Gate is a solitaire tower-defense game in which you take on the role of the leader of a small medieval town under siege from a swarm of vile creatures from the local forest. You have to manage the health of your town's gate, the tower, and the local farm. In addition, this attack is causing fear levels to rise. If you cannot keep your gate standing or if the fear of the townspeople gets too high, you lose the game. If, however, you can hold off the swarm of enemies long enough, you will be victorious!
Gate uses deck-building as the driving mechanism in the game. You start with three starting cards, but as the game progresses you can recruit new people from your town to help your cause. Each character has unique abilities, and some even have special powers. The enemies in the game get increasingly more difficult with each new wave, so you have to make good choices as to when to spend resources on fighting off your foes, upgrading your command, and repairing your town.
—description from designer
- tight two-player abstract design with meaningful decisions every turn
- strong action-selection mechanic that creates strategic forethought
- high replayability through variable cabaret layouts, distribution of character tiles, and bonus action tiles
- clear rulebook and components with thematic aesthetic
- theme is not strongly Gatsby-themed in practice
- start-of-game tile face-down reveals can obscure which tiles are available
- abstract nature may not appeal to players seeking strong literary tie-ins
- two-player abstract strategic duel with social-climate and collection goals
- Roaring 1920s, loosely themed around The Great Gatsby
- thematic veneer with original characters rather than canonical Gatsby figures
- Seven Wonders Duel
Mechanics (from transcript analysis)
- action drafting — On your turn, you move an action token to a space; that space is then unavailable to the opponent, shaping both players' options.
- action selection with blocking — On your turn, you move an action token to a space; that space is then unavailable to the opponent, shaping both players' options.
- Area control / majority scoring — Racetrack and other zones reward majority presence for character tiles.
- badging and swapping actions — Certain spaces grant the ability to swap characters or tokens, or to influence the opponent’s next action.
- endgame triggers — The game ends when a player has three of the same color or one of each color; if not, tally stars on tiles.
- set collection — Players collect character tiles by completing lines or meeting conditions, aiming for three of a color or one of each color.
- special action tiles and one-time abilities — Bonus actions that are per-player and non-blockable by the other player once obtained.
- tile collection / set collection — Players collect character tiles by completing lines or meeting conditions, aiming for three of a color or one of each color.
Video topics + discussion points
Quotes (from this video)
- I really like the action selection system where once you pick an action, you at least know that that's an action your opponent can't do.
- every decision you make, you are considering what that opens up for your opponent.
- this is really Gatsby iname only.
- it's fairly solid two-player game.
- I was pleasantly surprised cuz it did seem very simple on the surface, but there was just enough like under the hood that I was able to kind of feel clever with some of the combos I was pulling off.
References (from this video)
- Cabaret mechanism interesting
- Disjointed gameplay
- Boring mini-games
- Skip turn mechanics
- Forced action selection
- Social influence
- Jazz Age
Mechanics (from transcript analysis)
- token placement — Players place tokens across different locations to recruit characters
Video topics + discussion points
Quotes (from this video)
- You can't take it with you when you die.
- We don't need all these games.
References (from this video)
- Engaging, evolving puzzle with meaningful player interaction
- Multiple viable paths to victory via track strategy and set collection
- Dense, thematic feel that rewards planning and adaptation
- Relatively complex setup and rule-following can be intimidating for new players
- Board state and token placement can be confusing without guidance
- Influence, social maneuvering, and high-society gamesmanship
- 1920s Jazz Age, Gatsby-era milieu
- Narrative prompts embedded in play, evolving as actions unfold
- Katan
- Exit Advent Calendar
- Clue Conspiracy
Mechanics (from transcript analysis)
- multi-track action economy — Board is divided into cabaret, financial district, and racetrack tracks; actions advance along tracks to gain characters and bonuses.
- Once-Per-Game Abilities — One-time-use tokens grant unique effects; some tokens enable swaps or disrupt opponents, adding strategic tension.
- set collection — Victory can be achieved by collecting either five different suits (colors) or three of the same suit, driving strategic tile/tokens placement.
- set collection by suits/colors — Victory can be achieved by collecting either five different suits (colors) or three of the same suit, driving strategic tile/tokens placement.
- special action tokens — One-time-use tokens grant unique effects; some tokens enable swaps or disrupt opponents, adding strategic tension.
- tile/track placement with adjacency — Players place influence tokens orthogonally adjacent to existing tokens, building toward an unbroken line and enabling access to characters.
Video topics + discussion points
Quotes (from this video)
- The board is in three sections and you will choose an action to do and that action will correspond to uh one of these sections on the board.
- You're trying to trace an unbroken line diagonally from one side of the board to the other.
- The deal is that Gatsby is a two-player game with a very twisty puzzle and it rewards careful planning.
- Never give up. Never surrender.