A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors.
Eclipse: Second Dawn for the Galaxy is a revised and upgraded version of the Eclipse base game that debuted in 2011 that features:
New graphic design, while maintaining the acclaimed symbology of the first edition
A full line of Ship Pack 1 miniatures
New miniatures for ancients, GCDS, orbitals, and more
Custom plastic inlays
Custom combat dice
Fine-tuned gameplay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i want to live inside the board game industry i want that to be my job
- i don't want to do things that i dread
- i want to be as completely transparent as possible
- i'm going to call them good games logs
References (from this video)
- Great game
- Takes too long to play (four hours)
- Galaxy
Mechanics (from transcript analysis)
- Drafting — you stack them up and you and you have the different sections of your thing and you draft the thing
- Tile Placement — with the big tiles and you stack them up and you and you have the different sections of your thing
Video topics + discussion points
Quotes (from this video)
- the best game we played of the day was Nana
- it's a stupid memory game
- 100 bucks I will not be buying that
- it was fine I I enjoyed it I had a good time
- it's really good it's very good
- Frost Haven's already on the top 100
- I miss the old art
- we offer a championship midgard for 40 bucks
- it's too random it does you can't mitigate it at all and it's just rough
- the dice mechanism is cool
- there's a million copies of space games sitting around
References (from this video)
- Space exploration and empire building
- Space
- Eclipse
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Castle burgundy is a dice game you're rolling a cut of dice you'll be using the result to take different actions to expand your Province to send Goods off to different markets and all that sort of stuff you know typical themeless affair that Stephen Feld will always always offer you but that doesn't mean anything it's still a fantastic experience I still love playing castles of Burg today and is still a fascinating romp even if you do want to push that gun out of the window
- it's a game by Jamie stigmar stonar games it's side yeah this game changed the landscape with their Kickstarter campaign it created its own unique Universe with some fantastic artwork and it's wrongly regarded as a war game it's the threat of war that is the more concerning thing in this game
- it's a fine game but it's just not as good as everybody tells you that it is
- Love Twilight Struggle it's a great two player only game there's a lot of debt fear it's not perfect there's a few problems with the way that the cards come in and out of the game and it can be long if you take your time and you're going to have to do that if you want to win so yeah Twilight Struggle we don't play this all the time even though I love the maybe we should play a little bit more yeah
- Vlad sh's Rule books turn my brain into soup
- it's a space themed reimagining of Terror mystica
- Spirit Island it's overrated piece of trash
References (from this video)
- The original game's turn order mechanism was not preferred.
Mechanics (from transcript analysis)
- Turn order manipulation — The host mentions Eclipse as a game that, with an update, implemented a system where players can manipulate turn order, though he prefers the original mechanism where the first player to pass is the start player.
Video topics + discussion points
Quotes (from this video)
- The rule books for those games which were co-written by Vlarger and Jason. Uh those are really really good rule books. very very well written, absolutely perfect in terms of teaching you the game. Zero questions afterwards.
- Well, Mage Knight, but only just Mage Knight is my number one favorite game of all time.
- Elder Scrolls is very likely in my top 10 or top 20, but yeah. Um, it depends how much time I've got. If I had 12, 14 hours free, I'd play Elder Scrolls. If I had four or five hours free, I'd play Mage Knight.
- Okay. Well, let's say Voidfall because the last two times that I've played Voidfall, I have specifically said I don't want to play this with people who haven't played before.
- It's a great game. It's from QuinnD Games. They always do really good games and I'm doing a giveaway and it's not had many entries.
References (from this video)
- Deep Euroeconomic with hybrid mechanics and space warfare.
- Beautifully realized evolving universe through expansions.
- Rule set can be dense and daunting for new players.
- Tech advancement, resource management, and diplomacy in space.
- Space exploration and conquest across a hex-based galaxy.
- Rich strategic depth with modular map and varied races.
Mechanics (from transcript analysis)
- combat_and_ship_roles — Starship engagement and fleet management drive conflict.
- economic_resource_management — Place cubes to generate resources and power the empire.
- hex_based_exploration — Explore and develop a galaxy map using hex tiles.
- Hexagon Grid — Explore and develop a galaxy map using hex tiles.
- Resource Management — Place cubes to generate resources and power the empire.
- starship_combat — Direct combat using fleets and dice elements.
- Tech Trees — Advance technologies and manage resources to grow your empire.
- tech_tree_and_economy — Advance technologies and manage resources to grow your empire.
- tile_exploration — Explore unknown hexes and reveal planets, resources, and dangers.
Video topics + discussion points
Quotes (from this video)
- I absolutely adore Carcassonne.
- It's incredibly fun to watch the board evolve.
- One of the best 4X games out there.
- Clank Catacombs is amazing. I love it.
- Mansions of Madness is a fantastic horror board game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- a good game is a good game forever.
- the industry is booming.
- deluxification overkill. When is when too much is too much?
References (from this video)
- balanced euro feel with space theme
- long game but not feel long
Mechanics (from transcript analysis)
- action discs and resource management — placing discs to choose actions; more actions incur more debt
- exploration and space empire expansion — colonies, ships, resources, and science as core resources
Video topics + discussion points
Quotes (from this video)
- hands down one of my favorite board games of all time
- it's not cheap
- the experience is easy
- I love this game
References (from this video)
- I don't really care if I play it or not.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, the highest ranked game I haven't played is Eclipse: Second Dawn.
- Each year I play more more games and each year I have played fewer of the top 100. BGG's top 100 is turning into heavy game central, for sure.
- Daydream is a cozy roll and write.
- Stop telling me your games are cozy.
- Terraria on the box says 45 minutes per player. I don't even know what what was going on there because someone was like, you lots of publishers lie about time. No one lies that that egregiously. It is not even remotely 45 minutes a player.
- I don't like Imperial at all. There's my review of
- Wise Wizards definitely said they're kind of on the uh that they're that they're struggling with a lot of stuff. So, I hope it works out pretty well.
- That was Zen Camilla, and they said it was really really hard, which made me not really particularly want to play it that strongly. I like to play games that are easier, not as difficult.
- Um, there's there's always things we're working on. Uh there's something small bag that we're working on. I can't really talk about that. Um, yet, but you'll know about that in a few weeks.
References (from this video)
- Superb at five players.
- Pushes systems into contact, making the map busy.
- Balance becomes more interesting at five.
- Combat is credible without being constant.
- Technology race feels sharper.
- Creates a sense of reactive strategy.
- Midgame pivots feel natural.
- Civilization to Star Empire evolution, exploration, technology, ship upgrades, colonization, and combat
- Space
- Twilight Imperium
Mechanics (from transcript analysis)
- Action economy — Each move makes later moves more expensive in the round, requiring balancing ambition against efficiency.
- Area Majority — Colonizing planets and managing sectors.
- exploration — Exploring hexes on the map.
- ship customization — Upgrading ships with researched technologies.
- Technology research — Researching technology trees.
Video topics + discussion points
Quotes (from this video)
- Five players gives them the exact amount of tension they seem to need.
- Every alliance has to think not only about what it gains, but about what it's accidentally giving the outsider.
- At five, there are enough minds at the table for bluffing to become a real art form.
- The fifth player looks under control. And then one mandate later, the whole thing shatters.
- With Five, the diplomacy stops being a side feature and becomes the game's heartbeat.
- At five, when the company stumbles, it's rarely one player's fault in a neat way. It's usually the accumulated result of half a dozen self-interested little compromises.
- Five gives the game enough voices to feel like politics rather than bargaining.
- The table pushes back.
- The friction [in John Company] sings.
- At five, there are enough possible relationships and enough normal mistakes that doubt has room to grow.
- At five, those explanations coexist long enough for paranoia to become fun.
- With five players, there are multiple plausible suspects, which makes that conversation dramatically better.
- The game feels like a desperate, barely coordinated crew trying to survive catastrophe.
- That balance is what makes Five so strong.
- If you throw me in the brig, you are handing the game to the monsters.
- And five is where the table starts to feel like a real pirate crew.
- Five gives you enough energy for that without burying individual characters.
- The next scene feels less like what action do we take and more like, what kind of crew are we becoming?
- Five makes the game feel like an ensemble
References (from this video)
- Victory points are the goal.
- Exploration involves flipping and placing sector tiles.
- Researching technology is a key action.
- Upgrading ships modifies blueprints.
- Building ships requires materials and technology.
- Movement is based on ship drive totals.
- Influence can be placed on uncontrolled sectors.
- Colony ships allow placing population cubes on sectors.
- Ambassador tiles can be exchanged for victory points and production.
- Combat resolution involves initiative, missiles, and engagement rounds.
- Discovery tiles provide victory points or bonuses.
- Reputation tiles provide in-game victory points.
- Monoliths provide victory points at the end of the game.
- Orbitals allow using a population cube of money or science.
- Tech tiles have costs and benefits.
- If you cannot pay upkeep, you must convert resources or abandon sectors.
- If you still cannot pay upkeep, the player is eliminated.
- Attacking population cubes follows normal hit rules.
- Influencing sectors requires specific conditions.
- Discovery tiles are collected after combat.
- Damage cubes are returned after combat.
- Combat involves determining battles, resolving battles, and aftermath.
- Tension and discord in the galaxy is growing and conflict is inevitable. Players take the role of a species exploring, researching technology, building, upgrading, and engaging in combat trying to emerge victorious and control the galaxy.
- the galaxy
Mechanics (from transcript analysis)
- action selection — Players take one action until all players pass. Actions include explore, research, upgrade, build, move, and influence. Passing allows players to take reduced actions.
- Area Movement — This is a 2-6 player resource management area movement 4X game.
- building — Players will be exploring, researching technology, building, upgrading, and engaging in combat.
- Combat — Players will be exploring, researching technology, building, upgrading, and engaging in combat.
- Dice Rolling — Combat involves dice rolling, modified by computers and reduced by shields. Missiles can be fired, which hit on stars.
- diplomacy — In four or more player games, players can exchange ambassador tiles to gain a victory point and increase production. This requires joined sectors, no opposing ships in sectors, and agreement from both sides.
- exploration — Players will be exploring, researching technology, building, upgrading, and engaging in combat.
- Modular Board — The map is created by placing sector tiles around the galactic center.
- Player Elimination — If a player cannot pay upkeep costs, they may be eliminated.
- Research — Players will be exploring, researching technology, building, upgrading, and engaging in combat.
- Set Collection — Players gain victory points for filling rows on their tech tracks.
- Technology tree — Players research technology and can use tech tiles which have a science cost based on placement on the player board. The color of the tech tile indicates which row it goes on the species board. The more a row is filled, the more victory points are gained at the end of the game.
- Tile Placement — When exploring, players flip and place sector tiles, connecting them via wormholes.
- upgrading — Players will be exploring, researching technology, building, upgrading, and engaging in combat.
- Victory Points — Players win the game by having the most victory points at the end of the eighth round. Victory points are gained from reputation tiles, ambassador tiles, controlled sectors, monoliths, discovery tiles, and technology progress.
- Worker Placement — When taking an action, players place their leftmost influence disc on that action on their action track.
Video topics + discussion points
Quotes (from this video)
- tension and discord in the galaxy is growing and conflict is inevitable
- you'll take the role of a species you'll be exploring researching technology building upgrading and engaging in combat trying to emerge victorious and control the galaxy
- by having the most victory points at the end of the eighth round
- players will take one action until all players pass
- when taking an action place the leftmost influence disc on that action on your action track
- the first player to pass gets the start player tile and two money
- players can then take reduced actions until all players pass
- both sides must agree only an act of aggression can remove the ambassador tile where you end a turn in a sector that the other player controls
- when all the players pass we move to phase two the combat phase
- once all the combats have been resolved we move to phase three the upkeep phase
- then we move to phase four cleanup
- the species with the most victory points is the most dominant species and is ultimate ruler of the galaxy and wins
References (from this video)
- Engaging exploration
- Satisfying engine building
- Meaningful customization
- Asymmetrical gameplay adds variety
- Can involve combat and player conflict
- Interstellar exploration, research, development, and conflict among factions.
- Space, galaxy exploration
Mechanics (from transcript analysis)
- 4X (eXplore, eXpand, eXploit, eXterminate) — Combines exploration, resource management, technological advancement, and combat.
- action selection — Players use action discs to allocate to certain locations and perform actions.
- asymmetrical player powers — Different factions offer unique starting abilities and research paths.
- Modular Board — Players explore by flipping over tiles to discover new sectors.
- ship customization — Players can upgrade and design their own spaceships with various components.
- Tech Tree — Players conduct research to gain advancements and upgrades.
Video topics + discussion points
Quotes (from this video)
- this is my top five list for heavyweight games
- what Spirit Island offers players is a Cooperative settler destruction strategy game
- there's a lot de juggling in this but it has just enough again that you want to play again and again and again
- I love a good 4X game in the sense that you've got just all this exploration and research and development that you're doing
- I think that's so stinking clever and it gives players just enough to think about
- this really just kept rising to the top
- I cannot think of any better staple for a heavy game play than this
- The only goal you have in this game is to survive and there are so many ways that you can lose
- What choices you make in the game will have repercussions. It will follow you.
- this is really what I'm talking about when I want a game that kind of requires like go through like 9 to 12 steps per per round for us to like activate so many phases every single round you're going to go through that
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's been a few months since we played it and i still love that game it is so good
- arc nova is a game that i really like it's it's honestly one of the best games to come out last year
- spoiler alert i loved space station phoenix i can't wait to play that game more
- i was pretty frustrated playing unfathomable
References (from this video)
- Great space-themed 4X with accessible pacing
- Balanced for two players and good scoping
- Can feel long for new players
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's legitimately pretty cool
- it's a really cool game
- it's a starter worker placement game
- it's surprisingly thinky for a game that's one page of rules
- it's asymmetric and the factions play very differently
- the theme is absurd
- it's thinky because of planning ahead
- it's a flicking game, it's a dexterity game
- the artwork is beautiful
- it's purposely mean
- it's a great space game
- it's a big epic adventure
- every time you put a tile in and it affects everything else in your area
References (from this video)
- scope and depth; highly configurable ships and fleets
- engaging space combat and exploration
- variety across factions and setups
- large footprint and setup time
- learning curve can be steep
- thematic complexity may overwhelm newcomers
- space exploration and expansion
- massive space 4X in a modular empire-building framework
- procedurally generated narrative through action and ship building
- Terraforming Mars
- On Mars
Mechanics (from transcript analysis)
- 4X (eXplore, eXpand, eXploit, eXterminate) — typical space strategy loop with exploration and combat
- resource economy + action economy — constant resource-budgeting and action-takings
- Resource Management — constant resource-budgeting and action-takings
- ship customization — build and upgrade ships with Lego-like modularity
Video topics + discussion points
Quotes (from this video)
- it's essentially a sirical take on the uh East India Trading Company and the kind of terrible things they did in India.
- it's the beauty of it in a way is it is complex.
- it's almost more like an RPG than a board game in some ways
- mean Sandra
- this is one of my all-time favorite games actually
- this is the pinnacle of games that are enjoyable to play every single moment
- Roots is the woodland game of war
References (from this video)
- engineered balance of systems; deep strategic options
- complex rules; lengthy play sessions
- galactic conquest with technology and expansion
- space 4X empire-building
- strategic, scalable engine-building with emergent storytelling
- Twilight Imperium
- Star Wars: Rebellion
Mechanics (from transcript analysis)
- 4X (eXplore, eXpand, eXploit, eXterminate) — players explore a modular map, build ships and colonies, develop tech, and fight or trade
- Resource Management — strategic economy to fund actions; combat outcomes influence territory control
- resource management and combat — strategic economy to fund actions; combat outcomes influence territory control
- tech tree / upgrade loop — players gain new ships, abilities, and infrastructure via a tech track
- Tech Trees — players gain new ships, abilities, and infrastructure via a tech track
Video topics + discussion points
Quotes (from this video)
- one of the first polynomial games that i played which got me hooked on them
- I prefer this to cottage garden and indian summer for the simplicity and quick length of the game
- the economics are simply brilliant
- movement with cards
- rare 10 because it does something no other game in my collection does it makes me almost wonder if the game has been around for centuries
References (from this video)
- Excellent euro-like core married to a big-box sci-fi theme
- Inclusion of non-player enemies as VP sources reduces table politics and enables varied play
- Clear, well-designed player guide that helps new players score VP and understand strategy
- Asymmetric factions add replayability and balance, especially when combining symmetric humans with asymmetric aliens
- Relatively quick playtime for a space/4x-like game; scalable by player count
- Combat system is fast, tactical, and separated from the main action for smoother rounds
- A substantial amount of randomness (exploration tiles, textiles, and other draw components) can feel unfair in some games
- Some key tactiles (tech/building options) may be underrepresented in a given run, affecting balance
- Price point is high relative to perceived value, especially when compared to other space games at similar price
- Certain mechanics (combat) can still feel dry or grindy for players who dislike dice-heavy resolution
- Early rounds require careful planning to avoid being overextended if tiles do not cooperate
- Space warfare and empire development with a euro-style core
- Spacefaring civilizations expanding across a galaxy with exploration, combat, and diplomacy
- Structured, engine-building progression with emergent strategy and tactical combat
- Twilight Imperium
- Scythe
- Empires of the Void 2
Mechanics (from transcript analysis)
- build — Spend brown resources to build ship chips or construct buildings; prerequisites may apply
- Combat — Combat is segmented and largely occurs at the end of rounds; dice-driven but streamlined and increasingly faster as ships improve
- exploration — Draw and place exploration tiles to map sectors; can place with orientation; may encounter non-player enemies that must be defeated to conquer space
- influence — Move influence discs to claim tiles or adjust control; also serves as an action marker and a cost pressure mechanism
- Influence Points — Move influence discs to claim tiles or adjust control; also serves as an action marker and a cost pressure mechanism
- Movement — Move through a connected wormhole network to reach distant systems
- Research — Acquire tech tiles from a textile tray; cards provide ongoing improvements to civilization or ships
- territory_control — Territories are captured and resources accrued; population cubes are deployed to tiles for income and control
- upgrade — Upgrade ships by spending prereq tech and loot parts; improves combat ability and fleet power
- variable_markets — Randomized textiles/tech tiles on setup; some tiles are persistent while others are drawn each game, influencing strategy and balance
Video topics + discussion points
Quotes (from this video)
- "this monstrosity of a box"
- "not nearly as terrifying as it looks to learn and play"
- "the usual genre of big box space games and fuses it to a wonderful euro-like core"
- "Twilight Imperium makes a Scythe"
- "eclipse is sick because it gives you the option for both"
- "the price is an issue here"
- "eclipse is excellent at any play account"
- "one of the best games I’ve played this year"
- "we cannot wait to play again"
References (from this video)
- Deep, lengthy strategic play
- Streamlined rules compared to earlier versions
- lengthy play time
- complex setup for new players
- strategy, exploration, and interstellar warfare
- space opera with galaxy-wide conflict
- space-opera epic
- Twilight Imperium
- Sidereal Confluences
Mechanics (from transcript analysis)
- Area Control — Players compete for dominance over sectors and control of space.
- tech development — Advancement tracks provide new options and logistics.
- Track Advancement — Advancement tracks provide new options and logistics.
Video topics + discussion points
Quotes (from this video)
- The Mind has only been available in Europe until just recently when Panda Source Games brought it over to the States.
- Solomon Kane is a narrative style adventure game featuring cooperative storytelling, resource management, and lots of 35-millimeter miniatures.
- Gloomhaven is the top-ranked, critically acclaimed, award-winning game ... with Forgotten Circles expanding the universe.
References (from this video)
- exceptional production and storage (game trays integrate into box)
- central tiles and ships are varied and thematic
- dense but accessible Euro-space hybrid feel
- setup can be lengthy; big footprint
- some variability in playtime with different player counts
- space exploration with Euro-style mechanics
- Space empire building and galactic conquest
- epic space opera with modular expansion
- Twilight Imperium
Mechanics (from transcript analysis)
- Action selection with resources — take actions in turns using resource tokens
- Combat: Dice — combat and conflicts resolved with dice and tech trees
- Deck Building — acquire ships and upgrade fleets for combat and exploration
- dice/ combat resolution — combat and conflicts resolved with dice and tech trees
- fleet/ship building — acquire ships and upgrade fleets for combat and exploration
- Multi-Use Cards — efficient storage and tray-based setup
- multi-use components / trays — efficient storage and tray-based setup
Video topics + discussion points
Quotes (from this video)
- we absolutely love this game
- the artwork is humorous and it's kind of Animation but still evokes the theme really well
- the production here elevates it
- it's arguably one of the greatest auction games of all time
- the tower lights up and spins; it's incredible
- the app-based implementation is seamless and stylish
- the 3D tree centerpiece is stunning and functional
References (from this video)
- refined aesthetics and updated components
- engaging engine-building with space themes
- long playtime
- learning curve can be steep for new players
- technological advancement and strategy across a living galaxy
- Epic space opera with galactic empire building
- sci-fi epic with modular expansion
- Twilight Imperium
- Gaia Project
Mechanics (from transcript analysis)
- area exploration / expansion — explore and expand territories in space
- Engine Building — develop and optimize tech and production paths
- engine-building — develop and optimize tech and production paths
- Set Collection — gather alliances and resources to upgrade fleets
- set collection / diplomacy — gather alliances and resources to upgrade fleets
Video topics + discussion points
Quotes (from this video)
- I've been Chaz Marlar from Pair of Dice Paradise.
- This expansion funded in 20 minutes and raised 23 times the amount of its funding goal.
- the King's dilemma by a horrible guilt in this interactive narrative and legacy experience
- gaining a hundred and thirty-six spots to crown this month's biggest climber
References (from this video)
- great-looking minis and ships
- strong space combat and strategic depth
- economic euro with space combat and exploration
- Galactic civilizations with strategic space warfare and diplomacy
- space-operatic, broad-scale empire-building
Mechanics (from transcript analysis)
- Combat: Dice — combat with customizable ships and dice-like resolution
- Cube/resource tracking — quasi-euro mechanics with resource cubes driving growth
- Expansion and conquest in a euro framework — economic engine combined with tactical expansion
- space combat — combat with customizable ships and dice-like resolution
Video topics + discussion points
Quotes (from this video)
- Forbidden Stars is a great 4X game where you are the various factions from Warhammer 40k.
- The game is beautiful. You have these tiles that have the different planets and whatnot on there. You've got these minis that are these beautiful spaceships and tanks and forces.
- I love it. I think it's a fantastic game.
- this game more than anything, I would say is probably a take that game with the card playing stuff.
- it's a great civilization building game, but it would be a great civilization building game even if it wasn't Star Trek.
- it's absolutely 4X because again you are exploring.
- you are laying down warp lanes and you're actually laying down these like lanes that you do to travel to different planets and you're laying down the different planets and exploring them and then you're trying to take them over and build up your resources.
- Twilight Imperium is my number one.
- it's a grand epic space adventure. Again, you got a mountain of cards. You've got tons of plastic. I freaking love Twilight Imperium.
- this is a show. It's like a movie. It's like a book.
References (from this video)
- Unique ship building mechanic
- Euro game with combat
- Territory control
- Space theme
- Can be hard to afford many actions
- Space civilization with conflict
- Space exploration
- 4X space game
- Star Wars: Rebellion
Mechanics (from transcript analysis)
- action selection — Each action increases upkeep cost
- Card Crafting — Build and customize your own ships with technology
- Euro with Combat — Victory points from multiple sources including fighting
- Hidden Victory Points — Victory points from multiple sources including fighting
- ship customization — Build and customize your own ships with technology
Video topics + discussion points
Quotes (from this video)
- Board Game Geeks top 100 sometimes feels like random people voting random stuff
- This is the way by two random people from Latvia
- Your mind feels like a fog after playing Spirit Island
- Frodo really doesn't want to destroy ring at the end he's like nah I'll go home
- It's a fine game it's super boring it just the same thing over and over
- Wrongfully not in the top 20 yet
References (from this video)
- rich thematic scope
- deep strategic decisions
- complex rules
- long setup and playtime
- space conquest and exploration
- space 4X civilization expansion
- space opera, long-term strategic development
Mechanics (from transcript analysis)
- 4X work-alike mechanics — explore, expand, exploit, and exterminate through modular systems
- Deck Building — cards drive actions and events to influence play pace
- deck-building — cards drive actions and events to influence play pace
Video topics + discussion points
Quotes (from this video)
- it's the most addictive deck builder that I ever played
- it's a two-player war game where you have a map you have your own troops
- the greatest thing in this game is the Tableau
- aliens can kill you
- you can't trust the others
- it's the Lord of the Rings In The Box, I love it
References (from this video)
- high degree of player agency and strategic latitude
- elegant core loop of action selection and resource management
- asymmetric faction design and tech progression
- modernized presentation in the new edition without losing identity
- not for everyone due to complexity and potential luck factor
- combat can be dice-influenced and some players experience 'risky' stands
- heavy setup and rules overhead compared to lighter games
- asymmetric power development and interstellar conflict, with a cold-war pacing between players
- A galactic civilization space opera where rival factions explore, expand, exploit, and exterminate across a customizable map.
- procedural, emergent from player choices and tech trees
Mechanics (from transcript analysis)
- action selection — Players choose actions from a rotating action selection mechanic, dictating timing and resource use.
- asymmetric factions — Different starting techs and persistent effects strongly influence strategy.
- explore, expand, exploit, exterminate — The core 4x framework where players explore space, establish colonies, harvest resources, and engage in combat.
- Resource Management — Income from planets, science, and materials fuels expansion and upgrades.
- ship customization and combat — Each faction has ships with upgrade paths, dice-based combat with meaningful on-hit probability adjustments.
Video topics + discussion points
Quotes (from this video)
- the core gameplay is action selection and resource management
- an incredibly beautiful and unique complexity of the game
- Eclipse remains one of my absolute favorite games
References (from this video)
- Practical, actionable tips across exploration, combat, and tech
- Highlights the importance of momentum and first-round decisions
- Emphasizes tech ladder and long-term planning
- Addresses how to respond to threats (ancients, missiles) with sensible upgrades
- Stresses the payoff of early tech investments for late-game payoff
- Encourages pilots to adapt builds to immediate threats
- Assumes some familiarity with Eclipse mechanics
- Contains some repeated points and minor transcription oddities
- No explicit numerical rating or formal comparison to other games
- Some sections are very specific to particular tech choices that may vary by group
- Science fiction empire building and resource management
- Space empire expansion with multiple factions, exploration, and combat
- Abstract space opera with modular tech progression
Mechanics (from transcript analysis)
- Area Control — explore space to reveal and access new areas and resources; control choke points
- area_control/exploration — explore space to reveal and access new areas and resources; control choke points
- Combat: Dice — combat uses dice with momentum; initial momentum matters
- combat/dice-based_conflict — combat uses dice with momentum; initial momentum matters
- Deck Building — customizable ships with equipment such as improved hulls; loadout affects survivability
- Resource Management — manage scarce resources to fund actions and tech; early economy decisions matter
- resource_management — manage scarce resources to fund actions and tech; early economy decisions matter
- ship_building_and_outfitting — customizable ships with equipment such as improved hulls; loadout affects survivability
- Tech Trees — tech trees provide long-term scoring and strategic options; ladder improves affordability over time
- tech_tree_development — tech trees provide long-term scoring and strategic options; ladder improves affordability over time
- turn_order_and_first_player_advantage — investing to be first in next round to grab new tech is important
Video topics + discussion points
Quotes (from this video)
- five quick tips in order to help you play a better game of eclipse second dawn
- explore early and explore often
- exploration informs opportunities
- win your first combat
- invest in your tech trees
- improved hull is the most broadly applicable technology that can be researched
- resources are so scarce in eclipse that if you can make it easier to get late-game technologies by laying the groundwork early, then do it
- be the first player in the next round and have first dibs of new technology
References (from this video)
- Euro-esque hybrid game
- Lots of fighting
- Wife really likes it
- Wife gets her ass whooped in it
- Space races building and fighting
- Space exploration
- 4X space game
- Bitoku
Mechanics (from transcript analysis)
- 4X — Explore, expand, exploit, exterminate
- Combat: Dice — Lots of fighting with dice rolling
- Dice combat — Lots of fighting with dice rolling
- economy — Resource management and technology
- Resource Management — Resource management and technology
Video topics + discussion points
Quotes (from this video)
- Does your wife ever tell you what to do all the time especially what board games to play
- My wife loves games where she beats your ass
- This was the game we took to the hospital when my son was born
- I'm afraid for the calendar its days are numbered
- What does a sprinter eat before a race? Nothing, they fast
References (from this video)
- Good Euro game mechanics
- Space theme with conflict
- Customizable ships
- Strong faction interaction
- Good dice mechanics
- Space exploration
- Faction conflict
- Science fiction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- there's so many games you will never have time to play all of them
- thematically it's so well represents the theme it feels amazing
- it's one of the most unique designs I've ever played
- don't trust your friends
- every time you win or lose you always feel satisfied about with this game because this is what I build
- what else you want from board games got good times and good stories
- it's Simplicity is what amazes me
- one of my favorite games because of the experiences it gives you
- no two games were the same which I really loved about it
References (from this video)
- color-coded tubs for players with dedicated spaces for resources
- the insert exemplifies high-functionality and visual elegance
- base price considerations due to premium packaging
- tech advancement, exploration, and fleet expansion
- outer space empire-building
- grand strategy
- Wasteland Express
- Dice Throne
Mechanics (from transcript analysis)
- 4X-style engine-building with modular upgrades — players upgrade ships and colonies using tiles and tech upgrades
- dedicated player trays and color-coded tubs — personal inserts separate shared components and map tiles for ease of play
- integrated personal inserts — color-coded tubs for player components and dedicated spaces for resources
- tiles and upgrades / resource management — players upgrade tech, manage resources and fleets, and compete for space
Video topics + discussion points
Quotes (from this video)
- everything to me has sort of built around and built off of wasteland express
- this tub which is color coded to the player pieces
- the insert has transformed what is the absolute worst aspect of this game and made it this beautiful premium
- sleeving is a hobbyist mentality
- open like a feast as soon as you open the box
- the central basin allows you to get everything successfully into the box and the lid closes
- box mapping removes all inserts
References (from this video)
- Epic scope delivered in a streamlined, playable package
- Engaging ship customization with varied roles
- Impressive presentation and storage solutions on the table
- Influence mechanics effectively constrain empire growth
- Tech tray becomes a focal point of attention and can slow play
- Long, confrontational sessions may deter shorter-game players
- Requires additional reference materials or home-made summaries for ease of play
- Exploration, conquest, diplomacy, technological advancement
- Interstellar empire-building in a space opera galaxy
- Epic strategic focus with streamlined mechanics
- Twilight Imperium 4
- Empires of the Void 2
Mechanics (from transcript analysis)
- Area Control — Controlling regions and tiles to gain points and resources from the board.
- Combat speed order — Ships attack in speed order during combat; outcomes depend on dice and tech.
- Combat: Dice — Combat uses dice of varying strength; tech and computers modify hit thresholds.
- Dice combat — Combat uses dice of varying strength; tech and computers modify hit thresholds.
- Exploration and warp gates — Explore to uncover tiles and align them via warp gates to connect regions.
- Influence Points — Place and manage influence tokens to control actions and tiles, with costs increasing over turns.
- Influence system — Place and manage influence tokens to control actions and tiles, with costs increasing over turns.
- Resource Management — Three resources (production, research, money) that drive income and actions.
- Ship building / monoliths / orbital stations — Spend production to place ships and install structures that influence board control.
- Tech tree / upgrades — Research tech tiles and equip ships with special capabilities to shape strategy.
- Tech Trees — Research tech tiles and equip ships with special capabilities to shape strategy.
- Tile Placement — Revealing and orienting new tiles as you explore, integrating with core warp gate connections.
- Turn structure and actions — Six core actions: Explore, Research, Equip, Build, Move, Influence; sequence drives economy.
Video topics + discussion points
Quotes (from this video)
- Eclipse promised to bring an epic 4x space game to the table that crammed in a huge amount of exploration, research and conflict into a manageable play time
- it presents a streamlined and manageable 4x experience without bloat
- upgrading your ships is a pure joy
- the best thing about the game is the influence system
- however my main complaints revolve around the tech tray
- it's still a long confrontational game not for folks who want a short game
References (from this video)
- large scope and ambition
- aliens feel generic
- not as interesting as it could be
- late-stage design choices can feel derivative
Mechanics (from transcript analysis)
- Area Control — players vie for space regions and influence.
- combat resolution — conflicts resolved through dice and planning.
- Combat: Dice — conflicts resolved through dice and planning.
Video topics + discussion points
Quotes (from this video)
- these are my top 10 favorite games of all time
- i want to play spirit island not spreadsheet island
- the expansions do the same right you know cheap components but have great design
- we have done it yes we have hit 5 000 subscribers
References (from this video)
- rich theme
- solid engineering
- great production
- long playtime
- complex rules
- 4X strategy
- space opera, galaxy exploration
- epic, tech-driven
- Gaia Project
- Twilight Imperium
Mechanics (from transcript analysis)
- 4X (eXplore, eXpand, eXploit, eXterminate) — Players explore, expand, exploit, and exterminate in a shifting galaxy.
- action selection — Players choose actions to perform during rounds.
- fleet building — Build fleets to explore and fight.
- Tech Tree — Develop your civilization with technologies.
Video topics + discussion points
Quotes (from this video)
- sanity
- you are hundred percent in this so far
- the components are great
- cloud nine
- it's an epic, but heavy
References (from this video)
- space-themed depth
- hybrid euro/ameritrash feel
- can be lengthy to play
- space strategy with tech trees and planetary development
- space exploration and empire-building
- space opera with competitive and sandbox elements
Mechanics (from transcript analysis)
- area influence / combat — control sectors and engage in space battles
- engine-building — developing a civilization through tech and production choices
Video topics + discussion points
Quotes (from this video)
- in this video we're each gonna pick our 10 best board games of all time in our honest humble opinions objective opinions so it's complete truth
- it's my favorite Story game
- the best work replacement deck building, like combination, I have played
- it's a really feel good game a massive game that feels light
- the most thematic game I think in my top 10 just surviving horror sci-fi
- Twilight Imperium is a historic epic
References (from this video)
- great production
- streamlined organization for a big game
- rich 4X experience
- complex and long
- galactic expansion
- space exploration and conquest
- grand strategy
Mechanics (from transcript analysis)
- 4X space strategy — exploration, expansion, exploitation, extermination
- combat and interactions — fleet combat and diplomacy
- Engine Building — tech tree and engine building
- tech upgrade and engine building — tech tree and engine building
Video topics + discussion points
Quotes (from this video)
- probably my favorite race game of all time
- the most gorgeous games to ever grace a table
- i adore castles of burgundy it's so good
- spirit island is my favorite game of all time