Electric vehicles (EVs) have become more common since 2014 and are the future of the automobile industry. They are superior vehicles due to them being more efficient, easier to maintain, cleaner, and cheaper to run. They are computerized machines that use AI to improve safety and in the near future will provide autonomous driving. They receive software upgrades during their lifetime and are constantly improving, unlike their traditional combustion-engine counterparts, which start to become obsolete as soon as you start using them.
You will be overseeing the production of these vehicles in Kanban EV, with "kanban" (看板) being the name for a scheduling system that supports an efficient assembly line, just-in-time production, and a smooth workflow process. Over the course of the game, players take on the role of rookie employees who are trying to secure their career. You need to manage suppliers and supplies, improve and innovate automobile parts, and get your hands greasy on the assembly line in order to boost production and impress the factory manager.
You must make shrewd use of the recycling facilities and the limited factory supplies in order to appropriate parts when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn't wait for you or for mistakes. Sandra, the factory manager, will review your performance and keep the factory on tempo.
Kanban EV is a game that focuses on resource and time management that puts you in the driver's seat of an entire production facility, racing for factory goals and the highest level of promotion. You earn production points (PP) for performing various actions in the game, and the player with the most PP at the end of the game wins.
—description from publisher
Includes solo mode by Dávid Turczi
- Excellent table presence and graphic design; visually striking production and boards.
- Flow is smooth; no wasted turns, with meaningful choices each action.
- Scales well from 2 to 4 players while maintaining tension and balance.
- Insert and setup are well designed, aiding playability and organization.
- The Sandra mechanic adds tension and keeps players engaged rather than coasting.
- Rulebooks are dense (multiple rulebooks) and can be challenging for first-time players.
- Initial setup can be fiddly and require careful reference to setup layouts.
- Heavy euro with less randomness may require a steeper learning curve for newcomers.
- Production optimization, process flow, and certification-driven progression in a factory setting
- Electronic vehicle manufacturing environment with design, testing, and assembly departments
- Procedural, process-driven depiction of a factory floor transitioning designs into vehicles
- Kanban (original)
- Kanban Online
Mechanics (from transcript analysis)
- action_selection_and_timing — Turns resolve in order from top to bottom, creating timing tension and strategic sequencing based on shifts and available actions.
- end game bonuses — Sandra’s movement and meeting events drive penalties and bonuses; the end of the week triggers scoring and potential end-game conditions.
- end_of_week_meetings_and_scoring — Sandra’s movement and meeting events drive penalties and bonuses; the end of the week triggers scoring and potential end-game conditions.
- Resource management — Manage parts, designs, and cars; build vehicles by placing parts and upgrading designs through the RD and assembly stages.
- resource_and_design_management — Manage parts, designs, and cars; build vehicles by placing parts and upgrading designs through the RD and assembly stages.
- training_and_certification — Training increases efficiency and unlocks new spots; certification tracked on a personal board via padlocks and bonuses.
- upgrade_and_scoring_track_activation — Upgraded designs and garage/storage management influence scoring, with various tracks and meeting cards granting points.
- worker placement — Players place one worker on action spots; the number on the spot determines shifts or actions taken per turn, resolved top-down.
- worker_placement — Players place one worker on action spots; the number on the spot determines shifts or actions taken per turn, resolved top-down.
Video topics + discussion points
Quotes (from this video)
- kanban ev is an unabashed euro game
- I never felt like I had a wasted turn
- The flow of this game was actually pretty fantastic
- the table presence is amazing
- Graphic design and artwork in this game
- I could see this ending up on my 2021 top 10
References (from this video)
- Highly interlocking mechanisms that reinforce thematic narrative
- Strong thematic cohesion; car factory and corporate satire
- Tactile, high-quality components (e.g., board, designs, central pieces; optional Kickstarter metal cars discussed in video)
- Agency to influence Sandra and shape strategy via meetings and space control
- Deep strategic potential and high replay value
- Steep learning curve and labyrinthine rules
- Arduous to teach and time-consuming to play
- Muted outside-world economy; rewards are productivity points rather than real money
- Sandra's punitive system can be punishing and opaque
- Production investment may not be worth the effort for some players
- bureaucracy, labor, production
- Car factory operating under Kanban management, mid-level corporate environment
- grim, satirical corporate critique
- On Mars
Mechanics (from transcript analysis)
- Boss mechanic (Sandra) — Sandra the boss reshapes departments and punishes or rewards players based on performance.
- card drafting — Draw and manage car designs and parts to assemble and upgrade cars.
- card drafting / design and parts — Draw and manage car designs and parts to assemble and upgrade cars.
- meets and speech bubbles — Meetings cards and speech bubbles allow players to boast or pitch actions for points.
- production chain / assembly and R&D — Combine parts and designs to build cars in assembly then upgrade in R&D.
- two-phase flow / corridor mechanic — Phase one moves you to departments; phase two performs work in that department; central corridor links them.
- worker placement — Move a figure through departments to perform actions, using shifts as actions.
- Worker placement / action selection — Move a figure through departments to perform actions, using shifts as actions.
Video topics + discussion points
Quotes (from this video)
- kanban ev is just a re-implementation of a game you already own
- a headache in a box
- it's mind-numbingly intricate purposely labyrinthine
- the churn is coming
- you are represented by a wooden figure of your player color
- Sandra is your boss and she gives neither one nor two hoots about you
- you'll win you'll manipulate outcomes in a byzantine structure
- you are the star of the show
References (from this video)
- deep, repeatable interaction between players
- great at multiple player counts (solo to four)
- tough to teach
- board can feel crowded and punishing
- Production scheduling and workflow efficiency
- Manufacturing and factory optimization
- Worker placement-driven, with complex decision trees
Mechanics (from transcript analysis)
- engine building — Improve designs and capabilities to better impress the boss.
- Ordering — Activations run top-to-bottom creating strategic timing decisions.
- Resource/engine-building feel — Improve designs and capabilities to better impress the boss.
- Timing and order of operations — Activations run top-to-bottom creating strategic timing decisions.
- worker placement — One worker per player moves to locations to perform actions.
Video topics + discussion points
Quotes (from this video)
- it's a perfect fit for this list that's Cosmic Encounter
- I had to have a card game
- this is a collectible SL living card game so you're going to be building your own deck
- this is the absolute definition of a minute to teach a lifetime to master
- it's Star Wars in a box
References (from this video)
- tight, confrontational worker placement
- thematic office politics flavor
- solo mode adds depth
- heavy complexity
- steep learning curve for newcomers
- industrial production, process optimization
- office politics and factory operations
- tight, confrontational workflow
Mechanics (from transcript analysis)
- solo mode — official solo variant adds replayability
- turn order via work force — the number and arrangement of workers determines turn order
- worker placement — move a single worker to limited spots to perform tasks
Video topics + discussion points
Quotes (from this video)
- these are the games that have stood the test of time for me each one I've played every year for a decade or more
- Robinson Crusoe for me it came out in 2012 I got it immediately
- it's the ultimate forever game
References (from this video)
- clean, elegant design
- strong two-player dynamic with interaction
- some players may find it less approachable than newer titles
- production/warehouse workflow
- unknown
- unknown
Mechanics (from transcript analysis)
- Card-driven actions — cards influence Sandra’s movement and actions
- worker placement — move workers around the board to perform actions
Video topics + discussion points
Quotes (from this video)
- Lisboa such a good game
- The Gallerist was the first design that I saw that looked absolutely beautiful
- Kanban is a fantastic game
- it's a clean and elegant design
- Escape Plan is the outlier in this group
- On Mars is a great game, but it's hard to teach
References (from this video)
- Stunning deluxe production components and hardware
- Excellent storage trays and clearly organized setup
- Beautiful art, neon palette, and durable wooden pieces
- Engaging blend of euro-style timing with a boss-driven pressure mechanic
- Solid solo mode and strong table presence
- Steep learning curve and lengthy setup/read-through
- Heavy component count may be intimidating for new players
- Can run long for groups not seeking a long, deep game
- Just-in-time manufacturing, lean production, EV industry
- Automated automobile factory with a Kanban-style production pipeline
- Euro-style worker-placement/resource-management with a boss-driven clock tension
- On Mars
Mechanics (from transcript analysis)
- Blueprints and technology tiles — Acquiring and equipping blueprints/tech tiles to upgrade cars and unlock new scoring options.
- Boss-track time pressure (Sandra) — A dynamic boss (Sandra) advances along a track, imposing timing pressure and imposing penalties if players lag behind.
- card-driven resource generation — Cards determine resource generation based on placement and line position, creating area-control-esque incentives.
- Recycling and limited factory supplies — Utilize recycling facilities and scarce inputs to assemble parts and fulfill orders.
- resource and time management — Manage limited resources and time to optimize production and scoring opportunities.
- Team/Board meetings and event cards — Occasional team meetings or boardroom events provide bonuses or scoring opportunities.
- Worker placement on time-tracked tracks — Players place workers on production timeline spaces to perform actions; actions are resolved from top to bottom, driving tempo and timing.
Video topics + discussion points
Quotes (from this video)
- Kanban is a game that focuses on resource and time management that puts you in the driver's seat of an entire production facility racing for factory goals
- SANDRA the factory manager will be reviewing your performance
- she's the type of boss that you respect fear and want to escape from about as quickly as possible
- it's so pretty it is worth opening up
- one of i would argue the best companies possible when it comes to super high production quality
References (from this video)
- First Vital title the channel plans to tutorial
- Kanban and EV
- Factory/production line management
- Abstract
Mechanics (from transcript analysis)
- unknown — Vital Lacerda style game (first tutorial for a Vital title)
Video topics + discussion points
Quotes (from this video)
- I am really looking for feedback from people because this is something very new
- Cube rails games have kind of grabbed a hold of my brain in a really interesting way
- Trans-Siberian Railroad is a wacky game
- I am in the throes of infatuation with this new genre of gaming
- I would really appreciate you considering that
References (from this video)
- Engaging action economy and engine building
- Late-night teaching can be tiring
- Some learning curve for new players
- Factory optimization and workflow
- Industrial production with rail logistics
- Euro-style engine/economy focus
Mechanics (from transcript analysis)
- deck-building — Build a deck of cards to drive your actions and engine.
- worker placement — Place workers to activate actions and progress.
Video topics + discussion points
Quotes (from this video)
- it's only a game
- New Zealand is definitely my factor
- I would give it a six out of ten
- Horse steak was surprisingly nice
References (from this video)
- Strong thematic integration of automotive production and Kanban principles
- Interlocking mechanics across departments, certification, and testing
- Humorous and thematic boardroom mechanic with chairs and bonuses
- Well-produced components and artwork
- Flexible player count with varied pacing (2-4 players)
- Some players may perceive the 'homework' aspect as a drawback
- Two-player mode is perceived as less balanced or less exciting
- High complexity may be intimidating for new players
- Initial board setup can be overwhelming due to many tracks and spaces
- Just-in-time manufacturing, car model development, middle management dynamics
- Automotive production plant and related offices
- Dramatized depiction of corporate departments and Sandra as a central mid-level manager
- Venos
- CO2
Mechanics (from transcript analysis)
- Bank shifts — Accumulate bank shifts that can be spent to take multiple actions during a turn; used alongside other actions.
- Boardroom meetings and chairs — During meetings, players reveal performance cards, place chairs on cards, and unlock bonuses to score; chairs increase your meeting power and scoring options.
- Book tiles and training — Books advance certification for a department instantly; training tracks improve certification while spending shifts.
- Certification tracks — Progress up department-specific tracks to become certified and unlock rewards and boardroom chairs.
- Design and parts management — Acquire car designs and color-coded parts, then upgrade designs in the Testing and Innovation department using parts cubes.
- Pace car and production line — Produce cars along a production line; pace car movement determines timing and rewards, with cars entering a garage and scoring based on upgrades.
- Testing and Innovation department — Upgrade designs, advance parts track, and gain bonuses; produce cars after upgrading.
- Theme-driven parody — The game parodies management culture; humorous portrayal of middle management and corporate politics.
- Track advancement — Progress up department-specific tracks to become certified and unlock rewards and boardroom chairs.
- worker placement — Place a single worker to execute actions in departments like design, parts, testing, and production; actions resolved left-to-right with Sandra executing special actions.
Video topics + discussion points
Quotes (from this video)
- the meetings are awesome because it's almost like almost a parody
- it's designed by vatal lerta who also did venos in CO2
- a complex heavy lots of interlocking mechanism Euro
- the theme of kbon is as it says Automotive production
- Sandra... middle manager that nobody likes
- I like the nice one because I feel like I'm being punished because the other players are doing well
- assembly line cars who thought that would be fun I didn't
- hard to review this game for sure
References (from this video)
- Fun, high-energy premise that invites humor and narrative
- Relatable workplace theme with playful tension
- Ambiguity around exact rules since this is a concept pitch
- Potential for long setup in a real game
- Workplace pressure, manufacturing industry, humor in the workplace
- A modern car factory with day-to-day shifts and a micromanaging HR boss
- Satirical pitch with a playful tone
- Calico
- Cult Express
Mechanics (from transcript analysis)
- Task management — Varying station requirements create juggling of priorities and bottlenecks.
- worker placement — Players assign workers to stations to complete tasks, managing throughput and efficiency.
Video topics + discussion points
Quotes (from this video)
- The weirder, the better. I love it.
- It's going to be a real hit.
- This is all in fun as per usual.
References (from this video)
- Smooth, accessible for a Lacerda; strong production
- Excellent two-player experience; engaging puzzle
- Rulebook can be unclear; some notations require looking up FAQs
- Engineer-level production lines and certification
- Factory floor; car production with certification discipline
- Systematic, punishing inspector Sandra microdynamics
Mechanics (from transcript analysis)
- Certification track — Progress towards certification while Sandra reserves punishment
- Resource management — Build cars by collecting parts and testing them
- Resource/production management — Build cars by collecting parts and testing them
- worker placement — Place a single worker across factory actions
- Worker placement (one worker) — Place a single worker across factory actions
Video topics + discussion points
Quotes (from this video)
- this is probably my favorite real-time game this has been my favorite real-time game i've ever played
- it's chaos and it is so much
- the production is incredible, the box is literally a grimoire
- this game looks amazing; i just want to admire the art
- it's so smooth it's so cut throat with sandra being involved
- i love this game i love everything about it
- obsessed literally love it so much
- star wars villainous is the new installment of villainous
References (from this video)
- strong thematic tie-ins to factory production
- satisfying sense of linearity that reinforces theme
- clean art and presentation
- may feel repetitive if played often due to linear flow
- some players may prefer more modularity in variability
- car design and manufacturing
- electric car factory
- linear, factory-floor realism
Mechanics (from transcript analysis)
- boss/management mechanic — supervisor gives feedback and enforces compliance during manufacturing
- linear production line — design cars, source parts, assemble, and test drive in a sequential flow
- part design and testing — choose designs, assemble components, and perform test drives
- Random Production — design cars, source parts, assemble, and test drive in a sequential flow
Video topics + discussion points
Quotes (from this video)
- time is an illusion
- it's a very linear game where you are going through the seasons
- everything you're doing makes sense in that world
- I think it's really, really cool
- I love distilled. It's got a lot of good sneaky theme in there
- this linearness really lends itself to the thematic tie-ins
References (from this video)
- Offers a clear production-oriented engine
- Thematic fit with factory/logistics vibe
- Complex, may have a steeper learning curve for new players
- Grand Austria Hotel
- Kanban: The Board Game
Mechanics (from transcript analysis)
- engine-building — players improve their engine through card/board actions to generate better production results.
- work order / production line management — players manage a developing production system with a board-driven workflow to optimize outputs.
Video topics + discussion points
Quotes (from this video)
- We're going to be playing Root live via TTS tabletop simulator with two other people who are previous tournament winners of Root.
- This is not sponsored at all this is just kind of a big shout out.
- Let's break down those barriers, let's get those games played.
- Tricarion is one of my favorite games of all time.
- Patchwork is the classic two-player puzzle game.
- We were sent the newest box which we're going to be reviewing as well as a second box.
- Put the word unlock in there, that way we know you want to be part of this.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a beautiful kind of story
- you need to play with the right group
- it's not cute
- it's like comfort food games
- the rules are simple
- oh my god it's so good
- it's a ramp... chaos
- this is an easy one to just flick some discs around
References (from this video)
- deep, crunchy euro with strong interaction
- great for heavier game fans
- replayability due to expansions and variants
- very heavy; not ideal for casual players
- long teaching curve
- industrial engineering, supply chains
- automotive industry; factory production
- serious, methodical
- Caverna
- Fort
Mechanics (from transcript analysis)
- forward planning with set of blueprints — acquire parts, run RD, and test cars on a track
- multi-step production planning — build cars through a forward-planned sequence with constraints
- pacing and resource management — money and components drive your strategy and timing
- Resource management — money and components drive your strategy and timing
Video topics + discussion points
Quotes (from this video)
- it's a really intense game
- this is the meanest tree game out there
- it's the best trick-taking game of all time
- the economy in this game is probably one of the most interesting parts
References (from this video)
- Highly thematic and immersive
- Improved deluxe version with better rulebook and components
- Larger board with clearer visual design
- Most thematic Lacerda game in the collection
- Great drama and tension
- Heavy and hard to teach
- Still a bit fiddly in some areas
- Hard to get to the table
- Car manufacturer employee building cars
- Automotive factory floor
- Immersive worker placement in manufacturing
- The Gallerist
- Supremacy
Mechanics (from transcript analysis)
- Blueprint and Parts System — Gathering blueprints and parts to assemble cars
- Boss Character (Sandra) — Mean boss character that marks you down
- Car Testing and Upgrades — Testing vehicles and upgrading car features
- engine building — Building up production capabilities
- worker placement — Classic Euro worker placement mechanics
Video topics + discussion points
Quotes (from this video)
- I'm sorry I'm sorry please forgive me I blatantly overworked myself through September
- this is such a cool unique Innovative idea but it plays really well
- such a good Gateway game that deserved the award
- one of my probably my favorite dice that existed any game ever
- Scythe is just such a cool big Euro engine builder game
- all the decisions feel like juicing the agonizing but in a fun way
- you will constantly regret the order that you did those four actions in because there's no technical right answer
- most thematic laserder game
- card art in this is Sublime Instagram is wet dream
- I think it is a 10 out of 10 game for me
- Hidden Gem one that I never saw coming at all
- Shut Up And Take My Money
References (from this video)
- Gorgeous artwork by Ian O'Toole
- Beautiful composition
- Box cover doesn't immediately convey what the game is about
- Production management
- Industrial
- Abstract
Mechanics (from transcript analysis)
- worker placement — Complex European-style game mechanics
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game