The Mandala: the symbol of an ancient and sacred ritual. Colored sand is laid to create a symbolic map of the world before the pattern is ceremonially destroyed and the sand cast into the river.
In the two-player game Mandala, you are trying to score more than your opponent by collecting valuable cards — but you won't know which cards are valuable until well into the game! Over the course of the game, players play their colored cards into the two mandalas, building the central shared mountains and laying cards into their own fields. As soon as a mandala has all six colors, the players take turns choosing the colors in the mountain and adding those cards to their "river" and "cup". At the end of the game, the cards in your cup are worth points based on the position of their colors in that player's river. The player whose cup is worth more points wins.
The linen playmat shows two circular mandalas, with each being divided by a horizontal space (the mountain) to create one "field" for each player. The playmat has seven spaces in front of each player to hold their river of single face-up cards and their cup: the stack of face-down cards which they score at the end of the game.
To begin, each player receives a hand of six cards. Each player receives two random cards face down in their cup, then two random cards are dealt face up into the central mountain strip of each mandala.
On your turn, you may play either a single card into one of mountains, or one or more matching cards into one of your fields. All cards played into a mandala must follow the "Rule of Color": Once a color has been played into one of the three areas of a mandala, then later cards of the same color can be played only into that same area. Thus, once your opponent has played red cards into their field, then you can't play red cards in your field, and neither you nor your opponent can play red cards into the central mountain. If you played a card into a mountain, draw three new cards from the deck at the end of your turn; if you played cards into one of your fields, do not draw new cards.
A mandala is completed once it contains all six colors of cards. When this happens, the players "destroy" the mandala, taking turns to choose a color present in the mountain and claim all cards of that color. Whoever played more cards in their field chooses first; if tied, the player who did not complete the mandala chooses first. The first time you claim cards of a specific color, lay one of these cards in the lowest-valued empty space in your river, then place the rest into your cup. The spaces in your river are valued 1-6 in order, so cards of the first color you claim will be worth 1 point each, cards of the second color you claim worth 2 points each, and so on.
Once a mandala has been destroyed and all the colors in the mountain claimed, cards played in the fields are discarded, two new cards are dealt face up into the mountain, and the game continues.
The end of the game is triggered either when the deck is exhausted or when one player adds a sixth color to their river. Both players then tally the value of all the cards in their cup, based on the position of the colors in their river, and whoever has the higher score wins!
Contents:
1 linen playmat
108 mandala cards (18 in each of 6 colours)
2 reference cards
Crystalla 2 Player Live Play
Images
- Creative use of the Mancala mechanism.
- Challenging and requires planning ahead.
- Fast-paced matches.
- Differentiated characters with unique abilities.
- Neoprene mat is nice.
- Set in the Alice in Wonderland world with art from Wonderland's War.
- Not for everyone due to the unconventional system (disconnect between Mancala and fighting).
- Weird hookah art.
- fighting game using Mancala
- Alice in Wonderland world
- Five Tribes
Mechanics (from transcript analysis)
- action selection — The spaces will let you heal if you need healing or get the commoner cards which can be really powerful.
- Area Control — You can only move shards that are on your side of the board.
- Doubler — You've got this big shard and when you use that you get to do whatever the thing is double.
- Health tracking — You're going to harm the other person. You're going to be knocking down their health. And you're also going to heal your own health.
- Mancala — This is a Mancala game. And so, you're using a Mancala to fight each other. So, you're going to have a bunch of these shards on your side of this table. You're going to pick up all those shards from one space, drop them off one at a time bread crumb style. Wherever you put the last one, that is the thing you're going to do.
- Set Collection — Get the commoner cards that are one-time use.
- Variable player powers — The game comes with six different characters. And they all have their own powers and their own plus one cards.
Video topics + discussion points
Quotes (from this video)
- You guys were right. We really like this game.
- This is a Mancala game. And so, you're using a Mancala to fight each other.
- This is not going to be for everybody.
- The draw here really is that cooperative campaign.
References (from this video)
- Excellent theme and presentation
- Gameplay was pretty lacking
- Not as much strategic depth as I would personally like
- Actions were very limited
- Triggers for your cards were kind of basic
- Wonderland's War universe
Mechanics (from transcript analysis)
- action selection — moving stones around a board in order to land on certain actions
- resource collection — collecting resources
- Variable player powers — Each player has a unique player power or set of powers that they can utilize for the game as well.
Video topics + discussion points
Quotes (from this video)
- Hopefully these first impressions will clue you in to some games you might enjoy as well as saving you some money and time researching games that you may want to pass on.
- But without further ado, let's get started.
- Overall, not only does this game have gorgeous presentation, but it has a lot of elements of chunkier Euro style games that fit together very smoothly and I found that it is a fairly easy teach and play with a lot of complexity in the decisions that you make from turn to turn.
- Really, really love this one.
- If you have a chance to check out Orléans you're a fan of Eurogames, definitely don't sleep on this one.
- I'll definitely want to play it with more than two players before I give more thoughts on it, but I have to say that I'm very tempted, and this is rare for me, but I'm very tempted to just pay MSRP for this one so I can get it as soon as possible and try it with three, four, five because the two-player game was very interactive, very puzzly, and also didn't outstay its welcome as I found some trick-taking games with multiple rounds tend to do.
- So, although I'm very glad that I got to try it, this isn't necessarily one that I'm looking to add to my collection personally.
- So, there you have it. That is seven mini reviews of some new games that I got to try last month.
- Hopefully, these first looks can give you some ideas about whether or not these games are for you.
References (from this video)
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- I'm not happy right now
- I'm seriously considering some small to significant changes
- I wish I had something concrete to tell you but I didn't really want to sit here and say everything is fine when everything isn't fine
References (from this video)
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References (from this video)
- Airland at Sea
Mechanics (from transcript analysis)
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- i've never actually written a rubric before
- a board game is just a pile of bits and uh cards without rules so that's a very important part of this
- i am super excited to actually own a copy of this
- i spent a decent amount of money to get this copy because i wanted to cover it for the channel
References (from this video)
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- it's gorgeous
- the magic of board games involves another human being
- practice makes perfect
- it's such an amazing resource
- 2020 has permanently changed my life
- i love board games and i want to keep giving this a shot
References (from this video)
- Tabletop Simulator mod
- two-player card games
Mechanics (from transcript analysis)
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Quotes (from this video)
- i was blown away by how much i loved that game
- i was blown away by the innovation that was in this game
- i was blown away at how much fun i had actually playing this one
- this game is so tense and so tight with such an elegant simple rule set
- i don't think i actually enjoyed that play
- i absolutely loved the experience
- i was completely blown away by this game
- i hated this game what a surprise
- it's a top 10 game
- so unfortunately my biggest surprise game overall is on the negative
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- don't buy too many games all at once unless you love that part of it
- there's no such thing as hearing about a video too soon
- i plan out as far ahead as i can realistically
- i adore lost runes of arnac
- anno 1800 legacy thanks for putting that idea into my head
- on mars is right there at the top
References (from this video)
- strong two-player experience
- compact components and quick plays
- bluffing can be punishing if misread
- bluffing and deduction in a two-player format
- none stated
- abstract
Mechanics (from transcript analysis)
- area scoring with color-based decisions — players initiate scoring in board halves based on color cards played.
- hand management and bluffing — players play colored cards to different spots; bluffing and educated guessing drive scoring.
Video topics + discussion points
Quotes (from this video)
- this is a puzzle game realistically where you're trying to make that work
- not a victory point game realistically you're just trying to get to the threshold before anyone else
- this is a hidden gem that no one ever talks about
- i cannot recommend equinox enough
- every single card can be a different champion
- it's basically scrabble without the words
References (from this video)
- Taking tourists to sites
- Canals of Venice
- Can't Stop
Mechanics (from transcript analysis)
- Dice Rolling — rolling dice
- Push Your Luck — pushing their luck
Video topics + discussion points
Quotes (from this video)
- This is now my most anticipated game of the year
- I kind of begin to tell you how much I'm into this
- I have said many times that the crew mission deep sea is my favorite game of all time I won't shut up about it
- This feels like a great board game coffee table book
References (from this video)
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Quotes (from this video)
- this sounds really boring but essentially i built a database of all of the content that i've made over the last eight years
- it's an incredible number i was shocked to see that
- it's now publicly available to everybody you can go to johngetsgames.com/games and that'll take you right to a read-only version of it
- these are essentially passion projects that i'm working in amongst the paying work that I do
- this is essentially a 1.0 version of the junkets games database
- it's possible at some point i will upgrade this into an actual website
References (from this video)
- hand management is clever and subtle
- engaging scoring front with a cup for points
- easy to teach but with depth
Mechanics (from transcript analysis)
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Quotes (from this video)
- the art knit is absolutely phenomenal
- it's a very exciting game
- the edge of the seat factor really elevates this game
- it's a tug and pull in an internal tug and pull
- production, the theme, the art, the rules are easy to teach
References (from this video)
- two-player depth with dual areas
- requires forethought about opponent actions
- could climb more with more plays
- Arboretum
Mechanics (from transcript analysis)
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- I'm basically riding on this Nostalgia
- it's just one of those games that for as much as I like it... I'm always gonna rank it high
- the wheel that you turn to give the clues
References (from this video)
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- it's just a really exciting experience to pitch these games
- Jessica did all of the graphic design
- I believe in these games
- I don't think I'm ever going to make money off of these maybe I will who knows
- Spiel felt like Disneyland for five days
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just a really exciting experience to pitch these games
- Jessica did all of the graphic design
- I believe in these games
- I don't think I'm ever going to make money off of these maybe I will who knows
- Spiel felt like Disneyland for five days
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- which one are you looking forward to most
- so I know which one of these I'm looking forward to the most
- so hope you enjoy 21st century week
References (from this video)
- Wonderlands War
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a wonderful day to be alive in this golden age of gaming
- but this board looks really fascinating to me
- I am all here for this game
- I'm really curious to see what they change about the base game
References (from this video)
- Really cool
- Especially if you're a fan of Wonderlands War
- Head-to-head Mancala
- Wonderlands War Universe
- Wonderlands War
Mechanics (from transcript analysis)
- Mancala — Described as a Mancala-style game with a head-to-head twist.
- Rondel — Players manipulate pieces around a tea party rondel.
Video topics + discussion points
Quotes (from this video)
- it's very different
- it is very interesting
- it's a little game already a huge game with a ton of stuff
- I'm terrible at it but I play a lot more on the digital
- it's a Euro game it's supposed to be really good
- this is your real chance it doesn't really get into retail so this is your best chance to get it
- this is the biggest flip and right Style game I've seen
- the production on this one looks pretty insane for a blank and write
- it's so much more than that but that is the really interesting thing that's driving the whole
- huge amount of variability in the player powers
- huge upgrade yeah
- I think I can say this is the biggest flip and right Style game I've seen
- the biggest flip and right Style game I've seen
- this is the
- Sweetlands, yeah, you haven't played. This is probably right now my number one game to play and that's not just because of the way it looks but it has such a unique and cool aesthetic to it.
- it's really really cute looking it has almost kind of like an Adventure Time sort feel like it would be a cartoon in the world of Sweet Lands
- this is a pretty heavy game there's a lot going on
- there's like massive negative points if you don't reach certain spots of the map which is crazy
- a lot of the games we've been playing lately have just massive amounts of end game scoring this one had a ton
- there's some Tableau building that feels a little vaguely like some of the things you'd experience in something like terraforming Mars with tags and those tags letting you maybe get discounts or do other things
- ninth level games is releasing a Thunder Road Vendetta RPG that's on Kickstarter right now
- that polymorph system it's very easy to learn so if you're brand new to RPGs
- it is intriguing to think of a role play game setting set in that world and it has to involve a lot of car driving and stuff like that and shooting and blowing up and all the stuff
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- they took Wonderlands War same theming same kind of fun idea and they just put a different spin on it
- they didn't even call it wonderlands War Duo they called it mad kala but clearly everybody who's aware of the game knows that it's basically essentially a two-player version of wonderlands War
- I love the idea of that
- I would love to have a solo version if you could just take the world and it like I said has it can be a completely different game but just give me like a solo version still in that world
- I would not be surprised if they have like a wingspan Duo
References (from this video)
- Incredible history and one of the most played games globally.
- Fascinating and mathematically incredible.
- Covers a vast geographic range.
- Carries on in modern games like Trajan and Terra Mystica.
- Africa
- Trajan
- Terra Mystica
Mechanics (from transcript analysis)
- Sowing seeds/pebbles — Players pick up seeds or pebbles and drop them one by one into pits or houses on the board.
Video topics + discussion points
Quotes (from this video)
- the competitiveness gets crappy if like you if you cannot admit to yourself that you're competitive because that's when you will start being like horrible
- humans are I think generally really really honest with each other I think we'd be shocked really to realize how often we're quite honest that it's such a cultural norm and I think there's something lovely and delicious and interesting and empathy building about making consensual spaces where we go no we're going to do you
- games are this wonderful Embassy space where we can meet each other and uh we can kind of hang out
- the higher up that I was the better I was doing in a tournament the less eye contact there was at the table and stuff
- the joy that I experience of those kids of of completely fooling me and lying to my face I think actually does build trust and it's wonderful
- it turned out that they'd all been playing uh we one night werewolf in the dressing room and that was like a sign for like how they'd all sort of got this like developed an in team language of like of of lowering the mask to reveal that they were actually aw wolf
- I've been like loving it which is a game uh I think it's published by Hobby Japan called Builders high it's a kind of weird mix of engine building and shedding it's a card game right where you are building laying down buildings um you've got to fulfill some kind of there'll be some City contracts out right uh you're You're Building buildings but you've also got to get rid of everything in your hand and there's also you some cards have got money on and some of them are buildings and the buildings once you've built them do stuff have special powers so you're slowly building an economic engine the wrinkle in the game is that you can only spend exact amounts of money so if you get because you're it's you're basically public you're doing stuff for the city your public industry so you've got to um use up every bit of money in your contract you can't have money left over that doesn't go anywhere so um it's a really interesting game of think actually quite a lot of spending is harder than it first looks it's also a race because there's this amazing point you can't you can't end the game until you've claimed one of the contracts by building a set number of buildings and they're they're different targets right and and then the game and then what you're doing immediately there's this beautiful art where it immediately turns and you are having to shed your hand so suddenly everything you've been doing in the game up to then get money get buildings build this thing you now don't care about and you're just trying to spend everything in your hand and empty your hand onto the table so there's this lovely Arc and this lovely turn and for me the artwork is never going to be hung in the Lou um it's you know the Box looks nice but for me it just does something that um a lot of other games it just doesn't feel like anything else in my collection
- it just does something that a lot of other games it just doesn't feel like anything else in my collection
- it's found a kind of like ecological niche in every game night I've had there's always time for it
- Tim you are the most fantastically autistic person I've ever assessed
- on one level it's like well it's your special interest him you know that that's like a quite a pat answer is that you're autistic and you find meaning by diving into something in its totality and then when you're very safe in that kind of area of knowledge like almost like throwing out grappling hooks and kind of like doing boarding actions on adjacent topics and using board games as a way of like relating to everything else from this kind of uh you know Fortress of Solitude of board games
- as someone who's been particularly craving like human connection and human contact and I sometimes found that difficult and has found essentially what I would describe as a I'd characterize as kind of a uh an accessibility Aid uh through games
- we think of autism as being a uh a social impairment right as as having deficits when it comes to connecting with other human beings but I just you know and I sort of don't want to speak to soon is but like I've loved talking to you right and at no point has my talking to you felt to me difficult or strained I feel like I'm just vibing out with someone who I've only just met
- we all mask to an extent for different reasons
References (from this video)
- Next level
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Halo Flashpoint. Not going to lie, they kind of sold me.
- Pure combat. Pure PvP.
- Brink looks sick, dude.
- So what you see here is all 100% prototype stuff. No art.
- Card Holla this year is next level.
- Got Chem which is a huge huge ass box.
- Honestly today's haul 10 out of 10.
- I love Gen Con.
- We got row one game on day two, which was Rebel Princess.
- Josh had a brilliant idea though. Cut in half right down the middle.
- That is a wrap for Gen Con 2025.
- My third one and Josh's first one.
- Actually had to buy a whole separate suitcase.
- the commercial for Super Boss Monster was released on preview day and I had no idea or I would have been there.
References (from this video)
- A lot of fun
- A really good time
- My son did destroy me in the game using his dodo attack over and over again.
- Alice in Wonderland vs. Red Queen
- Wonderland
Mechanics (from transcript analysis)
- asymmetric factions — But then uh each faction has asymmetric cards that give them special powers and things. You're using your powers against each other.
- Mancala — Mad Kala, like mancala except mad. This is from the Wonderland War team. So, it's got that Alice in Wonderland versus the Red Queen theme. Those are the factions we played, Alice versus the Red Queen. But yeah, it's a Monala game where you're moving your stones around a circle, but whatever space you end your stone on is going to give you an action like healing, dealing damage, drawing special cards.
Video topics + discussion points
Quotes (from this video)
- Hey everybody, this is Mike and I just got back from PAX Unplugged today.
- And what I'm going to do in this video is talk about my 10 favorites.
- So, these are not like complete reviews or finished thoughts. Uh, just a partial feeling for the game so far.
- Honestly, these three might top the list, but I've covered them on the channel in
- Alpha Team Mechanized Battle Force Go.
- It's like a very light quick uh family weight to dungeon crawler experience.
- This is one of the most beautiful basically looks like it's a finished game prototypes I've ever seen.
- So like the characters are very diverse and they each have a fully unique set of equipment and special abilities as you level up.
- it was a blast, both three and five player, which is pretty dang impressive for a quick dungeon crawler experience.
References (from this video)
- Engaging color/flower scoring system with multiple viable paths
- Two-player interaction with meaningful blocking and decision making
- Clear transition from setup to play via live rule explanation
- Final scoring felt tight and satisfying
- Rule density can be tricky for new players, requiring careful teaching
- Some ambiguities in the transcript about edge cases (e.g., gray scoring across different player counts) could cause confusion without a rules reference
- Color matching, resource collection, and pattern-building; flowers and crystal scoring
- Two-player abstract-style board game with grid-based tile placement and colored crystals
- instructional playthrough with live commentary and rule explanation
- Flip
Mechanics (from transcript analysis)
- Blocking and gray mechanic — Greys affect scoring by giving points to opponents when placed in others' areas; players can manipulate placements to maximize their own score while minimizing opponents’ points.
- Card/tile drafting and placement — After initial setup, players lay out cards to form a 3x4 grid. Cards must be placed starting near the starting bar and then fall in similar to a Tetris fashion; once placed, cards cannot be moved or rotated.
- Color-based scoring with pattern goals — Scores are awarded for color clusters (e.g., purple pairs, pink flowers, emerald flowers, yellow groups) and for diamonds in a chain; grays penalize or provide points to opponents, influencing blocking and forcing choices.
- Crystal pieces and scoring triggers — Crystals are distributed and revealed; at certain moments, players may gain crystals when specific conditions on marker drops are met. Crystals can be given to the owner of the markers, and the crystals influence scoring bonuses.
- End Game Bonuses — After each player has 12 cards, scoring tallies per color cluster, flowers, chains, and other patterns. The total determines the winner, with bonuses for completing specific patterns and blocking strategies.
- End-game scoring and rule-driven bonuses — After each player has 12 cards, scoring tallies per color cluster, flowers, chains, and other patterns. The total determines the winner, with bonuses for completing specific patterns and blocking strategies.
- Mancala — On your turn, select a pile with at least one marker, pick up all markers from that pile, then move the markers step by step to adjacent piles (no diagonals, no backtracking to the immediately previous pile) until you run out of markers. The top card of the last placed pile is taken into your area.
- Marker drop and pathing (Monala movement) — On your turn, select a pile with at least one marker, pick up all markers from that pile, then move the markers step by step to adjacent piles (no diagonals, no backtracking to the immediately previous pile) until you run out of markers. The top card of the last placed pile is taken into your area.
- Pile replenishment and maintenance — If a pile runs out of cards, the bottom three cards from another pile are moved to replenish it, keeping the board viable for continued play.
Video topics + discussion points
Quotes (from this video)
- I really like that one.
- So you win with 71 points and I get 66 points.
- The emerald flower takes four cards.
- You get 10 points for each full ruby flower.
- The yellows, you get three points for each group of yellow. The size of the group is irrelevant.
- Each other player receives two points for each chemolotite segment in your area.
- And the diamonds want to be in a chain and you get points for however big that chain is.
References (from this video)
- Host really likes this game from Benjamin and Gilbert.
Mechanics (from transcript analysis)
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Quotes (from this video)
References (from this video)
- People invite me to play it on Board Game Arena
- Keep doing it because I like playing it
- Not one of my favorite games
- Between B and C rank, arbitrary decision
Mechanics (from transcript analysis)
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Quotes (from this video)
- This is just my own opinion. My opinion also may change over time right? This is just a snapshot of how I feel at the moment about these games.
- Just One, one of my one of the best party games out there.
- It's a solid push your luck game that I'd like to play with my wife's family, with the in-laws.
- The gameplay is very good, but I think the app uh just takes up too much room.
- Merchants, one of my most favorite deck builders of all time.
- You like stare at the screen almost all the time. At least 60 to 70% of the time you stare at the screen
- I'm kind of sorry to putting a Seven Wonders game in uh D rank, but yeah, I just did not enjoy my time with it.
- So, yeah. Um a lot of S and A ranks as usual, but also quite a lot of B's, and we even have a D again this time.
References (from this video)
- Beautiful components and accessible rules
- Two-player friendly
- Can feel solitaire-like if players don’t interact much
- Azul
- Patchwork
Mechanics (from transcript analysis)
- Pattern Building — Players draft patterns to collect colored disks that score by symmetry and layout.
- pattern drafting — Players draft patterns to collect colored disks that score by symmetry and layout.
Video topics + discussion points
Quotes (from this video)
- This is the grooviest weekend in board gaming.
- Sometimes you just hit a wall as you're trying to do something new.
- I'm excited to go see Sabaton in Europe this fall.
- I would love Airlines Europe to be reprinted.
- Soda Jerk is a great game to play with my daughter.
- I enjoy making videos and improving the Dice Tower's setup.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- man, this theme and everything about this from One More Turn Games, I'm very pumped about this one. I love the I cannot wait.
- It's a cool cover actually. It's just not very legible, but it's a life.
- If you like gardens, that's great. You like dragons, that's great. You like them both, buy three copies.
- This is teetering on the edge. This is almost more of a tainted grail type of a look to me.
- I think of all the ones that we've mentioned, this is the one I'm least interested in
- Never mind. This might be the one I'm least interested in.
- Cuz Clank! Catacombs exists.
- that's a really good-looking prototype.
- This would have been my most anticipated game of the year or one of them had I known about it
- This is one of my most anticipated games of the year now.
- This is basically um a Star Trek version of Captain Sonar.
- We know about this for a while. We've been very excited. We've already played it actually.
References (from this video)
- Interesting decisions
- Simple yet strategic gameplay
- Soothing to play
- Can be polarizing
- Abstract Art
Mechanics (from transcript analysis)
- Area Majority — Players compete to control areas of the mandala by playing cards to their side or the central mountain.
- Hand Management — Players must decide where to play cards, balancing drawing new cards with winning control of areas.
- Push and pull — Players make choices that have strategic implications for both themselves and their opponent.
- Set Collection — Players collect cards of specific colors to score points, with scoring increasing for colors collected later.
Video topics + discussion points
Quotes (from this video)
- The problem with two-player games is there's so many of them.
- This is a great game. It really is.
- It feels more strategic than it is.
- It's a simple game, but it's beautiful.
- This is just absolute comfort food kind of a game that still has a lot of player interaction.
- You got to play to the middle to draw new cards. It's brilliant.
- It kind of feels like cornhole but for indoors.
References (from this video)
- Perfect casual card game
- Brilliant mechanic for drawing cards
- Clever and easy-to-follow scoring
- Creates own rarity through play
- Colors
Mechanics (from transcript analysis)
- Hand Management — Playing cards from your hand to the mountain or your side of the mandala.
- Push Your Luck — Playing cards to the middle (feeding the mountain) is necessary to draw new cards, even if it might benefit the opponent.
- scoring — Points are awarded based on the number of cards of a certain color, similar to how sets score in other games, where having more of a color scores exponentially.
- Set Collection — Collecting colors to score points. When every color is seen, players draft from the middle.
Video topics + discussion points
Quotes (from this video)
- The problem with two-player games is there's so many of them.
- This is a great game. It really is.
- It feels more strategic than it is.
- It's a simple game, but it's beautiful.
- This is just absolute comfort food kind of a game that still has a lot of player interaction.
- You got to play to the middle to draw new cards. It's brilliant.
- It kind of feels like cornhole but for indoors.
References (from this video)
- Interesting dual system
- Satisfying Mancala integration
- Definitely enjoyed my play
- Only played the prototype once
- Hasn't played the final game
- World of Wonderland's War
- Wonderland's War
Mechanics (from transcript analysis)
- Mancala — Utilizes a Mancala element for token placement and power activation.
Video topics + discussion points
Quotes (from this video)
- Publisher ranking videos are where I take a look at the entire catalog that a publisher has, and then I took a look at the subcategory of that catalog, the ones that I've played within that, and then I rank those games from worst to best, going through them, telling you what I think overall, very quick notes. I'm not really going full reviews and all that. I'm just giving you the hierarchy of how I feel about a publisher's collection, publisher's catalog, catalog of games.
- Druid City Games does across the board. They always make their games incredibly high quality from the production standpoint.
- It's just way too long of an experience. I feel that three players doesn't feel as good as four players. Four players feels better. At five players, I will never do again. Four players is probably the best player count, but even at four players, it's slightly longer than I want. A three player game is right about the right length, but not enough player interaction. And a four player game is the right amount of player interaction and not and and too much length.
- Games do get points for being unique in a crowded spaces. And we very much live in a crowded tabletop space.
- Anyways, that has been my ranking of Jue City Games. Let me know in the comments down
- Bloodstone, which I am very excited about.
- I liked both modes of the game, but I liked the fact that the game gave you both.
- Great miniatures, great art, great gameplay. That is Bloodstone.
- We were really enjoying ourselves. We were having a lot of fun and the gameplay stalled which means I need to either make that happen or alternatively go back to the drawing board with a new group that will actually get a table or even just a two-player game or even a single-player game because I really enjoy Tidal Blades 2 Rise of the Unfolders.
- It gave you great deck building, a fun little grid system over here like this little grid the way you activate this grid gives you kind of vibes and elements of Monumental but in a faster game that overall is a very enjoyable campaign system.
- Bloodstone or Tidal Blades 2 Rise of the Unfolders. I am excited to dive into it and complete it.
- Rating is not being given on this or Bloodstone or One Night's War duel because they all need significantly more time with them before I would give them a rating.
References (from this video)
- joyful and simple card game
- easy concept, almost no rules
- strategic scoring system
- colorful card play
Mechanics (from transcript analysis)
- Area Control / Lane Battler — Players play cards into three zones (their side, middle row) in circles, acting like a 'little area control game, like a lane battler almost'.
- Dynamic scoring — The value of colors collected is determined by the order in which they are grabbed, with values increasing throughout the game.
Video topics + discussion points
Quotes (from this video)
- I think it's truly astonishingly great.
- The rules get out of the way. You're immediately in your opponent's head.
- Brilliant, truly amazing.
- This is the most streamlined version of it where I feel like they they really smoothened out some of the weirder edges.
- Brilliant, absolutely amazing.
- Brilliant, interesting tactical, you know, not combat but like area majority type decisions.
- oh my gosh, this game is incredible.
- It is so simple structurally but it does have a lot of powers.
- It's just incredible how much gameplay you get out of this.
- This is like a more approachable version of Agricola.
- It's actually my preferred game in that whole series of It's one of my favorite Uwe Rosenberg games, actually.
- This is I think Knetia's best two-player two-player game.
- And yeah, this is one of my favorite two-player games of all time, if not my absolute favorite.
References (from this video)
- One of the host's favorite Mancala-style games
- Uses the system quite well
- Shares similar artwork and vibe with Wonderland's War
- Alice in Wonderland
- Wonderland
- Wonderland's War
Mechanics (from transcript analysis)
- action selection — The action taken is determined by where the last gem is dropped.
- Asymmetric Player Powers — All characters have different abilities.
- Card Play — Extra cards can be gained for additional actions and abilities.
- Mancala Style — Gameplay involves picking up and dropping gems (shards) on the board to take actions.
Video topics + discussion points
Quotes (from this video)
- Well this year, honestly, 2025, I feel like is the year of the two-player game.
- The gap between 10 and one on this list is smaller than any other video I'm about to put out.
- I just like honestly, if you caught me on a different day, I would arrange these in a different order, you know?
- This is maybe like the most chill game on this list.
- It's a genre of game that is getting more popular right now where you are making decisions on what cards to add to your deck, but then at some point, you're just flipping cards from your deck and doing whatever it says and you're not making choices at that point anymore.
- The production quality of Enthrall is insane.
- And this is another game with a lot of intrigue and faints and fakes, you know?
- This is a two player game where I'm like, 'Ooh, it Every time I play it, I want to play it again because I'm like, 'Ooh, I see something I could have done better.'
- Like I mentioned, the gap between 10 and one here is so small and they're all really great.
- It's a trend that I like because I just feel like they're easy to get to the table and they're bringing new people into the hobby that might not otherwise be in the hobby.
References (from this video)
- Strategy comes from the characters.
- Simple on the surface but with layers of strategy.
- Fun will be found in the different characters.
- Appeals to fans of Alice in Wonderland themes.
- Familiar mechanics reminiscent of Manala.
- Can feel like stalling out if not paying attention.
- Pieces can get stuck on someone else's side, leading to a stretched-out player.
- Alice in Wonderland
- Wonderlands War Universe
- Manala
- Wonderlands War
Mechanics (from transcript analysis)
- Action activation — Activating effects at the pod where you stop.
- card drafting/buying — Shards are used to buy cards. Players can have a maximum of two commoner cards in hand.
- Combat/Attack — Using characters and abilities to knock out opponents or take out shards. Some characters have powerful attacks.
- Doubler — A mechanic that doubles the effect of the pod where it stops. It must be the last piece dropped.
- Life points — Each opponent has 25 life points, and the first to knock out the opponent wins.
- Pick-Up and Deliver — Picking up pieces from a pod and moving them along, dropping them from one little basket or pod.
- Resource Management — Shards are the economy of the game, used to buy cards and activate things.
- Set Collection — Red Queen stacks up on commoner cards and uses them as a currency for attacks.
- Variable player powers — Utilizing characters, guests, and their support abilities (plus ones) and commoner cards for different strategies.
Video topics + discussion points
Quotes (from this video)
- It is a game of wit it is a game of smarts it's a game of thinking on the fly.
- It is a simple game on the surface familiar right but it's definitely got its layers of strategy and each character is where I think the fun will be found for you if you decide to back this game.
- Hopefully I gave you a good overview of the game.
References (from this video)
- One of the best two-player games
- Interesting scoring system
Mechanics (from transcript analysis)
- Area Control (implied) — Playing cards into one of two mandalas, with restrictions on card types per mandala.
- Card Drafting (implied) — Players choose which cards to play.
- Set Collection — Collecting sets of cards where the order and value increase.
- Tableau Building (implied) — Building up cards in the middle to draw more cards.
Video topics + discussion points
Quotes (from this video)
- hey everybody and welcome back to my top 100 board games of all time
- This is the 2024 into 2025 edition of the list and we are continuing today by counting through games 40 up to number 31
- I have a strong feeling that next year this game could break the top 20 because it is so unique and it's just kind of a masterpiece of design
- so that is the veil of Eternity at number 31
- if you have enjoyed the video please be sure to hit like And subscribe to the channel and check on my other content too
References (from this video)
- Two-player Wonderlands War flavor
- Compact and quick
- May require familiarity with Wonderlands War to fully enjoy
- Array
- Wonderland's War universe
- Two-player abstract-mancala style with thematic ties
- Wonderlands War
- Mad Kala (within same universe)
Mechanics (from transcript analysis)
- Mancala — Shards are collected and placed in a mancala-like sequence to unlock moves and scoring opportunities.
- Mancala-inspired — Shards are collected and placed in a mancala-like sequence to unlock moves and scoring opportunities.
- Two-player design — A two-player variant designed to capture the Wonderlands War feel in a compact format.
Video topics + discussion points
Quotes (from this video)
- I'm so sad about it, but unfortunately I will not be at PAX unplugged this year.
- Aren't we in a great hobby and great? We're in the golden age of gaming, right?
- I love just getting excited over new board games. It makes my heart happy.
- We're in the golden age of gaming, right? Where we have so many great games that are coming out all the time.
- I need this game. I need it to complete my Formage collection.
References (from this video)
Mechanics (from transcript analysis)
- mod calling — picking up stones, moving, dropping, activating abilities
Video topics + discussion points
Quotes (from this video)
- There is a chance to get these two exclusive pins which are also going to be so so hot.
- I got my one ring pin last year. Everybody wants to trade for it.
- I definitely want to get these two tower pins if I can.
- This is a huge thing.
- I'm really, really, really excited for this one.
- Sunday from 11 till 2, you'll be able to get your picture taken with Santa and you'll be able to see Holiday Hills.
References (from this video)
- Quick play (10-15 minutes)
- Small box card game
- Two-player option
- First-time designer who also did the artwork
- Shipping costs, high for some regions
- Bird attraction and scoring through card actions and dice
- Bird photography theme with dice manipulation and card drafting
- One Deck Dungeon
- Sprawlopolis
Mechanics (from transcript analysis)
- Card actions + scoring conditions — Actions on drafted cards manipulate dice and score per conditions
- Card Drafting — Drafting one of three bird cards each turn
- dice manipulation — Manipulating dice rolled from a pool based on drafted cards
Video topics + discussion points
Quotes (from this video)
- i'm really intrigued by bandata i'm just
- it's visually really stunning game
- not coming to retail this is a kickstarter exclusive
References (from this video)
- tight, elegant two-player puzzle
- strong mind-games and interaction
- compact playtime with deep decisions
- as with any two-player abstract, some players may want more variability
- color matching and strategic card play
- two-player abstract puzzle with color cards
Mechanics (from transcript analysis)
- mind games — cards played influence not only your own options but constrain the opponent as well
- two-player only card puzzle — square-shaped color cards in six colors played to create patterns and gain points
Video topics + discussion points
Quotes (from this video)
- I think that the Anno system is brilliant
- the systems are just so simple there's not that many rules it's very elegant
- I can teach in like 15 minutes
- the fun value has been so high
- I have loved playing Beyond the Sun this year
- the technologies themselves really do shift the pattern of the game
- these technologies fit in with various other technologies and make one game so different from the other
- I will never be playing this game without the snake board again
- it's an amazing package, it's gorgeous
- the snake board is a much more balanced and far more fascinating experience
- this is a heavy gaming experience it's not crazy heavy but it leans on the heavy gaming experience
- this expansion has you throwing away the old board and adding a bunch of new mechanics and tokens
- I think the game is great overall
- it's a joy of a game to play
- the highs have been the highest out of any game that I've played this year
References (from this video)
- Visually appealing with vibrant mandalas
- Strong tactical interaction and opponent-contested space
- Compact 2-player experience with depth
- Competes with other tactical abstracts and may not stand out visually
- May be less accessible to players new to abstract games
- color blocking and strategic color placement to block the opponent
- abstract two-player mandala boards with colors in two mandalas
- tactical, short-term focus with long-term planning
- Patterns
Mechanics (from transcript analysis)
- color placement into mandalas — Players place colors into either the mountain or field mandalas; only one of each color per mandala.
- color-based blocking — Placing a color can prevent the opponent from placing that color elsewhere in the same mandala.
- reactive strategy — You respond to the opponent's setup and adjust to prevent escalation or to open opportunities.
Video topics + discussion points
Quotes (from this video)
- Iliad's one of those games.
- these are the kind of decisions you're making constantly in Iliad
- it's a 30-minute game
- There are trade-offs everywhere
- the overwhelm for me dissipated really quickly
- Patterns is the more strategical game.
- Patterns is the one that makes me feel like I want to play another game immediately and consistently gives me those feelings.
- Ultimately I am keeping Patterns
References (from this video)
- Distinct Mancala-inspired mechanism integrated with direct combat
- Strong design of character differentiation and asymmetry
- High production value and art
- Good replayability with multiple characters and expansions
- Rulebook lacks thorough explanations; edge cases require FAQ
- Box size and playmat packaging feel awkward
- Can feel too close to a TCG for some players
- Potential balance issues and lack of per-card FAQs
- whimsical combat with asymmetric powers in a Wonderland setting
- Alice in Wonderland universe; duel at a tea party using magical tokens and mischief
- fantasy whimsy with a competitive duel
- Wonderlands War
- Crusaders
- AIA
- Traan
- Manala
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Each character (Red Queen, Jabberwocki, Alice, White Rabbit, Mad Hatter) has a unique ability and piece interactions.
- Card-driven bonus actions — Commoner cards provide bonus actions; cards have costs in shards and can be unflipped to reuse.
- Character asymmetry and unique powers — Each character (Red Queen, Jabberwocki, Alice, White Rabbit, Mad Hatter) has a unique ability and piece interactions.
- Combat: Damage Based — Characters have health; dealing damage reduces health until zero.
- Health-tracking and direct damage — Characters have health; dealing damage reduces health until zero.
- Mancala — Players move tokens along plates clockwise, collecting from one plate and dropping on others, with options to take actions and possibly use a 'doubler' chip to repeat an action.
- Mancala-style resource movement — Players move tokens along plates clockwise, collecting from one plate and dropping on others, with options to take actions and possibly use a 'doubler' chip to repeat an action.
- Per-card restrictions and flip mechanics — Most cards are used once and flipped; to reuse you must unflip or reset.
- Resource Management — Shards are spent to activate plus-one cards or other effects; shards are reclaimed by gameplay.
- Rulebook and edge-case handling (rulebook issues) — Layout and coverage of edge cases are weak; players often need a FAQ or online reference.
- Shard/resource management — Shards are spent to activate plus-one cards or other effects; shards are reclaimed by gameplay.
- Tile/actions interaction with board layout (MONCALA-like) — The middle board works like a Mancala track (mcala) where you place tokens and trigger actions.
- Turn structure with action selection — On your turn you select a plate, collect, distribute, and resolve, with the option to use actions on opponent’s side and to perform double actions with doubler chips.
Video topics + discussion points
Quotes (from this video)
- The box size is irksome, but I really do appreciate that the mat fits in it.
- The rules are not particularly strong. They're not thorough.
- This game is all about mana—do you like mana? Because this game is all about that mana.
- I love dual games in general and I like Malawa and that's just a great combo.
- There's a barrier to entry with the rule book; after first play it can feel like you need to cool down and learn more.
- I really like the movement of the mcala pieces; it’s satisfying.
- The characters are very different; it's not that complex, once you learn your opponent's character.
References (from this video)
- The game presents a strong thematic fit with a mana/energy flavor and clear poison/shard motifs, giving players a cohesive flavor experience.
- The card-flip and interruption mechanics create a tense, decision-heavy space that rewards timing, bluffing, and counterplay.
- Token placement adds depth and variability, enabling diverse strategic paths across play sessions.
- The blend of TCG-like feel within a board-game framework can appeal to players who enjoy direct interaction and dynamic turns.
- Health and shard mechanics give a tangible sense of progression and risk management throughout a match.
- The emergent narrative potential comes from how players interact with each other through effects, rather than a scripted storyline.
- Rule clarity and resolution timing may be challenging, especially for new players, given the multiple interacting effects (flips, tokens, poison, shard removal).
- Balancing the interplay between health, shards, and status effects requires careful design; misbalance could lead to frustrating or opaque games.
- Downtime could increase if players wait on complex interactions or if turns become lengthy due to chain reactions.
- The abstract setting may be less appealing to players who prefer concrete thematic worlds or highly narrative experiences.
- The comparison to TCGs might set up expectations that aren’t fully aligned with the actual game pace or deck-building aspects, leading to mismatch in audience.
- Resource denial, direct disruption, and tactical confrontation framed by a mana/energy motif that emphasizes risk, timing, and counterplay.
- A compact, abstract battleground where players bend the flow of combat through card-driven effects, health manipulation, shard removal, and status conditions like poison.
- Emergent and player-driven, driven by interactive card plays and token effects rather than a fixed storyline.
- Generic deck-building/TCG-inspired games
- Other card-driven confrontation games
Mechanics (from transcript analysis)
- Action Interruption — Powers that allow players to interrupt or stop opponents’ actions introduce tension and counterplay, ensuring that aggressive moves face potential pushback and that timing is crucial.
- Card flipping as action — Players flip or reveal cards to trigger effects, altering information asymmetry and enabling strategic timing and bluffing. This mechanic drives direct clash and counterplay, as flips can be intercepted or negated by opponents.
- Direct interruption and denial — Powers that allow players to interrupt or stop opponents’ actions introduce tension and counterplay, ensuring that aggressive moves face potential pushback and that timing is crucial.
- Dynamic board state (shard removal) — The board state evolves as shards are removed, forcing players to adapt to a changing playfield. This can amplify late-game volatility and reward players who anticipate shifts in the board.
- Health/shard economy — A health pool is modified by effects, and shards are a secondary resource that can be removed from the board to hinder opponents. This creates a visible, trackable economy that players must manage across the game.
- Player Board | Main Board — The board state evolves as shards are removed, forcing players to adapt to a changing playfield. This can amplify late-game volatility and reward players who anticipate shifts in the board.
- Status effects (poison) — Status effects such as poison introduce ongoing penalties that influence decision-making and risk assessment. Players must consider whether to push for a payoff now or endure a slower burn to secure longer-term advantages.
- Token placement and effects — Tokens are deployed to modify future turns, grant advantages, or impose penalties. Tokens interact with other mechanics (like flips or card effects) to shape the strategic landscape and create potential for strong combos or disruptive plays.
Video topics + discussion points
Quotes (from this video)
- The game itself, whether you like it or not, I'm taking away your health. I'm making your shards come off the board.
- I'm flipping your card or stopping you from flipping a card.
- Now you're poisoned. You have to know that going in.
- Do you like Manala? Because this game is all about that.
- To me, the game feels like you're playing a TCG, but instead of the TCG card play, you're playing Manala instead.
References (from this video)
- Stunning table presence and the same artistic language as Wonderland's War.
- Asymmetry and evolving abilities create deep, variable strategies.
- Compact footprint with a strong sense of epic fantasy.
- Can be intimidating for new players or those unfamiliar with the Wonderlands War universe.
- Pacing can slow as players digest asymmetric options.
- Gems/shards collection; head-to-head combat; asymmetric characters.
- In a World/ Wonderlands War-inspired setting; two-player arena with fantasy factions.
- Lore-rich world with vivid artwork and a strong thematic link to Wonderland's War.
- Wonderlands War
Mechanics (from transcript analysis)
- asymmetric characters — Different character abilities create varied strategic approaches and replayability.
- Head-to-head combat — Direct confrontation with opposing player through shard placement and actions.
- Monala-style gem/drop actions — Drop shards on plates; last drop activates the action; upgradeable as you defeat foes.
Video topics + discussion points
Quotes (from this video)
- the perfect type of game to play at a bar or a restaurant while you're waiting for your food
- it's a game full of luck
- looks incredible on the table. It has wonderful table presents
- this gets me into the holiday spirit for sure
- I am here for it. I definitely want to try Trombone Champ
- it's a silly thematic lightweight card game
- this is a game of communication. You're basically using phrases from Simish
- I think it's really fun and one of the things that I would say about Mad Kala is that it's more fun every single time I play it
References (from this video)
- Speaker states they really loved the base game
- Expansion presence suggests added depth
- No concrete details provided in unboxing
- General fantasy/strategy feel
- A game that the speaker has previously enjoyed
- Madawa
Mechanics (from transcript analysis)
- Engine Building — Develop an engine and collect assets to perform actions.
- engine-building / set collection — Develop an engine and collect assets to perform actions.
Video topics + discussion points
Quotes (from this video)
- the most boring unboxings on the planet Earth
- Ooh, it's the new Cities Cities USA
- This is one I'm very much looking forward to actually
- I remember hearing about this game
- I'm very excited about this one
References (from this video)
- Simple, elegant, accessible
- Fits the mancala family well
- May feel too abstract for some players
- Not as thematic as others
- Resource placement and spatial planning
- Stone-seeding action across a simple board
- Abstract strategy with tactile feel
- Five Tribes
Mechanics (from transcript analysis)
- Action selection via sowing — Where you seed determines available actions and scoring avenues.
- Mancala — Picking up stones and sowing them to activate actions or scoring opportunities.
- Mancala-styled sowing — Picking up stones and sowing them to activate actions or scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- this is actually a brainstorm for a future pre-recorded video that I'd like to release incoming weeks
- I'm looking for feedback from my subscribers
- the purpose of this video isn't to show you all the games but to talk through what I'm thinking about
- if you've got a recommendation please include it in the chat or if you're watching this after the live recording you can write it in the comments
- for cribbage I'll get all three of them
- I'll end the video with this one and see what kind of feedback I get
References (from this video)
- ambitious Mancala-inspired design
- asymmetric characters
- high production value
- theme/archetype clashes with the mechanism
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It is an excellent production. It is everything you've come to maybe know and love about Neuroshima Hex.
- Outstanding, man. I love this trick-T game that also includes set collection.
- Disappointing. This is basically Forbidden Island, the card game with too few spaces and a little too much swinginess.
References (from this video)
- calm and strategic with a clean two-player flow
- tightly designed scoring system that rewards planning
- short playtime with meaningful decisions
- color management and drafting can feel abstract
- endgame scoring intricacies may require careful attention
- area control via color cards and drafting
- two-player drafting and competition with a symbolic mandala
- quiet, strategic drafting game with a zen vibe
Mechanics (from transcript analysis)
- Card Drafting — players draft cards into two fields, building combinations toward color sets
- color card drafting and placement — players draft cards into two fields, building combinations toward color sets
- river drafting and scoring — gathering six color cards triggers endgame scoring and board interaction
Video topics + discussion points
Quotes (from this video)
- February is the month of love so let's look at games for two players
- I'm not going to lie, I'm single this time I'm looking at games that play two players
- these are my top 10 games for two
- let's not fall out
- you know I don't have to tell you but you have to tell me I'm going to die alone
- it's asynchronous so you can either pick your favorite side and play with that one all the time or switch things up keep it spicy
- you can wake up your sleepy baby Raptors and recover your frightened scientists
References (from this video)
- Engaging planning and strategic depth that scales with play
- Strong theme-to-mechanic integration, tying emotion, memory, and decision-making to gameplay
- Dynamic end-game scoring with regional control and bonus tokens that reward careful planning
- Multiple viable strategies through resource management, timing, and network building
- Aesthetic and color palette can feel overwhelming or visually busy
- Memory management and non-linear planning increase cognitive load and may raise the barrier to entry for some players
- Some players may find the rule density and interaction weight higher than lighter abstract games
- Emotion, memory, decision making, and emotional responses in a strategic context
- Brain-themed abstract strategy, exploring emotions and memory under a gamified framework
- abstract with thematic integration; educational flavor wrapped in gameplay
- Goo Gong
Mechanics (from transcript analysis)
- Area Majority — Regions score based on the number of emotion icons you have placed in that region, with bonuses granted by claim tokens. The center region offers higher potential rewards but is harder to access. End-game scoring also considers the distribution of region prizes and the coin-tied scoring rules for region leaders.
- Emotion tile placement and network scoring — After unlocking and paying for an emotion tile, you must place it adjacent to a matching emotion source or to a previously placed tile of the same emotion. This forms networks across regions, with points awarded for connected emotion tiles. If multiple emotions could be scored, you must choose which to score, making network shaping and regional strategy central to play.
- Emotion tiles and thought marker sequencing — Placing an emotion tile is a four-step process centered on unlocking an emotion, moving your thought marker to the target emotion tile, paying resources (from memory or via an exchange chart), and then placing the tile adjacent to a valid location on the board. The thought marker movement rules include free moves to adjacent emotion tiles or paid jumps, with costs when moving to non-adjacent options.
- Memory bank resource management — Your memory bank has ten slots used to store money, rewards, ideas, dreams, and claim tokens. If you exceed ten items you must discard down, adding a tense memory-management mechanic that mirrors cognitive load. Money comes in denominations, and players can convert between values or exchange items to match needs for actions.
- Mood marker and lotus interaction — You move your mood marker clockwise, potentially across spaces that trigger purchases or unlock actions. If you move past the circumstance token you must pay one coin. This creates timing pressure and budgeting decisions as you navigate the board.
- Regional majority and end-game scoring — Regions score based on the number of emotion icons you have placed in that region, with bonuses granted by claim tokens. The center region offers higher potential rewards but is harder to access. End-game scoring also considers the distribution of region prizes and the coin-tied scoring rules for region leaders.
- Resource exchanges and bonuses — There are multiple ways to exchange tokens for different goods: dreams, ideas, happiness, and coins can be swapped or upgraded via an exchange chart. Happiness tokens unlock happiness tiles; claim tokens have special end-game scoring effects. Exchanging seven coins for a happiness token, or converting dream/idea tokens into coins, creates strategic choices about tempo and tempo management.
- Resource tile drafting — On your turn you may buy one or two resource tiles. In a four-player game you must take two from the left or right of a lotus shown on the board; with other player counts you can choose any available tiles. You pay for the most expensive tile in the set, the cheaper tile in the set is free, and you record purchased tiles in a memory bank.
- Tile Placement — After unlocking and paying for an emotion tile, you must place it adjacent to a matching emotion source or to a previously placed tile of the same emotion. This forms networks across regions, with points awarded for connected emotion tiles. If multiple emotions could be scored, you must choose which to score, making network shaping and regional strategy central to play.
Video topics + discussion points
Quotes (from this video)
- it's an abstract strategy game
- planning timing and the required strategy will hurt your prefrontal cortex
- money can indeed buy happiness
- the rules are pretty straightforward but it's not the rules that you need to worry about fitting into your memory
- use your brain with your family and friends in amygdala
- this is board game brody i hope you enjoyed this video
References (from this video)
- One of the best two-player experiences
- Highly replayable with strong balance
- Not every player will enjoy the abstract mechanics
- Pattern matching and scoring rhythm
- Pattern drafting and color card management
- Abstract/analytic
Mechanics (from transcript analysis)
- pattern/hand management — collect and play cards to achieve mandala patterns
Video topics + discussion points
Quotes (from this video)
- mandala still utterly fantastic
- one of the best two player games i've made
- it's so so good and repeated plays are not changing that at all
- my god is this game fantastic even better than i remembered it
- it's got that real novelty factor and that physicality to a party game that does make people remember it
- the scoring does feel a bit too tight
References (from this video)
- Smooth as silk
- Tough decisions in a light framework
- Aesthetic card arrangement and placement
- Two-player set collection/mandala framework
- Tight, elegant abstract-like experience
- Delicious
- Floriferous
Mechanics (from transcript analysis)
- set collection / mandalas — Draft and place cards into mandalas to maximize points
Video topics + discussion points
Quotes (from this video)
- one of the coolest initiative mechanisms that I've ever seen
- this is like an essential because it is that good
- an absolute blast playing these couple of games
- the two-player card game on the market
- Mandala is absolutely smooth as silk
References (from this video)
- Deep decisions for a two-player game
- Flows well and remains engaging from start to finish
- Rules can feel subtle; learning curve is modest
- May be too lightweight for some heavy euro players
- Pattern collection and strategic card play
- Two-player abstract duel
- Elegant, color-coded strategy
Mechanics (from transcript analysis)
- center-card drafting — Place cards into the center for later collection by both players
- Hand Management — Manage and time card plays for future rounds
- scoring by collected varieties — First card values and later cards gain value depending on type collected
Video topics + discussion points
Quotes (from this video)
- it's a very smooth game and very little complication
- it's a lovely example of catering to a wide and versatile audience
- it's a fantastic example of a bidding game and a racing game
- this game is one of the most tense games I've ever played
- I cannot praise this game enough it's amongst my favorite games of all time