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Keltis box art

Keltis

Game ID: GID0178088
Game Info
Year
2008
Collection
Ratings
Creator Score
Expansions & Family
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Description

Keltis is a multi-player game based on Lost Cities, with some rules changes, later published with Knizia's original rules and theme as Lost Cities: The Board Game.

Players play cards to move their playing pieces along stone paths. Cards show one of five different colors/symbols, each corresponding to one path; in addition, each card shows a number (0-10, twice each). In each color, each player can play his cards in either ascending or descending order. As in Lost Cities, it's better to concentrate on a few paths since the final spaces on a path grant high points, but ending early gives negative ones.

The active player plays one card (out of a hand of eight) or discards one, then moves the corresponding playing piece on the path. Many of the spaces have a token that grants some bonus: either immediate points (counted on the scoring track), an extra move on a path, or wishing stones that are needed at game end to avoid negative points.

The game ends when five playing pieces (from any combination of players) have reached the seventh (or higher) space on their respective paths. Now, scoring happens:

Pieces that moved only 1-3 steps earn negative points (-4, -3, -2).
Pieces with 4+ steps earn points (1, 2, 3, 6, 7, 10).
One piece of each player twice the height of other pieces scores double, either positive or negative.
Holding fewer than two wish stones earns negative points (-3 / -4), while a collection of five or more stones yields a bonus of 10 points.

All endgame points are added to any scored during the game. The player with the highest score wins!

Primary differences between Lost Cities: The Board Game and Keltis:

1. In LCBG you play 3 rounds, scoring at the end of all 3 for the monuments you collect. (Normal scoring occurs each round.) In Keltis, you only play 1 round, and score everything each round. This is not just a rule difference, as the scoring is different for the monuments/stones based on the number collected.

2. In Keltis, you may play your cards in either order, high to low, or low to high. In LCBG, you must go low to high.

Note: the rules for LCBG have the Keltis rules as variants, and have the board elements necessary for #1 above. Keltis does not have the rules nor board elements to play LCBG.

There are more differences that are non-substantive. (Art, points in LCBG multiplied by 5, etc.)

Description

Keltis is a multi-player game based on Lost Cities, with some rules changes, later published with Knizia's original rules and theme as Lost Cities: The Board Game.

Players play cards to move their playing pieces along stone paths. Cards show one of five different colors/symbols, each corresponding to one path; in addition, each card shows a number (0-10, twice each). In each color, each player can play his cards in either ascending or descending order. As in Lost Cities, it's better to concentrate on a few paths since the final spaces on a path grant high points, but ending early gives negative ones.

The active player plays one card (out of a hand of eight) or discards one, then moves the corresponding playing piece on the path. Many of the spaces have a token that grants some bonus: either immediate points (counted on the scoring track), an extra move on a path, or wishing stones that are needed at game end to avoid negative points.

The game ends when five playing pieces (from any combination of players) have reached the seventh (or higher) space on their respective paths. Now, scoring happens:

Pieces that moved only 1-3 steps earn negative points (-4, -3, -2).
Pieces with 4+ steps earn points (1, 2, 3, 6, 7, 10).
One piece of each player twice the height of other pieces scores double, either positive or negative.
Holding fewer than two wish stones earns negative points (-3 / -4), while a collection of five or more stones yields a bonus of 10 points.

All endgame points are added to any scored during the game. The player with the highest score wins!

Primary differences between Lost Cities: The Board Game and Keltis:

1. In LCBG you play 3 rounds, scoring at the end of all 3 for the monuments you collect. (Normal scoring occurs each round.) In Keltis, you only play 1 round, and score everything each round. This is not just a rule difference, as the scoring is different for the monuments/stones based on the number collected.

2. In Keltis, you may play your cards in either order, high to low, or low to high. In LCBG, you must go low to high.

Note: the rules for LCBG have the Keltis rules as variants, and have the board elements necessary for #1 above. Keltis does not have the rules nor board elements to play LCBG.

There are more differences that are non-substantive. (Art, points in LCBG multiplied by 5, etc.)

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 15
This page: 15
Sentiment: pos 13 · mix 1 · neu 1 · neg 0
Mentions per page
Showing 1–15 of 15
Video kv5T5vQe-y8 Top List at 38:18 sentiment: positive
video_pk 134356 · mention_pk 382183
Keltis video thumbnail
Click to watch at 38:18 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Gameplay is really fun.
  • Enjoyed the Celtic nature of it.
  • Artwork is really good.
  • End game scoring is clever.
Cons
  • Wasn't impressed by the back of the box initially.
  • Significant drop in rank from previous years.
Thematic elements
  • Building villages and gaining elders
  • Celtic theme
Comparison games
none
Mechanics (from transcript analysis)
  • Point Salad — Players aim to score points from various different sources.
  • Rondel — The board is a large rondel where players move their pawns.
  • Set Collection — Collecting elders to join the tribe.
  • variable end-game scoring — Players choose which objectives will score at the end of the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Atlantis Rising is a really fun cooperative game where you're trying to get as many people off of or rather away from the island of Atlantis as it's sinking into the ocean as you possibly can through these really neat kind of Stargate-esque wormholes.
  • Architects of the West Kingdom is such a cool worker placement game.
  • It's one of the one of the better ways that I've seen alpha players be handled in the in the in a cooperative game because it does restrict some information from the alpha player so that they cannot just tell everybody what to do.
  • The ART Project also has a really neat theme.
  • This is a fantastic implementation of trick-taking, cooperative trick-taking.
  • The One Ring is the Trump in this game. But when you play out the One Ring, you can play it as a losing card or you can play it as a Trump card as the Trump card. So you get to pick.
  • And the artwork is really what kind of brought it to the forefront for me.
  • Aeon's End is a fantastic game where you are mages. You're however many people you are, you're cooperatively trying to fight whatever big bad creature is coming through the breach to a distract to attack and destroy Gravehold.
  • This is basically that game that it replaced a little bit more growed up.
  • Lord of the Rings
  • Jamaica is a really neat game where you have your own pirate ship and uh, the other players have theirs and you're racing around the island of Jamaica.
  • it's like this resource management game that's that's kind of enveloped into a racing game, and I really enjoy that that dichotomy that the game represents.
  • if you put all of the cards back-to-back, it creates a a diorama.
  • It's really light, but it's very fun.
  • Burncycle is a fantastic game where you take on a little robot. Um and everybody else takes on a little robot. This is a cooperative game where you are robot espionage.
  • It is completely and totally espionage at its greatest or or or that spy type of game is as it's greatest.
  • you are running your actions based on the burn cycle, which is where your actions come from.
  • So, Burn Cycle is just a fantastic game. It's chip theory games. All of your information is on the chips. Um and they're poker chips, but it's it's a beautiful game. Love it to death.
References (from this video)
No references stored for this video.
Video Kj1soOLYwq0 Top List at 19:28 sentiment: positive
video_pk 134258 · mention_pk 382321
Keltis video thumbnail
Click to watch at 19:28 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Beautiful box art
  • Excellent implementation of the rondel mechanic
  • Multiple viable strategies
Cons
none
Thematic elements
  • Pathfinding
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — You are trying to do so many things in this game but the core like mechanic essentially is you're trying to get those discs out.
  • Resource Management — How can you have the resources to go from this area to that area?
  • Rondel — How you're going round and round and round the board. you can only move so many spaces and you're trying to strategically think about this turn but also next turn and how you can move from this place to that.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really enjoy playing it just as kind of a a nice filler relaxing game.
  • I think this game has a lot more going on than base Takado and I really really like it.
  • It is a so strange of a game, but it's the strangeness about it that makes me love it.
  • I think this game is really thinky and really social in a way that you're trying to think about how everyone else thinks.
  • I really enjoy how it's simple yet thinky.
  • Keltis, first off, this box art is incredible. I absolutely adore this box art.
  • Rondelle. I absolutely love rondell's. I love how they work in games. How you're going round and round and round the board.
References (from this video)
No references stored for this video.
Video jkvwYzGRmcM Getting Games Discussion at 10:01 sentiment: positive
video_pk 92378 · mention_pk 248207
Getting Games - Keltis video thumbnail
Click to watch at 10:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • short, enjoyable filler experience (~45 minutes)
  • works well with two players and four players
  • easy to learn yet engaging
Cons
  • luck can impact results
  • not all players may find it equally compelling
Thematic elements
Comparison games
  • Lost Cities
Mechanics (from transcript analysis)
  • card hand management — Five suits numbered 0-10; players play cards in ascending or descending order.
  • Hand Management — Five suits numbered 0-10; players play cards in ascending or descending order.
  • order-based play — You must play cards following ascending or descending sequences.
  • Track Advancement — Playing cards moves stones up tracks to gain victory points and bonuses.
  • track advancement for points — Playing cards moves stones up tracks to gain victory points and bonuses.
  • two-player to four-player flexibility — Works in different player counts with similar experiences.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a very interesting small card game
  • it's a neat little game
  • i'm really excited about it
  • the harbor expansion which changes that entirely where you just shuffle all the cards into a deck and you reveal them in a random order
  • i think i'm just going to keep it until the expansion arrives and then play them together
References (from this video)
No references stored for this video.
Video g9SFgUrtHwU Brains On Games Review at 1:55 sentiment: positive
video_pk 90760 · mention_pk 242872
Brains On Games - Keltis video thumbnail
Click to watch at 1:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Introduces additional knot-building variant within Not Dice
  • Maintains strong emphasis on spatial reasoning
  • Compact, quick to learn
Cons
  • Part of a larger set; may be confusing without Not Dice context
  • Availability limited to the Not Dice product line
Thematic elements
  • Celtic knot pattern building
  • Kells—the knot-building puzzle variant within Not Dice
  • abstract/puzzle-focused
Comparison games
  • Not Dice
Mechanics (from transcript analysis)
  • Cooperative/competitive mix — Stories vary; some modes are cooperative, some competitive, within the knot framework.
  • Pattern Building — Roll and place dice to complete Celtic knot patterns.
  • pattern building with dice — Roll and place dice to complete Celtic knot patterns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a game that's all about your visual spatial skills.
  • The dice are beautiful, they’re marble_finish with silver patterns that create Celtic knots.
  • There are a dozen different games in the basic set.
  • Not Dice Squared is the expansion mentioned.
  • this episode we're going to talk about a puzzle building game that involves dice
References (from this video)
No references stored for this video.
Video MQ_QVOBukV4 Drive Thru Games Discussion at 10:50 sentiment: positive
video_pk 90360 · mention_pk 241350
Drive Thru Games - Keltis video thumbnail
Click to watch at 10:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • love still
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm genuinely curious about your origin story and sort of how you got more involved in whatever hobby it is.
  • Exposing a child to games is probably a really important thing.
  • It's like baseball cards but you play a game with that seems stupid.
  • I really loved it and got into that
  • I just got sucked back into board game geek because I had you know been on it like in 2005
  • I just got like sucked in
  • I never really liked Puerto Rico or Princess of Florence but I really like Power Grid
  • The DM sucked and I didn't really like it at all
  • He's just like the worst, you know pictured like the worst kind of DM RPG type of personality that was that guy
References (from this video)
No references stored for this video.
Video TUAhRclsLqc Watch It Played Discussion at 1:40 sentiment: positive
video_pk 89818 · mention_pk 239206
Watch It Played - Keltis video thumbnail
Click to watch at 1:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a bloody travesty is what i call it
References (from this video)
No references stored for this video.
Video hQhVJ18Uekg Watch It Played Discussion at 13:07 sentiment: positive
video_pk 89582 · mention_pk 238192
Watch It Played - Keltis video thumbnail
Click to watch at 13:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i'm a big fan of light games with hidden depth
  • hidden gem
  • learning the rules really really well because that makes everyone happier at the table
  • the burden of owning the board games
References (from this video)
No references stored for this video.
Video SSkE6UddZ0s Board Games UnLocked Discussion at 3:30 sentiment: neutral
video_pk 81404 · mention_pk 201880
Board Games UnLocked - Keltis video thumbnail
Click to watch at 3:30 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I got 66, so not great. Not great. So, I ate on this one.
References (from this video)
No references stored for this video.
Video LPS2o_b_0y4 Getting Games Top List at 3:21 sentiment: positive
video_pk 63630 · mention_pk 157114
Getting Games - Keltis video thumbnail
Click to watch at 3:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • great decisions and variability
  • replayability due to random dispersion
Cons
none
Thematic elements
Comparison games
  • Lost Cities
Mechanics (from transcript analysis)
  • cardplay into colored columns with ascending/descending values — Play one card each turn into a color column; cards can ascend or descend; tokens move on tracks.
  • random bonus tokens — Tokens are randomly dispersed and influence scoring; variability between plays.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's just a pristine version of it
  • it's a push your luck kind of bluffing game
  • it's fully Cooperative
  • it's the best version of gambling without money I've ever seen
  • I love that hand building and simple turn structure
  • ends in only 20 minutes
References (from this video)
No references stored for this video.
Video QJXADk8BYrA Board Stupid Analysis at 26:20 sentiment: positive
video_pk 42681 · mention_pk 129658
Board Stupid - Keltis video thumbnail
Click to watch at 26:20 · YouTube ↗
Overall sentiment (raw)
mixed-to-positive
Pros
  • solid Knizia design, approachable yet strategic
Cons
  • not widely in print; limited availability
Thematic elements
  • adventure/adventure-paths via color routes
  • path-based card movement with color-coded routes
  • abstract-link game with Lost Cities roots
Comparison games
  • Lost Cities
  • Celestia (implied)
  • Rising Sun
Mechanics (from transcript analysis)
  • Card Drafting — players select cards to advance along multiple color paths
  • card_drafting — players select cards to advance along multiple color paths
  • path_movement — players choose a path to advance, with focus on a few optimal routes
  • Pattern Movement — players choose a path to advance, with focus on a few optimal routes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the biggest one ever in the history of the modern board gaming possibly the biggest one ever
  • Ticket to Ride is a hand management game that's what it is
  • Dominion... it's the deck building game
  • Bear Park feeling
  • it's essentially root building right it's a root building game, much like Ticket to Ride in some way
  • Treat yourself
References (from this video)
No references stored for this video.
Video 4l0zhSohQVQ Meeple Mountain Review at 0:10 sentiment: positive
video_pk 41559 · mention_pk 125999
Meeple Mountain - Keltis video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy-to-learn rules with deep strategic potential
  • Interactive movement that rewards prediction and reading opponents
  • Strong family-weight appeal with tangible planning and planning-for-others
  • Clear art and intuitive icons that reinforce the Celtic theme
Cons
  • End-game timing can be tense if players aggressively chase multiple goals
  • Trade-card management can create decision fatigue late in the game
Thematic elements
  • economic pickup-and-deliver with route planning, resource gathering, and family-based worker management
  • Ancient Celtic region with a Celtic village and surrounding tribes
  • procedural and goal-driven, with emphasis on efficiency and strategic blocking
Comparison games
  • Wonderland
Mechanics (from transcript analysis)
  • End-game trigger — The game ends when a player fulfills five goal cards, or when a player has one of each trade card type and chooses to end the game by revealing them.
  • Final scoring — Score goal cards first, then add influence from trade cards. The scoring of trade cards depends on their type counts, with rarer types often yielding more points. Variety is rewarded; peeking at the counts informs endgame timing.
  • Following and path mirroring — After the active player moves, other players may follow with their own family members, traveling the exact path and ending in the same destination as the active player's chosen moves.
  • Goal cards — Goal cards specify locations that must be occupied by family members; once revealed, players remove one marker from each depicted location to gain end-of-card points. Completing five goals ends the game (or meeting other end conditions).
  • Movement — On your turn, move at least one family member; you may move as many as you want as long as they all start in the same location, and you move along roads by one or two spaces.
  • Resource and card management — Players balance completing goals and collecting trade cards to maximize end-game scoring while avoiding over-reliance on a single type.
  • Trade cards — Send a family member to a trade location to take a trade card; return a family member to the Celtic village to collect the card, which then becomes a face-down point value at the end.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a fantastic family game that has easy rules yet the strategy and the way that you take advantage of moving your family members on other players turns will most likely help you win.
  • It's like a math brain game because one type will need to score one point each.
  • The best way to score the most points is by doing a variety of the gold cards and the trade cards as well.
References (from this video)
No references stored for this video.
Video tDTa-meylOY Board Games for One Review at 1:30 sentiment: positive
video_pk 41000 · mention_pk 152406
Board Games for One - Keltis video thumbnail
Click to watch at 1:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich, multi-layered coin-style action selection that rewards careful planning and adaptive play across both sides of the conflict.
  • The four scoring tracks (fear, morale, adoration, dominance) create a nuanced, interconnected victory condition that rewards both expansion and public legitimacy.
  • Clear dual-mode design, supporting two-player competitive play and a solo experience with a symmetrical framework and balancing mechanics.
  • Strong thematic integration; the mechanics mirror political control and counter-insurgency dynamics, offering a coherent and compelling narrative through gameplay.
  • Promising print-and-play potential with a strong production pedigree (Bellum Games and Hive lineage) that suggests high-quality components and thoughtful design.
Cons
  • Rule density and the number of interacting tracks can present a steep learning curve for new players.
  • The combination of influence, retinues, gold, and loyalty can lead to complex bookkeeping and potential analysis-paralysis in longer sessions.
  • Certain mechanics (like the loyalty phase and regional scoring) may feel slow to resolve if players overemphasize micro-optimizations.
  • Print-and-play components may require organization and home production quality to achieve the intended tactile experience.
Thematic elements
  • Power politics and legitimacy under pressure: fear, morale, adoration, and dominance as the levers of control and outcomes in a contested realm.
  • A kingdom teetering on the brink of civil war, with the insurgent movement and the central state contending for regional influence across a varied map.
  • Euro-style insurgency simulation driven by dice-driven action selection and region-based scoring, presented through a clear, teachable play flow rather than a cinematic narrative.
Comparison games
  • Hive
Mechanics (from transcript analysis)
  • Action Drafting — Opponents can block or constrain actions by occupying slots or placing dice in adversarial action spaces, creating a tactical interaction layer.
  • Area Control — Regions on the map are scored as influence and military presence accumulate; the winner of a region paints a scoring marker and region control contributes to dominance, fear, and adoration tallies.
  • area control and regional scoring — Regions on the map are scored as influence and military presence accumulate; the winner of a region paints a scoring marker and region control contributes to dominance, fear, and adoration tallies.
  • block/deny actions via placement — Opponents can block or constrain actions by occupying slots or placing dice in adversarial action spaces, creating a tactical interaction layer.
  • Dice Placement — Players roll or set dice and place them on advisor actions to trigger specific effects (gain gold, influence, retinue, armies, tax, or special actions). The action chosen is determined by the die spot and the advisor slot.
  • dice placement / action selection — Players roll or set dice and place them on advisor actions to trigger specific effects (gain gold, influence, retinue, armies, tax, or special actions). The action chosen is determined by the die spot and the advisor slot.
  • loyalist phase and bribery — A dedicated phase where loyalty actions cost gold and dice are recalled; loyalists provide additional actions and reinforce the state or insurgent position.
  • multi-use action potential — Most advisors provide multiple effects; choosing how to allocate dice can either produce immediate gains or long-term strategic advantages.
  • region-by-region resolution — When the final hex in a region is filled, resolution occurs with a scoring event that balances the four tracks and may swing dominance or adoration.
  • Resource Management — Managing gold, retinues, influence, and loyals to fuel actions and accelerate the state or insurgent capabilities across the map.
  • retinues and armies deployment — Retinues are collected and later deployed as armies to regions; armies contribute to influence and regional strength, impacting scoring and conflict outcomes.
  • scoring tracks (fear, morale, adoration, dominance) — Four interlocking tracks determine victory; advancing on one track can shift regional outcomes and overall control, with a tug-of-war dynamic across tracks.
  • taxing and public sentiment management — Taxing affects the public’s perception, altering fear, morale, and adoration and feeding into scoring dynamics.
  • Track Advancement — Four interlocking tracks determine victory; advancing on one track can shift regional outcomes and overall control, with a tug-of-war dynamic across tracks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it is both a two-player game and a solo coin style game
  • what does coin mean it's a counterinsurgency style game
  • in mettis your kingdom is on the brink of Civil War
  • this is a game of action selection by placing your dice on one of any six advisor actions
  • you'll be gaining gold which you can use to bribe the advisers
  • you also be using your gold to boost the morale of your people
  • we'll look at how the game plays so you can decide is this a game that you would like to back
  • four tracks in mettis that will help you determine Victory or failure fear morale adoration and dominance
  • print and play it is live right now on Kickstarter as of October 2024
  • the goal is for this to be downloadable and ready for you by December
  • I love this
  • Hive that I just featured recently
References (from this video)
No references stored for this video.
Video 3PnMFnUUl6w Board Gaming Ramblings Discussion at 14:51 sentiment: positive
video_pk 39609 · mention_pk 119645
Board Gaming Ramblings - Keltis video thumbnail
Click to watch at 14:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever, interactive mechanisms
  • great pacing and two-player suitability
  • engaging and accessible with a good flow
Cons
  • depth and interaction may vary with more players
  • some may find the market manipulation abstract
Thematic elements
  • monetary manipulation and strategic timing
  • economy-driven strategy with fluctuating markets
  • clever and interactive economic design
Comparison games
  • L
Mechanics (from transcript analysis)
  • dynamic economy — players influence the market with decisions that change prices and availabilities.
  • interactive market — players directly affect one another's options and profits through market moves.
  • Market Pricing/Manipulation — players directly affect one another's options and profits through market moves.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's Christmas for board gamers this time of year
  • we're going to cover as many games as possible after we play them
  • it's a gem of a game
  • it's fantastic, just buy it
  • it's a perfect mix between Codenames and Similo
  • come sail away which we only played once ... it was giving me those jiggly feelings of fun
References (from this video)
No references stored for this video.
Video TFGkBwwNLkY Chairman of the Board Top List at 3:38 sentiment: mixed
video_pk 13636 · mention_pk 93718
Chairman of the Board - Keltis video thumbnail
Click to watch at 3:38 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • satisfying chaining when timing hits
  • flow and card rhythm feel good when you pull off a combo
Cons
  • tends to run long for what it is
  • similar mechanism to Lost Cities can feel repetitive
Thematic elements
  • card-run towers; ascending/descending/chronological sequences
  • card-driven, ancient/ritualistic journey akin to Lost Cities
Comparison games
  • Lost Cities
Mechanics (from transcript analysis)
  • card drafting/sequence building — play cards to climb tracks and optimize point paths
  • set-collection/track progression — advancing along multiple tracks for end-game scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love the scoring mechanism in this game
  • it's a great progression from a game like Carcassonne
  • this game had a tendency to go too long
  • one-trick pony ... not really a game we're ever going to go back to
  • this for me should have been a 45 minute game sadly sometimes it did end up 90 minutes
References (from this video)
No references stored for this video.
Video T-A_dwDb07Y Chairman of the Board Top List at 7:38 sentiment: positive
video_pk 6911 · mention_pk 126704
Chairman of the Board - Keltis video thumbnail
Click to watch at 7:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • easy to learn, engaging turns
  • two board variations (simple/advanced)
  • strong card-play design
Cons
  • can feel frustrating when you draw poorly or mis-time moves
Thematic elements
  • track-based scoring and card management
  • card-driven track climbing; nod to Lost Cities
Comparison games
  • Lost Cities
Mechanics (from transcript analysis)
  • card drafting/hand management — build runs across tracks using color-deck cards
  • track-based scoring with chain bonuses — advance on tracks to unlock bonuses that chain into further scoring
  • Variable player interaction — overlap and timing affect scoring opportunities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these games range from being decent to pretty damn excellent
  • it's a very clever game
  • criminally underrated
  • it's a quick 20 minute game that is a lot of fun
  • I cannot even understand why that is rated so low
References (from this video)
No references stored for this video.
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