In Ethnos, players call upon the support of giants, merfolk, halflings, minotaurs, and other fantasy tribes to help them gain control of the land. After three ages of play, whoever has collected the most glory wins!
In more detail, the land of Ethnos contains twelve tribes of fantasy creatures, and in each game you choose six of them (five in a 2/3-player game), then create a deck with only the creatures in those tribes. The cards come in six colors, which match the six regions of Ethnos. Place three glory tokens in each region at random, arranging them from low to high.
Each player starts the game with one card in hand, then 4-12 cards (double the number of players) are placed face up on the table. On a turn, a player either recruits an ally or plays a band of allies. In the former case, you take a face-up card (without replacing it from the deck) or the top card of the deck and add it to your hand. In the latter case, you choose a set of cards in your hand that match either in tribe or in color, play them in front of you on the table, then discard all other cards in hand. You then place one token in the region that matches the color of the top card just played, and you use the power of the tribe member on the top card just played.
At the end of the first age, whoever has the most tokens in a region scores the glory shown on the first token. After the second age, the players with the most and second most tokens score glory equal to the values shown on the first and second tokens respectively. Players score similarly after the third age, then whoever has the most glory wins. (Games with two and three players last only two ages.)
- Fantastic gameplay despite simple appearance
- Designer Daryl Andrews recommends it
- Very fun despite minimal visual appeal
- Not the prettiest game visually
- Limited plays for official seal
- Set collection and kingdom building
- Fantasy world with multiple races
- Light strategic card game
Mechanics (from transcript analysis)
- hand management — Strategic card play and discarding
- set collection — Collecting cards of same races or colors
Video topics + discussion points
Quotes (from this video)
- you can recruit monsters to your army that give you super powers
- it's a beautiful scary, it's a beautiful looking game
- this game is just a mini explosion, it's great
- gizmos is a lot of fun so we're giving this away our very first giveaway gizmos
- this little box the game when you see it it's not very pretty but it's so fun
- blood rage is a fantastic game
- massive Darkness two is freaking amazing
- the origami zombie side black plague is by far our favorite zombie side
- if you're gonna buy any zombie side game off the shelf Black Plague favorite one favorite one
- Cthulhu death may die is absolutely fabulous
- we can't stop playing this game
- zombie side Gear Up is getting another board game coffee seal of approval this game is so much fun
References (from this video)
- High-tension area-control with asymmetric factions
- Clear decision points around when to cash in resources
- Friction between high-conflict and player interaction may slow games
- Complexity of asymmetry can be challenging for new players
- area control conflict and set collection with asymmetry
- fantasy realm with multiple tribes and area influence
- structured strategic negotiation and positional play
- Archaeus Society
Mechanics (from transcript analysis)
- Area Control — Players contest and influence different regions to gain points.
- Hand management with set-building — Players deploy and manage a collection of cards to activate effects and score.
Video topics + discussion points
Quotes (from this video)
- Clues are used to seal gates in the game which is one of the main ways of winning
- one at a time after any skill check failed or not each spent clue token allows the player to roll one additional die and the result is a success
- the Provost can be moved up and down the board
- it's a fantastic atmosphere at the table
- the greatness in games is that they're fun and enjoyable
- you trick yourself into spending your important resource Clues into passing a check out of desperation
- trades are binding and you can't lie
- success is harder to move forward from than failure
References (from this video)
- dynamic drafting; strong thematic resonance
- learning curve; multiple variants
- tribal power and area control
- fantasy tribes; area control
- dynamic drafting and area scoring
Mechanics (from transcript analysis)
- Area control / drafting — players draft tribes and place them to compete for areas
Video topics + discussion points
Quotes (from this video)
- Number 50 for me is a Vital Lerta game. A big cool thematic experience about what happens after a heist. This is Escape Plan.
- Invincible is my number 50.
- San Juan's one of my favorites; I love how those buildings synergize with crops and selling them.
- Spectral is one of those deduction games where you're just trying to avoid the curse and getting gems out there.
- This is one of those classic polyomino games. My favorite in the genre. This is Baron Park.
- Twilight Inscription is infinitely expandable.
- Adrenaline is a bit of everything: euro, shooter vibe, and tense last-hits moments.
- Robinson Crusoe—cooperative survival with fantastic stories.
References (from this video)
- Absolutely loved by collector
- Hot game with good mechanics
- Inspired Wonderland's War
- No expansion available despite popularity
- Ethnic group area control
- Fantasy world
- Mechanically-driven
- Wonderland's War
Mechanics (from transcript analysis)
- Area Control — Control areas with different ethnic groups
Video topics + discussion points
Quotes (from this video)
- Agricola is one of those games that you just got to have in your collection if you like euro style games
- Porta is one of my favorite underrated games
- Broom service I absolutely love food service one of the coolest mechanics in board games 100 percent recommend this game it is a hoot
- Barron Park is my favorite polyomino Tetris in a board game game
- Orleans is a top 5 game for me period just one of my favorite games to play ever
- Power grid this was the game that got me into board gaming y'all
- Seven wonders this is a modern-day classic
- Betrayal at house on the hill every game is different
- King of Tokyo one of those games that you have to have in your collection
- If you like board games one or percent recommend this game
References (from this video)
- nice flow and accessible to new players
- reprint coming adds renewed interest
- host's not in love with it yet; solid but not exceptional
- race-based asymmetric strengths
- fantasy world with diverse fantasy races
- elegant, modular euro
Mechanics (from transcript analysis)
- race/board interaction — different races have unique rules shaping strategy
- set collection — gather cards to form strong combos and board presence
Video topics + discussion points
Quotes (from this video)
- my favorite game of all time
- Head and Shoulders Above the Rest as my favorite game of all time
- the solo mode might be one of the best renditions of a solo mode I've ever played
- a quite nice filler game that flew under the radar
- definitely got a nice flow
- it's breezy and quick
- the artwork is fantastic
- Hidden Gem treats
References (from this video)
- fast-paced and accessible
- great visual contrast between art and components
- set balance can feel uneven
- plastic minis may be divisive for some players
- race cards with set-collection and area control
- fantasy world with mythic races
- bright, garish plastic pieces contrasted with classic fantasy art
- Small World
- Root
- Lords of Waterdeep
Mechanics (from transcript analysis)
- area majority — majority influence in regions yields points and control
- set collection — collect unique race cards to form powerful combos
Video topics + discussion points
Quotes (from this video)
- Diplomacy by email explicitly by email
- i don't want to sit at a table with you and play that game
- it's such a minimalistic game where the players themselves drive all of the fun and interaction of the game
- it's the first time in a game where i felt incentivized for certain strategies to die
- a box of cardboard chits that does everything that i want a game that is full of Twilight Imperium-esque plastic armies marching across the board
- there's room for betrayals, there's room for deal making
- the apex of like pure dudes on a map area control games
- my blood rage to me is where area control was starting to get played with
References (from this video)
- clear mechanics with approachable strategy
- beautiful components and thematic vibe
- some balance questions with tribal drafting
- table presence intensive on larger groups
- area control and set collection through mythic tribes
- mythic world with tribes
- light thematic narrative through meeples and cards
- Talisman (thematic inspiration)
- Tokaido
Mechanics (from transcript analysis)
- area influence — control regions to gain points and resources
- set collection / hand management — collect tribes and deploy them to regions for bonuses
Video topics + discussion points
Quotes (from this video)
- this is the a to z board game challenge
- we love to challenge ourselves and each other
- there's no timer this isn't speed round because there's going to be some where it's going to be harder
- you should definitely do this at home it was super fun
- that is not easy that is so much harder than you would think
References (from this video)
- accessible yet strategic area-majority experience
- strong thematic monster-card design with varied powers
- some lovers of purer Euro feel may want tighter control without drafting
- re-skin variant Archo Society polarizing to some
- tribal factions and card-based powers
- fantasy world with diverse monster-types
- mythic, quick drafting and conflict
- Archo Society
- Quo Vadis
- Galactic Renaissance
Mechanics (from transcript analysis)
- area majority with drafting — players draft monster-type cards to gain majority on different territories
- card-driven powers — cards grant different powers and scoring opportunities, creating evolving strategy
Video topics + discussion points
Quotes (from this video)
- Silos is all about area majority and being in the right spot at the right time because the UFO is moving around the board and you have to predict where it's going.
- It's basically a meeting of a strategy game and a pure party game; it's hilarious.
- The Cosmic Silos Trilogy—Silos, Ego, Orbits—launched as a bundled Kickstarter with big box content.
- El Grande is a classic; Silos flips the idea by making the card actions feel like a slot machine, more frequent and dynamic.
- I love the retro Quan Moria art; it's quirky and visually striking.
References (from this video)
- Experimental subversion blending old art with new mechanics
- Fast, accessible play that feels both familiar and fresh
- Strong thematic art direction (John Howe-inspired) that matches gameplay
- Clear, playable structure that invites strategy without heavy combat
- May feel abstract or non-traditional for players seeking direct combat
- Component aesthetics (e.g., 'techno skittle pieces') may polarize some players
- Some players may miss more explicit theme-driven storytelling
- tribal fantasy with set collection and area influence; indie-art aesthetic
- A fantasy world where tribes vie for influence across a mythical landscape; includes elves imagery and John Howe-inspired art.
- art-forward world-building; minimal storytelling, emphasis on atmosphere
Mechanics (from transcript analysis)
- area_control — Players vie for dominance over regions; control yields points.
- hand_management — Players manage a hand of tribe cards, drawing and discarding to optimize options.
- set_collection — Players collect cards representing tribes to form sets for scoring.
- thematic_integration — Artwork and components reinforce the fantasy world and contribute to atmosphere.
Video topics + discussion points
Quotes (from this video)
- one of the coolest subversions of fantasy area control games that you have ever played
- it's not even really an area control combat game it's like an area controlled race game it's weird
- it's experimental and is the joint of old ideas like John Howe artwork and new ideas like fantasy set collection
- ease of play friendly goodness
- mash-up of old and new challenging expectations
- it moves quick
- peppy and fun for those techno skittle pieces
- old ideas like John Howe artwork
References (from this video)
- solid engine and approachable rules
- good balance of tactics and timing
- some players prefer more thematic weight
- factions vary in strength depending on setup
- tribal collection and area control
- mythic world with tribes and evolving leader mechanics
- mythic abstractions
- Pillars of the Earth
- Blitzkrieg
Mechanics (from transcript analysis)
- hand management and variable player powers — cards provide diverse abilities and end-game scoring
- set collection and area control — players recruit tribes to control regions and score points
Video topics + discussion points
Quotes (from this video)
- it's a fast moving game
- it's like checkers on steroids
- life is a highway my friend
- the painted canyon is awe-inspiring
- calmly talk to each other
- communication is key in this game
References (from this video)
- tense decision-making
- unique leader abilities add depth
- multi-phase scoring creates strategic tension
- ugly cover/art critique
- variable iconography can confuse color coding
- out-of-print with price spikes
- tribal conquest and area control via set-building
- fantasy world with animal-themed tribes and pagodas
- mythic/fantasy
- Ticket to Ride
- Go
Mechanics (from transcript analysis)
- leader abilities — choose a leader from your played cards that grants a special ability
- multi-phase scoring — three scoring phases determine regional pagoda points
- set collection — form sets of cards by color or animal to place pagodas
- shared discard market — unplayed cards feed the common pool for others to claim
Video topics + discussion points
Quotes (from this video)
- What a good game.
- Through the Desert is one of his best.
- Real board games are the enemies we made along the way.
References (from this video)
- Incredible subversion of fantasy area control
- Delivers epic high fantasy feel in a compact 40-minute package
- Artwork contrasts with tiny discs and elegant components
- Good fit for quick sessions and coffee shop gaming
- Some races don't synergize well; can require curated/random setups
- Promos or exclusive races can hinder broad accessibility
- Epic fantasy conquest with race-based interaction and subversion of genre tropes
- A mythic fantasy realm where diverse races vie for territorial control
- self-aware, grandiose yet compact, delivering a strong thematic feel in a short playtime
- Small World
- War of the Ring (Second Edition)
- A Game of Thrones: Second Edition
Mechanics (from transcript analysis)
- area_control — Players vie for territorial control using race tokens.
- race_recruitment / deck_building — Players recruit tribes from a pool, each with unique abilities, influencing strategy.
- set_collection / drafting — Draft or collect territory cards and combine with tribes to maximize score.
Video topics + discussion points
Quotes (from this video)
- Incredible subversion of fantasy area control gaming
- It's a 40-minute game that looks like it has the shell of a three hour game
- I hundred percent stick by how incredible Ethnos is
- I go into games to enjoy them I don't go into games to criticize them
- Be authentic, if that's how I interpret the game then that's what I want to go with
- This video itself is just kind of an experiment in my continuing documentation of my experience and review thoughts
- I want something that can fit that niche
- Small World is more silly; it pokes fun at itself
References (from this video)
- smooth integration of many mechanics
- great variability with different character sets
- complexity may deter casual players
- some find the engine fairly heavy
- Races with unique abilities interacting on a map
- Fantasy map with varied races
- Strategic and player-driven
- Konitzia
Mechanics (from transcript analysis)
- Area control / drafting — draft fantasy characters, place presence, and compete for territories
- hidden / open information balance — characters' abilities interact with drafting pools to shape strategy
- Multi-use cards — cards grant ongoing abilities and act as resources for later actions
Video topics + discussion points
Quotes (from this video)
- the coolest thing about this game was that sometimes when you choose a card the cards that you didn't select would end up impacting damage on your ship which would end up costing you negative points
- grossly underrated I can't even believe this game isn't talked about is so well put together
- Woodcraft is my favorite game of the month
References (from this video)
- clever drafting and fast turns
- punchy and accessible
- some players may find the system a bit opaque at first
- area control via race-based drafting
- fantasy tribe drafting
- fast, punchy turns
Mechanics (from transcript analysis)
- drafting — draft different races that grant bonuses and scoring options
Video topics + discussion points
Quotes (from this video)
- this is the best area control game out there
- a perfect 10
- I adore El Grande
- really nice game I taught this to a complete non-gamer
- I love Feld games this one is just an absolutely brilliant one
- it's one of the best two-player games ever made
- overproduced to say the least
- one of my favorite dice games and it's actually just broken into my top 100 for the first time
- the sudden death mechanism where if you are the first player to collect three buildings then you'll instantly win
- really cool decisions
References (from this video)
- flow and replayability
- nice old-school area control with a clean design
- replayer aspect and possible abrupt ending
- races and hand management, area control
- mythic fantasy world
- tableau-building with replayer elements
Mechanics (from transcript analysis)
- Area Control — control areas to gain points
- hand management — play from hand to activate race cards
Video topics + discussion points
Quotes (from this video)
- this is such a wonderful game
- I had a huge Monopoly on the money generating Viking
- it's such a great little programming game
- I like this little Jewel Rondell system
References (from this video)
- race-driven empire-building through area control
- Fantasy world with diverse races
- mythic and artistically stylized
Mechanics (from transcript analysis)
- Area Control — faction management with asymmetric powers and tile placement
Video topics + discussion points
Quotes (from this video)
- I've been jack and I'll see you next year
- this is one of the best looking games in the biz
- thank you so much for supporting the cardboard Herald