Come one, come all to the Silo System, the beating heart of our galaxy, for the race of the decade! We've recruited the best tourists in all the cosmos: travel-hardened explorers who will compete in the ultimate contest. These pilots must race to visit all the planets in the Silo System, surfing upon orbital paths, teleporting between hyper jump portals, and beaming through hyperspace. Enjoy your dream vacation on one of our luxurious planets or lavish space stations as you witness the ultimate interstellar marathon. All the eyes of the galaxy will be watching this decennial event celebrating the unification of our systems under Silo Supremacy.
ORBIT (Orbital Race Between Interstellar Tourists) is a 24th century tactical space race with simple turns, yet challenging possibilities. Players compete to visit all planets of the system, then return to their starting planet first.
On your turn, you play a card, activate its actions in any order, then draw back up to your hand size. Cards allow you to do a combination of things: move your ship, collect energy for bonus movement, advance planets along their orbit, or even reverse the orbital direction of a planet.
When your space ship is docked on a planet, the moving planet will carry you along its orbital path, helping you to traverse the map even faster. Planning your route wisely as you ride orbital currents and bounce between planets is the key to success — but your cutthroat competition will no doubt seek to spoil your plans and sabotage your tourism progress. It helps to be flexible and adapt on the fly, literally.
You shouldn't ignore the opportunity to upgrade your ship along the way. Visiting certain space stations and planets allows you to increase your hand size and energy storage capacity, so you must balance short-term efficiency against long-term advantages. The game board features additional tactical resources such as fuel depots, hyper jump portals, and hyper acceleration cannons.
Players can enjoy a randomized set-up across two unique game boards. The game also includes a few variants: a solo mode, four-player partnership mode, and a stationary planet.
ORBIT is the third and concluding game in the Cosmic Silos Trilogy by Reiner Knizia, and with the Nebular Expansion, you can add three modules to the game: navigation tokens, hyper accelerator engines, and artificial nebulas.
—description from the publisher
ORBIT - Teach & Playthrough
- Blends accessibility for new gamers with fun for experienced players.
- Simple, seamless, and easy to understand.
- Clear components and board design.
- Offers a blend of chaos and planning.
- Fun racing theme.
- Manageable chaos.
- Great examples and clear explanations in the rulebook.
- The rulebook was very long and detailed for a simple game.
- Includes rules for expansions that are not included in the base game.
- Orbital race between interstellar tourists visiting planets
- space
- Wormholes
Mechanics (from transcript analysis)
- Hand Management — Players have a small hand of three cards which feature planets, special abilities, and movement.
- Modular Board — The board is two-sided offering different gameplay experiences, and there are modules that can be mixed and matched.
- Movement — Cards can move planets in the direction of their orbit, and players can ride planets to reach their destinations.
- Set Collection — The goal is to visit every single other planet and return to the home planet.
- Variable player powers — Visiting certain planets grants special abilities such as warping, increasing energy for extra movement, or increasing hand size.
Video topics + discussion points
Quotes (from this video)
- It's weird how there's the justosition between the chaos and the planning and they both happen at the same time.
- When you can give us really clear and easy components as well, it helps the gamer get into the game play.
- It had very clear rules of everything. It was a very clear system, but it took a lot of pages to explain those rules.
- This game is what I was hoping and wanting that game to be. It solved a lot of problems it had.
- It was super clear. It was simple. Uh it was still tactical and interesting. It was fun. Had some planning. Uh there's a lot of chaos going on, but it was a manageable chaos.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hey everyone welcome to watch it played
- this is going to be a very quick update and you can tell because I'm wearing my jacket as soon as I'm done here I've got to run out the door
- this is the only chance I knew I would have to create this quick little video and I wanted to give you a couple of updates
- so we just got back from the GTS distribution com and play Day event in Atlanta where we shot a bunch of content some of that's starting to go up on the channel
- but tomorrow I am leaving for hcon this is a convention in Halifax Nova Scotia my old Hometown where they have a focus on comic books movies TV shows board games video games all kinds of geeker and I've been invited to be a special guest for the on the board gaming side of things which is really nice
- so I'm looking forward to that I'm going to sit on a couple of panels I'm going to be uh demoing and teaching games while I'm there and hey if you're in the hellofax or surrounding areas and you want to come down and play some games I I'll be there and I'd love to love to see you and hang out
- but I just want to let you know about sort of GTs and hcon because it's obviously throwing a little bit of a monkey wrench in the shooting schedule
- so keep an eye out again for more of those coming Play Day videos expect a slight delay in our playthrough of mansions of Madness which is happening right now but we'll definitely get back to that as soon as I'm back here at the table and can shoot some more content
- right now though behind the scenes I am working on this this is the Robinson Cruso second edition rule book
- I played the first edition sort of so I I had the first edition I remember I sat down with it put all the pieces out I read the first three pages of the rule book and then I closed that rule book put everything back in the box and I never touched it again I don't don't critique games but that rule book uh was not very good and I feel confident saying that because I now have the second edition rule book and it is much better
- so I'm really working on trying to figure out the best way of presenting this information so I'm at the scripting stage right now so I feel confident that I can tell you guys this is a game that we'll be featuring on the Channel with an instructional video soon
- so if you picked up the game maybe at Essen or it's one you're thinking about picking up yes there will be a watch it played video for that if you're interested
- all the producers now added to the ends of the videos so thanks for waiting
- if you look in the the list of producers at the end of the videos and you don't see your name and you know you donated at the producer level or higher during last season's fundraiser or this most recent during this year the fundraiser that we held and you don't see your name there you see a misspelling or something let me know we'll get it fixed you can let me know at watchitplayedlive.com
- okay I think that's everything I have to tell you about I got to run until the next episode thanks for watching
References (from this video)
- mechanical toy and spatial recognition
- spatial toy-like abstract with marbles orbiting a central axis
Mechanics (from transcript analysis)
- spatial_puzzle — marbles orbit and are maneuvered by button presses to win
Video topics + discussion points
Quotes (from this video)
- this is a trick taking game
- this is a deck shedding ladder climbing game for two players
- don't break space-time Continuum
- I strongly recommend you subscribe to it
References (from this video)
- Super fun game
- banana trade
- Central America
- players have different agendas that are not quite clear
Mechanics (from transcript analysis)
- Empresario role — You play as an empressario uh either in charge, you're kind of hoping to influence some Central American companies or the United Fruit Company
- hidden agendas — everybody's got a different agenda and you're not quite sure what it is.
Video topics + discussion points
Quotes (from this video)
- It's really exciting to me. It's a card-driven racing game that's just incredibly fast-paced.
- Ark Nova is a really complex game.
- The Great Western Trail is a big euro-style game.
- Pax Pamir is a political game.
- Cascadia is an incredibly relaxing game.
- Terraforming Mars is still a great game.
References (from this video)
- Streamlined rules
- Lots of depth
- Fun race
- Can be mean (positive for some)
- Can be mean (negative for some)
- Not for players who don't like player interaction
- Racing ships to planets and returning to home planet.
- Space
Mechanics (from transcript analysis)
- Card Play — Players are 'playing cards' that are 'multi-use'.
- Engine Building — There's 'some comboing you can do on your own player board'.
- Hand Management — Players can 'build up your hand size'.
- Movement — Players use cards 'to allow you to to move yourself' and 'moving planets around'.
- Race — It is a race to 'race your uh your ship to all the different planets and then land back on your own planet'.
Video topics + discussion points
Quotes (from this video)
- This one is the top 10 games that I've already played cuz I'm fortunate enough to get some early copies of things that are releasing at Gen Con.
- Jungo is the reason why I'm never going to play Scout again.
- This is one of the most unique experience games ever.
- Breaking down barriers, growing relationship board games by helping you find the next one you love.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's been super duper quick and I have to say before the next two like the next two months are going to be so fast.
- So like September and October is going to be so quick. Yes. I'm kind of I cannot wait for November because it's going to be quieter for work. Like the next two months is basically going to be work and board games.
- I had the most fun with Age of Galaxy.
- My biggest surprise was money.
- Biggest letdown for me it was Pulitzer.
- My number three is IR.
- My number three is Orlo the Prague Astronomical Clock because it's a super solid, super fun Euro game.
- my number two is going to be Fortunes of Scoundrel Bay, a new uh pirate game from Shadow Parks, also coming out at Spiel.
- My number one is Recall.
- Yes, my number one is also going to be recall.
- It's a very good game. If you want to see more about the reasons and also hear English words, I would re I would I would recommend going and look at the recall video.
- We hope you enjoyed it. It was a great fun and it had words in it.
References (from this video)
- Nice and fun and short
- Yellow House
Mechanics (from transcript analysis)
- Trick-Taking — It's kind of a trick taker. Because I'm playing cards and you have to play another color and then you move up on a track and the track that's higher is going to win the trick get the cards and you're getting points for the cards.
Video topics + discussion points
Quotes (from this video)
- This is another batch from mostly from Spiel mostly 2025 titles and we're going to decide if they are and good enough to be kept in the collection because we are at the point where we don't have free space to just keep whatever.
- It's one of those games on my pile of games that it's fun to play them, but then ultimately they're quite forgettable.
- Don't judge a board game by its cover, but it kind of speaks to the wrong audience, baby.
References (from this video)
- Concept of racing around space to visit planets.
- Action economy and efficiency element.
- Planets shifting around the map can be a cool element.
- Spaceships getting shifted with planets allows for piggybacking movement.
- Visiting different locations can boom you across the map.
- Huge issue with symbology and colors, difficult for colorblind players.
- Too slow and plotting.
- Chasing your tail due to planet movement.
- Can be frustrating when opponents deliberately move planets away.
- Not enough mitigation for movement issues.
- Race aspect felt too reigned in.
- Not exciting enough.
- Racing around space trying to visit planets
- space
- Oracle of Delelfy
Mechanics (from transcript analysis)
- Action economy — Efficiency is important, with players trying not to waste movement.
- Card Driven Movement — Players play cards from their hand to determine movement distance.
- Engine Building — Unlocking bonuses to carry more cards or gain speed boosts.
- Piggybacking movement — Spaceships get shifted along with planets, allowing players to piggyback off their movement.
- variable board state — Playing cards shifts planets around the map.
Video topics + discussion points
Quotes (from this video)
- So much potential but it's sad it just missed the mark.
- Maybe not one that I'm looking for because, you know, I tend to like my worker placement games to be a little bit more complex, a little bit heavier.
- A game where again I completely applaud the concept and the the premise of the game, but I felt it's a bit of a one-trick pony, a bit of an experimental game rather than a good one.
- It's a good design.
- I think maybe it has a much lower ceiling when it comes to replayability than the original.
- It's so well done.
- Really enjoyed this one. It's going to stay around my collection for sure because again, I don't have anything like it at all.
- Don't let the cutesy artwork deceive you with this game. It does actually offer a lot of of gameplay.
- Brilliant filler, a lot of a lot of return in the time you'll invest in this game.
References (from this video)
- Favorite among Bitewing Games trio; strong theme
- Can be dense for new players
- orbit-based action selection
- space/galactic setting with orbital dynamics
Mechanics (from transcript analysis)
- Hand Management — players manage actions via a set of cards that orbit around their board
Video topics + discussion points
Quotes (from this video)
- I love Dice Throne. I love having all of them, and I love having just to have all the options.
- One box is plenty.
- Return to Dark Tower, a fantastic game. Never going anywhere.
- Duel for Cardia is so good. I'm like obsessed with this game.
- Radlands, I love this game. It's not going anywhere.
- Orbit was my favorite out of the three. I think I am going to pull Ego and Silos.
- 31 games. So we hit the mark.
- Blink, not going anywhere.
References (from this video)
- Fun race mechanics
- simple rule set
- family-friendly with variability from expansions
- good production
- Some players may find it flat or not replay-ready
- endgame can feel punitive when targeted via planet movement
- art/graphic symbology confusing at first
- space race, exploration, tension without direct combat
- Interstellar race around a solar system with moving planets
- puzzle/race driven, accessible family-weight
- Bearwolf the Legend
- Municipium
Mechanics (from transcript analysis)
- Card-driven movement — Each turn you play a card that moves a planet one or two spaces and may move your ship; cards also grant bonuses like batteries or direction reversal.
- Modular Board — Nebula expansion and other modules add variability (nebulas, navigation tokens, hyper accelerator).
- Modular expansion options — Nebula expansion and other modules add variability (nebulas, navigation tokens, hyper accelerator).
- Multiple player counts and variants — Two-sided map with simpler vs more complex side; team variants; two-player advanced variant.
- Planets and grid tracking — Planets orbit/move and influence reach; players adjust positions to approach or delay others.
- Upgrade and resource tokens — Batteries upgrade movement; tokens modify race speed.
Video topics + discussion points
Quotes (from this video)
- Orbit is the only game of the three that's brand new.
- Orbit is a fun game. It's a nice game.
- Silos is our favorite game of three.
- the powers are the star of the show.
- it's just one of the lighter games that provides a lot more enjoyment than it has any right to in a weird way.
- I think it's very novel to mix all of these elements together and throw it into one game and for it to work so well.
References (from this video)
- Fun little theme
- Just decent, nothing remarkable
- Can present king making
- Played it once, never going to do that again
- Space exploration race
- A fun little theme.
Mechanics (from transcript analysis)
- Area Movement — You're playing cards to move around on this board and you're trying to reach the planets to to get some tokens because it's a race basically.
- Card Drafting — You're playing cards to move around on this board.
- Set Collection — You're trying to reach the planets to to get some tokens.
Video topics + discussion points
Quotes (from this video)
- Keep or Kell, the series where we play all the games and decide whether to keep them in a collection or call them while trying to give you reviews so you can find out if this is going to be a game for you or not.
- It is a neat game.
- It's a double cow.
- It's a keep from me.
- It's a call from me.
- It's a double call. Yes.
- I just hope we won't have deep regrets about that.
- It's a double kill.
References (from this video)
- Speeds up as the game progresses.
- Scales well for play time.
- Works really well and is fun.
- The look can be intimidating.
- Might feel long initially.
- Space exploration with planets
Mechanics (from transcript analysis)
- Area Control — Players are trying to get to planets.
- Race game — Described as a race game where players move planets.
Video topics + discussion points
Quotes (from this video)
- It's tricky, right? Cuz you can't just go by what Board Game Geek says either.
- You know, you got to pick it up.
- I really like that. I think it's a fantastic game. It definitely one that people are sleeping on.
- Baked in banter, okay.
- It's just got a really nice forward momentum.
- This game doesn't have banter, though the scoring might take a bit. But I think played at a reasonable pace, this game lasts close to an hour.
- This is just a game that's a joy to teach, to play.
- If you get to six gems, whatever it is, you win. It's a race.
- It has a nice nice demanding sort of feel on the player. You you need to think carefully about what you're doing.
- This is Ra, my favorite game of all time.
- I think that Reiner Knizia, this is his wheelhouse is hour-long games that feel like a full experience.
- it's you can knock this out in 60 and get a board game experience with highs and lows and drama and superheroes and all of that jazz.
- Neta-Tete a L'air is just one of those games that just it feels so good how quickly this game plays.
- We're We're halfway done already?
References (from this video)
- Really impressed
- Bright
- Cheerful
- Fun
- Fast
- Interplanetary Travel
- Space
Mechanics (from transcript analysis)
- Movement — You 'jump from planet to planet.'
- Racing game — Described as a racing game.
Video topics + discussion points
Quotes (from this video)
- I tell you what I think about the games now if I think about them at all.
- It is that fantastic of a game, No Thanks.
- There are some really terrible Princess Bride games out there.
- This is one of the bad ones.
- It's too little too late, honestly, this this thing.
- Mean mean mean mean little game.
- Very mechanical game. Very lack of theme almost as you put these tiles in your pot. But it works.
- Mama Mia is one of those games that I bring out at conventions and play with people, little memory game which I like a lot.
- It's an amazing game.
- What a terrible roll and write style game.
- It's just awful.
- It's not great either. Just misses the mark.
- It's all about logistics.
- Really impressed with this one. Bright, cheerful, fun, fast.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We actually really enjoyed the turtle decks.
- Too many tabs. Close some of these things.
- Wow, that is not really helping.
- I I kind of need to hear what's going on.
- Um, I guess I could have him run it. It'd be kind of dull.
- I did work on the uh collar. I kind of feel like I need to do a little bit more dark uh up into the V's of the fur.
- It's pretty cool. I'm really excited for Deborah on that.
- So, we mostly buy the games that we do on the show.
- Well, we did the first level, but at a higher
- This is not fun.
- The way you do it for, um, at least the machine we use now, um, and we've always done that, we we, uh, use a, um, box that converts HDMI to um, dang it, paint is on the wrong side again.
- My goal is to finish wave one for everybody that I have.
- I fractured my heel a year and three months uh you and nine months ago.
- And so, uh, so how many how much characters I have to paint? Oh, I have so many to paint, Chris.
- But you get less brush strokes. And then what I do for the final thing, so I guess essentially it's going to be two stages since I'm doing two thin coats, um, is I also use a speed paint or contrast paint over this.
- So, my goal is to get back around roughly before it's dry.
- And that's 100% valid.
- But you can see here it's rubbed through here. Hold on. It's rubbed through here a bit, but it's smooth and it looks pretty good.
- Yeah, this one's actually pretty good already.
- So, the rim of the base look. It looks really quite good.
- My fingers need to be cleaned.
- Wow, that black paint just coming off from my fingers too.
- Boy, that is not a good intensity for these.
- Well, awesome. Thanks for joining me today.
- Thanks for putting up with the little technical glitches.
- It's a Kenner nomination. I'm not sure. I don't know what will win.
- Let's see here. Uh following. Hooray.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Galaxy is home to eight different planets and our goal is to be the first first one to visit all of them.
- Each card has up to three different features. They'll always have a number as well as some combination of planets.
- The gray planet is actually the hyper Cannon and this allows you to move directly to another hyper cannon that's on the board.
- As soon as a player is able to remove all of their mission markers and make it back to their home planet first then they win.
- It's the Most Cutthroat of the planet yeah a little bit Cutthroat.
- You know sometimes sometimes plans you know sometimes planets move sometimes planets move.
- The writing is on the wall.
- You removed all the W seven all seven all seven and made it back home and made it back home.
- Good job you did it N I wandered I traveled you removed all the W seven all seven all seven and made it back home and made it back home.
References (from this video)
- Increases hand size with purple planet.
- Increases energy capacity with orange planet.
- Hyper Cannon allows direct movement to other hyper cannons.
- Hyper Accelerator Cannon allows long-distance movement in a straight line.
- Refueling stations refill energy to maximum.
- Planet movement adds a dynamic element to the board.
- Wild symbols offer flexibility in planet movement.
- Double arrow allows reversing planet orbit direction.
- Moving through a hyper cannon prevents continued movement.
- If a planet moves over a ship, it does not pick it up.
- Some planet visits do not grant extra benefits beyond removing a mission marker.
- Interstellar tourists racing to visit planets
- Galaxy
Mechanics (from transcript analysis)
- action selection — Players choose which features on a card to resolve and in what order.
- Area Movement — Planets move along their orbital paths, which can affect player positions.
- Hand Management — Players play cards from their hand, which have multiple features that can be resolved in any order.
- Movement — Ships move along intersection points on the board. Movement can be augmented by spending energy cubes. Certain cards or planets grant special movement abilities.
- Pick-Up and Deliver — The core objective is to visit all planets and return to the home planet.
- Race — The goal is to be the first to complete a set of objectives.
- Resource Management — Players gain and spend energy cubes to power additional movement.
- Set Collection — Players collect tokens by visiting planets, with the goal of collecting all of them.
- Variable player powers — Starting planets and collected chits from visiting planets can increase hand size or energy capacity.
Video topics + discussion points
Quotes (from this video)
- The Galaxy is home to eight different planets and our goal is to be the first first one to visit all of them.
- Each card has up to three different features. They'll always have a number as well as some combination of planets.
- The gray planet is actually the hyper Cannon and this allows you to move directly to another hyper cannon that's on the board.
- As soon as a player is able to remove all of their mission markers and make it back to their home planet first then they win.
- It's the Most Cutthroat of the planet yeah a little bit Cutthroat.
- You know sometimes sometimes plans you know sometimes planets move sometimes planets move.
- The writing is on the wall.
- You removed all the W seven all seven all seven and made it back home and made it back home.
- Good job you did it N I wandered I traveled you removed all the W seven all seven all seven and made it back home and made it back home.
References (from this video)
- Dynamism of the orbits
- Leverage for board interaction
- Light sense of progression
- Nice arc to the game
- Latitude within the mechanical structure
- Modules add depth and lean into the tonal vibe
- Fun, well-designed, does something unique
- Good for lower pressure logistical play
- Good for something old school capitalizing on modern design
- Doesn't inspire much
- Lacks mechanical or aesthetic hooks for repeated play (base game)
- Modules don't blow reviewer away
- Favorite games tend to be more cunning, progressive, and long-term strategic
- Rarely think more than a turn or two ahead due to shifting landscape
- Spaceboards tend to look boring
- Galactic race to touch down on each planet
- space
Mechanics (from transcript analysis)
- Card Play — Turns are simple play a card from your hand to resolve its effects crucially in any order you choose
- Modular Board — when we introduce the modules though nebulas and hyperdrives
- Movement — move the matching colored planets along the way points on their track and their current orientation move your ship a number of spaces along the smaller inter sections along the board
- Resource Management — regain energy which is spent to increase your movement during a move action or even alternate the direction which planets are orbiting
- Set Collection — if you stop on a planet you remove its token from your board and in some cases the planet Awards you with boosted energy capacity or hand size something that can also be claimed through space stations populated at the start of the game
- Variable player powers — the planet Awards you with boosted energy capacity or hand size
Video topics + discussion points
Quotes (from this video)
- sometimes I get a game to review that feels like it's from another place in time
- I mean that it feels kitchy and obvious without the sort of sneering irony that so often a companies Nostalgia acts
- though close examination of any sort of physics in this game is probably not advisable even for the deadliest
- many space board games before this orbit falls into the all to Common tabletop gaming Pitfall of well spaceboards tend to just look boring
- What are all the exceptions to the spaceboards look boring statement that I put out there
References (from this video)
- It was really fun.
- It's a good game, man.
- Really, really like it.
- If you're having a bad game, it's not that long, so it's not that bad.
- There's not a lot of opportunities for roads.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The rules warn you all over the place that this is like flip the table game.
- It's like all I could do was hate you.
- The deck is not going to me for sure.
- We're going to build the observatory.
- We actually have gold now.
- This is no mercy after all.
- It's pretty hard.
- I never ever got any cards.
- The aggressive 'take that' mechanics can be frustrating.
- There's no clarity on that.
References (from this video)
- simple, approachable design
- strong sense of motion and theme
- some players may want more depth
- race to visit planets as planets move on the board
- galactic tourism and planetary exploration
- kinetic, light-hearted
- Storyfold Wildwoods
Mechanics (from transcript analysis)
- Card-driven movement — cards dictate movement and abilities; planets relocate on the board
- Cooperative Game — players collectively chase moving targets and try to visit all planets
- cooperative race/collection — players collectively chase moving targets and try to visit all planets
Video topics + discussion points
Quotes (from this video)
- it's chaos and it's zany and it's just fun.
- If you're looking for kind of a zany crazy party betting racing game I would definitely definitely check this one out.
- The story itself is very impressive in this game.
- I truly fell in love with Finsspan.
- I loved the haunted theme.
- I just fell in love with this world.
References (from this video)
- Enjoyable and fun gameplay
- Enjoyed the game without the expansion, and still enjoyed it with the extra layer of chaos from the expansion
- The endgame isn't a frustrating tug-of-war
- Love the way planets have their own routes and ships have their own movement
- The game is different every time due to random elements
- The chaos didn't impact planning as much as expected, leading to some turns where initial plans worked out
- The dynamic board state encourages reactive play
- Can be chaotic and unpredictable
- Plans can be easily disrupted
- Difficulty in planning ahead due to shifting board state
- Orbital race between interstellar tourists
- Space
Mechanics (from transcript analysis)
- Action Point Allowance — Players play a card and perform actions described on it, including moving planets, moving their spaceship, and gaining energy. These actions can be done in any order.
- Hand Management — Players have a hand of cards with different actions, and drawing back up to their hand limit is a key part of the turn structure.
- Modular Board — The board setup involves randomly spreading out planets, and there are optional modules and expansions that can alter the gameplay.
- Movement — Players move their spaceships along grid lines, with options to spend energy cubes for additional movement. Planets also move along their orbital paths.
- Resource Management — Players manage energy cubes which can be spent to augment spaceship movement.
- Set Collection — Players aim to visit all the other planets and collect them from their board to win the game.
- Variable player powers — Each player chooses a color and starts on a corresponding home planet, with different objective planets potentially offering unique upgrades or abilities.
Video topics + discussion points
Quotes (from this video)
- It's pretty chaotic. It is already.
- This endgame chasing your planet down thing isn't isn't bad, you know how some games turn into tugof-war and it's just like end already. That's not the case in this one.
- The thing that I was most worried about when I read the rules was the inability to plan your turns.
- It's so chaotic. I don't even know.
- It really is. This end is really just going to be a crazy race to everything to try to get to your home planet.
References (from this video)
- Accessible as a racing game with broad appeal
- Grows in depth with expansions and modular customization
- Plays well across player counts, including two-player with a dummy block
- Production nitpicks on planet color readability (brown vs black issue)
- Rhythms can slow a tad during activations, especially with many cards
- race through shifting planetary positions with modular systems
- Galaxy racing with constantly moving planets
- kinetic, fast-paced, carnival-like racing atmosphere
- El Dorado
Mechanics (from transcript analysis)
- Energy cubes and resource management — Certain cards grant energy to increase movement or unlock abilities.
- Hand Management — Players start with a hand of cards and manage plays to move and activate abilities.
- Modular Board — Different modules and expansions (Nebula, four-player partnership variant) change pacing and setup.
- Modular board and variant scaling — Different modules and expansions (Nebula, four-player partnership variant) change pacing and setup.
- Planet movement and directional arrows — Playing a card moves planets according to the card and follows the planet's direction arrows.
- Variable player powers and card activation — Some cards activate multiple planets or provide unique effects, letting players tailor turns.
Video topics + discussion points
Quotes (from this video)
- The very first thing that I heard about this game was the theme where you are um aliens are coming to Earth abducting cows because cows are the most intelligent life form on the planet.
- Turns go by so fast because that's literally all you're doing is you're simply playing a card, doing a couple movements, boom, next person, play another card.
- I would absolutely introduce this to people as primarily a push your luck game.
References (from this video)
- Encourages strategic hand management and planning ahead
- Concrete, interactive teaching of rules
- Dynamic engine with track and scoring offers nuanced decisions
- Can be mentally demanding and complex due to multiple rule constraints
- Initial setup and understanding of contingencies may be challenging
- Planet control and strategic hand management
- A four-planet system with interactive track and markers
- instructional demonstration
- Coffee Rush
- Origin Story
Mechanics (from transcript analysis)
- Area Majority — After each round, players tally who has more cards for each planet type and score accordingly; non-leading cards can be given to the opponent as points.
- Area majority scoring — After each round, players tally who has more cards for each planet type and score accordingly; non-leading cards can be given to the opponent as points.
- Contiguity and play limits — If four or more identical planet cards appear contiguously, only 1-3 may be played; if three or fewer remain, all must be played.
- End condition — The game ends when a player cannot play any cards.
- Hand Management — The winner sorts the won cards by planet color face up for visibility and strategic planning.
- Hand management and sorting — The winner sorts the won cards by planet color face up for visibility and strategic planning.
- Largest planet wins trick — The player who played the largest planet card wins the round; in ties, the plus sign indicates the larger value.
- Multi-Use Cards — Players play 1-3 cards of the same planet and move the matching planet marker on the board.
- Planet card play — Players play 1-3 cards of the same planet and move the matching planet marker on the board.
- track movement — The planet marker moves a number of spaces equal to the cards played in that action.
Video topics + discussion points
Quotes (from this video)
- The winner sorts the cards by planet in front of them face up.
- You cannot play different planets together.
- That's cool.
- You want to win by a narrow margin.
- The larger number means the larger planet.
- If the numbers are the same, the one with the plus sign is larger.
- The winner takes all the cards played this round and sorts the cards by planet in front of them face up.
- Observe the movement of the four planets carefully.
- Remember your reputation as a master astronomer is on the line.
References (from this video)
- Engaging thematic flavor with cinema setting
- Clear turn structure and upgrade economy
- Two-floor scoring creates interesting optimization decisions
- Bright, humorous character cards add personality
- Rule clarity can be challenging for newcomers
- Some upgrade triggers and floor placement can be fiddly
- You need multiple players to reach optimal scoring, may feel long in solo play
- building the best movie theater by combining characters and upgrades to meet scoring conditions
- Cinema/theater management and film-themed card drafting on two floors
- competitive puzzle with interactive card upgrades and audience metrics
- Far Away
- Big Sir
Mechanics (from transcript analysis)
- Card Drafting — On your turn you pick a card and tuck it under a floor/side to build your theater and trigger actions.
- card drafting / tableau building — On your turn you pick a card and tuck it under a floor/side to build your theater and trigger actions.
- End-game scoring via tickets and theater upgrades — Points from upgrades, number of distinct characters, and tickets earned by upgrading.
- Special abilities via 'friends' or companions — Upgraded cards sometimes come with a friend who modifies scoring.
- Tuck mechanic — Tuck cards on visitor side or screen side and on first or second floor of theater.
- Two-floor scoring grid — Score based on combinations across two theater floors with specific requirements for each card type and upgrade effects.
- Upgrades and upgrade triggers — Cards can upgrade characters and grant a friend or add bonuses; upgrades can be triggered by arrows on cards.
- Variable player interaction via shared market — All players upgrade and swap cards affecting others’ options.
Video topics + discussion points
Quotes (from this video)
- Oh, that friend comes with Catwoman. He's not worth it.
- This is totally what Pink Jupiter thought when they sent this game along.
- There we go. Okay. Ads are right now.
- No actual fighting involved. It is the theater is fighting for the top spot.
References (from this video)
- Beautiful production (foil cover, wooden planet markers, and quality components).
- Elegant fusion of mechanics from several influences into a coherent two-player experience.
- Simple core concept with deep, meaningful decisions due to the hand-order constraint and suit interplay.
- Tight, strategic scoring that rewards planning and information inference.
- Short play sessions with high replay appeal, especially as a two-player title.
- Potentially light for players seeking heavier interactions or longer playtimes.
- Some may find the scoring nuance less intuitive until familiar with the system.
- As a two-player game, may see less variance in player count and thus less dynamic pacing for some groups.
- Competitive control of planetary markers through suit-based plays and careful sequencing.
- A space-themered, planet-themed card encounter between two players with four suits of planet markers.
- Abstract/clever scoring with minimal thematic storytelling; emphasis on optimization and deduction.
- Scout
- Tolley
- Harkcus
- Jeekal vs Hyde
Mechanics (from transcript analysis)
- End conditions — The game ends when a player runs out of cards or the following player has only cards in the led suit.
- End-of-suit scoring and majority — At the end of the game, players tally suits by majority; the minority player scores points equal to the number of cards they won in suits where they are not in the majority.
- Non-reorderable dealt hands — Players receive 14 cards per hand and must keep the order as dealt; they cannot rearrange their cards.
- Planet markers movement — After each play, the corresponding planet marker is moved forward by the number of cards played; spaces can be skipped if occupied.
- Restricted suit play (contiguous requirement) — When playing 1–3 cards of a suit, if the cards chosen are consecutive in that suit, all must be played in that round.
- Round resolution by suit strength — The round winner is determined by which suit marker is stronger after the move; the winner collects the played cards into their scoring piles.
- Short playtime with potential for repeat rounds — The game is designed to be quick; players may replay or play best-of-three to extend the experience.
Video topics + discussion points
Quotes (from this video)
- This is a very simple concept on how you play this game.
- A beautiful production.
- It's a short game.
- I'm giving this an 8 out of 10.
- A really clever scoring element that works deliciously in the game.
References (from this video)
- Simple rules with a deep tactical decision space
- Dynamic interaction through orbiting and card play
- Engaging late-game drama and comeback opportunities
- Modular feel with optional expansion/variants
- Chaos can be frustrating if you're blocked late-game
- Large board can be visually daunting
- Luck of the draw can stall turns
- Orbiting and racing to visit all planets and return home, with player interaction and planet-based movement
- Space race around a hexagonal board of orbiting planets
- abstract, tactical, chaos-infused race dynamics
Mechanics (from transcript analysis)
- Card-driven actions — Each turn you play a card from your hand to trigger one or more effects, including movement and orbiting actions.
- Diverging tracks and direction changes — Planet tracks diverge and cards can reverse orbital direction.
- energy resource management — Energy cubes power longer moves and can be spent for additional actions.
- Hand size and board bonuses — Certain board spaces increase hand size or energy capacity.
- Orbit-based movement — Moving along planet-specific tracks; orbiting a planet with a card lets you ride for extra moves.
- Planet visitation markers — Landing on a planet marks it as visited and places a token on your board.
- Resource Management — Energy cubes power longer moves and can be spent for additional actions.
- Track Advancement — Planet tracks diverge and cards can reverse orbital direction.
- Warp spots — Warp spots allow teleporting between locations to accelerate routes.
Video topics + discussion points
Quotes (from this video)
- The late game gets really difficult.
- This is a racing game with a very complicated board.
- There are a lot of flexible options out here.
- super chaotic.
- It's going to be a bit goofy
References (from this video)
- High interaction and constant decision points
- Elegant racing design with minimal downtime
- Fits bite-sized play with deep strategy
- Rules complexity for casual players might be off-putting
- space exploration and route optimization
- Space race across planets with moving targets.
- competitive, strategic
- Talisman-inspired racing titles
- Star Realms-type movement hybrids
Mechanics (from transcript analysis)
- Card-driven movement — Play a card to move on a route across planets; movement is the core actions.
- interactive race — Player actions also influence opponents by altering board state.
- moving objectives — Planets themselves move on every turn, altering routes and targets.
Video topics + discussion points
Quotes (from this video)
- Flip Tunes is a game that I thought looked really cool.
- For a 20-minute game, there's a lot packed into it, which I really appreciate.
- There's so much clever card play in here.
- Iliad is such a good two-player only game.
- Toy Battle is so, so good.
References (from this video)
- strong two-player design lineage; tight two-player puzzle
- interesting twist on trick-taking mechanics
- not a traditional trick-taker; requires adaptation
- ranked suits shifting on a central track
- two-player abstract dueling
- competitive logic puzzle
- other two-player trick-taking games
Mechanics (from transcript analysis)
- central track scoring — score equals the number of cards your opponent took in the matching suit
- Compound Scoring — score equals the number of cards your opponent took in the matching suit
- Hand Management — cannot rearrange dealt cards; optimize play to win the larger suit and influence scoring via opponent's cards
- variable hand management — cannot rearrange dealt cards; optimize play to win the larger suit and influence scoring via opponent's cards
Video topics + discussion points
Quotes (from this video)
- This is punchy and fast and really enjoyable.
- An excellent, very welcoming, family, approachable kind of a game.
- The chest is a single box to house everything and it comes with that final expansion in it.
- Came in at a 7.5. I found it to be a very pleasing experience.
References (from this video)
- Fast to teach yet offers deep strategic depth thanks to multi-use cards and flexible turn sequencing.
- Strong depth-to-complexity ratio; simple core mechanics yield meaningful strategic choices.
- Excellent engine-building opportunities through hand size and energy upgrades.
- High replayability due to randomized boards and numerous variants and modules.
- Tension and interaction feel thematic and engaging; players influence each other through planet movement.
- End-game can be frustrating when options shrink and opponents derail plans.
- Four-player games can become chaotic and harder to plan around; though variants mitigate this, it remains a consideration.
- Some players may find the interaction and 'mean' moments (moving planets away from targets) a turn-off.
- Space exploration, planetary navigation, and competitive route optimization.
- A modular space race among interstellar tourists aiming to visit and return home from multiple planets.
- Abstract, highly mechanical with strong thematic flavor; players feel like competing crews maneuvering planetary orbits.
- Kenitzia
- Orbit (thematic comparison elements within the talk)
Mechanics (from transcript analysis)
- Card-driven actions — Players begin with a hand of cards; on a turn you play a card and draw a new one. Each card can have multiple uses (movement, planet interaction, or a special ability) and can be played in any order.
- End condition and player interaction — First player to visit all planets and reach their home planet wins. Players can nudge others by moving planets to create forks and blocks; portals add frenetic travel options.
- Energy management — Some planets grant energy capacity upgrades; energy is spent to extend movement or trigger additional effects on cards.
- Engine Building — Expanding hand size via end-of-turn effects and space stations enables more options each turn, supporting engine-building with multi-use cards.
- hand management and engine-building — Expanding hand size via end-of-turn effects and space stations enables more options each turn, supporting engine-building with multi-use cards.
- Modular Board — Prism variant, 4-player partnership, advanced two-player, and a mini-expansion with modules offer scalable complexity and replayability.
- Modular variants — Prism variant, 4-player partnership, advanced two-player, and a mini-expansion with modules offer scalable complexity and replayability.
- Multi-Use Cards — Players begin with a hand of cards; on a turn you play a card and draw a new one. Each card can have multiple uses (movement, planet interaction, or a special ability) and can be played in any order.
- Planet movement — Planets move along carved paths on the board; players can influence direction and which planet to move through their actions, creating a dynamic, changing map.
- randomized setup — Board setup is randomized each game, with planets in different spots and varied directional orientations, increasing replayability.
- Reverse drafting order — Drafting/order selection is influenced by the turn structure, giving players strategic control over starting position and color.
- Turn Order: Draft — Drafting/order selection is influenced by the turn structure, giving players strategic control over starting position and color.
- Variable movement — Movement capacity is determined by the card and augmented by energy held; players can spend energy to extend or repeat movement up to the card's limit.
- Variable Set-Up: Board — Board setup is randomized each game, with planets in different spots and varied directional orientations, increasing replayability.
Video topics + discussion points
Quotes (from this video)
- This game is a race. The first one there wins.
- The depth-to-complexity ratio is one of the best parts of this game.
- Multi-use cards and the ability to choose the order gives you lots of flexibility.
- The base game is great, and expansions add modules that further change the experience.
- The space stations’ abilities are cool; power up your hand size and energy to keep the engine going.
- The hyper jump and cannon moves add fun, thematic tools for getting around the board.
- Randomized setups keep each game fresh, and the double-sided board adds more directional options.
- The agency to choose the order of card effects feels huge and makes you feel clever when you chain moves.
- Even with all the chaos, the core race remains the spine of the experience.
- If you like space racing with engine-building and modular variants, you’ll like Orbit a lot.
References (from this video)
- short learning curve for a sci-fi race game
- tightly designed loop
- replay feel may vary with player count
- space race and planetary positioning
- sci-fi exploration with planetary moves
- racing-style puzzle
- Asteroids
- Trekking the World (light race archetypes)
Mechanics (from transcript analysis)
- Card-driven movement — play cards to move planets and your spaceship around a track.
Video topics + discussion points
Quotes (from this video)
- it's like drunken mascots
- it's a quick race, but the system is rewarding
- the box sells itself
References (from this video)
- compact package with appealing artwork
- positive, fast-paced space racing feel
- solid visual design by Vincent Drey
- Space exploration and orbital competition
- Space, racing around a solar system with moving planets
- Abstract strategy with dynamic orbital movement
- Race for the Galaxy Orbit
Mechanics (from transcript analysis)
- Card-driven movement — Played cards move both your spaceship and the planets in orbit
- landing on planets — Landing on planets progresses you toward goals and triggers further movement
- modular add-ons — Various modules can be added to alter play
- Modular Board — Various modules can be added to alter play
- orbital manipulation — You can move an orbit (and affect opponent ships) to reach planets
Video topics + discussion points
Quotes (from this video)
- I really like this.
- It's just a fantastic game.
- The artwork from Vincent Drey does not hurt the matters at all. It's a nice small package.
- This is a cooperative, hilarious, fun adventure that's unlike most games that are out there.
- It's almost a role playing game.
- This is not a silly little game. It looks kind of silly on the front of it, but I found it to be very fun.
- There's a wheel of cards in the middle. Trying to refill those cards at a critical point is a pretty big deal.
- Recall definitely feels like a cousin of Revive.
- it's a back and forth nailbiter.
References (from this video)
- Sharp, compact 10-minute duel with high decision density
- Elegant use of perfect information to drive tension
- Theme may feel abstract to some players
- Limited player count variety due to two-player design
- colorful, minimalistic space-like theme via color tokens and discards
- A social-deduction/ trick-taking duel with colored cards
- abstract, highly tactical two-player duel
- Naishi
- Luxor
- Bonanza
Mechanics (from transcript analysis)
- Hand Management — Players know what the opponent holds but cannot reorder their own cards arbitrarily; timing and order matter.
- hand management with perfect information — Players know what the opponent holds but cannot reorder their own cards arbitrarily; timing and order matter.
- Trick-Taking — Deck has seven copies of each of four colors; no numeric values on cards; players compete for tricks.
- trick-taking with colored cards — Deck has seven copies of each of four colors; no numeric values on cards; players compete for tricks.
Video topics + discussion points
Quotes (from this video)
- This is our first 2026 vlog video.
- Gatsby is a two-player game in its simplicity and I recommend it.
- The interlinking part is very satisfying and the engine grows as you chain actions.
- We are going to share our top five new-to-us games of 2025.
- This is by Cranial Creations. And this is so good.
References (from this video)
- short, satisfying one-hand game
- highly replayable and conceptually clean
- planning-focused and can punish mistakes
- requires careful sequencing
- space exploration and planetary movement
- Planets on a color-coded ladder-like track
- clever, puzzle-driven
Mechanics (from transcript analysis)
- color-matched planet movement — Players play 1-3 cards of the same color to move the corresponding planet along the track
- opponent response and ladder scoring — The other player responds with a color; higher value wins, collecting played cards
Video topics + discussion points
Quotes (from this video)
- This is a mustfollow game.
- I grab the power.
- This game is weird. I like that kind of weird.
- This is an excellent quick game. You play one hand and you're done.
- Orbita is fantastic.
References (from this video)
- Most approachable of the trilogy with quick, satisfying turns
- Elegant core decisions with high payoff for good planning
- Expansion modules feel optional and low overhead
- May still be too light for players seeking heavier Euro experiences
- clean, approachable design with inward depth and strategic tension
- Space exploration with moving planets and return-to-home goals
- elegant, simple to teach yet with meaningful decisions
Mechanics (from transcript analysis)
- card_play_and_movement — Play a card to move your ship and possibly planets; simple but with many choices.
- expansion_modules_inclusion — Expansion modules are optional but easy to integrate.
- planet_movement_and_timing — Move planets strategically to benefit yourself while hindering opponents.
- quick_turns_with_depth — Very teachable with a depth that emerges as you play.
Video topics + discussion points
Quotes (from this video)
- Silos is quite a bit of a romp
- the incredible theme and vibes that have been infused in this version
- Orbit's got that clean conitio charm of outward simplicity with a lot of inward depth, super quick turns that are elegantly simple.
- Ego is something else.
- Is this my new favorite Kitia game?
References (from this video)
- great family game with high energy
- light yet engaging mechanics
- not a serious strategy experience for hardcore gamers
- fast-paced racing with take-that antics
- space racing around planets
- family-friendly, chaotic fun
Mechanics (from transcript analysis)
- racing/route optimization — race to hit colored planets and return to base
- take-that and player interaction — interaction that can disrupt others' plans
Video topics + discussion points
Quotes (from this video)
- It's one of those lovely puzzle games and I always find myself coming back to it.
- The board is so small, you feel an intense pressure come on top of you and it's on straight away.
- I'm the biggest Teenage Mutant Ninja Turtles fanboy of all time.
- Turtle Power.
- Easily the best co-op game of the year for me.
- The amount of replayability from the start is insane.
References (from this video)
- fast two-player play that ticks many boxes
- clever orbit-number mechanic
- color-based system may be challenging for colorblind players
- orbit control and trick-taking
- Space-themed hand management with planets and orbit numbers
- puzzle-like, strategic
- Scout
- Nantorii Dory
Mechanics (from transcript analysis)
- color-based trick-taking — No numbers on cards; players win tricks by having a higher orbit color value.
- Hand Management — You keep cards in a fixed order, similar to Scout/Nantorii Dory, with no reordering.
- hand-management — You keep cards in a fixed order, similar to Scout/Nantorii Dory, with no reordering.
- Trick-Taking — No numbers on cards; players win tricks by having a higher orbit color value.
Video topics + discussion points
Quotes (from this video)
- It's 100% a game you want to check out if you're a deck building fan.
- If you're looking for a one-on-one tactical game, this one is definitely a great pick from 2025.
- The production quality is definitely helping koi here because those fish tiles are transparent.
- This is a self-contained experience and a really good way for people to learn the game.
- Not every serious gamer is going to be into this, but you can have a busy table and still be able to play this game as your notepad, pencil case, coffee cup, bowl of cereal, all becomes the terrain that your little soldiers are combating around.
References (from this video)
- surprisingly interactive for a simple rule-set
- tight, tense pacing throughout the race
- rules may look simple at first but depth comes from interaction
- thematic flavor could be stronger
- interplanetary competition with orbit mechanics
- space race across planets
- playful, competitive
Mechanics (from transcript analysis)
- Card-driven actions — play a card to perform an effect that sets up the next player's turn
- interactive racing — players manipulate planet positions to gain movement and points
- planet-orbit timing — planets have orbits that influence movement opportunities
Video topics + discussion points
Quotes (from this video)
- 10 fantastic games from Riner Kitia in the year 2025.
- Wow, that is fantastic.
References (from this video)
- clever use of cards to determine orbital dynamics
- engaging opportunities to interact and influence others
- compact yet crunchy engine-building feel
- may require careful teaching for players new to card-driven movement
- occasional analysis paralysis in planning long-term routes
- orbital mechanics and planetoid travel
- space around a solar system with moving planets
- clever, card-driven choreography of planetary movement
- Cosmic Encounter (team dynamics)
- Race for the Galaxy (hand-management card play)
Mechanics (from transcript analysis)
- Card-driven movement — the cards you hold determine which planets orbit and how you travel, impacting choices and interactions.
- Hand Management — you manage a hand of cards to influence orbit choices and movement opportunities.
- interaction-rich engine choices — you can affect other players’ plans as you seek efficient routes and better positions.
Video topics + discussion points
Quotes (from this video)
- the map has all these different ways, and where they're located is very deduction-based
- this is a nice marriage of the two—cooperative play and deduction
- I love the pieces on this
- it's a good heavy euro where you have action bidding; you don't just place out a worker
- the interaction of the player spaces and the gears that you put out that allow you to basically pick from adjacent action spaces
- everything in this game is so logical and cohesive
References (from this video)
- insanely chaotic and fun
- great party game energy
- not for everyone; can be chaotic to the point of randomness
- chaotic space race with unpredictable chaos
- space race chaos and chaos-driven chaos
- light, fast-paced, chaotic
- RAW
- Llama Party
Mechanics (from transcript analysis)
- player-interaction chaos — highly interactive, chaotic simultaneous actions that create chaos at the table
Video topics + discussion points
Quotes (from this video)
- This game is extra which is a very hard to find game.
- Chaos. I love it.
- Die Hard is a Christmas movie.
- The equals thing... you complete three in a row and you get a free check off.
References (from this video)
- Clear, accessible core with tense decisions
- Replayable due to variations and planet movement
- Some players may find it abstract compared to heavier euros
- Hyperspace exploration with moving planets
- Space race to visit planets
- lighthearted space adventure
- Bejeweled-style engine games
- Other abstract racers
Mechanics (from transcript analysis)
- abstract strategy race — planning routes to visit planets as they move
- varying tile/planet interactions — each planet offers different opportunities and challenges
Video topics + discussion points
Quotes (from this video)
- card dancing. It's a thing that I didn't understand and then I saw it happen and now it makes sense to me.
- An odd little game where a bird lays gems and gold.
- pirates and their inability to share properly.
- All hail the mind bug.
- I am such a fan of Tableau engine building games.
- How can you make a great gateway game and make it better? Add golems.
- Ah gosh, I want this. This is I I want this game because you start off with a yellow die and it's just who scores you score the face.
References (from this video)
- brain-busting puzzle
- innovative movement mechanics
- heavy to learn for new players
- orbital movement, resource gathering
- space / orbital mechanics
- brain-bending, puzzle-like
Mechanics (from transcript analysis)
- area control / movement mechanics — manipulate orbiting pieces and move resources around the board
- engine-building — build sequences that influence future actions
- movement / area influence — move and rotate components to change accessible actions
Video topics + discussion points
Quotes (from this video)
- I'm all for getting rid of board game boxes when needed.
- The more this has happened, the more I think I should do it to all my games.
- I feel like an assassin. The first one's hard, but then it gets easier.
- Keyside is it's the heaviest installment in this series. I think it's a masterpiece.
- Ticket to Ride is one of my all-time favorites.
References (from this video)
- Elegant, compact design with high interaction
- Strong two-player head-to-head feel
- Allows multiple decks and strategies for variety
- Can be punishing for new players
- Requires careful tracking of many moving parts
- Abstract space race with planetary movement
- Space exploration and planetary interaction
- Strategic, competition-driven
Mechanics (from transcript analysis)
- area control / route shaping — Players influence routes and positions to optimize scoring on various tracks.
- card-based movement — Cards drive movement and placement of planets; interactions shift scoring potential.
- dynamic interaction — Planet movement by all players creates shifting goals and opportunities.
Video topics + discussion points
Quotes (from this video)
- This is a roll and right or flipping right game.
- Energy bars let you duplicate actions.
- It's Christmas. This is Christmas.
- Chop chop till you drop.
- Undersea theme. Isn't it just calming?
- Orbit is a new Riner Knizia game.
- Azul Duel is a really engaging version of Azul.
- Tag Team is almost like an auto battler, but you program the order.
References (from this video)
- very fast, smooth play
- clever card-driven movement
- player interaction can be tough to manage if misplayed
- exploration with route planning
- space racing and planetary travel
- dynamic, competitive, fast-paced
Mechanics (from transcript analysis)
- racing/route progression — players race to visit planets and return, moving via cards with special abilities.
Video topics + discussion points
Quotes (from this video)
- Starting off with the two-player game, Agent Avenue.
- It's a boatload of fun and it's another game which I've just brought out and it just never misses.
- This is another two-player abstract game that I can't stop playing and that's Zenith.
- Rival Cities takes Tug of War to another level.
- The production on Shackleton Base is through the roof.
- Ponzi scheme is one of the most stressful games you'll ever play and it's brilliant.
References (from this video)
- Clever, tight pacing in a space-themed package
- Strong three-game trilogy with distinct flavors
- Can be intimidating at first glance
- Plotting efficient routes through a grid of planets
- Space travel with planetary stops
- Silos
- Silos (Quanchoria)
- Orbit (part of trilogy)
Mechanics (from transcript analysis)
- Auction-style resource/card acquisition — Tradeoffs around when to acquire resources and cards for future moves
- Routing / timing — Move planets and your ship to stop at key locations; timing and card play affect movement
Video topics + discussion points
Quotes (from this video)
- "It's so simple, but it's really clever."
- "This is a two-player head-to-head card combat game."
- "We are the aliens."
- "Bot or Not has me laughing a lot more."
- "Gen Con party game of the show, Bot or Not, unanimous."
- "Flip Tunes is my Gen Con game of the year."