In It’s a Wonderful World, you are an expanding Empire and must choose your path to your future. You must develop faster and better than your competitors. You’ll carefully plan your expansion to develop your production power and rule over this new world.
It’s a Wonderful World is a cards drafting and engine building game from 1 to 5 players. Each round, players will draft 7 cards and then choose which ones will be recycled to immediately acquire Resources, and which ones will be kept for construction to produce Resources each round and/or gain victory points.
When a card is fully built, it’s added to the player’s Empire to increase the player’s production capacity for each round. The mechanical twist being that the production phase works in a specific order. You'll have to plan your constructions carefully!
For a deeper insight of the gameplay, please follow this link : It's a Wonderful World - First steps
In addition to the base game, players can also enjoy expansions boxes introducing an innovative Campaign mode. Each Campaign offers a storyline to follow and many gameplay twists. At the end of each campaign, players will open a reward booster to unlock new cards, enhance their base game and keep a memory of what happened during the campaign. All the campaigns can be replayed and don’t imply game components destruction.
More info on the Campaign mode : It's a Wonderful World - Campaign Mode
—description from the publisher
- Elegant card drafting that drives civilization-building themes
- Clear, accessible production cycle with satisfying card completion
- Beautiful or appealing card art and thematic flavor
- Abstracted theme may feel distant to some players
- Indirect interaction can lead to feel-bad moments if drafting blocks occur
- civilization development through technology, events, and production chains
- Drafting civilization-related cards spanning various time periods and themes.
- card-drafting with production and recycling discipline; abstracted civ progression
Mechanics (from transcript analysis)
- card drafting — Players draft civilization-related cards each round to plan future actions.
- construction and recycling — Cards can be constructed or recycled to gain resources and activate effects.
- production sequencing — Resources are produced in a defined phase order and then applied to cards.
- Resource management — Resources are allocated to cards to complete builds and trigger effects.
Video topics + discussion points
Quotes (from this video)
- We absolutely adore this game. It's super super fun.
- the big Mayan calendar in the middle
- you can place a worker on the symbol that matches the god card.
- This is a big deck building game where you are going to have a different nation.
- Every game I feel like is a little bit different because the board map will change.
- Civolution is very good.
References (from this video)
- beautiful components, accessible, elegant drafting
- rules can be dense for new players
- engine-building through card drafting and resource accumulation
- civilization-building via card drafting
- clear, strategic, modular
Mechanics (from transcript analysis)
- card drafting — draft cards to build an engine of resources
- engine-building — combine cards for larger effects and points
Video topics + discussion points
Quotes (from this video)
- our Kickstarter's coming
- we're gonna need your support
- we love playing them
References (from this video)
- Compact, fast play time that still supports rich engine-building decisions
- Relatively easy to teach and pick up, making it accessible to beginners
- High degree of variety and depth due to a large card pool and interactions between cards
- Distinctive, memorable theme that contributes to strong thematic flavor
- Strong emphasis on decision density, providing meaningful choices on nearly every turn
- Drafting speed and flow can be highly dependent on group dynamics; a slow drafter can stall play
- Quirky theme may not resonate with all players, and the balance between theme and mechanics can feel uneven for some groups
- State-building with a quirky, surreal flavor
- Near-future city-state building and development
- Playful, slightly batshit whimsical, high-concept flavor
- 7 Wonders
- Terraforming Mars
Mechanics (from transcript analysis)
- drafting — Each round begins with a 7-card draft where players select one card to keep and pass the rest to the next player. The direction of passing alternates each round (left on rounds 1 and 3; right on rounds 2 and 4), creating changing interaction patterns and strategic tension as players attempt to assemble strong engine-building combinations.
- Engine building / card construction — Players gradually construct a personal engine by building buildings and systems on their city/faction board. The cards interact to generate resources, unlock production, and enable point-generation pathways, creating a dense, scalable engine as play progresses.
- Production phases — There are five sequential production steps, typically moving from grey to blue resources, with certain buildings (e.g., nuclear plant) unlocking higher-yield production. Timing and ordering of production are crucial for maximizing output in a given round.
- Resource management — Resources are produced and spent across multiple phases. Players place resources on their faction sheets or directly onto cards to develop their board, balance immediate needs with long-term plan viability, and manage production timing.
- set collection — Victory points are primarily earned through collecting diverse sets of cards and resources, incentivizing careful selection and planning to maximize points across multiple categories.
- Wild/resource amplification — Rare red cubes function as wild resources that can be used on various buildings, adding flexibility and late-game amplification to engine-building decisions. They serve as occasional rewards for building cards and add variability to resource planning.
Video topics + discussion points
Quotes (from this video)
- It’s a wonderful world crams a lot of decision making into its rather short play time.
- And it is a game for people who want to play an engine builder, but who don’t want to spend hours doing it.
- The theme is a little bit batshit weird. Building aircraft carriers to find the fountain of youth is both bizarre, yet strangely memorable.
- The best thing about this game is how densely packed it is with good decisions.
- However, drafting is a very group dependent game system, and with some groups this fast paced game can be brought to a standstill by one slow drafter.
- It shares a lot in common with the popular 7 Wonders
- And for a longer more complex engine builder, try Terraforming Mars
- It’s a wonderful world - it's a wonderful game a Gold medal game.
References (from this video)
- flow and joy of engine-building
- fun conversions
- score tracking can be a thread at times
- engine-building with card drafting
- fantasy industrial empire-building
- positive, light-hearted
Mechanics (from transcript analysis)
- card drafting — draft cards to build your engine
- variable scoring — scoring depends on objectives and conversions
Video topics + discussion points
Quotes (from this video)
- Folklore is such a great classic Gothic horror kind of Dungeon Crawl.
- Snowdonia is still on here baby going strong.
- Pavlov's house should be in the top 100 because Pavlov's house is a solo game and it's not really multiplayer.
- it's the joy of It's a Wonderful World... the journey.
- pandemic Legacy season one is above it, I don't know maybe people play it solo
References (from this video)
- puzzly, highly strategic hand optimization
- satisfying card crunch and combo hunting
- scales to multiple players and supports solo play well
- smooth integration of expansion content
- relaxing yet addictive gameplay
- solo mode yields fewer card options and can feel draft-limited
- expansion can inflate final scores and requires reading rules
- theme is subtle rather than strongly thematic
- resource production and science-driven development
- Abstract empire-building in a futuristic world
- abstract / procedural
Mechanics (from transcript analysis)
- Deck building / hand management — managing the five-card plans each round, discarding/recycling and drawing new cards
- drafting / card selection — players choose cards each planning phase to build or recycle into resources
- expansion integration (corruption and ascension) — expansion adds corruption mechanics, mega scoring, duo scoring, and new empires
- Resource Production — production of gray, black, green, yellow, and blue resources in defined order
- scoring via empires and bonuses — points from built cards, empire bonus points, and red general token multipliers
- solo challenges — dedicated solo scoring thresholds and scenarios to chase high scores
- transmutation / wildcard resource — five cubes of any color can yield a wild red cube via transmutation/effects
Video topics + discussion points
Quotes (from this video)
- this game is very much about maximizing your score
- there's always something to do
- has addictive gameplay
- it's all about that card crunch
- it's relaxing and meditative
- I'll rarely turn it down
References (from this video)
- Solid, accessible engine-building
- Generally quick and engaging
- Good for a varied game night
- Card draw variance can matter
- Crunchy decision space may overwhelm casual players
- industrial development and resource management
- world-building economy
Mechanics (from transcript analysis)
- deck-building — Draft and play cards to generate resources and victory points.
- Engine-building / resource optimization — Assemble and sequence actions to optimize production and scoring.
- Set collection / combination — Strategic card drafting to maximize synergy and points.
Video topics + discussion points
Quotes (from this video)
- it's a wonderful world again
- they are simple they are quick and still very very fun
- Happy City, which is a decent drafting game
References (from this video)
- accessible for players new to euros
- strong solo experience and good with groups
- engaging production rhythm and decision-making
- theme may feel a bit abstract to some players
- engine-building and production throughput
- Fictional production world with resource optimization
- focused on mechanics and efficiency
Mechanics (from transcript analysis)
- card drafting — draft cards to develop your engine and capabilities
- engine-building / cube management — place and manage resource cubes to generate output and scoring
Video topics + discussion points
Quotes (from this video)
- not only is it just a delight in general but it's a game that's good solo and it's fun to teach people
- it's rare to find a game that just everybody likes so much
- what a good game it's so tense every time I get really excited
- we really really fight it out all the way to the end
- it's interesting I'm not sure it's the best solo game but I still can't quit playing it solo and I absolutely love with other people
- it's a wonderful world
- the third game on the list is one that I wasn't sure I was going to like mainly because there are aspects of its historical presentation that I have issues with, but I just cannot get enough of Hadrian's Wall I absolutely love that game
- haplo remastered and victorum both made it to my apartment
References (from this video)
- Blends best elements of Seven Wonders and Terraforming Mars
- Multiple scenarios to try
- Extended eight-round format
- Great for drafting and engine building fans
- Weird and wacky pseudo-futuristic theme
- Futuristic world building
- Engine building
- Seven Wonders
- Terraforming Mars
Mechanics (from transcript analysis)
- Beat Your Score — Different scenarios with various challenges
- drafting — Draft cards to build your civilization
- engine building — Build gnarlier engines across eight rounds instead of four
Video topics + discussion points
Quotes (from this video)
- I've played about 300 solo games so this represents the top of all the solo games I've played
- These are entirely my opinions based on my personal play experience
- I think this is one of the cleverest solo modes on the market
- When you win a game of Robinson Crusoe there are very few things in solo board gaming more satisfying
- The closest experience in board gaming to being the captain on a bridge in a sci-fi movie where everything is going to shit
- I'm probably a solo board gaming masochist
- I just love Thunderbirds as a solo game
- It feels like Legendary Encounters was built for the Alien theme and was built as an upgrade to the original Legendary system
- Probably the best AI opponent in all of board gaming
- Few games have that genuine sense of exploration
References (from this video)
- fast-paced drafting with engine-building payoff
- interesting interaction through drafted card choices
- resource balancing can be tight
- engineering and drafting
- empire-building flavor
- card drafting and engine-building
Mechanics (from transcript analysis)
- card_drafting — draft cards to build engines and manage resources
- engine_building — activate combinations of cards to produce resources and points
Video topics + discussion points
Quotes (from this video)
- This game is all about balance and efficiencies with a good dose of theme.
- The race to get your stars out is kind of what's driving this game.
- The two main reasons why this game is on my list. First is the tech trees.
- This game offers me the perfect balance of euro mechanisms and card play combined with randomness of events.
- That patching mechanism is just so fun and engaging that patch history is my number 75 on my list.
- The production wheel. These wheels have rotating spokes that split the wheel into two sections.
- Kickback actions are one of the reasons why I love this game.
- The theme in this one is, well, to be fair, not exactly sure beyond being an empire looking to expand.
- What sets this one apart is you only draft once during the game at the very beginning.
References (from this video)
- simple rules with near-terraforming-esque depth
- minimal components, accessible to new players
- theme is considered by some as flat or non-immersive
- civilization building
Mechanics (from transcript analysis)
- engine-building — simple rules; minimal components; civilization card drafting
Video topics + discussion points
Quotes (from this video)
- it's one of the most beloved solo board games out there
- this is a wonderful engine builder
- a game that you can take anywhere
- the rule book was perfect in my opinion
- one hell of a title by chip theory games
References (from this video)
- Card drafting games scale well to multiple players
- Simultaneous play keeps game time manageable
- Players focus on own world/civilization
- More players add more cards into drafting mix but don't change core experience
- Game time doesn't lengthen significantly with more players
- Stays short, tight, and engaging
- Building construction projects for society
- Global civilization and society building
- Abstract civilization building
Mechanics (from transcript analysis)
- card drafting — Drafting cards representing construction projects
- dual-use cards — Each card can be built for its effect or recycled for specific colored resources
- engine building — Building cards give production increases for specific resources
- Production Phase — Producing resources in specific order to chain completions
- Resource management — Managing specific color resources for building projects
- Simultaneous Play — Much of the play is simultaneous
Video topics + discussion points
Quotes (from this video)
- Let's be honest board game publishers be lying sometimes
- Most people would consider most games to not play really well at all of those player counts
- That's something you can contribute to the site. We recommend you do that
- I think the world is too small and so we got to fight over that land
- The AI on this is super easy to run and they are really competitive and difficult to beat frankly
- I forgot how much I really, really enjoy this game
- Something I want to see more of in the future
- It's one of those games where you are all building up this kind of like modern eco city
- The gameplay is just really, really elegant
- We really have... they're really really outstanding games
References (from this video)
- Strategic despite short play time
- High decision density
- Synergy-driven gameplay
- Resource generation is key
- Shorter game duration
- Steep learning curve for card selection on first play
- World building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's getting hot in here - be safe family
- I can't play green then I will play purple
- Go get the expansion and put the green in there
- Five Tribes is my number one analysis paralysis game
- I taught chat GPT to teach me board games and now I won't ever go back
- Netflix now has announced Bridgerton the board game
- Those games are not really solid games they don't have the right mechanics
- Everything Western - you've got it
- The hype is real
- You're eliminating, eliminate yes
- Simple rules but hard to master
- Watch the playthrough all the way to the end
- Don't cut it off family don't you cut it off
- She cannot handle it and I love it
References (from this video)
- Smooth drafting with a clear production ramp and fast play.
- Engaging production chain from drafted cards to production row.
- Can involve fiddly optimization with resource ordering for new players.
- production ramp and drafting
- civilization-building with resource production
- drafting to build a production tableau
Mechanics (from transcript analysis)
- drafting — Draft seven cards per round, choosing one and passing the rest to the left or right.
- production sequencing — Allocate resources produced by cards to activate further production and final scoring.
Video topics + discussion points
Quotes (from this video)
- This is one of those games that kind of was an evangelism game for us for a while because it kind of came out and then like seemingly no one ever talked about it.
- It's the epitome of like an elegant game. This game, like we said, has a lot going on, many different mechanics, many different kind of like things going on, but it just works.
- The ramp up effect that you kind of hope to see in these tableau builders where things kind of chain together, and power up each action.
- Ark Nova is obviously a very popular game on Board Game Geek in particular.
- It's just a simple, smooth tableau builder drafting game. It's absolutely outstanding.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Deep down it's because it brings out all the qualities that makes you feel like a kid again
- Life with cats is so much better