Niagara is set in the not particularly safe world of rushing waterfalls. In the late 18th Century, the Shawnee and Iroquois Indians pointed white Desperadoes, Mercenaries and Adventurers in the direction of hidden caches of valuable jewels, in the hopes of turning them against one another and away from their territorial expansion ambitions. Players play as some of those Adventurers.
The first player to be able to claim ownership of five jewels is the winner. But the chase after the riches has some snags. The speed of the river is always changing, since the speed depends on the decisions of the players and the changeable weather. And once a canoe goes over the falls, it's a hefty investment to replace it. And there are also the Desperadoes to contend with, who aren't above trying to plunder the riches from Adventurers returning home. Niagara is distinguished by an innovative movement mechanic as well as a beautiful three-dimensional rendering of the waterfall setting.
Expanded by:
Niagara: Diamond Joe
Niagara: The Spirits of Niagara
- easy to learn and quick to play
- light, breezy solo card game
- friendly for travel or quick sessions
- dense scoring with a compact reference sheet
- significant luck factor due to deck order
- requires memory and odds calculation to optimize
- potentially cluttered decision space when managing piles
- set collection and hand management with power totems
- Norse mythology motif
- light, breezy solitaire; instructional
Mechanics (from transcript analysis)
- color multiplier — same-color sets can multiply points
- hand management — start with three cards and draw/discard to build sets
- head type variation — single-headed vs. two-headed dragons affect value
- risk/discard pressure — route card and deck cycling introduce discard-risk decisions
- scoring by sets — points awarded based on the composition of sets (dragon/ant/golem) and configuration
- set collection — form matching sets from dragons, ants, and golems
- Totems — four powers (hourglass, eye, storage, shield) to manipulate deck/hand
Video topics + discussion points
Quotes (from this video)
- Not going to burn your brain.
- This is a simple, fast flowing card experience.
- Fragard is very well constructed.
References (from this video)
- innovative movement mechanic and three-dimensional waterfall element
- visually striking and engaging
- print/availability and price can be challenging
- not as widely known as other winners
- adventure and exploration along a changing river
- river adventure with waterfalls and Jewels
- thematic, with a strong physical component via edifice and movement
- Jenga
- Monopoly
- Ticket to Ride
Mechanics (from transcript analysis)
- risk management — desperados and falls introduce risk-reward decisions
- route/movement — changing river speed and path create dynamic tension
- theme-driven risk — desperados and falls introduce risk-reward decisions
Video topics + discussion points
Quotes (from this video)
- the biggest one ever in the history of the modern board gaming possibly the biggest one ever
- Ticket to Ride is a hand management game that's what it is
- Dominion... it's the deck building game
- Bear Park feeling
- it's essentially root building right it's a root building game, much like Ticket to Ride in some way
- Treat yourself
References (from this video)
- educational math element
- accessible even with luck-heavy games
- innovative but can be abstract to teach
- math and bidding dynamics
- educational sums with dice
- clever and educational
- Roll and Write variants
Mechanics (from transcript analysis)
- Dice rolling — dice sums drive card play and bidding dynamics
- outbidding/hand management — players bid to maximize card utility
- rolling dice sums — dice sums drive card play and bidding dynamics
Video topics + discussion points
Quotes (from this video)
- I've decided not to do paid Kickstarter previews. we want to hear about what reviewers actually think of games.
- the first one is Trolls and Princesses... I thought it was a cute theme.
- Beacon Patrol is a Cooperative tile placing game.
- it's a draft and write records a game about building a band.
- I don't like trading mechanic but here's the thing when you're trading to a Cooperative end we had a really fun time with it.
- the White Castle is a dice worker placement game which I love. I love engine building.
- Praga Caput Regni... it's messy. teaching it... not fun.
References (from this video)
- fantastic table presence
- Spiel des Jahres winner
- unique disc pushing mechanic
- beautiful translucent discs
- didn't get on with the game
- endgame dragged on
- players stealing pieces frustrated reviewer
- reviewer got rid of it
- river
- waterfall
- boats
Mechanics (from transcript analysis)
- Area Control
- disc pushing
- Race
- racing
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Ingenious river mechanism
- Accessible and family-friendly
- Mechanism can be fiddly
- current-driven river navigation
- River racing with boats
- family-friendly
- Camel Up
- Cult Express
Mechanics (from transcript analysis)
- river movement with rotating discs — Discs simulate current and boats move accordingly
Video topics + discussion points
Quotes (from this video)
- the aesthetic appeal of a product plays a big part in its commercial success
- placeholder art is more than adequate to give publishers a feel for what the game could look like
- publishers are no longer afraid of looking childish
- as a game inventor the visuals are unlikely to be at the forefront of your mind when you're ideating prototyping and testing your game
- let me know in the comments which games have gone above and beyond with their aesthetics
- standout component is very desirable in a prototype
References (from this video)
- Tactile interaction with river dynamics and gem theft tension
Mechanics (from transcript analysis)
- resource/gem collection — players gather gems from a shifting river; end condition related to gem tally
Video topics + discussion points
Quotes (from this video)
- i absolutely love cockroach poker
- the big moments and the big swings are quite satisfying
- i find these games hilarious
- i really like the game huh or hein
- watching the value of things change
- the moment when that tower collapses it's exciting