In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor's favor. Only then will your café become the Grand Austria Hotel.
The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff.
But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win.
With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.
- Satisfying cycle of recruitment, seating, and provisioning
- Rich interaction with staff cards and the Emperor/power track choices
- Paced, crunchy decisions with satisfying payoff
- Initial misinterpretation of some staff icons can lead to rule-cheat moments if uncorrected
- Tighter margins on rounds require careful planning in play order
- Hotel management and guest experience
- A bustling hotel where guests are recruited, slotted, and served
- Thematic with an emphasis on operational efficiency and guest satisfaction
- Lorenzo Magnifico
Mechanics (from transcript analysis)
- dice drafting — Roll and assign dice to perform various actions tied to staff and rooms.
- Resource management — Balance resources (money, staff, rooms, and upgrades) to optimize scoring.
- worker/guest management — Assign guests to rooms and fulfill their needs through a sequence of actions.
Video topics + discussion points
Quotes (from this video)
- the placement restriction right is you either have to play next to a building of the same color or next to a road
- this game it was everything I wanted from it
- we were able to try it twice and it was fantastic
- the variability that I could want
References (from this video)
- one of Mike's favorite games
- Dallas and Jeff got crushed by Mike
- hotel management
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- chef's kiss if you're wondering how many times I said and that's dallas
- you want to know what dice town is it's the freaking best game ever
- the fabulousness that is Dice Town
- if you like camel up uh but want like a more quick condensed version uh check out Full Throttle it's so so good
- and surfacea orus Max MH have immediately skyrocketed up my trick-taking list
- man any convention where you can sit and play Kuba twice
- any convention where you can sit down and play dominant species and Kuba Libre and you can just like get after it
- it is Criminal how ugly that game is but my God it good it's good
- I love little weird card games man
- the Ubers were kind of expensive uh but the hotel does have everything that you need
- 10 out of 10 10 out of 10 10 out of 10 trip
- we're obsessive over BGG cons now
- coming back from that convention just so reenergized re-energized
- amazing amazing amazing people in this hobby
- there's like a million different places to play games there were like all over the hotel
References (from this video)
- excellent two-player experience with unique snakes-turn order
- engaging engine-building and dice-drafting
- thematic surface may feel light for some
- staffing, guests, and employee management
- hotel management with dice-driven actions
- engine-building with dice drafting
Mechanics (from transcript analysis)
- Dice drafting / engine-building — dice pools determine actions; more dice mean stronger actions
Video topics + discussion points
Quotes (from this video)
- I think Concordia is one of the best games ever made, full stop
- two players it works extremely well because the downtime is gone
- it's a brain burner game
- the tension in the two-player game is great
- loads of content to explore, tons of replayability
References (from this video)
- strong euro design with depth and personality
- works well at multiple player counts
- some player counts can drag if turns stall
- theme doesn't weave as tightly as some thematic euros
- hotel management, guest satisfaction
- Vienna, grand hotel and guests
- puzzle-driven euro with personality
- Bruges
Mechanics (from transcript analysis)
- dice drafting — dice determine available actions; number and color influence options
- Set collection / end-game scoring — collect rooms and guests for victory points
- worker/employee management — assign staff to rooms to fulfill guest needs and scoring
Video topics + discussion points
Quotes (from this video)
- it's delightful it's so beautifully illustrated such a nice production
- we played Isle of Cats a lot with my wife through lockdown
- Serrano is a rhyming game
- it's hilarious
- this game is absolutely you know desperately needs a reboot
References (from this video)
- thematic and visually appealing
- easy to teach yet offers strategic depth
- dice drafting is restrictive
- length can be a factor at higher player counts
- hospitality, service, and dining as gameplay
- Viennese hotel, late 19th century
- light, whimsical but with strategic depth
Mechanics (from transcript analysis)
- dice drafting (snake draft) — Draft dice in a snake order to determine actions each round.
- dice-based action selection — Choose dice outcomes to serve guests and manage rooms.
- starting/progression cards with special abilities — Initial and future abilities modulate player options.
Video topics + discussion points
Quotes (from this video)
- it's a filler type where you are drawing cards and you're trying to curate a hand of cards where everything synergizes well with each other
- the heart and soul of that is realms and that is why Naveen dislikes it is why i really enjoy it
- gosh the dice selection is so restrictive
References (from this video)
- Strong worker placement economy with engine-like chains
- Some players may find the chain activation flow not as tight as purer engine builders
- Lorenzo Magnifico
- Golem
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- Thematic gameplay
- Interesting staff card mechanics
- Satisfying hotel building
- Excellent reference book
- Limited player interaction
- Moderate complexity
- Hotel management
- 19th-20th century Vienna
- Economic strategy
- Troyes
- Tiletum
Mechanics (from transcript analysis)
- action selection — Players choose actions based on dice placement
- dice drafting — Players select dice to take actions with varying strengths
- Guest management — Drafting and serving guests in hotel rooms
- Staff recruitment — Hiring staff with special abilities
Video topics + discussion points
Quotes (from this video)
- Grand Austria hotel is the most European sounding game imaginable
- The best thing about this game is the reference book
References (from this video)
- Crunchy decisions, thematic depth, beautiful components
- Fiddly setup and scaling can be heavy for some groups
- hospitality and service economy
- Viennese hotel management circa turn of the century
- elegant, competitive engine-building
- Lords of Waterdeep
- Burgle Bros
Mechanics (from transcript analysis)
- resource management / end-game scoring — balance guests, staff, and rooms for efficiency
- Worker placement / action selection — players assign actions to recruit staff and manage rooms
Video topics + discussion points
Quotes (from this video)
- Cartographers my favorite part is monsters
- you score a rhubarb pie out of all pies
- I learned something today thank you
References (from this video)
- dice rolls affect everybody equally, reducing punishments from randomness
- multiple paths to victory create strategic depth
- turns are tense, brainy, and satisfying
- space can feel punishing when luck shifts heavily
- theme might feel mechanical to some players
- dice-driven, shared-puzzle hotel economy
- Vienna hotel management
- thematic but mechanically focused
Mechanics (from transcript analysis)
- dice placement — Dice are placed to perform hotel-related actions; randomness is shared among players.
- engine-building — Chains of actions allow chaining of turn orders and scoring opportunities.
- resource/room management — Guests, rooms, and services provide points and incentives for the engine.
Video topics + discussion points
Quotes (from this video)
- Blocking becomes super important because you can only build roofs and pillars so many times during the game.
- There's a ton of mind games involved in this game.
- The dice rolls affect everybody equally. So, we both have to work with the same puzzle.
- It's tense, it's brainy, and it's super satisfying.
- I don't understand why it's not up there with the likes of Brass, Terrammystica, Bough Island, even a bunch of other big strategic games.
- For me, it is Magnum Opus and it deserves all the credit in the universe.
- This is my favorite co-op game of all time and I believe it's the best two-player co-op experience ever.
- There are multiple ways to win and the exploration of discovering new scoring methods is thrilling.
References (from this video)
- Accessible entry for families
- Strong thematic cohesion
- Solid engine for multiple plays
- Can be punishing for first-time players due to planning depth
- Hospitality management, resource allocation
- A Vienna-inspired hotel empire with guests and staff
- Euro-style, thematic and planning-heavy
- Splendor
- Artifacts, Inc
Mechanics (from transcript analysis)
- Dice drafting / dice allocation — Roll and assign dice to actions that advance rooms and staff in the hotel.
- Resource management — Gather and spend resources (workers, actions) to build rooms and fulfill guest demands.
Video topics + discussion points
Quotes (from this video)
- it's the two kids from the hobby and of course to people of color
- diversity one through the door
- family play together they stay together
- this hobby is for everybody
- we want to make a difference in this hobby
References (from this video)
- Elegant theme and components
- Tight decision-making with meaningful choices
- Can be punishing for new players
- Component-heavy setup times
- service industry, scheduling, hospitality
- A stylish European hotel during a bygone era
- playful, business-like with a touch of elegance
Mechanics (from transcript analysis)
- hand management / resource planning — players manage staff, rooms, and resources to run a successful hotel
Video topics + discussion points
Quotes (from this video)
- Flamecraft as a human just let me describe them and you'll know what I mean
- Fage now Mage is that fancy foodie friend who brings a curated cheeseboard to literally every Gathering
- I nailed it
References (from this video)
- Dice-based worker placement
- Elegant mechanics
- Expansion coming via Kickstarter
- Not in top favorite list, more of a willing-to-play game
- hotel_management
- economic
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- dynamic dice drafting with meaningful choices
- strong thematic flavor and staff-card interactions
- engaging engine-building with clear tactile feedback
- dice variance can be brutal for some players
- teaching can be lengthy due to many card interactions
- dice drafting and action optimization
- hotel management in a quaint European setting
- chaotic-yet-charming management sim
Mechanics (from transcript analysis)
- dice_drafting — Draft dice values to take the most favorable actions.
- engine_trace/combos — Develop action combos through staffing and staff cards.
- multi_path_victory — Scores arise from a variety of scoring opportunities and staff synergies.
Video topics + discussion points
Quotes (from this video)
- this game does a great job of mashing together the hybrid systems of like euro games and american games
- the engine building is so satisfying
- turns in this game are extremely fast
- you can be extremely creative and clever with the way you link these clues together
- the familiarity of a game like charades is gonna instantly help other people understand the rules
- an underrated and under-appreciated family-friendly puzzle-style game
- a wonderfully put together game
- the dice being used in weird and wonderful ways
- this is a dry euro, one of the most mechanical and most mathematical games out there
- weathering the storm and overcoming all the obstacles
References (from this video)
- Adds a rich new layer and flavor through ballrooms, VIPs, and staff cards
- Expands strategic options and provides tailored strategies
- Increases footprint and table space required
- Some modules best for experienced players
- hotel management and high-society ballroom culture
- Vienna, late 19th/early 20th century hotel
- historical, flavor-driven
Mechanics (from transcript analysis)
- area control via ballrooms — ballrooms act as areas you compete for scoring each end phase
- dice drafting — draft colored dice to assign actions and trigger bonuses
- emperor track scoring — progress along emperor track provides scoring opportunities
- set collection / room-building — collect and place room tiles to complete hotel floors and earn bonuses
- staff and guest cards — staff and guest cards grant special actions and resources
- worker placement via dice — place dice in actions to hire staff and fulfill guest requirements
Video topics + discussion points
Quotes (from this video)
- let's waltz this is all about ballroom
- this expansion or this module changes the game quite dramatically and adds a new element of area control
- a real welcome addition
- loads of stuff here loads to sink your teeth into
- i think they've exploited everything they can
- loads of new staff cards including ones with a brand new mechanism
References (from this video)
- strong theme and premium production
- engaging dice economy with satisfying decisions
- initial complexity can slow first plays
- table payoff timing can be sensitive to early choices
- hospitality management and guest satisfaction
- a bustling Vienna hotel with guests and rooms to fill
- operational storytelling through dice-driven actions
- Lorenzo Magnifica
- Grail games with worker-dice mechanisms
Mechanics (from transcript analysis)
- Dice-driven actions — rounds use dice to determine available actions and their power
- guest management and room filling — players recruit guests, feed them, and assign them to rooms
- tableau building via choices — players balance food, rooms, and guest desires to maximize points
Video topics + discussion points
Quotes (from this video)
- Second Edition is just a solid in that it takes everything
- it's a brain burner
- the floor for this game is just so high
- when the wife keeps begging to pull it out you just keep saying yes
- it's the one she's always asking to play
References (from this video)
- deep puzzle design and interesting action economy
- innovative dice mitigation options
- strong puzzle feel for euro fans
- long playtime
- production/art and theme feel dated
- rearmost to remaster
- hospitality, hotel management, service to guests
- Vienna, Austria; hotel management in a historical/early 20th century setting
- puzzle-driven economic planning with dice mitigation
Mechanics (from transcript analysis)
- Action economy — optimal sequencing of actions to maximize efficiency
- contract fulfillment — fulfilling room contracts to score points
- dice drafting — players draft dice to perform actions efficiently
- Dice mitigation — mitigate bad dice rolls through choices and timing
Video topics + discussion points
Quotes (from this video)
- we're game partners for life we do not always share the same taste in games
- it's the gold standard for those types of games
- we are still married
- thanks so much for all of you who have supported us so far
References (from this video)
- Fun, accessible party-style heavy game
- Engaging table dynamics when things go right
- Not as tight as some heavier euros
- Can over-emphasize luck in some sessions
- Staffing, management, and push-your-luck hospitality
- A bustling Viennese hotel in a stylish, humorous setting
- Lighthearted with competitive tension
- Lords of Waterdeep
- Wingspan
Mechanics (from transcript analysis)
- Hand management / action economy — Careful choice of actions to optimize room fulfillment and scoring
- Luck-deterministic tension — Balancing probability and strategic planning
Video topics + discussion points
Quotes (from this video)
- the final score in this particular game was 180 to zero
- every single person at the table is having a blast right now
- best play of the year goes to age of innovation
- one of my favorite heavy games and a highlight of six-player play
- this board game is incredible
References (from this video)
- fantastic theme and tight cycle
- rapid, satisfying round flow
Mechanics (from transcript analysis)
- dice drafting — dice choose actions to manage guests and rooms
- worker placement — manage hotel operations through efficient turns
Video topics + discussion points
Quotes (from this video)
- Our goal is to bankrupt you.
- Swamp. Swamp. That's what it was.
- the cards are just beautiful with each individual bird
- pure fun and a unique vibe
- epic in scope
References (from this video)
- tight, elegant action selection
- high variability with multiple scoring tracks
- fast, satisfying two-player feel
- can be punishing if you miss key actions early
- theme is more mechanistic than thematic for some players
- hospitality and service in a historical European city
- Viennese hotel management in a grand era
- board-game realism with a flair
Mechanics (from transcript analysis)
- action selection — dice pool determines which actions are available; you draft to optimize scoring
- dice drafting — dice numbers determine action strength; players draft dice to take actions
- Resource management — balancing guests, meals, and rooms to maximize points
Video topics + discussion points
Quotes (from this video)
- three kittens in a row they'll upgrade to three cats
- this is a great two-player game it is I'm very bad at it though
- to me Dice Throne is a lifestyle game
- Undaunted is amazing
- it's such a fun puzzle when you link cards and resources
- Star Wars rebellion is Star Wars in a box
References (from this video)
- Fantastic dice drafting system
- Depth with multiple scoring routes and tracks
- Pacing can slow in longer sessions
- resource management, dice drafting, and guest satisfaction
- turn-based hotel management in a pseudo-victorian setting
- thematic, with a clear progression arc
- Lorenzo il Magnifico
- Agricola
Mechanics (from transcript analysis)
- dice drafting — Dice act as actions; more dice mean stronger actions but fewer opportunities for others
- resource and staff cards — Staff cards unlock special powers to build and service guests
Video topics + discussion points
Quotes (from this video)
- this is a really strong episode with some classic Euro games
- Trajan back to the table, a Stefan Feld classic
- one of the best games of all time
- I love the card drafting, I love the art, I love the production, and I love the gameplay
- a great hybrid between Euro mechanisms with some heavier trashy elements
References (from this video)
- tight integration of dice and planning
- clever engine-building feel
- art style may feel dated to some
- rule depth can deter new players
- hospitality management with dice-based actions
- Vienna, running a hotel
- thematic Euro with narrative flow around service and guests
Mechanics (from transcript analysis)
- dice drafting — use dice as action proxies, planning around roll outcomes
- Dice mitigation — manage randomness to optimize scoring
Video topics + discussion points
Quotes (from this video)
- The Emerald Flame was an amazing experience.
- I love a good cooperative game, but I also love a good competition every once in a while.
- This game has just the right amount of moving parts… to really benefit people that can think a few turns ahead.
- Vantage is like Breath of the Wild, but in board game form.
References (from this video)
- Deep planning with satisfying mitigation options.
- Rich theme and strong player interaction as you balance guests and emperor demands.
- Longer playtime and potentially heavy for casual nights.
- Can be visually busy; tracking all tracks may be tricky for newcomers.
- Hospitality management with pastry, coffee, wine, and staff recruitment.
- Running a bustling imperial hotel for the Austrian emperor.
- Euro-style engine with heavy planning and turn-order optimization.
Mechanics (from transcript analysis)
- dice_mitigation_and_action_selection — Use dice-based actions and staff to optimize hospitality operations.
- engine_building — Developing an efficient workflow to maximize scoring from emperor approval.
- resource_and_path_management — Balancing multiple tracks (coffee, wine, pastry) and staffing to fulfill orders.
Video topics + discussion points
Quotes (from this video)
- it's such a classic and i would highly recommend it even if you're not into anime
- this game is what a push your luck game should be in my opinion
- i love this game i love the tension that it brings with such a simple concept
- semi-cooperative games and this one is a great example of the semi cooperative genre
- the mind is a super simple cooperative card game for two to four players where all you're trying to do is place your cards in ascending order
- between two castles is semi-cooperative because that means that it's really easy to teach new players
References (from this video)
- Brain-friendly, satisfying workflow
- Smooth, conveyor-belt-esque feel
- Potentially expandable with future content
- Can become dry if mismanaged
- hotel guest management and service
- Early 20th-century hospitality in a grand hotel
- systematic, work-oriented
- Kis 1303
Mechanics (from transcript analysis)
- dice drafting / resource management — Manage dice or resources to satisfy guests efficiently.
- worker placement — Place workers to perform actions and fulfill guest requests.
Video topics + discussion points
Quotes (from this video)
- Nana is just so freaking cute.
- it's insanely frustrating
- it's a fruitful experience when everything comes together
- I freaking loved it
- Nana is just so freaking cute
- the artwork is stunning, I love card games
- Grand Austria Hotel makes my brain happy
- Sea Salt and Paper is probably one of my most played games at this point
- it's bonkers but fun
References (from this video)
- excellent two-player experience
- tight decision space and quick play
- not as strong in larger player counts (perception)
- hospitality and service economy
- Austrian hotel management
- clever, fast-paced
Mechanics (from transcript analysis)
- Resource management — manage rooms, staff, and upgrades
- worker placement — assign workers to hotel tasks for benefits
Video topics + discussion points
Quotes (from this video)
- it's absolutely Bonkers it's so easy to teach and play and it's beautiful.
- Sea Salt and Paper simple little set collection game it's great we love it
- White Castle is ... one of the craziest experiences I've had in board games
- I am obsessed with this game I'm quite literally always playing it
- Kuba Libre is my favorite coin game currently
- Dice Town is a super fun rockus dice rolling game
- Hookie is hookie when I first played it it has taken up a spot in my brain ever since
- Final Girl I am trying not to put Final Girl on every list because people get really fussy about it
References (from this video)
- strong theme and thematic coherence
- engaging dice drafting with a crisp engine
- fun interaction with guests and room allocation
- theming may be misinterpreted due to humor
- some players may find the theme a bit grim for casual play
- service industry with a tongue-in-cheek murderous twist
- hotel management with a hint of murder-themed humor
- lighthearted but thematic with crowd management
Mechanics (from transcript analysis)
- dice drafting — dice determine guest demands and actions; players manage resources to satisfy guests
- tema-driven humor and management — thematic asides color the decisions without heavy narration
- worker actions and sequencing — choose actions to hire staff, feed guests, and accommodate needs
Video topics + discussion points
Quotes (from this video)
- This is a post-apocalyptic Frozen racing game.
- I think it's Grand Austria Hotel. I assume this murder. I don't know this strusel hotel up.
- Dominion is the OG deck builder for a reason.
- This is the Gear-based timing game, Zulkin: The Mayan Calendar.
- Massive Darkness Hellscape is the best within this line for a light-to-mid-weight experience.
References (from this video)
- strong thematic immersion and tactile components
- tight engine that rewards planning
- can be heavy to teach; complex for casual gamers
- hospitality, guest needs, room allocation
- Vienna, hotel management in a late-19th/early-20th century vibe
- thematic but light
Mechanics (from transcript analysis)
- chain/loop of actions — A sequence where servicing guests enables further staff and room progression.
- resource/room management — Balancing guest demands, room availability, and upgrades.
- worker placement — Send workers to fulfill guest needs and build out rooms and services.
Video topics + discussion points
Quotes (from this video)
- Luigi is the word that you'll want to enter on that survey form for the giveaway.
- Earth is … simultaneous play … triggers something for everyone else.
- Ticket to Ride puts a beautiful tension of trying to lay trains and manage tickets.
- Quacks … the pulling out of the bag and kind of push your luck is so fun.
- Brass Birmingham is an economic network builder with canal era mechanics.
References (from this video)
- engaging use of dice to drive action economy
- thematic tension with hotel-management theme
- dice variance can affect planning
- Pioneer Days
Mechanics (from transcript analysis)
- dice drafting (as a framework for action selection) — dice pool governs actions; players select dice to power actions in a hotel-management setting
Video topics + discussion points
Quotes (from this video)
- it's really satisfying because everybody's involved in every turn of the game
- i really like games where i get income throughout the game
- a puzzle is laid out by laying out a series of cards and then we race to fit those different dice into that different orientation shown on the puzzle
References (from this video)
- satisfying puzzle balance, compact production that feels premium, thematic immersion
- some players feel the rules are dense, though compelling
- hospitality and service maximization with thematic staff and rooms
- Viennese hotel management in a classic European setting.
- flavorful but primarily puzzle-driven experience
- Lorenzo Magnifico
- Twa
Mechanics (from transcript analysis)
- dice drafting — Dice outcomes power actions; you draft and manage actions that shape your hotel operations.
- resource and room management — You manage guests, rooms, and staff to fulfill demands and maximize scoring.
Video topics + discussion points
Quotes (from this video)
- this is one of the greatest deck building board games I've ever played
- it's pure joy, pure fun
- the energy in the room when Ready Set Bet is going
- thematic immersion in Thunder Road Vendetta is spot on
- Age of Innovation feels like the definitive evolution of this family of games
References (from this video)
- Love the game they reference
- Rolling Right variant mentioned
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we are going to start streaming new characters every one a month every other Tuesday is the current plan
- we are going to be doing some really cool content around Too Many Bones in conjunction with Chip Theory games
- we also now have an affiliate link for board game Bliss
- thank you so much for watching if you like what you see sub hope to see you again soon
- we're collectors of games we love it so we do hauls
References (from this video)
- Novel turn order mechanics that feel fair across players
- High variety and replayability due to many guest/staff cards and empress tiles
- Strong, cohesive theme supported by cards and actions
- Engaging mix of dice-driven decisions and room-building strategy
- Back-to-back turns can be rewarding and tighten late-game decisions
- Downtime at higher player counts (e.g., four players)
- Heavy reliance on dice luck and scarce in-game money
- Complexity creates memory burden (hard to track many staff/guest effects)
- End-of-game feels rushed due to insufficient rounds to realize engine
- Hospitality management and guest relations within a hotel setting
- A Vienna-style hotel in Vienna, Austria, with a historical ambiance and Empress/Emperor politics influencing play
- Dice-driven engine supported by a large deck of staff and guest cards that drive thematic actions
- Voyages of Marco Polo
- TWA
- telem
Mechanics (from transcript analysis)
- Dice drafting/placement — Roll dice into pools and allocate them to slots to determine how many times an action can be taken.
- Dice re-roll/dustbin — Passing allows discarding dice into a dustbin and re-rolling to change outcomes.
- Emperor/Empress tracks — Tracks provide end-game scoring opportunities and intermediate scoring at set rounds.
- End-game scoring and round-based timing — Scoring occurs across seven rounds with points for rooms, staff, guests, and leftovers.
- Guest management and scoring — Guests assigned to cafe slots; fulfilling requests yields VP, while unhappy guests incur penalties.
- Joker action — Pay krona to take an alternative action space and use dice first- or sixes-based resolution.
- Resource management — Manage cake, strudel, wine, and coffee tokens to perform actions and pay for room tiles.
- Room tile placement — Prepped room tiles are placed orthogonally adjacent to existing rooms, expanding your hotel layout.
- Staff/guest cards — A large, varied set of cards with on-card effects that shape strategy and synergy.
- Turn order and passing — Turn order is determined by tiles; at round end the order passes left, with back-to-back turns possible via certain tile combos.
Video topics + discussion points
Quotes (from this video)
- The turn order is quite novel at the beginning of the game.
- The amount of variety in this and every time you play it's going to be completely different.
- The theme is Rock Solid.
- It's driven by dice selection.
- You may feel frustrated with this one because you're not going to be able to do half of what you want to do.
References (from this video)
- Streamlined but deep engine-building
- Tightly designed scoring combinations
- Worker placement with engine-building
- European hotel
Mechanics (from transcript analysis)
- worker placement — Acquire patrons and fulfill hotel room combos for points
Video topics + discussion points
Quotes (from this video)
- card drafting to the forefront of gaming mechanisms
- it's very difficult but again if you especially love the Lord of the Rings this is one to definitely sink your teeth into
- this really is a family weight game you can play this one with just about anybody
References (from this video)
- Good artwork by Clement Franz
- Immediately recognizable as Lookout game
- Conveys hotel management theme
- Blank space at bottom serves no purpose
- Framing style is getting old
- Avatar is passive
- Hotel management
- Vienna
- Historical
Mechanics (from transcript analysis)
- worker placement — Hotel management game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game