Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises?
Everdell is a game of dynamic tableau building and worker placement.
On their turn a player can take one of three actions:
a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player's tableau: gathering resources, drawing cards, and taking other special actions.
b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities.
c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins.
- immersion through art and theme
- deep strategic depth with multiple viable paths
- strong feedback loop and rewarding engine
- extensive expansion content allowing customization
- flexible modules that adapt to taste (solo to multi)
- high learning curve for new players
- punishing first season and potential downtime at higher player counts
- large deck leading to luck perception and wait times
- tiny card text can slow reading and planning
- anthropomorphic woodland creatures and their settlements
- Woodland valley city-building across the four seasons
- storytelling through a living tableau engine with seasonal progression
- Seven Wonders
- Race for the Galaxy
- Wingspan
- Bruges
- Abyss
- San Juan
- Arc Nova
- Terraforming Mars
Mechanics (from transcript analysis)
- Endgame scoring and signs — signposting cards and giant workers modify endgame scoring and strategy
- engine building — cards interact to generate escalating rewards and resources across turns
- Resource management — berries, pebbles, resin, pearls, and other tokens fuel actions and card effects
- seasonal progression — each season shifts constraints and power, offering endgame scoring opportunities
- tableau building — cards added to your tableau trigger ongoing effects and chain actions
- worker placement — place workers to take actions; some spaces are closed to one player, others open to all
Video topics + discussion points
Quotes (from this video)
- Everdale is wonderfully immersive
- I have one of my favorite games of all time
- it's perfectly fine to riff on an established genre
- The base game is restrictive
- aesthetics generates interest in a game; a well-chosen theme massively increases the commercial prospects of a project
- the design team commit to the theme, immerse themselves in it and treat it with love and respect
References (from this video)
- Extremely cute aesthetically pleasing art style
- Worker placement with ability to build personal and shared spaces
- Player interaction - need to watch opponent strategies
- Buildings with open signs for shared access
- Chill, relaxing vibe
- Beautiful resources and pieces
- Great for players wanting lighter strategic experience
- Can feel like solo engine building with head down gameplay
- village building
- nature
- cute animals
- forest settlement
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Kim is a little new to gaming... I've been in the business for maybe a couple decades... he's ancient he was around before the first board game was ever created
- The reason for that is if you check forums a lot of people will talk about how they don't like the semi-cooperative nature of the game
- I wish he was wrong but okay in my justification if you're playing a board game it's a physical tactile thing
- I have a lot of friends where English is not their first language... with this kind of game being abstract there are no there's no cards to read there's no complicated rule
- Argent is one of the most beautiful mess of the games imaginable
- If you've never seen this game before it is the cutest thing ever ever
- It's been my favorite game forever... I wouldn't bust this down if my family came over
- Every time I feel like playing a board game it feels like there's a part of me that's just like okay I should play Arc Nova again
- I really like when theme matches the mechanics
References (from this video)
- rich art and theme
- engaging engine-building
- strategic depth without excessive rule burden
- slower pacing for larger player counts
- Seasonal settlement building
- Forest valley with critters and cards
- Storybook tableau-building
- Wingspan
Mechanics (from transcript analysis)
- card drafting — build your deck of critter cards to optimize turns
- set collection — collect Kritter cards and add-on cards for scoring
- worker placement — place critters on actions to gain resources
Video topics + discussion points
Quotes (from this video)
- these shelves are too cool to suggest anything
- i'm drooling and looking at games
- i really like the looks of it
- best looking arrangement shelf
- i want this collection as well
References (from this video)
- beautiful artwork
- amazing 3D tree component
- lovely resource pieces
- fantastic worker placement game
- eye-catching
- tree gets in the way with higher player counts
- only works well with 2-3 players
- nature
- forest
- worker placement
- art
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Gorgeous visuals and welcoming aesthetic
- Easy to teach and play with a broad audience
- Relaxing mood and accessible to non-gamers
- Tree centerpiece can obstruct card visibility
- Endgame downtime may feel lengthy
- Some card abilities can be unclear and require rule lookups
- Seasonal city-building with woodland critters and berry-based resources
- A forest valley where critters build whimsical cities
- storybook/pastoral
- Wingspan
- Lost Ruins of Arnak
Mechanics (from transcript analysis)
- deck-building / tableau building — Build a city tableau by playing cards from hand; 15-card city limit.
- Resource management — Manage berries, resin, twigs, and other resources to pay costs.
- Seasonal phases — Seasonal rounds with autumn endgame and plasticly replenished workers.
- worker placement — Place workers to gain resources or cards each turn.
Video topics + discussion points
Quotes (from this video)
- Visually relaxing and welcoming there are a lot of games where you go like I'm not sure if this theme will fit the group
- it's relaxing, it's gorgeous to look at
- end game you wait for everybody else
- expansion would fix that
- Wingspan is such a good alternative
References (from this video)
- Strong, cohesive theme
- Impressive table presence with its tree component
- Potentially dense for casual gamers
- forest life and woodland politics
- Woodland valley filled with animal critters
- storybook/whimsical
- Wingspan
- Skylands
Mechanics (from transcript analysis)
- card drafting — Players draft critter cards to build their tableau
- engine building / tableau building — Cards provide ongoing effects that synergize over rounds
Video topics + discussion points
Quotes (from this video)
- the aesthetic appeal of a product plays a big part in its commercial success
- placeholder art is more than adequate to give publishers a feel for what the game could look like
- publishers are no longer afraid of looking childish
- as a game inventor the visuals are unlikely to be at the forefront of your mind when you're ideating prototyping and testing your game
- let me know in the comments which games have gone above and beyond with their aesthetics
- standout component is very desirable in a prototype
References (from this video)
- Matches Snow White's woodland, whimsical vibe
- Strong thematic synergy with forest creatures
- Can be heavy for new players due to rules complexity
- nature, community, seasonal progress
- Woodland creatures in a forest settlement
- storybook, pastoral
- Root
- Sleeping Gods
Mechanics (from transcript analysis)
- worker placement / tableau building — Seasonal action selection to build a woodland city with a growing tableau
Video topics + discussion points
Quotes (from this video)
- Belle loves books. It's what made her so weird according to the people in her community.
- It's basically her dream.
- I'm in Disney World right now, so I'm having a great time.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- really fun as usual
- this time i definitely lost
- really great game
- i can highly recommend that
- pushy luck game
- really simple for up to 8 players
References (from this video)
- cute aesthetic
- deep strategy for a family-friendly game
- great production quality
- longer playtime and setup for some groups
- worker placement and tableau-building
- Woodland community with anthropomorphic critters
- storybook-esque, cozy world-building
Mechanics (from transcript analysis)
- deck_building_and_tableau — play cards to extend your forest and scoring capabilities
- set_collection_and_resource_management — manage resources to fulfill objectives and maximize score
- worker_placement — place workers to gather resources and build a tableau
Video topics + discussion points
Quotes (from this video)
- it's my favorite Legacy experience so far
- the product design is immaculate with great presentation and it's an exemplar of diversity and inclusion to boot
- this is not a game which you're going to play to show off your economic Wilds
- I don't play many war games but this one really connected with me
- the rules are super simple and clear, the artwork was always of a high standard, but this fresh coat of paint is much more modern and appealing
References (from this video)
- visually adorable and meticulously designed
- eye-catching trees and artwork; tactile components
- thematic warmth invites long play sessions and holidays imaginings
- can be table-hogging for larger groups
- rules complexity grows with expansions or variant rules
- city-building and nature integration
- Forest world with anthropomorphic critters
- storybook-fantasy
Mechanics (from transcript analysis)
- tableau building — collect and play cards to unlock structures and points
- worker placement / engine-building — build a forest city through workers and card tableau growth
Video topics + discussion points
Quotes (from this video)
- this is my list and my subjective opinions are objectively correct
- you could fry an airgun
- it's mysterium with a traitor mechanic
- i've never wanted to eat a board game piece
- the rule book has just the nicest texture
- one of the nicest box covers in the hobby
- the whole experience is crafted with such love and care
- be warned playing this game will make you want to take a holiday you can't afford
References (from this video)
- beautiful artwork and components
- accessible yet strategic
- strong solo/two-player viability
- table presence can be large
- some may find the theme gimmicky
- civic development, woodland fantasy
- forest realm with critter citizens building a city
- storybook-esque, cozy fantasy
- Patchwork
- Wingspan
Mechanics (from transcript analysis)
- engine-building — combo-driven actions to maximize future turns
- set collection — collect cards/tiles to build a woodland city and score points
- worker placement — engage workers to gather resources and take actions
Video topics + discussion points
Quotes (from this video)
- cozy games is the big industry buzz word.
- There is a big market for people that just want to have a relaxing time playing board games.
- There is less plastic produced.
- shorter, snappier, and streamlined games.
References (from this video)
- seasonal fantasy village-building
- Forested valley with woodland critters
- storybook-esque
Mechanics (from transcript analysis)
- card drafting / engine-building — Play a variety of critter cards to create combos
- Rural fantasy theme — Season-based actions and scoring
- worker placement / tableau building — Collect resources to build the village and cards
Video topics + discussion points
Quotes (from this video)
- Most expansions are a net negative.
- I'm almost completely over miniatures. I think that any game is perfectly fine with standies and that miniatures are wasting space.
- I love apps and board games. And I think it brings more people in the hobby and it's good.
- Not every game needs a distinct two-player version of that game.
- The more expansions that you've released for your game, the less likely I am to want to play the base game.
- Campaigns bigger, better. I mean, AON Trespass Odyssey is a box this big.
- You should never teach people how to play a game by sitting down and reading the rules to them.
- Give me table space. How much area on the back of the box does the game require to be played at full player count?
- If you read the rulebook carefully, you can understand it. It is not meant to be browsed like a novel.
- Legacy party games could work.
- There should be table space information on the box—how much table space you need for the full player count.
References (from this video)
- Cute creatures
- Card combos work well together
- Different experience each time
- Makes you feel fantastic starting from nothing
- Creatures
- Nature
- Cute
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- When starting out in this hobby, losing is a huge pressure on the newbie. But what if you lose and win together? That's why horrified is a perfect cooperative game
- Monopoly is simple. You usually roll two dice and have a bad time. Well, in this game, you roll two dice and have a good time
- Engine builders are really cool because you always start with nothing and then build up from that point on and it makes you feel fantastic
- This is a game that drew me into this hobby and I'm happy I'm here
- And we went throughout this whole segment without saying that Monopoly sucks. Isn't that great?
References (from this video)
- Super quick
- Super fun
- Best starting point for deck builders
- Good introduction to mechanism
- Deck building
- Racing
- Jungle
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- When starting out in this hobby, losing is a huge pressure on the newbie. But what if you lose and win together? That's why horrified is a perfect cooperative game
- Monopoly is simple. You usually roll two dice and have a bad time. Well, in this game, you roll two dice and have a good time
- Engine builders are really cool because you always start with nothing and then build up from that point on and it makes you feel fantastic
- This is a game that drew me into this hobby and I'm happy I'm here
- And we went throughout this whole segment without saying that Monopoly sucks. Isn't that great?
References (from this video)
- Faithful to the base game's feel
- Deep strategic options while remaining accessible
- Rich art direction and cohesive theme
- Text on mobile UI is small, reducing readability
- Limited zoom or detailed card viewing in app
- No mention of digital expansions mentioned in this discussion
- Resource management and tableau-building in a charming woodland fantasy.
- A magical forest city where woodland creatures build a tableau-powered town amidst changing seasons.
- Whimsical, storybook tone with seasonal progression
- Everdell (tabletop)
Mechanics (from transcript analysis)
- set collection / resource management — Collect and spend resources to acquire cards and build through rounds.
- tableau building — Play cards to construct a personal tableau with synergistic interactions.
- worker placement — Place critter workers to gather resources and perform actions.
Video topics + discussion points
Quotes (from this video)
- Everdell is one hell of a game
- the app is extremely faithful; rules are on point
- thematic spirit of the game is represented
- flexibility meaning more options and how to play
- text is too damn small on mobile
- fat finger mode would have been nice for this aging gamer
References (from this video)
- Gorgeous art and components
- Deep yet approachable core mechanics (tableau + worker placement)
- Meadow mechanic expands decision space and interaction
- Strong replayability via variable goals and deck setup
- Tree component fiddly; some players replace or discard the tree
- Price of Mistwood expansion discussed elsewhere; not a direct con of base game
- Building a tableau-driven city of critters with resource management
- A woodland city in a mythical forest during seasonal cycles
- storybook/fable-like
- Everdell Unrigged (solo variant)
Mechanics (from transcript analysis)
- card drafting / meadow mechanic — Meadow pool of cards can be played directly from meadow, adding tension and choice.
- seasonal progression — Turns progress Winter→Autumn, affecting workers and cards.
- set collection / end-game goals — End-game goals based on city cards provide additional scoring objectives.
- tableau building — Players develop a city tableau by playing cards from hand and meadow.
- worker placement — Place workers on limited spaces to gain resources and activate effects.
Video topics + discussion points
Quotes (from this video)
- art spectacular too
- I think it's 100% worth it with that fan-made solo variant with unrigged
- I adore it
- it's a wonderful game
References (from this video)
Mechanics (from transcript analysis)
- card drafting with character upgrades — cards enable upgrades and provide ongoing and end-game scoring opportunities; storage and tableau growth are core.
Video topics + discussion points
Quotes (from this video)
- tableau builders feature a wide and diverse range of markets and currencies
- the beauty of this mechanism is the chain reactions that it creates when you take your turn
- it's a really nice feedback loop
- the world feels bigger than your own little player area
- tableau building is a core, solid mechanic that many designers build around
References (from this video)
- gorgeous components and tactile tree
- strong family appeal
- longer playtime can deter quick sessions
- critters building a thriving village
- Forest city-building in a woodland world
- storybook-esque with charming visuals
- Wingspan
- Scythe
Mechanics (from transcript analysis)
- card-drafting / set collection — Play cards to extend your tableau and gain powerful combos.
- Worker placement / tableau-building — Place forest critters to gather resources and build structures.
Video topics + discussion points
Quotes (from this video)
- the race is long and in the end it's only against yourself
- comparison is the thief of Joy
- flow state not float state
- there's no substitute for reps
- start simple
- habits over goals
- the MVP approach can streamline your design process
References (from this video)
- Stunning artwork and high-quality components that draw players in and lift the overall experience
- Strong thematic integration with a woodland fairy-tale town that feels inviting and approachable
- Deep card interactions and permutations provide meaningful strategic depth without requiring a massive player count
- Accessible entry point for players who might be intimidated by heavier Euro-weighted titles, thanks to clear iconography and thematic context
- Narrative novelty is not groundbreaking; some players may feel the core idea is familiar
- The learning curve and rule complexity can still be intimidating for brand-new players despite the approachable aesthetic
- End-game scoring and card interactions can be dense, potentially leading to analysis paralysis in larger groups
- City-building and community development in a fairy-tale forest, driven by seasonal cycles, cooperative-spirited competition, and resourceful critter residents. The theme is reinforced by card abilities that mirror forest life and the idea of cultivating a little metropolis where every building and resident contributes to the town's personality and point potential.
- A whimsical woodland town built within a magical forest, where seasons cycle and critters inhabit a living, thriving city of tree-stump homes, berry markets, and twig-paved streets. The setting blends fairy-tale whimsy with a tactile, nature-infused economy, inviting players to imagine a bustling village taking root under the canopy.
- Storybook-esque narration that supports a cozy, pastoral vibe. The game’s storytelling is conveyed through card flavor text and the thematic synergy of critters and structures, providing a light, thematic glue rather than a heavy narrative arc.
Mechanics (from transcript analysis)
- card drafting / tableau building — Construction and critter cards enter a player's tableau, each card bringing unique abilities and point potential. The selection process and how cards synergize with the existing tableau drive strategic depth and engine growth.
- Engine-building / set collection for scoring — As players add buildings and critters to their city, they develop an engine that generates ongoing effects and end-game scoring opportunities. Collecting compatible cards enables bigger turns and higher point thresholds.
- Resource and hand management — Players manage basic resources (like berries and twigs) and a variable hand of cards, balancing immediate actions against future gains. Efficient resource use and discarding decisions influence the pace and scoring potential.
- Seasonal card availability — Card pools and opportunities shift with the in-game seasons, introducing new options while limiting others. This dynamic reshapes planning and requires adaptive strategy as the game progresses.
- worker placement — Players allocate a limited number of workers to take actions in different locations, driving resource generation, card play, and city-building tempo. The constraint on workers creates an ongoing tension between speed and long-term planning.
Video topics + discussion points
Quotes (from this video)
- Everdell is a game that has gotten a lot of attention for being utterly stunning but is the game any good
- What a player lacks in the size of their workforce is compensated by the vast permutations of combining card abilities
- Although I find Everdell to be lacking in anything truly innovative
- The artwork and components are undeniably gorgeous
- Making the game inviting for players who would otherwise shy away from a game that is considerably complex
- I don't rate components but if I did this would be a 10
- For theme it has a two mechanics a four luck a five strategy a six and complexity of five
References (from this video)
- lovely production
- rich engine
- set-up complexity
- longer play time
- cute woodland critters and settlement planning
- forest city-building civilization
- storybook whimsical
Mechanics (from transcript analysis)
- tableau-building — build a tableau of cards with varied synergies
- worker placement — build a city with meeples and events
Video topics + discussion points
Quotes (from this video)
- it's only a game
- it's the real juicy bit
- the only way for this channel to evolve is to test new things
- top 10 two-player games collaboration on Feb 6th
References (from this video)
- Adorable art
- Beautiful components
- Engaging theme
- Unclear strategy
- Feels like fighting the game
- Resource scarcity
- Card synergy problems
- Forest Theme
- Adorable Art
- Nature
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If Jamie wins a game the first time we play it is an asterisk win if I win a game the first time we play it it is not an asterisk win
- I absolutely love this game
- We understand why everyone loves this game, in our playthroughs it just did not work for us
- Instant love for me
- Jason dominated our January
- He's an undercover competitive person and he's just really good at games
- We are even stevens
- If one of us have no chance of winning and I'm hell-bent on making sure Jamie doesn't win
- You should see us play ping pong
- I feel like you were surprised that I liked this game
References (from this video)
- forest life, city-building, seasonal rhythm
- A woodland valley with anthropomorphic critters building a city
- storybook/anthology
- Wingspan
- Cascadia
Mechanics (from transcript analysis)
- engine_building — cards form an engine that generates points via combinations
- hand_management — players manage cards in hand to optimize card play
- worker_placement — players place workers to gather resources and take actions
Video topics + discussion points
Quotes (from this video)
- Huh? What is that family playing?
- "They're playing Everdell without Wingspan."
- "That's Cascadia."
- "Hey, why does Dead Binocular and Biff helmet salesman look so sad?"
- "Well, without Wingspan to bring their hobby into the semi- mainstream, thousands of potential bird watchers never found the courage to pursue the passion in real life."
- "Wingspan was really the game which brought your group together."
- "Without Wingspan, there is no board game night."
References (from this video)
- Thematic and visual components can strongly attract players and support marketing
- Physical components can enhance the playing experience even when not strictly required for gameplay
- High production cost for elaborate components
- Physical flourishes are not essential to gameplay and may not justify costs for all players
- Seasonal woodland life, building a thriving city of critters
- Forest/woodland village during seasonal cycles
- Cozy, whimsical woodland tableau with a light narrative through city-building
- Wingspan
- Camel Up
- Potion Explosion
Mechanics (from transcript analysis)
- hand-management — Players manage the cards in hand to optimize plays and resource flow.
- resource-management — Players collect and spend resources to acquire cards and upgrade their city.
- tableau-building / city tableau — Players construct a personal city by playing cards representing buildings and critters.
- worker placement — Players assign workers to gather resources and activate actions across their tableau.
Video topics + discussion points
Quotes (from this video)
- Kill Your Darlings chase the fun; forget about your darling if it stops players from having fun
- In person pitching is superior to virtual for building relationships and showcasing tangible components
- Enthusiasm from a publisher is the tiebreaker; if they're excited, the chances of progressing rise significantly
- Game design is addictive; you can spend all your time and money if you let it
- Don't spend all your time on one project; keep multiple games in rotation to stay healthy and productive
- Publishers are warm and friendly, most of them; a few can be dismissive, but you move on
References (from this video)
- stunning, calming artwork
- pleasant thematic cohesion; fits the forest setting well
- learning curve around tableau building
- some find the rules heavy for a family-weight title
- cottage-industry town-building with natural imagery
- a tranquil forest village populated by anthropomorphic animals
- storybook/folk-forest vibe
- Dwellings
- Viticulture
Mechanics (from transcript analysis)
- set_collection — collect specific combinations of resources/cards to build structures
- worker_placement — places workers to gather resources and advance the town tableau
Video topics + discussion points
Quotes (from this video)
- arc nova is a game i absolutely will be playing like if i play no other game that entire weekend
- free shipping is one of the biggest lies of this world like it's not free
- i am vehemently opposed to the customer is always right
- you owe it to yourself to play Arc Nova
- mind management has done pretty well for you
References (from this video)
- Everddale
- Everddale Farshore
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.
References (from this video)
- Amazing artwork
- Card-based resource management
Mechanics (from transcript analysis)
- worker placement — Use workers to collect resources and play cards
Video topics + discussion points
Quotes (from this video)
- How many people do you think spent that much to get everything for KDM? Two, three people on this planet.
References (from this video)
- gorgeous production and art
- satisfying to build a city and see the 3D tree grow
- remains engaging across playthroughs
- overproduction risk if you indulged in fancy components
- rulebook can be dense for newcomers
- resource/worker placement with city-building
- forest city with woodland critters
- storybook, richly thematic
- Musee
- Brave Rats (Lost Legacy)
Mechanics (from transcript analysis)
- engine-building with set collection — collect resources to acquire cards and build a 3D tree
- worker placement — place critters to gather resources and build a city
Video topics + discussion points
Quotes (from this video)
- it's really quick five minutes to teach and play
- the art is just so clean and the color scheme is so pleasing to the eyes
- you're busy rolling Yahtzee dice but you're attacking each other
- it's a role-playing game
- Lost Cities is a fantastic gateway game
References (from this video)
- Adorable animal townspeople
- Big tree component
- Squishy berries
- Complex decision making hidden under cute theme
- Took a while to convince the host
- Building a town with adorable animal inhabitants
- Woodland creature civilization
- Charming woodland fantasy
Mechanics (from transcript analysis)
- Resource management — Managing twigs, pebbles, and other resources
- tableau building — Building adorable little houses for townspeople
- worker placement — Placing workers to gather resources
Video topics + discussion points
Quotes (from this video)
- Do not adjust your set
- This list is quite different to last year's and I think that mostly reflects what an absolute 2020 has been
- My subjective opinion is biased skewed irrational and probably wrong
- It is very political all war games are political
- So say we all
- What am I doing with my life
- Squishy squishy squish squish squish
References (from this video)
- beautiful components
- ambitious but approachable
- more players can lead to downtime
- fantasy anthropomorphic woodland
- forest critters, seasons, and city-building
- storybook-esque
Mechanics (from transcript analysis)
- set collection / tableau building — complete combos for points
- worker placement — installing meeples to gather resources
Video topics + discussion points
Quotes (from this video)
- Spirit Island my all-time favorite game
- Arkham Horror holds a special place of my heart
- it's joy in a box
- Leaving Earth is my favorite in that space
- this is one of those few games where I'm like yeah I think the streamlined version is the way to go
- June is the original game for this spot
References (from this video)
- Beautiful components
- 3D tree centerpiece
- Tactile experience
- Area control and resource management
- Natural woodland
Mechanics (from transcript analysis)
- Area Control — Collecting points through strategic placement
Video topics + discussion points
Quotes (from this video)
- Gen Con is a crazy whirlwind of a convention
- Games are about social interaction and exercising different parts of your brain
References (from this video)
- Wards of critter civilization
- Forest/seasonal city-building
- tableau/engine-building lite
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we're going to make a board game Advent calendar
- randomly assign them to different envelopes without knowing what's in
- this would be super fun if anybody wanted to do it at home
- we will play all 24 of these games before Christmas
- join me for this fun little craft project
- we leave December 4th until the 10th so packs unplugged happens
References (from this video)
- stunning art and tactile components
- accessible yet deep engine-building core
- variety of buildings and animals keeps play fresh
- production elements can be fiddly for beginners
- some players might find it overly cutesy
- engine-building and set collection with a strong aesthetic
- a woodland village inhabited by wooden critters
- storybook woodland fantasy with cute critters and seasonal progression
- Viticulture
- Lords of Waterdeep
Mechanics (from transcript analysis)
- honeycomb action economy (meadow card usage) — cards in meadow can be played earlier or later with different costs
- seasonal round structure — four seasons with distinct actions and constraints
- set collection and engine-building — collect cards and build chains to maximize scoring and efficiency
Video topics + discussion points
Quotes (from this video)
- This is the definitive Game of Thrones game if you want to capture the feeling of the epic battles for the throne.
- The best thing about this game is winning as House Lannister.
- The dice's combat is great and I personally do not like playing with the optional tides of battle cards.
- The art as always with Red Raven Games is stunning.
- Chinatown is deeply rooted in stereotypes of Chinese businesses and families; if you find that offensive, this game won't be for you.
- Circadian's First Light is a busy game with a heck of a lot going on.
References (from this video)
- innovative card tableau system
- multiple paths to victory
- tactical opportunities
- rewarding card combinations
- good expansion support
- tight resource management
- limited player interactions
- end-of-round combat is weak link
- underrated in community discussions
- woodland creatures
- nature
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a really solid game and yet nobody's talking about it
- it's just a really really cool game I just like sandbox games
- this one is alongside psar 2849 probably my favorite underwater cities
- one of the coolest ideas for a Euro game I have ever come across
- can't help but play this without a smile on your face
- it's Marvel I love superheroes
- Seven Wonders it is one of the Evergreen classic drafting games
- one of the best examples of video game adaptation done right
References (from this video)
- Beautiful production and components
- Engaging engine-building with card interactions
- Expansions add depth
- Production quality is high; some players find it dense
- nature, woodland life, small ecosystem management
- woodland creatures in a forest town
- storybook/soft narrative
Mechanics (from transcript analysis)
- engine-building tableau — Construct a tableau of cards that synergize to boost future turns.
- worker placement — Place workers to gather resources and take actions while blocking others from spots.
Video topics + discussion points
Quotes (from this video)
- the brave action is bigger but you might not get it if someone else also takes it
- the witch's theme delivering potions works very well
- rules are really simple, uh the game is attractive and it's a game that you can really sort of you feel like you could master
- it's the best trivia game that i know
- the production is fantastic, the pieces are really high quality
- you are not allowed to speak to each other
- the cubes are the most magnificent component
- i created doodle rush
References (from this video)
- cute presentation
- depth without being heavy
- worker placement and tableau building in a woodland setting
Mechanics (from transcript analysis)
- tableau building — build a personal tableau from cards
- worker placement — place workers to take actions and develop tableau
Video topics + discussion points
Quotes (from this video)
- I did a deep dive into this one a couple of weeks ago
- please let me know your thoughts on this list and which games would make your own top 10 of the year
- I'm Adam Porter I design games and I review them on this channel
References (from this video)
- Beautiful components and art
- Smooth integration of theme and mechanics
- Good family-friendly depth
- Can be a bit heavy for very casual players
- Two-player setup can feel tailored to higher player counts
- urban/settlement building with seasonal flavor
- A whimsical woodland valley populated by critters across the seasons
- storybook-ish, charming, nature-forward
- Wingspan
- Calico
Mechanics (from transcript analysis)
- set collection / engine-building — Collect unique critters and cards to enable efficient production and scoring engines.
- tableau building — Assemble a personal tableau of critter cards and structures to score points.
- worker placement — Place workers to gather resources and trigger actions on the board.
Video topics + discussion points
Quotes (from this video)
- family first
- it's a beautiful board with beautiful components
- please put care to your components do it do it
- the sweet spot is three
- open your mind you can play it
References (from this video)
- Stunning artwork and woodland theme
- Strong combo potential and card synergies
- Beautiful production and board design
- High interactivity and interference options
- No fixed rounds gives player agency and pacing
- Engaging engine with multiple paths to points
- Elimination-like feel due to pseudo-round elimination
- Rulebook lacks clarity on certain events/achievements
- Some mechanics feel derivative of Seven Wonders
- Tree/treetop components could be used more meaningfully
- Expansion content could have deeper mechanical integration
- Seasonal civilization building driven by cards and worker actions
- Forest civilization with anthropomorphic creatures in a woodland realm
- storybook/folklore vibe with a woodland fantasy atmosphere
- Seven Wonders
Mechanics (from transcript analysis)
- card drafting / meadow play — Players can play cards from hand or from the meadow display; cards fund future actions.
- hand/resource management and trading — Trade resources to fulfill card costs and activate card effects.
- player interaction via blocking spaces and card use — Block opponents’ spaces, leverage others' cards, and compete for destinations.
- season progression with no fixed rounds — Game progresses through Spring, Summer, Autumn, Winter until players decide to pass.
- set collection / tableau building — Develop a tableau of cards with synergies that unlock bonuses and points.
- worker placement — Players place workers on board spaces to gain resources and perform actions.
Video topics + discussion points
Quotes (from this video)
- bloody great big trait it's astonishing it's amazing
- it's the way that the game encourages you to train together different combos based on the cards that you play
- this is a beautiful and absolutely beautiful looking civilization building worker placement game
- the fantastic artwork that is in this game
- there's no rounds in the game
- we're going to give this 4 out of 5
References (from this video)
- Accessible midweight
- Beautiful components and art
- Box/box-folding expansions can increase complexity
- City-building and tableau development
- Forest kingdom with woodland critters across seasons
- Whimsical, cozy but strategic
- Viticulture (seasonal tableau)
- Teotihuacan (construction feel)
Mechanics (from transcript analysis)
- worker placement + tableau building — Players place workers to gain actions and assemble a card tableau for points.
Video topics + discussion points
Quotes (from this video)
- The hobby has become all about quantity.
- More stuff is always better.
- Bag building is a worse version of deck building.
- House ruling should only happen if a question scenario is not addressed in the rule book or BoardGameGeek.
- Ties in games are fine, especially if they're rare.
- Kickstarter exclusives will kill a game in the long term more than it helps the game in the short term.
- The great thing about board games is we can create new types of auctions that don't work in real life.
- Phase 10 is not as bad as some people make it out to be.
- I would rather air on the side of smaller boxes than bigger ones.
References (from this video)
- beautiful box cover art
- adorable animal meeples
- gorgeous artwork
- lovely wooden components
- card combos essential for fun
- poor combos can make play unfun
- expansion can complicate 5-player game
- woodland_creatures
- nature
- fantasy
- Red Wall series references
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- if components are done with love and extra attention, I just love that a lot
- cute can be defined in a lot of ways - it could be the little meeples, the board, or the mechanics
- the artwork is just adorable and I just fell in love with it
- I would have bought it just for the panda
- everyone's dealt these roof cards and you're trying to get rid of those
References (from this video)
- Engaging interaction between card tableau and worker placement
- Beautiful production and table presence that elevates the experience
- Inclusive pre-built complete edition with expansions baked in
- Strong theme integration and charming artwork
- Very high price for the complete edition
- The massive box can be cumbersome to transport and store
- The tree component can feel brittle and potentially fragile
- Expansions add complexity and may lengthen playtime
- Building a growing woodland city with anthropomorphic animal characters, framed by a seasonal cycle.
- A forest settlement where woodland creatures organize a seasonal village over a year through worker placement and card-driven development.
- storybook/folk-tale vibe with bright artwork and charming character cards.
- Root
- Company of Heroes
- Mosaic
Mechanics (from transcript analysis)
- card tableau building — Players draft and play cards into a personal tableau, where cards interact and provide synergies for resource generation and scoring.
- Resource management — Careful balancing of tokens like twigs, resin, and pebbles to pay costs for cards and activate powerful combos.
- Scoring via cards and tokens — Score is earned from each card's printed value, event-driven bonuses, journey points, and accumulated point tokens.
- seasonal progression — Each season resets the board usage with new rules and refreshed worker availability, driving pacing and strategy.
- worker placement — Players deploy workers to action spaces on a forest-city skill tree, gaining resources, placing constraints, and advancing their engine.
Video topics + discussion points
Quotes (from this video)
- "I was enchanted with the game."
- "I had a lot more fun with it than I thought I was going to."
- "the complete edition"
- "the physical box this game comes in is probably the heaviest physically heaviest single game in my collection."
References (from this video)
- Extremely cute visuals; tactile and appealing components
- Accessible, quick-to-play version of Everdell for families and casual gamers
- Strong solo play option
- Less depth than full Everdell for experienced players
- Some simplifications may reduce thematic richness
- cute, pastoral building and resource gathering
- Woodland village with critters; cozy forest life
- light, cozy, accessible
Mechanics (from transcript analysis)
- Base card drafting and resource generation — Draft cards that produce resources and enable actions for your turn.
- End-game scoring and combos — Score via end-game cards and card synergies to maximize points.
- Home-building with resident cards — Place friendly critter cards on a personal board to build and grow your engine.
- Parade tiles and objectives — Parade tiles provide additional scoring opportunities as objectives.
- Promo cards for Everdell compatibility — Promo card pack expands play using standard Everdell components.
- Solo variant — Cozy solo variant with a relaxing, accessible play style (~30 minutes).
- Start-of-round resource roll — Dice roll at the start of rounds to determine available resources.
Video topics + discussion points
Quotes (from this video)
- I adore this game so much and I am absolutely enthralled with this game.
- this is a really really cool way to do a skirmish boss battler
- the bosses have different parts of their body that you have to hit
- it's a campaign-based narrative story with a skirmish component
- I think it would be a really good one to Break to the table and say hey do you want to try this game over
- it's adorable
References (from this video)
- lush artwork by Andrew Bosley
- cozy theme with strong engine-building
- high replayability
- can be heavy for casual players
- tends to run long with full player counts
- civic growth, resource management
- Forest valley with critters and card-driven town-building
- storybook-forest aesthetic
- Calico
- Verdant
Mechanics (from transcript analysis)
- card drafting — Draft critters and structures to enhance your tableau.
- worker placement — Send critters to locations to gather resources and build your town.
Video topics + discussion points
Quotes (from this video)
- art is a big thing in board games
- art brings the game to life
- the art goes into the game
- the box is gorgeous
References (from this video)
- beautiful art
- satisfying engine
- rule density
- seasonal play, woodland creatures
- forest town
Mechanics (from transcript analysis)
- engine-building — deck-building and tableau
- worker placement — gather resources to build your city
Video topics + discussion points
Quotes (from this video)
- the apps really made it immersive in Mansions of Madness
- open drafting, set collection, take-that in Buried Treasure
- please play as many games as possible and listen to other podcasters
- truth is the state of being the case
References (from this video)
- Beautiful cards and components
- Beautiful production quality
- Flows well once players learn card abilities
- Really neat system
- Balanced gameplay
- Really good sense of progression
- Mostly positive player interaction
- Outstanding production values
- Lavish production with decorative tree
- Small text on cards
- Requires learning what cards do
- Can feel static at 2-player with marketplace
- Players sometimes wait for specific cards
- Building village with characters and buildings
- Fantasy woodland with creatures
- Wind in the Willows-style fantasy
- Seven Wonders
Mechanics (from transcript analysis)
- Card Play — Play cards from market or hand
- Resource management — Use resources to build buildings and play characters
- seasonal progression — Game flows through three seasons with increasing actions
- worker placement — Place workers to gather resources
Video topics + discussion points
Quotes (from this video)
- I haven't had that many games that have sort of left out to me and I'm sort of screamed for my attention
- It's hugely satisfying to see those magnets moving around the board as if by magic
- High society is a classic it's a modern classic
- I think Skylands is flying under the radar and I think it deserves more buzz
- After a couple of games once you get into that flow it's really satisfying
- This is a real gateway level game it's so much simpler than those other games
- Blitz Bowl fixes everything about Blood Bowl
- You're not gonna find deep strategy in this box this is simple simple stuff really
- I cannot beat my partner at Bunny Kingdom I constantly try and get close but it's difficult
References (from this video)
- charming art and theme
- tight production and accessible rules
- not a top-ten strict heavy-weight title in some lists
- cute animal characters and seasonal engine-building
- fantasy forest city-building
- adventure and whimsy with solid engine-building
- Lords of Waterdeep
- Viticulture
Mechanics (from transcript analysis)
- tableau-building with card bonuses — build a tableau of woodland creatures for scoring and bonuses
- work placement / action selection — coordinate seasonal actions to deploy critter workers
Video topics + discussion points
Quotes (from this video)
- i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
- if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
- bollocks
- there is literally no luck in this game
References (from this video)
- Beautiful table presence
- Great tableau building experience
- Storytelling aspect in city building
- Upcoming expansions with big box
- Multiple expansions available
- Excellent visual appeal
- woodland
- nature
- creature collection
- seasons
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- games don't walk up out of this house it's their favorite they don't they don't go nowhere
- i tell everybody get the expansion too
- terra mystica is one of my favorites of my favorite fantasy games
- i love gloom haven even though i like saying gloom haven but i still i love it
- the artwork although it's scary it's it's beautiful absolutely beautiful
- that's the way to play that yeah you can play it at any time
- freedom for the dwarves freedom
- that's fantasy and i agree with that's fantasy
- family i love fantasy games i love fantasy games
- those are our recommendations on our list yeah what fantasy games we like