In Myrmes, originally shown under the name ANTerpryse, players control ant colonies and use their ants to explore the land (leaving pheromones in their wake); harvest "crops" like stone, earth and aphids; fight with other ants; complete requests from the Queen; birth new ants; and otherwise dominate their tiny patch of dirt, all in a quest to score points and prove that they belong at the top of the heap, er, anthill. After three seasons of scrabbling and foraging, each ant colony faces a harsh winter that will test its colonial strength.
In game terms, each player has an individual game board to track what's going on inside his colony – that is, whether the nurses are tending to larvae or doing other things, where the larvae are in their growth process, what resources the colony has, which actions are available to workers when they leave the colony, and so on. The shared game board shows the landscape outside the exit tunnel that all colonies share; after exiting this tunnel, workers ants can move over the terrain to place pheromones (which gives them access to resource cubes), clean up empty pheromones (to make space), hunt prey (by discarding soldiers) or place special tiles (but only if they've developed the ant colony).
The game lasts three years, and at the start of each year three season dice are rolled to determine the event for each season: extra larvae or soldiers, more VPs for actions, and so on. Within each season, players can spend larvae to adjust the event for themselves on their personal player board. (Put the kids to work!) After adjusting the event, player allocate nurses to birth larvae, worker or soldier ants or to use them for other actions. The worker ants then do their thing, working within the colony itself (although only one colony level is open initially) or traveling to the outside world to hunt prey (ladybugs, termites, spiders), lay down pheromones (which later lets them claim resources on these spaces), place special tiles (like an aphid farm or sub-colony), or clear out pheromones left by ants from any colony. After harvesting, nurses who didn't tend to births then take additional actions, such as opening a new tunnel that only your colony can use, clearing a new level within your colony, or meeting one of the six objectives (capture a certain number of prey, build special tiles, and so on) laid out at the start of the game.
After three seasons, players must pay food to get their colony through winter, losing points if they can't. Whoever has the most points after three years wins. All hail our new ant overlords!
- novel ant-hive theme
- tactile pheromone mechanic
- engaging flow
- not especially groundbreaking mechanically
- only played once; may vary with more plays
- pheromone trails; hive management; exploration
- ant colony management on a central board
- semi-abstract with thematic hive motif
Mechanics (from transcript analysis)
- action selection with nurse ants — nurse ants allocated to spots to create workers, soldiers, larvae, or more nurses.
- explorer ants and resource generation — explorer ant reveals resources along trails; resources accumulate on the hive.
- pheromone trail hub — central board with trail tiles; trails yield resources; tiles deplete and refill.
Video topics + discussion points
Quotes (from this video)
- It's a very exciting time for the channel.
- I've filmed nine videos worth of content last week, actually in three days.
- I'm hoping to increase my output.
References (from this video)
- Spurs ideas for D&D campaigns or dungeons/monsters/gods
- Cool art
- Old school and grimdark feel
- Reasonably priced for the ideas provided
- Shipped quickly from the UK
- The second book is a different shape than the first, possibly intentionally to annoy collectors.
- Special hardcover editions were released after the initial purchase.
- Creepy, old-school, grimdark
- Guidebooks for a video game that doesn't exist, detailing encounters and lore.
- D&D
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Gambler is correct such a good song
- The Gimper used as a plot hole in a certain film
- Spotify DJ is amazing like it's super cool AI driven
- hey here's some new artists that we think are really going to be about your style
- wow you phone does that my phone yeah
- I'd hold a gun to its head and say shut the [ __ ] up I don't that's scary
- have you never seen Terminator
- well we have some after dark stuff to talk about anyway
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I am planning on recording a full playthrough of Scythe tomorrow
- I believe I'm going to be getting a review copy of the game so I hope to be able to try it pretty soon and I will be sure to let you guys know what I think about it
- I love seeing how different mechanics mesh together in new and interesting ways
- it's got some stuff that I really like in games has some stuff that I'm not usually crazy about
- it has astonishing art
- I ended up playing this twice ... nuclear war ... I lost both
References (from this video)
- Clever use of information and prediction
- Very approachable for two players
- Niche appeal due to two-player focus
- programming and outmaneuvering through tricks
- two-player trick-taking duel with information on hands
- compact, competitive, and lively
Mechanics (from transcript analysis)
- Information asymmetry — players infer opponent hand contents to plan tricks
- Trick-Taking — two-player head-to-head trick-taking with information about opponent hands
Video topics + discussion points
Quotes (from this video)
- This is a clever game where you have a hand of cards and each round you are choosing three of those cards to like be in the round and you choose yourself the order of which to play.
- It's a party game that I enjoyed quite a bit.
- Fearless is a great trick taking game. I enjoy the twist of it being positive and negative numbers.
- You're trying to activate as many as possible. It's a race to score.
- The Fellowship of the Ring... it reminds me of The Crew.
References (from this video)
- Easy to learn
- High energy and social play
- Short playtime may limit depth for some players
- bidding and trick-taking with informational play
- repeat appearance as a top pick; two-player, fast, and approachable
- fun, accessible, and social
Mechanics (from transcript analysis)
- Trick-Taking — bidding and outmaneuvering in a quick round-based structure
Video topics + discussion points
Quotes (from this video)
- This is a clever game where you have a hand of cards and each round you are choosing three of those cards to like be in the round and you choose yourself the order of which to play.
- It's a party game that I enjoyed quite a bit.
- Fearless is a great trick taking game. I enjoy the twist of it being positive and negative numbers.
- You're trying to activate as many as possible. It's a race to score.
- The Fellowship of the Ring... it reminds me of The Crew.
References (from this video)
- Mechanically sound and elegant
- Distinct from Rosenberg's other titles
- Strong two-player experience with snappy turns
- Solid solo variant that closely mirrors multiplayer dynamics
- Art direction and visuals perceived as dull/beige
- Highly variable rule set can feel random or inconsistent with players preferring a single canonical play
- Out-of-print status may affect accessibility and price
- trade, contract fulfillment, and urban development
- Mercer places players as merchants in Europe during the rise of the Thirty Years' War
- economic strategy with time pressure and contract progression
- Splendor
- La Cosa
- Race for the Galaxy
- Patchwork
- Glass Road
- A Feast for Odin
- Fields of ARL
Mechanics (from transcript analysis)
- Building and bonus cards — Money purchases grant access to buildings and bonuses that increase points or provide Goods
- Contract fulfillment and progression — Completing contracts advances a higher-numbered contract pile, unlocking more lucrative opportunities
- Contracts — Completing contracts advances a higher-numbered contract pile, unlocking more lucrative opportunities
- Multi-Use Cards — Color-coded goods double as different items (e.g., muskets vs clothing) and occupy storage spaces on your board
- Multifunction goods and silos — Color-coded goods double as different items (e.g., muskets vs clothing) and occupy storage spaces on your board
- Resource/time token economy and time track — Time tokens move along a shared track; time tokens affect end condition and actions; traveling to spaces costs tokens
- Spatial/map traversal for goods — Players move across a central board to visit cities and collect resources or fulfill contracts
- Time Track — Time tokens move along a shared track; time tokens affect end condition and actions; traveling to spaces costs tokens
- Two-player emphasis and variable end conditions — End triggers include the time track reaching the end or the last contract being taken; variations exist for solo vs multiplayer
Video topics + discussion points
Quotes (from this video)
- this game stands out as being mechanically and thematically very different than any other of rosenberg's games
- it's a game that I can pull out and teach people and still have them enjoy the experience even though it does not have the flashy and updated and modernized art
- two players where competitive decisions seem to be at their best and the turns are a little bit more Snappy
- the solo game difference differs from the main game where instead of using money to buy contracts you use the contracts themselves
- I thought that this was at least a very mechanically sound game and elegant game
- there is a unique feeling to how it plays in the solo version
References (from this video)
- straightforward scoring
- transparent progression between rounds
- cancellation mechanic when same value cards cancel out
- genre familiar to many; may not feel novel
- agricultural bidding and hand management
- trick-taking with farming motif
- straightforward and transparent
Mechanics (from transcript analysis)
- Trick-Taking — players bid on how many cards they think they'll win across rounds.
- Trick-taking with bidding — players bid on how many cards they think they'll win across rounds.
- visibility of hand + card suits — players can see all suits and there is a chart listing card values by suit.
Video topics + discussion points
Quotes (from this video)
- I am a fan of the Roland Wright genre, particularly ones that are a little heftier.
- There were some smaller combos or smaller chains that you could kind of set up, but I would say not as much as I'm used to with other rolling rides, especially ones of this heft.
- The art and premise of this game were really great.
- I loved this one so much that I ended up ordering it that same evening.
- Really tense little two-player back and forth line battler with again a great theme and really unique arts.
- If any of that title or tagline sounds good to you, it's definitely one you're going to want to check out.
- The bluffing strategy came into play with putting out cards for your opponent and saying what kinds of ingredients they were.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I believe that the game license was granted probably four or five years ago
- an adaptation of Glass Road on Board Game Arena
- I can't wait to play this game more multiplayer
- this bit of information on Black Forest was teased by someone who got to play the Prototype
- really excited to see how this turns out
- I can't wait to see how that turns out
References (from this video)
- Very approachable with a tight trick-taking puzzle
- Great social feel; humorous tension around cancellations
- Accessible for players new to drafting/trick-taking
- May feel light for some players long-term
- Occasional feels-bad moments from trick cancellations if unlucky
- Trick-taking meets area-control feel in a rural setting
- Farming/agriculture with a light, family-friendly look
- Relaxed, comfort-food vibe with a gentle competitive edge
- Ticket to Ride (drafting feel correlates with card-play timing)
Mechanics (from transcript analysis)
- hand visibility and deduction — Players infer opponents' possible cards from visible color/value information
- Multi-Use Cards — Cards can be used for different purposes; timing and tempo matter
- multi-use cards for actions — Cards can be used for different purposes; timing and tempo matter
- Trick-Taking — Simple tricks with visible card colors, but with a twist that two players can cancel a trick if they play the same value
Video topics + discussion points
Quotes (from this video)
- This is pure euro goodness.
- The clock mechanism in the middle just looks so different from the other worker placement games.
- It's relaxing and nice.
- Day One crossover, I like it because yes, it is like a ticket to ride, but with a twist.
- It's a very simple trick taking game, but it's a lot of fun.
- The timing is very interesting; you want to do everything before you do anything.
- You get to try to set yourself up to get more and more things as you go.
References (from this video)
- Ancestor of all flicking games
- Still played in Squid Game and other contemporary contexts
- Establishes core flicking mechanics
- Marble collection
- Circle combat
Mechanics (from transcript analysis)
- Circle-based area
- Elimination of opponent pieces
- Flicking
- Flicking marbles
- Player Elimination
- Start player determination
- Variable Set-Up: Player