Moonrakers is a game of shipbuilding, temporary alliances, and shrewd negotiation set in a space-faring future. The players form a loose band of mercenaries, but while they are united in name, actual alliances are shaky as players are pitted against each other in the quest to become the new leader of the Moonrakers.
Moonrakers is a deck-building game in which players choose Contracts to attempt alone or with Allies in order to gain Prestige and Credits. After negotiating terms with Allies, players use their decks of Action cards to play Thrusters, Shields, Weapons, Reactors, and Crew to fulfill the requirements on each Contract. Each type of Action card has additional effects such as extra Actions, drawing additional cards, and protecting players from Hazards encountered while attempting Contracts.
Players create powerful decks and gain special abilities by upgrading their ships and hiring Crew Members. This helps them accomplish more difficult and rewarding contracts alone, letting them keep more Prestige and Credits for themselves.
Allies negotiate who will receive the Prestige, Credits, and risk of Hazard from Contracts, but if you don't make your offers enticing enough players may be tempted to betray you! The first player to 10 Prestige wins, but be careful as hazards encountered on Contracts reduce your Prestige!
-description from designer
- Engaging for many players with negotiation
- Rich thematic feel and replayability
- Not ideal in two-player mode
- deck-building with negotiation
- galactic/secret missions in a competitive economy
- sci-fi heist vibes
- Watergate
Mechanics (from transcript analysis)
- Deck Building — acquire cards to complete missions and gain rewards
- deck-building — acquire cards to complete missions and gain rewards
- Negotiation — interact with other players to achieve goals
- negotiation / alliances — interact with other players to achieve goals
Video topics + discussion points
Quotes (from this video)
- it's so simple it's so slick our four-year-old can play it
- this is crazy chaotic fun
- this is a hilarious dexterity game
- it's the most advanced but at the same time the rules themselves are easy
- you can level it to your child
- it's engaging for literally all ages
- it's a game that can be played for players age like 4 to 99
- love it it is a great one
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
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)
- expansions planned via Kickstarter
Mechanics (from transcript analysis)
- deck-building with negotiation — deck-building plus negotiation mechanics
Video topics + discussion points
Quotes (from this video)
- Space Station Phoenix: seven times played shows strong interest
- kate may is a game that came out from thunder works games
- there's going to be a Kickstarter campaign for that one going out in July
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Space Station Phoenix: seven times played shows strong interest
- kate may is a game that came out from thunder works games
- there's going to be a Kickstarter campaign for that one going out in July
References (from this video)
- Selling out quickly
- Popular
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- boom without a print it's back they just brought it back with uh new art
- basically one person picks up these three cards and they have like that's a certain type of person they're looking for
- i found the trouble with those games like i think they're fun to play but i think it's kind of weird when you give one person the power to assign the points
- i didn't it's not cool like i'm probably never gonna book another uh like demo with them again because it was like it's that's just not i don't think that's cool
- power chord call of cthulhu look at this now board and dice do awesome games i love board and day stuff
- scout is uh i i don't know what this is but it's a tiny little game and everybody's talking about it
- no bad karma is great
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think if I had one word to describe this collection I think it would be precarious
- Move Modern Art to the top of that stack so that you don't accidentally Crush that precious precious box
- this shelf is failing like this shelf is going to spill
- the best organized collection we've seen today
- I love the shelves doing all the work
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- 10 out of 10 recommend all of these games for the gamers in your life
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I want everyone to back your game. I also want no one who will not like your game to back your game.
- If there's not a rule book that tells me there isn't a game.
- Don't buy games for a future you're unwilling to build.
- Games are work. It takes effort to prioritize the time, arrange the people coming together.
- if you're going to be a hardcore Kickstarter backer you should be engaged in the campaigns you're backing.
- The shortest campaign page I've probably ever seen was a slate spider sure there was almost no gameplay sure I backed it in a heartbeat because I love slave aspire
- The number one way to not get your game that you spend a lot of money on is not filling out your pledge manager.
- I'll never finish the. I have a calyx worth of games downstairs that I desperately want to play.
References (from this video)
- Short-term alliances and negotiation are enjoyable.
- Finding powerful synergies in deck building and ship customization.
- Creating fun, seemingly unbalanced combinations through synergies.
- The expansion 'Binding Ties' provides another currency to spend.
- The expansion 'Overload' adds more cards and combinations.
- The expansion 'Nomad' allows going for specific contracts your ship is built for.
- The core game can feel underpowered.
- Players can become isolated if others stop working with them.
- The game can have an anticlimactic ending.
- With expansions, it can be hard to find specific cards for a desired build if not playing with all expansions.
- The expansion 'Exploration' introduces more elements requiring long-term strategy.
- The expansion 'Binding Ties' and 'Exploration' add more elements requiring long-term strategy.
- The expansion 'Overload' introduces upgraded base cards that might not be paid close attention to.
- Space pirates picking a new leader, completing contracts for prestige.
- Space
Mechanics (from transcript analysis)
- contract fulfillment — Players work together to complete contracts to gain prestige or victory points.
- Deck Building — The game involves building a deck with customizable pieces and abilities, including using 'trash cards' effectively.
- Negotiation — Players negotiate and form short-term alliances to complete contracts.
Video topics + discussion points
Quotes (from this video)
- We're reviewing all of Ivy Studios games
- I proposed doing a best and worst a uh unabridged Unapologetic on a bridge this I thought it was gonna be very abrasive they're slightly Abridged this is what I do like about your game okay one mechanic this is what I don't like about your game and I'm saying the same thing
- So while this is review content this in itself is not sponsored uh but take everything we say with a slight grain of salt
- And do you like the concept of sitting down next to a designer slash publisher and talking about the things that you like and don't like about their games
- Whatever you do remember do the important thing put as many hamsters into your mouth as you can fit and then go to the movies trust me they'll enjoy the show
References (from this video)
- Ambitious and original aesthetic
- Unconventional ideas
- Disruptive and bold stance
- Player interaction and table talk in a deck builder
- Some people dislike the unconventional ideas
- Dominion
- Carcassonne
- Splendor
- Galaxy Trucker
- Cosmic Encounter
- Star Wars Rebellion
Mechanics (from transcript analysis)
- Cooperation — Discussed in the context of potential improvements, leading to cleaner order of operations.
- Deck Building — Mentioned as a game that inspired them and as an example of a common mechanic.
- player interaction — Desired in a deck builder, alongside table talk.
Video topics + discussion points
Quotes (from this video)
- We've been on a pretty wild journey.
- We design games for us that we like, that we want to have on our shelves, that we don't have on our shelves, and that gets us to games that we like, and luckily, I think games that at least a few other people like.
- It's just like, we start a game, we develop a theme, that theme starts to speak to mechanics, and then they all get and then all of a sudden we're having ideas based on the lore that we're writing, and then we'll have a new mechanic idea, and that'll influence the lore, and it hopefully ends in a very like tight-knit product at the end that like they all speak to each other.
- It's just like, you know, what do we think that we can sell? What do you think people will be interested in?
- It's just like most of our time 90% of our time is just like making a good game and then it's like all right now how can we stand out in people's minds? How can we stand out in their table? How can we leave them with a lasting like memory about their their tactile experience with our games?
- But then there's just like there's there's the logistics side, which is just whole other thing that is like not sexy, but like needs to get done.
- But I think the board game industry is not like other industries where it's like, you know, your literal competitors are telling you how to do the thing.
- Um, and so I think I think there is just a spirit of camaraderie of like we all want to make cool things and we're all trying to get put out there.
- It's hard enough to make a great game like it a game that's worth making.
- And so like it it's in one sense it's tough but then the other sense is like there are games that come out that are just like I I wish we made that. Why didn't we think of that?
- We want to spawn these small franchises that can h that have legs that feel like they're lived in that that feel like you want to sit down and spend at 90 minutes like we're asking you to like give a movie's amount of time to one of our games.
- And so we want it to feel like it's worth stepping into a world that exists and and not only that, but then like is worth being a fan of like is is worth like dreaming about and like imagining yourself win and and I know that's a lot to like put on a board game, right?
References (from this video)
- The host has a great fondness for the game and its mechanics.
- High production value with features like metal coins.
Mechanics (from transcript analysis)
- Deck Building — The game was initially conceived as a deck-building game where players could act on other people's turns.
Video topics + discussion points
Quotes (from this video)
- The animation studio closed a couple right at the end of the pandemic. the animation studio didn't close and we switched to focus fulltime on board game
- My least favorite part is watching other people play deck building games, right? Uh, and so Zach was like, 'Dude, can we come up with a game, a deck building game where you play on other people's turns?'
- And Zach was like, I worked so hard on that and now it's just gone. I don't want to make the stuff advertising what someone else is doing. I want to make the stuff that people want.
- And that that was like a big change for our company, a big shift for our company.
- So, the the going for high level of production is a huge risk because if you go for that high level of production and you say this is what it's going to be and you don't fund very well, you will lose your shirt because it is very expensive.
- In essence, to boil down Austin's answer, it's money, Reggie.
- The magical part of what unlocked this one was that you don't know what is going to score at the beginning of the game. There's nothing scoring and the players through winning bids get to decide something on the map that is now scoring points.
- We have um a a end of the year campaign that is going to be a co-op deck builder.
- It's gotten jumbled and we're trying to fix time. Okay.
- We have three games launching at Gen Con that I want to give y'all, which are three small box games.
- My one question is, why isn't every publisher willing to or able to have IV Studios high level of production? Genuinely curious. Is it a money thing or a skill thing?
- Do you have any contact with other companies that run kind of like you to have some exchange of experiences?
- We saw you first. You know, I kind of bumped into you at your booth at Pack Show 2021 and we talked and that's when you gave us Moon Rakers and we now have the big Moon Rakers. We love I love Moon Rakers.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Totally love this game. Okay, fantastic game.
- This beautiful one, Nature just got sent in. Um, beautiful, beautiful game.
- I am really excited about this one because it basically cuz they have um dice throne adventures, but missions is supposedly kind of a more approachable, easy way to play dice co-op, which I'm really excited to try out.
- Final Girl I would normally classify that as black but I kind of need more red
- This will be available at Gen Con.
References (from this video)
- Achieved a place of pride after overcoming initial doubts
- Core theme of space adventures with friends is maintained
- Collaborative design process led to success
- Initial version was not fun and lacked player agency
- Expansion ideas involving negative player interaction were rejected as not fitting the spirit of the game
- Going on space adventures with friends
- space
- Luminara
Mechanics (from transcript analysis)
- contract fulfillment — Players complete contracts, and even if a player didn't assist, they still receive their negotiated share upon completion.
- player interaction — While not encouraged, players can betray each other, which is framed as a friend betraying a friend.
Video topics + discussion points
Quotes (from this video)
- You Gotta Kill Your Darlings sometime
- Games are often in an artistic expression in the same way that novels and video games and and and paintings are
- it's gonna suck until it doesn't
- All of our games sucked until they didn't
References (from this video)
- strong player interaction in drafting and negotiation
- engaging space theme with solid engine-building
- can be heavy for casual players
- deck-building and contract fulfillment in space
- space-themed negotiation and contracts
- dynamic negotiation and engine-building
Mechanics (from transcript analysis)
- Deck Building — build a deck to fulfill contract goals
- deck_building — build a deck to fulfill contract goals
- hand_to_board_engine — activate contracts by playing cards to meet requirements
Video topics + discussion points
Quotes (from this video)
- it's suspenseful.
- Push your luck.
- it's quick, it's snappy, it fills it in everything for you.
- I love this mechanism now.
- I love the meadow.
References (from this video)
- Movies, TV shows
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm not an image guy.
- Oh, my God, me and I look so freaking young.
- We're innovators.
- I don't know how to like talk about the game without like It's It's incredibly complicated.
- I don't know how to win that game.
- The raw and write is really good. Which is and it's really simple.
- It's a trading card game where the sizzle is more than the steak there.
- Harvest now, decrypt later.
- I feel like I've talked about it for a long time.
- You got to watch The Blues Brothers.
- He's the second coolest guy of all time.
- We're only on two We've only done two slides.
- This is a super super deep cut.
- I don't know what the name of this thing.
- This is a movie that was on HBO or Cinemax all the time when we were kids.
- My favorite movie of all time.
- You don't know what you're talking about, man.
- There's not that many laughs.
- This is a deep deep deep deep cut.
- We're trying to throw our goblins cuz like tossing goblins is the only thing I could think of.
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References (from this video)
- The first video the group made was a playthrough of this game.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We're the best channel on YouTube. You should work with us.
- I don't have a good filter. I just, you know, you get excited, right?
- It's it's a representation of you. That's true.
- So for me, the why is 100% just spending time with my friends.
- It's it's a labor of love and it's just because we love board games and we love each other.
- I want the soul to still be there. I still want it to be at its heart friends just having fun and playing games.
- It's it's literally the thing that I put the most effort into ever, and it gave me the least amount of return.
- The incentives on this are so backwards and drive me absolutely. No, for sure.
- you know, like you said, you'll you'll put a lot of effort into a video and then it won't get a lot of views.
- If I had like one piece of advice, there's a lot of channels that could improve their audio.
- We never see you just naturally, right? which is hilarious because Ivy Studios is probably the most concerned with production across their videos, their playthroughs, their their actual games.
- Not being afraid to be told no because like that's the worst that's gonna happen is they're gonna say no.
- I want them to look up is there a Grove how to play on it. That's my that's my goal.
References (from this video)
- One of the expansions was not particularly liked.
- Taking on jobs in space
- Space
Mechanics (from transcript analysis)
- Deck Building — Players build their decks to take actions and upgrade their ships.
- Negotiation — Players must negotiate with each other to complete jobs.
- Push Your Luck — Negotiations can involve rolling danger dice for potential rewards.
- Set Collection — Players aim to fulfill the needs of cards by upgrading their ships.
Video topics + discussion points
Quotes (from this video)
- My number 10 is Cthulhu Dark Providence from Kaman.
- My number nine is a game that mechanically and and component-wise together I just don't know that I've seen anything like this.
- My number eight is a game from uh GMT Games and it's a game I actually had my game day today for my students and I actually had this game out but we didn't have enough students so we couldn't play it and I was really bummed.
- My number seven is a game that is a cooperative game but it's also kind of a hidden information game.
- So my number six is a game that I played um kind of late last year.
- My number five is a deck building game.
- My number four is a great game.
- My number three is also from GMT Games and it also takes place within a few decades of Versail 1919. This is Prime Minister.
- My number two happens to be my wife's favorite game of all time and it is a good one.
- My number one unique game of all time.
References (from this video)
- Space Invaders the board game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This game rips.
- I wish my wallet was full of fat stacks like this.
- So, we're going to be playing this game hypothetically.
- My filming assignment was to capture the essence of sadness, and I did.
- Tom, I will always travel with you and not with Eric Supper.
- I don't know if that man has had a single flight not get canceled.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- You made Moonrakers out of the gates?
References (from this video)
- Most original thing in the medium tier.
- Solves the problem with both pure negotiation games (static) and pure deck builders (solo puzzle).
- Outlaw mercenary factions racing to gain prestige.
- Sci-fi
Mechanics (from transcript analysis)
- contract fulfillment — Players pick contracts that require specific cards and quantities.
- Deck Building — Players build their decks to manage contracts.
- hidden objectives — Players may have hidden objectives that reward them for failed missions.
- Negotiation — Players negotiate how to split rewards before cards are played.
Video topics + discussion points
Quotes (from this video)
- The best move you make in a trading game isn't on the board. It's the face you make when someone slides an offer across the table.
- A trading game lives or dies on the moment the table goes quiet.
- It's not about rolling dice or placing tiles, it's about reading people.
- Because that moment is the game. Everything else is just the box it comes in.
References (from this video)
- Good player interaction
- Bluffing
- Backstabbing
- Engine building
- Tactical choices
- Making alliances or trickery
- controlling a band of mercenaries called Moonrakers and aiming to be the sole leader
- space
Mechanics (from transcript analysis)
- action selection — Players have a limited number of actions per turn, and playing cards often costs an action. Cards like 'reactor' can provide more actions.
- Deck Building — Players start with a basic deck, draw cards, and use them to complete contracts. The deck is improved by buying upgrades and crew members.
- Engine Building — Players can buy upgrades and crew members to improve their deck and abilities, creating an 'engine' to better complete contracts.
- Negotiation — Players can negotiate with each other to help complete contracts, including how rewards and hazard dice will be split. This involves potential bluffing and the risk of being betrayed.
- Set Collection — Completing contracts requires meeting specific requirements, likely involving collecting certain types of cards or resources.
- Take That — Implied through the potential for allies to screw over the mission leader and the need to remove contracts that others can complete easily.
Video topics + discussion points
Quotes (from this video)
- The universe only has room for one Moonraker leader.
- Allies can choose to not play what they offered and screw you over or help you and get the reward negotiated.
- Moonraker is a tech building game with a good play interaction bluffing backstabbing and engine building making the choice of staying at the base to regroup and using those resources to up another player instead is key to winning the game.
References (from this video)
- Adds an additional element to negotiation (reputation track).
- More currencies to barter with is always a positive.
- The expansion flourishes what makes the base game great.
- Adds additional replayability with new cards.
- Makes the game better if you like the base game.
- Rule book is quick and clean.
- Easy to digest and very fun.
- Nice game trays for component organization.
- Continues the fun graphical style.
- No-brainer buy for fans of the base game.
- Wishes the expansion could fit into the base game box.
- Space exploration and mission completion
Mechanics (from transcript analysis)
- Deck Building — It's a deck building game, you're making your ship, you're getting components for it.
- Negotiation — The secret sauce of the game is the negotiating that happens at the table and how you negotiate trading prestige and coins and parts.
- reputation tracking — Binding Ties adds an additional element where every player is going to have a reputation track where they keep track of their reputation with the other players at the table.
- Set Collection — The ability to spend reputation to gain additional victory points for the game.
Video topics + discussion points
Quotes (from this video)
- The short pitch is it is a deck building game you're making your ship you're getting components for it but you have to do missions and missions are tough and usually you're going to have to work with your competitors you're going to have to collaborate and wheel and deal on how you want to split the loot or the bonus or the pay from whatever job you're trying to do on your turn
- A lot of the game the fun the secret sauce of the game is the negotiating that happens at the table and how you negotiate trading prestige and coins and parts and all the things that you can potentially trade for their assistance on your turn
- Binding ties adds an additional element to that where every player is going to have a reputation track where they keep track of their reputation with the other players at the table
- More currencies to barter with is always a positive.
- It becomes another layer to the beautiful negotiation and table talk that happens in a great game of Moonrakers
- I really feel like this expansion just builds on and expounds on the things that I loved about the base game right like you have a great formula a great game but it really flourishes what makes it bloom and look amazing and feel amazing is when a table is negotiating and driving these hard bargains and having these wheeling and dealing arguments and discussions about how they want to split up any particular mission that's on the table and who they should take and who they shouldn't
- This expansion is not insanely deep or coming up with just these amazingly new concepts but it adds a really fun feature that I think just makes the game better.
- The only critique I really have is I just wish I could fit it into the base game somehow and I just can't make that happen so multiple boxes it is
- Binding ties is a no-brainer buy for sure because it is going to make that game just better.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- All players negotiate their involvement
- The fog of uncertainty clouds any agreement
- The first player to reach ten prestige points will win the game
- The game will appeal broadly to fans of negotiation games
- Moonrakers is about to be launched on Kickstarter
- this video we're showing you a prototype copy of the game so the art rules and components may not be final
- Moonrakers will also come with modified rules to enable two-player mode as well as solo play
References (from this video)
- Strong negotiation framework that rewards deal-making and alliance-building
- Secret objectives add strategic variance and endgame surprises
- Two-player and solo options provide flexible play
- Clear deck-building foundation with card-driven actions
- Prototype nature of the copy may not reflect final art or components
- Contracts can be too large for a single player and require table-wide cooperation, which may slow play or create chaos
- Fog of uncertainty can hinder reliable negotiations
- negotiation, contracts, and ship upgrades
- galactic space setting with mercenary crews
- competition through alliance-building and deals
Mechanics (from transcript analysis)
- contract_completion — contracts require sets of differently colored cards to complete and grant rewards (prestige, money, upgrades)
- Contracts — contracts require sets of differently colored cards to complete and grant rewards (prestige, money, upgrades)
- Deck Building — players hold five cards, play cards towards contracts, and draw more with yellow cards; upgrades and crew cards are purchased from supplies
- deck-building — players hold five cards, play cards towards contracts, and draw more with yellow cards; upgrades and crew cards are purchased from supplies
- endgame_scoring — first to reach 10 prestige points wins; ties resolved by negotiated endgame outcomes
- hazard_dice — hazard icons rolled with a hazard die; some icons cannot be blocked by shields and cause prestige loss
- Hidden Victory Points — secret objective cards grant bonus prestige points when completed in a specific way
- money_spend_and_upgrades — money is used to purchase ship upgrades or crew cards from face-up or facedown pools
- Negotiation — after selecting a contract, players negotiate how rewards and penalties are split among those involved
- negotiation_and_distribution — after selecting a contract, players negotiate how rewards and penalties are split among those involved
- secret_objectives — secret objective cards grant bonus prestige points when completed in a specific way
- Shields — green shield cards mitigate damage during contract execution
- two_player_and_solo_variants — the game includes rules for two-player and solo play modes
Video topics + discussion points
Quotes (from this video)
- All players negotiate their involvement
- The fog of uncertainty clouds any agreement
- The first player to reach ten prestige points will win the game
- The game will appeal broadly to fans of negotiation games
- Moonrakers is about to be launched on Kickstarter
- this video we're showing you a prototype copy of the game so the art rules and components may not be final
- Moonrakers will also come with modified rules to enable two-player mode as well as solo play
References (from this video)
- Space Invaders the board game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- what is your single pick? If you're to say anyone here should pick up a game.
- Oh man, it's so hard because you know, there are just so many games out there. It's really hard for me to pick a favorite board game. I don't really know what that would be.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the the hope for Moon rollers was to emulate some of the feelings of a heavier game, which is Moon rakers, and and feel like you're still negotiating, even though it's not a negotiation game at all, but you're like, "Hey, you have to finish that card, so that Max doesn't finish that card, or he's going to end the game, and neither of us want the game to end right now."
- And there's like that that kind of thing happening around the table, and then obviously it looks like Moon rakers.
- And so for that one specifically, it was like we want it to feel more like it's bigger brother than a very light small box game.
References (from this video)
- More player interaction than Dominion
- Fun to design
- Allows for negotiation and cooperation
- Original version was not fun
- Enemies had their own decks and played against you, feeling like an autotoma
- missions in space with friends
- space
- Dominion
Mechanics (from transcript analysis)
- Deck Building — Originally designed with a deck builder concept, it shifted from fighting enemies to a contract system.
- player interaction — Designed to have more player interaction than games like Dominion, allowing for negotiation and cooperation.
Video topics + discussion points
Quotes (from this video)
- I think that the worst thing that we could possibly do is bore you.
- We're going to make a game that a lot of people don't like and that is totally fine.
- It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
- I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
- I love fusing two things that aren't aren't usually together. That's where you find new.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
- I want to be like thinking about something the whole time, you know? I want to be doing something.
- He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
- We're really proud of where that ended up.
- So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
- It's my favorite of our designs. I love it. I'm so happy that it is delivering.
- I don't want to be that guy [the quarterback]. But I can't stop myself.
- The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
- It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
- The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
- So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
Mechanics (from transcript analysis)
- Deck Building — Core mechanic.
- Semi-Cooperative — Has elements of cooperation.
- table interaction — Implied through discussion of allying and player actions.
Video topics + discussion points
Quotes (from this video)
- I think that the worst thing that we could possibly do is bore you.
- We're going to make a game that a lot of people don't like and that is totally fine.
- It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
- I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
- I love fusing two things that aren't aren't usually together. That's where you find new.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
- I want to be like thinking about something the whole time, you know? I want to be doing something.
- He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
- We're really proud of where that ended up.
- So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
- It's my favorite of our designs. I love it. I'm so happy that it is delivering.
- I don't want to be that guy [the quarterback]. But I can't stop myself.
- The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
- It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
- The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
- So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
- strong negotiation mechanic
- interesting tension and multiple strategic levers
- lengthy for a session; can drag
- risk of grind near end due to trading dynamics
Mechanics (from transcript analysis)
- Deck Building — negotiation around contract cards; ship parts and crew to enhance deck-building and scoring
- deck-building — negotiation around contract cards; ship parts and crew to enhance deck-building and scoring
- Negotiation — players negotiate around who gets points and cards, with rewards negotiable
- negotiation / alliance-drafting — players negotiate around who gets points and cards, with rewards negotiable
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)
- engaging negotiation core
- expansions add depth and content
- solo mode available
- negotiation learning curve can be challenging for new players
- negotiation-driven contract fulfillment
- Sci-fi negotiation and outreach in a shared universe
- space opera with collaborative goals
Mechanics (from transcript analysis)
- Card Drafting — Draft and play cards to execute actions and effects
- card drafting / hand management — Draft and play cards to execute actions and effects
- Cooperative Game — Players cooperate to achieve contracts while competing for resources
- Cooperative with competition — Players cooperate to achieve contracts while competing for resources
- Negotiation — Players negotiate to complete missions and contracts
Video topics + discussion points
Quotes (from this video)
- I am indecisive and cannot pick favorites.
- I can't get enough of this game.
- Negotiation is definitely not as bad as I thought it was.
- Cascadia is one of my favorite games this year.
References (from this video)
- Engaging negotiation dynamics
- Strong visual presentation and components
- Fits well with a social-muntime group
- Steep learning curve for new players
- Long playtime can be punishing in some sessions
- Negotiation-driven quest completion and factional interplay
- Futuristic space opera with corporate factions
- Competitive, with escalating objectives and player-driven deals
Mechanics (from transcript analysis)
- Deck Building — Players acquire and manage cards to execute actions and meet quest requirements.
- deck-building — Players acquire and manage cards to execute actions and meet quest requirements.
- Negotiation — Players bargain and trade resources or terms to advance quests and scoring.
Video topics + discussion points
Quotes (from this video)
- I actually really enjoyed Moonrakers.
- I did not enjoy Steam Up very much.
- I really really enjoyed Haven.
- Dale of merchants has been on the Shelf of opportunity for a while.
- Dwellings of Elder Vale I freaking love.
References (from this video)
- Accessible and easy to teach, enabling quick onboarding for players of various experience levels.
- A rich, emergent depth that comes from negotiation, betrayal, and strategic alliances rather than heavy rulebooks.
- Excellent table presence with a thematic, sci-fi aesthetic that makes components feel meaningful and upgrades feel impactful.
- Short-to-middling playtime (roughly 45 minutes to an hour) that scales well with player count, keeping sessions lively.
- Distinct asymmetry created by varied crew and ship components that alter play patterns and open multiple viable strategies.
- The endgame tension created by secret objectives adds a persistent layer of strategic diversification, encouraging players to shift focus mid-game.
- The social deduction and negotiation aspects require a table of players who enjoy bluffing and strategic deception; groups who prefer straightforward, transparent play may find this less appealing.
- Negotiation can sometimes stall the game, especially with large groups or players who over-negotiate, leading to long downtimes between decisive actions.
- While rules are accessible, the depth is ultimately driven by player interaction; those seeking dense mechanistic complexity may find it lighter in that regard.
- The treacherous element—betrayal and backstabbing—can alienate players who value consistent cooperation or fair play, potentially limiting its audience to certain groups.
- The core thematic concept centers on competitive ambition, diplomacy, and deception within a dynamic factional landscape. Players seek prestige by completing contracts and achieving secret objectives, all while negotiating with and sometimes betraying captains around the table to maximize their own standing. The game leverages an atmosphere of treachery, negotiation, and risk management as central experiences.
- In a sprawling, near-future space opera, a faction called the Moonrakers is made up of fragmented groups and splintered factions vying for leadership, influence, and prestige within a galactic market. The setting blends high-tech ship design with political maneuvering, corporate intrigue, and a volatile alliance ecosystem where trust is scarce and every contract could shift the balance of power.
- Procedural and outcome-driven, Moonrakers emphasizes tactical decision-making and social interaction rather than a fixed linear story. The narrative emerges from players’ choices around contracts, alliances, and the tactical use of crew, ship parts, and hazard mitigation. The storytelling is emergent, shaped by negotiation dynamics, hidden objectives, and the evolving table politics.
- Secret Hitler
- Werewolf
Mechanics (from transcript analysis)
- contract-driven scoring — Contracts provide the bulk of the action economy and scoring in Moonrakers. They are color-coded by type (orange kill contracts, blue exploration, green rescue, and gold delivery) and come with specific card requirements and hazard costs. Completing contracts yields prestige and credits, with rewards sometimes including bonus cards that can further enhance a player’s deck. Some contracts are so demanding that they virtually require or strongly incentivize partnering with other players to accomplish them.
- crew and ship components — Crew cards and ship components form the engine that drives deck customization and in-game power. Crew cards provide bespoke actions when played, including trashing unwanted cards to sculpt the deck, or generating credits and actions. Ship components slot onto a player’s ship and grant powerful activated abilities; each piece has prerequisites and costs, and players can own up to four active components at a time. The choices around which components to install, when to upgrade, and how to configure the ship for anticipated contracts are central to optimizing performance.
- Deck Building — Moonrakers begins with each player possessing a basic starting deck. Throughout the game, players draw five cards each turn and can acquire new action cards, crew, and ship components to upgrade their deck. Cards come in five primary types (misses, reactors, thrusters, damage, shields) plus crew cards with unique abilities. The core loop encourages balancing short-term card plays with long-term deck upgrades, as better cards enable meeting more demanding contract requirements and unlocking stronger components.
- deck-building — Moonrakers begins with each player possessing a basic starting deck. Throughout the game, players draw five cards each turn and can acquire new action cards, crew, and ship components to upgrade their deck. Cards come in five primary types (misses, reactors, thrusters, damage, shields) plus crew cards with unique abilities. The core loop encourages balancing short-term card plays with long-term deck upgrades, as better cards enable meeting more demanding contract requirements and unlocking stronger components.
- Hazard dice and risk management — Hazard dice introduce a probabilistic element to missions. The level of the contract dictates how many hazard dice must be rolled, and the result can cause prestige loss if hazards are not blocked by shields. Shields, then, serve as a critical resource to mitigate risk. The negotiation over who bears risk, how hazards are split, and which shields are allocated becomes another strategic axis at the table.
- hidden objectives — In addition to visible contracts, players have secret objectives that contribute to endgame scoring. These objectives add depth and strategic uncertainty, as players must balance pursuing contractual prestige with pursuing personal goals that may require withholding or misdirecting information. The tension between short-term gains and meeting a concealed win condition contributes to the game’s replayability.
- Negotiation — A central pillar of Moonrakers is table negotiation. Players continually propose and counter offers to cooperate on contracts. Allies can help fulfill requirements, share rewards, or enable access to powerful cards from another player’s hand. Alliances are not guaranteed and can be fragile: allies may decide to withhold help, demand favorable terms, or pivot to another deal if it better serves their own interests. The negotiation phase drives the pacing of the game and creates dramatic swings in advantage.
- Negotiation and alliances — A central pillar of Moonrakers is table negotiation. Players continually propose and counter offers to cooperate on contracts. Allies can help fulfill requirements, share rewards, or enable access to powerful cards from another player’s hand. Alliances are not guaranteed and can be fragile: allies may decide to withhold help, demand favorable terms, or pivot to another deal if it better serves their own interests. The negotiation phase drives the pacing of the game and creates dramatic swings in advantage.
- Risk Management — Hazard dice introduce a probabilistic element to missions. The level of the contract dictates how many hazard dice must be rolled, and the result can cause prestige loss if hazards are not blocked by shields. Shields, then, serve as a critical resource to mitigate risk. The negotiation over who bears risk, how hazards are split, and which shields are allocated becomes another strategic axis at the table.
Video topics + discussion points
Quotes (from this video)
- Moonrakers is a competitive victory point collection game
- Moonrakers is composed of players building up their ship through various components that will upgrade how they play
- I'm a sucker for deck builders
- the treachery and the backstabbiness is actually really engaging
- if you're into those types of games if you like deck builders then moonrakers is an easy insta buy for you
- Moonrakers is accessible
- I think it pops on the table and it's really really fun
- with the right group this game is a treasure and a blast to play
References (from this video)
- Beautiful art and components
- Interesting concept blending deck-building with negotiation
- Deluxe insert and well-presented components
- Whimsical ship crew and card artwork
- Long playtime around 2 hours
- Slow pacing with limited meaningful decisions
- Too much randomness and weak interaction for some groups
- Two-player games not ideal
- Negotiation plus deck-building; faction-driven resource management
- Space opera with corporate factions and starship contracts
- Euro-style mechanics with thematic space work
- Cosmic Encounter
Mechanics (from transcript analysis)
- contract fulfillment — Complete contracts by contributing cards and coordinating with others
- Contracts — Complete contracts by contributing cards and coordinating with others
- Deck Building — Acquire crew and ship upgrade cards to improve your deck
- deck-building — Acquire crew and ship upgrade cards to improve your deck
- Engine Building — Upgrade ship parts to gain unique abilities and synergies
- Engine-building / ship upgrades — Upgrade ship parts to gain unique abilities and synergies
- hazard dice — Roll hazard dice that may impose penalties or alter momentum
- Negotiation — Negotiate contracts, share or withhold resources and points
Video topics + discussion points
Quotes (from this video)
- the biggest problem is that it feels like a slog
- it's so long two hours
- there's nothing that drags me into it
- I would not recommend this as a deck builder to anyone
- the cards you have in your hand is what you're going to score at the end of the game
- it's very fast
- it's not very deep, super simple to teach
- the cards are really nice and colorful
References (from this video)
- strong balance between interactive negotiation and euro mechanics
- expansions add variety and depth
- negotiation can be lengthy or heavy for some groups
- deck-building with negotiation and economy
- spacefaring / negotiation-focused
- interactive, negotiation-forward Euro with thematic flair
Mechanics (from transcript analysis)
- Deck Building — build a deck to optimize actions and combos
- deck-building — build a deck to optimize actions and combos
- Negotiation — players negotiate trades/alliances to fulfill missions
- Tableau Building — use cards to create a layered action economy
Video topics + discussion points
Quotes (from this video)
- "Miabi is one of my favorite polyomino games it is number 70 here on the list"
- "Seas of strife is absolutely fantastic it is such a fun game"
- "Merchants Cove I do think that if I played this one more it actually can play solo as well"
- "The Search for Planet X is my number 65"
- "Parks is my number 62"
- "Boku is my number 61"
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm vocalizing what's going on in my head.
- Gen Con is not a convention that I ever foresee myself going back to.
- This is going to be a very long stream if I'm going to take this much time going through each of these.
- We are going to do a BG auction cuz I imagine everybody that watches this is on BGG.
- The designer is going to send it to you. He's going to pay the shipping and y'all are going to pay us and we get to keep the money.
References (from this video)
- engaging deck-building and negotiation loop
- strong core mechanic with expansions that increase cooperation
- high replayability with evolving alliances
- potentially long discussions/negotiation
- rules complexity can overwhelm new players
- corporate espionage, faction negotiation
- space-faction intrigue in a sci-fi galaxy
- story-driven negotiation with deck interaction
Mechanics (from transcript analysis)
- deck-building — build a personal engine by drafting and playing cards
- Negotiation — form alliances, barter, and influence others to achieve goals
- world/spaceship faction interaction — players operate within rival factions and complete co-op/competitive tasks
Video topics + discussion points
Quotes (from this video)
- it's the easiest thing in the world i should just get better at my job
- "the storyteller's job isn't for either side to wins almost like a dm in a dnd session; their goal is to make for an epic conclusion"
- i'm elbow deep in bloodstone tidal blades 2 banner festival
- you're basically space Uber or space lift
- cash grab means that you put no or little effort into a product and then you over price it
References (from this video)
- Expansions introduce meaningful incentives to cooperate rather than soloing
- New contracts (head-to-head and flex contracts) add varied strategic options
- Binding Ties board and reputation mechanics add tangible, flexible reward systems
- Aesthetic and component design with bold, retro-futuristic art
- Solo and cooperative possibilities supported by upcoming Kickstarter content
- Expansion complexity can increase the learning curve
- Negotiation-heavy play can feel chaotic in larger player counts without clear orchestration
- Rules references for some new symbols require checking the rulebook occasionally
- Interstellar piloting, faction politics, and reputation-driven cooperation versus competition
- Spacefaring corporate setting with negotiation and contracts aboard a space-themed environment
- Competitive negotiation with asymmetric contract types and escalating diplomacy
- Foundations of Rome
- Sorrow (as a reference for thematic discussion)
Mechanics (from transcript analysis)
- deck-building — Players acquire and assemble ship parts, crew, and action cards to optimize their engine and options.
- hand-management — Players manage a hand of action cards and resources, sequencing plays to maximize actions and effects.
- Negotiation — Contracts are negotiated between players with reputation and faction mechanics influencing outcomes and rewards.
- resource-management — Credits, faction reputation, shields, and other resources are spent to complete contracts and upgrade ships.
- set-collection / engine-building elements — Acquiring specific card types and ship parts enables ongoing combinations and boosts through the game.
Video topics + discussion points
Quotes (from this video)
- this expansion takes away you can still play solo if you want to and try to complete contracts on your own
- the aesthetic of it like the colors... it's got a very unique color scheme to it which really helps it stand like an 80s type
- i drew my whole deck in one turn... this is insane
- the cool part is that you can pay any amount of symbols to accomplish a flex contract
- this deck is one of my favorite deck builders because all of these crew members are just crazy fun
References (from this video)
- engaging combat mechanics
- varied strategic paths
- complex for newcomers
- space-adventure with competitive drafting
- galactic exploration with deck-building twists
- tabletop narrative through play
- Star Realms
- Dune: Imperium
Mechanics (from transcript analysis)
- deck-building with asymmetric elements — Players build decks to optimize actions and combat outcomes.
Video topics + discussion points
Quotes (from this video)
- Nostalgia doesn't sell the game. Nostalgia will capture your heart and interest, but we sell the game based on the merits of the game as a modern product in today's market.
- Every game deserves another turn.
- Transparency and connecting with our fan base is one of our core values.
- Awareness is the number one barrier.
References (from this video)
- Engaging deck-building arc with a tangible sense of power growth
- Rich, interactive negotiation that drives memorable micro-drama
- Gorgeous production and ship/board components
- Strong sense of tension and payoff as contracts resolve
- Can be long and chaotic due to heavy negotiation
- Reliance on luck with hazard dice and draws, which can swing outcomes
- Alliances can feel brittle or opportunistic, leading to misgivings among players
- Negotiation, alliance-building, and deck-based progression
- Spacefaring factional conflict with ship upgrades and contracts
- Competitive, player-driven negotiation within a deck-building engine
Mechanics (from transcript analysis)
- Action tree / multi-card resolution — On each contract, players lay out a tree of card plays to fulfill contract requirements.
- contract-based objectives — Contracts specify required card types and actions; success yields prestige and money, failure punishes points.
- Contracts — Contracts specify required card types and actions; success yields prestige and money, failure punishes points.
- Deck Building — Players build and upgrade their deck of ships, crew, and equipment to fulfill contracts.
- deck-building — Players build and upgrade their deck of ships, crew, and equipment to fulfill contracts.
- Hazard dice risk management — Contracts come with hazard dice; players must shield or mitigate against hazards to avoid penalties.
- Negotiation — Players bargain and form temporary alliances to complete contracts and maximize rewards.
- negotiation / alliances — Players bargain and form temporary alliances to complete contracts and maximize rewards.
- Resource and point economy — Money and prestige are earned to upgrade ships and win the race to 10 prestige points.
- Risk Management — Contracts come with hazard dice; players must shield or mitigate against hazards to avoid penalties.
Video topics + discussion points
Quotes (from this video)
- it's a deck building negotiation game
- Moonrakers is part of negotiation part Deck Builder and all
- I love the Arc of a deck building game, it's absolutely tremendous
- Moonrakers and deck builders in general is you start the game feeling like tiny like an insignificant little fish
References (from this video)
- Excellent deck building and negotiation mechanics
- High player interaction
- Engaging expansions with reputation track
- Colorful and spacey artwork
- Well-received by other creators
- 1-2 hours playtime adequate for mid-weight game
- Solo play option available
- Can be played with 1-2 players
- Very expensive total cost approximately 200 pounds
- Shipping and VAT add additional cost
- High price for mainly a card game
- Components beyond cards are limited
- Space-based trading and negotiation
- Space - mining and negotiation
- Co-operative mission gameplay
- Sushi Go Party
- Stephen Wonders
Mechanics (from transcript analysis)
- Deck Building — Core mechanic allowing players to build their decks
- Mission system — Players undertake missions and projects requiring specific colored cards
- Negotiation — Players negotiate with others to help on missions in exchange for points and credits
- reputation track — New expansion mechanic tracking player reputation and faction interactions
Video topics + discussion points
Quotes (from this video)
- the whole concept of it is like the well as titled with the series the fear of missing out which is oh this is a really cool game oh i should totally buy it
- i don't want to generate artificial hype for kickstarters and that because the whole concept of it is like the well as titled with the series the fear of missing out
- at 200 pound this just seems very very pricey and i'm curious as to what is generating that money
- i really enjoyed this i got into the theme i that i thought it was very thematic i thought it was well produced it was a great little puzzle
- i'm tempted to back this and but yeah i mean that's 200 bucks i'm not even including add-ons
- but to know that i've gotta find a second player which is not easy because i live alone that's the problem
- it's only a game whether it's retail or kickstarter expensive or cheap take care bye for now
References (from this video)
- dynamic negotiation at multiple player turns
- cards are powerful and meaningful
- learning curve on optimal buys
- cutthroat interaction may not suit all players
- corporate intrigue and contract contracts in space
- space‑themed deck building with negotiation
- glossy sci‑fi with high‑theory negotiations
Mechanics (from transcript analysis)
- deck-building — players acquire cards to improve their deck and engine.
- Negotiation — players negotiate to trade resources and favors for contracts.
Video topics + discussion points
Quotes (from this video)
- it's a really neat blend of deck building and negotiation
- Veiled Fate is a social deduction game that i end up loving as well
- Arc Nova is a heavy game
- it's gorgeous, the pagoda is integrated into the game
- Cascadia is the perfect kind of game for me to introduce to my son
References (from this video)
- Interesting expansion mechanics
- Strategic deck-building
- Varied contract options
- Interactive player interactions
- Complex rule set
- Requires careful strategy
- Space bounty hunting
- Space
- Competitive deck-building
Mechanics (from transcript analysis)
- Action Management — Limited actions per turn, with ways to gain additional actions
- contract fulfillment — Players complete various space-themed contracts
- Contracts — Players complete various space-themed contracts
- Deck Building — Players build and improve their deck of cards throughout the game
Video topics + discussion points
Quotes (from this video)
- You're a professional winner
- Teamwork makes the dream work
- All war all the time
References (from this video)
- high player interaction
- thematic sci-fi flavor
- dense strategic choices
- can be confrontational
- ramped play may be long for newcomers
- deck-building with high player interaction
- Sci-fi corporate intrigue in a competitive galaxy
- competitive negotiation with asymmetric powers
- Canvas
Mechanics (from transcript analysis)
- area control / hand-attack interaction — players influence opponents’ positions and objectives through actions
- deck-building — players draft and play from a deck to gain resources and abilities
Video topics + discussion points
Quotes (from this video)
- Canvas is a really cool hand management set collection game with these really awesome transparent painting type cards that you layer on top of one another to score points
- the art is just absolutely amazing
- Wingspan continues to be one of my favorite games of all time
- this game is perfect for anyone who's interested in escape rooms or ciphers and puzzles
- it's really easy to get to the table which is one of the reasons why we played it so often
References (from this video)
- Engaging negotiation adds depth beyond traditional deck-builders
- Stylish art and unique ship/crew customization
- Solo play option and expansions (Overload, Open Missions) enhance content
- Banter-friendly group play with good synergy
- One nagging player can derail the experience if not managed
- Time can bloat due to prolonged negotiations
- End-game can be anticlimactic if deals stall
- Expansions may feel like cut content relative to core game
- deck-building and negotiation-driven missions to gain Prestige
- Mercenary space captains negotiating and completing contracts in a sci-fi space setting
- mercenary-for-hire space opera with player alliances and deals
- Dominion
- Starship Captains
Mechanics (from transcript analysis)
- Action economy via reactor/crew cards — Actions come from playing reactor cards to gain more actions.
- Deck Building — Start with a basic set of cards and add more throughout the game.
- Hazard dice risk management — Hazard dice introduce risk with potential hits and prestige loss.
- Mission-based objectives — Complete missions with color-coded icons, hazards, and resource requirements.
- Negotiation — Players negotiate deals, trade points/credits for rewards and to manage hazards.
- Risk Management — Hazard dice introduce risk with potential hits and prestige loss.
Video topics + discussion points
Quotes (from this video)
- Moonrakers takes the fun of a basic Dominion style Deck Builder and gives it an entire new code of paint by turning the core gameplay into negotiation
- The best thing about this game is building ships out in different roles I love being a helper that makes every Mission smoother
- Moonrakers, with overload it's a gold medal game
References (from this video)
- Deep, interactive negotiation and alliance dynamics
- Engaging deck-building core
- Strong thematic immersion and art
- High replayability with multiple alliances and objectives
- Can be harsh and competitive; not co-op
- Complex for new players
- Requires 3-5 players for ideal experience
- Corporate negotiation, alliance, betrayal and deck-building
- Space moon base with competing factions seeking to become leader by completing contracts
- Competitive, player-driven power struggle with backstabbing and alliance-building
Mechanics (from transcript analysis)
- contract-based objectives — Complete contracts to gain prestige and credits
- deck-building — Build and optimize action decks to fulfill contracts
- Negotiation and alliances — Alliances allow combined actions and rewards, with potential backstabbing
- Resource Management — Gain credits and reputation to upgrade ships and crew
- upgrade engine-building — Upgrade ships and hire crew to improve capabilities
Video topics + discussion points
Quotes (from this video)
- is a deck building game in which players
- it's a deck building game
- it's a cool deck builder
- this ain't no co-op no no it's there's no code wow
- it's very competitive
- you want to negotiate
- the art is really cool and the production value
- the binding ties really binds you to really make you allies
- they encourage you to really ally
- you want to ally with people to try to help you meet your objectives
References (from this video)
- rich components
- solid core mechanics
- deck-building, mission-based space conflicts
- spacefaring factions vying for control
- semi-cooperative with competitive edges
Mechanics (from transcript analysis)
- deck-building — assemble a deck to perform actions and gain power
- engine-building — progressively improve capabilities through cards
Video topics + discussion points
Quotes (from this video)
- We love you and we will always love you.
- these are games your family will enjoy.
- I love Unmatched.