In Junk Art, players are presented with junk from which they must create art. Thus the name.
Junk Art contains more than ten game modes, along with more than sixty big colorful wooden or plastic components. In one version of the game, players pile all of the wooden or plastic parts in the center of the table, then are dealt a number of cards, with each card depicting one of these parts. On a turn, a player presents their left-hand neighbor with two cards from their hand. This neighbor takes one card in hand, then takes the part shown on the other card and places it on their base or on other parts that they've already placed. If something falls, it stays on the table and the player continues to build on whatever still stands. Once players have finished playing cards, whoever has the tallest work of art wins.
- Easier pieces to stack than Bandu
- Multiple game modes
- Beautiful to look at
- Gets stacking games right
- Expensive
- Bandu
- Flick 'em Up
Mechanics (from transcript analysis)
- Card Play — there's cards involved and so it feels like if you don't like one way to play the game there's going to be another way to play the game.
- Stacking — A dexterity stacking game.
- variable game modes — has a lot of different game modes.
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)
- Appealing tactile gameplay
- Enjoyment of discovery at conventions
- Building structures with random pieces of junk.
Mechanics (from transcript analysis)
- Stacking — Players are dealt random pieces of junk and have to try to build them up as high as possible.
Video topics + discussion points
Quotes (from this video)
- Pap, you still haven't received your Tekkaido that you backed at a pretty high amount because you got your own character in the game.
- It's funny. We we talked about that at some point. Just like the humor, like the humor of doing something like a pep talks where I would talk about, you know, like some advice for particular games and it's something I like that. I like that. I love that idea of a pep talk.
- Rebel Mage here uh, left a message just said, "Pep, just want to say you're a great co-host for watching play. Keep up the good work."
- For me, it's probably going to be Star Realms. Star Realms is very high on here as well for me. Um, but I kind of want to skip that just because of how repeatable Star Realms is anyway. And I'm going to go to Sheriff of Nottingham.
- Uh, this is self- serving, but I would dress up as a Mounty and be my character from the Dead of Winter promo that's in the fundraiser.
- I'd want to find something I already look like and kind of like I wouldn't just go as my favorite character. I'd go as a character that I think I that I could that I could best look even kind of naturally almost, right?
- Yes, we talk about it somewhat frequently actually. Like, oh, we should probably cover some of the old older classics. Yeah, cuz there are still people today who pick up those games and and want to uh learn how to play them, right?
- Every game. But the one that always comes to mind for me is uh Pathfinder and any game that's kind of trying to do what the Pathfinder adventure card game is doing because in that game whenever you level up and complete missions, you get like draw a random item out of the box or do this or do that.
- Like Seall has something similar to that. They have an emnity thing. If you attack someone then they remember that other players remember that in in the game's mechanics and then that comes back to haunt you later or whatever.
- The whole idea of under Mountain is like it's constantly shifting and like it's the surroundings are changing. So every time you go down, things will be a little different anyway. So it' be really cool to make like a legacy style dungeon exploring thing around the end of that naturally.
References (from this video)
- Likely to be purchased
- Likely to be large and heavy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Pap, you still haven't received your Tekkaido that you backed at a pretty high amount because you got your own character in the game.
- It's funny. We we talked about that at some point. Just like the humor, like the humor of doing something like a pep talks where I would talk about, you know, like some advice for particular games and it's something I like that. I like that. I love that idea of a pep talk.
- Rebel Mage here uh, left a message just said, "Pep, just want to say you're a great co-host for watching play. Keep up the good work."
- For me, it's probably going to be Star Realms. Star Realms is very high on here as well for me. Um, but I kind of want to skip that just because of how repeatable Star Realms is anyway. And I'm going to go to Sheriff of Nottingham.
- Uh, this is self- serving, but I would dress up as a Mounty and be my character from the Dead of Winter promo that's in the fundraiser.
- I'd want to find something I already look like and kind of like I wouldn't just go as my favorite character. I'd go as a character that I think I that I could that I could best look even kind of naturally almost, right?
- Yes, we talk about it somewhat frequently actually. Like, oh, we should probably cover some of the old older classics. Yeah, cuz there are still people today who pick up those games and and want to uh learn how to play them, right?
- Every game. But the one that always comes to mind for me is uh Pathfinder and any game that's kind of trying to do what the Pathfinder adventure card game is doing because in that game whenever you level up and complete missions, you get like draw a random item out of the box or do this or do that.
- Like Seall has something similar to that. They have an emnity thing. If you attack someone then they remember that other players remember that in in the game's mechanics and then that comes back to haunt you later or whatever.
- The whole idea of under Mountain is like it's constantly shifting and like it's the surroundings are changing. So every time you go down, things will be a little different anyway. So it' be really cool to make like a legacy style dungeon exploring thing around the end of that naturally.
References (from this video)
- silly and fun
- accessible to non-gamers
- can require some setup due to components
- art/collage with found objects
- playful, silly
- Draftosaurus
- Dice Veggies
Mechanics (from transcript analysis)
- Drafting — draft art pieces to place on an exhibit
- Set Collection — collect items to form art palettes
Video topics + discussion points
Quotes (from this video)
- Beacon Patrol is my number one.
- Ticket to Ride London you're collecting sets of cards and then you're claiming your routes.
- Ticket to Ride New York Edition is my number five.
- My number one is Her Story.
- Draftosaurus is one that Stacy has already mentioned as well.
- Dice Veggies really fun game where you are cutting from the end of the brick.
References (from this video)
- fun party-weight dexterity
- replayable with different combos
- assembly can be fiddly
- create sculptures from random junk pieces
- junk sculpture balancing dexterity game
- light-hearted, dexterity-driven
Mechanics (from transcript analysis)
- dexterity / balancing — balance shapes to achieve goals across rounds
- Stacking and Balancing — balance shapes to achieve goals across rounds
Video topics + discussion points
Quotes (from this video)
- I really like this game
- the squishy poop is always nice
- you're drafting cards instead of just picking cards
- you are pirates and you are trying to collect little tiles to earn different points
- the solo is done really well as well
References (from this video)
- very approachable, lots of variety in one box
- fun in social settings
- rhyme of rules across variants can require checking rules per game
- creative, party-style art construction
- Art from junk pieces in ever-changing themes
- humorous and light
Mechanics (from transcript analysis)
- multi-theme card variants — numerous variants in one box, each with its own rules tweak
- Multi-Use Cards — numerous variants in one box, each with its own rules tweak
Video topics + discussion points
Quotes (from this video)
- I highly recommend it.
- It plays exactly the same as Ticket to Ride as far as your cards go and claiming routes.
- This is a really fun tile-laying game.
References (from this video)
- Cooperative play option
- Flexible city-themed rounds
- Array
- city/art festival theme
- casual, anecdotal
Mechanics (from transcript analysis)
- Compound Scoring — Three rounds per city, with each round tied to a different city theme and scoring.
- Cooperative Game — The group can choose to play cooperatively instead of strictly competitive.
- Cooperative play (variant) — The group can choose to play cooperatively instead of strictly competitive.
- point-based scoring — Bigger constructions yield more points; highest total wins.
- Round-based scoring with city themes — Three rounds per city, with each round tied to a different city theme and scoring.
- Tile Placement — Players place differently shaped wooden pieces to construct structures.
Video topics + discussion points
Quotes (from this video)
- This month is all about dexterity.
- Oh, snap.
- Let us know which of these you've played, what other dexterity games you enjoy, and uh yeah, there you have it.
References (from this video)
- Visually pleasing
- Unique mechanism
- Fairly abstract
- sand art
Mechanics (from transcript analysis)
- Pattern Building — So if you like, you know, pattern buildings, it's kind of abstract, right?
- Roll and Write — This is a roll and write game though you're not actually rolling. It's in that sort of genre of roll and write games but you're not actually rolling dice.
Video topics + discussion points
Quotes (from this video)
- I try to keep it to about 25 games and sometimes that slides to like 30 games, but I don't want it to be more than 30 games because I don't want this video to be crazy long.
- if you want a smaller box pretty game, then check out Parks and Potions.
- it's a really good introduction to strategy games.
- This is one that is going to be a huge hit with young kids, I imagine.
- So, if you want a lot of story in your solo games, that is a reason to play this one.
- It adds more player interaction to the worker placement game.
- I like that sort of fluctuating market aspect of the game. It makes it feel different than other worker placement games out there.
- I think a lot of gamers and just a lot of people in general really respond to this theme, right? I think it's something that's super relatable about having to charge up your social battery in order to go out into the world and do stuff.
- there's just a lot of intrigue on like, why are you moving that? What are you doing right now? How do I outsmart you?
- Vantage over the last month has been fairly divisive.
- if you like worker placement games or if you like visually interesting games, then that's, uh, for sure a reason to play T- Witches.
- It is a deck building game, but it has an interesting aspect to the deck building because every round you're going to shuffle your entire deck and then you're going to flip out cards in a 2x3 grid.
- I love Flip Tunes
- The OP is also releasing fountains.
- This plays 1 to five players in 30 to 45 minutes and it is a mediumweight game though at the lower end of medium weight.
- This is another sort of visually very interesting game.
- It is a deck building game, but it has a interesting aspect to the deck building because every round you're going to shuffle your entire deck and then you're going to flip out cards in a 2x3 grid.
- And so there is a real strategy to the deck building of the game, but there's also just these fun exciting moments where you're like, "Ah, yes, I got that where I needed it to go."
- I love Flip Tunes a lot. I really recommend it.
- I've been doing this Green Team Wins live show at the Comedy Store in Los Angeles, and it's been going super well
- Next night of that is Sunday, November 2nd.
- It's really fun. It's really interactive. It's memorable. It's different every time the show happens.
References (from this video)
- The theme was really cool.
- It had an interesting kind of puzzle.
- Comes with all of this sand that's going to go everywhere.
- It was a fine game.
- Don't see the need to ever play it again.
- Not a very good game either.
- Making sand art in bottles
Mechanics (from transcript analysis)
- action selection — Moving action markers back and forth to fill up bottles efficiently.
- Pattern Building — Trying to go for different shapes to score more points.
Video topics + discussion points
Quotes (from this video)
- The most fun I think was when you trade with another player and then you forgot that you just traded with that player and you get the same cards back.
- It felt like a boring tug of war kind of mechanism.
- This is mind sweeper the board game.
- The cake is a lie.
References (from this video)
- Unique dexterity element
- Varies with city-specific scoring; replayability is high
- Some pieces can feel fiddly
- creative sculpture with modular pieces
- art-scene in different cities
- city-based, variable scoring
- Harmonies
- Calico
- Sprawlopolis
Mechanics (from transcript analysis)
- dexterity/card drafting — Place and pass odd-shaped pieces to build art under city-specific constraints
Video topics + discussion points
Quotes (from this video)
- Everdell is one of my favorite worker placement games.
- Everdell is moving on as the first number one seed that has actually moved on.
- Three Sisters is one of my favorite rolling-right games.
- Hanamikoji is a lane battler where you are placing cards down in an I cut you choose fashion.
- Santorini is an abstract game.
- Parks is the better game.
- Hot Streak is moving on.
- Harmonies is the Cascadia Killer, but Cascadia I like more.
- Junk Art is pulling up the upset and I really, really like Junk Art.
- Calico is not my favorite; Cascadia I like more than Calico.
- Long Shot is a roll and ride where you're betting on horses.
- Sprawlopolis is a buttonshy game where you try to build the best city.
- Azul Summer Pavilion is my number one Azul game.
- Small World is an area control game with variable beings.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm going to go a little quicker through this because I am going to do all of round two now.
- Please like, comment, and subscribe.
References (from this video)
- colorful art style
- perceived as unengaging; not fun
- commentators disliked the substitution of actual sand with coloring
- Coloring sand into patterns
- Colorful sand art workshop
- kid-friendly craft activity
Mechanics (from transcript analysis)
- coloring / pattern building — color sand shapes to complete patterns
- Pattern Building — color sand shapes to complete patterns
Video topics + discussion points
Quotes (from this video)
- EASTER. SEE, I DIDN'T TELL YOU SEE THAT AT THE END? I just said Easter.
- Galactic Cruise is a wonderful game. I love it. LOVE IT.
- I definitely endorse it. I give it a BIG FIVE.
- It's a mean game, but mean in a fun way.
- This is a five for Rebel Princess. Must have, must play.
References (from this video)
- did a really good job at making this feel unique and different
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Vasel. Welcome to look back, a series where I take a look at games that I reviewed last year, 5 years ago, 10 years ago, and 20 years ago this week and tell you what I think about them now, if I think about them at all.
- So, let's jump back 20 years ago. I reviewed a game called Astro Plane, which was an abstract strategy game that almost required you to completely understand astrophysics to play it. It was not very good at all. I gave it a two out of 10 and it is one of the first times where the designer wrote me a very strong rant and went online and pretty much attacked me for being too stupid to understand this game, but it was pretty bad.
- I'm noticing games from 10 years ago didn't look necessarily great.
- And then surprisingly to me the game Face to Face. This is a two-player version of The Game. And I don't I think The Game is at best okay. But The Game Face to Face, that two-player version of it, I thought worked really well.
- So, this is a game where uh that Stonemaier Games did where I was like, "What is this Red Rising?" I went and read the the first trilogy so I could better play this game, which didn't matter because the theme is barely there.
- This is sort of like a Blackjack but with algebraic equations.
- Um algebra in a game, but I'm just amused by it.
References (from this video)
- Fun and challenging
- Scales well for different ages
- Reminiscent of Jenga
- Creates big, exciting moments
- Building and stacking structures with 'junk'
- Cuphead (dice game)
- Jenga
Mechanics (from transcript analysis)
- Card Drafting — Used in some of the mini-games to select pieces.
- dexterity — Involves physically stacking and balancing components.
- Real-time element — Some mini-games have a time limit.
- Stacking — The core action involves building towers with unique shapes.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Relaxing to play
- Nice components and first player marker
- Visually appealing end result (sand art bottle)
- Forgot about game-changing abilities, which significantly altered gameplay
- The AI variant is basic and primarily serves to block spaces and cards
- Creating patterns in a bottle of sand
Mechanics (from transcript analysis)
- action selection — Each card on the workbench offers two actions, a top and a bottom, which the player can choose from.
- Pattern Building — Players aim to fill their bottle with sand to match specific pattern objectives like face, star, and sunset.
- Press Your Luck — The game involves deciding when to pour sand, mix colors, or pursue layer cards, with potential risks and rewards.
- Resource Management — Players manage their supply of colored sand, mixing primary colors to create secondary colors like orange, green, and purple.
- Set Collection — Players collect specific colored sand to fulfill pattern objectives and layer cards.
- Solo Variant (AI Opponent) — The game includes a solo variant where a die determines the AI's moves, which block spaces and take cards, simulating a basic opponent.
- Take That (indirect) — The AI opponent's actions of blocking spaces and 'shaking up' layer cards can disrupt the player's plans.
- Worker Placement (Action Selection) — Players move a hand marker on a workbench to select actions, with movement restricted by the thumb's direction and the card layout.
Video topics + discussion points
Quotes (from this video)
- All right. So, in this game, you're going to try to fill up your bottle with sand. And the patterns you're trying to make should hopefully match some of the pattern objectives.
- Um, so that's something to keep in mind because extra sand could really help if you don't have the sand in your supply.
- Wow. Yeah, that would definitely have changed the game play a little bit.
- Um, but yeah, as far as scoring, let me uh grab one and then we'll look at the layer scores, layer points.
- So, I think that was a very relaxing game.
References (from this video)
- creative objectives
- interesting thematic integration
- sand art
Mechanics (from transcript analysis)
- Flip and Write — The host describes the sheet as 'kind of like a flip and write' where players 'total your points for layer points and pattern points.'
- Set Collection — Players are 'using your colored pencils to color in or shade in these little spaces um depending on the uh sand that you're collecting throughout the game.'
Video topics + discussion points
Quotes (from this video)
- Hi everyone, Danielle here. I'm doing an unboxing of Sand Art.
- This is published by 25th Century Games who sent me this review copy to cover on my channel.
- This is designed by Corey Jordan.
- Um, very minimalistic uh cover art here.
- But, um, yeah. So, I I might also do a two-player video as well at some point.
- And if you're not already subscribed, please consider subscribing so that you don't miss out on any of my future unboxings or playthroughs or even live streams, which I occasionally do.
- All right, so let's uh get to unboxing this.
- We have plenty of colored pencils. So, we'll open one of the packs.
- And then here we have a wooden sand art bottle.
- This is really pretty and uh fairly large, I would say.
- So, this is pattern objectives, a color objective, fivepoint layers, and then let's open this other deck of cards just to make sure we're covering all of them off.
- So, most colors you'll get points for.
- So, lots of iconography here, but looks like these will be uh just kind of taking colored sand.
- So, um yeah, that'll be pretty interesting to to play and and uh develop some really cool looking sand art.
- All right. Well, that is all there is for sand art unboxing.
- Let me know if you've played this one before.
- This is a 2025 release.
- So, very excited to cover this on my channel.
- Um, I'll try my best to do a really basic solo playrough just so that I can play the game for you guys on video.
References (from this video)
- incredible speed to set up and start playing
- great variety of wooden pieces
- high energy and lively engagement at the table
- modular rule set with a simple core rule
- good replayability across different city variants
- not all 11 city rule sets feel truly unique; several feel similar
- energy can dip at six players or rounds with waiting turns
- some rule sets feel unnecessarily complex for complexity's sake
- price may be slightly pricey
- two-player experience not explored in this video
- tower-building / stacking to create tallest structure
- city-themed stacking/structure-building with three city variants Monaco, Pisa, Tokyo
- Hamster Roll
- flick them up
Mechanics (from transcript analysis)
- dexterity stacking with nudging — Players add pieces to a structure using one or two hands, can nudge but not touch existing pieces; if a piece falls off, it is removed; if the added piece falls, you may redo; knocking off other pieces during placement incurs a penalty.
- non-real-time simultaneous drafting (Tokyo variant) — Players have a hand of 10 cards, place one per turn while passing cards to neighbors; round ends after all players have played 10 cards; tallness determines scoring.
- sequential action with a communal structure (Pisa variant) — Players act one at a time around the table; a deck is dealt to players; players add cards to a shared structure; round ends when someone knocks off two or more pieces; survivors score.
- simultaneous placement (Monaco variant) — Players secretly hold 10 cards and reveal them simultaneously; they add cards to their structure until one player completes all 10 pieces; scoring rewards completed structures.
- Stacking and Balancing — Players add pieces to a structure using one or two hands, can nudge but not touch existing pieces; if a piece falls off, it is removed; if the added piece falls, you may redo; knocking off other pieces during placement incurs a penalty.
Video topics + discussion points
Quotes (from this video)
- I strongly recommend it
- looks wonderful at the table
- it's a pure wonderful gaming experience
- definitely exceeded my expectations
- the energy that this game can bring to the gaming table
References (from this video)
- variety of mini-games keeps it fresh
- fun and engaging with the table reactions
- price noted as high by reviewer
- constructing structures with colored blocks
- abstract stacking game
Mechanics (from transcript analysis)
- stacking blocks and mini-games — players build structures using colorful blocks; three chosen mini-games are played in order
- structured mini-games — three chosen mini-games out of around 13 are played in sequence
Video topics + discussion points
Quotes (from this video)
- I'm excited to try playing those Patchwork style gameplay mechanics in a larger Euro experience
- the most asymmetric game I've ever played
- it's not a crazy frantic game; it's methodical
- I spent a humongous amount of money on it but I have no regrets about having this game
References (from this video)
- Artsy and creative experience that blends art with strategic planning
- Clear interaction between color matching, layer cards, and objective cards
- Accessible playtime (roughly 30-45 minutes) with a strong thematic hook
- Layer cards add variability and strategic depth
- Color mixing mechanic provides satisfying tactile feedback and planning opportunities
- Pouring and sand management can be fiddly and require careful handling
- Rules and interactions may feel intricate for players seeking a lighter experience
- Endgame timing relies on precise planning; mistakes can swing points late
- art, color mixing, and design-building within a competitive puzzle framework.
- A bottle-based sand-art puzzle where players build up colored sand layers to form images and score via objective cards.
- procedural and design-centric; emphasis on personal creativity and strategic placement.
Mechanics (from transcript analysis)
- color mixing — Primary colors can be combined to create secondary colors (red+yellow=orange, red+blue=purple, yellow+blue=green). Mixing updates your stash and affects scoring.
- endgame trigger and round completion — When a player fills their bottle, the game ends after all players complete the current round so everyone has equal turns.
- gravity and placement rules — Sections must be filled from bottom up, with non-adjacent or unsupported spaces disallowed; certain pours require same-color placement and touching sections.
- Hand Management — Players move a hand token along the workbench to choose actions from cards; the direction is set by the thumb's orientation and flips as turns progress.
- hand-to-card movement on a workbench — Players move a hand token along the workbench to choose actions from cards; the direction is set by the thumb's orientation and flips as turns progress.
- layer cards (top/bottom) on the bottle — Layer cards provide two actions; players on the top section may choose the top action, others may take the bottom action if they are on that card.
- Objective cards scoring — Objective cards grant points for matching images or shapes; end-of-round and end-of-game scoring determine final standings.
- Paper-and-Pencil — Each player has a bottle sheet and six colored pencils to track colors and fills, integrating scoring with the artwork being created.
- personal color sheets — Each player has a bottle sheet and six colored pencils to track colors and fills, integrating scoring with the artwork being created.
- sand pouring and bottle filling — Sand is poured into a bottle from the bottom up, with gravity constraints and section adjacency dictating where you can place sand.
- shake up action — Shake Up allows either adding extra sand dots without taking from stash or replacing two new layer cards from the table, refreshing options.
Video topics + discussion points
Quotes (from this video)
- it's a game of choosing the best action for what you need at the time
- this is very artsy game planning out your design
- you actually are coloring in you know different shapes to form your own Masterpiece
- remember you can go to the left any number of cards from where your hand token is in that direction of the thumb but then your next action needs to be in opposite direction
- the main idea is to be going after the objective cards and trying to match colors with different layer cards
References (from this video)
- Creative expression, color-mixing, tactile play
- A family-friendly art activity where players fill containers with colored sand to create designs and patterns.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you've been tasked with building part of the most impressive highway in the United States
- this one looks great
- my kids love playing a lot of them
- you guys should see my shelf of 25th Century games
- all right another box from 25th Century
- massive some good fun games
References (from this video)
- Engaging hand-management with a clever concept
- Beautiful sand-art aesthetic and satisfying final look
- Multiple scoring avenues via patterns and color objectives
- Pencils provided are scratchy; some players prefer markers
- Color mixing can feel fiddly for some players
- color mixing, pattern creation, and precision placement
- A sand art-inspired tabletop experience with a bottle that fills with colored sand.
- abstract puzzle-like with tactile art theme
Mechanics (from transcript analysis)
- color_majority_scoring — End-game scoring based on who has the most of each color.
- color_mixing — Combine primary colors to create secondary colors for scoring.
- Compound Scoring — End-game scoring based on who has the most of each color.
- edge_pattern_objectives — Pattern cards on the bottle edges grant points when matched.
- Hand Management — Move a hand on a workbench to select top or bottom actions each turn.
- hand_management — Move a hand on a workbench to select top or bottom actions each turn.
- Pattern Building — Fill spaces in the bottle following gravity rules to form patterns.
- pattern_building — Fill spaces in the bottle following gravity rules to form patterns.
Video topics + discussion points
Quotes (from this video)
- I enjoy sand art. I enjoy the blank and write games.
- I would love to know, have you played this? What are some of your favorite and write games?
References (from this video)
- unique concept (sand/pattern-based)
- family-friendly
- learning curve on scoring patterns
- sand-related logistics can be messy
- Sand art recreation
- Art studio/creative craft
- Creative/pattern-based
Mechanics (from transcript analysis)
- Pattern Building — place sand to create patterns following cards
Video topics + discussion points
Quotes (from this video)
- The wasteland has only one rule. Those with power make the rules.
- This thing is huge. It ain't the only one.
- I long to go back and play games that I fell in love with.
- We want to hit that 50K. Help us grow in 2026.
- Color Monster is an emotion game for kids.
References (from this video)
- Beautiful concept; innovative hand-based mechanic
- Pencils are low quality and brittle
- Shaking rule is unclear and superfluous
- sand shaping and decorative design
- move and write; artful sand coloring
- artistic, instructional
Mechanics (from transcript analysis)
- Card-driven actions — Cards/points and actions drive funnel-like sand distribution and scoring.
- Flip/Roll and Write — Players move a hand and write/color sand on a sheet to complete objectives.
- flip/rotate and scoring bonuses — End-game bonuses depend on completing shapes and color patterns.
- move-and-write — Players move a hand and write/color sand on a sheet to complete objectives.
- Resource Management — Use sand colors/quantities to fill sections of a sheet.
- sand resource management — Use sand colors/quantities to fill sections of a sheet.
Video topics + discussion points
Quotes (from this video)
- This is a very, very simple deduction game.
- This is an amusing game. I like the theme of it.
- The theme here is actually pretty strong.
- It's an assault on the eyes.
- I thought this was just okay.
References (from this video)
- Tactile, approachable entry into dexterity games
- Dexterity is not for everyone; setup/cleanup can be fiddly
- Fuzzies
Mechanics (from transcript analysis)
- dexterity — Physical manipulation of art-like pieces to achieve a scoring arrangement.
- Flicking — Physical manipulation of art-like pieces to achieve a scoring arrangement.
Video topics + discussion points
Quotes (from this video)
- I think QE breaks the mold in a really interesting way.
- This is a really important consideration for game design.
- Losing combat isn't actually all that terrible.
References (from this video)
- easy to teach
- high laughs and social energy
- tactile and visually engaging
- component fragility can be finicky
- may be less depth for some players
- creative chaos and balancing aesthetics for points
- playful art studio where contestants stack and arrange components
- lighthearted competition with tangible dexterity
Mechanics (from transcript analysis)
- Dexterity / component stacking — Players stack and balance components to form sculptures for points
Video topics + discussion points
Quotes (from this video)
- yelling is cathartic, it's good for you
- my asian parents won't be too disappointed
- it's the warm-up, but you're doing great
References (from this video)
- satisfying stacking mechanism
- variety of rule sets across rounds
- excellent table presence
- beautiful wooden box
- limited novelty over multiple plays
- abstract
- stacking
Mechanics (from transcript analysis)
- dexterity
- Stacking
- Stacking and Balancing
- Variable rules
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Fast to explain and easy to understand
- Fun and laughter as players attempt dexterity tasks
- Varied city setups and winning conditions add variety
- Promotes social interaction and light competition
- Not explicitly mentioned in transcript
- Artistic construction and dexterity under competitive pressure
- Exhibition cities where players build structures from miscellaneous pieces
- Light-hearted, party-game feel with quick setup
Mechanics (from transcript analysis)
- Card Drafting — Each player has a hand of cards; on your turn you pick one, place a piece on top of the structure, and pass the rest to the next player.
- Card-draft and placement — Each player has a hand of cards; on your turn you pick one, place a piece on top of the structure, and pass the rest to the next player.
- Chain of placement with shared structure — An ever-changing shared structure where players influence each other's builds; players can start with different initial setups in different cities.
- Risk of collapse — The objective includes not being the first to cause a structure to topple beyond two pieces.
- Turn-based hand-passing — The next player must find the piece indicated by the card you just played and add it to their structure.
Video topics + discussion points
Quotes (from this video)
- it's fast to explain
- you're gonna be laughing a lot
- you're gonna be struggling with your dexterity skills
- a game where fun is guaranteed
- RINO says yes to junk art you should give it a try
- just looking at this game cheers me up
- very easy to get people excited about playing it
References (from this video)
- Stunning production and visual appeal
- High replayability with 12 distinct mechanics
- Flexible rules allow multiple play styles
- Complex to master due to many mini-games
- Setup can be time-consuming between rounds
- artistic, modular, sculptural with a playful twist
- A sculpture-building game using irregular pieces of wood
- elegant, nuanced, flexible
Mechanics (from transcript analysis)
- color/piece management — each player contributes pieces to their own sculpture or to a shared construct
- series of mini-games — play a sequence of distinct micro-games, each with its own rules
Video topics + discussion points
Quotes (from this video)
- the maple syrup of dexterity games
- it's the best dexterity game ever made
- this is the collection starter
- it's almost the cinema of dexterity gaming
References (from this video)
- Accessible, quick to learn
- Balancing can feel luck-driven at times
- construction and balance of shapes
- Art studio with recycled junk
- abstract dexterity
- Jenga
- Pinnacle
- Tuki
Mechanics (from transcript analysis)
- Pattern Building — Balance art pieces to score points.
- pattern building / balancing — Balance art pieces to score points.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Excellent dexterity gameplay with exciting placements
- Flexible length via choosing number of subgames
- Variety of subgames keeps gameplay fresh
- Group-friendly, fun and chaotic
- Group-dependent; may fail in larger groups or noisy tables
- Knobs bumping the table can disrupt play
- Some subgames can be quick, making pacing uneven
- No solo mode
- creative tension between structure stability and chaos
- Junk Art World Tour; group building challenge
- descriptive overview with subgame explanations
- Floating Floors
- Modern Art
Mechanics (from transcript analysis)
- card_management — deck of cards matching pieces used differently across subgames
- Compound Scoring — each subgame is scored separately; tallest structure wins overall
- dexterity/placement — placing objects on a structure with the goal of not toppling it
- Matching — deck of cards matching pieces used differently across subgames
- set/round-based scoring — each subgame is scored separately; tallest structure wins overall
- Stacking and Balancing — placing objects on a structure with the goal of not toppling it
- variable session length — player can choose how many subgames to play; game length flexible
Video topics + discussion points
Quotes (from this video)
- junk art to me is what a dexterity game should be, all about a group of folks standing around a table making a lot of noise and getting excited at the prospect of a masterfully dexterous placement or wooden pieces clattering to the ground in failure
- the best thing about this game is somehow placing a block on a teetering pile that really shouldn't fit any more blocks
- junk art the absolute best of its kind gold medal game
- all up junk art is as good as dexterity games get and suitable for just about anyone
- the idea of being able to pick which sub games you like and have the game go as long as you like is genius
References (from this video)
- Photogenic and exciting; great spectator moments
- Bandu
Mechanics (from transcript analysis)
- stacking / balance tension — build towers with wooden pieces; capture the moment of collapse
Video topics + discussion points
Quotes (from this video)
- i absolutely love cockroach poker
- the big moments and the big swings are quite satisfying
- i find these games hilarious
- i really like the game huh or hein
- watching the value of things change
- the moment when that tower collapses it's exciting
References (from this video)
- Beautiful version
- art
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf
References (from this video)
- beautiful colors
- offers ten different play modes in one box
- keeper candidate for dexterity fans
- can feel chaotic with a big group
- components can be fiddly for some players
- creative manipulation and balance
- art-themed dexterity challenges with wooden pieces
- multimodal gallery-in-a-box with ten distinct mini-games
- Six Nimmt!
Mechanics (from transcript analysis)
- dexterity — stacking, placing, and manipulating wooden components across varied challenges
Video topics + discussion points
Quotes (from this video)
- Junk Art might be my favorite dexterity game of all time
- the system is very clever... the way that you select the Domino's and the way that they fit together
- Pandemic Iberia just takes basic Pandemic puts it in olden times and has a bit more theme to it
- When I Dream is a brilliant party game
- Captain Sonar adds a big hit of a game this is a big group game
References (from this video)
- tactile components and visual appeal
- fast-paced and accessible
- stacking balance can become frustrating if pieces don’t cooperate
- creative construction under pressure
- building challenges with blocks
Mechanics (from transcript analysis)
- pattern building / stacking — Players cooperate or compete to stack blocks into tall or stable structures while meeting challenge constraints.
Video topics + discussion points
Quotes (from this video)
- we're not here to make friends we're here to break people
- one of the biggest personalities in a board game space
- it's a good investment
- the idea and it's it's mostly illegal now I believe
- this version is a ton of fun
- the table presence is terrific
References (from this video)
- fun for all ages
- high variability
- can be chaotic
- Dexterity and silliness with variable modes
- Art and construction with blocks
- lighthearted, party-game feel
- Acropolis
- Llama Land
Mechanics (from transcript analysis)
- Dexterity/stacking — build structures with various shapes and blocks
- multiple play modes — different ways to score and interact with opponents
Video topics + discussion points
Quotes (from this video)
- it's a deck deconstruction game where you have a bunch of cards in your hand with differing values
- it's mean but like the funny thing is it's mean but like you don't necessarily get a Target so somebody usually ends up being the punching bag
- we did a video on the new iteration of libertalia Winds of galecrest from stonemeyer games you can go check that out
- this is one of those games where it's like a badge of honor if you win and we've just had such a great time with it
- it's a really cool experience I think that's the best way this is a really cool experience of a game to play
References (from this video)
- fun and silly
- great crowd-pleaser for a social night
- can be chaotic and frustrating for some
- silly, party-friendly stacking
- dexterity tower-building with quirky shapes
- chaotic fun with cooperative shenanigans
Mechanics (from transcript analysis)
- dexterity stacking — players physically place pieces to build a tower
- push-your-luck and risk — careful placement to avoid falling pieces
Video topics + discussion points
Quotes (from this video)
- this is the best month of them all
- 26 games in 48 hours
- it's a banger month for games
- it's almost next level rhythm and flow
- the people around the table are what makes it