Players build a 4x4 tableau of plant cards to generate ongoing benefits and scoring opportunities.
- Fauna_card_scoring — Fauna cards provide various scoring conditions that players aim to meet through engine-building.
Video topics + discussion points
Quotes (from this video)
- abundance is like a hot fix for a video game; it's coming in and the designer is kind of saying like here's some pain points we saw, here's the solution we're going to pump this out and it's going to fix all these things
- Earth is a great game there is absolutely nothing wrong with just having the core game of Earth but I think that that game just goes up a notch with abundance
- abundance gives you more control, more power, not in an overpowered way but in a way that makes you feel like you are the architect of your fate
References (from this video)
- Clear engine-building flow
- Thematic packaging with flavor text
- Rules depth may intimidate casual players
- Environmental stewardship and resource engine-building
- Earth-centric tableau-building environment
- Flavorful with card flavor text
- Terraforming Mars
Mechanics (from transcript analysis)
- action selection — Choose from a set of four actions each round to grow your engine
- Simultaneous action resolution — Many players act in the same moment with lead actions providing power
- tableau building — Build a personal tableau of cards for ongoing effects
Video topics + discussion points
Quotes (from this video)
- Creature Comforts is a cozy family worker placement game
- Spirit Island ... it's a Cooperative game where all players play together
- Earth you build well your island essentially it's a tableau building game through and through
- Wingspan... it's an action selection game
- Life of Amazonia is a big game it's essentially a bag building deck building game
References (from this video)
- Strong drafting mechanic
- Accessible yet strategic
- Similar to Terraforming Mars in feel, may be repetitive for some
- Ecology and landscape development
- Planetary terraforming with card drafting
- Transparent, systems-driven
- Terraforming Mars
Mechanics (from transcript analysis)
- card drafting / tableau building — Acquire and place cards that shape your tableau and actions.
- Resource management / action selection — Choose actions that impact your board and scoring potential.
Video topics + discussion points
Quotes (from this video)
- this is work replacement at its finest it's simplest it is satisfying and it is a euro
- it's a town full of dragons
- by far the heaviest
- the best Euro game there is I'll tell you what the best is number five Great Western Trail
- Earth is also a card drafting but you're getting a lot of cards
- Eclipse is a space game... this is its Euro cousin
- Juniper Imperial it's a hybrid game
References (from this video)
- High thematic appeal for environmental and planetary scale decisions
- Preview excitement and ongoing development signals
- As a Kickstarter project, long-term availability and components may vary
- Rule complexity could be high for new entrants
- Environmental stewardship and planetary scale decisions
- Futuristic/eco-conscious engineering world
- Strategic simulation with narrative realism
- World Breakers
- Summit
Mechanics (from transcript analysis)
- engine-building/development — Players develop cycles and infrastructure to achieve planetary goals.
- resource allocation — Careful distribution of limited resources to optimize outcomes.
Video topics + discussion points
Quotes (from this video)
- Summit it's a big one and it's competitive cooperative
- we loved earth and we did a preview for it and we can tell you now since without a preview we love that you love it
- Sea Change first one is called sea change
- what game do you most hope to play at dice tower west
- it's an investment in family
- we will spend money on what we want
- board games are an investment in family
- we're going to video a lot
- don't be afraid to go into board game stores
- beyond monopoly quit talking about monopoly, get beyond it
References (from this video)
- Beautiful art and components
- Versatile card types (plants can be mushrooms, bushes, trees)
- Engaging compost mechanic with long-term strategy
- Multiple paths to scoring (point salad)
- Accessible to teach yet offers depth for experienced players
- Rule set is long; not strictly a gateway game
- Prototype components may change before final release
- Solo or team variants are limited or not emphasized
- Ecology and ecosystem engineering
- Planet Earth ecosystems; a self-contained world of flora and fauna
- Flavor text on cards describing species and habitats
Mechanics (from transcript analysis)
- Action selection with leaf tokens — On your turn, select one of four actions by placing a leaf token; actions resolve collectively at turn end.
- card tableau building — Create a 4x4 grid from a 16-card tableau representing ecosystems and plant growth.
- Color-coded action activation — End-of-action abilities activate across cards matching the chosen color.
- Composting as resource — Composted cards generate points later and recycle resources.
- End-game scoring with multiple goals — Point salad with compost, flora/fauna goals, and end-game bonuses.
- Engine-building / growth engine — Grow plants to gain benefits; unused plants compost to fuel future growth.
- event cards — Weather events affect board state and scoring.
- Soil as currency — Soil tokens are spent to acquire growth and cards.
Video topics + discussion points
Quotes (from this video)
- it's a very interesting game
- the biggest feature to me is that the composting
- it's not gateway but middleweight
- it's beautiful just seeing all the different animals and ecosystems
- we really enjoyed it
- you can learn some stuff because on the cards they have little flavor text
- the point salad
- we really enjoyed it
References (from this video)
- Very good game
- Huge success
- High replay value
- Not highest priority for speaker
- Other games in genre preferred
- Abstract
Mechanics (from transcript analysis)
- polyomino placement — Placing polyominoes on board
Video topics + discussion points
Quotes (from this video)
- I love Huton. Oh my gosh.
- Oh my gosh, I am in love with that game.
- It knocks out of the water.
- One of the better games I've played in a long time.
- The components are so much better. It makes a better game.
- It's a fun little like watch the world fall apart and burn and see who can survive that process the longest.
- One of my favorite party games, if not my favorite party game.
- It's a lot going on. Very thinky. But very rewarding, too, at the same time.
- When trick taking gets to a point where I feel like I'm just trying to math out every probability and it starts to feel like homework, I start to like it less.
- I cannot wait to play it again.
- My ideal would be combining the best parts of Bruges and Hamburg into one game, but I can't do that.
- It's just easy, straightforward, satisfying.
- There's not quarterbacking, there's assisting, because it's so much happening at once and so much daisy chaining that the quarterbacking is almost impossible.
References (from this video)
- engaging tableau engine with clear thematic integration
- beautiful artwork and photography
- strong in both solo and multiplayer formats
- can be fiddly for newcomers
- learning curve to optimize the engine
Mechanics (from transcript analysis)
- deck-building / tableau building — players curate a tableau of flower cards to generate actions and resources
Video topics + discussion points
Quotes (from this video)
- Earth I really like Earth
- I hated Brussels 1893 before and I still hate it now boring as hell
- spoiler alert I like the game
- Treron is one of my friends' favorite games
- Wayfarers of the South Tigress is up there with possibly my favorite Garfield game
- Hegemony is a contender for game of the year at this point
- This is the four-player game with two new players and we had tight scoring
References (from this video)
- Strong player interaction and multiple scoring avenues
- Accessible yet deep with companion in-game objectives
- Point inflation potential in some plays
- environmental/ecosystem growth with interlocking scoring
- 4x4 tableau landscape-building
- systems-driven, collaborative competition
Mechanics (from transcript analysis)
- Leeching/Follow-up actions — Action selection by one player enables follow-up actions for others.
- tableau building — Players build a grid of cards that score in multiple ways.
Video topics + discussion points
Quotes (from this video)
- I think out of all of these videos that I've done this is probably the highest quality list that I've done in terms of game recommendations
- gorgeous production I mean the pieces here are absolutely lovely on the table
- one of my favorite deduction games of all time if not my favorite game
- I like how pure and simple it is
- it's criminally underrated
- this one is an absolute absolute belter
- I could not recommend it enough
References (from this video)
- Smooth core rules and rewarding engine
- High payoff when players know the game
- Heavy for new players, especially with expansions
- Novice players slow down game pace
- Environmental stewardship and development
- Global civilization building with a focus on sustainability
- Engine-building with resource management and planning
Mechanics (from transcript analysis)
- card drafting / hand management — Choose cards to perform actions and synergy effects
- engine-building — Plan and optimize actions to grow your civilization
- Resource management — Balance resources to fulfill objectives
- variable setup / card interactions — Cards interact in many ways and require flexible planning
Video topics + discussion points
Quotes (from this video)
- Spirit Island's fantastic it is one of my favorite co-ops of all time
- it's not for everybody
- I love teaching games
- I just want a nice Speedy game
- The Crew is a great trick taking game
- Scythe is not a fun one to teach
- it's got the most stuff in it which also makes it the harder one to play with Noobs
- ironically the first game I ever played at a board game club that got me into the hobby was Seven Wonders with leaders included where I actually won the game
- it's a fantastic fun game
- I've played this game a lot
References (from this video)
- Satisfying simultaneous-action engine-building
- High variability and replayability
- Engaging interactions between personal and shared objectives
- Iconography can be heavy and may require a learning curve
- Some players may prefer more direct interaction over solo-feel engine work
- Planet-wide ecosystem optimization and resource management
- Eco-friendly terraforming / environmental rebuilding theme
- Wingspan
- Terraforming Mars
Mechanics (from transcript analysis)
- deck-building / engine-building — Construct an engine of actions and resources to generate growth and breakthroughs.
- Simultaneous Play — Players act in a shared cadence, triggering various abilities and effects each turn.
Video topics + discussion points
Quotes (from this video)
- this is the dream of what I've wanted from a racing game
- not feeling out of control lucky at all
- Earth was pretty much everything I was hoping that game would be
- KeyForge is the perfect game for casual dueling
- it's just such a great session of laughing together around this game
References (from this video)
- deep, complex choices with simple rules
- great five-player dynamic with simultaneous actions
- heavy decision space may intimidate newcomers
- Cooperative card-driven resource management and growth
- A lush, plant-filled planet imagined as a card-driven terraforming ecosystem
- Earth
Mechanics (from transcript analysis)
- Card-driven actions — All decisions come from a central deck of cards; simultaneous or shared actions reduce downtime.
- environment goals — Players work toward environmental objectives and island-based finishing conditions.
Video topics + discussion points
Quotes (from this video)
- zero downtime
- tons of interaction
- cringe shot
References (from this video)
- Point Salad
- Earth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- spreading the gospel of board games
- it's a must-have
- don't sleep on this
- we love talking about gateway games
- we're taking the game out to people
References (from this video)
- rich variability
- Arc Nova-like vibes
- fast play for the depth
- rules heavy
- can be overwhelming
- environmental management and resource production
- eco-theme, flora and fauna
- engine-building with tableau synergy
- Arc Nova
Mechanics (from transcript analysis)
- action selection with shared actions — one player selects an action and all players perform it, with the chooser executing it more efficiently.
- deck of many cards — large deck (roughly 284 cards) powering actions and scoring.
- tableau-building / engine-building — players build a tableau that triggers benefits when actions are chosen.
Video topics + discussion points
Quotes (from this video)
- it's not over until it's over
- this is a game that lands itself towards so many stories
- I love Tichu so much
- I make all the rules I can break those rules if I want to
- we love that game and so do our friends
References (from this video)
- Really solid game with great gameplay
- Beautiful photography on cards
- Good for 1-2 players
- Meaty decisions
- Good convention game
- Weak nature theme integration
- Better with fewer players (1-2 max)
- Abstract card effects feel disconnected from theme
- Some streamlining needed for new players
- Building and developing natural ecosystems
- Planet Earth ecosystems
- Engine-building tableau
- Terraforming Mars
Mechanics (from transcript analysis)
- Card tableau — Place cards in tableau to develop ecosystems
- Compost and Growth — Resource generation and sprout placement
- Ecosystem Building — Create interconnected island, climate, and ecosystem effects
Video topics + discussion points
Quotes (from this video)
- you just gotta play it to find out I can teach this in no time at all
- death by gorgeousness
- theming wise Wings man edges over Arc Nova to deserve the tap spot as the best nature game there is
- I'm invested I'm immersed I'm building my Zoo
- it just screams out a nature theme
- when it comes to their tasting games
- I want this game to not drag on to 90 minutes two hours to finish a four player game
References (from this video)
- stunning artwork and components
- affordable entry price for a big-looking package
- strong visual appeal and theme flavor
- rulebook clarity and learning curve uncertain
- dependence on video/tutorials to fully grok the system
- environmental tableau-building
- Earth/environmental stewardship and ecological gameplay
- flavor text-driven, aesthetically rich
Mechanics (from transcript analysis)
- Resource management — manage soil, compost, plants, and animals to maximize end-game scoring
- solo/AI-like play options — includes potential solo/solo-simulated modes and possible solo opponent dynamics
- tableau-building — players construct a 4x4 tableau of cards to generate resources and points
Video topics + discussion points
Quotes (from this video)
- it's only a game
- three is my magic number
- twitter is toxic
- look at this artwork oh my word is this gorgeous
- i'd probably give this a 7 out of 10 as a starting point
References (from this video)
- High interactivity with other players' engines
- Multiple scoring routes through personal and public goals
- Can be heavy and prone to analysis paralysis
- Complex setup and learning curve
- Ecology, growth, and environmental management
- Earth/eco-system engine-building in a 4x4 tableau
- Engine-building with card-driven actions and evolving boards
Mechanics (from transcript analysis)
- area_effect_actions — Activating actions triggers all matching cards in play
- deck_building — Cards in your deck define actions and scoring opportunities
- engine_building — Players develop engines via cards and tableau interactions
Video topics + discussion points
Quotes (from this video)
- The joy of Power Grid comes from the economic planning and watching what the other players are doing.
- The better you're doing, the later in turn order you go.
- One of the key gameplay mechanisms for me is I always have to be anticipating the future actions and making my board ready to take full advantage of it.
- The game does an excellent job of blending dice drafting, tile placement, and engine building into a satisfying strategic puzzle.
- This game is a feast for Odin.
- The engine building and kind of a deck builder. The theme is pretty shaky for this one.
- What sets this game apart is the time aspect.
- The joy of this one is seeing what cards you have to work with and coming up with a long-term strategy, but being agile enough that if you get cards that may be a better engine or scoring, you can pivot midame, maybe even pivot several times during the game to figure out what's best for you.
- The dice drafting is not just about luck. It is a layer decision-making puzzle.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Time is the worst enemy of a board gamer.
- Rule of three. The way I see it is I like to use the cinema as a comparison to purchases within our hobby.
- Don't be like me and actually enjoy your games.
- Board games are supposed to be played.
- Self-control.
References (from this video)
- Excellent simultaneous turn implementation
- Keeps all players engaged throughout the game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The one thing I've realized from playing on board game arena is that I'm out of practice on scoring games. So I would say to game developers, make sure scoring is streamlined and not too convoluted.
- Musical immersion and satisfying feedback for interacting with the game. Fun game vs fun video game actions may not even have any actual utility, but they still feel good.
- Don't forget to design catchup mechanisms. The way Mario Kart World weighs its items based on racer position is such an enjoyable simple catch-up mechanism.
- Video games reward you for completing tough challenges with meaningful unlocks. Trek 12 is my favorite example of this.
- Video games stay fresh through patches, updates, and community content.
- Video games let you tailor the challenge to your comfort zone from casual mode to insane mode.
- Video games excel at simultaneous engagement. Everyone's playing all the time. Imagine Mario Kart where each player races one at a time instead of all at the same time.
- There are few things that are more intimidating than a 20 plus page rule book. Video games drop you into the action quickly and teach you as you play.
- Board games often withhold feedback until the final score tally. Video games give you constant feedback loops. Mid-game checkpoints and milestones could help players better understand how they're doing.
- I am much more of a tabletop game player than a digital game player. But I over the last few years, especially in researching Vantage, I researched a lot of video games.
References (from this video)
- deep interaction and multiple scoring paths
- rich thematic feel
- feels loose at times and can lack challenge for some players
- end-game timing can be sensitive
- eco-management and card-driven action selection
- global ecological theme with multi-faceted scoring
- open-ended eco-simulation
- Evergreen
- Notre Dame
Mechanics (from transcript analysis)
- action selection — players select actions and respond to opponents’ moves
- multi-scoring options — many scoring avenues to juggle simultaneously
Video topics + discussion points
Quotes (from this video)
- this little Tableau building game is where you're building up this little engine of money creating cards as well as Point creating cards
- it is aged very well
- a gimmicky Style game that feels so distinct
- the top row is worth negative points everything after it is worth positive
- fascinating I think it is a wonderful deduction game
- spiritual successor to photosynthesis
- this Japanese game where you are trying to create these routes connect these passengers
- Notre Dame cathedral in the center of the board
- notredam cathedral and the rat threats
References (from this video)
- gorgeous art and components with tactile, interlocking pieces
- snappy, engaging engine-building with no downtime
- clear, intuitive iconography once learned; strong thematic cohesion
- high replay potential due to the large card pool and multiple scoring objectives
- strong table presence that translates well to live streams and photos
- initial complexity can be intimidating for new players
- large deck and multitude of card interactions may require a longer setup/read-time for newcomers
- tableau layout and sequencing can feel heavy on the first several plays
- ecology, habitat creation, sustainability
- Global ecological habitat development; a 4x4 grid tableau in a planetary restoration context
- educational, nature-forward with a documentary vibe
- Wingspan
Mechanics (from transcript analysis)
- engine-building — cards provide actions and ongoing effects; players improve their engine over the course of the game.
- hand management and composting — no hand limit; players compost cards (either from hand or top of deck) for points and to fuel engine effects.
- layered action resolution — actions are resolved with a bottom layer first after choosing a top action; sequencing matters and affects all players.
- set-collection / pattern scoring — scoring tokens and symbols drive endgame points; endgame objectives encourage diversity in symbols and placements.
- tableau-building — players place cards on a 4x4 grid, building rows and columns that interact with endgame scoring.
Video topics + discussion points
Quotes (from this video)
- there's no negative player interaction
- no downtime all the things though
- the art in this is gorgeous oh my gosh this is beautiful
- engine building game
- it's snappy
References (from this video)
- beautiful game
- excellent engine building
- high interactivity with expansion
- expansion adds seeds mechanic
- flexible strategy options
- positive interaction focus
- base game has limited interactivity
- ecosystem
- nature
- biodiversity
- environment
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hey everybody this month's Roundup is brought to you by Arcane wonders
- April was a fantastic month J and I played 15 really great games
- turning out is arguably a game of the year
- if anybody can make a traditional pickup and deliver palatable for me and Jen it's going to be Dev
- as a longtime Die Hard Gloom fan gloomy is my top five games of all time this thing is amazing
- one of the most um um thematically strong worker placement games I've ever seen
- I love everything about this game and I haven't even told you about the really cool way
- this is such a fun puzzly game and not for nothing a gorgeous game too
- a rising tide floats all boats
- 10,000 times better than the original castles of Mad King Ludwick
- Daybreak just broke in to my number one spot for best game of 2023
References (from this video)
- engaging engine-building with spatial layout
- no waiting around due to constant action
- longer playtime with heavy crunch
- engine-building through card placement and color encoding
- space-pacelike civilization development with planetary expansion
- deep strategy with a long play arc
- Race for the Galaxy
Mechanics (from transcript analysis)
- action selection with tile cards — perform actions by placing cards and triggering effects
- ranking/scoring cards on board — public scoring cards give ongoing goals each round
Video topics + discussion points
Quotes (from this video)
- it's a big lavish production
- absolute classic
- this game is a dopamine hit
- it's comfort food
- this goes to Earth
- the end experience is greater than the sum of its parts
- it's a game that nails the gateway/accessible space
References (from this video)
- Super fun
- Ton of variety
- Can be played solo
- Cozy gameplay experience
- Flexible variant play with snow cards
- Building a world with diverse biomes and features
- Global locations and terrains
- Non-narrative, card-based tableau
Mechanics (from transcript analysis)
- tableau building — Players build their own tableau with cards representing places, terrains, and features including snow
Video topics + discussion points
Quotes (from this video)
- it's almost like a cozy kind of game cuz you can play it solo if you want
- heat is something that we all need in the winter because if you don't have heat guess what you freeze to death
- when I see a train I think winter every time
- it might be the weirdest racing game we've ever played
- winter was such a thing it was a Vibe
- the snowsuits were on point
- winter I would I would have been doing two things all winter I was either on the pond skating playing hockey or I was um at my neighbors like my grandparents Hill sledding sledding all winter that's all I did
- Jeff I just wish winter would end but it is endless
- you wear a mask when it's cold outside protect your face that's good advice
References (from this video)
- rich engine-building potential
- emergent strategy from card interactions
- can be opaque and tough to teach
- not a light experience
- environmental growth and resource synergy
- Eco-engineering tableau-building
- simulation-ish, systems-driven
Mechanics (from transcript analysis)
- tableau-building — place cards to grow engines and score via interconnected bonuses.
Video topics + discussion points
Quotes (from this video)
- blob party is one of those really interesting games where a single component really elevates the entire experience
- there's only nine rounds in this game you better figure out what you want to do
- Sea Salt and Paper... I love the form factor of the box it's so tiny
- Daybreak is a Cooperative uh game where players are leveraging current and future Technologies and policies to try to solve the problem of an ongoing and changing climate
- Thunder Road Vendetta ... racing game where you it's like you're just purposefully getting in each other's way basically
- it's a flip and right uh where the game has like these kind of it's like a network of transit systems
- my island is uh also sort of like a tile placing game where you're building out an island a deserted island
- Dune Imperium the deck-building plus worker placement game
- Nucleum is a real heavy game about an alternate reality where we discovered nuclear power way earlier
References (from this video)
- no downtime; everyone acts on each turn
- beautiful artwork and thematic cohesion
- strong engine-building decisions and solo mode
- theme may not appeal to all players
- some rule complexity can be a hurdle
- growth and ecology via card-driven actions
- engine-building tableau on a 4x4 grid with plant-themed cards
- systems-driven engine-building
- Wingspan
- Cascadia
- Verdant
Mechanics (from transcript analysis)
- action cascade — triggering colors/actions creates cascading benefits
- end-of-game scoring — points come from cards, greens sprouts, and end-game objectives
- engine building — build a cascading engine across your tableau to gain effects
- tableau building — place and activate cards to chain actions
Video topics + discussion points
Quotes (from this video)
- I freaking love Star Wars Rebellion; it felt like I was in the universe
- the artwork on the recipes is Stellar
- no downtime because when you take an action there's something for everybody else to do
- it's not a hard game but it's fiddly
- this is definitely more of a me game than you game
References (from this video)
- smooth and fast gameplay
- beautiful photographic imagery
- consistent choices throughout game
- quick to set up
- excellent solo mode
- fast turns minimize downtime
- gorgeous production
- not good at five players
- some people bounced off it
- BGA implementation has memory leak issues
- nature
- ecology
- environment
- Wingspan
- Arks Expedition
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- when you have your favorite game ever you know or your favorite games in general it's like well they're going to stick around sort of there
- the purest Euro sandbox that I can think of
- Deep Rock Galactic is a perfect example of video game licenses done right
- for 4 hours I am engaged I'm not bored
- I've played this over a hundred times
- if you don't I'll turn you into a forest tree
- Rock and stone Luke
References (from this video)
- Complex and engaging gameplay
- Beautiful nature photography
- Excellent on Board Game Arena
- Lovely components and design
- Multiple layered scoring systems
- Hard to manage in physical form
- Complex rules and many elements
- Potentially overwhelming initially
- Creating Earth with flora, fauna, and landscape
- Building an ecosystem
- Engine building with ecosystem theme
Mechanics (from transcript analysis)
- cube placement — Placing cubes on cards as sprouts for points
- engine building — Building engines through resource collection and card play
- I Choose You — Active player picks action type and performs more powerful version
- Stacking — Stacking wooden pieces for additional points
- tableau building — Playing down cards in tableau to build ecosystem
Video topics + discussion points
Quotes (from this video)
- Oh hello my name is Paula Deming and we are seriously talking about a serious list of serious board game rankings
- This game has no right to be as fun as it is but it is so much fun
- I would like to offer an apology right now to Lookout games
- Turn it into a gift send it to people you need to apologize
- It makes my brain buzz but in a good way
- I had the most fun playing this in 2023 out of any other gaming experience I have had all year
- The twists and rules changes that happen as you go through the chapters are so interesting
- And now it's 2024 so forget all of those now they're old