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Nations box art

Nations

Game ID: GID0223637
Collection Status
Description

From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought, and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food and stability as the population increases. They must build a productive economy. And all the while, they must amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations is an intense historical board game for 1–5 players that takes 40 minutes per player to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.

Gameplay introduction

Players choose a Nation and a difficulty to play at, similar to the Civilization computer games series. After the growth phase, 2 historical events are revealed, which the players will compete for during the round. Then players take a single small action each, in player order, as many times as they wish until all have passed. Actions are:

Buy a card
Deploy a worker
Hire an architect for a wonder
Special action provided by a card

Players each have individual boards that represent their Nation. There are many ways that players affect, compete, and indirectly interact with other players. But there is no map, no units to move around, and no direct attacks on other players.

When all have passed, there is production, new player order is determined (every position is competed for), the historical events happen, and if this is the last round of an age, the books are scored. At the start of a new round, most old cards are removed and new ones are put on the display.

Victory points are gained and lost during the game, and also awarded at the end of the game. The player with the most victory points is the winner.

See 'More information' below for link to rules, etc.

Year Published
2013
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 15
This page: 15
Sentiment: pos 14 · mix 0 · neu 0 · neg 1
Mentions per page
Top
Showing 1–15 of 15
Video N5lvh0Wyzmk Board Game Brody game_review at 0:14 sentiment: positive
video_pk 61838 · mention_pk 154487
Board Game Brody - Nations video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging engine-building with rich combo potential
  • Tightly integrated theme that supports the mechanics
  • High replayability, especially with the Magnus Opus module
  • Clear paths to scoring through different card types and patron interactions
Cons
  • Complex rules and numerous interactions may be daunting for new players
  • Endgame and patron scoring can feel fiddly or opaque at first
  • Longer setup and explanation may slow onboarding
Thematic elements
  • Musical composition and performance; patronage and card-driven progression
  • Open drafting card game about composing music to achieve Maestro status
  • Abstract/engine-driven with thematic performances
Comparison games
none
Mechanics (from transcript analysis)
  • action drafting — Players draft actions from a set of four options each turn and place a composer token on their chosen action space.
  • attendee attendance and tickets — Left/right neighbors may attend performances, granting inspiration and issuing tickets that convert to points or inspiration.
  • card-based action economy — Fortune and Patron cards modify actions; cards slide under spaces and grant new effects when activated.
  • Maestro cards and endgame — Maestro/Myestro cards are goals; only one per turn can be taken, with endgame triggered when two are left face up.
  • Magnus Opus module — Optional expansion where high-reward cards exist, requiring more resources but awarding many points.
  • Multi-use cards — Music notes power additional card activations and card abilities; notes are earned and spent to expand actions.
  • music notes as a spendable resource — Music notes power additional card activations and card abilities; notes are earned and spent to expand actions.
  • open drafting — Players draft actions from a set of four options each turn and place a composer token on their chosen action space.
  • performing chamber vs. concert music — Players choose a card to perform; chamber music is easier and concerts yield more points but require higher skills or symbols.
  • resource tracking via piano colors — Resources are tracked by colored markers (red, yellow, blue) on piano keys, representing passion, joy, and sorrow.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Ovation by Grand Gamers Guild
  • it's an engine building music game with great replayability
  • there isn't just one way for victory in this game
References (from this video)
No references stored for this video.
Video LQo8CUl3jZg Board Game Garden general_discussion at 3:31 sentiment: positive
video_pk 33325 · mention_pk 98987
Board Game Garden - Nations video thumbnail
Click to watch at 3:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • foil on box covers is stunning
  • symmetrical design in artwork
  • overall aesthetics are striking
Cons
  • note about missing/desired color variations in background
Thematic elements
  • foil-forward aesthetic and symmetry
  • abstract modern/puzzly vibe
  • abstract/art-inspired
Comparison games
  • Spirits of the Forest
Mechanics (from transcript analysis)
  • Tile drafting / tile placement — tile drafting with foil accents on the board and cover
  • tile placement — tile drafting with foil accents on the board and cover
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spirits of the Forest. Absolutely gorgeous box cover. I am just obsessed.
  • I can't stop staring at it.
  • Mysterium's box cover is gorgeous.
  • I love the box art for Portals—the circle and portal motif just draws you in.
  • Flamecraft is just so, so pretty.
References (from this video)
No references stored for this video.
Video F8-EPE675uI The Game Boy Geek game_review at 0:46 sentiment: positive
video_pk 30451 · mention_pk 89658
The Game Boy Geek - Nations video thumbnail
Click to watch at 0:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Smart and original theme that’s well-integrated into the mechanics
  • Engaging engine-building that supports rewarding combo chains
  • Intuitive card-tucking system that remains accessible while offering depth
  • Strong presentation and thematic flavor that enhances immersion
Cons
  • Limited player interaction; later turns can feel like multiplayer solitaire
  • Luck can influence card availability; refreshing cards via discarding notes is a costly option
Thematic elements
  • pursuit of fame and financial stability through inspiration, fortune, patronage, and performances
  • 18th–19th century European classical music scene; composer life and social circles
  • engine-building with a life-as-a-musician narrative; competitive, theme-driven progression
Comparison games
  • Gizmos
  • Wingspan
  • It's a Wonderful World
  • Splendor
  • Black Ramosa
Mechanics (from transcript analysis)
  • card tuck — purchased cards are tucked under board spaces; enables ongoing strategic depth and planning
  • Compound Scoring — points from maestro cards and tickets; endgame total determines winner
  • Fortune cards — purchase cards that upgrade basic actions; placed under their matching action spaces for ongoing bonuses
  • inspiration tokens — tokens come in three tones (passion, joy, sorrow); gain two on the seek inspiration action; used to activate cards
  • maestro cards — endgame scoring objectives; game ends when two maestro cards remain or all Magnum Opus are performed
  • magnum opus — optional high-impact performances that can be included with a module; powerful payoff for experienced players
  • Multi-use cards — purchase cards that upgrade basic actions; placed under their matching action spaces for ongoing bonuses
  • note tokens — start with one music note; earn an additional note each time you perform to enable more actions
  • patronage — offload inspiration to gain patrons; patrons influence endgame scoring and provide bonuses
  • perform — select a song to perform; pay the required inspiration to gain the card; options range from chamber to Magnum Opus
  • scoring — points from maestro cards and tickets; endgame total determines winner
  • tickets and attending — attend opponents' performances by giving tickets; attending player gains new inspiration
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the theme is smart and interesting, and it hasn't been overdone in other games.
  • the engine building aspect allows for a decent buildup to some powerful combo chain turns.
  • the card tucking system is intuitive and satisfying.
  • the true melody that this game sings is not in the basic actions alone, but in the engine that each player gets to compose.
  • Even Beethoven had to start somewhere.
References (from this video)
No references stored for this video.
Video mPrAUhI1c6Y Game Boy Geek top_10_list at 7:22 sentiment: positive
video_pk 13645 · mention_pk 83216
Game Boy Geek - Nations video thumbnail
Click to watch at 7:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • crunchy abstract puzzle with strong interactivity
  • high variability via judge cards and color/shape goals
Cons
  • can be dense for casual players
  • requires concentration and planning
Thematic elements
  • pattern matching and color/shape synergies
  • microscopic world of datoms, abstract life forms, hidden in water
  • puzzle-like, abstract
Comparison games
none
Mechanics (from transcript analysis)
  • color/shape matching puzzle — score based on matching colors and shapes across rings
  • Pattern Building — score based on matching colors and shapes across rings
  • self-building mosaic — each player builds their own board from matched colors/shapes
  • tile placement — place one of three tiles into a shared grid to drive color/shape matching
  • tile-placement in central grid — place one of three tiles into a shared grid to drive color/shape matching
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game you're going to be basically dressing up uh the kids in different costumes.
  • You're going to be mixing and matching or matching and placing them on different things.
  • Waddle is kind of a meaner area control game.
  • There's a little bit of everything here. There's pressure your luck. There's some planning and mitigating.
  • Datoms is a crunchy puzzle to figure out.
  • Ink is a lot nicer than Azul, I would say, uh because you can't really totally hoe someone by sticking them with tiles they can't have.
  • Positano. Tons of interaction. If you like sort of meanness blocking with some secret auction, that is very interesting.
References (from this video)
No references stored for this video.
Video mPrAUhI1c6Y Game Boy Geek top_10_list at 11:09 sentiment: positive
video_pk 13645 · mention_pk 83219
Game Boy Geek - Nations video thumbnail
Click to watch at 11:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich, crunchy puzzle with high player interaction
  • interesting space of color/shape decisions and scoring incentives
Cons
  • can be heavy for casual players
  • rule-heavy at first glance
Thematic elements
  • pattern building and matching in abstract space
  • microscopic world of datoms with geometric shapes
  • abstract puzzle with elegant components
Comparison games
none
Mechanics (from transcript analysis)
  • color/shape matching puzzle — score for matching colored shapes across groups and rings
  • Pattern Building — score for matching colored shapes across groups and rings
  • self-contained puzzle with judge cards — alternate goals and rotating bonuses modify scoring each game
  • tile placement — place one of three tiles into a shared board, triggering interaction
  • tile placement into a central grid — place one of three tiles into a shared board, triggering interaction
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game you're going to be basically dressing up uh the kids in different costumes.
  • You're going to be mixing and matching or matching and placing them on different things.
  • Waddle is kind of a meaner area control game.
  • There's a little bit of everything here. There's pressure your luck. There's some planning and mitigating.
  • Datoms is a crunchy puzzle to figure out.
  • Ink is a lot nicer than Azul, I would say, uh because you can't really totally hoe someone by sticking them with tiles they can't have.
  • Positano. Tons of interaction. If you like sort of meanness blocking with some secret auction, that is very interesting.
References (from this video)
No references stored for this video.
Video JFRQf4tNvP4 The Secret Cabal general_discussion at 4:49 sentiment: negative
video_pk 11801 · mention_pk 34587
The Secret Cabal - Nations video thumbnail
Click to watch at 4:49 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Ambitious theme and scope; potential for deep play.
Cons
  • Humorous commentary about the game’s appearance and age-appropriateness.
  • Some outdated or stylized art detracts from clarity.
Thematic elements
  • Civilization development, leadership, and strategy
  • Civilization-scale setting with ancient & historical themes
  • Historical, grand strategy
Comparison games
  • Beast Lord
  • Hansa Teutonica
Mechanics (from transcript analysis)
  • Civilization development — Players advance their civilization through actions and growth.
  • player interaction — Diplomacy and competition shape outcomes.
  • Resource management — Managing resources to fuel expansion and scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's insane it helps keep his body heated
  • the moustache makes the picture
  • the bear cloak going on is insane
  • horizontal and vertical stripes and outfit
  • the worst fashioned mistake a person could make
  • naked with a hat and a rifle
  • you better get off of my property
References (from this video)
No references stored for this video.
Video My18DPlP8Gw Farmer Giles top_10_list at 14:21 sentiment: positive
video_pk 10198 · mention_pk 30045
Farmer Giles - Nations video thumbnail
Click to watch at 14:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cool faction system with variety
  • Engaging worker placement
  • Good use of expansions
  • Solid Civilization-style gameplay
Cons
  • Poor artwork and aesthetics
  • Hasn't hit top 100 material
  • Better as app than physical game
Thematic elements
  • Historical civilization development
  • Civilization building
Comparison games
  • Fruits of the Ages
Mechanics (from transcript analysis)
  • asymmetrical factions — About 20 different faction boards to choose from
  • Card-based development — Build wonders, gain advisors, combat units, production units
  • worker placement — Place workers on cards to gain resources and abilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's just like falling off it's just literally there are 100 better games in it
  • Small Islands uh this is the one that i've been saying is a replacement for carcassonne
  • way too complicated for its own good
  • it is one of the most beautiful games in existence
  • i still think five tribes is better than yamatai
  • nations is still my preference to fruity ages in terms of playing a physical game
  • really good negotiation game
  • great teamwork cooperative very cool
  • this is a really good solo
  • the deductions are really hard it's a really tough one to do
  • it's oh it's a mind bender gorgeous looking
  • reef is still a really cool game
  • azul is only that good at two player
  • near and far still really good
  • there's no reason to play that one if you have near and far
References (from this video)
No references stored for this video.
Video AHH7cD2RqN8 Roto top_100_list at 1:42 sentiment: positive
video_pk 9303 · mention_pk 27457
Roto - Nations video thumbnail
Click to watch at 1:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Elegant scope that captures history in a management friendly way
  • Smart war mechanic aligns with the thematic dark side of humanity without being brutal
  • Expansion content adds meaningful depth (Dynasties)
Cons
  • Very long playtime, especially for two players
  • Not ideal for players seeking a quick or casual experience
Thematic elements
  • Civilization development, warfare, diplomacy
  • Historical sweep of humanity across civilizations
  • Historical overview with macro progress
Comparison games
  • Networks
  • Santa Maria
  • Hollertow
Mechanics (from transcript analysis)
  • card drafting — Draft leaders, technologies, and cards to drive civilization development.
  • military based conflict resolution — Wars occur at your military level; opponents can respond by upgrading or investing in infrastructure.
  • technologies management — Limit of active technologies and replacing old ones as you progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Nations is the civilization game to beat quite frankly.
  • Two great two player games in one countdown; the golden age of two player gaming.
  • Isle of Cats Explore and Draw is the second greatest roll and write of all time.
  • The Rival Networks is fast, tight, and makes you sweat from start to finish.
References (from this video)
No references stored for this video.
Video gj3iBGsXQgk Unknown - Extract from channel_id top_10_list at 0:10 sentiment: positive
video_pk 8923 · mention_pk 26327
Unknown - Extract from channel_id - Nations video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • More accessible than Through the Ages
  • Includes randomness for surprise moments
  • Tons of unique cards with varied effects
  • Good resource management focus
Cons
  • More random than Through the Ages
Thematic elements
  • Civilization building
  • Historical progression
  • Strategic development
Comparison games
  • Through the Ages
Mechanics (from transcript analysis)
  • Card building
  • card crafting
  • card drafting
  • engine building
  • Resource Generation
  • Resource management
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You get resources, you get resources, everybody gets resources
  • Euro games are games all about economics, resources, selling resources to get more resources, and at the end of the game somebody gets points and usually wins
  • Dune is a better game but Terraforming Mars is a better euro game
  • The most unique thing about this game is the actions and how they play out
  • It's a fantastic way how to mess up everybody's plans
  • This game does the thing all games I think should do is make you feel like you've progressed and built something
References (from this video)
No references stored for this video.
Video gE5StQtEPYg Unknown Channel ranking at 6:19 sentiment: positive
video_pk 7680 · mention_pk 22727
Unknown Channel - Nations video thumbnail
Click to watch at 6:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • calm but engaging civ-game feel
  • accessible compared to similar massive civ-games
  • strong thematic alignment with historical progression
Cons
  • some fatigue from long-term planning
  • requires familiarity with civ-game tropes to maximize enjoyment
Thematic elements
  • Historical civilizational development and governance
  • Civilization-building through history
  • Strategic and strategic-resource management with a historical lens
Comparison games
  • Through the Ages
Mechanics (from transcript analysis)
  • building and technology development — Acquire buildings and advancements to improve capabilities and scoring
  • endgame scoring and dynamic point loss — The game ends when a victory point threshold is reached, with points awarded for various actions and structures
  • worker placement and resource management — Place workers to collect resources and gain benefits; manage money, food, and production
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game has the best character customization in board games period.
  • I'm pretty sure it's going to be in Board Game Geek's Top 100 really soon.
  • This is one of the surprises of the year so far.
  • I think it's a perfect Pusher luck Gateway game.
References (from this video)
No references stored for this video.
Video xkZrEfrFTa8 Unknown Channel top_100_list at 14:53 sentiment: positive
video_pk 6202 · mention_pk 146689
Unknown Channel - Nations video thumbnail
Click to watch at 14:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Narrative-driven chaos that remains organized
  • Highly replayable with many characters and rooms
Cons
  • Steep learning curve due to many options
Thematic elements
  • Asymmetric hidden-role, social deduction with timed pressure
Comparison games
none
Mechanics (from transcript analysis)
  • hidden roles — Players have secret objectives and identities to protect.
  • timer-driven rounds — The game runs with a set number of minutes/rounds, raising tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Twilight Imperium Fourth Edition is an absolute Masterpiece
  • Vindication offers some shocking replayability value
  • Memoir 44 is probably my favorite war game of all time
  • Station 4 is probably the greatest achievement in board game design in the last 10 years
  • Monikers is absolutely hilarious
  • The cycles edition is about to drop in January
References (from this video)
No references stored for this video.
Video K5xSPyZUxYU Three Minute Board Games general_discussion at 2:22 sentiment: positive
video_pk 6062 · mention_pk 17970
Three Minute Board Games - Nations video thumbnail
Click to watch at 2:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Solid game
  • Still in print
  • Good scheduling option
Cons
none
Thematic elements
  • Strategic nation building
  • Civilization development
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
  • this is mostly work like this is just a backload of things I probably should get to
  • people will still be looking for it
  • it doesn't matter if the game is like 20 years old people will still be looking for it
  • I've painted this one and I spent a lot of time doing it
  • there's no point putting them on the channel I think both of them have been out of print for like a decade
  • one of the worst kickstarters by one of the worst studios in board gaming history
  • Golden Bell Studios did everything wrong you could possibly think of
  • purely toxic company run by incredibly terrible people
  • it would be kind of a joke that I'd be able to do a three minute video of feudum
  • this game has a tutorial video online that's like 40 minutes long
  • The Rose explanation video feels like a parody but it's actually how the game is played
  • nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
  • stop making me spend hours assembling your damn games
  • this is an uncontrollable mess right now
  • I'm a full-time dad and I'm really doing this in the evenings
  • I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
  • I'm going to do a big cull
  • I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
  • I am a sucker for cute animal games like I really am
References (from this video)
No references stored for this video.
Video 3SG-6QpJZ1s Stonemire Games discussion at 5:21 sentiment: positive
video_pk 5171 · mention_pk 15317
Stonemire Games - Nations video thumbnail
Click to watch at 5:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Players choose individual starting difficulty levels
  • Makes competitive games more accessible
Cons
none
Thematic elements
  • Civilization
  • History
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The one thing I've realized from playing on board game arena is that I'm out of practice on scoring games. So I would say to game developers, make sure scoring is streamlined and not too convoluted.
  • Musical immersion and satisfying feedback for interacting with the game. Fun game vs fun video game actions may not even have any actual utility, but they still feel good.
  • Don't forget to design catchup mechanisms. The way Mario Kart World weighs its items based on racer position is such an enjoyable simple catch-up mechanism.
  • Video games reward you for completing tough challenges with meaningful unlocks. Trek 12 is my favorite example of this.
  • Video games stay fresh through patches, updates, and community content.
  • Video games let you tailor the challenge to your comfort zone from casual mode to insane mode.
  • Video games excel at simultaneous engagement. Everyone's playing all the time. Imagine Mario Kart where each player races one at a time instead of all at the same time.
  • There are few things that are more intimidating than a 20 plus page rule book. Video games drop you into the action quickly and teach you as you play.
  • Board games often withhold feedback until the final score tally. Video games give you constant feedback loops. Mid-game checkpoints and milestones could help players better understand how they're doing.
  • I am much more of a tabletop game player than a digital game player. But I over the last few years, especially in researching Vantage, I researched a lot of video games.
References (from this video)
No references stored for this video.
Video 9RyaNJJhZSs John Gets Games general_discussion at 39:50 sentiment: positive
video_pk 2706 · mention_pk 7945
John Gets Games - Nations video thumbnail
Click to watch at 39:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep strategic depth
  • Great table presence and decisions
Cons
  • Long playtime
  • Rule complexity
Thematic elements
  • Civilization progression and strategic planning
  • Civ development through historical eras
Comparison games
  • Through the Ages
  • Terraforming Mars
  • Dwellings of Elder Vale
Mechanics (from transcript analysis)
  • engine-building — Build a civilization engine through cards and actions
  • hand management — Manage a hand of cards to develop your civilization
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the snake board is better overall
  • my ad revenue has doubled since i added the advertisements into the middle of the videos
  • i'm choosing to make this my full-time job
  • 2021 will probably have more videos than any other year that i've done
  • rules are still overwhelming but the writing is exciting
  • i don't really want to flood people's subscription feeds with three or four videos at once
References (from this video)
No references stored for this video.
Video mXFk7A10h6k Unknown Channel top_10_list at 0:50 sentiment: positive
video_pk 115 · mention_pk 296
Unknown Channel - Nations video thumbnail
Click to watch at 0:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • large-scale civilization feel in a manageable card game
  • satisfying engine-building as you optimize with limited players (3 players in this discussion)
Cons
  • theme and iconography can appear intimidating to new players
  • the depth may be heavy for casual players
Thematic elements
  • civilization-building with historical flavor
  • Ancient civilizations and their development across eras
  • card-driven engine with evolving civilizations
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — players receive cards representing units, buildings, or leaders to improve their civilization
  • engine building — combining cards to create stronger civilizations over the course of the game
  • Resource management — manage cards/resources to gain victory points and engine growth
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Nations is this big box civilization game which sounds really intimidating when in fact it really isn't
  • it's just a really big card game
  • you're building your city with animals
  • it's a rock paper scissors thing
  • this is a game that's the closest to being real detective as i have ever played
  • you have five different cases that continue the story
  • it's stressful but it's also really fun
  • one player is the architect he draws a card and he sees what needs to be built
  • the monkey in the middle is telling the monkey in the end who cannot see what needs to be built
  • you are a witch you're brewing
References (from this video)
No references stored for this video.
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