"This year, we want the best, or nothing at all. We don't want tradition. We want to live in the present, and the only history that is worth a tinker's cuss is the history we make today." The famous founder is standing in front of his team giving a motivational speech. "You all know our first customer was a lunatic, and the second had a death wish. So they bought our brakeless bangers. So there were a few accidents. But the only mistake is the one from which we learn nothing. This year, customers demand safety. Of course, active safety features include rapid acceleration for safe overtaking! I know it will be hard to add the new motorblock section to the factory, but before you say you cannot do something, try it! To every engineer, every planner, every mechanic, and every salesperson in this great company I say: If I can dream it, you can do it!"
Horseless Carriage is a game about the dawn of the automobile, a time when cars were invented, and no one quite knew yet what this new contraption would look like and what features would be essential. Early cars sometimes used levers or pedals to steer and a wheel to accelerate. Brakes were not always seen as essential, but sometimes an outside spot to take along an onboard mechanic was. This early, super innovative period occurs in the development of many new product categories. Players are cast as aspiring industrialists trying to find out what features the public will value when buying these new, expensive, and utterly unfamiliar horseless carriages.
—description from the publisher
- Known for big, sprawling, intricate games (e.g., Food Chain Magnate, The Great Zimbabwe)
- New Stonemaier game is a big deal for fans
- Selling automobiles in a time when the technology was new and uncertain, with potential accidents as part of business.
- The dawn of the automobile era.
Mechanics (from transcript analysis)
- economic — You're in this market to make some money.
Video topics + discussion points
Quotes (from this video)
- i know i say this a lot but there is genuinely so much tabletop news going on right now
- hawthorne is all about weaving narrative and adventure into his games
- you might as well embrace it
- what could possibly go wrong
- it looks right up my street
- i do love the theme of theme parks
- wake up sheeple
- i can't argue with sand number one it doesn't listen it's sand but also it's one of the most widely beloved play things ever
- and every day i truly like deep and in a meaningful way hate sand
References (from this video)
- industrial experimentation and early automotive development
- dawn of the automobile era
Mechanics (from transcript analysis)
- economic — the re-release of their beloved 2012 economic endeavor the great zimbabwe.
- Experimentation — players enter the motor vehicular arena as aspiring industrialists experimenting in order to determine which features the public will value when buying these new expensive and utterly unfamiliar horseless carriages.
Video topics + discussion points
Quotes (from this video)
- we've tracked the board games with the biggest gains in popularity traffic discussion sales and news this month and have compiled the top 10 into this list of games with momentum
- and this episode's first sponsor is no stranger to surprises though these usually turn out to be a dagger sunk into your back
- so it sounds like garfell games is going to give players a lot to look forward to for quite some time to come
- the publisher splatterspellin has been generating a bit of buzz recently
- the momentum of the next highest climbing game on this month's list should come as no surprise to anyone familiar with the popularity of its source material
- who among us hasn't had a potion explode
- so you know a tuesday hegemony is an asymmetric politico-economic card-driven board game
- the success of the historical brian beru rested on four pillars his victories against the vikings the favor he managed to garner with the church the alliances he forged through political marriages and his extensive expertise in decorative napkin folding
- a game that first appeared on store shelves 32 years ago kicks off our top three
- and that is how i knew i was getting older can't even remember the year i was born in
- because mars needs more scented candle stores
- so players looking to trick out their copy of the game may want to keep an eye out for these potential upcoming upgrades
- you know like outside
- congratulations you've survived to the end of this episode but there's more games to discover by continuing on to 25 board games that are available right now or one of watch it plays other entertaining and informative videos
References (from this video)
- industrial innovation and consumer feature experimentation
- dawn of automobiles; early car era
Mechanics (from transcript analysis)
- mechanism heavy euro — heavy euro design with multiple intertwined systems
Video topics + discussion points
Quotes (from this video)
- it looks like this is a 60 to 120 minute game
- the balance between workers (which are warriors) and resources (which are livestock) are two sides of the same coin
- the more of uh one thing that you do the less of the other thing
- this is the next game coming out from delicious games
References (from this video)
- Very clever game design
- Interesting twist on tile placement cost
- Benefits from advancing others' tech
- Relatively short playtime
- Good game overall
- Requires extra hard thinking for spatial puzzles
- economic market
- Antiquity
- Which in Magnate
- Great Zimbabwe
- Indonesia
Mechanics (from transcript analysis)
- economic engine building — Players build up capabilities and abilities by placing tiles.
- Market manipulation — Players can manipulate the market to their advantage.
- spatial tile placement — Tiles are placed on a grid, with space being a key cost.
- Technology Track Advancement — Players advance on a tech track, which can also benefit opponents.
Video topics + discussion points
Quotes (from this video)
- do more of what makes you happy
- this is an economic Market type of game with a personal spatial tile puzzle
- the cost is the space that you're occupying
- the game is very clever
- light rules but it has real depth
- it's very clever game plays pretty quick as well
- simple but deep it's really good
- this is not usually Terence typical games that he likes but yet he likes it
- you're always one step behind you're like one round behind what the game is going to throw at you
- the choices you're making in the morning phase or the choices you make with like the laws that you pass
- the dusk deck Works in frostpunk is up there
- a good game is has hard choices
- thematically it's a game within a game
- it's the gambling game played by goblins when they're in prison so there's no theme at all
- this is a great dice puzzle with meeple puzzle
- there's a lot of in-game multipliers
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm spoiled for Choice over here
- Trans-Siberian railroad is indeed excellent
- it was a joy to have the game go so sideways like everybody was just laughing like crazy
- I thought it looked super cool
- I'm actively excited I'm looking forward to playing that one
- there's a mountain of prototypes off camera
- Darwin's Journey was the first rule book I ever wrote from scratch
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a brilliant train game system
- every map brings in completely new mechanics
- the Wisconsin map is excellent
- I love the fact that this is a system you can play so differently from one map to the next
- this game exists in that space between Cube Rails and 18xx
References (from this video)
- Surprised to see this one up so high in the ranking.
- Indonesia
Mechanics (from transcript analysis)
- Brutal Decisions — Splotter games are known for brutal decisions where a player can ruin their game early on.
- market — The market aspect is mentioned as being lighter than expected.
- repetition — The game involves a lot of repetition, a common trait for Splotter games.
- Spatial Rotation — The spatial rotation of placing tiles onto your own board and adding tiles to add space is found to be heavy.
- Tile Placement — Involves tile placement similar to Indonesia.
Video topics + discussion points
Quotes (from this video)
- we are going to rank our top 20 heaviest games that we have played according to BGG rating whether we agree or not we'll tell you later
- delving into that ever controversial ever amorphous topic that is BGG heaviness ratings what do they mean no one knows no one can explain
- the fact that you can ruin your game very early on and this is is one of them
- it was hard to feel like you were achieving anything as well
- that's a real signal of how tough the entry point to this game is
- the bass rules are so dense and adding dog Arts Academy to it adds a whole extra thing to do
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- that's the new Vladimir sui game
- I am living the dream I love board games
- This is not something I'm looking to like make money off of
- I think every other year makes more logistical sense
References (from this video)
- interesting spatial puzzle
- freedom of choice
- hits checkpoints for heavier games
- hold it in great esteem
- takes a game or two to completely wrap your head around it
- passes that threshold and that sweet spot for me for being very replayable
- A Feast for Odin
- Food Chain Magnate
- On Mars
Mechanics (from transcript analysis)
- Route Building — areas of the board or the uh of the machine parts and the car parts that you can uh build a hand of
- Tableau Building — Tableau builders that are kind of polyomino in nature
- Tile Placement — spatial puzzle of your own tau is interesting enough
Video topics + discussion points
Quotes (from this video)
- I go over my top 10 favorite games from 2023 games that were published this year and are listed as such in this year for and on Board Game Geek
- I feel like I could accomplish what I would like to set out to do as far as solving this kind of puzzle in other games like Lisboa and so it it didn't quite reach the same excitement level
- The actions that you take are a little bit simpler and so it's a more streamlined version of what scythe could be
- I felt like the I guess the the Nuance to this game the tblo building wasn't as exciting to me
- it is such a deep and heavy game that it kind of passes passes that threshold and that that sweet spot for me for being very replayable
- The fact of building an engine and watching it be dissembled and having to continuously think about what you're going to be playing next to continue that engine is a really interesting puzzle
- The Disney IP which I do enjoy and is nostalgic for me
- there's a lot of interaction there's a lot of uh you know route building and uh you know piggybacking off of the work of other players as well
- this is the epitome of a card-based tblo builder
- this game epitomizes What U Rosenberg games are about
- This is the epitome of a card-based tableau builder.
- The mechanics of this game are really sound I I really enjoy everything that this game provides and it's always a fun time to play.
- This game is Uwe Rosenberg at his finest.
- This game is just fantastic and as you will see in my top games of all time it is pretty much up there.
References (from this video)
- I've heard middling feelings about it
- Splotter
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Clash of Cultures I like I like the the new the Revis Edition or whatever I thought that was good
- Last Light is the 4X face game that plays in an hour
- You heard me right it plays in an hour
- You know what band there's a band that I I love it's in my it me it maybe every once a while it would fall out of my top five bands but it's it it'll always remain like top six or seven
- When you were that good you're just that good
- I want to see the Chiefs win the next six Super Bowls I do
- I don't think it's a big deal why are you googling Board Game Geek stuff when you could just go to the website
- your guy doesn't do any attacks it's just all of his little minions do do his attacks for him
- Bone Razer is ready five bucks
- all the reviews Say it'll hit your dopamine pretty well
- the AI of it starts crumbling a bit so it gets really frustrating
- The revised edition is good
- Rules are tightened up
- Includes the old expansion
- It is a huge game
- Has a thousand things going on
- Plays in an hour
- Has over 2000 backers on Gamefound
- Did better than the first time
- One of the worst Productions I've seen the cards fall apart
- It's pretty good
- It's a Monty Python game
- The python game doesn't look good I just ped it because it's python
- Very much your standard Vampire Survivors
- Five bucks
- Definitely get five bucks with the fun
- Keeps unlocking new characters
- Has a lot of gameplay
- Hits dopamine well
- Leveling is really good
- Massive hit
- Early access
- AI of the game starts crumbling when automated elements are introduced.
- Gets really frustrating.
- Still has bugs.
- Feels like it has stolen Pokemon IP without actually stealing it.
- It was fine
- Puzzly
- Really simple
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think I I want to play a game okay I'm here to play games so I want a rule book
- Everyone's grateful for what you do if you do your job the best it can possibly be done. No one notices your thing like if your rulebook is well done everyone just plays the game if your rule looks horrible everyone's angry at you there's gonna be no praise
- Terms if you keep consistent terms make it easy to find what the terms are make it easy to find what they mean
- I want to pay attention to what type of content is in the hands of my players
References (from this video)
- It's a beautiful game.
- It's a heavy game.
- The art is awful, it's clip art.
- If you don't have a good first turn, you're going to lose.
- It's a very long game.
- early automobile industry
Mechanics (from transcript analysis)
- Variable player powers — Mentioned as a characteristic of the game that makes it heavy.
Video topics + discussion points
Quotes (from this video)
- So, we're going for maximum psychological damage.
- Um, so to start, I got to do it. I got to start big. I got to start big.
- So, we're go with Deal with the Devil, a big chunky Euro game that is tough to play even for experienced gamers.
- I'm going to then crack open the rule book for the first time, sit there and read the rules in front of them, and then try my best to then explain the game, which will require several more references to that rule book. And I think that will really add to the uh torture factor.
- And now we have sand timers and you have to be quick and you have to yell and stuff and I think that will be such a wild shift in the other direction.
- We're going to play this game to completion. You cannot end the game once you start the game until the game ends.
- It's the same thing like the entire box. The entirety of Oath Sword at the end of the night. Huge campaign game. Really complicated. Tough to learn. Tough to play. Great game.
- So, down in the comments, let us know who had the best worst game day for new gamers.
- We want more board gamers, not less. So, don't do this to anybody, but have a thought about what you would if you did do it to somebody you didn't like.
- Hamlet. Um, Mike does not like this game. Hate to say it. Hate to say it. It's not a good game.
References (from this video)
- Great spatial puzzle
- Satisfying to build complex structures
- Heavy and challenging gameplay
- Can be brain-hurtingly difficult.
- Building cars in a puzzle
Mechanics (from transcript analysis)
- production — Building factories and stores.
- Resource Management — Managing resources to build better things.
- Spatial Puzzle — Focuses on the spatial arrangement of components.
- Tile Placement — Placing tiles to build cars and factories.
Video topics + discussion points
Quotes (from this video)
- Marrakesh is a really good game.
- It's a fun game.
- Underwater Cities is really good.
- It's a fantastic game.
- Revive is a cool game.
- It does explode my mind and it does make your mind your brain go into a pulp.
- The original a modern crime board game has given us like an amazing experience.
- It's a classic and one that I will always enjoy to play.
- It's a brutal game where you are hiring workers to work in your factories to produce things and try to sell them.
- What I would really like to play more because it's a great game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Simulates the age of automobile construction
- Tight economic gameplay
- Spatial tableau puzzle for building cars
- Complex ruleset
- High complexity when learning
- Does not receive as much praise as other Splotter games
- Some find it repetitive and not nuanced
- Age of automobile construction
- Early 20th century
Mechanics (from transcript analysis)
- Economic gameplay — Focuses on tight economic gameplay.
- Resource Management — Managing resources to build cars and features.
- Set Collection — Adding features to cars to follow consumer trends.
- Tableau Building — Constructing a spatial tableau to build cars.
Video topics + discussion points
Quotes (from this video)
- So, most of if not all of these games can only be played in person that I will mention in this list.
- So, this is a very heavy game about running a hospital.
- It's like a hospital administration simulator rather than like a game similar to Dice Hospital where it's more focused on physicians treating patients.
- But it it was quite a heavy game, you know, especially considering some of the other heavy games that I've talked about it definitely was over my head
- This is probably at the top of just games on this list that I really want to play again.
- It's a Martin Wallace design of a board game adaptation of a video game, the video game Anno 1800 where you are building up industries in the 1800s acquiring resources and then often trading them with other players in this game to fulfill contracts in hand.
- make games that sound pretty simple when you explain them, but have a lot of strategic depth.
- I really liked how approachable this game was even without having played the video game.
- And uh you know, since then the game has kind of been out of print.
References (from this video)
- Nice look of the player board.
- The name is fitting for the theme.
- Heavy punch boards indicate quality components.
- Components are not the main draw; can be seen as dry.
- Struggles to open card boxes.
- producing automobiles
- the dawn of automobile
- Food Chain Magnate
Mechanics (from transcript analysis)
- technology development — different parts that you can or technology that you can build in your garage
- Tile Placement — you'll be putting the tiles in your garage you can build stuff in your garage you can build expansion on your garage as well
Video topics + discussion points
Quotes (from this video)
- I think that's the history of Florida explorers games very very good games but you're all could be slightly dry and the components is not something that you would look for
- This is really heavy. It's got something straight from Germany. These are all punch boards.
- I wonder if somebody is going to print these ones for the companies we'll see we'll see I mean sport is fun there are spotters fans some of us are pretty um pretty fanatic and that's a good thing
References (from this video)
- The market is always changing, providing dynamic gameplay.
- Placement of tiles forces strategic planning for factory expansion.
- Players can predict future market changes, allowing for advanced planning.
- Efficient placement of tiles can lead to strategic advantages.
- Placement of tiles requires significant pre-planning.
- Achieving high specifications can require a lot of work.
- Market windows can overlap, leading to competition for lucrative spaces.
- industrialists trying to make their fortune in the new business of car development
- early era of motor car development
Mechanics (from transcript analysis)
- Area Control — Market windows are placed on the board, and players compete for lucrative spaces. The highest price markers are awarded to areas with cars.
- Engine Building — Players develop and build technologies, expand their factories, and establish dealerships to improve their ability to produce and sell cars.
- Market manipulation — Players play cards to expand the market and manipulate prices, adding spark tokens and influencing demand and pricing.
- Market Speculation — The demand and saleability for cars are based on two of the game's five specs, which change each round. Players manipulate and corner the market based on these changing demands.
- Set Collection — Players collect car parts and spec tokens to meet buyer demands. The specs of a car are determined by the spec markers connected to its main lines.
- Tech Tree — Research tracks represent how far a player has researched a certain type of specification for a car. Access to patents on these tracks is required to place car part tokens and spec markers.
- Tile Placement — Players place tiles on their factory floor, with restrictions on adjacency and placement relative to mainlines and dealers. Factory floor extensions are added each round.
- Turn Order — Players choose their turn order each round based on their Gant track. Some phases resolve in engineering order (left to right), and some in sales order (right to left).
- Worker Placement — Players use research stations to advance on tracks, build factory tiles, and place workers to determine turn order. The number of research stations determines research track advancements.
Video topics + discussion points
Quotes (from this video)
- hi everyone it's Taran and Stella from mle University today we'll be teaching you how to play Horseless Carriage game
- whoever can earn the most money from selling cars will win the game
- the market is always changing and at the end of each round one spec will become Obsolete and replaced with something else
- placement forces you to pre-plan in which direction you'll be expanding your assembly line for the next round
- efficient placement of these tiles that require adjacency is critical to your game
- you'll be able to predict exactly what will happen in Phase 7 from as early as Phase 1 and this gives you plenty of opportunity to plan ahead through the round
- If you find this video useful please help us by hitting the like button subscribe to us you can also Al hit the MEAP p in the corner to do that and hit the Bell icon if you want to know when we have new videos you can also follow me on Instagram for my board games Journey comments suggestions and feedback are all welcome in the comment section below thanks for watching see you next time
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Spoiler alert it's good.
- I think this was like 10 euros, amazing that's almost for free.
- a big box of Adventure
References (from this video)
Mechanics (from transcript analysis)
- unknown — Mentioned as a title the speakers pre-ordered; no mechanics described in this segment
Video topics + discussion points
Quotes (from this video)
- Carnegie that's my favorite of 2022 so far by a significant margin
- corrosion i had really high hopes for and i didn't just it didn't really meet my expectations so that was extremely boring
- we're married
- we're going to the us on sunday for three weeks
- pre ordered horseless carriage so i'm looking forward to play that
- castle burgundy there's there's many yeah there's so many absolutely like every time i say it's a forever keep in our videos
- lofoten i have heard about it
- Everything Everywhere All at Once
- Severance
- Troll Hunter
References (from this video)
- unique and unusual payment model (space-focused)
- thematic and puzzle-driven
- some find it tight or punishing
- production planning and car assembly
- Industrial car factory era
- Factory simulations
- Wavelength
Mechanics (from transcript analysis)
- Grid Building — Puzzle-like layout to fit components efficiently.
- Resource Management — Space is the resource; players optimize tile usage.
- space_management — Space is the resource; players optimize tile usage.
- spatial_puzzle — Puzzle-like layout to fit components efficiently.
Video topics + discussion points
Quotes (from this video)
- it's easier to bring to the table than mysterium
- it's so brain burning and so much fun
- it's a long game but it's very good
- this is so smooth and so fun I really love the game
- it's a pure spatial puzzle where you're patching like a quilt together