In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.
The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.
As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!
Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.
Play By Forum
Kemet PBF #1
Hamlet in about 3 minutes
Playthrough | Hermit
- Elegant pyramid-based action selection creates meaningful decisions
- Power tile engine provides near-infinite variability and strategic depth
- Non-dice combat introduces calculated risk and hidden information
- Distinct engine-building design differentiates it from other area-control games
- Replayability ceiling noted as somewhat lower than some peers
- Learning curve can be non-trivial for new players
- Divine powers, mythic-era conquest, city building
- Ancient Egypt
- Engine-building with evolving god powers via power tiles
- Cycles
Mechanics (from transcript analysis)
- Action points — prayer points are earned and spent to drive actions and tile acquisition
- card-based combat without dice — battle resolution uses battle cards face-down; strength combines with troop strength and power tile bonuses
- Power tiles — 48 total tiles (16 per color) with scalable effects; cannot purchase the same tile twice in a single game; tiles create highly variable engine builds
- prayer points as currency — prayer points are earned and spent to drive actions and tile acquisition
- pyramid-based action selection — players place action tokens on color-coded pyramids to resolve economy, combat, movement, and tile purchases; level of pyramid determines available actions
- Variable turn order — turn order is determined by the player with the fewest victory points each round
Video topics + discussion points
Quotes (from this video)
- They're cousins from the same family, not siblings.
- The moment someone gets a pretender token and starts working toward meeting more conditions, the entire table turns against them.
- If you want negotiation and table talk with the highest strategic ceiling, Rising Sun is the natural fit.
References (from this video)
- Accessible, hands-on, and enjoyable for both kids and adults
- Clear objective progression with evolving goals across rounds
- Tangible components and physical placement on the stick enhance engagement
- High replay potential due to varying guest cards and ingredient draws
- Presence of randomness in ingredient draws can temper pure optimization
- Strategy may hinge on drawing the right guest cards and ingredients, which could reduce control on some turns
- pattern building and set collection around completing guest-card goals
- kebab skewers / street-food themed table presence, casual party game setting
- procedural, evolving objectives across rounds, with scoring tied to guest cards
Mechanics (from transcript analysis)
- Compound Scoring — Points come from diverse guest-card conditions, with up to five guest cards active and scoring opportunities shifting per round.
- drafting — Players draw ingredients from a grill and a nearby pile, with drafting order that changes by player count (snake or forward-backward).
- Pattern Building — Players place ingredients on either end of their kebab skewer to meet guest-card requirements.
- pattern_building — Players place ingredients on either end of their kebab skewer to meet guest-card requirements.
- restricted_inventory — Each stick has a limit of 10 ingredients, forcing strategic placement and planning.
- round_based_progression — The game runs for five rounds; new guest cards are revealed each round and scoring occurs at the end of rounds, with end-of-game scoring from completed cards.
- set_collection_and_completion — Guest cards provide scoring conditions based on ingredients arranged on the stick; completing a card flips it and grants new goals.
- variable_scoring — Points come from diverse guest-card conditions, with up to five guest cards active and scoring opportunities shifting per round.
Video topics + discussion points
Quotes (from this video)
- this is an open drafting pattern building game of making your kebab to match what the guests want so that you can score the most points
- it's a fun Hands-On pattern building game that kids and adults can play and both enjoy
- the game is played over five rounds
- the games are very different from game to game
References (from this video)
- Cute and appealing component design
- Very approachable for families and new players
- Short playtime (15–20 minutes) with high replayability due to variable scoring cards
- Engaging drafting decisions and planning ahead for scoring cards
- Strong production value that supports the theme
- Limited depth for more seasoned gamers seeking heavier strategy
- Potential feel of repetition for players who want more rounds or longer play
- Some players may desire more direct interaction beyond drafting
- Kebab ingredients and guest-driven scoring
- Grill-side kebab kitchen and family dining vibe
- Puzzly placement with evolving, round-based scoring objectives
- Sagrada
Mechanics (from transcript analysis)
- revealed scoring cards — Two scoring cards come out each round; the first player selects which scoring condition will be used for that round.
- round-based play with fixed end condition — The game runs for five rounds, resulting in ten ingredients on each skewer, with end-of-round and end-of-game scoring determined by revealed cards.
- set collection / sequence scoring — Completing a row of three matching ingredients on a skewer scores points; players may aim to complete up to two scoring conditions per game.
- snake drafting — Players select ingredients from the grill or the table in order; the pick order snakes (first to last, then last to first) each round, influencing next round's first picker.
Video topics + discussion points
Quotes (from this video)
- This is a great family weight game that is a lot of fun.
- I love the ingredients in this game. They're so cute.
- I highly recommend trying this out as we head into grilling season.
- The game is played over five rounds, and ends with five rounds of scoring.
References (from this video)
- Marvel Dice Throne
- Wonderland's War
Mechanics (from transcript analysis)
- Combat with card interaction
- Combat: Deck/Hand
Video topics + discussion points
Quotes (from this video)
- reactive card play is because it feels so one-dimensional when you're playing a game that involves cards where all you do is play one card in your turn and then your opponent has no way to react
- it increases the level of strategy 10fold because then you have to think about timing.
- the reactive card play is definitely a lot more intuitive when it comes to combat games cuz not all games need that kind of reaction type
References (from this video)
- epic feel at five players
- deep strategic planning and action pacing
- longer playtime at higher player counts
- can be lengthy for new players
- mythic warfare and strategic area control
- ancient Egypt with mythic cosmology
- epic battles and rival faction dynamics
- Rising Sun
- Blood Rage
Mechanics (from transcript analysis)
- Area Control — control tiles and regions with military might
- combat resolution — combat involves armies and heroic spells across tiles
- player interaction / power dynamics — multiple ways to interact and pressure opponents
Video topics + discussion points
Quotes (from this video)
- five is perfect because you've got that bluffing negotiation.
- This is a sandbox game. One of my favorite games.
- The clacking of dice on the table. It's pretty neat.
References (from this video)
- strong theme integration
- varied strategies and tactical options
- fits ancient Egypt theme well
- steep learning curve
- combat can feel random to some players
- mythic warfare and conquest
- Ancient Egypt; gods, pyramids, armies, monsters
- mythic, competitive, action-oriented
- Great Western Trail
Mechanics (from transcript analysis)
- Area Control — Experience for spaces and control on the board
- area_control — Experience for spaces and control on the board
- Combat: Dice — Combat resolved with dice, influencing battles
- dice_combat — Combat resolved with dice, influencing battles
- monster_recruitment — Recruit monsters and powerful cards to enhance strategy
Video topics + discussion points
Quotes (from this video)
- Two Rooms and a Boom plays that like a spy film with a massive cast
- this is a great couples game because you get to make your own very very ill baby
- historically themed games are hard to write jokes for
- the theme is integral to the game creating the perfect combination of interaction of interest between the players and the frenetic energy of real-time negotiation
References (from this video)
- Deep army customization via market tiles and tiles of different colors
- Flexible table presence with iconic monsters and artifacts
- Engaging combat that factors in multiple power sources
- Market phase can be slow if players do not scan tiles ahead of their turn
- Complex setup and learning curve due to many tile interactions
- Divine beings vying for power and conquest in ancient Egypt
- Ancient Egypt, air control map with pyramids, gods and mythic factions
Mechanics (from transcript analysis)
- air control movement and recruitment — Standard movement and recruitment of warriors onto the board with global map influence
- Area movement — Standard movement and recruitment of warriors onto the board with global map influence
- black blood / attrition — Special rule where a portion of troops are lost regardless of engagement
- color-tiled customization — Tiles colored by blue/red/etc grant defense/attack bonuses and special effects
- combat with cards — Both players play a card face-down and face-up to determine combat strength
- Combat: Deck/Hand — Both players play a card face-down and face-up to determine combat strength
- market tiles / market economy — Buy power tiles using prayer points; tiles provide army enhancements and alternate abilities
- power towers, creatures, district bonuses — Additional factors affect combat and unit power via towers, summoned creatures, and district bonuses
- pyramid level upgrades — Raise pyramid level to access higher-tier tiles and gain victory points
Video topics + discussion points
Quotes (from this video)
- I love the amount of customization you can get when you are buying different tiles from the market.
- This is now a one to six player air control game all set in ancient Egypt.
- If you like all those aspects, then ank will be a perfect fit for you.
- There's no other game that adds on that territorial super high pressure environment like Blood Rage does.
- Arcs has so many layers to the area control.
References (from this video)
- clear, significant evolution from a brutal, dice-driven concept to a nuanced token-based system that preserves tension
- rich thematic arc that transitions from a darker, satirical premise to a more accessible, family-friendly framing without losing depth
- robust publisher collaboration with Mind Clash, including strong development support and practical execution of ideas
- high interaction and meaningful decisions around end-of-round timing, raid choices, and resource conversion
- early themes were dark and potentially off-putting to some retailers and players
- some iterations were brutally unforgiving, which could limit wide retail appeal
- balancing the token-based system after removing dice required careful tuning to maintain tension and risk
- exploitation vs stewardship; economic risk and reward; critique of capitalism and labor dynamics
- Dragon-themed fantasy world with a guild system, evolving territories, and a socially critical backdrop against exploitation and industry dynamics
- satirical, art-piece commentary on modern industry; dark humor with hints of Terry Pratchett and Monty Python-esque tone
- Flip Towers
- Astra
Mechanics (from transcript analysis)
- aids/defensive tokens — defensive aids and shields that can cancel or modify end-of-round effects, fostering interaction and counterplay
- arena/retaining features — dragon performances and contests affect scoring; staging battles evokes a Coliseum-like dynamic
- dice-based workers (initial concept) — early iterations used dice as workers to generate actions and introduce risk; workers could die or be displaced
- dragon capture and management track — dragons captured and placed on escalation tracks; risk and payoff depend on outcomes and track advancement
- guild hall and hero system — central hub for acquiring workers and heroes with special abilities, enabling strategic depth and synergy between phases
- preserves and landscape integration — landscape-preserve mechanics altering how dragons are matched or placed; replaces simpler eggs/offspring ideas with spatial planning
- raid/end-of-round tax mechanics — end-of-round tax or raid effects control pacing and scoring; tokens influence which tax applies and which players are affected
- token-based transformation — the core pivot from dice to tokens, converting one type of worker into another to resolve actions and mitigate unpredictability
- Track advancement — dragons captured and placed on escalation tracks; risk and payoff depend on outcomes and track advancement
Video topics + discussion points
Quotes (from this video)
- it's good for a museum
- an art piece
- I was giddy
- Don't be middle of the road. Don't be bland. You either want people to love you or hate you
- This is going to be big; the buzz was unreal; we hit number one on the hotness
- we trusted Mind Clash to develop it and bring it to life
- it's not great for your local game store
References (from this video)
- engaging thematic flavor
- solid mechanics with narrative emphasis
- potentially complex for casual players
- Drama, political intrigue
- Shakespearean Hamlet-inspired theme
- cinematic, focused on storytelling
Mechanics (from transcript analysis)
- Area Control — Players exert influence in key narrative-driven areas.
- area control / conflict resolution — Players exert influence in key narrative-driven areas.
- Card-driven actions — Actions steered by card play to influence narrative progress.
Video topics + discussion points
Quotes (from this video)
- Adventure is the word
- what's old is new again
- it's a cinematic game
- the experience around the table
- you plug in the players
- satisfaction is the word
References (from this video)
- Extremely portable and travel-friendly; compact, solo-friendly puzzle
- Clear, minimal rules that encourage experimentation and pattern exploration
- Engaging feedback loop between pattern fulfillment, hermit movement, and wave progression
- Crisp, charming components; the hermit crab motif reads well in physical form
- Localization options (German release) increase accessibility and reach
- Row length can demand a long horizontal setup, which may feel space-intensive on small tables
- As a pure solo/puzzle experience, it may have limited replay value for players seeking social play or highly variable scenarios
- Occasional rule-check moments in playthroughs may require careful rule-reading or a quick reference
- A solitary hermit crab navigating a wave and shore patterns to reach the safe harbor of the wave’s crest; light seaside ambiance with abstract patterning.
- Coastal beach with a moving wave and a tiny hermit crab figure; a compact, portable puzzle that simulates a shoreline chase.
- Minimalist, puzzle-first narration; rules are explained via live demonstration and experimentation rather than extended lore.
Mechanics (from transcript analysis)
- Area movement — A hermit crab token moves along a shoreline track as patterns are fulfilled; movement is contingent on pattern completion and positioning.
- hand management — Drawing cards is constrained by a resource (bottle caps) that governs draw quantity and hand size, introducing tempo decisions.
- Pattern Building — Players place cards to create a specific arrangement that advances the hermit toward the wave and helps the crab ride the wave toward victory.
- pattern building / pattern fulfillment — Players place cards to create a specific arrangement that advances the hermit toward the wave and helps the crab ride the wave toward victory.
- pattern mirroring/rotation — The game allows mirroring and rotation of patterns, enabling flexible solves and multiple solution paths for the same pattern.
- spatial movement — A hermit crab token moves along a shoreline track as patterns are fulfilled; movement is contingent on pattern completion and positioning.
- tile/card placement (adjacency & coverage) — Cards must touch or be placed adjacent to existing cards, with limited coverage of a card and avoidance of diagonals, shaping spatial strategy.
- wave progression & interaction — A wave token advances to the right unless two identical symbols appear adjacent on the currently played or exposed cards, in which case the wave may stall or retreat. Two puddles adjacent can push the wave backward, creating a back-and-forth tension.
Video topics + discussion points
Quotes (from this video)
- Very travel friendly, uh small, compact solo game with like a puzzly aspect
- Very nice, cute, um small game
- This is how you play Hermit
- German version comes in a box because Germans always put stuff in boxes with games
- you could also just take like a blank wallet
- This comes in a German wallet or a box, which makes it more portable
- Very travel friendly uh small, compact solo game with like a puzzly aspect
References (from this video)
- Confrontational gameplay with intense early-game decisions
- Lavish production and expanding expansions
- Can become chaotic and interaction-heavy at high player counts
- confrontation and domination on a map-driven battlefield
- ancient Egypt with mythic creatures
- mythology-infused war-game thematics
Mechanics (from transcript analysis)
- Area Control — players vie for dominance on a map using power tiles and creatures
- summoning mythic creatures — players can summon monsters to gain strategic advantages
Video topics + discussion points
Quotes (from this video)
- Monikers is the greatest party game ever made.
- Pitch Car, greatest dexterity game ever made and one of the greatest board games cuz it's made out of board.
- Cyclades Legendary Edition is the greatest board game of all time in my opinion.
- War Room is one of the greatest war games ever made.
- If you haven't played Obsession, then don't be a tight Victorian and go and get it.
- Station 4 is one of the most thematic games we have ever played.
References (from this video)
- aggressive, fast-paced engagement
- variety of powers and paths
- can become bloated with expansions
- longer at higher player counts
- combat-focused empire-building
- ancient Egypt with gods and mythic powers
- mythic, pantheon-driven conflict
Mechanics (from transcript analysis)
- combat with limited troops — strategic battles with restrained forces
- gods/abilities and drafting — faction-specific powers influence strategy
Video topics + discussion points
Quotes (from this video)
- this game is a great two-player game
- it's Jurassic Park the board game
- I've only played it twice and I'm not sure yet, it hasn't stood the test of time
- the tongue and cheek aspect of building this dystopian world
- it's Sim City the board game
- best time you can have playing this game is when you're drunk
References (from this video)
- Really simple dice game but with clever mechanisms
- Not reliant on Yahtzee mechanism
- Portable package
- Quirky, whimsical Zoch Verlag artwork (chickens and worms)
- Classic game design
- Clever decisions within simple framework
- Simple dice game with whimsical artwork
- Abstract
- Abstract with personality
Mechanics (from transcript analysis)
- Dice rolling — Rolling dice and selecting which to use
- dice selection — Choosing how to utilize selected dice
- Scoring tiles — Collecting scoring tiles based on dice combinations
Video topics + discussion points
Quotes (from this video)
- the artwork is is odd it's a bit ugly and so but in a really sort of cute way i i like it it's got a lot of personality
- there's a lot of drama a lot of tension in there but it's also abstracted that it doesn't feel dark and mean and nasty
- babylonia harks back to that older era where board games were trying to look serious and historical
- it's a strange game in that it's got two different games essentially you know you start out playing one thing and then it switches to something else about halfway through but that switch is not clunky it feels very natural
- ultimately this is a push your luck game uh which is a type of game that i really really enjoy
- the game looks odd it looks like a game for children it's got this weird cartoony artwork but the gameplay is not really like that at all
- this is one i frequently come back to okay a couple of times a year i'll i'll be looking for what should i play there we go if wishes were fishes
- it's really good it's it's hard to explain why it's good but it's really good
- i've talked previously about the fact that i like dice games that don't rely on the yahtzee mechanism and this is one of those
References (from this video)
- Innovative refinery mechanic that rewards first construction of each refinery class
- Multiple scoring avenues and a variety of unique buildings
- Concept of private logistics within a shared village network is appealing
- Rulebook is poorly written with difficult iconography
- Board becomes cluttered and some interactions feel muddled
- Physical components (notably the 3D church) are questionable; concerns about online vs physical playtesting
- The game sometimes undermines its own stated objectives and potential
- Village-building and communal resource management with private logistics and a growing network
- A small rural Hamlet with a central church, a town hall, market, and connected resource buildings, forming a sprawling shared village.
- Competitive but collaborative village growth, ending with church completion for scoring emphasis
- Village
- Brass Birmingham
Mechanics (from transcript analysis)
- contract fulfillment — Complete market orders to earn money and victory points.
- network building — Create a private donkey/path network to move a shared set of resources between buildings.
- Network/route building — Create a private donkey/path network to move a shared set of resources between buildings.
- Refineries — First to build each refinery type flips to a high-quality side; refined resources boost points when used by others and double if high quality.
- Resource management — Resources are communal for most buildings, requiring network connections to move them; refineries produce color-matched, high-quality resources for scoring.
- tile placement — Place village tiles to expand usable space and connect buildings; placement rules constrain roads and terrain adjacency.
- worker placement — Take actions, restock buildings, and obtain extra resources or workers; movement and placement drive scoring opportunities.
- Worker/Donkey actions — Take actions, restock buildings, and obtain extra resources or workers; movement and placement drive scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- the best thing about this game is the idea of rewarding the first player who builds each class of refinery
- Hamlet conspires against itself and its stated objectives as a game
- the rule book is one of the worst I've used
- More like the comedy of errors
References (from this video)
- High interaction and dynamic combat without reliance on dice
- Rich, modular power-tile system with impactful creature boosts
- Multiple viable strategic paths (temple control, pyramid upgrades, offense/defense balance)
- Turn order and timing create meaningful, tension-filled decisions
- Long playtime, especially with multiple players
- Steep learning curve and rule-heavy introductory phase
- Late-game rounds can drag if players hesitate or trade off aggression
- Potential for kingmaking or defensively skewed dynamics without careful balance
- Divine conquest and domination through military action and magical power
- Ancient Egypt, gods, temples, pyramids
- mythic epic with larger-than-life artifacts and creatures
Mechanics (from transcript analysis)
- Area Control — Players move units on a large map to assert control over spaces and gain strategic advantages.
- area_control — Players move units on a large map to assert control over spaces and gain strategic advantages.
- card_driven_combat — Combat uses a locked deck of six identical cards; players discard one and reveal another facedown to resolve battles without dice.
- Combat: Deck/Hand — Combat uses a locked deck of six identical cards; players discard one and reveal another facedown to resolve battles without dice.
- hand_and_deck_management — Hand size shrinks during combat as cards are discarded; players cycle back to a full hand after rounds of combat.
- Movement_and_obelisks — Movement actions can advance along the map or teleport via obelisks by spending prayer points to gain positional leverage.
- Power_tiles_and_pyramids — Players upgrade pyramids in their home city to draw power tiles, granting a variety of bonuses and creature effects.
- Resource management — Prayer points fuel actions, tile purchases, and reinforcement, acting as the game’s currency.
- Resource_and_prayer_system — Prayer points fuel actions, tile purchases, and reinforcement, acting as the game’s currency.
Video topics + discussion points
Quotes (from this video)
- Kemet is an area control game and that means players are going to be moving the units around this big map and they're going to be fighting for control and holding specific areas to gain an advantage over their opponents.
- one of the main ways to gain a permanent victory point in this game is to win combat as the attacker
- there's really no locking comment there's no dice rolling in this game
- this game really pushes you to be aggressive and to always be moving on your opponent's
- hand management is huge
- it's a quick game as far as like a 5 player area control game
- there's a ton of strategies you could potentially use
- you gain permanent victory points for holding pyramids and upgrading them
- turn order is everything and the turn order can feel insane and strong
- the last round of turns was slow because we're all being so careful
References (from this video)
- Distinctive, humorous farmyard theme with chickens and worms
- High interaction and tension due to fox-token dynamics and steal mechanics
- Engaging push-your-luck decisions with meaningful risk versus reward
- Captures and extends the original Picomono flavor
- High randomness can be off-putting for some players
- Feedback and scoring occur infrequently (three scoring moments)
- Older design may feel less accessible to some modern players
- Push-your-luck, set collection, and area majority scoring around worm portions
- Farmyard / whimsical setting with chickens and worms
- humorous, light-hearted
- Picomono
- Sushi Zok
- Tigris and Euphrates
- Dragon's Gold
Mechanics (from transcript analysis)
- Dice rolling — On a turn you roll eight dice and set aside all dice showing the same value; you may re-roll the rest; you must match worm portions on a grill to claim them.
- dice rolling with set-aside values — On a turn you roll eight dice and set aside all dice showing the same value; you may re-roll the rest; you must match worm portions on a grill to claim them.
- expansion tokens and power tools — Expansion adds dyes, tokens and wooden animals with powers affecting play (golden dye, weasel, hen, raven, canned worm).
- push-your-luck / risk management — Players decide when to stop rolling; pushing luck can yield big rewards or lose points.
- risk management — Players decide when to stop rolling; pushing luck can yield big rewards or lose points.
- Set collection and majority scoring — The player with the majority of each worm portion scores the most points; the second place gets a smaller reward.
Video topics + discussion points
Quotes (from this video)
- the market is swamped with small card games far more so than dice games so this game might have not quite such a distinct identity as its predecessor
- the game sits on the highest rung of my engagement ladder
- a bonafide classic
- it's got loads of interaction
References (from this video)
- Power tile economy creates dynamic decisions
- Strong thematic cohesion
- Rule depth can be intimidating
- Strategy can hinge on tile draw luck
- Conquest, exploration, and mythic power via tile mechanics
- Ancient Egypt with mythological overtones
- epic, tile-driven conquest
Mechanics (from transcript analysis)
- Area Control — Controlling spaces yields scoring and advantages.
- power tiles with teleportation — Some tiles grant powerful, game-changing actions such as teleporting into enemies' backyards.
- tile placement — Acquire and place power tiles to unlock effects and costs.
Video topics + discussion points
Quotes (from this video)
- the Minis for the first edition of this game were really really terrible they were absolute dog
- we just put up with the ship Miniatures and we just good afternoon our own ball sack
- this for us is the best solo game ever created in major night
- Mage Knight never ever gets old there's always something new to discover in this game
- it's number four on this list
- it's the greatest party game ever made hands down
- the theme dead on and the action selection mechanism
- the possibilities are literally endless in Pitch car
- you could teleport directly into someone's backyard give them a good old spanking
References (from this video)
- intense, adrenaline-fueled combat
- spectacular components and vibe
- great for players who enjoy direct confrontation
- rules can be dense and crunchy
- can overstay its welcome at higher player counts
- high-octane combat, tactical creature/monster powers
- mythic ancient Egypt battlefield
- fast, brutal, highly competitive
Mechanics (from transcript analysis)
- Area Control — control key territory to gain resources and powers.
- Combat — deep tactical combat on a modular board with various monsters and gods invoked.
- hand/resource management — manage a hand of god-like powers and upgrades to optimize battles.
- high component quality — great minis and artifact tokens that push the theme forward.
Video topics + discussion points
Quotes (from this video)
- it's absolutely ridiculous
- this game is a riot
- Cosmic Encounter is a great game
- we're going to do a full playthrough
- come on by you can probably find us
- we'll be all over the board game floor
- I'm dying to get this to the table
- it's your video and our community
- we're getting down there Thursday night
- we want to meet you and play some games
References (from this video)
- Elegant, fast-paced combat with clever card usage
- Self-balancing map design that keeps players in play
- Some players dislike luck elements in card draws
- Ok to require multiple plays to master faction-specific rules
- mythology-driven warfare and conquest
- Ancient Egypt
- mythic combat-focused
Mechanics (from transcript analysis)
- area control / battle skirmish — Strategic placement and clashes determine control of regions.
- Card-driven combat — Cards drive combat actions and outcomes; timing and card choice matter.
Video topics + discussion points
Quotes (from this video)
- one of the biggest things you know as being a good game designer you want to give players interesting choices
- Gamers or people in general they want to feel rich they want to feel powerful they want to feel smart
- there's value in playing terrible games
- you can create a system that can be re-themed to different things to make more money
- it's like watching film... you break it down to see how they do it
- this is a monumental feat of game design
References (from this video)
- Fast-paced and dynamic for a war game with mythic flavor
- Visible potential for deep tactical play and combos
- Strong reprint presence and expansions (Blood in the Sand edition semantically referenced)
- Rule clarity and balance can be opaque without careful study
- Ancient warfare with magical creatures and gods
- Ancient Egypt with mythological influences
- Mythological, with emergent conquest and tactical play
- Other area-control war games
Mechanics (from transcript analysis)
- Area Control — Move troops, resolve combat, and push for territorial advantage.
- Area control / combat — Move troops, resolve combat, and push for territorial advantage.
- Mythological creature cards — Deploy creatures to gain temporary advantages and disrupt opponents.
- Power tiles and buffs — Use tiles to enhance movement, attack, or resurrection-like effects.
Video topics + discussion points
Quotes (from this video)
- this is an absolutely astonishing achievement the bloku designers came up with the idea himself
- it's replaced crocodile for us
- you really should get hold of this one
- the greatest real-time game ever made and made even better by the new iteration
- Seven Wonders is one of the greatest board games card games ever made
- Obsession is without doubt one of the finest board games that we've played for a very, very long time
- Cyclades is the complete package