Immersed deeply in the world of Dickens’s and Doyle’s literature, Nanty Narking moves you into the realities of the myths and legends of the Victorian era. The events in the game are tied to real and fictional characters and places in Victorian London The same London which inspired so many stories…
The action takes place on the city map, with players placing their agents and buildings on the board through card play. Every card is unique. The cards bring the game to life as they include most of the famous characters who have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions.
At the beginning of the game, each player draws a secret personality with specific victory conditions, which means that you can never be sure what the other players need to do in order to win. You need to fulfill your goal while also trying to prevent others from winning!
- Can be played within an hour.
- Consistent playtime.
- Enjoying playing this game again.
- London
- Discworld Ankh-Morpork
Mechanics (from transcript analysis)
- Area Control — It's a solid game. It's an area control game.
- asymmetric roles — Every player is going to be a particular character in the game and you all have a different winning condition.
Video topics + discussion points
Quotes (from this video)
- It's tricky, right? Cuz you can't just go by what Board Game Geek says either.
- You know, you got to pick it up.
- I really like that. I think it's a fantastic game. It definitely one that people are sleeping on.
- Baked in banter, okay.
- It's just got a really nice forward momentum.
- This game doesn't have banter, though the scoring might take a bit. But I think played at a reasonable pace, this game lasts close to an hour.
- This is just a game that's a joy to teach, to play.
- If you get to six gems, whatever it is, you win. It's a race.
- It has a nice nice demanding sort of feel on the player. You you need to think carefully about what you're doing.
- This is Ra, my favorite game of all time.
- I think that Reiner Knizia, this is his wheelhouse is hour-long games that feel like a full experience.
- it's you can knock this out in 60 and get a board game experience with highs and lows and drama and superheroes and all of that jazz.
- Neta-Tete a L'air is just one of those games that just it feels so good how quickly this game plays.
- We're We're halfway done already?
References (from this video)
- Loved the original game (Diskwars)
- Clever concept with asymmetric goals
- Has not been played after 8 years of ownership.
- Diskwars
Mechanics (from transcript analysis)
- asymmetric goals — Players have specific, asymmetric goals and operate on a shared board state.
Video topics + discussion points
Quotes (from this video)
- Would not recommend.
- I feel like I must be missing something with this one because Coimbra is a game that I I I thought was fine. Like not even like good. It was just fine.
- Coimbra was a complete miss for me and my group.
- This one also did not work for me.
- It is a fast, light, simple game, but it's also not easy and it's also incredibly like so little decision making in this game.
- the game is random as far as you may get slapped in the face really, really hard in four out of five of the games and then get like a little lucky in the way things come out.
- I just think that I spent enough time on BoardGameGeek over the years that when ratings have been incentivized in some way...
- The vibe I got, like if I found out, I guess the way I'd put it is if I found out they ran a get $5 off your next purchase with us if you go rate the game on BGG, I wouldn't be surprised.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- good-morrow
- I'm Terrence announced teller welcome to maple University
- Nineteen knocking nineteen arcing is at its core an area control game
- all of these actions are optional and so a player could skip one or more of those or even all of them if he or she wished
- Trouble markers dictate which other actions can and cannot be taken within that region
- A player can never have control of a region containing a red grenadiers pawn that region is under martial law and so the military controls it.
- if the action card deck runs out and no other player has yet won the game then Sherlock Holmes wins the game
- Highest score wins and in the event of a tie whoever has the highest value building in his or her collection breaks the tie
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Knocking Knocking is a game of fast changing area controls set in Victorian era London.
- The first player to meet his or her secret objective wins the game.
- The trouble marker dictates which other actions can and cannot be taken within that region.
- If the action card deck runs out and no other player has yet won the game then Sherlock Holmes wins the game.
- and that's how to play Knocky Knocky