After half a year of daylight, we must now prepare for the dark season. The roads will be treacherous but they will still need to be braved by a select few in order to keep our cities thriving. In Merchants of the Dark Road, you are one of these brave few merchants that travel the dangerous paths between cities. While the job is perilous, fame and fortune await.
Discover the capital city where most of your actions will take place using a rondel action system. Collect and produce items to add to your caravan, or sell these items to local heroes and hire them to travel with you. Manipulate the market price of items, visit the back alley sellers, or delve a nearby dungeon for magical items to gain the potential for even more coin and notoriety.
Gather lanterns to ease your passage along the dark roads as you guide your caravan to distant villages. Deliver goods and heroes to the best destinations and gain fame for your bravery! Balance the money you earn with the height of your fame because your final score after a number of game rounds will reflect the lowest of these two values.
After all, what good is a purse full of the coin if the people don’t sing songs about you, and what good is a song with an empty mug of ale?
—description from the publisher
- rich, multi-layered euro with strategic choices
- dual-track scoring adds tension
- potentially dense scoring and tracking
- trade, risk, and faction influence with dual scoring
- medieval town trading along a dangerous road
- euros with dice-placement puzzle mechanics
Mechanics (from transcript analysis)
- Dice Placement — placing dice to perform core actions and build your engine
- dice placement puzzle — placing dice to perform core actions and build your engine
- resource/quest integration — selling goods and completing deeds for points
- two scoring tracks (gold and prestige) — managing both tracks to optimize final score
Video topics + discussion points
Quotes (from this video)
- the core game is basically the vcr and then you buy separate movies VHS tapes type things to put into your core box and you play different adventures
- this is a solo game dice rolling
- it's set collection very very simple and it's in its simplicity that it is so much fun
- this is jerry hawthorne's follow-up to aftermath
- it's an adventure book game but man does it pop
References (from this video)
- Exceptional production quality and art.
- Immersive fantasy setting in Lumi that invites further exploration.
- Nuanced action economy with meaningful choices each turn.
- Strong replayability via heroes, deeds, and variable spaces.
- Solid solo and two-player options with additional content in play.
- Significant component management can be overwhelming.
- Iconography and some rule elements may require initial setup time to learn.
- A bit of downtime at two players due to pacing and planning.
- Outer-city travel introduces complexity and planning challenges.
- Trade, exploration, and hero-driven storytelling within a fantasy setting
- A fantasy land called Lumi with central rondelle markets, inns, and caravans; heroes, companions, and magical items drive commerce and exploration.
- World-building through characters, deeds, and evolving market conditions; emphasis on atmosphere and lore via components and art
Mechanics (from transcript analysis)
- Character and item progression — Heroes, companions, and upgraded goods modify your capabilities and offer strategic routes to profit.
- Dice Placement — Each turn you draw a die, place it on a basic action slot, bump the previous die, move your Merchant the number of pips, and resolve the selected action toward a space near towns or special locations.
- Endgame scoring — Across 13 rounds, players compare coins and prestige to determine victory, with multiple ways to gain points via deeds and goals.
- Market manipulation — Illuminated dice actions and companion abilities allow you to influence markets and timing of deliveries for greater payoff.
- Market Pricing/Manipulation — Illuminated dice actions and companion abilities allow you to influence markets and timing of deliveries for greater payoff.
- Pick-Up and Deliver — Collect goods, heroes, and companions, then deliver them to outlying towns or destinations for money, prestige, and ongoing bonuses.
- pickup and deliver — Collect goods, heroes, and companions, then deliver them to outlying towns or destinations for money, prestige, and ongoing bonuses.
- Rondel — You travel around a central rondelle to access spaces like the Bazaar, Dark Market, or Inns, aligning movement with market opportunities.
- Rondelle movement — You travel around a central rondelle to access spaces like the Bazaar, Dark Market, or Inns, aligning movement with market opportunities.
Video topics + discussion points
Quotes (from this video)
- there is a lot more Nuance to merchants of the dark road than a short explanation can provide
- Elf Creek have built a name for themselves for making beautiful games
- merchants of the dark Road mostly delivers on what it sets out to do
- it's in that Nuance that you'll find a lot of the replayability on the base level
- world of Lumi somewhere that you want to know more about
- this game is no exception with art by the always terrific Andrew Bosley
References (from this video)
- The board has puzzle shapes cut into the sides that can be combined
- Components look cool
- Deluxe components are awesome
- Publisher's flagship product
Mechanics (from transcript analysis)
- Foldable board — Lance describes the board as having puzzle shapes cut into the sides so that two boards can be combined.
- Worker Placement — Lance describes God King as worker placement heavy, implying this is a common mechanic in heavier games.
Video topics + discussion points
Quotes (from this video)
- we don't even have to exist anymore
- The road to road to hell is paved in Good Intentions and all that
- it's a lot of Christmas man that's so much Christmas I'm GL I don't want to do that sounds like Christmas coming out your ass
- I just feel like you know I mean I know I complain all the time about the fact that like you know because you work in the industry you get kind of burnt out on games and whatever and it's a real thing but I mean it's just it's like I would love to find like a board game that like I didn't publish that when I played it I'd be like oh my gosh this game's freaking amazing I can't believe how cool this is that just doesn't seem to happen
- I think that's a good point I feel like still remember gamers are so pretentious possibly be attached to something so not non doesn't matter in any way in your world
- There's going to be somebody standing there being like N you did it wrong did it wrong should have done it like this shouldn't have done it don't fix it if it ain't broke you know that kind of all that kind of stuff just it's endless amounts of that kind of stuff is so that is it's part of the territory
- I mean you know it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's it's 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- Scott: Get out of your car, you know? Well, there was that video of that one person who worked for the post office that drove like drove their truck onto the uh lawn of the of the house to like and then leaned out the window and threw the package up to the door.
- Lance: I think it'll be deadlands the disne nice deadlands the Disney thing like I I think it's too much for the average Disney person like there's no V diagram between Disney and and and board games it's just I don't see it either.
- Scott: There are you you can you can like there's a guy really really nice dude meta met gcon and he's like I've got three games that I'm working on and he described the games to me and I said those games sound really neat and he said cool he's like do you want to play test them and I said we are booked out through 2020 2025.
- Lance: I mean it's it's a lot of fun um I mean it's a heavier Euro and it takes you know an hour and a half two hours to play but um I'm outelt no I'm kidding.
- Scott: but how much bigger are we still than we were say 10 years ago like it's massive it's insane games have moved so far into pop culture more than they were 10 years ago I think nobody would disagree with that except for maybe like Mass Market games you know
References (from this video)
- Good
- Trade and commerce
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Positively Fifth Street and it's fantastic because it talks both about the murder but it also talks about like just how he played poker and and made the final table
- I never I never played Santa's Workshop I heard it was really really good though
- I enjoyed honey Buzz
- I thought merch of the dark Road was good
- The thing that sucks is that the hard cover for it like it's it's it's the I I mean I get they're going with as far as like the the cover but it's like the my least favorite cover of the options that they have available
- Unless the bonus is you handing me $1,000 right now in my hand cash I don't want it
- Pepsi as we all know sucks it's and it's and it's horrible
- Lincoln almost got arrested he was like you're lucky you have an out of state driver's license otherwise you'd be in front of a judge right now
- Elf Creek games is uh yeah they're defun huh y they're not answering any any emails that's that's not a good sign
- I always wonder it's like they launched a campaign in June and and I don't know I mean it it did okay but it's like it's one of those things where it's like you you you just hope that they didn't like they didn't know that they were like they were in trouble at that time
- We partnered with tabletop at the time the tabletop had their you know person there was was Bo and uh bo was like he was not really at the time you know he was just standing there and me and we we brought all the games we brought table you know chairs tables and everything so
- I started rewatching all of uh Sopranos again such a great show
- I figure if you just get your kids cynical right away beginning then they're uh set them up for Success
References (from this video)
- The speaker thought it was good.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Positively Fifth Street and it's fantastic because it talks both about the murder but it also talks about like just how he played poker and and made the final table
- I never I never played Santa's Workshop I heard it was really really good though
- I enjoyed honey Buzz
- I thought merch of the dark Road was good
- The thing that sucks is that the hard cover for it like it's it's it's the I I mean I get they're going with as far as like the the cover but it's like the my least favorite cover of the options that they have available
- Unless the bonus is you handing me $1,000 right now in my hand cash I don't want it
- Pepsi as we all know sucks it's and it's and it's horrible
- Lincoln almost got arrested he was like you're lucky you have an out of state driver's license otherwise you'd be in front of a judge right now
- Elf Creek games is uh yeah they're defun huh y they're not answering any any emails that's that's not a good sign
- I always wonder it's like they launched a campaign in June and and I don't know I mean it it did okay but it's like it's one of those things where it's like you you you just hope that they didn't like they didn't know that they were like they were in trouble at that time
- We partnered with tabletop at the time the tabletop had their you know person there was was Bo and uh bo was like he was not really at the time you know he was just standing there and me and we we brought all the games we brought table you know chairs tables and everything so
- I started rewatching all of uh Sopranos again such a great show
- I figure if you just get your kids cynical right away beginning then they're uh set them up for Success
References (from this video)
- S rank.
- This will probably never change.
- I just absolutely love this game.
- Right behind Aeon's End.
- Might be my most favorite deck builder of all time.
- Aeon's End
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this one is an abstract game that actually worked pretty well
- oh boy oh boy this is a game I don't have to think about it I I I could even think about giving it lower than a d but I will give it a d now
- the design doesn't work at all it's so specific there's like so much text on the cards it's i' I've I've never seen cards like that
- this is we have the suspicion that this is AI generated or at least some of it uh like what the regarding the rules in the design because wow this is really cumbersome
- it's a solid game this is like a game that is has a cool premise it works very well but it's nothing special but still I keep coming back to it because the Bame Marina implementation is so great
- Kaber of course uh this needs to be an S tier because it's my top three game in both my list solo and general
- Secret identity I will also give an a yeah it works really well
- it's very very tough but I like it it's always fun
- very good Abra game I can just I just recomend can recommend that to pretty much everyone
- Not turn I just reviewed on my channel uh I like this game I will give this a B I think B is fine uh it's a good game it has a very interesting Bing mechanism and a it has a few mechanisms that are very unique
- Missana uh I'm still really torn now that I played the cave of Gins which is really good um I might rank this higher I would also give this a B I don't know this game I think this game like will become even better like when you have more expansions right the base game is okay it's fine probably just a b Toc
- just one srank one of the best party games out there definitely srank uh I always like to pull it out it's one of my most favorite party games
- K grip also clear srank let me just put it up here clear srank game is one of my most most favorite portable solo games ever
- Kites Kites I will give a H A or B uh it's a very good game but I think I will give it a b it's also like a fun time you play like one two three four games and then you're over it and then you don't want to play it for a few weeks right at least that's how I feel but every time I pull it out it's very very fun I like it
- fun facts also clear S rank I like this a little bit more than just one uh but they're both incredible party games so definitely also S rank
- belati um a game that is not very well known I think internationally but a very cool deduction party game I also have to give this an S it's always a fun time like really really fun party games
References (from this video)
- Beautiful coins
- strong theme
- pick up and deliver, caravan trade
- dark winter, spooky vibes
- quest-based route planning and adventure
Mechanics (from transcript analysis)
- pickup_and_delivery — pickup adventurers and deliver them to towns
- resource_management_goals — managing cargo and completing top-board goals
- round_based_rondelle — activating actions with a rondelle and moving a wagon
Video topics + discussion points
Quotes (from this video)
- I love it because it's very thematic.
- Oathsworn is a fantastic game.
- I fell in love with this game.
References (from this video)
- Stunning components and artwork.
- Encourages positive player interaction.
- Great rondel mechanism.
- Engaging thematic journey with narrative elements.
- Considered one of the host's top 100 games.
- The publisher has closed, making the excellent expansion potentially unavailable.
- The ranking is based on the base game without the expansion.
- Merchants traveling to deliver goods
- A city and surrounding villages on the 'dark road'
- Narrative drama elements drawn from cards during travel.
Mechanics (from transcript analysis)
- Narrative events — Drawing cards during travel introduces narrative elements and choices.
- Pick-Up and Deliver — Merchants collect goods in the city and deliver them to villages on the dark road.
- Rondel — Players move around a city rondel to collect resources, quests, and followers.
- Set Collection — Players collect sets of resources and items to fulfill delivery requirements.
- Worker Placement — Implied by the need to collect resources and prepare caravans.
Video topics + discussion points
Quotes (from this video)
- Do you care about this or are you just here for the games?
- Notice that thing right there on top of our car. Uh, guess what's in there? Let me see. I You can see I've already unlocked it. There's my keys. If I pop it open, boop. Hello. There we go. I don't know. There's uh 50 or 60 games in there of various inundry sizes.
- This is another tile lane game. You know how much I love them. It's another entwined drafting game. You know how much I love that.
- I know it's not the prettiest game, but it does have kind of a nice retro50s sci-fi kit vibe to it.
- The entwined drafting escalates in tension.
- The landscape or the moonscape cards you have to play they have to be played in ascending order. So you can't just put stuff wherever you want. So you are creating a vice that you will find yourself stuck in as the game goes on.
- Wow, really surprised me. I mean, I love Sim City style games and all that.
- I love the uh team up here, Steve Finn and Phil Walker Harding. I want to see that combo a lot more.
- It's got a very very tight draft, which honestly I think is best at two players.
- The presentation is very good except for the fact that it's not colorblind friendly.
- Theme is such an important integral element to Euros. And it always breaks my heart when publishers ignore that.
- And that one extra bit attention to detail that so many games ignore in the pursuit of language independence really elevates the game, makes my city that I'm building feel like it has character, like it has a story, like it has a unique identity.
- For me, it's an Azul Killer or most of the other ones in this.
- Do you want just the games or do you want this little uh slice of life?
References (from this video)
- great solo mode
- entertaining core gameplay loop
- production is gorgeous
Mechanics (from transcript analysis)
- Core gameplay loop — core loop is entertaining
- solo mode — described as having a great solo mode
Video topics + discussion points
Quotes (from this video)
- And there you go. 10, 15, actually 17 solo games that I like way more than you.
- What are some games that you feel you enjoy more than other people? Please let me know in the comments.
- I absolutely adore it.
References (from this video)
- The deluxe version is considered very impressive out of the box.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And I think that's awesome. That's a beautiful question, actually. A human question.
- I I I I love that. I'll just I'll just leave you with this thought.
- So, we are um I would say we're a little behind on questions, but we're going to go long today. I think longer than we normally go. We'll try to do a semi- lightning round. Some quicker answers to some of the questions I'm seeing.
- So, we call that a village attack. A village attacks moment is when anyone forgets something and then suddenly remembers and blurts it out.
- And I I think you have to choose, draw, especially when there aren't things going well.
- I don't want to do a negative review of a game. First of all, it's my own opinion, number one, and I'd rather share something that I think you'll like. Like, oh, let's take this moment to poop on a game that someone worked really hard on. Why? For what purpose?
- I think if there was someone that I worked with or something that I loved that I read, I would definitely do it.
- And I I I I love that. I'll just I'll just leave you with this thought.
References (from this video)
- Beautiful artwork
- Cozy and dark theme
- Unique follow mechanism
- Satisfying wagon puzzle
- Has fallen in ranking due to recency bias (host hasn't played it recently)
- Trading goods in a fantasy setting
Mechanics (from transcript analysis)
- Follower mechanism — Players can choose to join another player's action, taking a risk.
- market fluctuation — There is a fluctuating market for selling goods.
- Pick-Up and Deliver — Delivering goods to different towns for Queen's favors.
- Polyomino — Fitting goods into a wagon using polyomino shapes.
- Rondel — A rondel mechanism is used for movement or actions.
Video topics + discussion points
Quotes (from this video)
- currently right now because I will say that these will probably and most definitely will change for sure
- This is my first time doing this and I will say right now I am enjoying it very very much
- I really do want to play this one again cuz I absolutely love it
- Remember you are somebody's reason to smile
References (from this video)
- lots of interesting interactions and table presence
- engaging in-the-moment decisions about timing and diplomacy
- felt too long for a first play
- late-game pace lagged with five players
- Bonanza
- Zuus
Mechanics (from transcript analysis)
- Pick-Up and Deliver — carriage moves along a Rondell, delivering goods and interacting with a tavern/market
- round Rondell / pick-up-and-deliver — carriage moves along a Rondell, delivering goods and interacting with a tavern/market
Video topics + discussion points
Quotes (from this video)
- I really liked it first of all I had a really good time with the White Castle
- I was blown away by Scout
- Earth is my favorite out of all four of those games so far
- it's pure Mayhem
References (from this video)
- Gorgeous production.
- Excited to play at a higher player count.
- Felt the traveling was more interesting with more players at a higher count.
Mechanics (from transcript analysis)
- player count scaling — Felt the traveling was more interesting with more players at a higher count.
Video topics + discussion points
Quotes (from this video)
- The worst thing about Scout is when somebody like um is able to play and beat the set that's in front and completely empty their hand. That's the worst feeling but it's like it feels good when you're able to do that.
- It's like trick taking but time traveling at the same time. So yeah, it's a very interesting take.
- I really like trick taking games so much that I just think that this one was like a almost too far too much too much.
- We're not calling these games because we don't like them we're calling them because they just don't like they don't hit the table enough.
- It's always nice when we get to cover our favorite publishers and our favorite games that's always the best part.
- It's basically like Christmas because you back something you kind of forget about it... but it finally gets here and you want to celebrate.
References (from this video)
- Strong personal puzzle element and planning ahead
- Colorful production and components
- Unique scoring mechanic balancing prestige and money
- Encourages watching opponents to piggyback and maximize efficiency
- Big scope with multiple interlocking systems
- Interaction between players can be limited, especially late game
- Balancing all aspects is not trivial; can feel insular
- Some may find the scoring less engaging in practice
- trade economy, balancing money and prestige
- wagon traveling around a rondelle to trade goods and deliver to towns
- puzzle-like, personal strategy with hero shipments
- Goldwater Crown
Mechanics (from transcript analysis)
- Dice-driven actions — Turn consists of rolling dice, assigning pips to action slots, which moves dice through sub-actions and generates goods or bonuses.
- Market economy and selling — Buy goods from the bazaar or dark market; sell to heroes at the inn to gain money and influence the journey.
- Resource Management — Goods and heroes/commissions have storage capacity on player boards; different sizes of goods require space.
- resource management and storage — Goods and heroes/commissions have storage capacity on player boards; different sizes of goods require space.
- Rondel — Players move a wagon around a rondelle and pick one of two adjacent actions; five major action spaces.
- Rondelle movement with wagon — Players move a wagon around a rondelle and pick one of two adjacent actions; five major action spaces.
- Scoring balance (prestige vs money) — Base points equal to the lower of money and prestige; players balance these throughout the game.
- Special die with triple action — A special die provides triple actions when used.
- Travel action — Travel to outlying towns; leadership provides bonuses; other players can piggyback without spending extra actions.
Video topics + discussion points
Quotes (from this video)
- it's a game with a lot of little things going on
- the very thing that is very unique as you said earlier is how you score
- planning ahead a turn or more
- you can piggyback off the back of that action
References (from this video)
- Stunning production and art
- Engaging solo mode with a strong AI deck
- Clever dice system and spatial packing
- Rules can be dense; not the simplest entry point
- dark road logistics and contract fulfillment
- trade and transport along a dangerous route with a noir-Euro flavor
- highly tactile, production-forward with a grand visual presentation
Mechanics (from transcript analysis)
- Dices-based action assignment — Roll dice and assign to actions to deliver contracts and manage goods.
- Route-based delivery and contracts — Head to locations to fulfill contracts and move people efficiently.
- Tetris-style goods packing — Fit goods into carts in efficient configurations.
Video topics + discussion points
Quotes (from this video)
- it's crazy it sounds downright ridiculous but it's incredibly fun
- Time Track in order to determine turn order
- zombies are represented by wooden cubes
- the solo mode is very well done
- it's wild and crazy and swingy and really leans into the pirate theme
- you can screw yourself over you can have just an absolutely horrendous game
- it's one of my favorite rolling rights
- cooperative pick up and deliver puzzle that is deceptively crunchy
- this auction system is brutal but incredibly satisfying
- the zombies feel scary the system is just incredible
References (from this video)
- well-integrated dice rondelle mechanic
- strong production and components anticipated from Elf Creek
- potentially heavy for some players due to length/weight
- depends on table presence for best experience
- merchants, contracts, and market dynamics
- medieval trade and travel with peril on a dark road
- slightly adventurous but primarily economic
- Orléans
- Champions of Midgard
Mechanics (from transcript analysis)
- Contracts — a changing market influences item values over time
- contracts and market — a changing market influences item values over time
- Rondel — dice determine bonuses and movement on a rondelle
- rondelle with dice — dice determine bonuses and movement on a rondelle
- Worker Placement — contracts and market-driven actions structure your turns
Video topics + discussion points
Quotes (from this video)
- it's a pure euro that is nicely connected to the theme more than you would anticipate
- money is super tight in this game which adds a lot of tension
- the rondelle with dice worker placement it has contracts and there's a market that changes the values of all the items
- it's a game i can get my wife and kids to play with me yet still a very enjoyable game for me
- the weight and the length of the game is just a perfect scenario for me
References (from this video)
- Engaging theme with strong production value
- Solid worker-placement feel
- Mixed reviews among some players
- Can be heavy for casual gamers
- merchants navigating a dangerous road
- medieval/folk-tantasy caravan trading
- highly thematic, story-flavored economic play
Mechanics (from transcript analysis)
- Resource Management — you manage goods, money, and routes to optimize profit
- Worker Placement — you place workers to take actions and advance on the road and in markets
Video topics + discussion points
Quotes (from this video)
- welcome to the board game garden
- i am the rose in the board game garden
- we plant this garden and hopefully it will grow
- thank you so much for joining the board game garden
- i would absolutely love to see your answers to these questions
- the board game community is so engaging and passionate
References (from this video)
- unknown
- unknown
- unknown
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- my wish list is never ending and I get something and then 15 more games get added
- we breakout con this weekend and if i see any of these games in the bring and buy auction, you best believe i'm gonna be purchasing
- the budget does not allow for over a hundred dollar games unfortunately
- the art is gorgeous and the theme is so cute in these games
- I would love to try meadow before possibly getting the expansion
- familiar tales is one that i would love to add to the collection
References (from this video)
- Stunning, darker artistic style; unique table presence
- Strong art by Andrew Bosley
- Rich variety of critter cards for flavor and replayability
- Trade, road-building, and critter-themed storytelling on a dark forest backdrop.
- A darker-toned forest world of traveling merchants, with critter cards and table presence as a core draw.
- Darker, gothic-fantasy palette with charming critter illustration.
Mechanics (from transcript analysis)
- Resource/upgrade economy — Upgrade your road and offerings by acquiring and placing critter cards.
- Tableau Building — Collect and arrange cards to optimize scoring opportunities on your road.
Video topics + discussion points
Quotes (from this video)
- the art on the cards are absolutely stunning
- the cards are gorgeous
- I absolutely love the art in Similar
- the art in this game is so freaking cute
- Meadow is one that everyone talks about how beautiful the cards are
- the art is absolutely stunning
- the artwork is absolutely fabulous
References (from this video)
- innovative rondelle mechanic with thematic flavor
- strong world-building and adventure-forward vibe
- kickstarter-driven release may affect early access
- may require longer play sessions
- merchant activity; risk management; adventuring routes
- dangerous trade routes between cities; medieval road-based commerce
- story-driven market conquest with travel hazards
Mechanics (from transcript analysis)
- market production and travel management — collect, produce, and trade goods while navigating risk on the road
- Rondel — a rotating dial determines available actions per player turn
- rondelle action system — a rotating dial determines available actions per player turn
Video topics + discussion points
Quotes (from this video)
- board games are a lot like bees are they
- we're rooting for this month at number 10 is d100 dungeon
- it's a market game where you produce goods the fields customers helpers and shops are represented by cards
- it's also a centuries-long blood sucking house gang
- oh it's like the DMV it's like being at the DMV
- I love this market game
- this is the next upcoming title from elf greek games merchants of the dark road
References (from this video)
- Strong theme integration with dynamic market and travel decisions
- Excellent art and high-quality components that enhance table presence
- Multiple viable strategic paths and good player-count scalability
- Illuminated dice are hard to acquire, limiting some tactical options
- Some content (like ruins of Yin) feels underutilized due to limited turns per game
- Core gameplay can feel repetitive to some players after many sessions
- merchant trade, risk in travel, and city-building through commerce and prestige
- A medieval-style network of cities during a dark season where merchants travel perilous routes to buy and sell goods, taking on queen’s commissions and aiding cities.
- story-driven through deeds, commissions, and hero travels rather than a heavy narrative
- Bark Avenue
- Flow
- Everdell
Mechanics (from transcript analysis)
- deeds / personal objectives — Players start with deeds and can acquire more throughout the game, adding bonus points to final scores.
- Dice-driven actions — The number of actions available on a turn is determined by dice results, with illuminated dice offering additional options.
- dynamic market pricing — Goods prices shift via a market wheel, rewarding players who time sales and target lucrative goods.
- illuminated dice — Certain dice grant a second action or other bonuses; these are scarce and influence access to advanced locations.
- Market Pricing/Manipulation — Goods prices shift via a market wheel, rewarding players who time sales and target lucrative goods.
- queen’s commissions — Completing commissions by delivering required goods to the correct city grants prestige points.
- Rondel — Players move around a five-space rondelle using dice to determine actions and movement opportunities on their turn.
- Rondelle movement — Players move around a five-space rondelle using dice to determine actions and movement opportunities on their turn.
- ruins of Yin and upgrades — Traveling to ruins Yin (and related upgrade paths) improves goods and enables more points later.
- selling to heroes — Players sell goods to heroes for money, choosing how many goods to sell to maximize income based on current prices.
Video topics + discussion points
Quotes (from this video)
- The theme is pretty done already in a lot of other games, but the mechanics are where Merchants of the Dark Road shines.
- The art and components in Merchants of the Dark Road is one of the number one things that it has going for it.
- Overall, the gameplay is really good and the replayability has potential to grow with expansions and solo variants.
- Illuminated dice are very difficult to acquire, which can limit access to some of the richer options on the board.
- Four-player games give you more opportunities to travel with others and experience different routes.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Solid four-player experience
- Interesting route and resource dynamics
- Balance and pacing can vary with player count
- Trade network optimization
- Road-based trade and travel during a historical/folkloric era
- Strategic, resource-management heavy
- Orléans
- Great Western Trail
Mechanics (from transcript analysis)
- Hand Management — Choose routes and manage resources to maximize profit.
- Hand management / variable costs — Choose routes and manage resources to maximize profit.
- Worker Placement — Place workers to optimize merchant routes and earnings.
- Worker placement / route planning — Place workers to optimize merchant routes and earnings.
Video topics + discussion points
Quotes (from this video)
- Lawson's varnak is such a fantastic game it's one of our favorites.
- Roxley sent us Brass Birmingham to try—huge shout out to them; this game is great.
- I'm getting really into solo gaming and it's just so therapeutic to me.
References (from this video)
- digestible AI flowchart
- solo variant is engaging and replayable
- cute, approachable rulebook; easy start
- travel/interactions shine in multiplayer and adapt to solo
- icons can be confusing at first
- initial plays require rulebook reference
- AI balance can feel uneven when tracking resources in solo
- trade, prestige, and hero-driven quests
- medieval town trade circuit with Heroes and Queens' commissions
- economic/strategic with a light quest thread
- Batoku
- Cartographers
- Honey Buzz
- Lost Ruins of Arnac
Mechanics (from transcript analysis)
- deck-building / hand management — acquire goods and fulfill Queen's commissions via a card-based system
- Pick-Up and Deliver — go to locations to drop off heroes and collect money or prestige
- Rondel — move around town to perform actions like buying/selling and recruiting heroes
- Rondelle movement — move around town to perform actions like buying/selling and recruiting heroes
- scoring on money vs prestige — final score is based on the lower of money or prestige, with deeds/companions providing bonuses
- solo AI flowchart — a compact, easy-to-read flowchart guides the AI's actions each turn
- travel to towns to deliver heroes — go to locations to drop off heroes and collect money or prestige
Video topics + discussion points
Quotes (from this video)
- the flowchart in this is the smallest little flow chart
- the solo AI is easy to manage
- I really really enjoy the solo variant
- randomness opens me up to enjoying the challenge
- it's intimidating but not as scary as it looks
References (from this video)
- beautiful production and art
- satisfying dice puzzle at the core
- supports solo play with an elegant deck system
- Logistics, route planning, and trading goods
- Medieval caravan/merchant trading
Mechanics (from transcript analysis)
- dice-driven movement on a circular track — Dice determine movement around a circular track with worker-placement-style spots.
- scoring via diverse victory point types — Points come from different VP types, encouraging diversification.
- shape/tetromino-like goods fitting — Collected Goods have unique shapes that must tessellate onto your Caravan.
- solo mode with streamlined deck of cards — Elegant solo system using a simple deck mechanic.
Video topics + discussion points
Quotes (from this video)
- my number 10 is Woodcraft
- the zombies are represented by little cubes
- I love the voucher system here where when you take one of the actions you have to pay certain vouchers and then you also receive other ones
- Frostpunk has aspects of War of Mine it has aspects of Robinson Crusoe
References (from this video)
- Beautiful dice; aesthetically pleasing
- Clever push-your-die mechanic with meaningful decisions
- Rules explanation can be dense at first
- merchant caravan upgrades and trade routes
- medieval trading caravan journey
- light-hearted, economic strategy
Mechanics (from transcript analysis)
- dice rondel with upgrading wagon — Three dice in different spots; you push and replace dice to determine movement and actions.
- dice-pool management and upgrading — Dice choices influence movement, goods collection, and wagon upgrades.
- die replacement and action mapping — Choosing which die to advance and how to map actions to spots.
Video topics + discussion points
Quotes (from this video)
- I really love the way that this works
- I really enjoy this solo as well
- the dice Caravan mechanism is really cool
- the dice mechanism for this one is you have three dice in three different little spots
- the dice in this game are absolutely beautiful
- you are creating a character … you are trying to complete all of your different attributes
- I really enjoy the dice puzzle mechanism that they have in role player
- the end scoring phase you're going to lose some points and also you're going to have less for the next round
References (from this video)
- deep economic engine
- deluxe upgrades
- weighty for casual players
- economic engine-building
- medieval/fantasy trade route
- story-driven
- Le Havre
- Rialto
Mechanics (from transcript analysis)
- rondel-like player actions — purchasing and selling resources to grow wealth
- upgrades — deluxe assets and coins for realism
Video topics + discussion points
Quotes (from this video)
- I love Loney Labs
- I love the flux
- I am excited about Imperium Horizons
- We love Christmas romance movies
- Atlantis Rising monstrosities
References (from this video)
- stunning Kickstarter/retail components
- engages long groups
- long play with 4 players can be lengthy
- deck-building + worker-like actions + long play
- decked-out, large party game about merchants
- immersive, rich components
- Lords of Waterdeep
- Scythe (engine-building overlaps)
Mechanics (from transcript analysis)
- deck-building — build a deck to recruit workers and perform actions
- heavy interaction — competition for goods and space
- heavy player interaction — lots of negotiation and competition for goods
Video topics + discussion points
Quotes (from this video)
- It's kind of like The Mind but better.
- it's a very, very good two-player game
- we are so competitive that we need to be able to turn it off
- I loved it so much I spilled my water all over the table
- we've met some of our best friends this year
References (from this video)
- high thematic flavor for new players
- beautiful deluxe edition components in the discussed release
- potential analysis paralysis due to route planning
- new to them, so learning curve shows in initial games
- merchants managing routes, risk, and riches
- medieval/fantasy road-trade setting with caravan routes
- episodic route-building with competitive drafting
- Merchants of the Dark Road
Mechanics (from transcript analysis)
- Hand Management — players manage a hand of cards that influence market and routes.
- Route Building — players plan and optimize caravan routes between settlements.
- set collection / hand-collection — players collect goods and tools to gain advantages and points.
Video topics + discussion points
Quotes (from this video)
- i love this game i love this game it's number 20
- we just bought our own copy of this i'm so excited to play this at two with jamie
- sleeping gods has invoked so much of the things i love about not only board games but video games
- it's endlessly fun to pull things out of the bag
- i'm very excited to try out each one
References (from this video)
- deluxe components and tactile coins enhance immersion
- dense, interlocking puzzle of inventory and routing
- strong thematic integration with Lumi and its 13-week cycle
- asymmetric starts add variety and strategic depth
- high complexity may intimidate casual gamers
- pacing can slow during busy turns and heavy bargaining
- trade, caravan travel, and survival under harsh winter conditions
- Lumi, a frozen world during a 13-week winter cycle
- episodic journey with event-driven decisions and purchases
Mechanics (from transcript analysis)
- asymmetric starting heroes — each player begins with a unique companion that grants special bonuses
- market and dark market — two markets with different goods, pricing dynamics, and upgrade opportunities
- Pick up and deliver — collect goods, fulfill commissions, and deliver to towns to gain prestige and currency
- Resource Management — manage coins, goods, and hero/companion cards to optimize routes and profits
- rondelle dice drafting — a central circular wheel where dice are moved to reveal actions and forecast movement
- travel action and enacting events — travel triggers encounter cards and potential follower effects from other players
- wagon upgrades and deeds — upgrading wagons for better capacity and taking end-game deeds for points
Video topics + discussion points
Quotes (from this video)
- it's a slam dunk on component quality and gameplay
- epic rondelle
- it's all about the journey
- deluxe components are amazing
References (from this video)
- Unique dice mechanics
- Interesting travel and trading system
- Magnetic board components
- Multiple paths to victory
- Complex rule set
- Multiple components to manage
- Merchant trading and travel
- Lumi, a world with 13 weeks of winter
- Fantasy adventure
Mechanics (from transcript analysis)
- Dice management — Players use dice to plan, move, and take actions
- pickup and deliver — Players move wagons, collect goods, and deliver to specific locations
- Resource Management — Managing coins, prestige, and goods
Video topics + discussion points
Quotes (from this video)
- Velvet wants the most deluxe wagon
- We're merchants traveling in the world of Lumi
- Only the finest things for Velvet
References (from this video)
- Strong thematic integration and atmosphere that sell the setting
- Engaging push-dice movement with a rondelle and a tactile, tactical route around the board
- Rich logistics decisions and planning that reward efficient routing and item management
- Tight interaction between routes, contracts, and upgrades that creates meaningful choices each turn
- Beautiful artwork and high-quality components (even in prototype form)
- High cognitive load and a lot of moving parts that can be intimidating for new players
- Prototype status may affect early impressions of component quality
- End-game scoring requires careful tracking of multiple interacting factors, which can be tricky
- Trade, caravan logistics, and limited daylight create a mood of scarcity, risk, and rapid decision making.
- A wintry world where most of the year is dark and caravans move under the cover of night.
- Dark fantasy courier/merchant saga with strong atmospheric storytelling through components and flavor text.
- Feast for Odin
Mechanics (from transcript analysis)
- Cargo packing and wagon upgrade — Items, weapons, and artifacts must be packed into wagon cargo slots; capacity and placement influence what can be carried and delivered.
- Contracts and commissions — Each contract requires specific items to be gathered and delivered to a target area; more items yield more points, with upgrade options complicating choices.
- Dice-driven rondelle movement — Players push dice to determine movement along a circular track, gaining access to locations and abilities based on the die that reaches the top.
- End-game scoring based on min(money, prestige) — Final score uses the lower of money or prestige as the base score, then adds victory points from crowns cards and delivered goods.
- Heroes, companions, and crystals — Companions grant special travel or action benefits; crystals are earned to attach to items or companions for additional effects.
- Illuminated dice and lanterns — A subset of dice can be illuminated to trigger unique effects; lanterns enable rerolls and enhanced actions in travel phases.
- Market and dark market manipulation — A rotating market board lets players buy upgrades by paying coins; the market reshuffles as players push dice and rotate wheels.
Video topics + discussion points
Quotes (from this video)
- The map on the board is just dark and it's cool and it just feels like winter.
- We love theme and they really carried the theme all the way through.
- It's like a Tetris thing, you pack your cart full of items and fit it all in.
- End-game scoring uses the lower of money or prestige as base score, which is a clever twist.
- Artwork is awesome; prototype looks phenomenal.
- 60 to 90 minutes is probably about right for a game like this.
References (from this video)
- Flexible dice allocation
- Interesting travel mechanics
- Multiple ways to score points
- Engaging player interaction
- Complex rule set
- Tight resource management
- Limited action opportunities
- Merchant caravan travel and trading
- Fantasy trade route world
- Journey-based adventure
Mechanics (from transcript analysis)
- Dice Rolling — Dice determine movement, actions, and travel outcomes
- Resource Management — Managing goods, heroes, and wagon space
- Worker Placement — Players allocate dice to activate different locations and actions
Video topics + discussion points
Quotes (from this video)
- We're here to have a good time
- A great expansion takes the knowledge learned from a billion plays
- Those things just make the player interaction way better
References (from this video)
- Interesting dice placement mechanism
- Multiple paths to victory
- Flexible action selection
- Varied district actions
- Merchant adventure and resource management
- Towns and mountains surrounding the Dark Road
- Economic trading and exploration
Mechanics (from transcript analysis)
- Dice Placement — Players use night dice to take actions and move
- Resource Management — Collecting and trading various goods
- Travel and exploration — Moving along the ringway and visiting towns
Video topics + discussion points
Quotes (from this video)
- Merchants will earn victory points based on their accomplishments and acquisitions
- The player with the most victory points wins the game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love this game it's a bag builder
- it's so good
- the characters feel I mean so thematic
- this is going to be good
- this is family friendly but it's not kid's game
References (from this video)
- Strong production quality and thematic cohesion
- Engaging economic engine and rotation mechanics
- Rondelle-driven market and recipe fulfillment
- Historical trade routes and merchant activity
Mechanics (from transcript analysis)
- Market manipulation and recipe fulfillment — Players optimize markets and fulfill recipes
- Rondelle movement — Worker placement-like rotation with a rondelle mechanic
Video topics + discussion points
Quotes (from this video)
- there are no rules there are no rules there's nothing I was trying to say it's our Channel we get to do whatever we want
- Green Team Wins is the king we're talking Tom Brady the goat of party games
- Hands down the best racing game I've ever played
- the coziest board game