Gentes is an interesting civilization game with an innovative timing mechanism.
"Gentes" is a pleonasm of the Latin plural word for greater groups of human beings (e.g., tribes, nations, people; singular: "gens"). In this game, players take the role of an ancient people who are attempting to develop by building monuments and colonizing or founding new cities in the Mediterranean sea.
The game is played in six rounds, each consisting of two phases: action phase, and tidying up. There are three eras — rounds 1-2, 3-4, 5-6 — with new monument cards entering the game at the beginning of rounds 1, 3 and 5. Each player has a personal player mat with a time track for action markers and sand timer markers. In the action phase of a round, the players take their turns in clockwise order, conducting one action per turn. Each action requires an action marker from the main board that is placed on the time track. Depending on the information on the action marker, you have to also pay some money or take sand timers that are placed on the time track. When you have no free spaces on your time track, you must pass for the remainder of the round. Therefore, the number of actions per player in a single round may vary significantly if, for example, you choose double sand timers instead of two single ones or take action markers that require more money but fewer sand timers. Single sand timers are dropped in the tidying up phase, while double sand timers are flipped to become single sand timer markers and stay for another round. The actions are:
Buy new cards from the common display
Build monuments (playing cards from your hand to your personal display for victory points and new options)
Train/Educate your people
Build/found cities
Take money
To play a card, you must meet the requirements printed on that card, such as having specific persons on your personal board (e.g., two priests and four soldiers). These requirements are why training — i.e., getting specific people — is important, but that is not that easy because there are six different types of people — three on the left and three on the right side of your personal player board — and you have only six spaces in total for the two types in the same line. If you have three merchants, for example, you move your marker for counting merchants three spaces toward the side of the soldiers and thus you have only three spaces left for soldiers. By educating a fourth soldier and moving your soldier marker forward to its fourth space, you automatically lose one merchant because that marker is pushed back to its second space.
It is crucial to generate additional actions by using the specific functions of monuments in your display and cities you have built. Cities are expensive, but they create benefits at the end of each round or provide new options for taking an action without acquiring an action marker, gaining only a sand timer marker instead.
Try to have a steady income to avoid wasting actions to take money. Pay attention to the display of common cards, which is new in every single game, because the monument cards are shuffled randomly within the decks of eras I, II and III. Collect identical achievement symbols on the cards to benefit from the increasing victory points for a series of symbols. Build cities to enlarge your options!
The differences between the Deluxified and regular edition:
Includes "New Cities" Expansion
A foil stamped box
6 oversized meeples
24 normal sized meeples
89 metal coins
28 wood action tokens
21 wood lock tokens
60 wood hourglass tokens
4 dual layered player boards
4 custom shaped score tokens
folded space custom insert
1 drawstring bag
1 upgraded round token
- Unique mechanic
- Excellent gameplay
- Won Game of the Year
- Not for everyone
Mechanics (from transcript analysis)
- dice manipulation — the manipulation to be able to get the cards to bring him in to place the people onto the board to get certain actions
- reverse worker placement — It's what I call the reverse work replacement where you're taking stuff off the board and putting it on your board in order to activate things.
- Set Collection — plus a set collection game all merged into one
Video topics + discussion points
Quotes (from this video)
- Looks like a beast on the table but when you hear it's like it's an engine building game you like I could play an engine building game
- We sat down to play that game hole holy cow we were literally passing a hat Vil around the table for how much thinking you had to put into that game that surprised me
- this game London when we first saw it at Gen Con when Oscar green said hey guys scream hey come take a look at this
- the cover of the game box and how plain it is but mm-hmm it really some reason fits this game it just looks nice the cover looks elegant and the art is really good and then you actually get into the game and you find this really elegant cool little card game
- engineers it was really cool cuz it's kind of math because you had to like the little algebraic problems you have to solve but it's such a great thing of a dice manipulation game plus the area control game plus a set collection game all merged into one that's one of those I really got to the table a lot in 2017
- and Tony this was actually one of the early games in 2017 that really grabbed us one of those that didn't look that great on the table but then you start playing in and it's one of those that we just played over and over and over again and just just really enjoyed it
- that rule about when that third dragon comes out yes everything stops correct I kept saying it and kept saying it and reminding people boy we had a flip the table moment when that occurred
- oh die another seaman without miniatures look at that
- two seam on one two squirrely Awards and neither games had merci ya don't have to put miniatures in the game to make it go no you don't lure in DOS so good
- it's what I call the reverse work replacement where you're taking stuff off the board and putting it on your board in order to activate things I just thought was a really unique mechanic
- and again tony is one of those shockers for us at the beginning year I had never heard of gentes and we got an early copy and try to try it out and it blew us away
References (from this video)
- Surprising and impressive gameplay.
- Unique and satisfying mechanics.
- Excellent medium-weight euro.
- Highly recommended for players who enjoy its mechanics.
- May not be for everyone.
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards to activate actions and gain resources.
- Resource Management — Players manage resources to perform actions and build their engine.
- Worker Placement — Players place tokens or workers on the board to take actions.
Video topics + discussion points
Quotes (from this video)
- Looks like a beast on the table but when you hear it's like it's an engine building game you like I could play an engine building game
- We sat down to play that game hole holy cow we were literally passing a hat Vil around the table for how much thinking you had to put into that game that surprised me
- this game London when we first saw it at Gen Con when Oscar green said hey guys scream hey come take a look at this
- the cover of the game box and how plain it is but mm-hmm it really some reason fits this game it just looks nice the cover looks elegant and the art is really good and then you actually get into the game and you find this really elegant cool little card game
- engineers it was really cool cuz it's kind of math because you had to like the little algebraic problems you have to solve but it's such a great thing of a dice manipulation game plus the area control game plus a set collection game all merged into one that's one of those I really got to the table a lot in 2017
- and Tony this was actually one of the early games in 2017 that really grabbed us one of those that didn't look that great on the table but then you start playing in and it's one of those that we just played over and over and over again and just just really enjoyed it
- that rule about when that third dragon comes out yes everything stops correct I kept saying it and kept saying it and reminding people boy we had a flip the table moment when that occurred
- oh die another seaman without miniatures look at that
- two seam on one two squirrely Awards and neither games had merci ya don't have to put miniatures in the game to make it go no you don't lure in DOS so good
- it's what I call the reverse work replacement where you're taking stuff off the board and putting it on your board in order to activate things I just thought was a really unique mechanic
- and again tony is one of those shockers for us at the beginning year I had never heard of gentes and we got an early copy and try to try it out and it blew us away
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "I will be buying this"
- "it's really nice right i'm superficial enough for me to be in"
- "sign me up"
- "pained me every time i watched an eric martin video on board game geek"
References (from this video)
- Still good
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Forest Bower has a wonderful story it's not a story he has a wonderful story not much about how how he he struck at rich
- I bought it at 11 bucks I woke up there at $72 and I thought I'd be cute I thought I'd be super cute and I was like yeah I'll hold on to this until the inauguration because surely it'll go up till then
- that son of a biscuit had to have his wife launch her own shitcoin the next day day which plummeted the value of his coin which is fantastic
- I made like 1,200 bucks or over two days which uh and like I was telling Scott like the only reason I only made 1,200 was because I didn't have more money to throw at it that very moment
- Karcassonne Power Grid was 2004 Kis was 2000 uh Ticket to Ride is 2004 Kis was 2005 Twilight Struggle 2005
- Dominion it's a good game because it's it's it's foundational right it's like how many games did did Dominion create right like just that mechanic of deck building or deck uh yeah deck building
- Lords of water deep is a good game
- Castles of Burgundy oh that's got to be in there at least in my opinion
- I should probably kick it in I got an early morning
- well next week I'll I'll be able to let it fly but I just couldn't too fresh too fresh
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is micro macro jigsaw funfair this is a micro macro Crime City jigsaw puzzle which I'm very excited about because well I love puzzles
- from Lucky Duck games we got potions of Aer land now here's a funny story about this game me Jeff and Mike are playing this on BGA cuz I invited them to a game but none of us have learned how to play it and we are all just clicking around and having a great time
- from Capstone games they gifted us with Galileo Galilee and if you'll remember Jeff and I actually covered this game whenever it was on Kickstarter so that I would have been at some point in the past year um so I'm very happy very very happy to have a production copy because we loved this game this is a very very good game
- overall my gamma experience was really good um I got to stay I stayed at an Airbnb with Nick and Mike um from the brothers murf and I think that was the right choice because we saved a ton of money staying at an Airbnb
- the trip itself cost me almost an extra $2500 which was crazy and during that time I also caught the flu
- the sickest I've ever been in my entire life so just know if you are a content creator or somebody in the industry that's considering going it is it does happen during cold and flu season
- if you're interested in buying board games like any of the many that I talked about today you should first start by checking your friendly local gaming store
References (from this video)
- Fun game
- Legendary card game
- Coming out in 2025
- Available for pre-order
- Not released yet
- Limited edition in the past
- The Witcher universe
- The Witcher
Mechanics (from transcript analysis)
- Card game — Described as a card game within The Witcher universe.
Video topics + discussion points
Quotes (from this video)
- Horizon Zero Dawn board game? Yes.
- No, but not but not good. Not for me.
- I did the allin of street masters from uh ninja ninja or what was the name of that?
- Black Studios. Yeah. And that was like um they're the ones that blacklist blacklist and then they're the ones that did it's two five four or five feet of boxes of street masters or they they flat out like that's the one that like they they ran out of money and there's a bunch of their stuff they haven't completed that was like that the miniatures company that like way oversold like way over overpromised.
- I can't find your Dark Souls card game review. Is it on BG?
- That's I have some hope that there's a Dark Souls game that is good. Worth a damn out there. So, I heard that was okay. Maybe in a couple of years.
- 14,467 comments on the Stellaris Infinite Legacy board game.
- Oh my god.
- It's just it's three years late.
- Adventures in Neverland by Blackbox Games.
- I hate those guys.
- Never never made a damn thing.
- the whole Peterson games thing going on which is just insanity with
- that that that that post of oh we thought we could make our games in the US. We didn't listen to anybody.
- Oh god. It was just Yeah. You know, it's just he was talking about like, oh, we we all of a sudden realized that oh, the manufacturing cost for everything was five times greater at the very least as what like Chinese manufacturers would do.
- The tonedeafness of this post is mind-boggling, blaming everyone and everything else but the people running the business.
- Why would you buy a warehouse and machinery without comparing it to the cost to manufacture in China?
- I'm not even close to being an entrepreneur, but that would be my first step before I sunk my money into something like this.
- what's your game with Madera? I mean just flat out lying like through multiple things like making fabricated pictures of production lines and things like that of games being made. Seriously?
- And then they then they finally realized that they they didn't have like anything
- Um we finally rechieved the the level of quality we're looking for and coordinating with our various suppliers we've approved the production samples and the games are being made and assembly will be completed in the middle of June 2022 and then like a year and a half later says So, here are the We're still working on getting the rulebook files together and it's just like what, you know, just
- So, one day ago on the Dire Alliance horror, which I back just for the miniatures because the miniatures look [ __ ] cool.
- But he says, 'Before confidence in your company and future campaigns can be secured, can you address these genuine concerns? Number One, the Saddler brothers said you use you use the name Max Lei, an anagram of Alex Lim, while claiming to be an intern at Blacklist Games. If not you, who is that? And what was his role in the company? If so, why did you hide your involvement?'
- Number two, EasyHip called you out for lying to Dan Spisano when you said they were unable to ship his contract, claiming he hadn't provided his full address. Easy Ship said it was because you had failed to pay their warehouse fees. Is this true? You also claimed in an update that 75% of the Contra games had shipped. They hadn't, as confirmed by later updates. Yet, to date, only one person I know has said they received theirs. Why did you claim they even shipped when you had outstanding warehouse fees?'
- 'Four, why did you walk away from your previous company, Artistic Justice Games, and the unfulfilled fairy tale games miniatures campaign without a word? Here's a link to that campaign. The comment section is very telling. Since you're here to make things right, does that include the fairy tale campaign.'
- 'Six. Is it true that Kickstarter forcibly cancelled your myth and goal Kickstarter due to the you having too many unfulfilled projects open? If so, is your suggested name change for blacklist attempt to get around that restriction?'
- And then in your January update, you claimed you would be making monthly updates from there on out. It is now April and you have we've had no further updates. Are you willing to concede that this we're just never getting these games?'
- And then they did the basically the Fantasy Miniatures 2, which raised 1.4 million, and then they they put together, but they never delivered on the first one before when they launched that second.
- I don't think it's one in 10. It's probably Yeah, it's probably less than that. But it's like what I could pick. Just like the ones that basically just don't deliver anything. Like just take the money.
References (from this video)
- Aesthetic of the game is really good.
- Board is clean and easy to read.
- Artwork on the cards is fantastic.
- Factions are completely asymmetric and play really differently.
- Satisfying to have a completely different experience each time.
- Towers provide an intense unknown and trigger mayhem phases.
- Lower value tokens being heavier which can trigger towers sooner is masterful.
- Escalation of mayhem is a cool vibe.
- Game plays pretty darn quickly for what it is.
- Well-paced game, feels tight.
- Unique mechanics and not just another area control/worker placement game.
- Teaching the game can feel long due to four different games happening.
- Possible to feel like you're doing nothing during mayhem phases if you don't put enough aggression in towers.
- Mayhem phases can trigger one after another, potentially robbing players of the planning phase.
- Only a single solo option available (mob run by AI).
- crime and mayhem
- New York
Mechanics (from transcript analysis)
- Area Control — The game plays out in an area control style where players score points for different sections in different burrows within the city.
- asymmetric factions — Each of the four factions plays a completely different game.
- bag builder — The red Grendel faction is a bag builder.
- Deck Building — The purple Argent faction uses a deck building/pusher luck style game.
- Dice Placement — The green mob faction uses a dice placement game.
- Push Your Luck — The purple Argent faction uses a deck building/pusher luck style game.
- Rondelle — The police faction uses a rondelle.
- Tower Mechanism — There are towers that players put aggression into, and when they collapse, a mayhem phase is triggered.
Video topics + discussion points
Quotes (from this video)
- Ooh, that looks tasty.
- The game of crime and mayhem designed by Allar Cameron and Senfung Lim and published by Off the Page Games.
- This is a game that is based on the graphic novel series Gindle, which is a kind of dark game of well, crime because Gindle is not a hero. He is an assassin crime lord type guy.
- All four factions will always be present even if no one is playing them.
- Each of the four factions plays a completely different game.
- The Kuragrass are those towers. I don't understand how they work, but what they do is they give you this intense I don't know when things are going to happen.
- The teaching of the game can feel a bit belored and long because you have these four completely different games that are going on.
- This is not just another area control game. This is not just another worker placement game. They're constantly doing something different and something unique and that is really cool.
- Asymmetric. Woo! There is a very tight, very clean game underneath there, which I really do appreciate.
References (from this video)
- Romy Cub
- Universes
- Memoir 44
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love a bring and buy.
- Open gaming is not the UK Games Expo's strong suit.
- If you want to play games, walk past the Viking village.
References (from this video)
- Unique and engaging mechanics
- Highly asymmetrical and distinct factions
- Good replayability due to faction variety
- Well-implemented solo mode
- Rules are easy to understand
- Area control mechanics with interesting scoring at end-game
- Players are often playing 'bad guys', which might not appeal to everyone.
- The game is fast-paced, which might be a drawback for those expecting longer area control games.
- Urban fantasy with crime and supernatural elements.
- A messed up world with various factions like assassins, werewolves, mob, and police in New York.
- Based on a graphic novel
- Harrow County
- Core of Discovery
- The Wolves
Mechanics (from transcript analysis)
- Action Tower — A unique mechanic involving dropping 'aggression' tokens into towers which can cause pieces to fall and trigger events.
- Area Control — Players compete to control different regions.
- Bag Building — The Grindle faction uses a bag building mechanic.
- Deck Building — The Argent faction uses deck building.
- Dice Placement — The mob faction uses dice placement.
- Polyominoes — The 'Press' expansion uses polyominoes.
- Push Your Luck — The Argent faction uses push your luck mechanics.
- Rondel — The police faction uses a rondel mechanic.
Video topics + discussion points
Quotes (from this video)
- So if you can't actually get more than 10 points with this thing, then you've just killed yourself.
- And like Will was saying, the the idea of dropping your aggression in there and never knowing when it's going to whenever it's going to sort of fall over was a very fun element of not knowing when it's going to trigger off and when you're going to have to resolve that section of it.
- I don't like flip seven. I said it. I wasn't sure if you're going to keep it on there or not. And to each their own really. And there's nothing to be ashamed or feel bad about because I had actually funny enough on my Instagram when I posted a video recently about Flip 7 and the person was almost apologetic for not liking Flip Seven.
- Don't be that [ __ ] who's like, well, that game's terrible. I just Yes. I hate I hate that guy. I and I try I've been trying very hard not to be that person because like they just bought this thing like it's not like it's you know oh gosh what what do you guys think about it good pros and cons or whatever. No I bought this I'm excited it's like well sucks to be you enjoy that misery you know I hate that.
References (from this video)
- Lost twice to Mark
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is going to be a bumper issue.
- Builders of Bow's Gate, designed by Matthew Dunston, published by Whiz Kids, who have been clients of mine for many years.
- Unfortunately, some of the wording on some of the cards made us think that a certain thing worked a particular way.
- For me, not really. And Builders of Balders's Gate is in the same category.
- It actually felt quite thematic, especially with the with the boss fight at the end.
- It is still my favorite game in the genre of fantasy cooperative adventure games.
- And for me, like I've said most months, I prefer it to Gloom Haven.
- I had this game where at the point I could have ended the game and scored over a hundred, I think the next highest player was on about 40.
- So, I would say if you do play spellbook, try not to go for the rush end by just putting things on your thing.
- Let the game breathe a little bit and let everybody get a few spells because it's a it's a much more much more interesting game.
- So, as of this morning, we are on 1,182 Patreon supporters.
- Unfortunately, that means it's dropped since last month.
- And I will be absolutely honest with you here. You know that I'm a very emotional person and I take a lot of things personally.
- So, let's try and get 1,200 patron supporters.
- Please don't think this is me begging for money or trying to guilt you into supporting me or anything like that.
- So, we've made three donations to charity at £500 each.
- So huge thank you to Phil for not just providing us with the panels, but for all of the technical support that he's given us with regards to our sound issues that we've been having in the new studio.
- On screen now is a list of all of the people who started supporting me on Patreon since the last video log.
- I dread to think how long this video is.
- And there's going to be a bonus vlog as well.
References (from this video)
- Have not played it yet.
- The Witcher universe
Mechanics (from transcript analysis)
- collectible card game (CCG) — Described as a collectible game.
Video topics + discussion points
Quotes (from this video)
- Zombie Princess is brutal. Like, it's just brutal.
- The horde is coming. You just gotta do your best to try and survive.
- It's another one of those train games where you're building routes and delivering goods.
- The economic engine in this game is really satisfying.
- Lost Ruins of Arnak is just gorgeous.
- It's a really interesting mix of worker placement and deck-building.
References (from this video)
- Enjoyed the game
- Deluxe edition
- Epox uses the same system but is considered better
- Epox
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Girl I never got around to play. When I tried to getting into solo, I don't remember when it was like a couple years ago. I try thinking I'm gonna make a solo series because that's going to be a good idea and I didn't enjoy myself too much because it felt like work.
- It's one of those where it's a very clever game. It's very good. It's just a little bit dry and a little bit long for what it was.
- I feel like I played it enough because we got to play this a couple of times, a few times uh when we got it.
- Legacies was for me too much work for the fun I had. It is a little convoluted. It's it's a it's a cool game, but it's not my kind of game.
- In a crowded market of so many tile drafting, tile placement games, we have like we have harmonies, we have spectacular, what else do we have? Cascadia, we have still have Baron Park, we have King Domino, like we have ASU, we have so many games in this category.
- But I think I would have chosen to play for example Spectacular over it.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Strange World Above the Clouds because who doesn't love a cuddle monster?
- Temple Code because I was terrible at it and I decided I need to do something about it because I was really embarrassed to play it with other people.
- hydrate, bring a bottle of water, refill it.
- don't put a lot of pressure on yourself to try and play all of the games. It is impossible.
- It's the people, right, that make the show somehow
- this whole hobby is about the people we play the games with rather than just the games.
References (from this video)
- Unique time-as-a-resource mechanic
- Engaging action selection and set collection
- Cool twist on the civ genre
- Well-organized deluxe edition
- Hard to track down due to publisher going out of business
- Solo mode has not been played by the reviewer
- Can lead to analysis paralysis
- Civilization building, time management as a resource
- Three eras
Mechanics (from transcript analysis)
- action selection — The core mechanic is action selection, with time as a cost.
- Era Progression — The game progresses through three distinct eras.
- Set Collection — Players collect different elements to build their civilization.
- Time management — Time is treated as a resource that players must manage.
- Worker Placement — Players use different types of people (meeples) like soldiers and philosophers as workers.
Video topics + discussion points
Quotes (from this video)
- I just love that resource progression.
- It the resource progression feels to me like that you start with a wheel then you get cards then you get uh spaceships right?
- The game is just way too heavy. It is insane.
- It's like a rock paper scissors. I'm building my ship this way to count to your ship. Then you should build your ship another way.
- Yeah. Because they are so heavy, right? They do take such an investment you want to like uh go through, but people were saying that that Colution was was awesome.
- I think the moral of this stream is we can call anything a Civ game if you try hard enough.
References (from this video)
- Brilliant game with phenomenal mechanisms
- Deserves more love
- Too loosey-goosey and not enough tension for two players
- Caused analysis paralysis
- Civilization game
Mechanics (from transcript analysis)
- civilization building — A civilization game with phenomenal mechanisms.
- Resource Management — Implied through the discussion of mechanisms.
- Worker Placement — Implied through the discussion of mechanisms.
Video topics + discussion points
Quotes (from this video)
- I just love that resource progression.
- It the resource progression feels to me like that you start with a wheel then you get cards then you get uh spaceships right?
- The game is just way too heavy. It is insane.
- It's like a rock paper scissors. I'm building my ship this way to count to your ship. Then you should build your ship another way.
- Yeah. Because they are so heavy, right? They do take such an investment you want to like uh go through, but people were saying that that Colution was was awesome.
- I think the moral of this stream is we can call anything a Civ game if you try hard enough.
References (from this video)
- Appealing for fans of The Witcher video game.
- Can be played quickly once familiar with the rules.
- Offers strategic depth through deck customization.
- Various faction decks provide different playstyles.
- Manual calculation of scores and effects can be tedious.
- The provided playmat is not ideal.
- Lacks the deck-building aspect found in the video game version.
- Can feel very light compared to heavier card games.
- Collectible card game combat between factions.
- The Witcher Universe
- The Witcher 3
- Assassin's Creed Valhalla (Runestone game)
Mechanics (from transcript analysis)
- Card game — Players play cards from their hand to achieve objectives.
- Deck construction — Players build their own decks from a larger pool of cards.
- Hand Management — Managing a limited hand of cards across multiple rounds.
- roll and move — Not a board game mechanic, but cards have range categories (melee, mid, long).
- Take That — Cards can have effects that directly impact the opponent.
Video topics + discussion points
Quotes (from this video)
- This is a family-friendly podcast about
- This is one of those things that I would love to have a a group where I just sit here weekly and play.
- As a board gamer, this is the system I want to play because it feels most like the board game.
- This is probably going to provide 40 plus hours of RPG content.
- This is not one of those fast playing games that you can wait for another game to finish.
- This is Rival Cities from Pegasus.
- If you have the word bouncy and cringe, how do you relate those at all?
- This is a straightforward tile lane game that accomplishes those very tasks that will get you the most points.
- It is a very simple light deduction game.
- Bert was saying is there's very much an economy of cards.
References (from this video)
- faction-based card battle with units and leader abilities
- Within the Witcher 3: Wild Hunt universe
- card battler with tactical placement and leader abilities
Mechanics (from transcript analysis)
- Card placement — Play units to the row matching their range (close, range, siege); some cards allow range choices.
- Card types — Units (with a number) and special cards; heroes (gold banner with spike) and regular units.
- Card types vs heroes — Heroes are unaffected by most effects and cannot be retrieved by medic.
- Deck Building — Standard vs advanced setup; you must include one leader, at least 22 units, up to 10 special cards.
- Deck limits and building — Standard vs advanced setup; you must include one leader, at least 22 units, up to 10 special cards.
- Deck setup and mulligan — Each player draws 10 cards; you may mulligan up to two cards, one at a time, replacing them from the draw deck.
- Gems/lives — Each player starts with two gems representing lives; you lose a gem when you lose a round and lose the game when you lose both.
- Hand Management — After mulligans, the 10 cards become the final hand and you won't draw more cards unless affected by rules.
- leader abilities — Active abilities on leader cards (spend turn to resolve); some leaders have passive abilities marked by a P.
- Mardrome and Berserker — Mardrome transforms Berserker units when discarded; Mardrome combos with Berserker effects.
- Multi-Use Cards — Units (with a number) and special cards; heroes (gold banner with spike) and regular units.
- round structure — Gwent is played in up to three rounds; the winner is whoever has the highest total strength and who wins two rounds.
- Scorch and decoy — Scorch discards the highest enemy units; Decoy allows retrieving a non-hero unit from a row back to your hand.
- Scorch effect — Scorch's opponent's strongest units may be discarded if their strength is high.
- Spies and infiltrating — Spy cards go to opponent's side; you draw two cards and the strength counts towards the opponent.
- Summon and side deck — Summon cards have on-discard effects; some transformations occur, and such cards begin in a side deck.
- Tight bonds and morale — Tight bond multiplies strength for matching units; morale boost adds strength to other units in the same row.
- turn-based play — Each round is played in turns starting from the first player and alternating.
- Weather and horns — Weather cards affect certain rows by setting unit strengths to one; Commander's Horn doubles strengths in a row.
- Weather types — There are different weather cards (biting frost, impenetrable fog, torrential rain, etc.) impacting specific rows.
Video topics + discussion points
Quotes (from this video)
- Gwent is played in up to three rounds, and each round is played in turns, starting from the first player and going back and forward.
- The aim of a round is to have the highest total strength of units on your side of the battlefield.
- Whichever player wins two rounds out of three and destroys the opponent's final gem will be the winner.
- These 10 cards are now your final hand.
- You can mulligan these one at a time.
- There are two types of cards you might have in your hand.
References (from this video)
- Shines at three and four players.
- Different factions play very differently.
- Unique tower mechanism for aggression and scoring.
- Accessible yet deep gameplay.
- Great combo potential with upgrades.
- Hidden information in scoring areas.
- Two-player game is good but not as dynamic as higher player counts.
- May have triggered scoring early in Manhattan.
- Losing card abilities when discarding for aggression can be a bummer.
- Crime and mayhem, factions vying for control of New York City
- New York City
- Root
- El Grande
Mechanics (from transcript analysis)
- Area Control — Players compete for presence and control in different city neighborhoods.
- Bag Building — Grenle is described as a bag builder where players draw tokens from a bag to perform actions.
- Dice allocation — The mob faction uses dice allocation to determine available actions.
- Hand Management — Players manage cards drawn for use during specific phases of the game.
- Push Your Luck — The Argent faction utilizes a push-your-luck mechanism with action cards.
- Rondelle — The police faction uses a rondelle mechanism, moving cars around a track to take actions.
- Set Collection — Players collect cards and tokens to use during the mayhem phase for combat and other actions.
- Worker Placement — Implied through placing tokens and figures on the board to claim areas and take actions.
Video topics + discussion points
Quotes (from this video)
- Friends, I love this game. Grenle has been a hit. I really enjoy it.
- It's the different factions, the asymmetric, um, um, play.
- Such a terrific game. Again, I would highly recommend you checking it out at three or four if you can.
- I really like that because it reminded me of Al Grande in this sense, right?
- So, um, I should also mention there is a solo mode as well.
References (from this video)
- The asymmetry in factions and mechanics is a key strength.
- The tower mechanism for triggering scoring is unique and creates tension.
- High replayability due to varied factions and scoring.
- Good design with layered mechanics that still create tension.
- Solid idea overall.
- The push-your-luck element might not appeal to all players.
- In a two-player game, dummy pieces are used, which function as obstacles to overcome.
- vigilante assassin
- city
Mechanics (from transcript analysis)
- Area Control — Players are looking at the main board and thinking it's an area control game, and it is described as kind of like an area control game.
- asymmetry — There's a lot of asymmetry that starts with what players are doing on the board and kicks in with the player factions, which play completely different.
- Bag Building — Grenle has a bag building mechanic where players pull chits out of a bag to activate powers and can upgrade these.
- Dice Placement — The mob faction uses dice placement, where players roll dice and then place them to take actions.
- Dropping/Timing Mechanism — Aggression tokens are dropped into towers, and when the tower reaches a certain threshold or weight, it triggers a 'mayhem phase' which involves scoring the region. This mechanism is compared to Don't Break the Ice and Kerplunk.
- Hand Management — Cards in the mayhem phase are multifunctional: they can be played for effects, costing aggression, or discarded to gain more aggression.
- Push Your Luck — Argent uses a push-your-luck element with a deck of cards where players flip cards with actions and a number of skulls; busting on four skulls means losing bonus abilities.
- Rondel — The police faction uses a rondelle mechanic, placing police cars on the rondelle to take actions in adjacent sectors.
Video topics + discussion points
Quotes (from this video)
- The asymmetry and the way those tower works I think are probably the two big stars of the show.
- I've seen asymmetry. I've never seen a timer mechanism like these towers.
- It should be noted that there is a fifth faction too that's going to be available in the campaign. I think they're the news, the press basically.
- And the fact that they were able to layer these different mechanics on top of each other and still have a very tense game where everyone's trying to do such different things.
References (from this video)
- Scales incredibly well; great solo support
- AI opponent runs smoothly and competes realistically
- Strong city-building mechanistic core
- Not highly ranked on People’s Choice; solo mode under the radar
- city-building and territorial control via area majority
- abstract city-building with regional influence in multiple colors
- highly strategic yet streamlined urban development
Mechanics (from transcript analysis)
- Area Majority — Score by controlling large regions via influence and placement.
- Tile Placement — Cards and tiles are used to place and upgrade city tiles, representing regional influence.
- Tile placement with TI (tiles/influence) — Cards and tiles are used to place and upgrade city tiles, representing regional influence.
- two-player efficiency — Scales well and plays smoothly at two players; AI is integrated for solo.
Video topics + discussion points
Quotes (from this video)
- it's crazy it sounds downright ridiculous but it's incredibly fun
- Time Track in order to determine turn order
- zombies are represented by wooden cubes
- the solo mode is very well done
- it's wild and crazy and swingy and really leans into the pirate theme
- you can screw yourself over you can have just an absolutely horrendous game
- it's one of my favorite rolling rights
- cooperative pick up and deliver puzzle that is deceptively crunchy
- this auction system is brutal but incredibly satisfying
- the zombies feel scary the system is just incredible
References (from this video)
- The Witcher license and theme appeal to fans
- Overhyped, luck-based with no progression; poor quality components in this edition
- Card battler, luck-based draw
- Fantasy card game in Witcher universe
- The Witcher-inspired, competitive
- The Witcher 3
Mechanics (from transcript analysis)
- card hand management — Draw and play cards; no progression in official version.
- Open information vs luck — Total luck due to draw order; no progression to mitigate luck.
- Push Your Luck — Total luck due to draw order; no progression to mitigate luck.
Video topics + discussion points
Quotes (from this video)
- I was really surprised of how much fun we had with this.
- it's the worthy recipient of our best party game of 2025.
- This is hands down the best two-player game that we played last year.
- it's a stunning masterpiece.
- it sucked ass.
References (from this video)
- Strong thematic integration with the Grendel IP
- Engaging solo mode with distinct bots (e.g., Argent) and enemy NPCs
- NPCs provide meaningful shields and scoring dynamics
- Tower/aggro mechanic creates tense, player-interactive pacing
- Prototype rules are still being refined
- Bot swinginess and randomness can heavily influence outcomes
- Balancing across factions may be challenging in early protos
- asymmetric faction battles in a crime-underworld setting with Grendel-inspired lore
- Manhattan, Queens, and Brooklyn during an underworld power struggle inspired by the Grendel IP
- noir, urban fantasy with antihero antagonists
- Root
Mechanics (from transcript analysis)
- Area Control — Tokens are placed to control districts; towers serve as scoring and aggression reservoirs.
- area_control — Tokens are placed to control districts; towers serve as scoring and aggression reservoirs.
- Asymmetric Mechanics — Each faction has unique scoring methods and actions; Grenle and Argent are the core factions with distinct abilities.
- asymmetric_factions — Each faction has unique scoring methods and actions; Grenle and Argent are the core factions with distinct abilities.
- deck_upgrade — Bots (and players) can upgrade decks; skulls and upgrade cards modify future draws and actions.
- lure_dash_move — Special actions like dash and lure allow moving and influencing distant spaces or multiple tokens.
- mayhem_phase — Players draw mayhem cards to determine actions; skulls can cause penalties or truncated bonuses.
- shield_mechanic — Tokens can be shielded; destroying shielded tokens requires multiple hits or specific actions.
- solo_bot — A programmable solo bot mirrors faction behavior and executes multiple actions per turn.
- token_and_tower_mechanic — Aggression tokens fill towers; when a tower 'pops', tokens are spent to perform actions in that area.
Video topics + discussion points
Quotes (from this video)
- The solo mode works really smoothly.
- I think this game is really, really cool.
- This game is really great.
- The NPCs are basically your shields in this mode.
References (from this video)
- IP familiarity for Witcher fans
- feel of a video-game adaptation that doesn’t work well in person
- does not translate the Witcher feel to a tabletop experience
- Card drafting/collection with Witcher IP
- The Witcher universe as a tabletop card game
- IP-driven, competitive
- The Witcher (video game)
- Pandemic (as a system reference)
Mechanics (from transcript analysis)
- Card Drafting — Deck-building/drafting principles adapted to a tabletop card game.
- IP adaptation — Attempts to translate a Witcher video game/card-game vibe to a board setting.
Video topics + discussion points
Quotes (from this video)
- I don't love the game, but it is it's one of those things where if the game looked different, had a different theme, (or) presentation, it may well have made it into my collection.
- It looks flat. It looks almost like bad clip art.
- It's basically a video game adaptation that should have been adapted and wasn't.
- I bounced hard off Anachrony.
- I would rather just play Small World.
References (from this video)
- unconventional interaction and table talk
- unique balance of cooperation and competition
- rules heavy for new players
- dining intrigue and trick-taking interplay
- dinner party with distributed roles
- cards influence alliances and scoring through clever placement
- Popular
- No Loose Ends
Mechanics (from transcript analysis)
- hand partitioning — cards act as both suit and numerical influence
- two-person per-turn drafting — split-hand/trick interactions with partner alignment
Video topics + discussion points
Quotes (from this video)
- "one of the most underrated, most thematic trick-taking games out there"
- "cooperative trick taking game, but there's a hidden trader"
- "neat connection between its theme and its mechanisms"
- "this is not a persuasive essay to convince you that arcs is a trick-taking game"
- "Skull King is one of those games where every round has a big moment"
References (from this video)
- Asymmetric gameplay
- Neat weight-based interaction between components
- Striking component design and potential thematic integration
- Asymmetric, token-based area majority with a weight-triggered popping mechanic
Mechanics (from transcript analysis)
- Area Majority — Players compete for control of regions on the board.
- Asymmetric play — Players have different roles or abilities, driving divergent strategies.
- Token placement with weight triggering — Tokens are placed and weight accumulates, triggering a payoff or event.
Video topics + discussion points
Quotes (from this video)
- An asymmetric game. Everyone's playing slightly differently.
- The mix looks to have a very different kind of style and aesthetic.
- I adore that theme so much.
- I'm optimistic that 2026 will be a fantastic year in board games.
References (from this video)
- potentially strong thematic integration
- varied strategic options
- early availability and clarity may vary
- not as widely known as other titles
- multifaceted historical themes with a strategic overlay
- historical or cultural focus, depending on the edition
- historical-cultural strategy
- Colony
- Colonialism
Mechanics (from transcript analysis)
- Area Control — control regions to gain influence and resources.
- Variable player powers — each faction has unique abilities affecting strategy.
Video topics + discussion points
Quotes (from this video)
- "There is a golden age of gaming for every taste; the challenge is standing out as a publisher."
- "A game needs a soul; polish should not erase character or narrative voice."
- "Gateway games can turn people away from the hobby if they imply other games are beyond reach."
- "Rulebooks are the first impression; getting them right matters more than most other components."
- "The journey matters more than simply harvesting victory points."
References (from this video)
- Asymmetric gameplay
- Unique character mechanics
- Dynamic board interaction
- Interesting scoring system
- Complexity might be challenging for new players
- Many rules to learn
- Crime and urban conflict
- New York City
- Comic book-inspired
Mechanics (from transcript analysis)
- Bag Building — Players draw and place chits on tracks to perform actions
- Dice allocation — Mob player rolls and allocates dice to perform actions
- Push Your Luck — Argent player draws cards and manages skull risk
- Rondel — Police player moves squad cars to take actions
- Rondelle — Police player moves squad cars to take actions
Video topics + discussion points
Quotes (from this video)
- Each character has a way of upgrading their abilities
- Everything leading up to each mayhem phase is just considered to be planning for this very moment