During the reign of Emperor Yao, the people of ancient China were constantly plagued by deadly floods along the Yellow River. Eager to put an end to the devastation, Yao selected Gun, one of his officials, to devise a plan. After nine years of failed attempts using dams and dikes, Gun's employment came to a questionable end. After his passing, Yu inherited his father's work. Learning from Gun's failures, Yu set out to construct a series of canals to direct the surging river into nearby fields and smaller waterways.
Legacy of Yu is a solo-only, fully-resettable, nonlinear campaign game in which you step into the role of the legendary hero of the Xia Dynasty, Yu the Great. It will be your job to build the canals ahead of the impending flood, while also defending your growing village against neighboring barbarian tribes. With each game, stories will be shared and new gameplay elements added. The campaign features a self-balancing system which adapts to how well you are doing. The campaign ends once you either win or lose seven games.
—description from the publisher
- solo play
- campaign
- resettable
- self-balancing system
- Building canals to manage floods and defending a village
- Ancient China during the reign of Emperor Yao
- Campaign
Mechanics (from transcript analysis)
- Area Control — defending your growing village against neighbouring barbarian tribes
- Campaign — non-linear campaign game
- Engine Building — construct canals to direct rivers
- Resettable — fully resettable
Video topics + discussion points
Quotes (from this video)
- This is now my most anticipated game of the year
- I kind of begin to tell you how much I'm into this
- I have said many times that the crew mission deep sea is my favorite game of all time I won't shut up about it
- This feels like a great board game coffee table book
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we're opening a Discord Channel yay
- we're finally starting a patreon
- thank you so much for everybody and the ongoing support that you folks give to us we are forever grateful
- let's start a discussion on our Discord Channel
- hope you have an amazing day
References (from this video)
- Topped the list of what viewers are playing
- Solo only
- Fully resettable
- Non-linear campaign
- Tricky decisions
- Evolving story
- Shifting difficulties
- Fantastic art
- Gameplay is quick but engaging
- No virtual player
- Perfect solo experience
- Great solo game
- Solo gem
- You will often lose
- Challenging gameplay
- Hero of the Shā Dynasty building canals to fend off floods and defending against barbarian tribes.
- Shā Dynasty
- Non-linear campaign with evolving story.
Mechanics (from transcript analysis)
- Campaign play — A solo, fully resettable, non-linear campaign.
- Deck Building — Used to make fun combatastic turns to puzzle out how to win.
- Resource Management — Managing resources and townsfolk.
- Shifting Difficulty — Difficulty adjusts based on wins and losses.
Video topics + discussion points
Quotes (from this video)
- This fantastic game is becoming my go-to for game nights easy to understand fun to play in cool art
- The push your luck card play that is meant to stimulate maintaining balance while performing tricks is so well done I can literally almost feel every time I bail
- This is an all-time favorite There are so many maps to play it always stays Fresh Plus the game is always tense and competitive
- It's a solo only fully resettable non-linear campaign game which you step into the role of the legendary hero of the Shah Dynasty build the canals ahead of the impending flood while also Defending Your growing Village against neighboring Barbarian tribes
- Another excellent gang from Sean Phillips and Garfield games a perfect solo experience you are walking a tightrope between managing resources and townsfolk to try and hold back the flood and The Barbarians even when you lose the game and you will often you still make progress in the story
References (from this video)
- Mariposas
- Poker
- Undergrove
- The Fox Experiment
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love wingspan digital.
References (from this video)
- knowing opponents' plans helps planning
Mechanics (from transcript analysis)
- psychological strategy — predict opponents' plans and anticipate moves
Video topics + discussion points
Quotes (from this video)
- "it's about retiring it's about buying residences if you buy free residences you have almost certainly won the game"
- "the Candy Crush strategy and it's very simple to do"
- "you will win every single game after many years of designing games I've come up with the ultimate strategy to win any game with a hand of cards this strategy is so simple I can't believe it hasn't been discovered until now"
- "you need to get inside their heads figure out their plan even before they know it for themselves"
- "tip from Yokohama"
- "the secret to winning Through the Ages is all about military advancing your Civilization by crushing your opponents with your awesome military powers"
References (from this video)
- Enjoyment of resource conversion and clever cardplay.
- Beautiful art.
- Resettable campaign offers replayability.
- May not appeal to those who don't enjoy resource conversion mechanics.
- Building canals to fend off floods and barbarians
Mechanics (from transcript analysis)
- Area Defense — Players defend their town from waves of barbarians.
- Deck Building — Clever cardplay is a key aspect, suggesting deck building or hand management elements.
- Resettable Campaign — A campaign that can be reset, offering ongoing play without permanent changes.
- Resource Management — Involves managing resources to build canals and fend off enemies.
Video topics + discussion points
Quotes (from this video)
- I find that when I play games solo, I really enjoy having a reason to come back to them over and over again. And those campaigns are one of the best ways to get me to come back and play a game.
- Almost every single concern I had with the original Sleeping Gods was fixed in Distant Skies.
- As of this recording, I've yet to find a game that provides a better sandbox adventure.
- I just love how this game makes you feel clever as you find ways to defeat multiple threats in one turn.
- Although the game may look cute, the puzzles in the scenarios are no joke.
- Each scenario takes less than 20 minutes, so it's easy to get to the table as a solo player.
- Arkham Horror, the card game, is by far the best narrative driven campaign on this list.
- So many scenarios, I chuckle to myself on how clever a mechanic they used or a thematic tying that worked so well.
- With the revised boxes coming out now, it is easier than ever to pick this one up and give it a try.
- All of a sudden, Awaken Realms designed Dragon Eclipse, and now my dreams have come true.
- I cannot get enough of the puzzly and tactical combat, which is the backbone of this game.
- When you have the embers of a forsaken star expansion for Zia Legends of a drift system, this game becomes an epitome of a campaign sandbox game.
- The joy of leveling up your ship, running away from the scoundrel and racing the merchant for fame never gets old in a universe that's always changing in an unexpected ways.
- With the theme Lord of the Rings, the first thing that comes to mind is working together to defeat a common goal. That is exactly what Lord of the Rings the card game is about.
- I will never tire with finding synergies between different heroes or different cards and continuously appreciating the scenario design and how it challenges the players.
References (from this video)
- Like the game well enough
- Interesting system that reacts to player actions
- A favorite of many solo gamers
- Each game is kind of similar
- Didn't capture me enough to keep playing over and over
- Not strong enough for repeated play
- Manage resources to build the canal and defend against invading forces.
- Pure solo game where you go through a campaign-like story.
Mechanics (from transcript analysis)
- Campaign — This is like a pure solo game where you go like through like kind of a campaign like a story kind of thing, right? Like minimal things change from time to time.
- Resource Management — You are trying to manage your resources well enough um so that you can build the canal and also like uh defend against like the invading forces.
Video topics + discussion points
Quotes (from this video)
- Over the years my collection has grown a lot and I've come to realize it's just too big. I want to make sure the games I own actually get played more often. That means I need to let some go.
- So here's where you come in. In this series, I'll show you five games from my two cell pile in each video, and I'm asking you to decide which of them should get a final spotlight, a solo play through or overview before I sell them.
- The two games with the most votes will stay just long enough for me to make one last video about them, and then they'll be on their way, too.
- It doesn't have enough staying power compared with like the other games in my collection.
- It really really can't hold a candle against all the other stuff in my collection.
- I think the game is fine, but it doesn't like capture me enough um that I would actually want to want to like keep playing, keep playing it over and over again.
- This game has great components and also the gameplay is quite unique and I like like the transparent cards and like how these ducks are actually placed uh in that little uh the little plastic thingy here right behind you.
- This is an amazing puzzle that is really fun to play.
- I would not play this with other people. I think this is a pure solo game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm going to attempt 30 solo games in 30 days.
- This is totally not premature ranking of these games.
- There's one takeaway, there's a solo game for everyone.
- What a fitting end to this solo gaming journey that I play the hardest game on a cruise ship.
- I ended up finishing this challenge at 32 days.
References (from this video)
- Solo only experience
- Sat on the shelf for a while without being played.
Mechanics (from transcript analysis)
- Solo only — Designed specifically for a single player.
Video topics + discussion points
Quotes (from this video)
- The strategies are varied. It's never boring, you're never just going through a rote experience with it.
- It is just this fun open world kind of romp that you go on.
- It just has beautiful art on these cards.
- And it's just so clever. So clever.
- Every card has like five different options that you can interact with and it's just so clever. So clever.
- I really have a hankering to play Sweetlands again.
- Very, very heavy. Gorgeous to look at. You're going to love the production.
- This really cool thing by using cards that you can either play for their abilities or sometimes you can play them and keep them and they will keep activating over and over again.
References (from this video)
- Satisfying
- Clockwork-like
- Good for solo play
- Intricate system
- Medium/heavy weight
- Requires managing enemies which is expensive
- building a canal before a wave catches you
- story
Mechanics (from transcript analysis)
- Engine Building — You will be able to use these resources to build houses, which will give you more resources in the future, or open up new worker spaces to get more resources now.
- Hand Management — On your turn, you will be playing out cards to gather resources
- Resource Management — it's a resource management game for one player
- Storytelling — from time to time you will find these story paragraphs when you will open the book which will give you very unique components
- Worker Placement — you will have some workers
Video topics + discussion points
Quotes (from this video)
- If you'd asked me which board games do I feel are essential, I would answer these
- I love these board games and I have had massive successes showing these games to other players.
- there isn't a single board game that is meant for everyone, but at least these you should definitely try.
- This is the simplest brain burner that I have played.
- This has for years already been a must-have board game. It's fantastic. You should definitely try it out.
- This is one of the most satisfying board games in my collection. Yet, it's super heavy.
- And the most accessible, the most essential we feel like is Pandemic Legacy.
- Social deduction games are stressful.
- This has not failed us once.
- It's a great combination for a great twoplayer board game
- You definitely should have deck building in your collection.
- Sometimes you're like me and are left all alone. But don't worry, you can still have fun by playing the best solo board games.
- If I can only use one word to explain this game to you, it's clockwork.
References (from this video)
- Has a lot of different mechanics
- Neatly organized box
- Non-existent setup
- Changes from game to game
- Adds fun little twists
- Great introduction to solo games
- Enough bite to keep you coming back
- Easy to introduce solo gaming
- Protecting a village from flooding and barbarian attacks while managing resources.
- A village being protected from floods and barbarians.
Mechanics (from transcript analysis)
- Campaign — it's a completely resettable campaign game.
- Deck Building — deck building
- Resource Management — resource management
Video topics + discussion points
Quotes (from this video)
- Moon Colony Bloodbath is a engine building, engine losing, deck building game.
- you must protect your colonist because, well, bad things are going to happen. They are inevitable where you will be slowly losing your colonists.
- It's so quick and simple, but I think there's just a lot of replayability within just that engine as the engine building aspect, trying to find ways to squeeze out more colonists so that you can survive one more round.
- Moon Colony Bloodbath just really does so well in capturing the feeling of just one more round, just one more game.
- it just feels more quick, a lot more streamlined where you're not waiting for everyone for a long period of time.
- In Neponatu, you will be creating factories producing goods all across Japan.
- And the goods that you produce across the lands of Japan will create influence in that area.
- In Nepon Zipatu is a game that has completely surprised me.
- But when I sat down played it with my wife, I was completely blown away.
- you have to pay attention to the different amount of colored workers that you have on your player board. Because when you consolidate and these workers leave, you have to pay them now. And you have to pay every worker $3 for every different colored worker.
- I love how streamlined the actual actions are, as you're just grabbing a worker and doing said action that's available to you where the worker was.
- the game offers these two different aspects of just gaming in general and it puts it all in one experience.
- Nepon Zipatu is just a game I can't stop playing. So, so good.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Legacy of you is a solo game
- it just flows so smoothly
- there's no AI in this particularly and it works quite well
- the insert is one of the best inserts I've seen
- this game is fairly complex
- it's a push forward game
- the storybook provides a lot of different like ways to go about the game
- the campaign around it is really replayable
- if you're looking to share this with two people probably get two copies because it's much easier
- it's a test of your adaptability
- the variability is endless
References (from this video)
- Solitary-focused game with well-integrated mechanics
- Smooth flow and cohesive design
- High replayability through campaign and card randomness
- Challenging and rewarding gameplay
- Excellent insert/box organization
- Hard difficulty; can be unwinnable on first attempts
- Steep learning curve and complexity
- Sharing a copy is difficult; recommended to get two copies for multiple players
- Long play sessions (45-60 minutes)
- No AI in solo mode (though that suits solo play)
- Flood management and canal construction in a fragile kingdom
- Ancient China during the reign of an emperor, dealing with floods
- Campaign/storybook-driven progression with evolving stories per game
- Paladins
- West Kingdom
- North Kingdom
Mechanics (from transcript analysis)
- Barbarian attacks and bribes — Attack barbarians by paying provisions; rewards or card destruction decisions follow.
- Campaign progression — Play through rounds to win by building six canal sections and surviving the round; lose via flood/barbarians/insufficient cards.
- Canal building — Canal can be built once per round; advances the barge; canal card is moved and resolved.
- Constructing buildings — Farms, Outposts, and Huts are built by spending resources; buildings grant bonuses and space.
- Deck/storybook events — Storybook entries drive events and campaign progression; cards interact with the story.
- Discard or tuck under board — Townsville cards can be discarded or tucked under the board for future benefits.
- Exhausted/Ready piles management — Townsville cards move to Exhausted; reshuffle occurs when Ready is empty.
- Harvest — Harvest phase yields resources and workers and allows drawing Townsville cards.
- Huts as action spaces — Huts allow placing workers to gain benefits located below the board.
- Track Advancement — Play through rounds to win by building six canal sections and surviving the round; lose via flood/barbarians/insufficient cards.
- Trading — Trade shells for items; more opportunities appear as the canal is uncovered.
- Worker Placement — Actions require specific colored workers; workers may be converted or reused with buildings.
- Worker placement with color-specific laborers — Actions require specific colored workers; workers may be converted or reused with buildings.
Video topics + discussion points
Quotes (from this video)
- Legacy of you is a solo game
- it just flows so smoothly
- there's no AI in this particularly and it works quite well
- the insert is one of the best inserts I've seen
- this game is fairly complex
- it's a push forward game
- the storybook provides a lot of different like ways to go about the game
- the campaign around it is really replayable
- if you're looking to share this with two people probably get two copies because it's much easier
- it's a test of your adaptability
- the variability is endless
References (from this video)
- Allows for flexibility in play.
- Can yield coins and hearts.
- Certain number combinations are beneficial.
- Can limit paths if not careful with placements.
- Requires specific higher numbers for progression.
Mechanics (from transcript analysis)
- Dice Rolling — Dice rolls are used to achieve sums.
- Pattern Building — Players aim to create specific sums or sequences.
- Resource Management — Using coins and pumpkins for specific effects.
Video topics + discussion points
Quotes (from this video)
- Hey there, welcome to a Christmas Eve edition of Rolling Realms.
- So, I hope you're doing well. Feel free to chime in in the comments if you have any questions about how to play these realms or if you just want to talk about games and hang out for a few minutes, that is totally fine, too.
- This is game 88 round two.
- And I'm playing with Viticulture, one of the classic realms here, Can't Stop, a promo realm, and Legacy of You, one of the realms found in um in Rolling Realms Redux.
- Going pretty fast today. Hopefully that's okay.
- It's kind of coming down to the wire, but I think I might be okay.
- Rolling much more friendly today than yesterday.
- Ian, you were here for yesterday with your 14.1.
- Making it really easy for me to finish off Viticulture on the next turn. Famous last words there, but I think it should be okay.
- That is a risk averse move. We will see how it pays off cuz I also know that I need at least a five here in Legacy of You. So kind of betting it either way. We'll see if it works out.
- I'm pretty happy with that.
- Ian, hopefully and anyone else playing along live here, hopefully you like these rolls better than yesterday and maybe you can even do better than the 17.2.
- Ian knows Rolling Realms quite well. So, Ian I think you might be able to pull it off. Let me know in the comments if you play along now or in the future what your score was compared to my 17.2.
- I'm aiming to be back tomorrow for another 3:00 game.
- 17.5 for Ian. Well done, Ian.
- Great seeing you all.
- Oh, yeah. Ian, I'm almost at the 18th star.
- Have a great day. Uh Christmas if you celebrate Christmas Eve. And I will hopefully be back tomorrow. I'll see you then. Thanks. Bye.
References (from this video)
- Solo-focused design for solo play
- Storybook-driven narrative influences scenarios
- Lots of puzzles and prioritization challenges
- Ability to reset or repeat campaigns
- Brutal difficulty if you haven't planned ahead
- High-tension pressure from flood/barbarian threats
- canal-building against a flood and community resilience
- a flooded village and canal-building project to stop the flood
- storybook-driven progression where the story deck guides scenarios
Mechanics (from transcript analysis)
- building/canal construction — Build buildings, farms, outposts, huts, and eventually canals to gain benefits and progress toward victory
- Deck Building — Start with a deck (e.g., 10 cards) and draw/play cards to gain resources or workers; you can trash cards for more resources
- deck discard/reshuffle and pressure — If you run out of cards, you shuffle discard into the deck, advancing the flood threat
- Deck Manipulation — If you run out of cards, you shuffle discard into the deck, advancing the flood threat
- Loss conditions — Lose conditions include the flood advancing without canals, seven barbarians, or running out of cards when needed
- Narrative Choice — Story prompts influence which scenarios you encounter and what comes next
- Resource Management — Gaining resources and income during harvest and spending resources to pay for actions
- solo campaign/replay — Designed as a solo campaign with the option to reset the campaign or repeat scenarios
- storybook-driven scenario advancement — Story prompts influence which scenarios you encounter and what comes next
- Worker Placement — Assign workers to spaces (farms, outposts, huts) to gain benefits; workers return at end of round
Video topics + discussion points
Quotes (from this video)
- legacy of you is a solo campaign game
- the game plays one player with mechanics such as deck building worker placement and resource management
- this game is specifically made for solo gaming so no ai that you need to worry
- there are lots of puzzles you need to solve
- game can be quite brutal if you haven't planned what you're going to do
- the components featured in this video are prototypes so rules and artwork are not final
- you can reset the campaign or repeat the same scenario
References (from this video)
- Story-driven design with a storybook that unlocks mechanics
- Full playthrough demonstrated with a non-spoiler approach
- Deep deck and resource management that feels puzzle-like
- Strong endgame tension and satisfying near-miss victory
- Flexible, upgradeable system with huts and new income slots
- Beautiful table presence with canal, barge, and component design
- Very punishing and dense; can be challenging to new players
- Endgame pressure can feel overwhelming due to flood/deck depletion mechanics
- building canals and defending a town from floods and barbarians
- ancient China history
- storybook-driven progression with mechanics unlocked by story
Mechanics (from transcript analysis)
- barbarians/raids — Barbarians attack and must be defeated using specific warriors; failures lead to penalties and additional barbarian cards.
- Canal building — Build canals to advance the board and manage flood progression; canals provide resources and unlock effects, but building carries costs.
- combat resolution — Barbarians are defeated using color-mashed combat options; defeating barbarians yields rewards and advances the game state.
- Deck Building — Players draw and manage a hand of worker cards; when the deck is depleted, effects trigger and pressure increases.
- exchange/economy — Shells are a key currency used for recruiting, buying cards, and exchanging for other resources.
- exhaust / discard vs exhaust concept — Villager cards can be exhausted to gain rewards; in this game 'exhaust' is used to describe discarding for ongoing benefits.
- flood/timer track — A flood marker advances as cards are depleted; if it reaches the end, the game ends (town is flooded).
- income phase / worker placement — An income phase provides resources and cards; workers are allocated to slots to yield income and enable actions.
- recruiting villagers — Players recruit villagers to gain resources and unlock abilities; some cards offer combat or income benefits.
- Time Track — A flood marker advances as cards are depleted; if it reaches the end, the game ends (town is flooded).
- upgrading slots / huts — Building huts unlocks additional worker placement slots and income slots, increasing strategic options.
- Worker Placement — An income phase provides resources and cards; workers are allocated to slots to yield income and enable actions.
Video topics + discussion points
Quotes (from this video)
- this game is like a story driven game
- it's deck building
- it's a puzzle
- that was the lifesaver
- we are victorious
- kickstarter by garfield games
References (from this video)
- clever puzzle-like design with high replayability
- solo mode and campaign provide a long-term challenge
- thematic immersion with survival narrative
- theme can feel lost at times according to the speaker
- survival and resource management under looming disaster
- flood-prone environment; boats crossing to avoid disaster
- campaign-driven solo narrative; evolving through play
Mechanics (from transcript analysis)
- endurance / survival planning — Strategic planning to maximize chances of success before disaster.
- Resource Management — Managing resources to build boats and avoid the flood.
- solo mode / campaign progression — One-player driven campaign with progression and replayability.
Video topics + discussion points
Quotes (from this video)
- it's a lot of fun to just like build out your board have this engine kind of going where you're gonna score a lot of points and then eventually transition into end game goals
- your whole table just becomes this beautiful scenery of the night sky the waters the deserts yes and it's just stunning it really is it's definitely like a table hog
- it's got four different AIS that will kind of like interact with you differently which is super super nice
- the whole premise of the game is that you are there's a flood coming
- the decisions in this game are so crunchy and so important every decision that you make has such lasting impacts
- it's a solo only game
- we've actually both gone through the whole campaign
- it's such a clever puzzle and you want to keep coming back to it
- the game kind of adapts to you and like Elia said lots of tight decision making which makes the game a lot of fun
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Legacy of You was a little bit of an impulse buy.
- No regrets.
- New state, new house, new games.
References (from this video)
- Simple mechanic
- works with fewer dice
- Not very interesting
- Rolling Realms
Mechanics (from transcript analysis)
- simple numeric drafting
Video topics + discussion points
Quotes (from this video)
- it's exactly the same as the original Rolling Realms but there is a bunch of stuff that's different
- I feel like one of the big reasons this game even exists is because it's kind of the big box for Rolling realm
- I will say that it is not waterproof we learned that the hard way
- this is our first one back in London so let's see if this sticks or not
- what we're going to do from now on is I think just mix it in with the rest of the Rolling Realms
- Meadow has this terrific drafting mechanism where you're putting your little number arrows
- Planet Unknown is probably my favorite of all the games represented
- this would have been in the fourth category but we played it just recently again and it grew on me
- I like this one a lot
References (from this video)
- Playthrough length is quick (often under 20 minutes in the session described)
- Satisfaction when systems come together and progress occurs
- Narrative elements and lore cards add thematic flavor even in defeat
- Punishing and occasionally pun-driven, with heavy interaction between resources and card effects
- Frequent misplays or confusing interactions that derail momentum
- Advanced phases/events (e.g., large card discards) can abruptly end a turn with little warning
- Array
- Fantasy frontier
- Let's Play commentary
Mechanics (from transcript analysis)
- Building / Construction — Players spend resources to construct buildings or improvements (e.g., canal, rider, outpost).
- Campaign progression / Legacy mechanics — The run includes defeat cards and fortuity cards that shape ongoing narrative and future games.
- Card-driven actions / deck management — Actions and resource gains are filtered through cards, with discards, draws, and top-of-deck decisions affecting outcomes.
- Combat / defense against barbarians — Barbarians attack and players defend using cards and resources; some effects block or mitigate damage.
- Deck Manipulation — Actions and resource gains are filtered through cards, with discards, draws, and top-of-deck decisions affecting outcomes.
- Harvest phase — At the start of a turn, the player reveals and processes a sequence of actions including resource harvesting and provisioning decisions.
- Legacy Game — The run includes defeat cards and fortuity cards that shape ongoing narrative and future games.
- Worker Placement — Players place workers (laborers, riders) to collect resources and advance building or defense actions.
- Worker placement / resource allocation — Players place workers (laborers, riders) to collect resources and advance building or defense actions.
Video topics + discussion points
Quotes (from this video)
- "I will start with the Harvest phase"
- "this is terrible"
- "Huge misfly there because these don't include"
- "I lost the game immediately when that happens"
- "I'm finding these games to be quicker and quicker honestly as I play like my first few games were like 30 minutes 40 minutes and now this one's like less than 20 which is crazy but I guess it could just be that I'm learning how to play more quickly too"
- "I am still enjoying this I'm getting the satisfaction of you know getting things to work"
- "I'll tweet if I end up winning this game at least one time"
- "thanks for watching"
- "I guess I'll go ahead and do that"
- "this is crazy"
- "I have no workers left"
- "I lose the game immediately when that happens"
References (from this video)
- strong solo experience and campaign structure
- flexible card usage with multiple payoff paths
- resource and canal-building with story elements
- resettable campaign in a perilous world
- story-driven campaign with modular choices
- Dune Imperium
Mechanics (from transcript analysis)
- Multi-Use Cards — cards can be played for abilities, discarded for workers, or tucked under to provide income; canals are central to victory
- resettable campaign with card-driven actions — cards can be played for abilities, discarded for workers, or tucked under to provide income; canals are central to victory
Video topics + discussion points
Quotes (from this video)
- I think that is such a cool kind of way to use multi-use cards.
- Expeditions is a race game.
- Lost Ruins of Arnack is my favorite game that includes multi-use cards.
- Lost Ruins of Arnack as well as Dune Imperium in my deck building month.
References (from this video)
- strong solo/campaign experience
- replayable through multiple scenarios
- engaging narrative progression
- solo-focused may limit group play appeal
- resource conversion and progression
- solo, resettable campaign across eras
- campaign-driven, scenario-based progression
Mechanics (from transcript analysis)
- campaign_progression — play through scenarios with evolving cards and goals.
- deck_building — acquire and manage a deck of actions/resources across sessions.
- Resource Management — convert and manage resources to progress toward goals.
- resource_conversion — convert and manage resources to progress toward goals.
Video topics + discussion points
Quotes (from this video)
- Earth is a fantastic bang for your buck.
- Tableau building with simultaneous play is great.
- I love this game so so much.
- I could talk about this for hours on end because I love this game so so much.
- I hate the way the game looks but I absolutely love the game play.
- Please ignore the look of it, try Concordia, I promise you you will enjoy it.
- Stardew Valley is a cooperative game, a great one to bring to the table if you have people in your life who aren't into board games.
- Cartographers is one of my favorite role and write games and will always have a special place in my heart.
- Near and Far is a campaign game; Francis and I have played through quite a few maps and we love this game.
- Tapestry is probably one of my favorite games right now; it's just so satisfying to me.
References (from this video)
- tight solo euro pacing with quick sessions
- strong sense of progression and variety across campaigns
- fast, accessible solo play compared to larger euros
- not fully simulated AI opponent may feel abstract
- campaign scoping may limit replayability once finished
- solo euro with evolving cards and story-driven change
- Campaign euro with light legacy-like elements and a narrative thread through a storybook
- storybook-driven progression with modular changes between games
- Gloomhaven (boss-like progression, but not solo-only)
- Maki
Mechanics (from transcript analysis)
- Campaign progression — Storybook elements and cards entering and leaving play across sessions.
- card-driven decisions — Cards come and go, affecting what happens in future games; no AI opponent.
- mini-conditions for victory — Clear win/lose condition but with evolving state and quick playtime per session.
Video topics + discussion points
Quotes (from this video)
- AP doesn't exist in a Solo game; only a analysis paralysis isn't a problem when no one's waiting for you to finish your turn
- it's all very simple but the puzzle itself is crunchy and interesting
- the puzzle itself is brilliantly constructed but solving it leaves me a little bit cold
- No better solo only game than Final Girl; it's my number one
References (from this video)
- engaging solo campaign
- beautiful presentation and components
- potential for meaningful long-term decisions
- rulebook complexity
- campaign fatigue if played too quickly
- legacy-driven campaign and resource management
- Coastal canal-building campaign with a historical flavor
- campaign-driven, narrative progression
Mechanics (from transcript analysis)
- campaign / legacy progression — Resettable campaign with branching paths and evolving content
- Resource Management — Manage resources to advance canal-building and secure points
- Tableau Building — As you progress your tableau of capabilities grows and adapts
- Tableau-like decision making — As you progress your tableau of capabilities grows and adapts
Video topics + discussion points
Quotes (from this video)
- I am indecisive and cannot pick favorites.
- I can't get enough of this game.
- Negotiation is definitely not as bad as I thought it was.
- Cascadia is one of my favorite games this year.
References (from this video)
- immersive, story-driven campaign
- portable campaign that resets each run
- campaign ending can be bittersweet; ends the story
- can be long to complete in a single sitting
- campaign survival with multi-path outcomes
- survival canal-building, coastal threat
- branching campaigns with evolving cards
Mechanics (from transcript analysis)
- Lose a Turn — flood, cards run out, or barbarians are overwhelming; three loss paths.
- Resource Management — manage cards and resources to build canals before the flood.
- resource management / canal-building — manage cards and resources to build canals before the flood.
- three-way lose conditions — flood, cards run out, or barbarians are overwhelming; three loss paths.
Video topics + discussion points
Quotes (from this video)
- this is a wonderful little puzzle game
- it's easy to get to the table
- I absolutely love this game
- Legacy of You has captured my heart
References (from this video)
- Campaign-driven replayability
- Long-term narrative engagement
- Requires commitment across multiple sessions
- Legacy mechanics can be unfamiliar to some players
- Legacy/campaign-driven gameplay
- Contemporary family/individual journey with evolving outcomes
- Story-driven, continuing narrative through sessions
- Agricola
- Just One
Mechanics (from transcript analysis)
- choice-driven progression — Player decisions influence long-term outcomes and game state.
- legacy mechanics — Campaign progression where choices persist and shape future sessions.
Video topics + discussion points
Quotes (from this video)
- Eight copies of just one.
- Top family board game that gives you the warm and fuzzy feelings.
- A Gricola. Yeah, you got to really remember why you're together as a family.
- Isn't that solo only? Yeah, that's cuz you get to play with you and you.
References (from this video)
- Adds a neat numeric layer to the trio
- Pairs well with the other two games for variety
- Rules can be intricate; not a campaign game; could be overwhelming for some
- personal record-keeping & numerical progression
- numbers puzzle with ascending order
- abstract puzzle
Mechanics (from transcript analysis)
- ascending-row/column placement — place numbers to create ascending bottom line; combine two numbers for placements; resources gained
Video topics + discussion points
Quotes (from this video)
- This game is so fun.
- This is like one of the games that I often like lose myself in, if that makes sense.
- Rolling Realms Redux is a really good addition.
- I got a score of 41.9.
- Meadow is really fun because you are writing a number one through four on any of these little fences here.
References (from this video)
- rich resource management and campaign balance
- appealing for players who enjoy canal-building themes
- replayability through scenarios
- civilization-scale development amid threats
- historic canal-building and resource management
- campaign-like with evolving scenarios
Mechanics (from transcript analysis)
- area/building and recruitment — buildings and recruit people to advance
- Bag Building — buildings and recruit people to advance
- campaign-driven progression — seven wins before seven losses, with balancing mechanics
- Resource Management — managing resources to build canals and move along a river
- resource management / card play — managing resources to build canals and move along a river
- Track Advancement — seven wins before seven losses, with balancing mechanics
Video topics + discussion points
Quotes (from this video)
- you are somebody's reason to smile
- remember you are somebody's reason to smile and I will see you in the next board game video bye
References (from this video)
- puzzle-like depth
- thematic canal-building arc
- campaigns can be heavy for some players
- Canal-building and resource management
- Solo/campaign Euro-style card management
- Storybook passages and evolving decisions
Mechanics (from transcript analysis)
- Campaign-driven progress — deck and board evolve over multiple rounds with varying scenarios
- Multi-Use Cards — cards can discard for resources, trash for top resources, or tuck for ongoing income
Video topics + discussion points
Quotes (from this video)
- My number one solo board game for 2023 is Void Fall.
- This game has dominated the last 3 weeks of my life.
- The learning curve here is one of the most painful that I've ever experienced.
- This is a massive complex puzzle and there's just no getting around it.
- Please let me know what games I missed in the comments.
References (from this video)
- Variety of mechanics at play
- Balanced gameplay
- Engaging solo experience
- Streamlined setup that keeps focus on the game
- Urban planning, water management, and balance between resources and risk
- A small town facing flood risk where players build canals to manage water and protect inhabitants.
- procedural/analytic with emphasis on balance and resource flow
Mechanics (from transcript analysis)
- Balance/risk management — Maintaining equilibrium between growth and the risk of town flood, driving strategic decisions.
- Resource Management — Overseeing multiple resource types and directing them toward canal construction and flood prevention.
- Risk Management — Maintaining equilibrium between growth and the risk of town flood, driving strategic decisions.
- Streamlined setup — A design approach that minimizes setup overhead to keep players focused on gameplay.
- Worker deployment — Assigning workers to tasks related to canal building and infrastructure maintenance.
- Worker Placement — Assigning workers to tasks related to canal building and infrastructure maintenance.
Video topics + discussion points
Quotes (from this video)
- Legacy of You is a solo game with a lot of different mechanics in this one.
- The objective is simple. You are trying to build the canal so that this small town avoids flooding.
- The game really is about being balanced.
- I cannot tell you how much fun I've been having with this game.
- I have been pleasantly surprised with how fun this game is.
- Part of the appeal of this game, too, is just that there's a lot of different mechanics at play.
- The game feels so streamlined where I don't need to focus so much on setup.
- It's not getting in its own way.
- I can just focus on the game itself.
References (from this video)
- Kickstarter-backed and exciting to dive into
- Fits within the Hadrian's Wall universe for fans
- Promises a narrative-driven solo arc
- Limited public data on exact rules without a rulebook on hand
- legacy, campaign-driven solo exploration
- shared universe with Hadrian's Wall; campaign/legacy-style solo experience
- campaign progression with evolving content
Mechanics (from transcript analysis)
- campaign/legacy-style progression — an evolving solo experience with ongoing changes over sessions
Video topics + discussion points
Quotes (from this video)
- I started to do the board game Garden full time.
- I can't stop thinking about Wild Gardens; it was immersive and wholesome.
- Legacy of You, I backed this on Kickstarter and I am so excited to dive in.
References (from this video)
- Positive personal experience through a campaign-style game
- Hard to finish campaigns; speaker is halfway through
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I still absolutely love this design
- the AI system is so smart
- it's on the totally table Todo list
- Frost Punk is incredible
- I absolutely plan to get to the table this year
- the slide puzzle mechanism I love
- Weather Machine remains one of my favorites
- Sleeping Gods no reason to believe that I won't love this one as well
References (from this video)
- Rich, varied mechanics and a strong solo emphasis
- Campaign structure that resets for replayability
- Story passages add flavor without overpowering gameplay
- Can be heavy/complex for a solo game
- resource management, deck-building, and campaign progression
- solo campaign in a town facing floods and barbarians
- story-driven with readable passages
Mechanics (from transcript analysis)
- Deck Building — Acquire characters to build a more powerful deck/engine.
- deck-building — Acquire characters to build a more powerful deck/engine.
- Engine Building — Chain actions for better efficiency over the game.
- engine-building — Chain actions for better efficiency over the game.
- Resource Management — Balance resources to progress and defend against threats.
- story-driven events — Story passages trigger as you lose or win, influencing the game state.
- Worker Placement — Place workers to gather resources and build canals.
Video topics + discussion points
Quotes (from this video)
- I really enjoy Flip 7. It's a game that I always take with me.
- The game itself plays very quickly.
- There's a lot to think about.
References (from this video)
- Rich, story-forward campaign flow with evolving story cards and a history system that links games together
- Tight integration of resource management and canal-building that creates a race against flood and barbarians
- Dynamic color-based mechanics (outposts) that add strategic flexibility and variance across plays
- Significant rule density and a potentially steep learning curve for new players
- Heavy reliance on deck order and resource draw, which can feel luck-dependent
- Extended playtime and setup can be a barrier to quick sessions
- Community resilience under disaster, infrastructure development (canal construction), resource juggling, and persistent threats from barbarians.
- A frontier camp building a canal under the looming threat of a flood, set in a river valley with evolving story-driven events.
- Story-driven campaign with a progression of events accessed via a story deck and a log of history/boons for future games.
Mechanics (from transcript analysis)
- Canal construction / modular layout — The board is built in sections; completing canal spaces yields rewards but advances flood threats if left unfinished.
- Deck Building — Each round you must play all cards from your hand; you can exhaust, discard, or tuck cards to shape future income and deck composition.
- deck-building / hand management — Each round you must play all cards from your hand; you can exhaust, discard, or tuck cards to shape future income and deck composition.
- Modular Board — The board is built in sections; completing canal spaces yields rewards but advances flood threats if left unfinished.
- Outposts / color conversion — Outposts enable color-aliasing (white/blue) to meet barbarians’ required colors and unlock new strategic options.
- Resource Management — Manage laborers, shells, provisions, wood, brick, and food to pay costs and drive building and defense.
- story-driven events — Story deck and storybook drive the campaign, with history/filed cards affecting future games and potential boons.
- Threat tracking and defense — Barbarians accumulate in a row and attack; players decide to defend, bribe, or risk losing cards and momentum.
- Trading — Trade spaces allow conversion between resources (e.g., shells to brick/wood/provisions) to access needed costs.
- Trading / exchange spaces — Trade spaces allow conversion between resources (e.g., shells to brick/wood/provisions) to access needed costs.
- Worker Placement — Players deploy townsfolk/workers to build canals, huts, farms, and other sites, unlocking actions and resources.
Video topics + discussion points
Quotes (from this video)
- Spoiler free so if you don't want to see any of the story elements you need to get out right now
- the canal is complete and the flood threat shifts the narrative
- I think we're barely holding on as barbarians stack up
- we must survive this round and build more huts to open up space
References (from this video)
- Strong solo-focused design
- Multi-use cards with varied applications
- Replayable campaign with a clear progression
- Natural integration of story elements without derailing core loop
- Not ideal for players who dislike heavy card/resource management
- Campaign mode increases difficulty when you win, which may frustrate some
- Pace can be slow for players seeking multiplayer emphasis
- Canal-building, flood control, resource management, and threat mitigation in a narrative context
- An ancient river valley where flooding must be managed by building canals and defending against barbarians
- Storybook campaign with resolved cards revealing entries
- Paladins of the West Kingdom
- Hadrian's Wall
Mechanics (from transcript analysis)
- Barbarian combat — Barbarians attack and must be defeated using provisions and workers
- Campaign progression — Campaign ends when win/loss piles run out; difficulty scales in campaign mode
- card management — Cards are both a resource and a threat; managing hand and discard piles is central
- Combat: Damage Based — Barbarians attack and must be defeated using provisions and workers
- Multi-Use Cards — Cards provide multiple possible actions and win conditions (also act as hit points)
- Narrative/story elements — Resolving cards reveals entries in a storybook that affect ongoing play
- Resource conversion — Various resources (wood, clay, shells, provisions) are converted to advantages and actions
- Resource Management — Various resources (wood, clay, shells, provisions) are converted to advantages and actions
- Timed pressure / flood mechanic — The flood pressure increases, requiring canal spots to be built before being overtaken by waves
- Worker Placement — Place workers to gain rewards and unlock new actions
Video topics + discussion points
Quotes (from this video)
- this one is for the solo gamers and the core gameplay is what you would expect from a garphil game
- multi-use cards and lots of resource conversion
- the timer of the game where you have to keep building canal spots to outrun the flood which summons more barbarians is brutal and you will never feel like you have enough time
- at its core it's a card and resource management game if that isn't your jam you won't like it
- legacy of yu it's barbarian whack-a-mole
- the best thing about this game is the multi-use cards, many different things you can do with them and they're also your hit points
- all up if you like solo games and want a tight game with a resettable and replayable campaign check this one out
- the story elements are introduced naturally and while they change the game up they don't seem to transform the core gameplay loop into something really weird
- if you are someone who sulks when they lose a game i have bad news for you
- for another solo option try hadrian's wall
References (from this video)
- Unique deck building where you avoid picking up cards
- Every action is a choice between multiple options
- Story-driven campaign
- Interesting mechanic where drawn cards are the timer
- Excellent for solo
- Extremely choice-heavy gameplay
- Complex rules explanation
- Unique mechanics require learning
- Historical
- Canal Building
- Chinese
- Resist
Mechanics (from transcript analysis)
- Campaign
- Choice-driven
- Deck Building
- Narrative Choice
- Resource Management
- Work replacement
- Worker Placement
Video topics + discussion points
Quotes (from this video)
- which games do you enjoy the most solo so we can add and adjust these rankings if we agree
- the hype train is real here
- it's the best survival game that we have played
- if I could make a deal with God continue run off the field and switch places with Hadrian
- everything you do is choice between at least two different things
- I didn't think I'd like it as much solo as I did
- it's the easiest to play I think from all of these
- we're all about the story here
- you do feel like a researcher there
- all of these fantastic games that we love to play solo
References (from this video)
- Campaign depth and evolving mechanics with narrative progression
- Clear setup and tutorial pacing for a campaign-driven game
- Canal-building and slot-based actions create a satisfying strategic arc
- Heavy rules to learn; the campaign has many moving parts
- Campaign length can be lengthy and may require persistence
- canal-building, flood management, community resilience
- Ancient China during floods
- campaign/storybook-driven
Mechanics (from transcript analysis)
- Barbarian encounters and bribery — Barbarian cards attack; players may spend resources to bribe barbarians and avoid damage, though barbarians themselves are not removed.
- Building and spaces — Construct huts, farms, and outposts, each placement revealing bonuses and potentially unlocking additional action spaces.
- Campaign/story deck and storybook — A story deck (numbered 0-69 and a universal story deck) guides campaign progression; the storybook provides secret information and instructional text when dictated.
- Canal building — Construct six canals left-to-right; canal cards populate specific spaces and unlock new action spaces and bonuses when built.
- Flood mechanism — A flood piece advances each round; if it reaches or exits the board, or if it covers certain spaces, the player loses.
- Harvest phase — Each round begins with resource collection (workers, shells, provisions, etc.) and is enhanced by Farms and Outposts; yields can be augmented by Townsville cards and previously built structures.
- Resource Management — Multiple resource types (clay, wood, shells, provisions, etc.) and worker colors must be managed across turns and actions.
- Townsville cards usage — Townsville cards provide resources, actions, or draws. Slots can be opened by constructing buildings; cards can be deployed beneath slots for ongoing harvest bonuses.
- Trading — Trading options exist with shells and other resources; canal progression unlocks additional trading possibilities.
- Turn structure — Rounds proceed through Harvest, Take Actions, and End phases; players may perform multiple actions per round until they choose to stop.
Video topics + discussion points
Quotes (from this video)
- The game is now ready to start.
- To win the campaign you must construct all six canals on the board.
- The Campaign will be adding new mechanics new rules maybe different setup but also new objectives that you will need to satisfy.
- You can lose in three different ways.
References (from this video)
- delivers a unique solo-campaign experience
- clear, thematic storytelling with a surprising amount of depth
- engaging canal-building premise with strategic choices
- solo focus may limit group play appeal
- some players may find the pacing slower due to setup
- Canal construction and resource management across a campaign arc
- Solitary canal-building universe with a campaign flavor
- Story-rich but played in a solo-oriented manner
Mechanics (from transcript analysis)
- Deck Building — Deck choices influence pacing and resource flow.
- deck-building — Deck choices influence pacing and resource flow.
- solo campaign structure — A series of connected scenarios with evolving challenges.
- Worker Placement — Abstracted resource management with action selection.
- worker-placement adaptation — Abstracted resource management with action selection.
Video topics + discussion points
Quotes (from this video)
- the story is fantastic
- production wall used through the roof
- tons to do if you're a sucker for Space theme
- it's a huge campaign game
- it's the only game you can't really get right now because it was just on Kickstarter
- my favorite solo game hands down this year
- it's a two-player card game
- the odds are always in your favor
- it's a drafting game
- every action does that