Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle.
Each player has two open cards that each display a possible move for any of her pieces. There is a fifth card that cannot be used by either player. On a player's turn, she chooses one of her cards, moves one of her pieces according to the chosen card, then replaces the card she used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card — which is, of course, the card the first player just used.
Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game.
Onitama - How To Play
- Really good game
- Teaches multi-turn strategic thinking
- Very simple and easy to learn
- Quick playtime
Mechanics (from transcript analysis)
- abstract strategy — An abstract strategy game that requires thinking multiple turns ahead.
- Card-driven movement — Five cards dictate how pieces can move, out of a total of 16.
- King Capture — The object is to either capture the opponent's king or move your king to their starting space.
Video topics + discussion points
Quotes (from this video)
- if you've ever seen pictures of J con as the ventar gets R open you know how much of a mad house it is well this is a smaller con so I'm going to show you what it looks like and how see how Gen Con compares to Origins
- It's a good deal they brought 100 copies we got kind of a running bet going around here on how soon they'll sell out because we think it's going to be pretty quick
- I was big on dead of winter last year I think it's a great CAU game with a potential of a Traer aspect to it
- it's a lot of fun one of the so the hunters are are going around the map and using their line of sight to try to find the spy and then they get shots at him and depending on how far the away they are how how effective those shots are and uh in the in the five player game one of those Huns is a traiter so you might think that okay well we got this street covered he's looking there but one of these guys could be the spine so he could have crossed there and so it it totally it's a you know it's a mind game and starts to get in the Hunter's head nobody trusts anybody
- Unique Mechanics are there's a insider trading element so everyone gets a secret piece of information and they're trying to deduce what the other pieces of information that players have but the main mechanic is the big and that's what people love you place cards face up and face down and then bid on them using your secret information it's a blast
- it is a really really good 5 to 10 minute game it's amazing um it will teach you to subliminally think like two three four turns ahead and it's very simple you pick it up there's five cards in the game there's 16 total but you Shuffle up and you only use five they tell you how you can move your pieces and the object is either capture your opponent's king or be able to get your king into your opponent's starting space it's really really quick easy to learn really really fun play and you can play a lot of games in a short amount of time
- This is a really fun and exciting game it's set in this fantasy steampunk world where you are an entrepreneur trying to help finish off this Grand City of gears and every game there's going to be nine tiles that are randomly laid out you're going to have to use your workers to explore the city and discover what's out there so every game it's going to be different
- Mage Wars right now big game little bit of a complex game it's designed for specific type of gamer a lot of people look at it and maybe go well that might be a little too much I maybe don't want to jump into it Academy is actually going to be designed for that new player it's going to take existing players and give them a more portable faster way to play but it's also going to be a lower barrier to entry for newer players
- what I feel like I won but but you didn't who did win we'll get to that we'll get to that we'll get let's not ruin it let's not ruin it let's keep going
- even in last place it also makes it a little bit easier to play because you just go as forward as fast as you can well I ended up catching back up with everybody and then we made a game out of it I thought I was out of it but I was still right back in it so I think the Mechanics Work really well
- the nice thing of letting Marty win yes was really nice orchestrated that okay that had to come out
References (from this video)
- interesting take on a chess-like game
- tight two-player abstract with varied moves
- not the author’s wheelhouse; felt heavy for a two-player abstract
- modern abstract strategy
- two-player abstract with chess-like elements
Mechanics (from transcript analysis)
- capture/goals on the board — goal to get your big pawn into the opponent's goal area or capture theirs
- five possible moves — only five types of moves; each player has two moves and one communal move per turn
- shared and private move interaction — each player uses their own cards to move pieces according to the chosen pattern; one card moves to the middle for the opponent
Video topics + discussion points
Quotes (from this video)
- This is a really great worker placement game that came out of the blue for me.
- I think it's a very goofy theme and it's a beautiful looking game.
- This is a neat little game where you have a bunch of simple decisions that have really complex results.
- There are a ton of neat stuff going on here and I've been impressed with the game.
References (from this video)
- First game filmed and edited entirely independently
- strategy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Pap, you still haven't received your Tekkaido that you backed at a pretty high amount because you got your own character in the game.
- It's funny. We we talked about that at some point. Just like the humor, like the humor of doing something like a pep talks where I would talk about, you know, like some advice for particular games and it's something I like that. I like that. I love that idea of a pep talk.
- Rebel Mage here uh, left a message just said, "Pep, just want to say you're a great co-host for watching play. Keep up the good work."
- For me, it's probably going to be Star Realms. Star Realms is very high on here as well for me. Um, but I kind of want to skip that just because of how repeatable Star Realms is anyway. And I'm going to go to Sheriff of Nottingham.
- Uh, this is self- serving, but I would dress up as a Mounty and be my character from the Dead of Winter promo that's in the fundraiser.
- I'd want to find something I already look like and kind of like I wouldn't just go as my favorite character. I'd go as a character that I think I that I could that I could best look even kind of naturally almost, right?
- Yes, we talk about it somewhat frequently actually. Like, oh, we should probably cover some of the old older classics. Yeah, cuz there are still people today who pick up those games and and want to uh learn how to play them, right?
- Every game. But the one that always comes to mind for me is uh Pathfinder and any game that's kind of trying to do what the Pathfinder adventure card game is doing because in that game whenever you level up and complete missions, you get like draw a random item out of the box or do this or do that.
- Like Seall has something similar to that. They have an emnity thing. If you attack someone then they remember that other players remember that in in the game's mechanics and then that comes back to haunt you later or whatever.
- The whole idea of under Mountain is like it's constantly shifting and like it's the surroundings are changing. So every time you go down, things will be a little different anyway. So it' be really cool to make like a legacy style dungeon exploring thing around the end of that naturally.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Target being a friendly local game store? Why the mere thought is preposterous. Sacrilege, or is it?
- no a catalog of modern board games alone doesn't qualify Target as a friendly local game store. There's more to a game store than just games.
- Is the friendly local game store of the future going to change from being an independent Mom and Pop Shop to a big box retail chain? Could stores like Target and Barnes & Noble even ever technically qualify as a friendly local game store?
References (from this video)
- Beautiful bamboo pieces and gorgeously drawn tiles
- Charming and light-hearted
- Easy to learn
- Tactical enough to stay fun
- Features a panda
- Panda life
- Japan
Mechanics (from transcript analysis)
- Set Collection — Implied by collecting bamboo for the panda.
- Tile Placement — Features gorgeously drawn tiles.
- Weather effects — A diary role tells the weather, which affects the panda.
Video topics + discussion points
Quotes (from this video)
- I love everything about this game [Block by Block]
- the concept is simple guess who but it's all brilliant women and you narrow down your opponent's identity using questions of accomplishment not appearance
- obsession is a brilliantly designed worker placement game with a mechanics and theme of vintage English social climbing and flirtation tie together beautifully
- in my experience obsession is best enjoyed with a few glasses of wine lots of smutty wordplay and accusing your table mates of being secret American cads in terribly over-the-top accents
- thanks for sticking through to the end chums it has been a blast creating this paradigm shifting content for you and for the glory of the algorithm
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- do miniatures really enhance the board game experience
- chess is a culture untowards itself
- flgs mean
- well very simply flgs stands for friendly local game store
- if that person does not want to play any ball games don't force them
- all your games are more complicated than you think they are
- tailor that experience to that person is my suggestion
References (from this video)
- Ottawa appearance at Essen referenced in relation to Sabika
Mechanics (from transcript analysis)
- unknown — No explicit mechanics described in the transcript beyond market mention.
Video topics + discussion points
Quotes (from this video)
- it's survival of the fittest
- you good at making predictions I knew you'd say that
- care for what you wish for
- the game where blank minds think alike
- "Sabika implements three interrelated rondelles"
References (from this video)
- Array
- Array
- Deforestation reduction through sustainable farming, bat ecology, and community-driven resource management.
- Array
- A rural village setting inspired by West African ecological and community farming, where fruit bats interact with crops to influence seed dispersal and village growth.
- Array
- Array
- Array
- positive
- Feast for Odin
- Caverna
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Ottawa is one of the most accessible uve Rosenberg farming games out there
- the bats are fun they are fun to gain they are fun to feed fruit to and to poop trees out of
- Ottawa might be worth echolocating
- if you want a fun farming game that does not take too long to play has a very smooth system and a fascinating theme Ottawa might be worth echolocating
References (from this video)
- 3D cooperative puzzle
- dexterity element
- cooperative and competitive versions
- Electricity poles with cats
- Abstract
Mechanics (from transcript analysis)
- Cooperative — 3D Cooperative puzzle
- dexterity — a bit of dexterity
- Dice Rolling — you roll the dice and it will tells you how you're going to place it and so on
- Puzzle — 3D Cooperative puzzle
Video topics + discussion points
Quotes (from this video)
- Rats of Wurtzburg by Cranio Creations so it is a worker placement game it is by Simon luani which we love the games
- Footprints by chili fox games so we love come together from last year yep yeah that one was a real hit for us big hit for me it was in my top five by the same designer and publisher Footprints so this is going to be good
- general orders World War II by Osprey games the fourth one because it was at demo it's demo and then followable at chenon but they sold out and I heard good things about it it's a great to player game but it's got World War II theme not the theme that I would usually kind of like attracted to but because there so many things so many people like oh I recommend this game it's very tight worker placement uh taco war worker placement so there you go general orders
References (from this video)
Mechanics (from transcript analysis)
- dexterity — A fun cooperative or competitive dexterity game.
- network building — You're building up a network of cables and poles.
Video topics + discussion points
Quotes (from this video)
- This is one of the big Euro releases from the Essen it's really good we both really enjoy it especially me I think
- It's really fun. It feels like it's very satisfying engine building.
- Competitive relaxing holiday in Japan.
- The design is actually the movie maker or film maker based on the movie and they make the board game out of it
- viral virual what is it called hang on virual revolution virual revolution
- this is Studio H this is the biggest box game I think I've seen from Studio H
- this seems really interesting it's it's I think this was the one from the movie so the design is actually the movie maker or film maker based on the movie and they make the board game out of it
- a good looking map always makes me uh picks my interest
- it wasn't on my list as an anticipated list but I picked it up
- this is a waterfall park
- look at this uh there was a common board and you are a color frame and you place it and then you gain the TOs of the building and you can negotiate to each other to gain the building that you want to score points
- the points is comes from the money that you have you have to buy stuff and then you goate
- those are the games please do let us know which one that you like to see the most or the ones that you actually got either from ENT or pre-order or anything like that and let us know what you think of them hit the like button if you've been enjoying it hopefully you have an awesome awesome day everyone thank you so much and see you next time bye
References (from this video)
- Fast setup and easy to learn
- High-quality components
- Fun table presence and social interaction
- Multiple play modes (cooperative and competitive)
- Limited depth for hardcore gamers
- Not as strategically heavy as some other games
- Gray color palette on some components
- urban infrastructure networks
- tabletop casual family game session
- abstract
- Jenga
Mechanics (from transcript analysis)
- cat tokens (black cubes) — Drawing black cubes forces placing cats on the wires; affects others' placement.
- cooperative/competitive variants — Rules support both cooperative and competitive play modes.
- Dice Placement — On each turn you roll two dice to determine which dentu (color-coded poles) you may place.
- Dice-driven placement — On each turn you roll two dice to determine which dentu (color-coded poles) you may place.
- difficulty tracking — A score chart tracks the game's difficulty level via cube placement.
- tower building / balancing — Place dentu on the board to build a tower and balance it; avoid knocking it down.
Video topics + discussion points
Quotes (from this video)
- super fast setup
- this is a stacking and balancing game
- the components are great they're high quality components
- this little score sheet with the cubes is an elegant way of tracking your difficulty level
- Nikima was my favorite of the two
- I love dexterity games
- I did in fact really quite enjoy this game
- the resource management the planning and strategy is so different from other dexterity games
- Tokyo Highway certainly wins out in terms of the replayability factor
- the focus here is on cars and missions rather than dexterity
References (from this video)
- Clever movement system
- Compact, fast two-player game
- Limited to two players
- duel-style piece movement
- Two-player abstract strategy
Mechanics (from transcript analysis)
- Combat: Deck/Hand — head-to-head match with strategic positioning
- Grid Movement — move pieces according to chosen movement cards on a map grid
- Grid-based movement — move pieces according to chosen movement cards on a map grid
- Two-player duel — head-to-head match with strategic positioning
Video topics + discussion points
Quotes (from this video)
- absolutely love this game I'm glad it's doing well
- I'm glad people are playing it
- the big sell with this game is its asymmetry
- it's a two-player game
- this is a fun little party game
- Final Girl is a solo only game you can play it cooperatively with two players if you want to but really it's designed to be played alone
- this is a card drafting game
- this game introduces us to a lot of basic mechanics that we're going to see in other games
- you flip the timer and you have until that timer runs out to get your team to guess the word
References (from this video)
- clever and insane
- very thinky
- plays well on phone and in person
- abstract strategy
- a 5x5 grid
- Chess
Mechanics (from transcript analysis)
- abstract strategy — A two-player abstract game with defined win conditions.
- open information — All tiles and possible moves are visible to both players.
- Tile Placement — Players are given a new tile each turn which dictates how they can move their pawns.
Video topics + discussion points
Quotes (from this video)
- Three sisters I don't like a lot of rolling rights it's not my jam but three sisters I think is one of the greatest rolling rights that's ever been made
- this is just chaotic
- it's just crazy like Cosmic chaos fun as you're moving around
- this is probably the C game I've played the most of all time this is the game I play the most I probably have several thousand of this game because you don't just play it once this is the kind of game that you play and then you play again and then you play again
- this is personally my favorite in the Forbidden series but this is also just kind of a placeholder for the Forbidden series
- this is also a Cooperative game uh but in this game basically you have uh you are playing kind of as the people or the the island itself and you are fighting off people who are trying to come to your islands
- I think code names duet it's a it's a two-player game they made code names they made it two-player and it is so difficult just as difficult as code names but even like kind of more so
- this is going to be race to the raft
- I like this so much more than I love cats and I don't hear getting talked about a lot play race of the ra people it's really fun
References (from this video)
- Simple to learn but deeply strategic
- Unique card swapping mechanic
- Good for chess fans
- Expansions are not well-regarded
- App version is also mentioned as good
- Abstract strategy, like chess
- Chess
Mechanics (from transcript analysis)
- abstract strategy — A two-player abstract strategy game with chesslike elements.
- Hand Management — Players manage a hand of two movement cards, swapping one with a central card each turn.
- Pattern Building — Movement is dictated by patterns on cards, requiring strategic selection and placement.
- Set Collection — Players collect specific patterns or card types to achieve victory.
Video topics + discussion points
Quotes (from this video)
- this game I never would have thought just looking at the cover and then like the side art of the cover and all that stuff all cutesy and the name is all cutesy.
- I think that's my favorite part of the game is that it's just nope, just you took a tile, place it somewhere.
- Still a great game. Still my top 100.
- this is the best racing game out there.
- the solo variant, even if you can call me, you can just throw in bots into into multiplayer games, uh, are some of the best bots in board gaming in my opinion.
- So it's like why the [ __ ] are you doing this? It's so stupid.
References (from this video)
- Variability with card movement leads to different experiences each game.
- Short play sessions; accessible to newcomers.
- Abstract with limited theme; may not appeal to players seeking strong thematic immersion.
- Martial arts duel, shifting tactics through card-based moves.
- Two rival schools with a sensei and four students in a dojo-like arena.
- Abstract/zen with a hint of mythic storytelling.
- Pandemic
- Carcassonne
- Colt Express
- Catan
- Ticket to Ride
- Jamaica
Mechanics (from transcript analysis)
- Card Drafting — Players use movement cards that are drafted and exchanged to determine moves each turn.
- Card drafting and card swapping — Players use movement cards that are drafted and exchanged to determine moves each turn.
- Movement-based combat — Move pieces according to card effects with the goal of outmaneuvering the opponent.
Video topics + discussion points
Quotes (from this video)
- This is the enormous giant great box of Flip 7 that it originally came in.
- This is a pure game of pushing your luck.
- It's the real Goldilocks and the three bears of board games.
- Take time is all about playing cards around a clock face.
- This is such a clever, clever, cooperative game that will have you playing over and over and over again until you can beat the game.
- Footsteps of Darwin should be on your agenda.
References (from this video)
- exciting card swap mechanic
- timeless classic
- easy to teach and play
Mechanics (from transcript analysis)
- abstract strategy — Two-player abstract game.
- action selection — It's just a lot of fun. Easy game to play.
- Card Drafting — whenever you teach people, they just they sit there and they go, 'Well, his cards look better than mine.' I'm like, 'Yeah, not a problem. You're about to switch them out.'
- two player — Two-player abstract game.
Video topics + discussion points
Quotes (from this video)
- Um I like this one a lot. It's a very It's It's It's a relaxing game. You You got a few minutes, you don't know what to do while you're waiting for such and such thing to come around, shuffle up the deck and start playing.
- I will say I absolutely hate the cover. That is one of my least favorite covers from last year, period.
- This game manages to feel cozy to me because of the theme, but very not cozy in the gameplay. It's very thinky.
- And no matter who I play it with, we always find ourselves getting into the theme and talking about the family like, 'Oh, my mom's going to go play play um Whist over here with my, you know, sister.' Or whatever.
- I think if either side holds back, especially the heroes because you're you're you've been kind of conditioned to do that um by playing other games. If you hold back, you get steamrolled and I think this game got a lot of pushback for that.
- I just the Mancala thing, I wish more games did it. And this one does it in such a very satisfying way.
References (from this video)
- YINSH
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, the highest ranked game I haven't played is Eclipse: Second Dawn.
- Each year I play more more games and each year I have played fewer of the top 100. BGG's top 100 is turning into heavy game central, for sure.
- Daydream is a cozy roll and write.
- Stop telling me your games are cozy.
- Terraria on the box says 45 minutes per player. I don't even know what what was going on there because someone was like, you lots of publishers lie about time. No one lies that that egregiously. It is not even remotely 45 minutes a player.
- I don't like Imperial at all. There's my review of
- Wise Wizards definitely said they're kind of on the uh that they're that they're struggling with a lot of stuff. So, I hope it works out pretty well.
- That was Zen Camilla, and they said it was really really hard, which made me not really particularly want to play it that strongly. I like to play games that are easier, not as difficult.
- Um, there's there's always things we're working on. Uh there's something small bag that we're working on. I can't really talk about that. Um, yet, but you'll know about that in a few weeks.
References (from this video)
- All that extra value.
- Enchantress deck with a special focus on powerful sagas.
Mechanics (from transcript analysis)
- Commander — The commander is Enigma.
- copying — Ways to copy sagas.
- Counter manipulation — Manipulate saga counters.
- Enchantress — The deck is an enchantress deck.
- recursion — Ways to recur sagas.
- Saga — Focuses on powerful sagas.
Video topics + discussion points
Quotes (from this video)
- I'm a huge Rachel Weeks stan.
- Don't let her know. I don't want her to know I'm freaking out that I'm getting to talk to her.
- This one's going to be legendary.
- IT HAPPENED. It enters untapped.
- Does he dare? Not feed the fish? Please do.
- I PROMISE. Just keep hanging into it.
- The best place to go is cardkingdom.com/command.
- It's the easiest way to get an estimate of your deck's bracket.
- AN ACT OF WAR. AN ACT OF WAR.
- Wow, wait. Okay. Huge.
- THAT WAS THE CRAZIEST TURN I'VE EVER HAD.
- Ain't that just the way?
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The noise is not organic. It's built.
- The information environment around a game's launch is structurally compromised in ways most hobbyists have absolutely no idea about.
- The hotness does not measure quality. It does not measure how many people are enjoying a game. It measures activity, page views and forum thread activity.
- Previews are universally positive in tone because the entire purpose of a preview from the publisher's perspective is to generate excitement.
- A preview is an advertisement that does not always announce itself as one.
- The structural pressure that creates on the honesty of reviews.
- The incentive to be positive is not always conscious. It rarely manifests as someone deciding to lie. It shows up in softer ways.
- Publishers are not stupid. When they choose which creators to send games to, they tend to gravitate toward people who covered their previous games positively.
- Crowdfunding campaigns are not just fundraising tools, they're psychological environments specifically designed to manufacture urgency and suppress rational decision-making.
- It's behavioral economics weaponized against your wallet, and it works on us, too.
- The FTC has actually noticed all of this, by the way.
- There are documented cases of publishers going after creators who gave their game a negative review, including approaching the creator's sponsors to pressure them into removing content.
- The board game content space has been slow to comply. Disclosure practices vary wildly.
- The review copy is a permanent gift. Yeah, this one is wild when you actually think about it.
- The game did not fail. The hype around it failed the game.
- The hype machine is not going away. The economic incentives that drive it are too strong.
- Once you can see the machinery behind the curtain, the magic stops working.
- The publishers who rely most heavily on these tactics are not creating the hobbies best games. They're creating the hobbies most marketed games.
References (from this video)
- leaner and faster than chess
- fresh challenge each game
- easy to visualize options
- fairer competition
- can't master it
- abstract strategy
- chess
Mechanics (from transcript analysis)
- abstract strategy — Onitama is chess for the modern world because it's leaner, faster
- Action card drafting — With only two cards to choose from, you can't move a piece wherever you want.
- move selection — The cards decide how your pieces move.
- win condition — trying to get into position to take their pieces or their master, which wins you the game.
Video topics + discussion points
Quotes (from this video)
- BarbeCubes should be clocking in a record face value of 96.
- The bodies are piling up at the Paris Opera House, and since no one heard the screams over the sound of the screams, it's your job to get to the derriere of it.
- Onitama is chess for the modern world because it's leaner, faster, and doesn't require you to do homework to get on with it.
- For me, it's the only entry-level area control game I'd recommend.
References (from this video)
- Son liked it
- Great game
- Lots of variability
- Easy to learn new abilities
- Can feel unfair initially due to animal abilities
- Animals
Mechanics (from transcript analysis)
- abstract strategy — A straight strategy game played casually.
- Variable player powers — Each animal has a slightly different move set.
Video topics + discussion points
Quotes (from this video)
- The problem with two-player games is there's so many of them.
- This is a great game. It really is.
- It feels more strategic than it is.
- It's a simple game, but it's beautiful.
- This is just absolute comfort food kind of a game that still has a lot of player interaction.
- You got to play to the middle to draw new cards. It's brilliant.
- It kind of feels like cornhole but for indoors.
References (from this video)
- The early church
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- What you want to see is a game that has a specific tension point or story beat that is determined to show you above all the other ones.
- The driving feeling or tension that you're trying to create in your game and that can be a semantic tension or it could be a mechanical tension.
- The tightness of time and like the sort of panic about running out of it is a key aspect of the way the game feels when you play it, because that was part of our thesis for playing the game.
- The feeling that it's trying to capture is being young, going downhill, you don't have an engine, gravity's pulling you faster and faster and faster.
- What I like about Jungo is figuring out when to ditch cards versus pick them up and take them into my hand, how big of a combo do I need to make before I can go for broke and try to clear my hand out and win the game.
- Is it fun? has never been like what I was looking for as somebody who's talking about games.
- When I'm thinking about a game, I want to be able to assess it not just based on like whether I like it, but on what it's trying to say.
- The point of the game is to communicate about the miracle of everybody on that expedition surviving, and also to kind of show some of the depressing and difficult aspects of being in Antarctica waiting for rescue.
- Your game needs a thesis statement not because you have to make a big highfalutin argument.
- So, get in touch with your inner high schooler, I guess. And uh start thinking about that game thesis.
References (from this video)
- Elegant martial arts duel
- Simple rules, easy to learn (under 5 minutes)
- Constantly changing puzzle
- Surprising depth without being overwhelming
- Rewards clever play
- Perfect for quick games
- Can be difficult to win against a highly skilled opponent.
- Martial arts duel
- Chess
Mechanics (from transcript analysis)
- abstract strategy — A two-player abstract strategy game.
- Action Card Sharing — Players share a pool of movement cards.
- Movement programming — Players use shared movement cards to move their pieces.
- Pattern Building — Pieces move on a grid, and capturing the opponent's master or moving into a specific temple space wins the game.
Video topics + discussion points
Quotes (from this video)
- I'm going to give you my top 10 casual games, but nothing on my strategy game list can make it on this one, which makes me a little bit sad.
- It's so strategic this game. So strategic and but it's also casual. See? See what I did? It's strategy and casual. Both of them in here. It's okay. I'm all right. I'll live with it.
- Those aren't opposites. I mean, something could be strategic and casual.
- The rules are simple enough for anyone to grasp, right?
- This is a very elegant martial arts duel with simple rules and the players are going to share the movement cards and you're it's a constantly changing puzzle.
- I refuse to put this on the strategy list because the str it's not difficult to play.
References (from this video)
- expanding their family's population and capabilities while working within the local ecosystem
- Ottawa District of Ghana
Mechanics (from transcript analysis)
- breeding and scoring — Breeding checks grant extra resources if conditions on the breeding track are met; final scoring based on cards and tracks.
- card placement and adjacency — Terrain and location cards are placed orthogonally adjacent to existing cards in your tableau.
- Compound Scoring — Breeding checks grant extra resources if conditions on the breeding track are met; final scoring based on cards and tracks.
- fruit bat pollination mechanic — Once per work phase you can move fruit bats to pollinate trees and grow more trees, under certain conditions.
- maintenance phase sequence — Seven steps: income, tree/animal/fruit income, fruit bat maintenance, feeding, breeding check, workers, preparation.
- Resource Management — Resources are gained from grid slots and must be stored in specific locations; no more than available on the board.
- resource management within tableau — Resources are gained from grid slots and must be stored in specific locations; no more than available on the board.
- round action tiles and order of play — Round tiles determine actions; seven rounds with a central track and first player marker handoffs.
- terrain and location types — Two card types: terrains and locations; terrains are space to grow; locations provide houses and points.
- Tile Placement — Terrain and location cards are placed orthogonally adjacent to existing cards in your tableau.
- Variable Phase Order — Seven steps: income, tree/animal/fruit income, fruit bat maintenance, feeding, breeding check, workers, preparation.
- Worker Placement — On your turn, place a worker on an empty action space and resolve its effects.
Video topics + discussion points
Quotes (from this video)
- Ottawa is played in seven rounds which is tracked on this track here
- the game ends after seven rounds and players will count up their final scores
- for each untrained family you must draw one token from the pollution bag
- you may never have more of these resources than are available on your player board
References (from this video)
- Card-driven movement creates meaningful, indirect interaction
- Constant variation because different cards appear each game
- Beautiful components (neoprene mat, distinctive pieces)
- Some players may find the play style chess-like or abstract
- Learning the card interactions can require a learning curve
- card-driven movement with chess-like feel
- Abstract duel, no real-world setting
- minimalist, tactical
- chess
- abstract strategy games
Mechanics (from transcript analysis)
- Card-driven movement — On each turn you choose from five move options provided by cards; the card you play goes into the middle and will be available to the opponent on their next turn, shaping both players’ options.
Video topics + discussion points
Quotes (from this video)
- it's really different from chess
- it's different cards every time
- it's a really quick playing kind of tableau builder
- the art this is like a neon pinks and blues which I'm such a sucker for
- it's basically bug chess
- it's the same game again so you got air, land and sea you got three different theaters
- it's a two-player drafting game
- surrounding different regions of Rome and you're Pompey versus Caesar
- this is when you're talking about it being like a full game this fills your table
References (from this video)
- Simple setup
- Clear win conditions (capture opponent's master or move own master to opponent's shrine)
- Masters seeking enlightenment through combat, drawing power from animal spirits
- Deep in the ancient mountains of Japan, within the Shrine of Onitama
Mechanics (from transcript analysis)
- abstract strategy — The game focuses on tactical pawn movement and capturing the opponent's master or reaching a specific objective space (the opponent's shrine).
- Capture — Players can remove an opponent's pawn from the board by ending their movement on that square. The captured pawn is removed, and the player's pawn takes its place.
- card drafting / hand management — Players have two face-up movement cards. After playing one, they take a card from the general pool, creating a constant rotation of available moves.
- Movement programming — Players select a movement card which dictates the available moves for one of their pawns. The black starting square on the card indicates the relative position from which the pawn can move to one of the highlighted gray areas.
Video topics + discussion points
Quotes (from this video)
- Deep in the ancient mountains of Japan lies the Shrine of Onitama. Masters of all forms of combat make the journey here in search of enlightenment.
- So come join me at the table and let's learn how to play.
- And that's the setup.
- That's everything you need to know to play Onitama.
- If you have any questions at all, don't hesitate to put them in the comments below, and I'll gladly answer them as soon as I get a chance.
References (from this video)
- Accessible for families and kids due to fewer pieces and shorter playtime
- Fewer pieces to track than chess reduces cognitive load for younger players
- Dynamic, card-driven movement adds strategic depth and variability
- Fast, engaging play that can be learned quickly with a play-by-play demonstration
- Potential learning curve for balance and optimal card usage
- Some cards may feel over- or underpowered, leading to uneven reliance on specific patterns
- Requires keeping track of both players' cards and potential moves, which can be challenging for beginners
- Array
- Abstract
- play-by-play instructional narration
- Chess
Mechanics (from transcript analysis)
- Capture — If a moving piece lands on an opponent's piece, that piece is removed from the board and captured.
- Card Driven Movement — Movement options are dictated by one of five movement cards, each card showing black/colored spaces that indicate allowed moves for the selected piece; after a move, the card is passed to the opponent and a new card becomes available.
- Card Passing / Deck Cycling — Used movement cards are passed to the opponent and re-enter the game from the other side; the left-right rotation dictates which card becomes available next.
- Pattern Movement — Each card encodes a distinct movement pattern; players must read and compare up to five different patterns to decide how to advance their pieces.
- Pattern-based Movement — Each card encodes a distinct movement pattern; players must read and compare up to five different patterns to decide how to advance their pieces.
- Turn and Board Constraints — Players alternate turns on a constrained 5x5 board, with explicit restrictions that you cannot move off the board or onto your own pieces.
- Win via Master Pawn — There are two paths to victory: either capture the opponent's Master Pawn or move your own Master Pawn to the opponent's Master Pawn starting space.
Video topics + discussion points
Quotes (from this video)
- it's an abstract strategy game probably most similar to chess as you will be moving your pieces on a grid
- the cards that you use for your movement are given to the other player to use in future turns
- five cards will also help you to know how many changes or cards let you move you know to the right only or to the left
- this is a nice fast game that requires players to focus on the possible movements that they have access to but also what their opponent can do as well
- you can win by doing two different things and changing your strategy mid game is very possible
- here is a play byplay of playing against my daughter here hopefully you can learn something or learn what not to do
References (from this video)
- accessible entry into the genre
- calm, engaging theme
- tends to be slower-paced for fast players
- bat conservation and family training
- farming community focused on bats and ecology
- eco-science-inspired storytelling
Mechanics (from transcript analysis)
- real-world inspired background — story based on a Ghanaian bat-seed idea; educational flavor.
- Resource Management — grow bat populations and resources to sustain families.
- resource management and breeding — grow bat populations and resources to sustain families.
Video topics + discussion points
Quotes (from this video)
- it's such a good Gateway game
- the art on the cards looks fantastic
- it's one of those simple flip and write games that you just want to play again and again
- the lazy Susan is genius
- Planet Unknown just knocks our socks off
References (from this video)
- tight, elegant, fast abstract
- good balance between depth and accessibility
- not as deep as heavier abstracts
- Shobu
Mechanics (from transcript analysis)
- puzzle-driven movement — Exact move sequences and capture mechanics create a chess-like but elegant duel.
Video topics + discussion points
Quotes (from this video)
- it's so tight like if you play this with five players it would be probably horrible so three or four players is the best
- this week we played 22 games and three of those were not for the talents we played and then 19 games for this challenge
- i'm having fun so far
- this is basically the same designer so it has a lot of the same element
- the weirdest thing that has ever happened in a board game
References (from this video)
- clean, fast-playing abstract
- elegant movement system
- may feel light for some players over repeated plays
- tournament battle with card-driven movement
- feudal Japan; dojo martial arts
- abstract strategy with thematic flavor
Mechanics (from transcript analysis)
- Card-driven movement — each card shows both players a possible move; players choose one card each turn
- duel/two-player abstract — beginner-friendly but deeply tactical, goal is to capture the Master’s Spirit or move the Master to your opponent's temple
Video topics + discussion points
Quotes (from this video)
- one of the first polynomial games that i played which got me hooked on them
- I prefer this to cottage garden and indian summer for the simplicity and quick length of the game
- the economics are simply brilliant
- movement with cards
- rare 10 because it does something no other game in my collection does it makes me almost wonder if the game has been around for centuries
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This episode that you're watching right now is the one where we're going to list our 30 top nominees.
- This is definitive.
- Just click it.
- You won't bias us.
- See you soon.
References (from this video)
- compact package with elegant mechanics
- highly teachable with deep strategic space
- beautiful surface and tactile components
- some players may prefer more direct interaction or longer planning horizons
- balance may feel tuned to experienced players
- discipline, movement, and capture
- feudal Japan martial arts dojo
- elegant, minimalist strategy
Mechanics (from transcript analysis)
- card-driven movement of pieces — each side has a master and student pieces; movement dictated by spirit cards that rotate between players
- puzzle-like positioning — timed movement and card choices create tactical exchanges and threats
Video topics + discussion points
Quotes (from this video)
- February is the month of love so let's look at games for two players
- I'm not going to lie, I'm single this time I'm looking at games that play two players
- these are my top 10 games for two
- let's not fall out
- you know I don't have to tell you but you have to tell me I'm going to die alone
- it's asynchronous so you can either pick your favorite side and play with that one all the time or switch things up keep it spicy
- you can wake up your sleepy baby Raptors and recover your frightened scientists
References (from this video)
- Condenses the feeling of chess onto a miniature board
- Two win conditions add strategic variety and tension
- Movement templates and card cycling introduce depth and replayability
- High tactical tempo with meaningful choices each turn
- Abstract, which may deter players seeking thematic storytelling
- Strategic duel using card-driven movement templates
- A dojo/ancient martial arts theme condensed onto a small 5x5 board
- Minimalist, tactical, abstract with a subtle martial arts flavor
Mechanics (from transcript analysis)
- card passing — After using a movement template, the card passes to your opponent for the next turn, creating tempo-based decisions.
- Limited pieces — Each side starts with five pieces: one master and four pawns, emphasizing efficiency and positioning.
- Movement templates — Two animal-spirit cards define legal movement patterns; you select one to move any of your pieces.
- Varying win conditions — Win by capturing the opponent's master or by moving your master to the opponent's starting space.
Video topics + discussion points
Quotes (from this video)
- condenses the feeling of chess into kind of a miniature chess board
- movement templates can really change the feel of the game
- there's a ton of God powers that you can play with and these aren't just little things
- portable, very durable, this is a great like camping game
- the pieces themselves make up the play area
- there are some really good opportunities for clever plays or ways to trap your opponent
- the goal is five in a row
- when you move that ring, it flips all of the discs that it jumped over
References (from this video)
- Balanced play with strong abstraction
- Abstract strategy/area control
- serene
Mechanics (from transcript analysis)
- abstract strategy / area control — Second Dice Tower Essentials title with refined mechanics
- Area Control — Second Dice Tower Essentials title with refined mechanics
Video topics + discussion points
Quotes (from this video)
- Look Back, where I take a look at reviews that I did a year ago, 5 years ago, 10 years ago, and 20 years ago this week, and tell you what I think about them now.
- This game was very much a Sudoku board game. I would play it a whole lot less today.
- It's now impossible to find. It has not been reprinted for a lot of uh litigation reasons.
- I think the second game in the Dice Tower Essentials line.
References (from this video)
- beautiful and clean abstract feel
- tight, thoughtful puzzles
- short games may leave some wanting more depth
- perfect information abstract movement duel
- Japanese-inspired dojo for martial arts
- clean, elegant abstraction
- Chess
Mechanics (from transcript analysis)
- capture/removal of opponent pawn — Win by capturing the opponent's main pawn or moving onto their starting space.
- Card-driven movement — Each turn uses movement cards that cycle in and out.
- two-player perfect information — Both players have the same information throughout the game.
Video topics + discussion points
Quotes (from this video)
- this game is so fun and it's really easy to learn how to play
- adorable robot minis
- rich narrative with intuitive yet unique game mechanisms making every game a new adventure
- i love role play i can't wait for this campaign-style game
- beautiful and clean abstract game
- epic cataclysm that shakes the foundations of the entire circadians world
- secret personality with specific victory conditions
- the only thing i love more than somewhat abstract 3d worker placement is something else
References (from this video)
- Elegant, compact ruleset
- Good entry point for abstract strategy
- Limited variability between plays
- ancient martial arts warfare
- ancient martial arts dojo
- none
Mechanics (from transcript analysis)
- abstract strategy / movement patterns — Two players move pieces on a grid via fixed move cards to capture the opponent's Master.
Video topics + discussion points
Quotes (from this video)
- Tari is one of my all-time favorite games. Two-player or no, it's a top 10 game for me.
- Chess, the ultimate two-player classic game.
- I would rather lose Sky Team than Mythic Mischief.
- I love Magic the Gathering. I play it. Uh, but I don't think this should be on the list.
- That Time You Killed Me—the way you're manipulating the past, the present, and the future with your moves.
References (from this video)
- beautiful board
- engaging movement options
- variety with rotating cards
- board can be delicate
- learning curve akin to chess
- master pond path to victory through alternated movement and card play
- pond-themed abstract strategy with a master pond and temple gates
- elegant, chess-like
Mechanics (from transcript analysis)
- capture/kill win condition — win by reaching the temple gates or eliminating the opposing master pond
- movement cards — cards determine available moves for pieces
- Variable turn order — cards are passed and used to constrain or enable actions
Video topics + discussion points
Quotes (from this video)
- Kahuna is a really fun elegantly designed game
- it's like chess
- the artwork is incredibly beautiful
- it's very cheap and it's like 14 15 bucks on Amazon and it is a classic
- the point of the game is get your master pond to the temple gates to the other side
- and it takes maybe 20 minutes
References (from this video)
- Unique dexterity mechanic
- Coop/ competitive options
- Dexterity tower-building
- Is land of cats
Mechanics (from transcript analysis)
- cooperative/competitive tower-building
- Cube Tower
- dexterity
Video topics + discussion points
Quotes (from this video)
- I'm intimidated to get started with it.
- You're building outposts and in order to increase your trade routes.
- the artwork here is quite lovely
- I'm not super into Political themes.
- it's a dexterity game where you are building up power towers on the island of nikima
- Arctic scavengers I picked this up because I know nothing about it
References (from this video)
- Different every time you play
- Easy to learn
- Quick gameplay
- Balanced player experience
- Martial arts combat
- Abstract strategy
- Chess-like
- Chess
Mechanics (from transcript analysis)
- Area Control — Capturing opponent's king
- Card-driven movement — Moving pieces using specific movement cards
Video topics + discussion points
Quotes (from this video)
- These games, I feel so close to them that I would invite them to my wedding.
- Deep down, you know, one or two of them you'll never see again.
References (from this video)
- Elegant abstraction that feels chess-like but more approachable
- Short, tense, highly replayable with rotating movement cards
- Excellent two-player experience
- Less accessible to players who dislike abstract strategy
- Limited player count (two players)
- master-student duel with movement cards
- Abstract martial arts-inspired battlefield
- elegant, chess-like but streamlined
Mechanics (from transcript analysis)
- Card-driven movement — Each card defines a unique set of moves; players exchange cards each turn.
- duel-focused abstract strategy — Two-player, king-like goal with tension similar to chess but simpler.
- turn-based tension with limited cards — Movement options rotate; players must anticipate opponent's card and respond.
Video topics + discussion points
Quotes (from this video)
- it's such a great dynamic in its information-driven setup; you are buying low and selling high and that extra insider trading twist means that you're always watching the other players
- this is one of my favorite party games
- there's backstabbing and it can be quite mean but I think as long as you go into it knowing that because it fits the theme I think people just really get caught up into it and enjoy it
- Onitama is my favorite two-player abstract game
- The Mind is one of the most fun I've had with some of my close friends; it really brings you together as a group
References (from this video)
- elegant, accessible two-player abstract
- tight playtime with deep strategic depth
- thematic connection may be weaker for some players
- abstract nature may deter some
- pure abstract strategy with moving and capturing
- Japanese-inspired martial arts duel
- sparse, elegant design; minimalistic theme
- Patchwork
- Arboretum
Mechanics (from transcript analysis)
- action card movement — Each turn you select a move from a shared pool of cards to maneuver your master or student.
Video topics + discussion points
Quotes (from this video)
- it's a lovely slice of bluff and Double Bluff
- the presidency can switch hand many times as players try to get the best deal for themselves
- how much corruption can you get away with
- it's very easy to get into it, plays in about 30 minutes and yet has an incredible depth of strategy
- Pantheon is a solid expansion; it adds a few extra elements without overcomplicating things
- the gods are powerful, copying symbols or boosting science can create big moments
- Checkpoint Charlie works well for what it is a simple speed deduction game
- there's so much going on in this game that it's very hard to pull off thought out moves
References (from this video)
- short, approachable, and teachable
- every game feels different due to card variety
- beautiful production and table appeal
- box is a bit larger than ideal for travel
- some players may wish for a travel-focused edition
- martial arts, dojo confrontation
- Japanese themed martial arts duel
- abstract strategy with elegant balance
- Chess
Mechanics (from transcript analysis)
- Card exchange and asymmetry — Using a card transfers its move to the opponent, creating tension and counterplay possibilities.
- Card-driven movement — Each card defines a unique move for a selected piece; once used, the card passes to the opponent.
- Objective-based win condition — Defeat the opponent's king or move to their home space to win.
Video topics + discussion points
Quotes (from this video)
- chess is like marriage it lasts forever you're always waiting for the other person to make a mistake and you get upset when she takes your porn
- Onitama is like chess it's a lot more fun it's over quicker and every time you try it it's a bit different
- The challenge is in reading your opponent trying to work out where they've hidden the winning card or what traps they've set for you
- 13 days captures its theme but it also transcends it
- this game completely delivers Twilight Struggle
- this would still be brilliant if it was themeless and that's what makes it a great couple's game
References (from this video)
- Fantastic abstract strategy game
- Top favorite on second row
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf
References (from this video)
- sharp, elegant core idea; two-player abstraction with rich feel
- theme can feel abstract to some players
- discipline, movement, and strategy
- Ancient martial arts dojo
- punchy, quick duels
- Chess
Mechanics (from transcript analysis)
- Card-driven movement — each card dictates a unique move for any piece
- fog of knowledge — cards shift and replacement creates a shifting board state
- short game length — fast rounds emphasize deep calculation
Video topics + discussion points
Quotes (from this video)
- board gaming remains the best thing in a bad world
- this is a collection starter and this time we're looking at ten terrific two player games
- it's watertight... you feel like you're scraping your elbows on the sides of the game
- it's a wonderful little gem from Tim Fowlers and Ace Artist Ryan Goldsbury who channels that particular 50s and 60s era art...
References (from this video)
- hybrid feel with drafting
- replayable and accessible
- card swapping can be confusing at first
- Quarto
- Gipf
Mechanics (from transcript analysis)
- card-driven moves — each move is dictated by cards; rotating cards creates asymmetry
Video topics + discussion points
Quotes (from this video)
- these games have no theme
- it's a toolbox for you as a game designer which of these mechanisms do you want to employ in your own abstract strategy game
- product design is everything
- the single most impactful feature of connect 4 was that little hatch beneath the frame
- abstract strategy games are some of the most interactive games in existence