Description from the publisher:
After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway…but can they pull it off?
Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.
At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!
Images
- Unique real-time cooperative experience
- Can be fun with the right group
- Engaging puzzle-like gameplay
- Can be very irritating and frustrating
- The 'noise' associated with signaling can be annoying
- Requires the right group of players to avoid conflict
- Player elimination or failure can be disheartening
- Cooperative escape from a mall
- Mall
Mechanics (from transcript analysis)
- Communication restriction — Players can only communicate through specific actions or the 'do not disturb' signal.
- cooperative play — All players work together to achieve the objective.
- Real-Time — Players take actions simultaneously without waiting for turns.
- Role selection — Each player has limited actions they can perform (e.g., moving up/down, left/right, using escalators).
Video topics + discussion points
Quotes (from this video)
- I was going to get upset because we wanted to play The Omen and our friend who let us borrow that game mark from the scurry reports now upset because he's never played the game and now he wants to play it but now we're gonna be able to because you backed it
- for me this game can hit the table anytime more than the other game definitely more than the other game
- you can definitely play poorly and maybe be out of the game
- I think we're there with with board games now right and it's the quality of the components as long as the components are there I'm good with it
- I apologize to anybody I talked into buying Star Wars destiny
- as long as the components are there I'm good with it
References (from this video)
- Cooperative real-time play can be highly engaging and energetic.
- Scenarios provide scalable difficulty and replayability.
- Supports 1-8 players, facilitating varied group sizes.
- Clear thematic framing with consistent iconography and objectives.
- No spoilers in the tutorial, focusing on setup and mechanics.
- Real-time constraints can be stressful and potentially confusing for new players.
- The requirement to interpret tile actions quickly may impede learning for some players.
- Solo mode requires slightly different setup, which may slow first-time play through.
- cooperative real-time puzzle solving under time pressure; coordination of multiple characters; non-verbal communication strategies within a timer.
- A fantasy-themed heist where four adventurers - a mage, a warrior, an elf, and a dwarf - must infiltrate a shopping mall and steal equipment from various stores under a strict time limit.
- instructional and procedural, with an emphasis on setup, tiles, and action resolution rather than a narrative arc.
Mechanics (from transcript analysis)
- action tiles and passing mechanics — From scenario 3 onward, players pass their action tiles to the left; players may only perform actions on their own tile, introducing a hand-off dynamic.
- color-coded characters and exits — Each character has a distinct color and must reach the matching exit to win; color coordination is essential.
- Cooperative Game — Players work together toward a shared objective rather than competing; success depends on mutual timing and coordination.
- cooperative play — Players work together toward a shared objective rather than competing; success depends on mutual timing and coordination.
- escalators — Escalators move characters up or down the board; using them affects access to different zones and time consumption.
- exploration via doorway tiles — Enter a doorway to draw and place a new tile; certain characters can access specific color-coded spaces to reveal new areas.
- out-of-order tokens and Sun timer — When the Sun timer is triggered, an out-of-order token is placed on a space, temporarily disabling it and increasing difficulty.
- real-time timer — A sun-time or countdown mechanism imposes urgent pacing; time management is central to decision making.
- Teleporters — Teleporters allow instant relocation of characters to new areas; strategic use can bypass barriers and accelerate progress.
- tile-based movement with arrows — Pawns move along arrow paths, continuing until they reach an obstacle; positioning is crucial for exploring new areas and triggering actions.
Video topics + discussion points
Quotes (from this video)
- "This is a game for one to eight players."
- "The game has many scenarios each having additional rules and difficulty."
- "You take the actions on your tile as often as you wish with any character at any time."
- "You can't stop another player performing their action."
- "The arrows let you move any character as far in that direction as you like, stopping at an obstacle including another character."
- "If you have the escalator icon, you can move a character up and down the escalator."
- "The Sun timer runs out at any point you lose; thus Magic Maze is a real-time cooperative game."
- "If all four characters have exited through the purple exit you win."
- "From scenario 2 onwards you need to get each arrow out through their own color exit to win."
- "Magic Maze is a real-time cooperative game."
References (from this video)
- clever silent-coop puzzle with strong group dynamics
- fun, light, fast play
- engaging for groups that enjoy coordination challenges
- not ideal for players who dislike silence or non-verbal coordination
- cooperative dungeon-like quest in a mall
- present-day shopping mall
- cooperative puzzle with light, humorous tone
Mechanics (from transcript analysis)
- fully cooperative, no talking — players collaborate to move characters and complete tasks without verbal communication
- hidden abilities — each player has a unique ability to move a character in a specific way; turns may require coordination
- table presence and negotiation — coordination through visual signals; a 'pond' on the table helps attract attention
Video topics + discussion points
Quotes (from this video)
- "I am officially going pro at this"
- "I’m going to be running a February pledge drive"
- "two videos a week"
- "this is one of the best board gaming experiences of my life"
- "the game ends once somebody gets all of the tiles out"
References (from this video)
- Real-time cooperative
- Interesting
- Party game
- Requires 3 players or more
- Stealing items and exiting
- Shopping mall
Mechanics (from transcript analysis)
- cooperative play — People work together.
- Movement programming — Move pawns around beautiful tiles.
- real-time play — Play happens in real time.
Video topics + discussion points
Quotes (from this video)
- I have won it Stella from me put University this is my third episode of my tabletop diary
- In the spirit of Christmas because it is coming I'm going to talk about 10 board game that you can probably give or try to get your partner boyfriend girlfriend or your friend to try to get into port gaming
- So have you been dreaming your partner playing board game with you let's check this out
- If sheep are not really into ball game can you relate to this
- So those 10 games we pick because we play that before it's good for 2 players they some of them are a co-op games which is really good for people who just a bit for doing board game and some of them have gotten good artwork and they all available to purchase
- This is one of my top recommendations for playing with your partner
- So welcome to it's a really good beginning games could be a party game as well
- Hanabi is a classic game it's really good easy to play easy to learn like really quick
- The foot team is and just adorable so that's what you got
- This is one of the first game that I've ever played in the made up so and I really enjoy it and that's one of the games they got me into board game
- It is a real-time cooperative game where people work together to place three players or more you are both you trying to go around a shopping mall you trying to do steal items and then try to exit in a timely manner
- This is relatively new game and this is actually based on the book cheat you on the beta I used to read them a lot when I was younger or I still do sometimes
- It's a co-op game and one my favorite favorite
- This is essentially a set collection game so you are tea merchants trying to collect your ingredients and trying to fulfill orders for your customers
- This is the prototype copy by the way so the final product will look different
- It's a bit of a candy crush saga feel
- Now at the start I say I'm gonna tell you one special gift that you can give to your partner loved ones or anyone Billy
- This you can definitely do this you can contact certain companies to actually match boardgame on your orange sir parent gave me for my birthday
- Customized every single card is actually customized
- So this is some of the cards this is really really cute like every single one was customized
- Can you imagine if you give your loved ones they might already be into board game they might not but even a simple game with let's say a playing card with customized background it's not that expensive to actually make
- Customized sport game is basically the ultimate present for me
- Thank you so much Terran for that
- Please write in the comment sections below because I really really like to hear from you
- Please consider subscribing to us because just a little help goes along the way to add subscribers to our channels
References (from this video)
- host has never unlocked advanced rules
- host doesn't know what certain game elements do
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I just first of all want to thank everyone who used the affiliate code that they shared in the last episode when placing your orders you'll see it here again on screen and in the description below when you use that link it doesn't cost you any more for the promos but a portion of the proceeds come back to support watch it played so thank you everyone who used that code you can use it again here and anytime you're placing an order on the website and I also want to say a big thank you to board game geek for helping support us in that way as well
- I haven't played yet but I just kind of find the artwork adorable and I wanted these cute bags to put the factions in
- this gives you a fancy way to keep them separate and also makes the setup a little quicker also they just look nice and Concordia is a game I play quite a bit so it's kind of fun having a unique accessory for it
- this allows you to convert all of the goods in the game from cardboard tokens to hard plastic and these are not stickers they're instead heat transferred images that are fused to the plastic so they aren't coming off and they'll stand up to all kinds of wear and tear
- this is the team variant for castles of burgundy that's right you'll have two teams of two sitting side by side where each team has two of these boards and they're contributing to a shared estate and the rules for how this work are included with the promo but essentially each player will have their own player pieces and each team member will score separately but you'll share certain things like workers silverling and goods
- you really couldn't ask for an easier mini expansion to add in than this one
- this gives you another race option with its own unique attribute bonuses and it's double-sided so you can play as either male or female and it comes with 10 additional gold coins as well
- I know exactly how this one works it's for the game Dominion this is the dismantle promo and it comes with several copies of this card which lets you trash one from your hand and if that card costs one or more gold you get a cheaper one and a gold
- this is a Mini upgrade for a Cthulhu there's a flat token that represents cthulu in the game and this is actually a metal miniature to replace that token to give you a slightly more terrifying presence on the board when he's stomping around
References (from this video)
- Sequel to a favorite game
- Same core real-time cooperative concept
- Clever twist on mechanics
- Building a colony
- Mars
- Magic Maze
Mechanics (from transcript analysis)
- real-time cooperative — Players work together against a timer.
- Resource Management — Players produce and transport resources to build biodomes.
- Role-based actions — Instead of controlling directions, players control a color, impacting resource creation and transport paths.
Video topics + discussion points
Quotes (from this video)
- This week is essence filled 2019 the biggest board game convention in Europe and I've told through the thousand plus games that are being released they're found the interesting ones looked at rule books dismissed the rubbish ones and created a list of ten games that I'm really excited about
- I won't be going to Essen this year because the channel isn't making enough money for me to afford it but I will be covering games release there so make sure to subscribe to the channel to see those videos
- if you find this video useful please support the channel on patreon
- hurly-burly is Rhino hero with catapults and if that doesn't get you excited you have no soul
- those are my top 10 anticipated games at Essen this year
References (from this video)
- frustration due to lack of communication mechanics
- potential for emotional escalation at the table
Mechanics (from transcript analysis)
- Limited Communication — The game allows no communication except signaling for players to take actions.
- no-communication — The game allows no communication except signaling for players to take actions.
Video topics + discussion points
Quotes (from this video)
- I agreed to play Magic maze which allows no communication except signaling for players to do something I got so frustrated with it I literally broke a game peace and anger
- The Game of Life Away from the table too
- what better story to include than one that might actually improve our mental health just by listening to it
- I aspire to have a joyful temperament when I play games but sometimes I don't
- the rules to life aren't always clear and they certainly aren't always fair or applied equally to all players
- these games in the hours of playing with my brother and and friends have been a Saving Grace for my mental health
References (from this video)
- Unique experience
- Interesting mechanics
- Can be stressful
- reintroduce fantasy characters to their weapons
- shopping mall
Mechanics (from transcript analysis)
- Action Point Allowance — Each player can only move pieces in a specific direction, for example, North, Left, or Right.
- Limited Communication — The twist on this game though is that each player isn't assigned to a character but they are assigned to a particular direction... you are not allowed to communicate with your team either.
- Real-Time — Because we are against a timer here, it's definitely a high pressure game, you know you are under a lot of pressure. It's real time.
Video topics + discussion points
Quotes (from this video)
- Cooperative games are actually not my forte I don't play too many of them and when I do play them and the ones I enjoy tend to be on the lighter end of the spectrum
- if you're looking for the highly and heavily involved complex Cooperative games then you're probably not going to find many of those kind of games on this list these are a lot breezier because that's what I tend to enjoy when working with others
- I didn't realize how much I enjoyed Real Time games until kind of going back through this uh list
- Sometimes that is not always necessary and for me these are two perfect examples of that where game play Just trumps everything
- Such a cool concept it works beautifully and I can't create ize the game at all I think it is that much fun and a true game that anybody can play drop in and out of it's just a blast
- And yeah there is good as party games get and as good as coopertive games get in my opinion
- Now I understand they're not heavy complex involved games with lots of strategy but sometimes that is not always necessary and for me these are two perfect examples of that where game play Just trumps everything
- Spirit Island a fantastic heavy Euro game that didn't quite work for me in terms of being a bit overwhelming and I was so bad at it but gameplay wise it is um pretty magnificent
References (from this video)
- fun sushi-themed puzzle
- compact footprint and quick play
- sushi preparation competition
- kitchen with limited space
- light, tongue-in-cheek kitchen drafting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- fit to print where we each get to make our own newspapers and uh something about making headlines
- this is Hana mikoi I always say it wrong
- two-player only I believe
- they play pretty quick
- windmill valley so I'm excited to get this one to the table
- this is Walt Disney Animation Studios animated we got that one this summer on lay I believe
- we are G to try and clear off as many things as possible
- there we go so there is our wall for November
- this is Ben where there's a Wills there's a pie I'm in
- Maki Master and you're not sushi chef in the kitchen
References (from this video)
- High-quality components and deluxe version enhancements
- Beautiful artwork; whimsical yet realistic recipe illustrations
- Accessible rules and quick setup; good for light/non-gamers
- Strong solo and expansions support; good replayability
- Some confusion around top tile vs. stack rules and card text
- Text readability issues on some cards (small font, bilingual text)
- Shuffle/space considerations for first-time setups due to component count
- Constructing and serving sushi dishes by arranging ingredients in order for scoring
- A sushi-themed kitchen/food preparation setting with pantry items and recipe building
- Whimsical, culinary-themed
- Diced Veggies
Mechanics (from transcript analysis)
- Action cards and modifiers — Use action cards to manipulate tiles, stacks, and tile placements (snaking, stacking, chopping, brewing, switching, torching)
- End-game trigger — Game ends when all spaces on the board and teacup spaces are filled
- Hand Management — Always hold three recipes in hand; discard to redraw back to three
- Pantry and teacups management — Manage pantry items by category and use teacups and Wasabi to score points
- Serving in a straight line — Complete a recipe by aligning ingredients in a straight line on the board
- Tile Placement — Place tiles to build recipes and progress toward fulfilling orders
- Wasabi resource scoring — Earn Wasabi cubes used for end-game scoring based on recipes served
Video topics + discussion points
Quotes (from this video)
- the components are really really nice
- I like the Artistry of these of this game the art on the recipes does a really good job
- This is actually the Remake
- This one's an instant hit
References (from this video)
- Enjoyable
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this whole video is US looking at 40 boxes saying this is a great game let's never play it again
- so this is like a nice set for somebody want to play it you have everything need for like a lot of
- this is a game I I thought I had fun while I played it but then we tried to get it played again for keeper K and it just like I it was always something else I wanted to play more than this
- sometimes you have to know that the person you play these games with have the wrong taste and they will not play it with you
References (from this video)
- Engaging shared tableau
- strong two-player and solo potential
- thematic appeal
- Limited public data on designers/published year
- Japanese cuisine and sushi preparation
- Shared tableau kitchen environment focused on maki sushi creation
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this game was an instant hit for both Stacy and I
- the ships and Shores expansion was phenomenal, adding the asymmetric abilities of the different boats and new tiles
- Elf Creek has gone completely silent on the Kickstarter page since August
- I had to film my top 10 twice because there was something wrong with something
- this game is quickly moving up my favorite games list
- the promise to have this delivered by Christmas is pretty much dead in the water
References (from this video)
- Flexible game modes including no communication, limited communication, and fully cooperative play
- Tutorial mode with character powers to ease onboarding
- QR code feature with spoiler warning and direct link to video solution
- Puzzles range from simple tutorials to epic multi-card configurations
- Tiles can feel extraneous in fully cooperative play
- May not be ideal for Meetup if social play is the goal
- Time pressure can be chaotic; not ideal for all players
- cooperative real-time puzzle with limited/no communication
- puzzle-driven, no narrative
- Rush Hour
- Lemmings
- Chips Challenge
Mechanics (from transcript analysis)
- cooperative play with no communication — players must coordinate without speaking or sharing information directly
- objective: move colored meeples to armories and exits — achieve everyone’s pieces to the exits by coordinating moves
- restricted directional movement — each player can only move pieces in certain directions
- simultaneous real-time puzzle — no discrete turns; players must act in real time to move pieces
- timer-driven pressure — time pressure drives decisions and end condition
Video topics + discussion points
Quotes (from this video)
- Magic Maze was a time driven uh no communication puzzle
- there is no Hourglass in this game you're expected to treat it as an untimed puzzle
- I would never take this to I would never play this in a Meetup
References (from this video)
- culinary drafting and recipe building
- Japanese sushi kitchen
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a friendly place to be
- the board game industry is not a pie it's a smorgasbord with new dishes coming out every year in the tune of 5 to 7,000 new games
- we are the Dear Abby for gamers
- rising tide lifts all boats
- open gaming area and play to win games is a fantastic concept
References (from this video)
- Tight, puzzle-like tile placement with meaningful card interactions
- Robust solo mode with medal-based scoring (bronze/silver/gold) and a rival system
- Action-card economy adds depth and strategic choice
- Rules can be a bit fiddly on first play; setup and interpretation may take a couple of attempts
- Late-game planning required to maximize five-ingredient recipes and card synergies
- order fulfillment through tile placement and recipe execution in a competitive kitchen setting
- A sushi-themed tile-placement kitchen where players assemble ingredients to fulfill recipes.
- Array
- Light, procedural flavor; focus on table presence and puzzle-solving rather than heavy storytelling.
- 10 Penny Parks
Mechanics (from transcript analysis)
- action_cards — Cards like switch, brew, snake, and stack enhance strategic options for future turns.
- End Game Bonuses — End-game scoring accounts for completed recipes and remaining resources on the board.
- endgame_scoring — End-game scoring accounts for completed recipes and remaining resources on the board.
- Prep — Choose one action: gain an action card, adjust Wasabi pool, or discard recipes to bottom piles.
- Recipe — If you can meet a recipe in order, you serve it and gain bottom-row bonuses; exact order yields a further bonus.
- serve_recipe — If you can meet a recipe in order, you serve it and gain bottom-row bonuses; exact order yields a further bonus.
- Tile Placement — Place a tile on your turn to build rows/columns of ingredients toward recipes.
- tile_placement — Place a tile on your turn to build rows/columns of ingredients toward recipes.
Video topics + discussion points
Quotes (from this video)
- This is a fun one. It's a good one.
- It is a pretty tight game once you get going.
- I really like the abilities on this, the action cards which allow you to kind of break the rules a little bit.
- There's a solo mode with medals and a rival; you have to actually fulfill recipe goals to win.
- Maki Master, a little tile laying.
References (from this video)
- appealing KTBG design and two-player dynamics
- engaging with direct recipe fulfillment
- culinary crafting and ingredient matching
- sushi restaurant kitchen
- procedural, tile-placement
Mechanics (from transcript analysis)
- tile placement and recipe fulfillment — collect ingredients to match recipe cards and place them on board to score.
- two-player blocking and grid control — two-player mode includes board-blocking mechanics.
Video topics + discussion points
Quotes (from this video)
- This is a flip and write game where you are creating a castle.
- I really like this game. I think this is a really good followup because cover your assets.
- Patchwork Doodle is kind of like a followup to the original Patchwork.
- The creatures are adorable.
- I like the colors. They're pretty. They're really nice.
References (from this video)
- strong solo mode
- solid tile-placement and set-collection synergy
- theme is light and may not appeal to all players
- culinary workflow and order fulfillment
- sushi chefs fulfilling customer orders
- abstract/strategic
Mechanics (from transcript analysis)
- Recipe — Place tiles to fulfill different recipe requirements; bonuses for ordering tiles; cards provide different recipes and bonuses.
- solo mode with AI (auto-placing tiles) — Solid solo mode where AI places tiles to challenge the player.
- tile placement with recipe fulfillment — Place tiles to fulfill different recipe requirements; bonuses for ordering tiles; cards provide different recipes and bonuses.
Video topics + discussion points
Quotes (from this video)
- This is a quick game. Makes you think.
- This is Stamp Swap... Automa Factory knocked it out of the park this with this one because what the Automa does, they're going to rate them based on the rarity of them.
- The artwork in this game is phenomenal.
- This game is a wordplay game, and every word matters when you're trying to do this.
- I really enjoy this game. It It was a lot of fun.
- Wonderlust Discover the World… a travel planning game.
- In Cities you are building the best city.
- The windmill rotates and you choose which side you are going to do things from.
References (from this video)
- strong tiling and drafting combination
- rich strategic depth; good solo play
- fun, thematic component design
- dual-use card mechanics can be confusing at first
- may require multiple plays to grok optimally
- sushi chefs crafting rolls under time and space constraints
- sushi-rolling tile lane game; remake of Wasabi
- competitive, strategic drafting and placement
- Wasabi
Mechanics (from transcript analysis)
- card drafting for recipes — draft recipes that require 2, 3, 4, or 5 ingredients (two-two-five depending on rules) and draft another recipe when you complete a roll
- solo mode — has a solid solo variant
- tile laying with space constraints — place one tile per turn; aim to form sushi rolls and score bonuses when in the correct order
- Tile Placement — place one tile per turn; aim to form sushi rolls and score bonuses when in the correct order
- wasabi scoring mechanic — wasabi tokens accumulate on cards and drive points; players manage Wasabi via card placement
Video topics + discussion points
Quotes (from this video)
- Creature Comforts is my number one KTBG game.
- This is one of our top companies for sure.
- I love the use of dual-use cards in Cafe Baris.
- The Wasabi wasabi mechanism is really your points.
- Maple Valley has a really unique path-based worker movement.
References (from this video)
- Great gift idea
- Tons of game
- Robbery escape
- Shopping mall
- Magic Maze
Mechanics (from transcript analysis)
- Cooperative — working cooperatively
- Real-Time — This is a realtime game
- Silent play — eventually silently
Video topics + discussion points
Quotes (from this video)
- Ohoy there, YouTube. I'm back again for some more board game content.
- It is December 9th, 2025, and I'm going to go over 60 games under $30 right now on Amazon that I can recommend to you because I already know they're good to great.
- This game is incredibly difficult, that's why it's down here. It feels borderline impossible.
- People are gonna be yelling at each other and you're gonna be really stumped, but in a good way.
- This is Forbidden Island. This is a fantastic familyweight cooperative game. It's a great gateway cooperative game.
- It comes in this big metal tin which most most of the time a lot of people aren't a fan of
References (from this video)
- Heist
- A mall
- Fantasy themed mall
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The reason I highlighted Planet Unknown is that this is a game that is purely about building a planet.
- But I love the idea that instead of having a universe of planets that you can go and discover, instead you have one specific planet with a unique hook, a unique layout, beautiful art.
- So, in Hot Streak, it is a racing game for mascots.
- Delightful game. I think the the theatic and the uh mechanical twist make this game really stand out.
- Trading in the Mediterranean. Concordia is the game that I think has really broken through in this genre.
- They typically don't enjoy trading in the Mediterranean, but they really really enjoy Concordia.
- But if you're not into the Viking theme of I I guess exploring and pillaging, if you're not really into that, I think a game that stands out that's mentioned here is the game A Feast for Odin.
- But I think this game is just a really really good Eurothemed game that give players a lot of choices.
- So, Creature Caravan doesn't even really present itself as a zombie themed game, but it is.
- But I love that Ryan Locket put his own spin on zombie themed games by just having them be these lumbering creatures that that just follow you around.
- I say that because our game origin story, we have a different take on the the superhero theme in our collection now.
References (from this video)
- heist
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't know if I have a you know, I actually am treating myself today a little bit because I just opened So, this this is a ChocXO love chocolate hazelnut chocolate that that I opened yesterday.
- Are you still collecting data for Tapestry?
- I love Game Changer.
- I would say no for nine pretzels. I would much rather have just gone to a bakery and and gotten them.
- Clank is definitely up there for me.
- I do think Magic Maze Magic Maze is a is a heist-themed game.
- It's on the edge. I can see why you thought of it. I don't feel like I'm doing a heist when I play for I feel like I'm uh feel like it's more of a bribery game, but you are sneaking things in, which is definitely heist adjacent.
- Colt Express, great pick there. Yeah, a train heist.
- I do I love heist fiction. I really love heist fiction.
- I think Charterstone is definitely a step up from Cozy Sticker Ville.
- This is a heist-themed game that I am playing this Friday morning before I record my podcast episode with Mitchell.
- It's a slower burn heist movie.
- It was actually quite entertaining. The action was quite good. There was a good amount of humor in it. It's definitely outlandish. It's It's cartoonish in a way even though it's live action, but Kung Fu Hustle I I enjoyed returning to that.
- My favorite heist-themed game.
- My favorite head-to-head game.
- I do really like the standing desk. This is in an Uplift standing desk.
- I only recently picked up Viticulture and Euphoria, loving them both as two-player games
- I I don't care about dings and dents on them. I'm I'm totally fine with that.
- the solo mode they added to Brass Brass: Birmingham gave me the idea.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the most boring unboxings on the planet Earth
- Look how big this game is. Napoléon
- Oh, it's Wow.
- This feels like a game where you're just going to like they're like there ain't no theme.
- this is another most boring unboxing on the planet Earth.
- A competitive two-player tableau building card game.
- The Bark Side.
References (from this video)
- Enjoyable arena battler
- Least like a typical Knizia game
- Cats
- Arena
Mechanics (from transcript analysis)
- arena combat — arena battler with cats
- Bag/Token Drawing — you kind of pull the tokens out.
Video topics + discussion points
Quotes (from this video)
- This is a seven for me, which is a huge compliment to a trick-taking game.
- Artwork on this is fantastic and playing it solo, I don't really gravitate to solo games.
- Don't let that scare you. It's the least Knizia game I think I've ever played.
- This takes the whole all global politics rather than economy.
- It's a game that is a great filler for so many different circumstances.
- I think it would cause too many arguments and that'd be frustrating.
- it's very much a dice chucker, not really a Euro game in the strictest sense of the word.
- It is a really interesting Eurogame
- Shapely, a odd uh named party game where you're putting these little shapes and trying to guess what people put from R&R Games, but actually works out with some clever things in it.
- You're basically in your head trying to figure out how long timers are.
- Um it's a little kooky which keeps me from maybe giving it a higher number.
- this is a game with no frills, just cards and dice.
- This is a game that's similar to Magical Athlete.
- Woo. What a good game World Order is.
- We played Zombie Side, the new pirate Zombie Side live.
- Ooh, the Disneyland game in a world of color.
- All In Predictions, and I gave it a six out of 10. I think it's an interesting poker game but I found it to be very slow-paced.
- I found it to be a little bit of a game that gives both too much information and not enough information and I thought there was too much hand mitigation but too much luck.
- It's a little bit of a of an ill-fitting game overall.
- I like the idea. I love the illustrations and the artwork but I thought the game played a little slowly for what I was hoping for and there's just too much asking the other people, 'What are you holding?'
- Especially late in the hand, you're able to do that thing. It just blows the the bluffing, the guessing out of the water sometimes, which robs the end of the rounds of any tension, any real tension.
- I reviewed, uh let's see, Comet or Quomet? I'm going to guess Comet. I gave it a 7.5 out of 10.
- This is an abstract strategy game for two players and I thought it was really interesting.
- It is a fast-paced game with a an interesting hook, this idea of making the square on the grid.
- Rules overhead is great for the return on the the investment you're putting into it.
- The usual winning condition is, 'Haha, you missed the thing, so I beat you.' Which I'm not super against. I don't mind that in abstract games so much, but this game certainly feels like that's the way to win. Hope your opponent makes a mistake.
- But other than that, the production's lovely. They really know how to make a good-looking wooden game and the game feels good.
- I think it's one I would be happy to teach other other gamers that don't want a lot of rules but want some some brain candy.
- I reviewed Mustache, which I also gave a 7.5 out of 10.
- This is a trick-taking card game, very simple one, kind of a family-friendly one.
- And it reminds me of some of these games that have come out recently that give you little rules along the way, little spicy things to you know, sink your teeth into as you go.
- This one does that but with a light touch. It's very light, it's very simple and I like the changing partnerships in the game.
- I think the humor that the game attempts to to bring forth is is
References (from this video)
- The idea of cats running around I just didn't interest me at all.
- I didn't even add to the library cuz I know enough people aren't going to play it.
- cats
- gladiator game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, the highest ranked game I haven't played is Eclipse: Second Dawn.
- Each year I play more more games and each year I have played fewer of the top 100. BGG's top 100 is turning into heavy game central, for sure.
- Daydream is a cozy roll and write.
- Stop telling me your games are cozy.
- Terraria on the box says 45 minutes per player. I don't even know what what was going on there because someone was like, you lots of publishers lie about time. No one lies that that egregiously. It is not even remotely 45 minutes a player.
- I don't like Imperial at all. There's my review of
- Wise Wizards definitely said they're kind of on the uh that they're that they're struggling with a lot of stuff. So, I hope it works out pretty well.
- That was Zen Camilla, and they said it was really really hard, which made me not really particularly want to play it that strongly. I like to play games that are easier, not as difficult.
- Um, there's there's always things we're working on. Uh there's something small bag that we're working on. I can't really talk about that. Um, yet, but you'll know about that in a few weeks.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I got 66, so not great. Not great. So, I ate on this one.
References (from this video)
- Best real-time game
- Engaging silent cooperation
- Tests friendships and requires coordination
- Satisfying, hard-earned victories
- Not for everyone due to the stress
- Original version had tiles instead of cards
- Fantasy shoplifters exploring a mall to find target shops and escape before the police arrive
- A shopping mall
- Kites
Mechanics (from transcript analysis)
- cooperative play — All players work together to achieve the objective.
- Limited Communication — Players cannot talk to each other, only use actions and a sand timer.
- Real-Time — Players must act quickly before the timer runs out.
- Simultaneous action selection — Each player can only perform one type of movement for any character.
Video topics + discussion points
Quotes (from this video)
- BarbeCubes should be clocking in a record face value of 96.
- The bodies are piling up at the Paris Opera House, and since no one heard the screams over the sound of the screams, it's your job to get to the derriere of it.
- Onitama is chess for the modern world because it's leaner, faster, and doesn't require you to do homework to get on with it.
- For me, it's the only entry-level area control game I'd recommend.
References (from this video)
- Fits heist theme due to limited communication
- Cooperative
- Can be stressful due to the timer
- Does not feel like playing a specific character
- Heist / Escape
- A mall
- Players must work together to move their tokens through a mall to escape, with each player only able to move tokens in specific directions, requiring split attention and limited communication.
- Escape: Curse of the Temple
Mechanics (from transcript analysis)
- action restriction — Each player can only move their token or can only move tokens in a specific direction.
- cooperative play — You're really trying to work together as a team in real time with very limited communication to cooperate in moving around these tokens.
- Limited Communication — With limited communication, I think which that actually fits well into the heist theme as well.
- Real-Time — There's a timer like in Escape Curse of the Temple.
Video topics + discussion points
Quotes (from this video)
- And so you're trying to constantly manipulate the guards, which is something that happens in many different heist movies where there are guards that you have to trick or or manipulate a little bit so that you can get into the museum or the bank or wherever you're trying to break into.
- Among all these games might even capture the heist theme the best uh the core beats of a heist movie out of any of these games.
- This doesn't exactly fit into heist themes in that like this is more like everyone is an independent robber trying to leech off of each other a little bit rather than assembling a team of people to go to one place together.
- So I really like this idea of of bluffing, of table talk, of of sneakery, uh sneaking around to try to get to the location that you want without anyone else going there, and also trying to read other players and see the location they really want to go to and try to pick that location when they are the mastermind.
- There's a lot of talk and negotiation almost between the players in those regards that I see in a lot of heist movies where the character dynamics are really really good.
- Perhaps one of the best themed best heist themed games or games that lean into the heist theme and really hits many of these beats of a heist movie.
- But as you play, your cards might come up in a different this deck building game in a different way than you were intending to go and you have to pivot and you have to choose a different way or a different artifact to target.
- The only reason I didn't put it number one is that it isn't cooperative.
- And so I chose The Game at number one even though The Game is fairly abstract.
- Um but it is cooperative which I think is a key element of a of a heist game heist movie.
- But it is a game about breaking into a bank or a vault and I I think it captures the heist theme pretty well even in its abstract nature.
References (from this video)
- Great production value, especially the acrylic components
- Fast-paced gameplay with no turtling
- Engaging two-phase gameplay (preparation and battle)
- Interesting tactical decisions during combat and token selection
- Visually appealing and eye-catching on the table
- Theme feels a bit cloying or tacked on compared to the original game's theme
- Crowded genre space for arena battlers
- Magical cats fighting in an arena
- Clash of the Gladiators
- Battle of Mecha Verse
- Hoplomacus
Mechanics (from transcript analysis)
- area control/placement — Players place fighters onto the board with restrictions on placement relative to other pieces and player's own pieces.
- Dice Rolling — Combat is resolved by rolling dice, with the number of dice determined by various factors including equipped tokens.
- Modular Board — The game uses four mat boards that can be placed in any orientation to form the game board, with an alternate side for advanced play.
- Set Collection — Players collect magic tokens that can be used for powers or as points at the end of the game.
- Variable player powers — Fighters are equipped with magic tokens that grant specific powers or abilities.
Video topics + discussion points
Quotes (from this video)
- It's like you would not have known if they didn't put it on the box.
- This is a game that I already liked the original version of Clash of the Gladiators. I liked that it was something that felt different from my favorite designer.
- You never skip a battle. There will always be a battle.
- I love the production on this.
- This is by far in my opinion the best production of any iteration of this game has ever had.
- The negative that I have honestly is the theme.
- This is a game that I recommend. It's a game I like. It's a game that I will continue to play.
- This forces you to fight. You have to get out there and fight and because it's shorter I was I don't know what it says 45 minutes or so it's 30 to 45.
- It hits the table quickly and it's one of those that people can jump in and they're like got it. You know, so it's good.
- choose fireball.
References (from this video)
- Nominee for Spiel des Jahres in 2017.
- Interesting idea that paved the way for the genre.
- Fun game.
- Can lead to players bending rules to avoid restarts.
- Requires players to be on the same page about obeying the rules.
- Hasn't been played in a couple of years.
- Likely wouldn't beat out other cooperative games like The Crew or The Mind.
- The directional movement restriction feels random.
- Hasn't been played much and unlikely to be played again soon.
- Adventurers escaping a mall
- A mall or similar location
- Real-time cooperative with limited communication
- King Domino
- Hanabi
- The Mind
- The Crew: The Quest for Planet Nine
Mechanics (from transcript analysis)
- cooperative play — Players work together to achieve a common goal.
- Limited Communication — Players are not allowed to talk during certain phases of the game.
- Real-Time — The game is played in real-time.
- Simultaneous action selection — Implied by players acting at the same time with directional movement restrictions.
Video topics + discussion points
Quotes (from this video)
- this is where i'm going to talk about every once in a while i'm going to be getting rid of let's say probably five to ten games from my collection
- heavy or more complex games i tend to hold to a bit of a higher standard when i'm deciding what games to keep in my collection
- i have heard him say that he likes it when other people do these kind of videos and he likes hearing why people have games leaving their collection
- i really do respect the designer and the company the way they operate
- am i making any big mistakes here are there any of these games that i am going to regret later
References (from this video)
- Accessible and light-hearted
- Strong party/icebreaker potential
- Occasional misprints or edition variance can affect play
Mechanics (from transcript analysis)
- cooperative time-management puzzle — Players coordinate to move through a shopping mall, collecting items under time pressure.
Video topics + discussion points
Quotes (from this video)
- Mental health is something that is really important to us and ever since then it's kind of been a big proponent of our channel and of our community.
- This allows us more opportunities to do topics like that on the podcast.
- bi-weekly podcast every other Friday.
- Carcasson being my true love in my wife's wedding vows.
- Seven Wonders Duel showed how you don't need to play a three-hour game to be completely enraptured by a board game.
- Gloomhaven opened doors to ongoing legacy and campaign experiences for us.
- There is now an entire audience that might not have found us because they don't consume YouTube or watch video content; podcast opens that door.
References (from this video)
- acknowledges a well-known, loved title
- adds credibility to the live-play format by referencing a familiar game
- the direct guessing relies more on recognition than mechanism discussion
Mechanics (from transcript analysis)
- Cooperative Game — the speaker cites Magic Maze as a favorite in context; its mechanics are referenced implicitly as a benchmark
- cooperative play — the speaker cites Magic Maze as a favorite in context; its mechanics are referenced implicitly as a benchmark
Video topics + discussion points
Quotes (from this video)
- Oh we've had this on the challenge before
- my favorite game of all time magic maze
- we borrowed blindfolds from Hand to Hand Warat which is a fun game you cannot see anything now
References (from this video)
- Visually engaging and colorful
- Interactive for kids, encouraging hands-on play
- Surprise element with transformation and character reveal
- Messy play environment due to water
- Limited educational content or learning outcome
- Magical towel that reveals designs and imagery when soaked
- Bathroom with bathtub
- Playful, interactive demonstration with a surprise reveal
Mechanics (from transcript analysis)
- Deck Manipulation — Children squeeze and pull to test durability and elasticity
- Durability testing — Towel is pulled apart and tested in a playful, non-serious manner
- Manipulation — Children squeeze and pull to test durability and elasticity
- reveal — Visible imagery (Ariel motif) emerges on the towel
- Simultaneous Reveal — Visible imagery (Ariel motif) emerges on the towel
- transformation — Towel changes form and reveals a design when wet
Video topics + discussion points
Quotes (from this video)
- Whoa. Look at that. It's starting to fall apart.
- Pull it like pull it apart. See? It
- It's Ariel.
- And it started off with a heart. Do you like that?
- Yeah. Does it feel like a comfy towel?
- Should more kids get these towels?
- Don't eat the water. Don't drink it.
- Yeah. Yeah. Oh, and in case you're wondering, it's a pretty large size towel, too. It's uh pretty nice.
References (from this video)
- Innovative timer mechanic
- Strong team coordination challenge
- Can be chaotic if not well managed
- cooperative exploration with real-time pressure
- fantasy heroes in a shopping mall
- chaotic, strategic
- Pandemic
Mechanics (from transcript analysis)
- Limited Communication — talking is restricted unless timer allows
- Real-Time — actions are performed under a sand-timer constraint
- real-time actions — actions are performed under a sand-timer constraint
- Tile Placement — adding new mall tiles as you progress
- tile-placement / exploration — adding new mall tiles as you progress
Video topics + discussion points
Quotes (from this video)
- Mechanics first, theme second.
- The fastest way to lose new players is with a dull 3-hour game.
- This is a perfect entry-level co-op game.
- Open drafting lets you see what everyone is taking as they take it.
References (from this video)
- light and quick
- family-friendly version of Wasabi ideas
- scoring feels opaque at times
- could overfit Wasabi similarities
- sushi scoring
- picture-sushi drafting
- Wasabi
Mechanics (from transcript analysis)
- set collection / drafting — reproduces Wasabi as a faster, lighter tile-drafting experience
Video topics + discussion points
Quotes (from this video)
- I hate this game so much.
- The theme definitely is carrying the game but I really like the mechanisms too.
- It's a nice back and forth two-player game trying to outguess the other person.
- This is basically Scrabble with pictures.
References (from this video)
- excellent for family play and mixed-age groups
- strong nonverbal communication challenge
- can get chaotic if players get distracted
- rules can be tricky to enforce consistently
- cooperative stealth and coordination
- bank/ mall heist without talking
- frantic, chaotic cooperation
Mechanics (from transcript analysis)
- cooperative real-time — players work together under time pressure with no talking
- Nonverbal coordination — players signal intentions through actions rather than speech
- Real-Time — players work together under time pressure with no talking
Video topics + discussion points
Quotes (from this video)
- these are games that we think will make people happy and make people have fun
- we need to share the joy of games because all people should love games
- it's very quick and simple rules
- two games in one and very fun for families
- no talking
References (from this video)
- strong cooperative flow without a single directing pawn
- accessible onboarding via tutorial boards
- clear, colorblind-friendly symbols and directional cues
- non-verbal coordination can be challenging for new groups
- some players may prefer not to have any time pressure (depending on version)
- team coordination, non-verbal communication, spatial problem solving
- fantasy-themed cooperative maze puzzle where players guide pawns to exits in a shared space
- abstract/minimal narrative
- Magic Maze
Mechanics (from transcript analysis)
- Cooperative Game — players act in real time to move pawns toward exits, without a single designated controller
- doors, keys, and barriers — color-coded doors require keys; pawns cannot pass through other pawns
- Limited Communication — players rely on orientation tiles and gestures rather than spoken instructions
- limited time pressure (sand timer) — the original version uses a sand timer to create urgency (not present in the Tower variant)
- Non-verbal communication — players rely on orientation tiles and gestures rather than spoken instructions
- orientation tiles — players place tiles that indicate cardinal directions, guiding movement and strategy
- pawn movement on a shared grid — any pawn can be moved by the active player, not a single fixed piece
- Real-time cooperative play — players act in real time to move pawns toward exits, without a single designated controller
- Tutorial — the base game includes tutorial boards to teach players how to play
- tutorial-driven onboarding — the base game includes tutorial boards to teach players how to play
Video topics + discussion points
Quotes (from this video)
- This is a Cooperative game
- it does not have any time it does not have any pressure
- it's silent but also Cooperative
- I think this has lovely possibilities an endless play if you want to puzzle with a friend
- colorblind friendly with symbols
- the biggest difference between Magic Maze Tower and Magic Maze
References (from this video)
- stressful yet incredibly fun
- compact and travel-friendly
- family-friendly and easy to pick up
- chaotic for some groups
- learning curve around the special abilities
- flux and urgent teamwork
- real-time mall-like maze
- silent, frantic coordination
- The Crew
- Mysterium
Mechanics (from transcript analysis)
- Real-Time — Players move pieces in real time according to their abilities with no spoken language.
- real-time movement — Players move pieces in real time according to their abilities with no spoken language.
Video topics + discussion points
Quotes (from this video)
- it's the weirdest thing about Hanabi, the communication is so layered that you feel like you still have control over the table even when you can't see your own cards
- it's basically poker without gambling — that's the clever bit
References (from this video)
- stressful but hilarious
- great for large groups and travel-friendly
- silent play with strong nonverbal communication
- and can be chaotic for some groups
- rules can feel restrictive to new players
- cooperative real-time puzzle solving
- mall-like maze with four players each having a color
- silent, nonverbal coordination
- Mysterium
- The Crew
Mechanics (from transcript analysis)
- color-coded roles — Each player has a specific ability guiding movement.
- Cooperative Game — Players move pieces in real time to exit a maze with restricted communication.
- real-time cooperative puzzle — Players move pieces in real time to exit a maze with restricted communication.
Video topics + discussion points
Quotes (from this video)
- it's the weirdest thing about Hanabi, the communication is so layered that you feel like you still have control over the table even when you can't see your own cards
- it's basically poker without gambling — that's the clever bit
References (from this video)
- Has quirky mechanism
- Cooperative exploration
- Fantasy dungeon
- Abstract
Mechanics (from transcript analysis)
- cooperative gameplay — All cooperating with quirky mechanic
Video topics + discussion points
Quotes (from this video)
- It wasn't just the hundred sort of best designed games this was the hundred games that I feel that I'm particularly sort of connected to
- The games that have a place in my heart really games that I've got a lot of nostalgia for
- It felt a bit like doing a roll and write game but without all of the sort of convenience
- I wish I still had castles of burgundy and notre dame
- The main thing that got in the way for me was all the iconography
- I do use board games as an escape from screens and technology
- I really like the production of cockroach poker
- I found it was a game where I could see the ending coming and then someone would just go and there we go we've got another 20 minutes now
- It feels like something other than a board game
- The decisions you make in the game are very very slight
- Right up my alley
- I do really like push your luck
- That's my favorite game
- Abyss is my second favorite game
- I love pekka pig
- I just think it's ugly
References (from this video)
- Highly frantic, works well with groups
- Innovative silent coordination
- Strong real-time co-op design
- Can be chaotic or overwhelming
- Some players dislike real-time pressure
- silent, cooperative real-time puzzle
- shopping mall
- frantic, team-driven
- Escape Curse of the Temple
Mechanics (from transcript analysis)
- Real-time cooperative play — Players work together under time pressure; no speaking allowed.
- Role-based movement restrictions — Each player has limits on how they can move heroes to reach exits.
- Silent communication — Clues are conveyed through actions and tokens rather than speech.
Video topics + discussion points
Quotes (from this video)
- this is one of those very simple little games where I played it and I thought I wish I'd thought of that
- Accessible everybody can understand it
- it's the best real-time cooperative game that I've played
References (from this video)
- Great for noisy environments
- Frantic and engaging
- Works with 6 players
- Doesn't require clear communication
- Can create frustration between players
- Requires gesture interpretation
- Cooperative silent navigation
- Shopping mall
- Frantic cooperative
Mechanics (from transcript analysis)
- Cooperative — Players work together
- Gesture communication — Tap wooden token to signal
- Real-Time — Playing against the clock
- Silent communication — Cannot speak to each other
Video topics + discussion points
Quotes (from this video)
- a series of videos where I take a bunch of different possible scenarios some of them provided by you the viewers and I shuffle them up into a deck of cards I reveal a scenario and roll a dice to see how many players I've got
- I got in lots of trouble last time for using the word dice as a singular so we'll be sticking with die as long as I remember today
- everything economic uh that I really really love seems to cap out at five players
- I can't imagine how long it would take so I think that would probably ruin ruin game
- frankly I played that with uh two players once and we gave up after about seven hours
- there's some good ones but most games before 1995 would ruin game night if you tried to play them today
- you're not allowed to speak to each other and you're playing against the time so it's very frantic
- the only way you're able to communicate is by tapping this wooden token to say look I need you to do something
- I think Mysterium would fall apart if they didn't speak the language and that's odd isn't it because it does isn't a game that has any text in it
- I think a terrible idea there's not that much interaction and the game gets longer with each player that you add
- I don't understand the people who put down a big you know they stick down Scythe in front of kids or boast about the fact their four-year-old can play sides
- there's no reason to be playing um Snakes and Ladders or or Candyland I would say not that Candyland is a big thing in the UK
References (from this video)
- Chaotic
- Fun
- Stressful in a good way
- Cooperative Heist
- Shopping Mall
Mechanics (from transcript analysis)
- real-time cooperative movement — Players can only move characters in specific directions without verbal communication
Video topics + discussion points
Quotes (from this video)
References (from this video)
- dynamic, fast-paced teamwork
- great for new players and families
- cooperative real-time shopping mall puzzle
- Captain Sonar
- Hanabi
Mechanics (from transcript analysis)
- real-time cooperation — players move pawns in sync to reach goals
Video topics + discussion points
Quotes (from this video)
- I guarantee that 90 of the games here I think you will enjoy
- this shelf is like this any game you pull out you know you can immediately play even if you don't remember all the rules
- I want it as well
- you have to move with the culture next to the wine I think he's a fan of me
- two players two player versus games exactly
References (from this video)
- highly social and participatory
- great for teaching non-verbal teamwork
- can be chaotic; requires good group dynamics
- cooperative puzzle with non-verbal communication
- non-specific, abstract heist
- playful, emergent teamwork
- Forbidden Island
- Pandemic
Mechanics (from transcript analysis)
- multi-piece control and symbol-driven play — players move multiple pawns with limited, non-direct control
- non-verbal coordination — communication is minimized; players infer others' intentions
Video topics + discussion points
Quotes (from this video)
- pure cooperative where everybody wins or loses together
- we're in this together it's okay you know i'm not working against you
- macro level adventure
- this is the gloomhaven that should have been the first gloomhaven to come out now
References (from this video)
- intense, fast-paced teamwork
- high energy for groups
- cooperative real-time puzzle solving
- Fantasy mall heist
- fast-paced, chaotic teamwork
Mechanics (from transcript analysis)
- no talking — players cannot verbally communicate to coordinate
- real-time cooperation — play proceeds in real-time with a timer
Video topics + discussion points
Quotes (from this video)
- there are many different paths to happiness and nothing's necessarily the right or wrong answer
- the dice are weighted towards being negative
- this game tells a story unlike any other board game I've ever played
- you can't talk to each other during this game
- it's a simple clean auction game which you just come to expect from Ronnie comitia
References (from this video)
- high energy and teamwork
- great crowd-pleaser for groups
- chaos may overwhelm some groups
- real-time cooperative puzzle solving
- shopping mall pursuit
- procedural
Mechanics (from transcript analysis)
- real-time cooperative movement — players move in real time with shared control and limited turn actions, requiring tight coordination
Video topics + discussion points
Quotes (from this video)
- it's very important that kids and grown-ups enjoy it
- you either lose together or win together
- menara would be a great unique option for this
- one guy is a quick polyomino speed game ... it's a bit thinky
- the avengers robin hood is a storytelling adventure game
- it's a story game where you are pirates and try to fulfill your destiny
- you can play magic maze... it's a real-time experience
- don't blame the kid if you lose
References (from this video)
- cooperative and accessible for groups
- cooperative stealth / silent play
- team-based, puzzle-like
Mechanics (from transcript analysis)
- cooperative play — teams must work together with limited communication
Video topics + discussion points
Quotes (from this video)
- this was such a great entry immediate so easy to pick up and enjoy and it had all the core aspects of modern gaming that i love
- kickstarter has changed quite a lot
- the channel takes up all of my time and i worry about releasing quality content for my audience
- libitalia is the only game that i've played and i know that i love and i don't have that
- i'm ruthless i tend to get rid of them as soon as i don't want them anymore
- the big lebowski is a favorite of mine
References (from this video)
- Creates unique puzzles through constraints
- Encourages cooperative teamwork
- Mysterium
- Deception Murder in Hong Kong
Mechanics (from transcript analysis)
- Limited Communication — players coordinate in real time without speaking to complete objective; communication is nonverbal
Video topics + discussion points
Quotes (from this video)
- i absolutely love cockroach poker
- the big moments and the big swings are quite satisfying
- i find these games hilarious
- i really like the game huh or hein
- watching the value of things change
- the moment when that tower collapses it's exciting
References (from this video)
- Fresh, innovative mechanism
- Huge engagement with cooperative play
- Rigid communication rules can frustrate some players
- teamwork and chaos without talking
- cooperative real-time dungeon exploration
- playful, frantic
Mechanics (from transcript analysis)
- clock stoppage for strategy chat — Players can later briefly pause the clock to discuss, then resume.
- cooperative real-time movement — Players move pieces under strict directional rules without speaking; time pressure adds tension.
Video topics + discussion points
Quotes (from this video)
- the brave action is bigger but you might not get it if someone else also takes it
- the witch's theme delivering potions works very well
- rules are really simple, uh the game is attractive and it's a game that you can really sort of you feel like you could master
- it's the best trivia game that i know
- the production is fantastic, the pieces are really high quality
- you are not allowed to speak to each other
- the cubes are the most magnificent component
- i created doodle rush
References (from this video)
- Intense, teamwork-driven puzzle
- Fast-paced and fun when players gel
- Innovative real-time coordination feel
- Steep learning curve for new players
- Can feel chaotic without good communication
- cooperative heist, teamwork under time pressure
- Mall; cooperative theft in a shopping center
- real-time puzzle-solving with no talking
Mechanics (from transcript analysis)
- Cooperative Game — Players move pawns and collect items under a shared clock with limited communication.
- Limited Communication — Communication is minimized to increase tension and challenge.
- Movement/actions on a shared map — Team must coordinate to cover all tasks before the clock runs out.
- Real-time cooperative play — Players move pawns and collect items under a shared clock with limited communication.
- Silent play rule — Communication is minimized to increase tension and challenge.
Video topics + discussion points
Quotes (from this video)
- there's going to be 13 questions
- if nobody can figure it out we can ask for a hint and then we can get half a point
- it's magic maze
- stone age
- it's your game in what game humans are bad and spirit island
- there are raccoons there
- root
- it's sushi go