The universe is organized into many federations which trade, intrigue, develop… One of these federations, still not fully developed yet (5 member planets so far) wants a new delegation to join them, but you are not the only one having your sights set on the federation. The Federation challenges you to prove your worth for 5 years. During these 5 years, you must develop strategies, deploy tactics, take the best opportunities but also form the right alliances at the right time… In the end, only 1 delegation will be chosen: the one with the most prestige!
Federation is an interactive Eurogame with innovative double-sided worker placement mechanic..
Federation is played over 5 rounds. Each round is divided into 2 main steps. The first step is player turns where each player plays an Ambassador's pawn and send a spaceship on a special mission. Once all players have completed their turn, the Executive Phase starts, where players receive their income, fund Major Projects and pass laws.
At the end of the 5th round, the game ends. The Player with the most prestige points wins the game and joins the Federation. In case of a tie, the victory is shared.
Your individual board is composed of the 5 federated actions, 1 spy action, some senate actions and some special senate actions giving prestige points.
—description from the publisher
Elevation Playthru
- Fresh twist on trick-taking with mountain-elevation scoring
- High replayability via numerous approach cards and deck variety
- Prototype artwork updates discussed and noted as improved for production
- Clear, approachable explanation during the playthrough for new players
- Flexible player count (up to six) supports social play
- Rule nuances and occasional ambiguities (e.g., drawing after tricks, reveal timing) can confuse new players
- Multiple interacting mechanics increase the learning curve
- Prototype art/text may lead to early confusion before final production
- Climbing elevation and terrain awareness via card play
- Mountains and mountain ranges (Alps, Andes, Rockies, Himalayas) explored through a trick-taking framework
- Procedural, banter-rich live play with geographic thematics
Mechanics (from transcript analysis)
- Avalanche cards — Special cards that win a trick and can be played off-suit; they do not count toward scoring themselves.
- card passing — After each hand, players pass two cards to the left (and later to the right, in the new phase).
- End-of-round acclimation — Certain rounds require removing the highest card in each range before scoring.
- Equipment swap — When an avalanche is played, resolve the trick and swap hands with the player on the left.
- Face-up/face-down reveal — Only certain cards are revealed; others are kept face-down to introduce uncertainty.
- Range suits — Cards are divided into four mountain-range suits (Alps, Andes, Rockies, Himalayas) that drive scoring opportunities.
- Scoring by high/low per range — Points are earned from the difference between the highest and lowest values collected within each mountain-range suit.
- Simultaneous reveal — Only certain cards are revealed; others are kept face-down to introduce uncertainty.
- Trick-taking — Players play one card per trick; followed by suit rules unless an avalanche card is played.
Video topics + discussion points
Quotes (from this video)
- This is Elevation on Kickstarter.
- Elevation from Exploded Games.
- Elevation is a trick taking game where we are climbing different mountain ranges.
- the cards you draw after each trick do go into your hand.
- I think we've tapped out the Alps.
References (from this video)
- Deep, unique interpretation of worker placement tied to voting and planetary scoring
- Sci-fi theme is not the favorite of the speaker, but gameplay shines anyway
- Interstellar politics and resource management
- Sci-fi space exploration and governance
- Dense, strategic with voting and planetary scoring
Mechanics (from transcript analysis)
- mini-games — Each planet provides a mini-game-like interaction with its own scoring rules.
- mini-games and planet-specific actions — Each planet provides a mini-game-like interaction with its own scoring rules.
- space-ship voting and planetary scoring — Place workers to influence voting outcomes and score planets based on power on planets.
Video topics + discussion points
Quotes (from this video)
- the worker placement in Nova Roma is so cool.
- Federation... it is such a fantastic game.
- Darwin's Journey is absolutely fantastic.
- Barcelona is my favorite currently from Danny Garcia.
References (from this video)
- Deep, complex decisions across multi-round play
- Strong interconnectivity between planet tracks
- High tabletop interaction and negotiation potential
- Attractive table presence and overall look
- Multiple viable victory routes and strategic diversity
- Steep learning curve and difficult to teach, especially online
- Fiddly components and numerous pieces
- Possible limited replayability after many plays
- Online play can hamper negotiation pace and clarity
- area majority, political negotiation, and resource management across a galactic federation
- Five planets competing to join a Galactic Federation in a science fiction setting
- strategic, asymmetric, multi-track progression with negotiations and evolving laws
- Barrage
- Tapestry
- Holler Toown
Mechanics (from transcript analysis)
- area majority — Rows and columns on Senate board yield points based on majority, with left/right side bonuses per round.
- Area majority scoring — Rows and columns on Senate board yield points based on majority, with left/right side bonuses per round.
- asymmetric player powers — Each planet provides unique abilities or benefits affecting strategy.
- Double-sided worker placement — Choose sides for workers on Senate board (influence vs funding) and place to trigger actions.
- Funding and project development — Funding actions improve projects in a column for later points.
- negotiation — Player negotiation and alliances influence action selection.
- Negotiation and table talk — Player negotiation and alliances influence action selection.
- Planet track advancement — Advancement on planet tracks grants points and interaction with other tracks.
- Resource management — Managing resources across planets with potential conversions and powers.
- resource management and conversion — Managing resources across planets with potential conversions and powers.
- Track advancement — Advancement on planet tracks grants points and interaction with other tracks.
- worker placement — Choose sides for workers on Senate board (influence vs funding) and place to trigger actions.
Video topics + discussion points
Quotes (from this video)
- I think that this game is meticulously designed and I really enjoy the interactiveness of each part of the game.
- The interconnectivity of the different planet tracks is intriguing to a lot of people.
- I like how each 'miname' felt they didn't feel isolated; they felt really connected to each other.
- This game has legs for the future.
References (from this video)
- Love the game
- Expansion adds substantial new content
- Complex expansion material
- Large expansion that needs to be learned separately
- Galactic civilization building
- Space
- Strategic
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- To me, the fun of Monopoly isn't really in playing it. Once you open a box, you lose about 90% of its value.
- The guy has something he's passionate about.
- That made me happy seeing that. I completely forgot about Quake till I saw this.
- Game fountain's killing it.
- I would play it again with this. That's one that stuck with me.
- If I'm going to be a dinosaur and go head-to-head with other dinosaurs, I'm kind of in on that game.
- The fact that this company can continue to thrive by producing new versions of it. Why wouldn't they?
- I hate this one particular. I think it looks terrible. I would never want to play this game.
- No Thanks is one of the best card games I think ever made.
- Do you have enough Wingspan? No. No one does.
- I love stuff like that.
- I really do love Federation.
- Trading card game mechanisms such as those referred to in the law are not subject to needless legal actions.
- Eat first, die last.
- Winners don't quit, Tom.
References (from this video)
- Rich middle game with multiple mini-games that reinforce core systems
- Accessible base with a clear path for expansion integration
- Solid core loop that invites repeated plays and strategic depth
- Expansion changes are not dramatic but add depth, which may be subtle for some players
- Balancing can depend on player count and group dynamics
- Economic resource management, worker-placement, and majority control
- Spacefaring federation politics and economy within a shared galactic realm
- Procedural, multi-layered with modular mini-games
Mechanics (from transcript analysis)
- action selection — Active choice to perform a range of actions across the board, driving tempo.
- Area majority / voting on roles — Compete for majority in different roles, influencing project funding and outcomes.
- Project funding and progression — Funding major projects drives scoring and end-game conditions.
- worker placement — Place workers on action spaces to gain resources, influence, and progress toward projects.
Video topics + discussion points
Quotes (from this video)
- Federation is almost a perfect game for me.
- it's not a huge change to the game
- I feel like this is a should get
- Expansion adds enough things without overhauling the core experience
References (from this video)
- Entertaining chaos and audience-friendly suspense
- Interactive, shared laughter and thrills from near-misses
- The shock component may be uncomfortable or unsafe for some players
- The dexterity requirement can frustrate some participants
- Humorous medical misadventure with a high-stakes buzzer
- A light-hearted operating room-style board game setup; body parts as removable ailments
- playful banter with competitive tension
Mechanics (from transcript analysis)
- buzz_feedback — A buzzing sound (and shock potential) activates if a player touches the sides.
- dexterity — Players use tweezers to remove ailment tokens without touching the sides.
- Flicking — Players use tweezers to remove ailment tokens without touching the sides.
- hand management — Players plan which ailment to remove and track progress toward the win condition.
- hand_management — Players plan which ailment to remove and track progress toward the win condition.
Video topics + discussion points
Quotes (from this video)
- we're going to play Operation
- it's a classic right yeah I play this all the time as a kid
- don't touch his penis
- Terry in charge of giving us the voltage
- this is a Cooperative game against me
- we've done it
- oh my God come on you gotta finish this
- we hate to see it
- it's been moved into such an awkward position
- don't change the mode
- we're going all the way