Welcome to the Iberian Peninsula! Set in 1848, Pandemic Iberia asks you to take on the roles of nurse, railwayman, rural doctor, sailor, and more to find the cures to malaria, typhus, the yellow fever, and cholera.
From Barcelona to Lisboa, you will need to travel by carriage, by boat, or by train to help the Iberian populace. While doing so, distributing purified water and developing railways will help you slow the spread of diseases in this new version of Pandemic.
Discover a unique part of the world during a historically significant time period: the construction of the first railroad in the Iberian Peninsula during the Spring of Nations.
The game comes with two variants that can be added :
Influx of Patients : the cubes, representing patients, will tend to flock to hospitals to try to get cured. Hospitals also are a bit more powerful.
Historical Diseases : instead of being generic, each disease has a specific power to better represent what it is (Malaria, Cholera, Yellow Fever etc.)
Part of the Pandemic series.
- this is a very highly rated game
- it's not inexpensive
- it's been a little bit tricky to find, especially if you're in North America
- Robinson Caruso
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My name is Rodney Smith. I'm recording this on a Tuesday. That means this should be a table talk episode, but it isn't. I apologize for that. I was traveling last week. I'm traveling next week with my family, so my schedule right now is kind of all up in the air, but I'm doing my best to stay on top of the content.
- This is a dice game. I've given up all illusions that I'm going to win. Maybe I'll be surprised.
- What is this beautiful shrink wrapped copy of Kverna doing here, you ask? I'd love to answer you, but first I was contacted by Alex from Unit Forward. That's a website dedicated to the Dust Warfare universe. That's a game that we covered in one of our previous playthroughs. He's a friend of mine. He had a little bit of news he was hoping I would share, and I'm happy to do that.
- Friends over at the Cult of the New have recently updated their website. They have a new menu system and a space on their front page for news and updates. This is a welcome addition because now they can call out when they have a special sale going on and contests.
- And that's nice because this is a very highly rated game. It's not inexpensive and it's been a little bit tricky to find, especially if you're in North America, but I want to open up this contest to everyone, no matter where you're located.
- You may or may not have heard of Bored with Life. This is a online video series about board gaming. It's kind of a little comedy and sketch show and it's really well produced and these guys are very funny and they've been super super gracious uh in their comments towards Watch It Played.
- Until the next episode, thanks for watching.
References (from this video)
- Takes a favorite game (Pandemic) and does something new
- Historical setting and diseases
- Involves railways and water purification
- Amazing artwork
- Treating and curing historical diseases
- Historical period (implied Spain/Portugal)
- Pandemic
- Watson and Holes
Mechanics (from transcript analysis)
- cooperative play — takes one of my favorite games of all time pandemic
- Historical setting — it's set in a historical time period and it's about treating and curing specific historical diseases like typhus and cholera
- network building — It also involved developing Railways
- Resource Management — purifying water
- Set Collection
Video topics + discussion points
Quotes (from this video)
- I'm John perkus today I'm doing a vlog about my top 20 most anticipated games coming out at essenfeld
- if you are coming to Essen and you'd like to hang out then check out the other video I've posted for more details
- I find from the descriptions in the essm preview on Board Game Geek that the party games are the easiest to understand they're the easiest to read and go oh okay I think I would like that game I find it a lot harder to read the slightly dull description of a Euro game and understand whether it's going to be enjoyable to me
- if London dreg can combine that kind of pressure on decisions uh also with some great horror theme I Lov that it's set in London because that's where I'm set and uh uh I'm always looking for a game to play at Halloween then I think London dread is going to be a game for me
- if this is just pandemic with a bit more of a theme and great artwork then I'm on board
- I really love a party game that tries to bring a sense of spectacle
- it's a bit complicated to explain but I think it's going to be really interesting to play
- to me living in London playing a game where you get to live in a home and have whatever you want in that home is is Fantastical as playing a game with dragons in it
- Those are my top 20 most anticipated games coming out Essen Spiel 2016
References (from this video)
- production value high; very thematic
- ending conditions are a bit odd; may confuse players
- goats, space travel, tile placement
- space goats traveling between planets
Mechanics (from transcript analysis)
- endgame conditions with goats and points — three goats to end; 42 points to win; or six goats to end
- flags and bonuses — flags on planets grant points and effects
- goat tokens and tile refilling — draw new tiles and place them along routes; decide later
- tile placement on map of planets — draw tiles; place goats along space routes; path-based scoring
Video topics + discussion points
Quotes (from this video)
- the rules were really not good there were a couple questions we had where we like passed the rule book around twice trying to figure out some really basic questions
- it's a chaotic game I felt zero control while I was playing it
- I would teach and play it again
References (from this video)
- emphasizes adaptability over strict planning
- highlights the importance of reacting to opponents' moves and economy
- describes the interaction of card roles and town boards in producing varied experiences
- None explicitly stated in isolated terms; transcript focuses on descriptive tips
Mechanics (from transcript analysis)
- Auction / Bidding — Game features bidding that translates into actions taken on the board.
- bidding / action selection — Game features bidding that translates into actions taken on the board.
- Economy management — Use of merchant cards and economy-oriented decisions during play.
- role cards / town board interaction — Each player has a town board and role/cards that influence play.
Video topics + discussion points
Quotes (from this video)
- focus most of invaders in lands showing under built and ravaged they're the ones that are going to do bad things soon
- it's not a game about long-term strategy the game has six game turns but you cannot say in the first game turn already I now do this next time and then do this at this time
- milestones and awards those are the cheapest points you can get yes
- learn the game and just discover all the different synergies because one of the main things is to utilize the cards you get and to adapt to the situation
- you need the cards for next generation as well because in the beginning you have access to a lot of cards but not much economy
- buy a little more card than you need buy some for the future so you don't end the turn without cards in your hand
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Gotta shoot for shoot for the moon if you miss you'll wind up with the Stars
- I don't know man I mean it's just like when somebody wants to like get all up in my uh area and and and like and like I said I'm trying to give him empathy and saying I understand you know you have a shitty day a lot of people are like probably all up in your uh uh business about it
- It's just like instead of you could just come up with so many real reasons why why that guy's just an idiot and what's my what's my expression I don't know what's your you have enough ammunition stop trying to load a knife into the chamber
- The convention hall was just so so let me let me ask for I'll ask you how did Saturday feel I didn't I didn't really see it much
- My favorite part of John Conan was this year my hug
- I I love and hate you all in equal my favorite Jenna my favorite line that I've used that I stole from you and I've used it dozens of times is I used to have a friend that look just like you
- I don't know he's got he said he's got a fever and he's got sore throat hopefully he hopefully it's mild
- I was like you know what you know you know what really chaps my ass I'm just G to say this right now this really chapped my ass and I I I realize this is political and I apologize for it and and I'm willing to let people say say what they want to say but you know I think that Donald Trump Trump is a complete and total [ __ ] [ __ ] and I think that JD Vance guy is a complete and total [ __ ] [ __ ] as well and there is in a world where I would vote for either of them I wouldn't put them in charge of a 25 cent pay toilet
- It's like you know like wrestlers who come out and just say you know what I was driving into Minneapolis Minnesota that's where we're from yeah just like he said the name we're in the city we're in it's just it's just and so what it does then is that it gives the people that like are are are gonna vote for them it gives them all of the like ammunition in the world to say those idiots blah blah blah couch jokes you know it's just like instead of you could just come up with so many real reasons why why that guy's just an idiot
- I mean you guys pay attention to me but nobody else wrong again SC okay by the way also Twitter I hate that site
- I mean you guys told everybody to f off and they did and now you're suing them because they like what world is this now I don't know if anything they did is illegal not not a lawyer yeah but uh I suspect they probably didn't really do anything illegal in my just observations I don't know they're like oh so much has come to light I'm like huh really
- So Scott we we really need to do that well I forgot what you sent me the the lifetime VIP oh lifetime badge didn't we try to do a lifetime v no we just need we just need Gen Con hot games room VIPs for life bch
- There's a lot of games those see did anyone see the game it was there just demo I think um String Theory I saw it yeah that thing looks ridiculous it's basically there are it's they're hex tiles with these like spools on them I see it and you get actual string and you string together uh all these conspiracy theories
- I was like I'm not gonna play it probably so oh the big bucks yeah it was it was a definitely like i i i i i 50 bucks for a car I hesitate to say this it's a steep hill I hesitate to say this if if I had seen Ted there I would have tried tooo him first TR trade yeah and then I would have felt bad about like I don't know just you would have got over it
- I mean you know when I think about it the booth that was ridiculous for us from my my booth they had so many games at the end of the C they had to pack back up and take home
- I mean you know it's like oh yeah we you know we offered to pay more we offered this with that and just like yeah nothing you can do like you'd think there was only one convention in America it's crazy
- I mean you know it's like oh I I I I I I 50 bucks for a car I hesitate to say this it's a steep hill I hesitate to say this if if I had seen Ted there I would have tried tooo him first TR trade yeah and then I would have felt bad about like I don't know just you would have got over it
- People are still going to get really really sick from it and people are going to get really are going to you know die from it as well right but it is one of the nice things about viruses is that you know viruses are with us forever is that they do you know as they mutate and change and whatever you know our bodies adapt and and and grow more used to fighting it because you're just get exposed to it you get exposed to it you get exposed to it just except when long Co would hit you w you know you're believe everything you read
- they're hex tiles with these like spools on them
- you get actual string and you string together all these conspiracy theories
- sold out every day fairly quickly
- how's your hand he's like it really started to cramp up
- The Cat In The Box hat they had in the booth 50 bucks
- it's a really good game
- it's so good brilliant
- You're gonna be sad you passed on that
- perfect game for me
- it's a meaningful ending apparently
- and then you can start over with different characters different race different um class tons of classes tons of races tons of quests
- was landmarks one of the very few games I did play was things in ring
- if you don't advertise with me f off
- I will not be blackmailed with money but I will be blackmailed with chocolats
- there's a lot of dark chocolate
References (from this video)
- Keeps it fresh
- Surprise nature of the game
- Sandbox elements
- Meaningful admin
- Good map design/hidden mechanics
- Good dice rolls can win fights
- Fiddly mechanics
- Yellow cubes can be annoying
- Some enemies are reused frequently
- Some combat scenarios feel scripted or unfair (e.g., Wrath's escape)
- Exploration, adventure, and combat against various creatures
- Fantasy world with forests, mountains, and water bodies
Mechanics (from transcript analysis)
- Character progression — Players level up, gain new skills, and improve stats.
- Combat System — Features enemy activations, attacks, movement, and player actions like melee and ranged attacks.
- Deck building/card management — Players manage cards for skills, abilities, and events.
- event cards — Cards that trigger specific events during gameplay.
- Item/equipment acquisition — Players find or purchase items and equipment to improve their characters.
- Mana management — Players use mana to activate certain abilities or spells.
- Quest System — Players follow specific quest lines and objectives.
- Role-playing points — A mechanic that grants players points for specific role-playing actions.
- stamina management — Players use stamina to perform actions like flipping tiles and moving.
- Threat deck — A deck that introduces challenges or enemies into the game.
- Tile exploration — Players move to new locations by flipping or interacting with tiles on the map.
- XP Gain — Players gain experience points for completing tasks or defeating enemies.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- The core gameplay loop of exploration and combat is engaging.
- The storyline progression, particularly for character-specific arcs, is interesting.
- The challenge in combat can be exciting when overcome.
- The puzzle elements involving the colored pools add a unique layer to the game.
- Fiddly bits and poor component design make management frustrating.
- The save system is tedious and discourages frequent play.
- Combat can be overly difficult and frustrating due to enemy abilities and component limitations.
- The game can feel overwhelming with its many mechanics and potential for complex decision-making.
- The loss condition in combat can feel abrupt and punishing, especially when unprepared.
- Life finding a way against all odds
- Harsh land of ice and snow
- Terraforming Mars
Mechanics (from transcript analysis)
- Card drawing — Players draw cards for various game effects, such as travel cards and event cards.
- Combat — Players engage in turn-based combat with enemies, involving dice rolls, special attacks, and movement.
- Dual layer boards — Boards with recessed areas, which are criticized for not having designated spots for all components like cubes.
- exploration — Players explore a map by revealing new tiles and encountering various locations and events.
- Item Management — Players manage items, including weapons, potions, and knapsacks, which can be placed in special pools as part of puzzle mechanics.
- Movement — Characters move across the game board, with movement being affected by terrain and actions.
- Quest/Storyline progression — The game involves progressing through character storylines and completing objectives, such as the dwarf storyline and the elf storyline.
- Resource Management — Players manage resources like stamina and mana during gameplay.
- Save system — The game's save system is described as overly complex and time-consuming.
- Wear tokens — Tokens that track wear on equipment, which the reviewer finds problematic due to component design and storage difficulties.
Video topics + discussion points
Quotes (from this video)
- If I did that, I swear to you, if I ever did that one time, we would never play the game again. I can't do all that work.
- That's just like tedious. That's insanity. Like doing that same thing over and over again. I I just can't do it.
- Well, I could do this twice.
- Boom. We lost by one stupid yellow cube.
- I know, I just like, I don't know how we're going to
- It's fine. I'm not going there.
- You really only ever want to charge hit one weak point between his activations, I think.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- First off, we have Movie Tricks, which is a a trick checking game from Shilly Fox, the company that did a spectacular last year.
- One of my most anticipated games from Spiel because of the Phoenix New Horizon they did last year which was fantastic and I cannot wait to dive into this one.
- This looks very interesting. I have not seen a game where you have your own little pin board here. This is what made me most excited about this.
- There's a daily bugle and it's going to be fantastic. Hope you stick around and let us know if there's any games you're excited for for speed.
References (from this video)
- Engaging double rondel mechanism
- Satisfying scoring system with knowledge track limitation
- Clever positive player interaction
- Can be aggressive with opportunistic scoring
- building a personal network of rivers and mountains
Mechanics (from transcript analysis)
- Action Point Allowance System — You can't just focus in one place and get like one type of objective... Because each time you score, your score is limited by a separate track which is knowledge.
- network and route building — Mostly doing is trying to build up a personal network of rivers and mountains and stuff like that.
- player interaction — There's also this uh element where you can go in and you can go into the same space where someone is and give them resources to get resources from the supply.
- Rondel — It's a double rondel game and you'll be moving. You've got an inner track and an outer track. You move around and take actions from the inner and and outer spaces.
- Set Collection — Pick up scoring tiles and multipliers.
Video topics + discussion points
Quotes (from this video)
- Pola... it's like one of the most beautiful games I've seen.
- Paperia... it can actually end up being a bit of a aggressive little game when the right scoring things are in certain places
- 2001: A Space Odyssey... Phil Harding's design it tends to be like simple like things don't need to be complicated and we love it in this one. It's just perfect complexity.
- The working title is called gumball machine... this one is more kind of like a family game.
- It's a really simple family level trick taking game.
- Flip Sevens for everyone.
- We played the bubble tea game. It was very fun.
- It's not a new game. Let us know if you have played this, if you enjoy it, what you think of pass.
- They're great uh convention fillers.
- The second one is the killer whale who actually worked with human in the past for killing other whales.
- The third one is the pool that is made from natural. So that's kind of like in area from the sea and they made a pool. So it's like a natural pool from the sea water.
References (from this video)
- Solid game with a short playtime.
- Variable setup keeps it fresh.
- Player interaction makes it engaging.
- Makes players think about how to play it.
- Can be played tactically and strategically.
- Can feel repetitive after many plays.
- The journey of understanding the game was challenging.
- Can be difficult to catch up if a player gets a strong start.
- Can feel forced into certain strategies, especially in two-player games.
- Princess of Florence
Mechanics (from transcript analysis)
- Engine Building — Players build up their scoring potential over the game, aiming for larger scores later on.
- Knowledge track — A track that players can advance on, which can influence scoring.
- player interaction — Players can bump each other off spaces, skip spaces, or strategically take actions to hinder opponents.
- Rondel — The core mechanism involves moving a piece around a rondel to take actions, with options for inner and outer rondels.
- Set Collection — Players collect tiles or achieve certain conditions to score points or gain multipliers.
Video topics + discussion points
Quotes (from this video)
- It has made us sit after a game and talk after half an hour about the experience and discuss what we like and what we don't like.
- It's very hard because the designer has some intention on how he wants the game to be, how they want the experience to be, what kind of strategies are there and all of that. And it's our like we get to explore that and understand that.
- I feel this game gave me not like misconceptions but I was like I thought this is this kind of game and now I think it's a very different kind of game.
- For me, it doesn't take away from the game that the game is forcing me to do one of those three things because that's how I win.
- The crucial time is when you pivot.
- When does the end game start when should I stop building up and start like capitalizing on what I have built up.
- I'm going to land on the seven. I think it's a good game.
- I think it's a great game. I'm going to give it an eight.
References (from this video)
- Brilliant design with unique mechanics.
- High potential for strategic depth and scoring.
- Wife's favorite game of the month.
- Engaging player interaction through bumping.
- Can lead to analysis paralysis, especially in a two-player game with expanded actions.
- Worker bumping is rare in a two-player game due to the board size and available actions.
- The game might be better with an automated system for neutral players to tighten the board.
- Building and developing civilizations
- Early civilizations (Tigris and Euphrates region)
- Double rondelle
Mechanics (from transcript analysis)
- action selection — Players choose actions by moving ships or travelers on rondelles.
- Double rondelle — A rondelle (action selection wheel) within another rondelle, offering layered choices.
- Player Interaction (bumping) — Players can move opponents' pieces by paying a resource, forcing them to advance on their rondelle.
- Resource Management — Collecting and managing resources for building and scoring.
- tile laying — Placing tiles to develop regions and score points.
Video topics + discussion points
Quotes (from this video)
- It make me to have a lot of fun because when I'm playing the board game, I always laugh.
- I'm learning something because when we are playing board game, we used to speak in English.
- whenever I learn a board game and not only learning some other times I get time to teach the board games to other people. I feel that I achieve a lot in my life.
References (from this video)
- Triggered interesting discussions about game type
- Enjoyed despite changing opinions
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- July is one of those months where we usually I guess historically it's not the month where we play the most. No, it's like this kind of breather month.
- The easiest way to get yourself shelf of shame done is just to not play the games.
- My most fun experience was um Picto Mania.
- My biggest surprise was Moon Colony Blood Bath.
- My main problems with the anarchy is the the luck factor and also the lack of needing to play it with other people.
- It was a fun game. Uh, it's very much inspired, I feel like, by Dredge, the video game, which I played for hours and hours and highly recommend if you have not played it.
- My number one is alibis.
- And also the thing that I don't like in code names is and also the other kind of games like this is that sometimes you're just waiting for the person that's giving a clue to come up with a clue but here everybody's thinking about that at the same time which I really enjoyed.
References (from this video)
- Beautiful 3D aesthetics
- Simple rules; deep strategic potential
- Good for family play and kids
- Manufacturing and pre-launch challenges noted; not yet funded
- architecture/structural design
- 3D tile-laying puzzle game
- abstract puzzle
Mechanics (from transcript analysis)
- Card Drafting — draw cards that correspond to building components
- card-drawing — draw cards that correspond to building components
- simple_rules_deep_strategy — simple rules with depth; adjustable by structure height
- spatial_reasoning — Higher structures score more points; cards depict components
- Tile Placement — 3D tile components (walls, floors, roofs) to build structures
- tile_laying — 3D tile components (walls, floors, roofs) to build structures
Video topics + discussion points
Quotes (from this video)
- Restless Spirits is a deeply thematic two to four player game inspired by Studio Ghibli.
- You play as one of these six spirit guides... you get a character board which is double-sided.
- Cubería is a 3D tile laying game.
- Dig, fight, build, and explore is kind of your tenants of Terraria and that's exactly what you do here.
- You're going to be attracting fancy flocks to your seasonal sanctuaries.
References (from this video)
- interesting little game
- love this
- really fun
Mechanics (from transcript analysis)
- Resource Management — You want mines because that generates resources and it doesn't matter where they're placed.
- Rondel — It is a Rond game... It's got a double rondle mechanism. You've got a rondle on the inside and a rondle on the outside.
- Set Collection — You want your rivers to match up. You want your cities to be a long way apart from each other.
- tile laying — Most of the actions are geared around building up your own personal tile layout.
- Worker Placement — When you join up with someone else's worker, you can give them the lesser resource... and you get back some knowledge.
Video topics + discussion points
Quotes (from this video)
- Games are getting coming out thick and fast.
- It's raining games now.
- It is very multiplayer solitaire, but then again, most deck builders.
- The game flexes up and down between rounds of plenty and rounds of scarcity which makes for all these different there's always an offset.
- It's going to get your brain working, but it's going to get your heart pumping and it's going to create a fun atmosphere for a nice little filler.
References (from this video)
- Can trigger powerful abilities
- Can upgrade abilities using repaired machines
- Can only trigger an ability OR repair a machine, not both per robot
- Losing a fail safe token brings you closer to defeat
- Repairing sabotaged machines and preventing a meltdown
- A factory on the verge of cataclysm
Mechanics (from transcript analysis)
- action selection — Each robot can either trigger its ability or repair a machine, but not both.
- cooperative play — Siberian is a solo cooperative game for one to two players.
- Discarding for abilities — You can also trigger a robot card's ability by discarding it.
- Set Collection — You can combine cards from different rows to repair the same machine.
- Variable ability power — The position of the devious cog on the corresponding line the main frame board shows the level at which the ability can be triggered. The further right, the more powerful the ability.
Video topics + discussion points
Quotes (from this video)
- The factory of the owner is on the verge of cataclysm.
- The devious cog has sabotaged all the machines and the fail safe system is close to meltdown and the worker robots are weakened.
- It's Siberian and I love
References (from this video)
- Engaging narrative
- Excited for added mechanics
- Art style mismatch on some cards
- Narrative storytelling combined with defending a castle.
- Around a castle, defending it from trouble.
- Storybook progresses with surprises and objectives.
Mechanics (from transcript analysis)
- Expanding mechanics — The host is excited for added mechanics from the expansion.
- narrative storytelling — The game relies heavily on narrative and a storybook.
- tower defense — Gameplay involves defending a castle from incoming threats.
Video topics + discussion points
Quotes (from this video)
- Things that interest me from a solo perspective and kind of lean into cozy, lightweight to midweight.
- I'm really there for the storytelling and I enjoy that part of it.
- So, there's going to be some very indepth experience I'm sure as I go on this journey with Darwin.
- And it seems like a very different, and I say this with when I say a weird sort of world. It's not an expected sort of thing.
- This is a narrative storytelling type of game, but it is also about kind of defending.
- The text is larger and I prefer that. So, I lose out on the flavor text and some of the information about the birds, but I can see the cards easier and they're clearer.
- But the play area was just visually there's a lot going on. There's a lot of iconography and unfortunately those are not really well defined in the rule book.
- And I feel like that was still a really good experience because sometimes losing at your favorite game does not diminish the fact that it's your favorite.
- And yes, that means that I am sort of auto succeeding at everything and moving forward, but it still gives a fun experience for me.
- And that's how I tailor that to work for myself sometimes.
- Cozy Stickerville.
- Mostly though it was drawn in by the art and just the idea of creating this cozy sort of daydream literally.
- Uh, this is a solo game that seemed interesting, but I one of the reasons why I just I I couldn't get a good idea of it with all the different motion that was going on in the crowdfunding page.
- I'm notorious for not doing that. But I am just enjoying this hobby at a very slow calm pace right now.
- I don't need to sit at my table for eight hours trying to fly through games and hurry up and learn rules so that I can be like, 'Yeah, look how much I did on this day.'
- I'm just enjoying the moments, enjoying the experience, and hopefully that will continue to be fun as I explore more and more games.
References (from this video)
- underground dwarf cave
- Gricula
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Converter is really a game about powering up a super cave economy and maximizing your profits.
- The best thing about this game are the rubies. I love wild card resources in games.
- I absolutely would not recommend this game at six or seven players.
- There are tons and tons of buildings, but they fit a few major functions.
- The adventure system is fun and brings a ton of additional resources into your cave.
References (from this video)
- Beautiful production.
- Interesting spatial puzzle with building rules.
- Visually appealing with different aesthetic options.
- Lots of choices, potentially overwhelming.
- Constructing a palace
- Fantasy/Palace building
Mechanics (from transcript analysis)
- Set Collection — Collecting cards to play pieces and score points.
- Tableau Building — Building a palace structure.
- Tile Placement — Players place pieces to build a palace on a circular board on a lazy Susan. Requires contiguous lines and doors between walls.
Video topics + discussion points
Quotes (from this video)
- We played Return to Dark Tower because we decided to pick another massive game.
- So, Sunday is always the day we take the kids. It's a little bit more chilled.
- I feel like more people took care of their hygiene.
- The artwork is beautiful, especially on those foily ones. Really nice.
- It was a truth or dare game.
- The main problem is the Shop and Drop boxes are small and board game boxes are not small.
- It's like Christmas. It's going to be like this. It's going to be amazing.
- It's clear that UKGE isn't the one for new releases because new releases of Gen Con and Essen.
References (from this video)
- Solo mode is mostly similar to multiplayer.
- Strategic choices about tile placement and actions.
- Interesting scoring mechanisms for various landscape features.
- Potential for high scores, though limited by knowledge.
- Spreading too thin across different scoring opportunities can be detrimental.
- Knowledge limit restricts full scoring potential.
- Some placements might not synergize well if objectives are spread too wide.
- Sanctuaries scoring requires them not to be adjacent, which can be challenging to maintain.
- building up landscapes
- ancient Mesopotamia
Mechanics (from transcript analysis)
- Drafting — While tiles are drafted in multiplayer, the solo mode simulates this by drawing multiple tiles and selecting one.
- End game scoring — Specific conditions and collected items trigger end-game scoring, with 'key tiles' providing multipliers.
- Resource Management — Players manage resources like papyrus and lapis lazuli, which are used for building and scoring.
- Set Collection — Collecting certain numbers of tiles or elements (like inventions, rivers, sanctuaries) is important for end-game scoring and key tiles.
- tile laying — Players lay landscape tiles to build up the game area.
- Worker Placement — Wanderers and ships are placed on the board to take actions, with movement and placement being key.
Video topics + discussion points
Quotes (from this video)
- Paperia which is the latest game from Iron Games from designer Burn Eisenstein designer of tons of games Discordia Palopony is the best auction game there is loads and loads of them but Paperia is the latest one for Essent 2025.
- We are trying to beat a high score while kind of every time we make a choice things will be removed and a ticking clock will be started.
- So, the sanctuaries want to not be adjacent to score.
- Cities and temples want to be far apart, but your woods wanted to be close together.
- My final score is 1 to 345, which is not bad at all.
References (from this video)
- cooperative feel with escalating tension
- beautiful aesthetic upgrades over classic Pandemic
- can be challenging for absolute beginners
- cooperative setup might be slower-paced for casual gamers
- medical response, rail construction, and disease control
- historical Iberian Peninsula with pandemic-style cooperation
Mechanics (from transcript analysis)
- Cooperative Game — players work together to eradicate diseases and build rail networks
- cooperative play — players work together to eradicate diseases and build rail networks
- Role assignment — each player has a specialized role contributing unique actions
- variable difficulty / scenarios — base game plus enhanced historical pandemic scenarios
Video topics + discussion points
Quotes (from this video)
- there are three things that we consider make really good Gateway Games: easy to learn, looks good, replayable
- learn a quick play it over and over again and you're not going to be embarrassed to show it to your friends
- two great co-op games next up is Pandemic Iberia
- it's always interesting to see how people react to the clash between strategy and luck
References (from this video)
- Agent cards add new strategic options
- Assassin agent allows for direct player interaction
- Some promo cards were included in Kickstarter add-ons and might already be owned by players.
- Card Kingdom
Mechanics (from transcript analysis)
- Agent Cards — Players have the option to hire an agent for one turn to use its particular skill. For example, the assassin agent can be hired to take out an opponent's summoner. There are many other types of abilities available.
Video topics + discussion points
Quotes (from this video)
- well hello welcome to watch it played
- boy howdy do we have a lot of promos related to that boat 5 I think here
- boy Halla D is an expression from a TV show in the 60s called Howdy Doody
- this is a very simple promo
- this one here will give you twelve dollars and the other one provides to permanent certificates but you'll notice neither of these provides you with victory points at the end of the game
- Great Western trail to an animal with a great tale with this that is a terrible segue
- I've not played this game but everyone I know who has has said good things so it's one I do hope to try
- I can live with that segue that that's acceptable
- well that brings us to the big finale and I really mean it
- it's a family game and I break out with adults and kids alike and it's a great little dexterity game packed into a small box but not any more
- this is accurately labeled the Giant Edition
- it's the same game but it's definitely a very different experience
- boy howdy is it a heck of a lot of fun
- any purchases you make after that point will help the channel here so consider using it
References (from this video)
- pacing and balance between immediate and endgame scoring
- elegant card-driven engine with tactile components
- strong player interaction through shared goals
- could be crunchy; may require strategic planning
- Azo vibes; balancing immediate vs endgame scoring
- Cafe rebuild in Perry
- card-driven engine build with endgame focus
- King Domino
- Sushi Go
Mechanics (from transcript analysis)
- Card drafting and set collection — collect cards to gain pieces; same-card bonuses and endgame scoring
- Endgame bonuses — endgame scoring bonuses influence strategy
Video topics + discussion points
Quotes (from this video)
- we completed the 24 games of My Island the campaign
- end chapters felt like a lot
- this game you only have four turns
- it's basically a contract um fulfillment game where you're putting on a firework festival
- Spectacular would you call it spectacular of course it's my number one game of August
References (from this video)
- Engaging, fun, and dynamic mini-game (cart race) is enjoyable
- Strong flavor and setting with NPCs and choices
- Reward system (XP and squill) provides tangible progression
- Music playlist and production value discussed positively
- exile, military duties, city governance
- Eastgate city, including the slums
- Boulders Gate
- D&D
- Sleeping Gods
- Fate Forge
Mechanics (from transcript analysis)
- cart damage track — damage on a cart track reduces rewards; wounds affect outcomes
- cart race mini-game — a racing sequence (Keepwick sprint) with checks, dice/rolls, rerolls, and progression
- end-of-day day cards — draw day cards to replenish the travel deck and progress the campaign
- event-driven branching — players draw events (e.g., event 173–186) and choose actions with consequences and XP rewards
- Events — players draw events (e.g., event 173–186) and choose actions with consequences and XP rewards
- inventory item: sealed envelope — an envelope with wax seal to deliver to specific NPCs; may be kept or opened later
- Mini-Games — a racing sequence (Keepwick sprint) with checks, dice/rolls, rerolls, and progression
- Resource Management — earn squills and gold; spend on clothes and gear
- resource management and currency — earn squills and gold; spend on clothes and gear
- skill checks and attribute allocation — checks use attributes such as charisma and decks; players allocate cart upgrades
Video topics + discussion points
Quotes (from this video)
- Dude, this game is just so good.
- And a fun mini game.
- This is a cool [__] idea.
- I really enjoyed that. So, good job, Cody.
- We did get four XP.
References (from this video)
- Clear, thematic icon-driven action system that is approachable for teaching
- Accessible setup and explicit walk-through of potential strategies
- Solid solo play with meaningful decisions around management of stock, flash, and platform cards
- Luck-based elements can make early turns feel unforgiving (described as 'pusher luck')
- Learning curve can be steep for new players due to multiple interrelated zones and upgrade paths
- Early inability to repair machines can lead to quick losses if not lucky with draws
- automation, resource management, and logistical puzzle solving
- Industrial factory/robot assembly environment with a sci-fi flavor
- abstract, component-driven skirmish with a focus on planning and execution
- Onirim
- Only Rim
Mechanics (from transcript analysis)
- deck management — draws from robot decks into the flash; some icons allow you to move or retrieve robots from different zones
- end-of-turn cleanup and stock management — discard and refill steps, with tokens and debits to manage the factory and platform rows; some tokens provide special one-time effects
- fail-safes and deck cycling — fail save tokens provide a last-resort mercy when you cannot fulfill a machine; after cycling the deck you flip a reminder token to track progression
- Icon-driven actions — five icons on the main board determine how you manipulate robots between stock, flash, platform, and discard areas, driving core decisions every turn
- machine repair and requirements — machines require specific robot sizes or combinations to repair; cards are spent to fulfill machine requirements, pushing strategic tradeoffs
- upgrading and experience — experience cards upgrade robots to higher levels, enabling more powerful actions and enabling eventual completion of higher-tier machines
- win condition — the objective is to clear all machines from the factory; once the factory is empty you win
Video topics + discussion points
Quotes (from this video)
- solo tutorial for Siberon
- my top one is only rim and then this one is going to be the second one in my ranking
- it's not easy
- it's kind of like a pusher luck game
- the point of the game is to complete all of these machines
- you win the game when there are no machines left in the Factory
References (from this video)
- Offers a compelling solo challenge format that encourages optimization and learning through repeated play.
- Appeals to fans of Rosenberg designs and Agricola due to thematic and mechanical overlap.
- Potential for depth and mastery with continued practice and exploration of solo rules.
- Solo rules contain edge cases that can be confusing or non-intuitive at times.
- Performance in this video was impacted by illness, which may not reflect typical play.
- Overall complexity may be intimidating to new players or those new to Rosenberg-design games.
- Dwarven resource management and cavern expansion, with a strong thematic link to Rosenberg's game design sensibilities and Agricola-inspired lineage.
- A dwarven cavern settlement with mining and caverns, positioned as a resource-driven puzzle environment.
- Puzzle-like solo optimization with a focus on improving efficiency and strategic planning over multiple sessions.
- Agricola
- Glass Road
- Applejack
Mechanics (from transcript analysis)
- Resource Management — Balance and manage resources (food, wood, stone, ore, etc.) with constraints and solo-specific rules.
- resource_management — Balance and manage resources (food, wood, stone, ore, etc.) with constraints and solo-specific rules.
- Tile Placement — Players lay cavern tiles and rooms to shape their cavern layouts and scoring opportunities.
- tile_placement — Players lay cavern tiles and rooms to shape their cavern layouts and scoring opportunities.
- Worker Placement — Players assign dwarves to actions to gather resources, build structures, and develop their caverns.
- worker_placement — Players assign dwarves to actions to gather resources, build structures, and develop their caverns.
Video topics + discussion points
Quotes (from this video)
- this is the first of many weekly challenges that I portray on this channel.
- I'm ready to tackle a new puzzle essentially in Kverna.
- this sort of serves as a baseline for me to get better at in the future.
- without further ado I'll let you watch and analyze the game for yourselves.
- Thank you.
References (from this video)
- very beautiful component art
- satisfying puzzly flow
- may feel repetitive after a few plays
- aesthetics and tile-layered floor plan
- a cafe floor-building puzzle
- elegant and immersive
Mechanics (from transcript analysis)
- color-based tile placement — place colored cards to build out a cafe floor with nested rings
- Hand Management — draw more cards to access new floor pieces
- hand-management / drawing — draw more cards to access new floor pieces
- Tile Placement — place colored cards to build out a cafe floor with nested rings
Video topics + discussion points
Quotes (from this video)
- Creature Caravan is absolutely wonderful
- these expansions add a little bit more player interaction which I think is absolutely amazing
- I think this is one of the most aesthetically pleasing games I've played
- Beyond the Sun is space-themed
- Fromage is truly just a really great game
- MOS: Dawn of the Bronze Age is absolutely wonderful
References (from this video)
- Engaging worker placement with strong theme
- Complex rules might deter new players
- Court intrigue and succession
- Medieval era, land of allegory
- Narrative-driven with high-stakes decisions
Mechanics (from transcript analysis)
- Unique Player Powers — Each player has unique abilities affecting strategy.
- Variable player powers — Each player has unique abilities affecting strategy.
- Worker Placement — Players place workers to take actions and manage resources.
Video topics + discussion points
Quotes (from this video)
- how does a bee carry a stone and how does that stone obstruct another bee
- this still looks like a neat game
- it's a flip and write game that is quick and easy to play but still has enough depth to entertain gamers
- there are several endgame conditions
References (from this video)
- ingenious disease/infection mechanism
- clever long-term planning through rail network
- still very stressful as diseases escalate
- disease control with rail expansion
- historical Iberian Peninsula during pandemics
- strategic, systemic tension
Mechanics (from transcript analysis)
- Network/Route Building — build out rail lines to improve speed and reach
- pandemic core engine — disease spread and outbreaks with city cards
- railroad/network expansion — build out rail lines to improve speed and reach
Video topics + discussion points
Quotes (from this video)
- it's such a brutal game it feels hopeless
- this is the most stressful list of games I could imagine
- there you go that's my number one This War of Mine
References (from this video)
- Fresh Pandemic twist with thematic history
- Solid cooperative experience with accessible rules
- Some may prefer base Pandemic mechanics
- Board complexity can be intimidating
- cooperative disease control with regional twists
- Pandemic within the Iberian Peninsula, historical flavor
- historical-context driven
Mechanics (from transcript analysis)
- Card-driven action economy — Cards unlock actions and influence disease control.
- Cooperative Game — Players work together to contain and eradicate diseases.
- cooperative play — Players work together to contain and eradicate diseases.
- Railroads and water mechanics — Network spread and water movement influence disease management.
Video topics + discussion points
Quotes (from this video)
- Concordia lets you develop how you score, not just what you score.
- Concordia would be not much lower on the list if it weren't for that expansion; I’ve done a full playthrough using it.
- it's a ton of fun
- this is my favorite Star Wars game just because it captures exactly what you would want from that franchise
- Iberia is my favorite iteration of the game; it's the pandemic game that I play regularly
- I'm a huge fan of exploration and games, and Sleeping Gods does it better than almost any other
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you are somebody's reason to smile
- we are so close to 30,000 Garden members
- thank you all so much for watching and for your support
- I am leaving for Japan and I cannot wait to document it
References (from this video)
- beautiful aesthetic
- puzzle-like core
- anticipated by host
- Cafe ambience and layout-building puzzle
- Cafe floor planning and layout
- aesthetic puzzle-forward theme with a calm, cozy vibe
Mechanics (from transcript analysis)
- Tile Placement — players place tiles to create a café floor and optimize layout
- Tile-laying — players place tiles to create a café floor and optimize layout
Video topics + discussion points
Quotes (from this video)
- I am so excited for this game
- this polyomino game... I love polyomino games
- I cannot tell you guys how excited I am to play this one
- the cover of this game I love it so much
References (from this video)
- clever, simple core system
- high replay value via upgrades and modules
- can be challenging for new players
- Robot-based machine repair and upgrading
- Universe series; space/robotic theme
- Puzzle-driven with upgrade progression
Mechanics (from transcript analysis)
- Color-coded robots (sizes 1-5) — robots come in colors and sizes to fix machines
- Machine repair with specific robot requirements — machines demand particular robot types to fix
- resource/upgrade loop — use fixed robots to gain abilities and draw more cards
Video topics + discussion points
Quotes (from this video)
- My number one solo board game for 2023 is Void Fall.
- This game has dominated the last 3 weeks of my life.
- The learning curve here is one of the most painful that I've ever experienced.
- This is a massive complex puzzle and there's just no getting around it.
- Please let me know what games I missed in the comments.
References (from this video)
- Stunning art design and tactile components
- Loosely reminiscent of Azul-like spatial patterning with a new twist
- Potentially approachable midweight game with strong wow factor
- Publisher/designer details are currently unclear
- Rule calls and pattern rules may require careful learning
- pattern crafting, parquet art, meticulous design
- Artisan workshop and workshop-inspired parquet floor patterns, inspired by woodcraft and design traditions
- elegant, craft-focused, with a sense of artisanal romance
- Azul
Mechanics (from transcript analysis)
- Action timing through pattern completion — As patterns complete, triggered bonuses influence subsequent turns.
- Aesthetic-driven decisions — Production quality and visual design influence strategic choices and engagement.
- Pattern Building — Players assemble and interlock wooden pieces to form aesthetically pleasing patterns.
- Pattern building with wooden components — Players assemble and interlock wooden pieces to form aesthetically pleasing patterns.
- Set Collection — Collect patterns or components to maximize scoring opportunities.
- Tile Placement — Pieces are placed to realize growing patterns and to score points for symmetry and ingenuity.
- Tile/wood-piece placement — Pieces are placed to realize growing patterns and to score points for symmetry and ingenuity.
Video topics + discussion points
Quotes (from this video)
- mind bend melter
- Inaria oo very nice
- it's V Lera so I'm immediately terrified but at the same time... one of the heavy but not brain crushing
- I can't wait to play this game
- this game looks absolutely stunning
References (from this video)
- a strong variant on Pandemic system with a railroad twist
- engaging when played with groups who enjoy constraints
- historical pandemic/rail logistics with limited cures
- Pandemic-era Europe with railroad building and constrained cures
- historical-tinged, cooperative-infrastructure feel
- Pandemic: Iberia (the base historical variant)
- 51st State (engine-building comparison mentioned elsewhere)
Mechanics (from transcript analysis)
- Network/Route Building — build routes to move around, managing outbreaks without full cures
- rail network expansion and disease management — build routes to move around, managing outbreaks without full cures
Video topics + discussion points
Quotes (from this video)
- We funded and we exceeded even a few stretch goals.
- That's fraught with danger.
- The coolest name ever.
- the following mechanism is really neat.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We added them together. That was the incorrect usage there.
- Blast some imps. Do it.
- Tea fatigue is what I'm calling it.
- We’re going to show you 200 through 101 and talk about them.
References (from this video)
- Engaging engine-building and upgrade system that creates emergent play opportunities.
- Clear, tactile management of robots across platform, stock, and flash zones.
- High tempo and decision density; interesting risk/reward when choosing upgrades and discards.
- Solo playthrough feels like a well-designed puzzle with multiple viable paths.
- Heavy reliance on draw luck can make early rounds feel punishing or inconsistent.
- Steep learning curve; non-intuitive zone interactions require careful setup and reminders during play.
- Complex upgrade economy may overwhelm new players or slow down the pacing in a solo session.
- Robot repair and upgrade loop within a time-limited factory setting.
- A factory world where players repair machines using modular robots and upgrades.
- Abstract puzzle/gameplay loop with a focus on optimization rather than a story arc.
Mechanics (from transcript analysis)
- Color/size matching — Repairs require specific robots by color and/or size to satisfy machine demands.
- Deck Building — Draw from a robot deck, discard, and upgrade via an experience pile to exert more control over future turns.
- Deck Manipulation — Certain robots let you peek at or manipulate the top cards of decks/discards to steer future draws.
- deck-building/hand management — Draw from a robot deck, discard, and upgrade via an experience pile to exert more control over future turns.
- Fail-safes and time pressure — A finite number of fail-safe tokens and a battery-reshuffle mechanic creates a hard time limit; failing to repair enough machines risks losing the game.
- Progressive ability effects — Robot abilities scale with level, unlocking stronger actions (e.g., look at top of deck, add cards to flash, or manipulate the stock).
- Special actions and look-at mechanics — Certain robots let you peek at or manipulate the top cards of decks/discards to steer future draws.
- Stock/Platform/Flash zones — Robots exist in three zones: platform (active), stock (permanent reserve), and flash (temporary holding), with decisions about moving cards among zones shaping round flow.
- Upgrades and experience — Repaired machines contribute to an experience pool that powers robot upgrades and special abilities.
Video topics + discussion points
Quotes (from this video)
- we're going to be repairing some machines
- wow we have a lot of green cards
- not sure if that was a good idea or not
- not quite there but that was a complete solo game of Siberon
References (from this video)
- The knowledge limiter creates meaningful pacing decisions
- Two rondelles create dynamic spatial competition
- Multiple scoring routes encourage varied strategies
- Pleasant theme integration with historical flavor
- Pace can be frenetic, especially at higher player counts
- End-game scoring depends on tiles; can feel punishing or ‘sniped’
- Limited appeal to 2-player; setup and tempo may be too heavy
- tableau-building, exploration, and river trade in ancient river valleys
- Ancient Mesopotamia along the Tigris and Euphrates
- puzzle-like tableau-building with multiple scoring tracks
- Carcassonne
- Cascadia
Mechanics (from transcript analysis)
- End-game scoring and majority scoring — End-game scoring uses majorities in temples, cities, trees, mountains, technologies, rivers; multiple paths to reach end-game tiles.
- Knowledge track limiter and scoring — A knowledge track on the board limits how many points you can score in a single action; raises as you acquire knowledge.
- Movement and bumping — On turns players move their pieces 1-2 (sometimes 3) spaces; can displace opponents by paying lapis and stealing papyrus.
- Priest/landscape interaction — A priest piece moves to new tiles and can teleport when lineups enable; exploration mechanics interact with tile placement.
- Resource Management — Lapis and papyrus are produced by tiles; lapis is used to move and bump opponents, papyrus is scarcer and valuable.
- resource management and production — Lapis and papyrus are produced by tiles; lapis is used to move and bump opponents, papyrus is scarcer and valuable.
- Rondel — Nested rondelles control movement of boats and wanderers; movement pace is limited by lapis and can be augmented by taxing opponents.
- Rondelle movement — Nested rondelles control movement of boats and wanderers; movement pace is limited by lapis and can be augmented by taxing opponents.
- Scoring tiles and set collection — Face-up tiles provide immediate and end-game scoring; players collect tiles during play and later confirm their final values.
- Set Collection — Face-up tiles provide immediate and end-game scoring; players collect tiles during play and later confirm their final values.
- Tile Placement — Tiles are placed to form paths and scoring opportunities; tiles near priests can be rotated and colorful placements affect scoring.
- tile placement and rotation — Tiles are placed to form paths and scoring opportunities; tiles near priests can be rotated and colorful placements affect scoring.
Video topics + discussion points
Quotes (from this video)
- Rondell's meets Carcassonne.
- It's a tableau builder, tile lane game.
- The knowledge track is your limiter.
- The game ends when tiles run out and you finish that round.
- It's a race game to get to those scoring tiles.
References (from this video)
- high production quality and superb artwork
- rulebook is clear with helpful pictures and examples
- strong strategic depth with little randomness
- variety of useful, well-designed cards
- rules become intuitive after the first round
- grain market dynamics can make catch-up difficult for players who fall behind
- limited mechanisms to move players up in markets, reducing comeback potential
- initial complexity can be intimidating for some new players
- building monuments (Sphinx, Obelisks, Graves, Pyramid/Temple) with workers and resources
- Egypt, Nile valley during ancient times
- historical-legendary with objective-driven scoring
Mechanics (from transcript analysis)
- Compound Scoring — Sphinx cards and graves/obelisk tiles provide end-of-round and end-of-game scoring opportunities
- Deck and card management — drawing from Nile card decks and Sphinx card decks; using start cards and Sphinx cards to drive actions and scoring
- Market-driven scoring — stone and grain markets influence scoring and penalties through production and feeding mechanisms
- Resource Management — managing stones and grain to support construction and to feed workers; limited markets influence resources
- round-based building phases — five rounds with distinct building priorities and scoring opportunities; phase progression determines actions and available tiles
- set/objective scoring — Sphinx cards and graves/obelisk tiles provide end-of-round and end-of-game scoring opportunities
- ship placement along the Nile — placing ships along the Nile from the Source to build on various spaces; downstream/upstream placement rules constrain options
- Variable Phase Order — five rounds with distinct building priorities and scoring opportunities; phase progression determines actions and available tiles
Video topics + discussion points
Quotes (from this video)
- The quality is superb
- the artwork is nice
- there's a lot of strategy involved with little to no Randomness
- we give it an 8.5 out of 10
- the rule book has great pictures and examples
- this game was a lot of fun
References (from this video)
- Strategic decision-making
- Limited resources create tension
- Crafting wooden ornaments
- Artisan workshop
- Competitive crafting
Mechanics (from transcript analysis)
- Card placement — Strategically use cards to construct ornament pieces
- pattern matching — Match ornament pieces to tool board tiles
- Point collection — Earn victory points from completed ornaments and tool tiles
Video topics + discussion points
Quotes (from this video)
- In Inaria, you step into the shoes of a skilled Artisan crafting beautiful wooden ornaments
References (from this video)
- short to medium play with euro feel
- easy to teach compared to giants
- not as deeply known as other euro giants
- merchant exploration and routes
- late 18th-century Iberian trade and exploration
- economic/trade game flavor
- Brass Birmingham
- Agricola
- Through the Ages
Mechanics (from transcript analysis)
- route/rail-like network — Build a supply network across Iberia to gain points.
Video topics + discussion points
Quotes (from this video)
- gloomhaven well everybody knows that right
- pandemic season one is a cooperative game
- it's the crew
- code names
- magic maze
- the correct answer is sheriff of Nottingham
- subscribe like and comment on this video
- time stories isn't it but time stories isn't as well so one point for you
- you don't know board games
- Terraforming Mars