Outlive is a management/survival game in a post-apocalyptic universe in which nature has overcome its rights amongst the world of Men. In Outlive, players have six days (turns) to send heroes gathering resources during the day, while avoiding threats from other players and reinforce their settlements during the night, trying to recruit new survivors and adapt to the new world. The specifics: movements and resource gathering are compelled by your hero's strength.
You play six rounds (six days) that are divided between the day phase and the night phase. During the day phase, you move your four heroes of different strength on the board to collect resources with a mechanical movement innovative and interactive.
During the night phase, you manage your shelter, feed your survivors and recruit new ones, organize your survival, and improve your rooms and objects.
Only one clan can outlive this devastated world!
- Clear, instructional setup and demonstration
- Two intuitive clue types (categorize and compare) that guide deductions
- Hidden information creates engaging tension and strategy
- Public clues keep all players aligned and invested
- Accessible to two players with a simple yet deep puzzle core
- Tactile components (tiles, stand, markers) support learning and engagement
- Logic deduction, hidden information, and competitive clue interpretation.
- An abstract number-deduction puzzle where five colored tiles, each labeled with a unique number 1–60, are used by players to infer their own hidden values.
- Instructional demonstration with explicit setup and live-play examples.
Mechanics (from transcript analysis)
- board-guided deterministic tracking — Each player uses a personal board with an arrow and a markers-based method to track which numbers could be on their stand, reinforcing logical progression.
- clue-based deduction: categorize — A player uses a chosen tile to place within their stand’s order to reveal relational information about neighboring tiles, without stating exact values.
- clue-based deduction: compare — A player asks whether the selected tile has the same number of dots as another tile; outcomes (yes/no) influence subsequent deductions and are made public.
- constant updating and marking — Players cross out impossible numbers on their boards and may erase and re-mark as new information becomes available.
- deduction — A player uses a chosen tile to place within their stand’s order to reveal relational information about neighboring tiles, without stating exact values.
- Hidden Information — Each player cannot see the values on their own five tiles and must deduce them from public clues and visible table tiles.
- public-information sharing — All clues and tile comparisons are visible to all players, ensuring the deduction process is transparent and collaborative.
- starting player rule — The youngest player starts; turns proceed clockwise around the table.
- turn-based reveal and deduction — On each turn, a tile is revealed from the supply, its value is announced, and players integrate the new information into their deductions.
- win condition: announced five — A player may publicly announce the five numbers in ascending order; if correct, they win immediately; if incorrect, they are eliminated from further play.
Video topics + discussion points
Quotes (from this video)
- Be the first person to correctly guess all five values on your tiles and you win.
- Got five.
- Blue must be greater than 31.
- This sideways clue means that our blue tile cannot have two dots.
- If you think you've identified the values of all five tiles in your stand, you may announce your guess of them at any time, even during another player's turn, just shout, Got five.
- And that's everything you need to know to play Gut Five.
- The arrow going through these will help ensure you fill the boxes in the order matching their positions on your stand.
- You'll also find forums for discussion, pictures, other videos, and lots more over on the games page at BoardGameGeek.
References (from this video)
- Engaging social interaction
- Allows winning without lying
- Accessible bluffing mechanic
- Relies on player dynamics and bluffing skill
- Bluffing game; reading other players' lies
- Wild West
- Social deduction; light and strategic
- Cockroach Poker
Mechanics (from transcript analysis)
- Betting and bluffing — Players bluff about their actions to mislead others
- bluffing — Players bluff about their actions to mislead others
- social deduction — Players try to determine who is lying and who is telling the truth
- Social deduction / reading tells — Players try to determine who is lying and who is telling the truth
Video topics + discussion points
Quotes (from this video)
- fantastic artwork by Adam MacGyver so like really pops for people
- it's a game where you're it's only return when you're in the back and you're trying to deliver treats to make the neighborhood kids happy
- you can totally win without ever lying
- we're going to start a new line of bigger box games to kind of be able to expand a little bit more of what we do
- backers pulled it off
References (from this video)
- Sounds cool
- Might not be zombies
- Survival
- Post-apocalyptic
Mechanics (from transcript analysis)
- resource collection — Place your apocalypse team to secure items events and resources then build a base
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually