In Excape, also known as Exxtra and Rapido, you're trying to reach the end of the movement track first, both by rolling doubles (which is a blessed but rare occurrence) and staying on the ranking chart until your next turn.
On a turn, you first move your pawn 0-5 spaces if your two dice are still on the ranking chart. Next, you roll the dice, which show 1-2-3-4-7-X on one dice and 1-2-3-5-6-X on the other. After your first roll, if you roll doubles, move your pawn 1, 2, or 3 spaces based on what you rolled. You then treat your dice as a two-digit number, say 31, 22, 54, or 70, with the X counting as a 0. You can stop and place your dice on the ranking chart in an empty space — it contains six spaces numbered 0-5 — or you can roll again. If you roll doubles, you advance you pawn and face the same choices. If you roll an X or two Xs, then your turn ends and you move your pawn back one or two spaces.
When you place your dice on the ranking chart, if you place your dice on a lower-numbered space and your two-digit number is equal to or larger than dice that are on a higher-numbered space, then you bump that player's dice off the chart, which means they won't move at the start of their next turn. You can place any number on an unoccupied space, but the higher the space, the greater the odds of you being bumped before your next turn. How risky do you want to play?
Rapido contains modified rules for two-player games, and you can play with these rules in any version of the game. Each player has two sets of dice, but still only one pawn. If at the start of a turn, you have one or both pairs of dice in front of you, roll like normal, advancing on doubles and hoping to avoid Xs. When you place dice on the ranking chart, you knock off only the opponent's dice, never yours. If at the start of your turn, both pairs of dice are on the ranking chart, advance your pawn the sum of the spaces occupied, then roll a pair of dice.
Mix Tape Preview
Mix Tape - Review & How to Play
- The pressure element (timer) is not enjoyable for all children.
Mechanics (from transcript analysis)
- Dice Rolling — Children can roll a set of dice while playing, offering an early introduction to game mechanics.
- Real-Time — The host's son does not enjoy games with a timer, including Escape, due to the pressure element.
Video topics + discussion points
Quotes (from this video)
- And they realize I can hold my own train pieces and Ticket to Ride how exciting is that going to be
- With some games we won't play them until Zach has read the rules himself which he does as feverishly as reading a Lego catalog
- I don't think children are able to distinguish those differences early on so you're kind of burdening them with um a difficult responsibility if you expect them to know when to turn that on and off when they're quite young
- Letting kids win is not always a good idea
- if winning is not the most important part of the game then why why are you letting your child win every time you're basically making winning the most important part by your own actions
- And then when I finally won it felt so good I felt like I'd really accomplished something
- that's a very important life lesson to teach your children
- because this gives them a legitimate way to win because sometimes they're going to get lucky and that's great it levels the playing field
- and I don't think that any of our gaming systems have been turned on for you know couple of months probably since we started board gaming
- I've seen marked improvements in his reading skills his strategizing his problem solving especially his attit towards attitudes towards uh being fair play and and being a good loser
- you can't force them into it obviously a gentle push in the direction to get them started is fine but you have to let them decide what they do and do not like on their own
References (from this video)
Mechanics (from transcript analysis)
- Dice Rolling — Rolling two dice trying to get these numbers trying to move around a track where you're also trying to put those dice onto a ranking system and you want to knock the other players off the system so they don't score any points.
- Push Your Luck — Trying to move around a track where you're also trying to put those dice onto a ranking system and you want to knock the other players off the system so they don't score any points.
Video topics + discussion points
Quotes (from this video)
- I'm always excited and into a game if it's just a theme I've not seen before that's something fun it's something cool I like it
- I would say there aren't enough games about the wild west
- essentially what I'll have to do is like stardew Valley style progression in a game where it's survival but really you're just getting better and farming and building a world and all Society for yourself
- Age of War is my favorite Yahtzee game essentially
- it's a fast frenetic exciting quick dice game which I really really like
- Spornmina is such a weird card game
- Very satisfying and lovely little game.
- a very little obscure Amigo card game that people don't talk about that much but I've always loved hamster bath
- Our Oco or our Eco is a really great little card game that I highly recommend
- It's a wacky wild Fast Very very quick card shedding game that just causes lots and lots of fun and laughter
- This is a raucous fantastic incredible card game
- Tell Stones is my personal example of a game that everybody didn't like but I do like
- if I had just listened to the people who didn't like it I would never have played it and enjoyed it so much
References (from this video)
- Engaging engine-building core with a thematic musical twist
- Nostalgic, nostalgic cassette theme that resonates with players familiar with tapes
- Accessible playtime (~30 minutes) and family-friendly target
- Clear visual cues and parodies that add flavor for music fans
- Lack of direct player interaction; everyone builds their own engine
- Prototype status; rules and balance may change before release
- Some players may crave more competition or 'take-that' elements
- engine-building through music curation and personal connection
- Cassette-era nostalgia; recording songs onto a physical cassette to impress a crush
- Array
Mechanics (from transcript analysis)
- Action budgeting — Choices revolve around drawing, recording, or activating the engine, balancing short-term gain with long-term setup.
- Engine Building — Players activate a chain of card abilities and song effects to grow their engine over the course of the game.
- Flip-side tape mechanic — Switching from side A to side B creates a progression in the engine and scoring opportunities.
- Hand Management — Players manage a hand and decide which cards to discard to record or to power their engine.
- hand management / drafting — Players manage a hand and decide which cards to discard to record or to power their engine.
- Memory — Players must remember which songs and card synergies are most valuable to match their crush's preferences.
- memory and planning — Players must remember which songs and card synergies are most valuable to match their crush's preferences.
Video topics + discussion points
Quotes (from this video)
- this is a game where you're recording songs onto this cassette
- it's an engine builder
- nostalgia for sure
- there's a lot to keep track of in terms of the points
- it's thematic you've got these cassettes
References (from this video)
- Has a big luck factor which the host loves.
- It's a favorite game of the host.
Mechanics (from transcript analysis)
- Push Your Luck — The game involves taking risks for potentially greater rewards.
Video topics + discussion points
Quotes (from this video)
- Um I'd have slight concerns about the replayability of the game, but please do correct me uh on that.
- Maybe a little bit maybe a bit oversaturated in terms of how many there are out there.
- Unfortunately, I'm not familiar with either of those.
- Um I also thought that there wasn't enough mitigation in terms of activating the spots that you wanted.
- Um and pretty much the uh the cards not doing anything terribly interesting either.
- Um but I just like it in every way. But I'm a big sucker for really good Dawn games. I think he's a brilliant designer.
- Um hopefully I'll get copies of those for for sale relatively soon.
References (from this video)
- animals
Mechanics (from transcript analysis)
- I split, you choose — This is an eye split, you choose game where you're dividing up these animals to score points.
Video topics + discussion points
Quotes (from this video)
- So, Night Soul actually made my most anticipated list of games to be released in 2025.
- Love this idea of um kind of Victorian London, The Sewage System.
- And from the gist of what I've read, it sounds like a kind of contract fulfillment resource management game, but it does use dice placements.
- Now, I tend to like the kind of mix of a Euro game with dice placement.
- If you have enjoyed the video, please be sure to hit like and subscribe to the channel.
- Check out my other content, too.
- And for everybody else, I'll see you next time on Chairman of the Board.
References (from this video)
- Unique and well-executed blind bidding system.
- Rewards strategic play and monitoring opponents.
- Fast gameplay (20-30 minutes).
- Solid gameplay mechanics.
- Potential to grow on the player.
- Art style is lacking and described as jarring.
- Some artwork is off.
- Can be frustrating if multiple players choose the same group.
- Set collection of animals
Mechanics (from transcript analysis)
- Blind bidding — Players secretly choose one of two groups of cards, with rules for single or multiple player selections.
- Hand Management — Players must manage the number of animal cards they collect to avoid negative points.
- I-split-you-choose — The first player lays out cards, places a divider, and players choose which group they want in a blind bidding system.
- Set Collection — Players build sets of animals, with varying point values and limits on how many can be kept before incurring negative points.
Video topics + discussion points
Quotes (from this video)
- This is where I take a look at the last five new to me board games that I've played and I rank and review them in order of preference.
- The dice that you roll can actually assist the other players climb up on their tracks.
- I thought this game maybe was a little bit drier in practice than I would have liked it to be.
- This one does a really good job of throwing you straight into the frying pan really and you have to be looking over your shoulder and be paranoid straight from the get- go.
- I think for me personally, I slightly prefer the original because I do like the victory point system.
References (from this video)
- Nice little game
Mechanics (from transcript analysis)
- Choose Your Own Adventure — A nice little isolate you choose game.
Video topics + discussion points
Quotes (from this video)
- RA, uh, 33 minutes and 28 seconds, and this was one of the biggest car crash games of RA that I've played.
- I have to admit, I did bounce off this one quite hard. I wasn't really a fan of it.
- And this one, I really like the gameplay, but it is too long.
- I think for an introductory Euro style game, this game does such a fantastic job of giving you the giving you the seven wonders experience in the most streamlined way possible.
References (from this video)
- Very good
- Pretty cool design
- Liked it (on first play)
- Unsure about long-term enjoyment after playing more
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Count of the Nine Estates. Um, a game people keep suggesting to me and I've played it over the years off and on and I think it's not bad.
- Distilled clear Srank. It's such an amazing game. I absolutely love this.
- Draftosarus, also the game I very much enjoy. I will give this an A. S would be too much, but it's such a cute and nice uh drafting game.
- Cluster. Uh you have um a circle made of like a rope like a ropes circle rope circle so to speak and everybody gets like the same number of magnets and you put the magnets in the middle and when you put down your last magnet you win.
- Exobase also a game that I will bring a video to you at some point.
- Magic Keys in English. I think um this is like a children game actually. It's a children's game, but we play like with like I think we were like four adults playing that.
- Malus Hotos. I just released a preview video for that for the Kickstarter campaign and I enjoyed this game a lot.
- Micro City is a pretty decent game in a small box. Um, but it's also nothing all too amazing, right?
- Reforest clear as this is an absolutely amazing game.
- Sally Face Strange Nightmares uh for the video game uh Sally Face and I found this game quite decent actually.
- Stone Spine Architects uh in the roleplayer universe. And I like this a lot. I will give this an A.
- Switch and signal. I'm a little conflicted on that one.
- Yatsi. Yeah, this is like a guilty pleasure, right? We all know it's not an amazing game, but Yatsi is the basis for like a lot of other games with this mechanism of rolling your like rolling your dice and then being able to reroll some of them twice.
- Buds and Blooms from Mark Tuck. Also a game that I enjoyed playing.
- And actually, you know what? I'm actually missing one game. I also played Wingspan.
- Wingspan would also be an S of course and would be up here.
References (from this video)
- fast-paced, accessible
- Can't Stop
- Rapido
Mechanics (from transcript analysis)
- Push Your Luck — dice chucking; players roll to progress and risk failure
- push-your-luck — dice chucking; players roll to progress and risk failure
- team/dynamic action selection — players coordinate or compete with dice-driven actions
Video topics + discussion points
Quotes (from this video)
- Escape, on the other hand, I love this game.
- One Night Ultimate Alien is one I liked because I felt like it had some really weird powers.
- Soviet Kitchen is not as great because it doesn't work as good for kids.
References (from this video)
- Ledger-style boards with adjustable sliders are cool and durable
- Accessible and easy-to-learn stock market gameplay
- Self-contained components reduce setup friction
- Lobbyist mechanic adds strategic control
- Ability to peek at upcoming market forces for information advantage
- Market pops can dramatically hurt you late in the round
- Forced liquidation at half value when assets are unaffordable
- Some randomness from market forces can disrupt planning
- Requires thick skin and tolerance for frustration
- Stock market trading and financial speculation
- Early stock market era, New York City
- Market-driven simulation with historical finance ambiance
Mechanics (from transcript analysis)
- End Game Bonuses — At market close, assets convert to cash and the most cash wins.
- End-game cash value conversion — At market close, assets convert to cash and the most cash wins.
- Ledger-based resource tracking — Assets (banks, bonds, insurance) are represented on a ledger-style board with inlaid sliders.
- Liquidity mechanics — If players cannot afford purchases, assets may be liquidated at a reduced value.
- Market forces and lobbyist influence — External market events and lobbyist-driven adjustments impact prices.
- Market Pricing/Manipulation — External market events and lobbyist-driven adjustments impact prices.
- Peek mechanic — Pay 50 to peek at upcoming market forces.
- Phase-based action economy — Three phases per round: select assets, buy/sell shares, and market adjustment.
Video topics + discussion points
Quotes (from this video)
- I am in love with these ledger boards all these different sliders this is so much cooler and just more effective than piece of paper
- this is unbelievable cool and I think this is just a really accessible stock market game
- it's really easy to be frustrated ... when you were planning on selling a whole bunch of stuff at a really high dollar amount and all of a sudden now you're getting pennies on the dollar
- you have to have kind of a thick skin to play it
References (from this video)
- Engaging engine-building with a dual-sided cassette mechanic
- Accessible playtime around 30 minutes
- Flavorful, humorous card names and thematic flavor
- Clear mix of drafting, placement, and scoring
- Tactile mixer sliders provide meaningful decisions
- Can be fiddly for new players due to multiple sliders and interactions
- Scoring can be complex and may require reference sheets
- Potential downtime in multiplayer pacing depending on table size
- Romance, music production, and card drafting
- Modern-day music scene; players compete to attract a crush by constructing mixtapes
- Light-hearted, flavor-text with fictional band names
Mechanics (from transcript analysis)
- card placement and sequencing — Songs are placed in a left-to-right sequence on Side A or Side B to build harmonies and score points.
- Compound Scoring — Scoring comes from crush cards, theme adjacencies, and harmony between moods and genres.
- Deck Building — Three mood-based decks are drawn and played; players acquire and manage song cards to form their score engine.
- deck-building — Three mood-based decks are drawn and played; players acquire and manage song cards to form their score engine.
- duo-sided tape mechanic — The cassette has Side A and Side B; players can flip and place cards on either side, influencing scoring and actions.
- Hand Management — Playing or replacing cards requires discarding from hand to meet costs; some actions draw or gain cards via radio.
- hand management and cost payment — Playing or replacing cards requires discarding from hand to meet costs; some actions draw or gain cards via radio.
- slider-driven engine management — Volume, mids, and treble sliders modify draw options, playable cards, and hand size; changes on the mixer board drive engine progress.
- thematic scoring and adjacency — Scoring comes from crush cards, theme adjacencies, and harmony between moods and genres.
Video topics + discussion points
Quotes (from this video)
- Mixtape is an engine building game where players are recording five songs on each side of a tape
- you arrange the songs to score the most points
- the excitement comes from the new song cards
- it's a game of getting some good songs to place you know in the best order
References (from this video)
- Nostalgic engine builder; cassette-era theme
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I included Thunder Road Vendetta maximum Chrome and I know that's a 2023 game but we're excited because it was one of our favorite games of 2023
- Heat Heavy Rain heat pedal to the metal has been one of the most successful games in our game group
- Ezra and Nehemiah because it's been described a bit as a greatest hits of some of the other mechanisms and features of the other Garfield games
- our number one game specifically would be rockard 1977
References (from this video)
- Strong musical theme with clear card-flow storytelling
- Engaging concept of sequencing a mixtape with song cards
- Theme may be niche to some players; enjoyment hinges on song flavor
- music / playlists
- A card-drafting / set-collection game built around constructing a mixtape
- playful, thematic
Mechanics (from transcript analysis)
- Hand Management — Players arrange songs to optimize flow and scoring potential.
- hand management / sequencing — Players arrange songs to optimize flow and scoring potential.
- Set Collection — Players draft song cards to create a cohesive mixtape with a good flow.
Video topics + discussion points
Quotes (from this video)
- I think that these are my 10 favorite wild, cool, strange, or otherwise delightful themes of games from 2025.
- Don't you hate it when you're fighting in World War II and you don't realize that the war has been over for over 20some years and you're still fighting it?
- Why? So we could steal the dinosaurs and bring them on home. Why? To make our cards score more points.