The smartest minds of our generation are gathering together at the Great Science Fair. Everyone's been working hard on their creations, but only one will be crowned champion. Contestants have to think on the fly to build their machines quickly and efficiently. Whose project will be the best?
In Gizmos, you win the game by gaining victory points from building engines. And engines help you get things done faster. Whoever builds the greatest machine and collects the most victory points wins!
At the beginning of the game, you have 4 actions:
File : Put a card in the public to your Archive, allow you to build it later.
Pick : Take one energy marble from the 3D marble dispenser, to your storage.
Build : Build one machine and put it on action! You have to pay the marbles with colors corresponding to the card cost.
Research : Draw some cards, and you can then File or Build one of the drawn cards. The rest go to the bottom of their deck.
Machines give you victory points, and allow you to do more actions when conditions are met. As you build, new attachments can trigger chain reactions, letting you do even more on your turn.
- tactile experience
- excellent engine building
- perfect filler
- satisfying feel
- no expansions available
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is my most played game of the year
- It is the perfect engine builder
- absolutely adore this game
- one that instantly I fell really hard for it
- would absolutely watch Oathsworn the HBO series
- the story and the setting is that rich
- for me the epitome of what a thematic game can be
- every click of the clock matters
References (from this video)
- clever engine-building with approachable rules
- high-quality components
- some may find the theme a little light
- student/engineer tinkering
- Abstract, machine-building
- playful
Mechanics (from transcript analysis)
- engine-building with toy-inspired components — players assemble a gadget-building tableau using quirky pieces.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Totally love this game
- Similar to Potion Explosion but deeper
- More in depth
- Lots of fun
- Building gadgets and chain reactions
- Marble machine gadgets
- Mechanical themed
- Potion Explosion
Mechanics (from transcript analysis)
- Chain reactions — Build chains of actions
- Marble mechanics — Marbles come out and create combos
- tableau building — Build tableau of gizmo cards
Video topics + discussion points
Quotes (from this video)
- Agricola is one of those games that you just got to have in your collection if you like euro style games
- Porta is one of my favorite underrated games
- Broom service I absolutely love food service one of the coolest mechanics in board games 100 percent recommend this game it is a hoot
- Barron Park is my favorite polyomino Tetris in a board game game
- Orleans is a top 5 game for me period just one of my favorite games to play ever
- Power grid this was the game that got me into board gaming y'all
- Seven wonders this is a modern-day classic
- Betrayal at house on the hill every game is different
- King of Tokyo one of those games that you have to have in your collection
- If you like board games one or percent recommend this game
References (from this video)
- Appears visually appealing; motivated by marble-drop mechanism
- Instilled impulse purchase curiosity due to aesthetics
- Limited stated info on actual gameplay depth in transcript
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Kia ora Lotou and welcome to my shelf of Shame update for July 2019
- it's ballooned up to about 25 at the moment
- this is the mechanically most complex game in the set
- I really should give it at least one go over
- this ties into that whole getting a campaign together exactly we want it to play the whole damn thing
References (from this video)
- Engaging engine-building with action chaining
- Thematic science fair flavor and marble dispenser aesthetic
- Increased replayability over Splendor due to engine combos
- Family-friendly and accessible while offering hobbyist depth
- Card abilities feel basic and repetitive after multiple plays
- Some potential balance/variety might be limited
- Not all players may find the heavier engine depth appealing or necessary
- Inventing gadgets through a chained engine
- Science fair competition in a modern era
- analytical/enthusiastic review
- Splendor
Mechanics (from transcript analysis)
- Action drafting and allocation — Take and spend actions to draft gizmos, manage energy, and build gadgets.
- Card drawing and building — Draw from gizmo deck and build new gizmos for more benefits.
- Engine-building and chaining — Gizmos grant effects that chain with other actions to create combos.
- Resource management with marbles — Dispenser marbles of different colors supply resources; colors matter for conversions.
Video topics + discussion points
Quotes (from this video)
- I would very much rather play this than splendor
- this game hits two ends of the spectrum: family-friendly and hobbyist depth
- engine building... chaining effects... it's really cool
References (from this video)
- clever mechanism mashups
- tightly designed and accessible
- pieces can be a bit fiddly for some players
- engine-building through gizmos
- factory-like gizmo creation
- clever, gadget-driven theme
Mechanics (from transcript analysis)
- bag-building — draw marbles from a bag to acquire gizmos and bonuses
- dice drafting / resource draft — select marbles to fuel gadget construction
Video topics + discussion points
Quotes (from this video)
- "this is a very welcoming and very friendly community"
- "no bs and no tolerance when it comes to toxicity"
- "you should actually say to you welcome back because you were on season one episode two"
- "we really want to create and what we strive to do is create a welcoming inclusive space for everybody"
- "it's a very welcoming awesome group"
References (from this video)
- family-friendly
- engaging engine-building with lots of card interactions
- energy experiments and tinkering
- mad-scientist energy engine laboratory
- engine-building with colorful components and icons
Mechanics (from transcript analysis)
- energy tokens / dispenser mechanics — cards require energy, energy types and a dispenser-based setup
- engine-building — build an engine from cards to generate effects and energy
Video topics + discussion points
Quotes (from this video)
- it's easy to learn it's fun to play and it's easy to teach
- I can flip up that rulebook in five minutes I'll be caught up like that
- it's my all-time favorite rolling right now
- tell your story as you're doing it so you have your hero cards
- it's one of those games you want to save for Halloween or like a late night
References (from this video)
- engine-builder feel; satisfying progression
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best two-player games ever
- it's not amazing it's just fun
- it's an amazing deduction game it's really hard to get
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a lifestyle it's a lifestyle we've just committed
- we're all human
- stay positive don't let the travels of this country get you down
- we want everybody to be at the table contributing at that table
- this is a tall order
- we're counting down this is 20 and 21
References (from this video)
- Accessible entry into engine-building
- Fast, satisfying action cadence
- Clear from the player perspective how systems interlock
- Theme can feel abstract to some players
- Subject to diminishing returns for heavier players over time
- Inventive tinkering and gadget construction
- Abstract engine-building world focused on gadgets
- Mechanistic puzzle-driven
- Aquatica
- Reef
Mechanics (from transcript analysis)
- engine-building — Assemble gadgets in a sequence to unlock effects and chain actions
- Marble/ball-dispensing mechanic — Collect marbles to activate gizmos and trigger abilities; marbles act as a fuel for engine-building
- Resource management — Manage a hand of gizmo cards and marble resources to maximize throughput
Video topics + discussion points
Quotes (from this video)
- Gizmos is my favorite uncomplicated game.
- I want to understand why stuff works and how to pull levers in a game.
- I don't play to win. I'm playing to explore.
- Grow bold or die, my friends.
- There are so many games out there.
References (from this video)
- deep engine-building and decision space
- potential complexity for new players
- science / invention, engines
Mechanics (from transcript analysis)
- engine-building / dice-driven — dice-driven engine building to optimize actions
Video topics + discussion points
Quotes (from this video)
- they are kaput they're gone
- the rights of the game has reverted back to the designers
- this expansion sounds neat
- expansion fatigue
- as long as I get to just shout boy all the time then I'm good to go
- I'm looking forward to cool things happening in the board gaming community
References (from this video)
- Engaging gadget-building loop
- Accessible rules for new players
- Visually appealing components
- Thematic depth is light
- Can be fiddly with tracking bonuses
- engine-building, gadget construction, marble drafting
- A whimsical factory world where gizmos are built via marble-driven mechanics.
- abstract
- Baron Park
- Potion Explosion
- Planet Unknown
- Clank Catacombs
Mechanics (from transcript analysis)
- bag-building / marble drafting — Marbles are drawn and used to activate gizmos; marble colors and costs influence future builds.
- engine-building — Players assemble gizmo cards to create an efficient personal engine scoring bonuses and end-round rewards.
- hand management / set collection — Players file, save, or build gizmos from a hand to maximize scoring and chain bonuses.
Video topics + discussion points
Quotes (from this video)
- Gizmos is one of my all-time favorites.
- Baron Park is all about efficiency.
- If you're not cheating, you're not trying.
- Baron Park is all about efficiency, and the bears are watching.
References (from this video)
- Fun thematic gimmick
- Accessible than some heavier engines
- Appreciation hinges on tactile play
- Some find setup fiddly
- Futuristic factory
- Toy-like gadget-building
- Abstract
Mechanics (from transcript analysis)
- Dexterity/stacking — Stack gadgets or gizmos to create chains of effects.
Video topics + discussion points
Quotes (from this video)
- it's important to think about my health as well
- i need to take a break
- it's only a game
- think of your health particularly in this day and age
- take care and remember it's only a game
References (from this video)
- fun, accessible family weight
- strong theme and visuals
- rule clarity can vary by player
- gadget construction and engine-building
- Laboratory gadget workshop
Mechanics (from transcript analysis)
- Gadget drafting — Draft gadgets to place on a central grid.
- Pattern Building — Assemble patterns to maximize scoring.
Video topics + discussion points
Quotes (from this video)
- welcome to the winner announcement of our huge 12 Days of Christmas collection giveaway
- we've got a nice spreadsheet set up for logistic purposes
- thank you so much to Bruiser for reminding us that yes our sick kids link is still live
- two count them two bonus prizes
- you will have two weeks to get back to us
- thank you everyone for being so honest about that and helping us out
References (from this video)
- Deceptively deep engine-building interactions.
- Huge variety of gizmo cards and effects.
- Tactile, satisfying marble dispenser component.
- Fast-paced with a lot of moving parts and combos.
- Can be data-heavy to track all effects for multiple gizmos.
- Endgame momentum can leave late starters behind.
- Not ideal for players who dislike memory load.
- engine-building and gizmo drafting
- A lively science fair where contestants build and showcase machines
- light, playful, tactile, kid-friendly
- It's a Wonderful World
- Potion Explosion
Mechanics (from transcript analysis)
- action_selection — Each turn you will take one of four actions on your action board.
- card_drafting_and_building — Draft gizmos and manage gizmo cards via file and build actions.
- costs_and_conversions — Gizmos have costs; converters can modify costs or turn marbles into other colors.
- end_game_condition — End when a player builds a fourth level gizmo or reaches 16 gizmos.
- engine_building — Gizmos create chain reactions; combinations drive engine power.
- marble_drafting — Draft marbles from the dispenser and place them in storage.
- set_storage_and_upgrades — Storage limits and upgrades modify how many marbles/gizmos you can hold.
- tactile_components — Physical marble dispenser and other components contribute to the game feel.
Video topics + discussion points
Quotes (from this video)
- Gizmos is a deceptive little game that looks kid-friendly and bright with its plastic marbles and toy-like dispenser
- which is not to say the rules are complex, they aren't the complexity in gizmo comes from the interactions between the cards you play
- the best thing about this game is the crazy amount of chained actions you can pull off it's good times
- however if you are someone who hates holding a lot of data in your head at once gizmos might not be for you
- plus i have a soft spot for games with a tactile element dipping into the marble dispenser is just fun
- it's a game for people who want something fast paced but with a lot of moving parts
- Gizmos could use one extra gizmo
References (from this video)
- Engine building mechanics
- Cheap acquisition
- Haven't played yet
- engine-building
- Potion Explosion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the fastest-growing boardgame community in the world
- I'm a big fan of Kitchen rush
- why isn't this an everybody toy store this should be sold alongside uno
- I think one of the best low-complexity games over the plate
- my favorite board game reviewer is a channel called alas board games
- so bloody good game
- wow this is I should have played at ages ago
- reckoners is really cool game
- this is a fabulous looking game real-time submarine warfare game
References (from this video)
- impressive production with a marble-based aesthetic
- clever card chaining provides satisfying combos
- deep engine-building feel for a mid-weight game
- slightly solitaire in feel with limited player interaction
- steep learning curve for newcomers to engine-building
- longer playtime relative to lighter filler games
- puzzle-engine with marble dispenser
- engine-building workshop with marble-based energy
- abstract puzzle
- Splendor
Mechanics (from transcript analysis)
- engine-building — cards and marbles interact to create a more powerful play engine each turn
- marble dispenser and energy management — marbles are used to power actions and create card-chain synergies
- set collection and conversion — collect cards that enable color converters and upgrades
Video topics + discussion points
Quotes (from this video)
- this is one of my favourite rolling right games
- it's so simple idea and it works brilliantly
- amazing production with all these marbles
- the combinations are what separate winners from losers
- the simultaneous like action selection and the artwork is stunning as well
- you could play it with as many players as you want really