Skip to main content

Mint Control

Game ID: GID0211159
Game Info
Year
2020
Players
2-4
Age
13+
Playtime
30 min
Complexity
1.8/5
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

A pocket-sized area control game in the Mint series where players place influence tokens on candy company buildings to earn victory points and use card actions

Description

A pocket-sized area control game in the Mint series where players place influence tokens on candy company buildings to earn victory points and use card actions

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 0 · neu 0 · neg 1
Mentions per page
Showing 1–2 of 2
Video hnfMcefeXy8 Board Game Spotlight Playthrough at 6:32 sentiment: positive
video_pk 91158 · mention_pk 244356
Board Game Spotlight - Mint Control video thumbnail
Click to watch at 6:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Quick to play
  • Portable
  • Introduces area control and action selection genres
  • Engaging mechanics
  • Appreciated difference in mechanisms from previous games in the series
Cons
  • Icons can be confusing for some players
  • Rulebook clarification needed regarding influence placement and location effects
Thematic elements
  • Controlling the mint-making market
  • Mintopia City
Comparison games
  • Mint Works
  • Mint Delivery
  • Mint Cooperative
  • Mint Worker Placement
Mechanics (from transcript analysis)
  • action selection — Players choose from a set of actions each round, with variations based on player count. Some actions have a 'follow' mechanism where other players can also perform a lesser version of the action.
  • Area Control — Players try to assert their influence over various locations in Mintopia City to secure their goals and earn market share. Controlling a location means having the majority of influence there.
  • Influence placement — Players place influence tokens on locations, costing a certain amount of mints. Players can also pay to 'oust' opponents from a location, removing their influence.
  • Resource Management — Mints are used as currency to perform actions like placing influence or ousting opponents. Players also gain mints through various actions and location effects.
  • Set Collection — The game ends when a player reaches a certain number of points (stars), and the player with the most stars wins. Points are gained by controlling locations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love very control I love the like dance of trying to influence and I actually like how mean it is
  • This game is very quick it's literally Kate let's pulled out what we're hanging out at the the restaurant or you're just sitting down waiting waiting for something
  • The first game was definitely incorrect because and I will go ahead and talk about it Justin thank you so much for pointing that out when you and I'll explain what happened when you take the presents action and you gain the location effects from having influence there this is not a free placement I have to pay to place an influence on another location
  • you're in control of your own actions I'm not asterisk win
  • The cards would get powdered up you're right you'd have to it would be difficult man would answer any player
References (from this video)
No references stored for this video.
Video TtvLYhsyA7I The Dice Tower Analysis at 1:35 sentiment: negative
video_pk 80696 · mention_pk 197335
The Dice Tower - Mint Control video thumbnail
Click to watch at 1:35 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey everybody, I'm Tom Vasel.
  • This game is about giving good gifts or bad gifts to other people, and you have to figure out which gift they would most want and which gift they would least want.
  • It's a pretty good ice breaker type game.
  • It works well, okay, seven out of 10.
  • Guilds of London, this is a game that does not get talked about much these days, but it is a solid Euro style game with these different guilds in the middle.
  • Ice Cool, this game still getting played. It's one of the best kids games ever designed, but also for everyone.
  • Mint Control is one of the worst. They really their follow-ups were not nearly as good.
  • Dia de Dead from Radical 8 Games. I really wanted to like this game. I like the theming of it, the idea of dice moving up these steps it just misses the mark, 5.5.
  • Positano, I was very surprised by this game, one of my bigger surprises from last year.
  • It's mean, it's nasty, but it's also short, which makes it very palatable, eight out of 10.
  • And Three Chapters, a little card game, one of the last gasps from Amigo USA before they disappeared.
  • But I really like Three chapters. You're You're You're spending three turns where basically you are drafting cards and playing cards, and they're going to score at different times.
  • So, there you go, folks. The games I reviewed 1, 5, and 10, and 20 years ago.
  • Thanks for watching. I'm Tom Vasel, and this has been look back on The Dice Tower.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–2 of 2
View on BoardGameGeek