In Living Forest, you play as a nature spirit who will try to save the forest and its sacred tree from the flames of Onibi. But you are not alone in your mission as the animal guardians have come together to lend a hand around the Circle of Spirits where you progress. Each turn, they bring you valuable elements, so try to combine your team of animal guardians as best as possible to carry out your actions, but be careful: some of them are solitary and do not like to be mixed with others...
You have one of three ways to achieve your goal: by planting 12 different Protective Trees, by collecting 12 Sacred Flowers to awaken Sanki the great Guardian of the Forest, by extinguishing 12 Fires to permanently repel Onibi.
Each turn includes 3 phases:
• Guardian Animals (simultaneous push your luck phase) : You draw and turn face up, one after the other, the Guardian Animal cards from your personal stack. You thus form the Animal Guardian Help Line. You can stop drawing cards whenever you want. However, if you reveal a card showing a third solitary symbol, then you must stop drawing cards. This card closes your Help Line.
• Action phase: You play in turn. If your Help Line shows strictly less than three solitary symbols (not canceled by gregarious symbols), you can then perform 2 different Actions. If your Help Line shows three solitary symbols (not canceled by gregarious symbols), you can then perform only 1 Action. The strength of an Action is determined by the number of corresponding Elements visible on the Guardian Animal cards in your Help Line and on your Forest individual board.
• End of the turn:
- Onibi attacks you: If some Fires remain at the center of the Circle of Spirits and you cannot resist them, then add as many Fire Varan cards to your discard stack as there are Fire tiles at the center of the Circle of Spirits.
- Onibi attacks the Sacred Tree: Add as many Fires to the center of the Circle of Spirits as there are Guardian Animal cards taken this turn.
- The arrival of new Guardian Animals: Complete the Guardian Animal reserve by revealing as many new cards per level as there were cards taken this turn.
- Passing the Sacred Tree: Give the Sacred Tree to the next Spirit of Nature clockwise.
- The Return of Guardian Animals: Move all the Animal Guardian cards from your Help Line to your personal discard stack.
The game stops at the end of a complete turn when one of the Spirits of Nature has managed to collect at least 12 different Protective Trees OR 12 Fires OR 12 Sacred Flowers.
- thematic suggestion of protecting forest and its creatures
- forest guardians; balance between animals
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "this is going to be a really hard list"
- "the cover art is amazing"
- "pop-up book game"
- "it's a game but it's a pop-up book"
- "all new monsters every single one of these monsters has all new wind conditions"
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's been a massive week of reprints reskins and new additions but it's the same old me hello i'm matthew and welcome to the board game news
- it will straight up kill you yes absolutely yes
- I'm unreasonably excited about this game
- this is what i want in my life
- frodo's cool vest or sean beans in it
- can you believe it wow
- I have no idea what that is is it cool
- all i know is that in the 90s cartoon gambit was the coolest x-man right that on the show had an absolutely banging thing june
- richard garfield's name always gives me confidence but so does reiner kenitzias
- all i can tell you is that dream factory is a brilliant game
- I'm a big fan which is what us fans of katan call ourselves okay
- the expansion looks amazing
- it certainly is contempting like tempting
- the selection process for the shbielda jairus awards is veiled in an almost secret society type mystery
- my guess was savannah park so i was big time wrong
References (from this video)
- Kennerspiel winner
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- trailblazers where one to eight adventurers will create the longest hiking biking and kayaking paths by the ageless medium of tile length with a catchy is that you can't get lost as you always have to find your way back to camp and you only score points for paths that begin and end at matching colored campsites
- you're gonna get stabbed in the back it's just i mean it's a guarantee
- point city a sequel to the wonderful hit game point salad which i linked to my friend beth now i think about it not important in point city your drafting cards similar to the original point salad but you're building a city and as such there's a little more going on with resource management and engine building aspects but gosh if i'm not excited for it when it's out next year
- board game day which is written by amy valdez from the board game blitz podcast and illustrated by rachel kramer from the semicolo internet comic and they've teamed up to create board game day a 16 page fully illustrated children's book the game follows a group of friends two pandas a cat a bird and an octopus as they prepare for and have a board game day illustrations include many actual children's games so the kid might recognize them and i think this is a lovely project to finish on
References (from this video)
- Nominated for award
- Engaging mix of mechanics
- Affordable price found
- nature protection
Mechanics (from transcript analysis)
- Deck Building — Features deck building.
- Push Your Luck — Involves pushing your luck.
- Race — Players race to win in one of three ways.
Video topics + discussion points
Quotes (from this video)
- i feel like i am slightly embarrassed sometimes of my hobby of the board game hobby that's not something i'm proud of but it is something that's i think is true because ball games i feel have still a bad rap they have a bad connotation a lot of the time in the public zeitgeist
- board games can be such a wonderful effective hobbies especially if you're willing to go different places to buy board games the secondhand market we've spoke about this on matthew answers the internet many times ebay facebook groups thrift stores
- i do not believe ball games are a luxury hobby i think collecting games is a luxury hobby i think kickstarter is a luxury hobby i think backing 150 dungeon crawlers deluxe euros yes board games can be a luxury hobby but i think it's also probably the best value for money activity a family can possibly get into
- given the option between playing chess and playing nightmare chess i'm playing nightmare chess i mean just a hundred percent of the time every single time it's one of my favorite abstract games of all time
- sometimes the unbalanced part is the fun part the challenge the wackiness of it
References (from this video)
- Calm until the fire spirits start burning
- Nail-biting push your luck
- Fun to keep drawing cards
- Can lead to amazing wins
- Some guardians are solitary and don't like to be mixed
- Can be an impossible challenge
- High risk of losing everything
- Nature spirits saving the forest
- Forest
- Mystic Veil
- Root
Mechanics (from transcript analysis)
- Card Drafting — Drawing Cards into your hand in certain symbols rot or whatever it is in this game I can't remember the exact name but let's call it there's like night creatures it's like it's like the bad symbol on the card and if you get too many of them you Busters.
- Push Your Luck — The push your luck on the card draw is nail biting.
- Set Collection — Players combine a team of animal Guardians as best as possible to carry out the necessary actions.
Video topics + discussion points
Quotes (from this video)
- This episode though has been made possible in part by sink or swim from bezier Games
- The list of games our viewers reported playing this month starts with a game called egg slam egg slam that sounds like a messy game
- Regarding Agricola and its revised Edition viewer Helen W simply says uve
- viewer Darren s says that it's a great introduction to the BattleTech Universe it's also a great excuse to play with mechs again
- viewer Rob R says that Calico is a game about Cozy cats sleeping on quilts and some nice colorful buttons hellish yes brilliant but hellish the same film that's the feeling we have in that bed
- 20w says this game is hard for the humans to win but when they do you feel a real sense of accomplishment also you get to kill a monster with guns playing flows and dynamite it's pretty good
- viewer Stephen waffle says it's all so calm until the fire Spirits start burning down your Forest the push your luck on the card draw is nail biting it's true I like it
- viewer Michael L says r r oh I pronounce that it's yep pirate's life for me
- Preston e says the 3D tile placement aspect of this game is fantastic easy to learn but hard to strategize over the course of the game love it
- Smash says I have two kids who love to ruin each other's plans this game really really lets you do that but in a fun cute buck tooth donut kind of way
- the 3D tile placement aspect of this game is fantastic easy to learn but hard to strategize over the course of the game
- I played Planet I played a Gen Con with the brothers mouth oh those guys I talk about them a lot but we do all of them talk about them a lot it's a good game but I was bad at it it's a thing where you have like a and then you put I've not played it yeah and you go I'm just gonna put this here it's perfect and you go and then later you're like oh why did I put that there it's terrible I've made mistakes
- is it designed to be a fast-paced card game for the whole family with just a sprinkler strategy which is actually doing oh I'm not talking no you will not trick me into doing this with you outsmart your opponents just like I did there and collect Donuts hop out of the oven for points but beware if two players craft the same donut then no one gets it play it all pick the donut they want by placing one of their numbered card space down on the table and collect sets unique and powerful donuts and pairs of donuts to maximize profits surely there is an option more than this isn't actually an official callback but it's either we both want the donut or none of us can have it can't you just cut the donut in half come on people sharing it's a life skill
- says I have two kids who love to ruin each other's plans this game really really lets you do that but in a fun cute buck tooth donut kind of way I want donuts now I just we need some donuts I got hungry there's some those little Donuts at Essen oh yeah there are yeah maybe we get some of those today that's can you hear my stomach to do my story I just did yeah I was my body just went you want donuts except I also want donuts so guess what neither one of us can have no one gets donuts
- follow the link in the description of this video to our patreon where you can support what we're doing here at watch it played and also have the opportunity to vote on the very games that make it onto this list
References (from this video)
- Engaging push-your-luck mechanism.
- High player interaction.
- Simple and elegant gameplay.
- Requires strategic planning to balance generalization and specialization.
- Good on Board Game Arena.
- Requires generalization in early game, potentially leading to less focus.
- Protecting a forest from fire, growing plants, and animal conservation.
- Forest
Mechanics (from transcript analysis)
- action selection — Players usually get two actions, but can get fewer if they bust.
- Area Movement — Players move around a path on the board, which is an interactive element.
- Deck Building — Players build their deck of cards.
- Push Your Luck — Players draw cards and decide when to stop to avoid busting.
- Resource Management — Players manage elemental resources (fire, water, earth, wind) to perform actions.
- Set Collection — Players collect icons to perform actions and achieve goals.
Video topics + discussion points
Quotes (from this video)
- there were a number of different ways to engine build and work towards you know you could get lots of large workers so you had lots of choice of actions or you could get lots of incomes but it ended up being a really tight battle on that tile placement the Army Warrior placement board
- it's the type of Cooperative that no Alpha player can take control
- the way you draft them here you've got so many things to think about
- it's a brilliant release
- this is the best real-time game there is because there's very few rules and that means you don't have to stop and ask each other the rules all the time
- it's highly interactive you look at other opponents what they are close to you can also steal one of their
- this is actually going to sound like quite an understated review because there's nothing there's not much new here this is a five action Euro it's got a map it's got a um you know it's got a track it's got all the sorts of things said collection nothing really new
- the dice drafting you mentioned before each die that you take it's going to have a color which tells you how many resources which tells you what resource you get it's going to have a number which tells you how many of that resource you'll get and it dictates what action the dye is connected to and the action points you'll get is equal to 7 minus the number on the die
- the map is really tight once people have built in locations it really blocks others out and that's a lot it's a lot tighter than I'm used to seeing these days on Euro map boards and it was what made it stand out
- what I like about this is that it's combo your egg combo your actions of other players back of cards
- you've always dropped like the risk yeah you've always got the risk if you're just waiting for that one little extra thing to come into someone's hand you've got that risk that they all get
References (from this video)
- Engaging push-your-luck deck-building with meaningful choices
- Strong thematic integration and race-like tension
- Solid 30-45 minute playtime with good scalability
- forest stewardship, growth, and a race to end-game conditions
- Enchanted forest where spirits nurture trees, gather flowers, and combat fires to save the forest.
- Array
- Quacks of Quedlinburg
- King Domino
- Sprawlopolis
- Mariposas
Mechanics (from transcript analysis)
- Deck Building — As above
- deck-building — As above
- End Game Bonuses — As above
- End-game triggers and scoring — As above
- Rondel — As above
- rondelle/spirit movement — As above
Video topics + discussion points
Quotes (from this video)
- it's a race it is a full-on race
- this is a deck builder and you're going to turn over cards until you say I would I don't want to do any more because it's a Press Your Luck
- I really really like that feature of turning over your cards and gaining more of those symbols
- it's just fantastic
- a wonderful 15 minute kind of Cooperative palette cleanser
- King Domino with open drafting
References (from this video)
- adds depth and interconnectivity
- improves the base game's feel by giving meaningful Lotus utility
- some players may not like altered Lotus mechanic
Mechanics (from transcript analysis)
- Lotus/ Kadama mechanics — Lotus flower and Kadama interactions affect recruitment and actions
- tree linkage — Kadama link with trees creates new interdependencies
Video topics + discussion points
Quotes (from this video)
- This is a Cooperative game where you roll it's a roll and place dice... you're trying to fulfill cards... it's treated as clearing the little platform Zone
- it's not fully Cooperative so like Sonic Rayman or that sort of like Cooperative games you still need to look after your own scoring at the end of the game
- very much a patch on Terra Mystica
- it's a really nice different take
- it's a step up from Wingspan
- Triumph... bidding on actions
References (from this video)
- interesting two-player changes improve control
- familiar core with new interaction
- shared deck-building and line-building; environmental growth motif
- two-player version of the popular Living Forest
Mechanics (from transcript analysis)
- line-building — line-building element to progress actions
- shared deck-building — deck-building shared between players with interaction
- timed actions — timed action timing to increase strategic tension
Video topics + discussion points
Quotes (from this video)
- it's very tactile so I'm really excited to see this one come out
- the rules pretty simple and then there's some strategic thinking
- there are not that many games out there that take the three dimensional rotational aspect of things into account
- you are octopus with a cube like six-sided Cube
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Playing games at two players is my favorite way to play games, frankly.
- I'm here to win.
- I would buy all of them instantly.
- Two-player versions hit and they miss.
- What dual versions of games have you really enjoyed?
References (from this video)
- interesting multi-condition win paths
- good two-player design that maintains tension
- protect the forest across opposing seasonal spirits
- two-player duel between spirits of summer and winter within a sacred forest
- Lord of the Rings Duel for Middle Earth
- Forest Gump
Mechanics (from transcript analysis)
- Combat: Deck/Hand — competition between two players with aligned goals but opposing seasons
- Multiple victory conditions — four different ways to win (grid, tokens, cards, or Onid positioning)
- Two-player duel — competition between two players with aligned goals but opposing seasons
Video topics + discussion points
Quotes (from this video)
- In Conserv, the sea is represented by a bag full of fish and water tokens.
- fast-paced cooperative dice defense game that's infused with Southeast Asian aesthetics
- Saga Collection introduces a new legacy mode that allows players to master gameplay from every set while delving into the game's lore.
- two decks in this game of cards to manage. One for combat and one for development.
- Beyond the Horizon, a civilization game in which players compete to become the most influential society in history through exploration and expansion, development and production, research, and technological advancement.
- Raw. An auction and set collection game with an ancient Egyptian theme.
- Northwest, a two to four player tableau building game with unique point salad scoring and shared movement mechanics.
- What's that I hear? Why, it's that sound game.
- Living Forest Duel, where two players face off as the spirits of summer and winter.
References (from this video)
- Multiple win conditions ensure every playthrough feels different
- Vibrant theme
Mechanics (from transcript analysis)
- Deck Building — The game brilliantly combines deck building.
- Push Your Luck — The game brilliantly combines push luck mechanisms.
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i love this game
- it's such a beautiful game
- the art style really appeals to me
- it's a push of luck game semi-deck building game
- Myst ic Veil vibes
- four is the best number to play this game at
References (from this video)
- Beautiful components and art, with premium feel on tokens and standees
- Three distinct pathways to victory add strategic variety
- Intuitive to teach, especially with clear symbol-language and deck-actions
- Engaging interaction at higher player counts; you must monitor others' progress
- Replayable through different end-game strategies and counterplay to others' plans
- Not as strong at two players; shines best at four players
- Tracking opponents' progress can be challenging, especially late game
- Push-your-luck elements can be punishing or frustrating for some
- Tie-breakers are common and require paying attention to multiple components
- forest guardianship, environmental protection, cyclical seasons
- A magical forest protected by a circle of nature spirits against threats that damage the forest ecology
- mythic, nature-spirit inspired
- Mystic Veil
Mechanics (from transcript analysis)
- Deck Building — Sun symbols are used to buy guardian animals; cards cycle into your deck to influence future turns.
- deck-building — Sun symbols are used to buy guardian animals; cards cycle into your deck to influence future turns.
- fragment tiles and card management — Fragment tiles discard or remove cards affecting future turns and defense against fire.
- Push Your Luck — During guardian animal phase, you draw and resolve symbols; risk of busting as solitary symbols accumulate.
- push-your-luck — During guardian animal phase, you draw and resolve symbols; risk of busting as solitary symbols accumulate.
- Set Collection — Collect 12 unique trees or 12 sacred flowers; completing rows/columns yields bonuses and additional actions.
- set collection and row/column bonuses — Collect 12 unique trees or 12 sacred flowers; completing rows/columns yields bonuses and additional actions.
- simultaneous phases and multi-path victory — Guardian animals phase happens in parallel across players, followed by an action phase and end-of-turn effects; multiple paths to victory.
- symbol-action economy — Three primary symbol types (sun, water, wind) plus seeds determine actions like buying, extinguishing fires, moving on a round, and acquiring tiles.
Video topics + discussion points
Quotes (from this video)
- i love this game
- it's such a beautiful game
- the art style really appeals to me
- it's a push of luck game semi-deck building game
- Myst ic Veil vibes
- four is the best number to play this game at
References (from this video)
- strong two-player implementation of a beloved title
- distinct seasonal framing offering strategic variety
- nature guardians and forest guardians in a two-player duel
- Living Forest universe, seasonal dueling variant
- mythic-fantasy with seasonal asymmetries
Mechanics (from transcript analysis)
- action-driven play with multiple victory conditions — players perform actions and aim for several possible routes to win, mirroring the original game's feel.
- Combat: Deck/Hand — a duel version of Living Forest with distinct summer/winter modes and possibly guardian animals.
- two-player duel variant — a duel version of Living Forest with distinct summer/winter modes and possibly guardian animals.
Video topics + discussion points
Quotes (from this video)
- we're here with the best two-player content out there
- I really like two-player head games two player games when you can go head-to-head
- we'll play all of them and we'll tell you about all of them
- two-player implementation of games I do love a good two-player implementation
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Simple, elegant design with cohesive interlocking mechanics
- Strong production values and appealing artwork
- Good fit for meetups and casual to mid-weight play
- Clear magic-number win conditions (12 detects multiple win paths)
- Short playtime; not enough turns to fully realize engine-building
- Setup is component-heavy and time-consuming
- Desire for longer or more expansive play (digital version suggested for longer sessions)
- Mystic Veil
Mechanics (from transcript analysis)
- Currency to buy cards — Suns and Water serve as currency to buy new cards from a display.
- Deck Building — Players draw from the top of their deck and can keep drawing for as long as they want, accumulating icons that drive actions.
- Deck building with top-deck draw — Players draw from the top of their deck and can keep drawing for as long as they want, accumulating icons that drive actions.
- Fragment tiles — Fragment tiles let you discard unwanted cards for bonuses.
- Movement and land-based actions — Spiral movement around the board grants actions based on landing position.
- No busting — The game discourages busting by typically limiting players to a single action rather than two.
- Plant grid expansion — Plants are built on a personal grid; building one per turn grows your display and unlocks bonuses.
- Resource Management — Tokens (fire, tree, flower) populate the board and scoring areas; players can steal tokens from each other.
- Square Grid — Plants are built on a personal grid; building one per turn grows your display and unlocks bonuses.
- Symbol cancellation — Gray symbols can be canceled by white symbols on cards gained earlier.
- Three-uncancelled-gray-symbol bust rule — You must stop when you accumulate a third uncancelled gray symbol, then you take actions.
- tokens and resources — Tokens (fire, tree, flower) populate the board and scoring areas; players can steal tokens from each other.
- Turns and laps — Players loop around the board, collecting bonuses and progressing toward a win condition.
- Two actions if you stop early — If you stop before hitting three gray symbols, you get to take two different actions.
- Water to extinguish fires — Water is used to put out fires that enter the display each round depending on purchases.
- Win conditions — Win by extinguishing 12 fires, acquiring 12 plants, or reaching 12 victory points on your display.
Video topics + discussion points
Quotes (from this video)
- I love this game
- 12 is the magic number
- It's simple elegant
- This is just amazing
References (from this video)
- protection of forest and sacred tree by nature spirits
- Forest setting with Sacred Tree under attack by the fiery oneibi
- fantasy story of forest guardians competing to be the grand protector
Mechanics (from transcript analysis)
- Bonus actions on the circle (bonus actions independent of normal actions) — Certain spaces grant bonus actions that do not count against the normal limit of two actions, and can even be the same as actions already taken.
- Extinguish fire action (remove fire tokens by water strength) — Add up water symbols from cards and board edges to determine how many fire tokens you can extinguish; tokens chosen are placed face down in front of you and still counted toward the win conditions.
- Fragment tokens (take fragment tile from supply) — During the fragment action you take one fragment tile from supply to place in front of you; fragments influence other parts of play.
- Guardian animal helpline (draw and line up cards) — Each round begins with players drawing cards into a line in front of them; you can overlap them and you observe special symbols (black/white) that affect later steps.
- Guardian animals action (assemble guardians) — You sum values from sun symbols to acquire Guardian cards with costs; these are placed on top of your draw deck and affect future turns.
- Moving forward on the circle of spirits (advance SPIRT stand) and land on bonus spaces — Total strength from played cards and board symbols advances your Spirit stand D along the circle; landing on spaces yields various bonus actions.
- Planting action (buy and place protective tree tiles) — Players sum plant icons on cards to form planting strength, spend that strength to buy tree tiles, and place them adjacent to existing trees to gain immediate and future benefits.
- Total actions per turn (two actions or one if three black circles present) — On your turn you may take two different actions, unless your line contains three 'black circle' symbols active, in which case you may only perform one action.
- Victory conditions (12 trees, 12 fire tokens, or 12 sacred flowers) — The game ends when a player meets any of three victory conditions; if multiple players meet conditions, tie-breakers apply based on totals of trees, tokens, and flowers.
Video topics + discussion points
Quotes (from this video)
- we're going to learn the two to four player living Forest designed by aska Christensen and published by ludonaut
- The Sacred tree of the forest is under attack from the fiery oneibi and is one of the four spirits of nature you'll work to protect
- be the first to accomplish one of the three possible goals of the game
- there are five different actions to choose from
References (from this video)
- Strong production quality at a modest price
- Accessible but with meaningful strategic depth
- Clever integration of three win conditions within a compact framework
- Excellent thematic integration that evokes a forest setting
- Great family-friendly weight with broad appeal
- Excellent two-to-four player experience, especially at four players
- Weight/difficulty perception may vary; some may find it too light or too heavy
- Potentially longer playtime at higher player counts
- Not the most deluxe presentation compared to bigger releases
- Forest conservation, renewal, and community action to protect nature
- A magical forest under threat from a ghostly fire; set in a timeless forest domain inspired by myth
- Mythic fantasy with lighthearted, breezy tone
Mechanics (from transcript analysis)
- Central board with a growing threat — A central fire threat and a protected tree drive tension; players work toward one of three victory conditions.
- Deck Building — Players start with a common 14-card starting deck and draw/ play cards to generate resources; more cards of a given element boost the associated action.
- deck-building — Players start with a common 14-card starting deck and draw/ play cards to generate resources; more cards of a given element boost the associated action.
- Multiple victory conditions — Three paths to win: put out the fire, plant trees, or collect sacred flowers; progress is integrated into the deck-building engine.
- Push Your Luck — Your deck contains solitary animals; drawing three of them causes a bust and reduces actions to one for that turn.
- Resource generation via elemental actions — Elements produced by cards control actions: Sun buys cards, Water fetches fire tokens, Sprouts grow trees, Flowers progress toward victory, Wind provides movement/stealing opportunities.
- Wind movement and theft — Wind lets you move around a central Sacred Tree; you can leap over opponents to steal tiles necessary for victory, though opponents can contest and steal back.
Video topics + discussion points
Quotes (from this video)
- this is living forest
- the components here are pretty good and at the price point which we'll get to later are actually rather impressive
- it's breezy and accessible and despite ostensibly being based on japanese mythology it's a really light wash and doesn't let any particular thematic item get in the way of just having a good time
- the mechanisms stand up incredibly well on their own
- we love how living forest manages to walk the tightrope between accessible and deep
- it's probably best at four players if only for the increased amount of interaction
- it's absolutely perfect for families who play a lot of board games
- we picked this game up for just 24 pounds which is staggeringly good value
- it's a truly fantastic game with a surprisingly good production at that price point
- the only real risk being getting burned by the onibie
References (from this video)
- Three distinct paths to victory create varied strategies
- Semi-cooperative dynamic adds tension and cooperation balance
- Beautiful art and calm, immersive feel
- Can be heavy for some players due to multiple victory routes
- Less direct interaction compared to more cutthroat euros
- Forest stewardship, ecology, nature sprites
- Forest under threat from a Fire Spirit; players aid forest growth
- Mythic eco-fantasy
- Everdale
Mechanics (from transcript analysis)
- Deck Building — On turns, players draw cards and use Bond icons to support actions.
- deck-building — On turns, players draw cards and use Bond icons to support actions.
- semi-cooperative victory paths — Three distinct ways to win; players must sometimes cooperate to prevent disaster.
- Variable victory conditions — Points come from collecting, planting, or other symbols on cards.
Video topics + discussion points
Quotes (from this video)
- I think Oak looks a little more complicated than it actually is
- it's a very very peaceful game
- my lil everdale yes the kid version of everdale is better than the original everdel
- the final and really in my opinion the best game on this list is arboria
- The ecology phase of this game... after a round of gameplay you're going to look at all of the spaces where food was collected
References (from this video)
- Gorgeous, nature-inspired art
- Engaging, accessible mechanics with depth
- Nature balance and push-your-luck style progression.
- A magical forest with creatures and flora; nature-driven ecosystem.
- Lush forest imagery with a slightly whimsical aesthetic.
Mechanics (from transcript analysis)
- Push Your Luck — Players risk draws to grow their forest, balancing risk and reward.
- push-your-luck — Players risk draws to grow their forest, balancing risk and reward.
- Resource/area control-lite — Gaining plant cards and effects to optimize scoring.
Video topics + discussion points
Quotes (from this video)
- the art on the cards are absolutely stunning
- the cards are gorgeous
- I absolutely love the art in Similar
- the art in this game is so freaking cute
- Meadow is one that everyone talks about how beautiful the cards are
- the art is absolutely stunning
- the artwork is absolutely fabulous
References (from this video)
- strong thematic pull toward flowers and animals
- varied win conditions encourage thematic exploration
- nature, animals, and forest spirituality
- forest ecosystem with animals and tokens
- tactical deck-building with thematic goals
Mechanics (from transcript analysis)
- Deck Building — push-your-luck deck-building with multiple win conditions
- deck-building — push-your-luck deck-building with multiple win conditions
Video topics + discussion points
Quotes (from this video)
- I think this is a really neat thing about games where it is okay to make decisions based on what feels right to you at that moment.
- The Vantage is almost entirely based on this idea of making decisions based on what feels right to you personally or thematically.
- Even if you make a decision in Creature Caravan based on the theme, you are almost always getting something good as a result anyway.
References (from this video)
- Lovely game design
- Interesting push your luck system
- Good player interaction via track
- Building and growing trees
- Forest environment
- Thematic with mechanical elegance
- Flip City
- Mystic Veil
Mechanics (from transcript analysis)
- Deck Building — Build deck by purchasing cards
- Linear Engine Building — Build a linear engine with minmaxing options
- Permanent Bonuses — Purchase trees that provide permanent bonuses
- Push Your Luck — Play cards until you choose to stop or bust (blackjack style)
- Track/Wheel Movement — Move around a spinny track wheel mechanism
Video topics + discussion points
Quotes (from this video)
- It's sort of like war with actual decisions
- It'll take two minutes
- That was amazing. I wonder if that game is like that every time
- It turns out that it was
- So many card games following it have been inspired by that obviously
- The coolest combo you can make in Mystic Veil is like here. The coolest combo you can make in Mystic Lands is like here, right? And the average is like there
- What I made, right? Even if you didn't win, right?
- The most unique way that I have ever encountered an engine builder
- An unbelievably satisfying gameplay experience to destroy
- Betting is like a way to make people care about an outcome
- Poker is a terrible game if you're just playing it right? Uh but the second you're betting with money and you care, right?
- Why do we root for sports teams, right? Like our the day after go Dodgers
- The sitting back and then seeing what happens - yeah there is a really fun aspect to that
- Train making time. When all the technology moves to a certain thing, everybody is making trains, right?
References (from this video)
- lovely artwork
- accessible for family play
- some variability in player experience
- forest management and evolution
- forest realm with mythical creatures
- mythic/forest folk-tale vibe
Mechanics (from transcript analysis)
- engine_building — Develops a personal engine through card and resource interactions.
- set_collection — Acquiring sets of resources/cards to trigger effects.
Video topics + discussion points
Quotes (from this video)
- I'm down to 150 games. Thank you for watching.
- Bye-bye eclipse and remix stays.
- This is one game. It all stays. We're not going to take it out right now.
- My number one game of all time stays obvious.
- I love it. Love it.
References (from this video)
- Wife wanted it in almost every category
- One of most played in 2022
- Not a co-op despite evil spirit theme
- Forest spirits competing to save forest
- Enchanted forest
- Fantasy racing
Mechanics (from transcript analysis)
- action selection — Plant trees, buy animals, put out flames
- Deck Building — Buy animals to add to deck
- Race — First to complete objective wins
- racing — First to complete objective wins
Video topics + discussion points
Quotes (from this video)
- Does your wife ever tell you what to do all the time especially what board games to play
- My wife loves games where she beats your ass
- This was the game we took to the hospital when my son was born
- I'm afraid for the calendar its days are numbered
- What does a sprinter eat before a race? Nothing, they fast
References (from this video)
- award-winning design
- beautiful visuals
- publisher changes may affect availability
- nature, ecology, forest balance
- Mythical forest with spirits
- mythic, strategic
- Colt Express
Mechanics (from transcript analysis)
- deck-building — cards drive actions
- Resource Management — manage forest resources
Video topics + discussion points
Quotes (from this video)
- Today I'm painting Batman. He is part of the DC United DC Heroes United Batman Hush. It just came out.
- The villains are the real thing.
- I would love to play it.
- We did Marvel United I think the very first box and I'm pretty sure we played with painted minis.
References (from this video)
- Visually appealing components
- Engaging push-your-luck element
- Cohesive forest theming
- Can be fiddly with card management
- Some players may experience analysis-paralysis on setup
- forest stewardship, nature magic
- A magical forest environment with living trees and creatures
- mythic, nature-forward
- Acropolis
- El Dorado
Mechanics (from transcript analysis)
- deck-building — Players acquire and play cards to grow and manage their forest
- hand-management — Strategic control of a limited hand to maximize actions each turn
- push-your-luck — Flip cards to perform actions, but flipping three creatures limits options
Video topics + discussion points
Quotes (from this video)
- this is visually appealing
- I am going to pitch you 10 games
- they will pick collection to take home
- it's a card game where you're going to play elves Orcs
- Planet X is a deduction game
- Galaxy Trucker and this is super silly fun
References (from this video)
- Engaging deck-building with meaningful in-game decisions
- Clear theme and satisfying action choices
- Luck can influence outcomes due to card draws
- Occasional analysis paralysis on optimal action timing
- Nature stewardship, renewal, and protecting a living ecosystem.
- A magical forest where spirits guide the growth of trees and the welfare of the woodland.
- Theme-driven engine where your actions unfold toward a seasonal objective.
Mechanics (from transcript analysis)
- action_selection — On each turn, players choose from available actions; timing matters as you balance speed with efficiency.
- deck-building — Players build a personal deck from purchased cards to enable actions.
- engine_building — Improving your deck over time to perform increasingly powerful actions.
Video topics + discussion points
Quotes (from this video)
- it's a deck building action selection game where you're trying to be the spirit who first accomplishes a certain objective
- Star Realm's is purely a deck builder there's nothing else there
- Legendary is a game system which kind of comes from a game called Ascension
- Legacy you have to build like a dam before the river overflows
- amazing production
- it's one of the friendliest games here
- it's a deck building game, it is a push your luck deck building game so it's quite unique
- Dominion—it's purely deck-building and it showed the world what deck-building is
- you get tons of new cards in this game
- the whole game is based on the universe and it’s all about that
References (from this video)
- great animal theme
- multiple paths to victory keeps things exciting
- high replayability with variable setups
- monotony risk if not varied
- slightly heavier rules for newcomers
- forest stewardship, risk, and growth
- forest ecosystem
- optimistic, nature-forward
- Cartographers
- Parks
Mechanics (from transcript analysis)
- deck-building — deck-building with multiple win conditions
- push-your-luck — pulling from a deck with strategic risk and reward
Video topics + discussion points
Quotes (from this video)
- it's one of my favorite puzzle games in a small format
- it's a purely solo game with just 18 cards
- no two sessions are alike
- the solo mode is simple yet challenging
- this is my updated top 50 solo board games 2024 Edition
- it's a must try in my opinion
References (from this video)
- beautiful art and components
- calm, thematic flavor
- rules and scoring can be nuanced
- eco-friendly, nature-driven
- fantastical forest growth and life
- environmental, peaceful conflict
- Wingspan
- Everdell
Mechanics (from transcript analysis)
- progress track / tableau building — grow the forest by placing actions and building cards.
Video topics + discussion points
Quotes (from this video)
- gun violence has to stop
- we love y'all
- bring your positive energy
- it's all about fun
- we'll have an update on the next show
References (from this video)
- Accessible with solid theme
- Engaging engine with currency and deck choices
- Inspired by Quacks of Quedlinburg; may feel derivative to some
- nature spirits and forest economy
- forest-themed deck-building
Mechanics (from transcript analysis)
- Deck Building — build a deck of animal cards to gain currencies and powers
- deck-building — build a deck of animal cards to gain currencies and powers
- Push Your Luck — draw cards and manage currencies to fuel actions and avoid busts
- push-your-luck / currency management — draw cards and manage currencies to fuel actions and avoid busts
Video topics + discussion points
Quotes (from this video)
- an ultra streamlined deduction Style game that's definitely different to your traditional kind of logical deduction games
- I really like this one
- guaranteed some laugh out loud moments
- it's just a very charming, breezy, enjoyable game
- one of the best abstract games that I've played this year
- this game is as good as an abstract game can get in my opinion
- massive brain burner puzzle as you trying to optimally place every single card
- it's such an easy game to teach and learn
- this is one of the best simple dice games that I have
- ratings for this game have just gone up and up and up
- my favorite Uwe Rosenberg game
- The Network's become pretty big actually
- this game is almost perfect
References (from this video)
- information into advance and player agency in handling threats
- clear thematic feedback tied to player decisions
- forest management, environmental risk
- fantasy forest with a looming fire threat
- narrative-driven tension with evolving threats
- Pyramid of Penguin
- Robinson Crusoe
Mechanics (from transcript analysis)
- dilemma choices — Players must decide whether to address rising danger or let it cascade
- Risk Management — Fire accumulates and players decide whether to extinguish or let it burn, affecting future rounds
- risk management / threat tokens — Fire accumulates and players decide whether to extinguish or let it burn, affecting future rounds
Video topics + discussion points
Quotes (from this video)
- I talk to the game and the game talks back.
- the feedback tells the user you've done it right do that more or perhaps you've done it wrong don't do that again.
- you're going to feel like you're achieving something when you play, you want a game to reassure you, guide you and challenge you, you want it to react to my decisions and you want to know that the game is listening.
- the most common feedback in tabletop games is the allocation of rewards for certain actions.
- the continuous accumulation of victory points gives a sense of growth or momentum to a tabletop game.
- the game talks back, and that is a core part of what makes feedback powerful.
References (from this video)
- Gorgeous animal artwork and thematic presentation that elevates the experience
- Engaging push-your-luck deck-building loop with satisfying immediate feedback
- Multiple end-game paths (trees, fires, flowers) provide strategic variety
- Turn-based tension and interaction improve with more players, especially beyond two
- Onboarding and setup are cumbersome due to many components and required organization
- Rulebook is unintuitive and relies on heavy thematic naming, creating a learning curve
- Narrative integration is weak; setting can feel detached from core mechanics
- End-game trigger in 2-player games can feel abrupt or anticlimactic
- Limited variability in setup reduces long-term replay value without expansions
- Guardianship of a living ecosystem through seasonal balance
- Seasonal forest with guardian animals, nature-based magic, and elemental forces
- Ambitious but somewhat incongruent; thematic names can be opaque and not tightly integrated with mechanics
- Cracks of Quedlinberg
- Quacks of Quedlinburg
- Mystic Veil
Mechanics (from transcript analysis)
- Central circular board with two-action turns — Wind moves around the board enabling repeated actions; landing on spaces can grant extra buys or other effects
- End Game Bonuses — Game ends when a player reaches 12 trees, 12 fires, or 12 flowers within a round
- end-game triggers — Game ends when a player reaches 12 trees, 12 fires, or 12 flowers within a round
- Fire tokens and fire demon cards — End-of-round fires increase in value; unmitigated fires may force drawing fire demon cards with negative effects
- Push-your-luck deck-building — Reveal cards from a deck until choosing to stop or being forced to stop; busting a solitary creature reduces available actions
- Resource Management — Suns purchase cards, Water puts out fires, Flowers contribute to end-game goals, Saplings grow trees and unlock additional symbols
- Resource management (Suns, Water, Flowers, Saplings) — Suns purchase cards, Water puts out fires, Flowers contribute to end-game goals, Saplings grow trees and unlock additional symbols
- Set Collection — Collect matching symbols to gain access to different abilities and to purchase cards and trees
- Set collection / symbol-based currency — Collect matching symbols to gain access to different abilities and to purchase cards and trees
- Solitary vs. gregarious creatures — Solitary creatures impose negative effects; adding gregarious creatures can counteract them
- Turn order importance (clockwise, start player token) — Beginning-of-round turn order influences firefighting and card purchasing; in 2-player games this can create a tempo where early turns impact end-game timing
Video topics + discussion points
Quotes (from this video)
- the game has loads of bits and it's not immediately obvious what's what
- the narrative is pretty nonsensical
- onboarding is clunky and the rulebook is unintuitive
- the art is the highlight
References (from this video)
- Unique card draw mechanic - draw as many cards as wanted until stopping
- Satisfying deck building
- Interesting push your luck element
- Tons of strategic depth
- Multiple win conditions
- Appropriate for ages 10+
- Weak thematic connection
- Too complex for younger children (6 year olds)
- forest spirits
- environmental protection
- nature
- fire prevention
- King of Tokyo
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you have a family I have I have a family these are the best games for all the families families
- so in this video we're going to talk about the best family games in our humble opinions our humble objective opinions
- there's tons of strategy to be had here it's also the deck building is satisfying
- It's super interactive that's your turn you Chuck a bunch of dice
- This is the game I advertise is the closest to a video game field that I've ever played and a challenging one because it's not easy to win at all
- the worse you draw the better
- It takes 15 minutes I mean essentially I just told you all the rules of the game
- if you're looking for a co-op game for family that's just easy to get to the table look no further it's the best one
- it's a simple premise and a lot of people will say hey it sounds like a lot game which yes of course it is it's Pusher like you pull out these tokens but you really influence your luck but it's really really really fun
References (from this video)
- visually appealing, cute animals
- great for both families and gamers
- versatile for solo, two-player, and multiplayer
- can be heavier for a casual family play
- deck-building weight may not suit all players
- Conservation and growth with nature spirits
- A magical forest under threat
- light, nature-forward
- Feed the Kraken
- Dungeon Fighter
Mechanics (from transcript analysis)
- deck-building — Players build a deck to trigger forest-care actions.
- race/goal-based — Race to complete one of three victory conditions in a turn-based track.
Video topics + discussion points
Quotes (from this video)
- the best board games you can give to others at Christmas
- it's a rolling right game based on Twilight Imperium the big game
- I think everyone can enjoy it
- if I had to say in one sentence if yanga and Uno had a baby that would be a rhino
- you can treat it as a standalone expansion
- this is a kids game I keep advocating for because I really love it it's really good with grown-ups as well
- it's just tons of fun if you miss you lose Health if you hit you hit
- seven people together and we can try to feed the Kraken
References (from this video)
- expansion (Kodama) significantly improves the game
- expansion balances victory conditions
- has nice game insert
- varied strategies
- solo mode is weak
- base game not as strong as with expansion
- nature
- forest
- Mystic Veil
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There is a difference between how great a game is and how much my personal enjoyment like my drive my passion for getting the game out is
- should you really be really focusing on it in terms of a top 100
- these games are awesome
- I just want to talk about these top 50 games which I can do in about five videos Max
- a game might be rated at a really high level in the past and then drop for me
- just a simple role selection drafting game
References (from this video)
- Unique deck-building flow that changes typical deck interaction
- Atmospheric theme with elegant artwork
- Accessible yet strategic
- Some randomness can influence outcomes more than desired
- May feel lighter to players seeking heavy euro-weight
- Nature protection and renewal
- A magical forest under threat from an evil force
- Deck-building with push-your-luck and protective goals
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
- Deck Building — Deck construction and management with draw-from-deck flow rather than playing hand cards.
- deck-building — Deck construction and management with draw-from-deck flow rather than playing hand cards.
- Push Your Luck — Deciding when to continue drawing versus taking safer actions, affecting forest protection.
- push-your-luck — Deciding when to continue drawing versus taking safer actions, affecting forest protection.
- risk-reward timing — Balancing burn/draw decisions to optimize actions without overextending.
Video topics + discussion points
Quotes (from this video)
- it's amazing game in short you are building a zoo and not only building a zoo you're also trying to conserve the earth
- this is my most played solo game
- it's a very open world feeling where you can travel wherever talk with whoever have interactions there and fight monsters
- pattern here first of all they're both in big heavy boxes second of all they both have minis and cards and a lot of stuff going on
- let's skip the ranch and just buy Kickstarter games that look really nice