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Newton

Game ID: GID0226318
Collection Status
Description

The middle of the 17th century was a period of great changes; with the advent of the scientific method came what we now call the Scientific Revolution. Many great scientists, with their theories and ideas, changed and shaped our perception of the universe: Galileo Galilei, Copernicus, Kepler, Bacon and, above all, Sir Isaac Newton.

In Newton, the players take the role of a young scientist who wants to become one of the great geniuses of this era. To reach their ultimate goal, they travel around Europe, visit universities and cities, study to discover new theories, build new tools and work to earn money.

The game is played over six rounds. Each round, every player plays five cards from their hand, and each played card allows the player to perform one of the many actions of the game. An action can have a variety of effects, which depend on the symbols on the board. At the end of the round, a player can take back all the cards except for one. One card has to remain on the board, which means that you give up one possibility of doing that action, but also that that very action will be carried out with greater strength. Fortunately, you can acquire new cards with additional powers to perform more actions.

After six rounds, you calculate your final score, and the player with the most VP wins.

The New Edition includes:
- Newton: Great Discoveries Expansion
- Newton: Robert Hooke Promo Card
- Newton: Stephen Hawking Promo Card
Any other promos are not included.

—description from the publisher

UPC 889696009043

Year Published
2018
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 4 · mix 2 · neu 0 · neg 1
Mentions per page
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Showing 1–7 of 7
Video mKyUOX-fKJc Chairman of the Board top_10_list at 15:13 sentiment: positive
video_pk 12377 · mention_pk 36141
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Overall sentiment (raw)
positive
Pros
  • multiplayer solitaire feel with light interaction
  • quick, accessible two-player play
Cons
  • gentle interaction may feel passive for some
Thematic elements
  • hand-management and card-based actions to build a scholar's knowledge
  • historical scientific achievement and knowledge collection
  • educational, strategic
Comparison games
none
Mechanics (from transcript analysis)
  • hand-management / card-driven actions — players select from a hand of cards to move around a map and gain knowledge/cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think Concordia is one of the best games ever made, full stop
  • two players it works extremely well because the downtime is gone
  • it's a brain burner game
  • the tension in the two-player game is great
  • loads of content to explore, tons of replayability
References (from this video)
No references stored for this video.
Video DyhgWCUdKoY John Gets Games general_discussion at 7:35 sentiment: mixed
video_pk 7467 · mention_pk 22120
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Overall sentiment (raw)
mixed
Pros
  • Interesting systems to explore
  • potential for deep strategy
Cons
  • occasionally tough learning curve
  • some plays feel clunky
Thematic elements
  • experiment, discovery, and mechanical systems
  • historical scientific exploration
  • intricate rulebook-style teaching through systems
Comparison games
  • Tabernacle
  • Nova Luna
Mechanics (from transcript analysis)
  • rules-heavy engineering puzzle — puzzle-like interactions between modules; requires careful setup
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I think this is my favorite Alexander Fisher game"
  • "it's just it just works for me like it just clicks with my brain"
  • "I adore teach you it's one of my favorite games"
  • "terraforming mars is one of my favorite games"
  • "you can gain hopefully some insight from that"
References (from this video)
No references stored for this video.
Video gpjhduhuZZQ Chairman of the Board top_10_list at 6:51 sentiment: positive
video_pk 6143 · mention_pk 18191
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Overall sentiment (raw)
positive
Pros
  • strong engine-building with clear ramp mechanics
  • gives a satisfying sense of progression
Cons
  • ramp mechanics can be opaque for new players
Thematic elements
  • ramping actions to boost capabilities
  • economic engine-building with a science/innovation flavor
  • economic, modular engine
Comparison games
none
Mechanics (from transcript analysis)
  • action ramping — taking the same action multiple times increases its strength
  • card tuck/build under board — used cards are tucked under the board to boost future actions
  • deck-building — basic cards empower actions; new cards improve engine
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a game that really impressed me
  • the strategy in this one is a lot deeper than your standard deck building game
  • this is an amazing fun game probably one of the big hits of last year for me
  • you can really strategize and focus on what you want all through the use of building your different decks
  • the engine building in this game is fantastic
  • Concordia is one of the best games out there in my opinion
  • Legends is legendary, Marvel deck-building game
References (from this video)
No references stored for this video.
Video hEA_boZSN7I Board Games Hitting My Table general_discussion at 4:54 sentiment: positive
video_pk 5189 · mention_pk 15394
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Overall sentiment (raw)
positive
Pros
  • Underrated Euro with elegant scoring
  • Clear engine-building focus and approachable rules
Cons
  • Endgame dynamics can be tight; lead can swing with minor mistakes
Thematic elements
  • Knowledge economy and archival progress
  • Historical science-themed euro with shelves and scrolls
  • Engine-building with a ticking-point scoring system
Comparison games
  • The Gallerist
  • Orléans
Mechanics (from transcript analysis)
  • Incremental scoring via ticking points — Points accrue as shelves fill and circuits complete
  • Resource conversion and money engine — A money-driven engine supports actions and scoring progression
  • Shelf-building engine — Players construct an engine by filling shelves that generate points over time
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I am learning to love this game more and more as I become more familiar with it."
  • "this game struck a really nice balance of making the cards important but not making it entirely card driven."
  • "this is a pretty wild bidding game"
  • "some really cool swings, some good kind of guer manipulation"
  • "not a tug-of-war game... it's more of a traditional euro"
  • "it's a really good one. very mass appeal and I'd highly recommend Push."
References (from this video)
No references stored for this video.
Video VOvkIShyQRk Dice Tower top_10_list at 4:03 sentiment: positive
video_pk 3262 · mention_pk 9634
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Overall sentiment (raw)
positive
Pros
  • tucked card mechanic is a delightful decision point
  • varied tracks and engine-building feel
  • engaging combination of hand management and board progression
Cons
none
Thematic elements
  • scientific advancement and travel
  • 17th century Europe
  • historical, card-driven action engine
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven actions — play cards to perform actions; symbol totals determine action strength
  • Track advancement — move up various tracks to gain new cards, travel, and prestige
  • tucked card mechanism — take a played card and tuck it under your mat; its symbol strengthens future actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The passing mechanism. When a player passes around, each time it's their turn again, they receive a coin.
  • The real joy of this game comes down to building up a long series of buildings, then placing that residence and activating them all and getting all their resources.
  • The main goal of this game is, as I said, to be putting on the best show you can in your coliseum.
  • You only ever score your best show. If the points you get from your current show doesn't exceed your previous maximum point show, you don't score any more points.
  • The tucked card symbol will only add its strength to a played card. It cannot be played on its own.
  • Deep Madness has my favorite theme of all.
References (from this video)
No references stored for this video.
Video -pMx8fAZNQg Broken Meeple general_discussion at 35:16 sentiment: negative
video_pk 2870 · mention_pk 8404
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Overall sentiment (raw)
negative
Pros
  • noted for clever mechanics when you remember the rules
Cons
  • extremely dry and forgettable if not played recently
  • rules are hard to retain without regular play
Thematic elements
  • tech and track-based progression
  • historical theme around mechanics and industry
  • dry but mechanically focused
Comparison games
none
Mechanics (from transcript analysis)
  • track-based tile/plot progression — you advance along tracks to unlock bonuses and score
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's dry as a bone
  • beiges all get out
  • the church track doesn't seem worth the cardboard it's printed on
  • I gave this a 10 out of 10
  • this is probably the best trick-taking game I've ever played
  • it's unwieldy as anything can you tell what is going on
  • the IP is important and you better make it thematically rich
References (from this video)
No references stored for this video.
Video XP2omm-USlA Before You Play playthrough at 0:09 sentiment: mixed
video_pk 34 · mention_pk 82
Video thumbnail
Click to watch at 0:09
Overall sentiment (raw)
mixed
Pros
  • Deep hand-management and planning across rounds
  • Multiple viable strategies (bookshelf, map traversal, technology emphasis)
  • Card stacking creates meaningful long-term upgrades to actions
  • Good replayability due to variable card/tile availability and asymmetric boards
Cons
  • Theme is relatively thin and can feel dry for some players
  • Two-player experience can feel very solitaire-like with limited interaction
  • Learning curve and crunchy decision space can be intimidating at first
Thematic elements
  • Scientific inquiry, knowledge accumulation, academia
  • Students exploring Newtonian science by placing books on shelves, advancing along map and tracks to simulate research and discoveries.
  • Eurogame with light thematic framing; emphasis is on mechanisms and optimization rather than story
Comparison games
  • Darwin's Journey
  • Mombasa
  • Blackout Hong Kong
  • Lorenzo Magnifico
Mechanics (from transcript analysis)
  • Action selection and card stacking — Players play five cards per round from their hand, using bottom symbols to determine actions; cards can be stacked under the desk to permanently bolster actions.
  • Quick actions and resources — Quick actions use money or potions to boost actions, increase strength, acquire more cards, or accelerate setup of endgame scoring via potions.
  • Set collection / bookshelf optimization — Bookshelf tiles are placed to meet location-based requirements; completing columns/rows provides ongoing income and end-round bonuses.
  • Wild cards / jokers — Joker cards act as wilds for a chosen action when played, providing strategic flexibility but with caveats when used under the desk.
  • Worker/colorful track advancement — Three main tracks (work, technology, travel) plus a bookshelf action; advancing along tracks yields income, tokens, or end-game bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is very multiplayer solitaire.
  • Two players is the way to go.
  • The bookshelf strategy is good as long as you're doing it purposefully.
  • It's pretty dry.
  • I like it more now that we've played it again.
References (from this video)
No references stored for this video.
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