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IKI box art

IKI

Game ID: GID0165645
Game Info
Year
2015
Collection
Rating
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Description

Edo — what we now know today as Tokyo, Japan — was a thriving city with an estimated population of one million, half townspeople and half samurai. With a huge shopping culture, Edo's main district, Nihonbashi, was lined with shops, selling kimonos, rice, and so much more.

Nihonbashi is the focus of IKI: A Game of EDO Artisans, which brings you on a journey through the famed street of old Tokyo. Hear the voices of Nihonbashi Bridge's great fish market. Meet the professionals, who carry out 700­-800 different jobs. Enter the interactivity of the shoppers and vendors. Become one with the townspeople.

One of the main professions in the world of Edo is the artisan. Each of the Edo artisans uses their own skill of trade to support the townspeople's lives. In this game, not only are there artisans, but street vendors, sellers at the shops, and professions unique to this time and age. Meet the puppet masters, putting on a show. Meet the ear cleaners that people would line up for.

The goal of this game is to become the annual Edoite, best personifying what is known as "IKI", an ancient philosophy believed to be the ideal way of living among people in Edo. Knowing the subtleties of human nature, being refined and attractive — these are all elements of a true IKI master.

Description

Edo — what we now know today as Tokyo, Japan — was a thriving city with an estimated population of one million, half townspeople and half samurai. With a huge shopping culture, Edo's main district, Nihonbashi, was lined with shops, selling kimonos, rice, and so much more.

Nihonbashi is the focus of IKI: A Game of EDO Artisans, which brings you on a journey through the famed street of old Tokyo. Hear the voices of Nihonbashi Bridge's great fish market. Meet the professionals, who carry out 700­-800 different jobs. Enter the interactivity of the shoppers and vendors. Become one with the townspeople.

One of the main professions in the world of Edo is the artisan. Each of the Edo artisans uses their own skill of trade to support the townspeople's lives. In this game, not only are there artisans, but street vendors, sellers at the shops, and professions unique to this time and age. Meet the puppet masters, putting on a show. Meet the ear cleaners that people would line up for.

The goal of this game is to become the annual Edoite, best personifying what is known as "IKI", an ancient philosophy believed to be the ideal way of living among people in Edo. Knowing the subtleties of human nature, being refined and attractive — these are all elements of a true IKI master.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 14
This page: 14
Sentiment: pos 11 · mix 2 · neu 0 · neg 0
Mentions per page
Showing 1–14 of 14
Video a8WQO06MM84 Top 10 List at 8:57 sentiment: positive
video_pk 67763 · mention_pk 164017
IKI video thumbnail
Click to watch at 8:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Well put together campaign structure
  • Good complexity level for the genre
Cons
  • First print run availability may be limited.
Thematic elements
  • Fantasy version of feudal Japan
  • Scripted campaign
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign play — A large campaign game with two distinct modes that alternate.
  • Character progression — Players build up their characters throughout the campaign.
  • event cards — Players move around a map and resolve event cards.
  • Skirmish — Includes grid-based Skirmish type encounters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It is a time trial racing game which is interesting and you're kind of trying to solve a puzzle of what's the most efficient way to get around a dirt track
  • It is a programming games where you program all your movement trying to get to the flags and you you know how it is right you program your move and then all of a sudden you're not moving where you're supposed to and then it's all chaos
  • this is a big uh it's a massive campaign game it's a very scripted campaign and it's got two game modes that swap in between each other
  • When you first see the rules it doesn't uh do again it looks like it's just draw cards play sets, which is a very boring sounding game but it's it's got this little extra bit of decision space that's very very clever
  • So so my number one game for the month was Stones spine Architects
  • this card crafting mechanism that kicked off with Mystic B yeah I mean it works like why can't you why why not just making another game with different twists
References (from this video)
No references stored for this video.
Video pclK3GzOPPI Review at 1:12 sentiment: mixed
video_pk 67632 · mention_pk 163798
IKI video thumbnail
Click to watch at 1:12 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep and crunchy gameplay with many interwoven mechanics.
  • High strategic depth and rewarding combo chaining opportunities.
  • Relatively few rules for the depth of the game.
  • Good production quality with solid components.
  • Decent replay value due to variable setup and strategic paths.
  • Engaging player interaction through dice manipulation and blocking.
  • Satisfying feeling when executing a well-planned turn.
Cons
  • Iconography is often confusing and requires frequent rulebook checks.
  • The rulebook itself could be improved.
  • Commander cards are problematic, difficult to understand, and slow down the game.
  • Setup is time-consuming and requires a large amount of table space.
  • Player scaling can be an issue, with two-player and four-player modes having significant drawbacks.
  • The game is not new-player friendly and can be brutal.
  • Generates significant analysis paralysis and downtime.
  • Game length can be excessive, especially with new players or in four-player games.
  • The solo mode is excessively difficult and its scoring is swingy and unpredictable.
  • Graphic design could be improved for clarity.
  • Dice are sometimes hard to read.
Thematic elements
Comparison games
  • Imperium
  • Captain's Chair
  • Tatum
  • Teenu
  • Europa Universalis
  • Tracarion
  • Frostpunk
Mechanics (from transcript analysis)
  • Area Control — Players defend against invaders on specific rows using hoplight dice, with victory points awarded for successful defense.
  • dice placement — Players place dice on the board to occupy action spaces, with the die's value sometimes influencing the action's effectiveness.
  • engine building — Players need to get an engine going to be hyper-efficient over the 10 rounds, unlocking progressively more powerful actions as more tiles are built.
  • Player Board — Players have an 'estate board' where they build 'cadmia tiles' which unlock more powerful and progressive actions.
  • set collection — Fulfilling contracts involves paying resources to get bonuses and victory points for set collection or diversification of symbols.
  • Track advancement — There are two devotion tracks (for a wine god and war god) that players can level up for bonuses geared towards combat or resource gathering.
  • Variable player powers — Player colors have subtle differences in effects, and buildings are rearranged randomly on player boards, offering slight asymmetry and replayability.
  • worker placement — Players can use 'metic tiles' which function as temporary workers to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • As gamers, we find it hard to deal with empty shelves, some worse than others.
  • Seriously, publishers, can we just get like can we just make games where the pronunciation of the title doesn't need to be googled in advance?
  • This is going to be quite a big review. There's a ton to get into here in terms of pieces, rules, solo mode, multiplayer, the works. Strap in.
  • It's basically a 10 round game where you've got to maximize as much as physically possible that you achieve in each of the 10 rounds. You know, you've got to be hyper efficient. You've got to get an engine going. You cannot have mediocre turns. It's just not going to be good enough.
  • This game is kind of designed with a sort of vertical standpoint in mind rather than the horizontal one. And what I mean by that is you can imagine a heavy horizontal game having a ton of rules that you've got to learn but only so much depth. This one is definitely going from that whole vertical standpoint where there's only so many rules, but boy is there a lot of depth when you're trying to drill down into it.
  • It's definitely going to be one for the heavy, super heavy fans of these tea games. You know, you cannot play this as a casual game. I'm going to stress that right now. This is not for you if you're in that target audience.
  • The difficulty rating of this game is on a scale beyond human comprehension.
  • The easy rating on this, and I mean the easy rating on this, is kind of basically like being kicked in the nuts, you know, repeatedly throughout the whole game and then expecting to be able to tap dance the fandango when you're done.
  • It's just too barbarically difficult.
  • And honestly, I would have much preferred it if you were kind of neck and neck for a lot of it, but you could kind of gauge what their endgame score was going to be, not have this really debilitating feeling that it's basically almost a bit like a tortoise and hair scenario where you're going nice and slow, the hair runs on miles, and then somehow the tortoise catches up to it at the end.
  • It's just going to take up the time. And some of that is with only 10 turns in the game, you're going to be waiting for your next turn a lot.
  • It really can drag out like mad.
  • But the problem is that this game is just not a very practical one.
  • This one is a very high six out of 10.
  • There's a lot going on, you know, for good and for bad.
  • It's a decent game. Honestly, I give it props.
References (from this video)
No references stored for this video.
Video zXa7_lau95I Review at 0:33 sentiment: positive
video_pk 67575 · mention_pk 163718
IKI video thumbnail
Click to watch at 0:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Welldesigned
  • pleasant
  • incredibly produced
  • enjoyable, breezy, lightweight affair
  • rotational puzzle pairing well with active action selection and turn order system
  • easy to understand repercussions to make decisions feel meaningful
  • extremely likable
  • punch higher than you might initially expect
Cons
  • Mechanical differences felt more like modules to the same game design as opposed to being distinct titles
  • Sky being the most complex though verging on convoluted in its column and row reward system
  • Not as esoteric as the mating and achievement systems in Sky.
Thematic elements
  • animal sanctuary caretaker
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — The cyclical propulsive nature of the game. In the main board, on your turn, you can move as far as you want around the track, but it's always the player furthest and back who plays next.
  • Resource management — Additions you can spend cash to modify them with.
  • set collection — Adds a nesting minigame where you try to get pairs of birds in the same zone. Invest in a nest, then take uh mating actions as fixed on the central board, which adds a point multiplier.
  • tile placement — Claim animals using your owner tile on a board shared by all players. Then place said animal onto your board in enclosures adjacent to your mandatorily rotating employee.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • More than mere theme swaps, these are three distinct titles, though more different flavors of the same slushie, if you know what I mean.
  • Each of these games has different bits and bobs. And yeah, I mean quite literally different meeples, which for my money are some of the best and cutest mele work in the biz.
  • Ultimately, there's not much to say against these games. They're all welldesigned, pleasant, and incredibly produced.
  • Personally though, after playing all three backto back to back, I couldn't help but feel that the mechanical differences felt more like modules to the same game design as opposed to being distinct titles that just share mechanical similarities.
  • That said, if you had to pick one, Dino is my clear front runner here.
  • But individually, they all hold up, and I think that the differences are subtle enough that your particular flavor of Beast is going to be paramount when picking your preference here.
  • But no matter what you go with, whether it's one or all three of these games, they're extremely likable, lightweight games that punch higher than you might initially expect, full of contentious, spiraling outcomes that fit together nicely in a beautiful candycoated shell.
References (from this video)
No references stored for this video.
Video vyJGpXIdhjM Top List at 1:34:56 sentiment: positive
video_pk 67341 · mention_pk 163419
IKI video thumbnail
Click to watch at 1:34:56 · YouTube ↗
Overall sentiment (raw)
Very positive
Pros
  • Great Edo period theme
  • Streamlined gameplay
  • Engaging rondel mechanism
  • Fire mechanic adds an interesting twist
  • Works well at two players
  • Expansion is also great
Cons
  • Some pictures in the rulebook/online may not be 100% accurate to the version owned
  • Theme might not appeal to everyone
Thematic elements
  • Merchant/shopkeeping, city building
  • Edo period Japan
Comparison games
  • Eik (Expansion)
  • Philosophia: Floating Market
  • Yokohama
Mechanics (from transcript analysis)
  • Firefighting — What's also cool about it is that uh depending on where you place your your shops, there can eventually be fires that break out that will destroy uh the shops if you don't increase your firefighting skill, which is like way over here um high enough.
  • Rondel — The Rondell kind of placement. I mean, this this picture is I I don't know. This is from a million years ago. Uh, but it still has the core structure of kind of moving in this rondelle kind of uh pathway it to to land in a certain spot to be able to trigger the uh the workshop that's there.
  • set collection — Or you can do some set collection element with like uh tobacco and and um pipes or uh sushi.
  • tableau building — So, I like that element of planning buildings or planning shops, using them for your effects to to finish out projects.
  • worker placement — You'll be putting in shops in these various stalls that will have effects on them that can give you resources, that let you spend resources to do other things.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The theme really doesn't come through. It's just how the scoring and the gameplay is why it's here.
  • that that thing is always the thing that catches people that very first time. They're like, 'Oh, I see now.'
  • It's such a short game.
  • It takes longer to score the game than it does to play the game
  • Guards of Atlantis 2 is a MOA style uh t 2v2 game.
  • I absolutely love that there's a reason why I'm not a big fan of exceed or onward in this in this mobile case is because I don't like randomness in these head-to-head games
  • if I'm outplayed, I know my opponent outplayed me.
  • every single uh, hero has only five cards that they can play and they'll play four of them in a given round.
  • I really like that that level up system.
  • Onward 100% feels more like a MOA than Guards of Atlantis does.
  • I've had a great time every single time I've played it.
References (from this video)
No references stored for this video.
Video boF6i5tL_RQ the mill Playthrough at 26:52
video_pk 62846 · mention_pk 155606
the mill - IKI video thumbnail
Click to watch at 26:52 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
  • Tapestry
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Dinosaur Island oh my gosh this is impossible there's no way to beat them all
  • the mill is victorious in the league for rankings
  • we tie at two goals and we go times three 2 * 3 is 6 for both of us
  • next time we are going to league three
  • the mill team might not end up victorious in this league
References (from this video)
No references stored for this video.
Video ZGWoe_6DFCs Allies or Enemies Review at 0:14 sentiment: positive
video_pk 61172 · mention_pk 153799
Allies or Enemies - IKI video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Calming, beautiful artwork across board, cards, and player mats
  • Gorgeous, screen-printed components and clean iconography
  • Tightly designed engine that remains approachable despite multiple moving parts
  • Excellent player aids and layout that keep gameplay brain-free
  • Strong replayability due to multiple strategic focuses and year/season transitions
  • Adapts well to 2-4 players with minimal flow disruption
Cons
  • Midweight design that may not satisfy players seeking heavier simulation
  • Cannot do everything in a single session, requiring thoughtful prioritization
  • Two-player variant reduces available spaces and slightly alters pacing
Thematic elements
  • Economic development, trade, and guild dynamics in a historic urban setting
  • Edo period, Japan, 1600s, bustling marketplace of Edo
  • Historical flavor with procedural, resource-management gameplay and seasonal progression
Comparison games
none
Mechanics (from transcript analysis)
  • action_selection — choose order of actions on the turn order track using ikibana; walking distance and timing are affected by your choice
  • card drafting — draft cards each season to represent items, buildings, and actions that influence scoring and options
  • card_drafting — draft cards each season to represent items, buildings, and actions that influence scoring and options
  • economic_engine — manage money, resources (fish, pipes, buildings), and fires to optimize scoring
  • set_limitation_and_choices — a tight set of choices constrained by space, timing, and the threat of fires that shapes your path
  • tableau building — build a personal tableau with buildings and items that provide ongoing effects
  • tableau_building — build a personal tableau with buildings and items that provide ongoing effects
  • worker placement — place workers to activate spaces, gain money, and hire new characters
  • worker_placement — place workers to activate spaces, gain money, and hire new characters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the art is lovely from the board to the player mats
  • the icons are also all really clear and simple
  • totally brain free so you can focus on the fun stuff
  • gorgeous design
  • drop dead gorgeous
  • this should be a game that connects with most gamers
References (from this video)
No references stored for this video.
Video 2zBkywMBq5U Tabletop Tolson Discussion at 0:46 sentiment: positive
video_pk 59746 · mention_pk 152288
Tabletop Tolson - IKI video thumbnail
Click to watch at 0:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, weighty strategy with a strong rondelle mechanic
  • Solid depth for 2-4 players
  • Rich thematic feel with meaningful decisions across multiple action spaces
Cons
  • Longer playtime (approximately 90 minutes)
  • Complex rules may be less accessible to casual players
Thematic elements
  • trading race through historic Tokyo
  • historic Tokyo
  • mechanics-driven, rondelle-based movement
Comparison games
  • Planet Unknown
Mechanics (from transcript analysis)
  • Rondel — board is a rotating circle; players move to spaces around the wheel to access actions
  • Rondelle movement — board is a rotating circle; players move to spaces around the wheel to access actions
  • variable turn order through movement — distance moved determines the order; further moves can push you later in the round but unlocks different actions
  • worker placement — place a worker on a space to gain the action of the space you’re underneath
  • worker placement / space activation — place a worker on a space to gain the action of the space you’re underneath
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these are three Dynamite games I think they did a great job picking them
  • the game is all in the cards and really how you're making your deck building it exactly the way you want to build it
  • Planet Unknown totally takes it
  • I think Challengers is a great game
  • I think Iki is a really good game and a game that's going to stay
  • this is a real treat it is a real delight
References (from this video)
No references stored for this video.
Video vpTOE23Ji8Q Board Stupid Top List at 34:42 sentiment: positive
video_pk 35607 · mention_pk 106402
Board Stupid - IKI video thumbnail
Click to watch at 34:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • unique rondel mechanism with a strong decision cadence
  • tight scoring with interesting trade-offs
  • attractive components and presentation
Cons
  • rules can be dense for new players
Thematic elements
  • rondel-based action selection and set collection
  • Japanese-inspired marketplace
  • elegant euro with a shop-building flavor
Comparison games
  • Lorenzo il Magnifico
  • The Quacks of Quedlinburg
Mechanics (from transcript analysis)
  • Rondel — players take actions around a central wheel, affecting shop tiles and development
  • round rondel action selection — players take actions around a central wheel, affecting shop tiles and development
  • set collection / tile/piece upgrades — collect shop components to build a functional marketplace and gain points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "tile placement and open market..., it's a smooth and perfect tile placement game"
  • "Cascadia is a fantastic game that you can play with everyone"
  • "endless winter paleo Americans is wide and thinky; a big, ambitious euro"
  • "mind management is the best sort of one game you can buy"
  • "production is insane—deluxe, beautiful components"
  • "unsettled is a giant puzzle with every planet different"
  • "Iki is a tremendous Euro game I absolutely love"
References (from this video)
No references stored for this video.
Video N4RtgGjbHYM Board Game Dad Discussion at 3:33 sentiment: positive
video_pk 30838 · mention_pk 90902
Board Game Dad - IKI video thumbnail
Click to watch at 3:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • transparent objective tracks
  • readable opponents' priorities
Cons
  • depends on tile draws
  • potential for suboptimal draws if luck dominates
Thematic elements
  • structured planning with visible objectives
  • Tile-based progression and objective tracks
  • transparent, track-driven scoring
Comparison games
  • Sky Mines
Mechanics (from transcript analysis)
  • tile drafting — players draft or receive tiles that may fulfill objectives or create new ones
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these are games like wingspan or Ark Nova in general these games are a lot of fun
  • the designer's intent is that over the course of the game the luck is going to balance out
  • it's up to the player to make calculated risks and mitigate for bad luck
  • it's those times where the games can get really frustrating for me
  • the remedy for players who like me don't like bad luck due to cards
References (from this video)
No references stored for this video.
Video q8D4teJzcrI Board Game Sanctuary Review at 0:00 sentiment: positive
video_pk 29401 · mention_pk 86336
Board Game Sanctuary - IKI video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong thematic integration with Edo market life and the civic life concept implied by Iky.
  • Engaging shopfront and worker progression mechanics that create a sense of growing a business over time.
  • Clear lifecycle from recruitment to retirement that provides a strong narrative arc within a Euro-style framework.
  • Vibrant market atmosphere implied by the main street board and the bustle of shopfronts.
  • Tension added by fire risk, which adds strategic weight beyond straightforward resource collection or action selection.
Cons
  • Not discussed explicitly in the transcript, so any potential drawbacks are not cited directly by the speaker.
  • Some players may find the card-front/worker progression system dense if unfamiliar with micro-management mechanics, though this is not stated by the speaker and would require playtesting to confirm.
Thematic elements
  • Civic life, urban commerce, and personal prestige in a traditional Japanese market. The game frames entrepreneurship as a civic duty and a personal career, with social status tied to shop management and community standing.
  • Edo-period Japan, a bustling main street market in the city of Edo, structured around a year-long cycle of 13 rounds (12 months plus a new year).
  • Economic simulation with a focus on micro-management of workers and shopfronts, presented through a market-street lens with a narrative of career progression from recruitment to retirement.
Comparison games
none
Mechanics (from transcript analysis)
  • Employee progression and retirement — Each worker in a shop can advance along the micro-tracks printed on the card, gaining bonuses as they progress. When a worker reaches the end of the card, they retire, which represents a personal lifecycle and has implications for scoring and shop performance.
  • Prestige scoring and career illusion — Prestige is accumulated through actions taken, shop management success, and the progression of workers, weaving thematic success with numeric scoring in a way that reward structures feel tied to career advancement.
  • risk management — There is a thematic risk element in the form of fires that can threaten shopfronts, introducing tension and the need to balance growth with protection of existing assets.
  • Risk management (fires) — There is a thematic risk element in the form of fires that can threaten shopfronts, introducing tension and the need to balance growth with protection of existing assets.
  • Shop front cards as action tiles — Cards represent individual shop fronts. Players deploy CO figures to work there as employees, with the card providing a set of actions and, as workers advance along micro-tracks on the card, additional bonuses are unlocked. Cards act as both the spatial and functional backbone of the economy in the game.
  • Track advancement — Each worker in a shop can advance along the micro-tracks printed on the card, gaining bonuses as they progress. When a worker reaches the end of the card, they retire, which represents a personal lifecycle and has implications for scoring and shop performance.
  • worker placement — Players move oyata figures around a circular market circuit on the main street board, stopping at different shop fronts to take actions dictated by the shop front cards. This creates a spatial, route-based decision process rather than a simple one-action-per-turn model.
  • Worker placement / market circuit — Players move oyata figures around a circular market circuit on the main street board, stopping at different shop fronts to take actions dictated by the shop front cards. This creates a spatial, route-based decision process rather than a simple one-action-per-turn model.
  • Yearly progression and timing — The game unfolds over 13 rounds—a full year consisting of 12 months and a lunar new year—creating a clear pacing mechanism that shapes planning, investment timing, and retirement sequencing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a brilliant game.
  • This is a game that has you feeling like you're running your own shop in a shopping mall, watching your business go boom, and making sure that fires don't destroy your shopfront.
References (from this video)
No references stored for this video.
Video wTOX4TumgBw BoardGameBollocks Discussion at 1:08 sentiment: positive
video_pk 10991 · mention_pk 104481
BoardGameBollocks - IKI video thumbnail
Click to watch at 1:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun for kids
  • Simple and quick to learn
Cons
  • Setup can involve getting the pieces aligned
  • Not the most sophisticated game
Thematic elements
  • Sports, fast action family game
  • Kids' table football with spring-loaded players
Comparison games
none
Mechanics (from transcript analysis)
  • dexterity/physical action — spring-loaded figures kick a ball when pressed
  • Flicking — spring-loaded figures kick a ball when pressed
  • Quick Play — short play sessions with simple setup
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a two-player
  • it's a very popular game you know it's spawn loads and loads of expansions
  • we back the deluxe version with the big box and all the scenarios in there
  • it's a wonderful going we have done our unboxing
  • it's a deck of cards with all these celebrities and superhero characters all just different types of people
  • times up right so we've talked about it almost also but on the showdown this is a surprisingly fantastic party game
References (from this video)
No references stored for this video.
Video AC0OZsvhWXg Foster the Meeple Top List at 16:17 sentiment: positive
video_pk 8303 · mention_pk 24387
Foster the Meeple - IKI video thumbnail
Click to watch at 16:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Heard lots about it
Cons
none
Thematic elements
  • Economic competition
  • Feudal Japan market
Comparison games
none
Mechanics (from transcript analysis)
  • Economic competition — Artisans set them up in the market and acquire prestige in feudal Japan
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We love trick taking games
  • This game is so much freaking fun
  • I adore GMT games, they are becoming one of my favorite game publishers
  • If you remember Vast Crystal Caverns is in my top five games of all time
  • We bloody love it
  • We can't stop playing
  • It's a blimp game not a train game
  • That's just work
  • I don't think I want to play it
  • I'll get it eventually
References (from this video)
No references stored for this video.
Video ETkAtUMre0A Chairman of the Board Review at 0:02 sentiment: positive
video_pk 4100 · mention_pk 11992
Chairman of the Board - IKI video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Dynamic and well-implemented rondelle with evolving spots and pre-planning options
  • Multiple viable strategies supported by helpers, buildings, and fish/pipes/scarcity mechanics
  • Strong initiative and interaction; timing and order often drive the engine
  • High production quality: visually appealing board, chunky wooden meeples, and clear symbols
  • Good scalability and a solid two-player variant with suitable blockers
Cons
  • Fire token randomness can frustrate some players and feel markets-of-fortune-like
  • Thirteen rounds can feel lengthy; some players may prefer a shorter playtime (around 10 rounds)
  • Complex for newcomers; analysis-paralysis risk with many moving parts and options
Thematic elements
  • artisans, guilds, and city-building focused on resource management and growth
  • Edo-period Japan; artisan guilds, market spaces, and seasonal activity
  • procedural progression through 13 monthly rounds with an end-of-year culmination
Comparison games
none
Mechanics (from transcript analysis)
  • Building cards and end-game scoring — Build structures with ongoing and end-game scoring effects; buildings can scale with resources and color-matching strategies
  • Character retirement and income persistence — Retiring a character moves it to your board for ongoing income but removes its bottom ability from play
  • Fire track and firefighting — A fire mechanic where tokens trigger fires in zones; players must raise firefighting value to mitigate losses
  • Resource management — Manage rice, wood, coins, sandals, and other tokens; exchange or spend to acquire actions, items, and buildings
  • Resource management and currency conversion — Manage rice, wood, coins, sandals, and other tokens; exchange or spend to acquire actions, items, and buildings
  • Rondel — Circular action-selection engine with initiative order determined by marching around a dial and interacting with buildings and helpers
  • Rondelle movement — Circular action-selection engine with initiative order determined by marching around a dial and interacting with buildings and helpers
  • Set collection and season bonuses — Collect season-themed tokens (fish, pipes, pouches) to unlock set bonuses and end-game points
  • Two-player blockers — In two-player mode, certain rondelle spots are blocked to simulate opposition and shape move options
  • Worker helpers and interaction — Helpers can be owned by you, your opponent, or be neutral; hiring and advancing them drives bonuses and income
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am a big fan of rondelle games
  • This is a very well put together game
  • Production of the game is fantastic; I love the way the board looks
  • Loads of good Euro stuff going on here
  • There are plenty of paths to Victory here
  • The initiative is such a strong part in this game
  • The meeples themselves look amazing, nice chunky wooden pieces
  • The board looks lovely too
  • There are plenty of paths to victory and plenty of synergies between strategies
References (from this video)
No references stored for this video.
Video 5mXKZ0489HQ Before You Play Discussion at 2:22 sentiment: mixed
video_pk 1921 · mention_pk 112169
Before You Play - IKI video thumbnail
Click to watch at 2:22 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • interesting twist on trick-taking
  • fun social interaction on the bus stop
Cons
  • unclear to some players who know the specific rules
  • unknown publisher/designer details
Thematic elements
  • value over suits; social dynamics of frustration
  • trick-taking style game, value-based
  • humorous but strategic
Comparison games
none
Mechanics (from transcript analysis)
  • Trick-taking — suits don’t matter; hand strength is determined by card values
  • trick-taking (value-based) — suits don’t matter; hand strength is determined by card values
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we were able to connect with a lot of people over there and thank you for sharing your beautiful country with us
  • the weather was just perfect and i don't know if i could say enough good things about it
  • there's a ton of tables and you just play games with your friends or with just people that you're going to meet there
  • it's a play it comes to play bring the games that you want to play there are a ton of tables
References (from this video)
No references stored for this video.
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