Players compete to build the best outpost. They must build and staff factories to produce resources, which are then used to build more factories, and purchase any of 13 outpost improvements that give different advantages (ranging from production technologies, resource storage, and increased population maximums to resource producing stations). Improvements are purchased through auctions, and each player may win several per round. There are 3 phases in the game, and with each phase after the first, a new set of improvements is available to purchase. Each staffed factory and improvement is worth a certain number of victory points (ranging from 1 pt for an ore factory to 20 points for a moon base), and the first player to reach 75 points wins.
This game's mechanisms were later reused in The Scepter of Zavandor and, to a lesser extent, in Phoenicia.
- Satisfying deck building with unique mechanics like card keeping and trashing.
- Clever use of three different gem currencies for purchasing cards.
- Engaging card combos and familiar mechanics for experienced players.
- Appealing grimy and realistic art style with a good color palette.
- Star Realms
- Hero Realms
Mechanics (from transcript analysis)
- Card Keeping — A mechanic allows players to keep a card in hand for the next round.
- Combat — The game is a battle game where players aim to reach a certain score (e.g., 60 points).
- Combo Building — Cards can create combos when played together based on matching symbols.
- Deck Building — Players build their deck with stronger cards and aim to discard weaker ones to create a more powerful deck.
- Multiple Currencies — The game features three distinct currencies: red gems, blue gems, and green gems, required in specific combinations to purchase cards.
- Set Collection — Players collect sets of gems to purchase cards.
- Trashing Cards — Players can trash cards to make them a permanent source of currency.
Video topics + discussion points
Quotes (from this video)
- It has deck building, the mechanic of deck building that I wish I have in some others that makes my life easier in deck building.
- It all fits together very cleverly.
- This is the first sort of ultra heavy, above 4 on BGG type of game that I've liked this much for quite a while.
- It makes for really interesting decisions.
- The components are really great in here as well, they've got lots of little buildings and metal coins and all sorts of fun stuff.
- It's really a three-dimensional puzzle.
- The limited amount of actions you can do makes it like it's so tight that you have to think ahead.
- It's just a really simple, really elegant, thinky, you know two player push and pull back and forth sort of game.
- The theme is so fun, it's like the puns in the shop and everything else.
- It is also a lot more interactive than your typical one.
- It's really a deep strategy game.
- It's been really close every time, with high scores around about 100.
References (from this video)
- Strong emphasis on narrative and self-discovery
- Flexible solo-play design; usable as a setting book
- Engaging character creation with edges/snags to drive fiction
- Less crunch; more writing and world-building
- May be less appealing to players seeking traditional RPG mechanics
- self-discovery, social consequence, personal growth
- A world centered on reputation and redemption; a solitary journey of redemption after ostracism
- highly narrative, journaling-focused with edges and snags guiding fiction
- Arcadia Tabra
- Morgborg
Mechanics (from transcript analysis)
- Edges and Snags — Three edges and two snags shape narrative direction and character motivation throughout the journey.
- Narrative Choice — Minimal numeric stats; emphasis on story prompts, journal entries, and character development.
- Narrative-first play — Minimal numeric stats; emphasis on story prompts, journal entries, and character development.
- Setting-first creation — Players generate a setting and a mission before defining the character to seed world-building and goals.
- Variable Set-Up: Player — Players generate a setting and a mission before defining the character to seed world-building and goals.
Video topics + discussion points
Quotes (from this video)
- it's silly it has a lot of luck but it also does have a lot of flavor
- Outcast is a solo RPG about reputation and Redemption
- this is a game all about self-discovery
- Beyond chy gron and adventurers guide is a greatly expanded world book
References (from this video)
- Inspired many future games
- Strong 'rich get richer' element
- If your engine gets going faster than mine there's not much I can do about it.
- Engine building
- The Scepter of Zavandor
Mechanics (from transcript analysis)
- Engine Building — It is an engine building. You are getting things you get cards that give you money that give you other ones.
Video topics + discussion points
Quotes (from this video)
- I know it has its own little like um uh you know sub cult of people who enjoy it.
- I don't particularly like it because I think it has a very strong rich get richer.
- If you start winning an Outpost you were going to continue winning because if your engine gets going faster than mine there's not much I can do about it.
- But yeah this one does not This one is one I wanted to like a lot more than I did.
- it's a good back and forth two-player game.
- I like the theme of it a lot. Seems like most music games I play aren't very good.
- I I find this one amusing.
- It almost feels like you could play it randomly and have the same amount of fun, but it's a nice way to pass some time.
- It's a great little filler.
- I don't think a lot of people have played this one.
- It was replaced by Nobody is Perfect, too, because they didn't get it right the first time.
- This is what a lot of people were talking about.
- It was one of those games that I saw a little bit of buzz and I was like, "Ooh, I'll have to play that sometime." and then never heard anything else about it.
- I think that's just a really solid two-player game from Catalia.
References (from this video)
- Streamlined compared to original Power Grid
- More brutal than original Power Grid
- Feeling of optimizing resource management
- Fun game
- Map feels tighter with fewer branching options
- Brutal gameplay
- Power Grid
- Terra Mystica
Mechanics (from transcript analysis)
- Auction — Players bid on cards at the start of the round.
- Income generation — Players gain income at the end of the round based on how many houses they powered.
- network building — Players build houses and power plants.
- Resource Management — Players manage workers and money to power houses.
Video topics + discussion points
Quotes (from this video)
- welcome to March 2025 where we are going to talk about our favorite games of February
- fishing has already become their families goto competitive trick-taking game
- many of us prefers brains of Braun
- this is my number five is a Prototype game uh called get over with the muscle bound man
- my number five ice but this is the second edition and it's also a prototype
- my number three is for much which appeared before so now we can talk about it
- this is card shedding it's a card shedding game and it's a climbing shedding game
- this is power grid outpost which is the next edition of outpost of power grid I should say
- this is T of Raar so this is one of a three small game series from the Twisted Realms by Inside Up Games
- this is that detective ktis trying to solve day-to-day job little cases eventually trying to find who's the suspect
References (from this video)
- Totally worth it for the price
- Room to grow with expansions
- fighting for control of the asteroid belt supply of iron and ore
- asteroid belt
Mechanics (from transcript analysis)
- Card deployment — Each card is deployed as a space station upgrade, or a ship in your fleet.
- Fleet Combat — Players can attack with as many ships as they like, with ship power contributing to damage.
- Resource Management — To use a special ability, you must have the resources from your upgrades.
- Station upgrades — Cards can be played as upgrades to the station, adding resources, defenses, shields, etc.
- Targeted damage — Damage must first be dealt to upgrades with a defense icon, and then can be used on other upgrades, with the ultimate goal of destroying the opponent's core.
Video topics + discussion points
Quotes (from this video)
- Outpost 18 is a tiny pocket game for two-player and by pocket I mean literally fit in your shirt pocket
- the art is going to be retro gaming art which is always cool
- we really like this micro gamer for the price it's totally worth it
References (from this video)
- straightforward rules
- simple but with tricky decisions
- quick play
- good replayability
- unique mechanics
- two-player friendly
- endgame objectives are random each game
- chaotic with more players
Mechanics (from transcript analysis)
- Combat: Deck/Hand — drawing facedown cards from a draw deck
- cube placement to color spaces — placing cubes on color spaces that influence scoring
- draw deck facedown — drawing facedown cards from a draw deck
- End Game Bonuses — endgame objectives are triggered as players remove rows/columns
- endgame objective selection — endgame objectives are triggered as players remove rows/columns
- Hand Management — managing a hand of cards to maximize actions
- Modular Board — the common board is modular and used by players
- modular common board — the common board is modular and used by players
- score via endgame objectives and clusters — points are earned based on objective fulfillment and placement near colors or clusters
- Set Collection — collecting cards to complete sets for scoring
Video topics + discussion points
Quotes (from this video)
- the game is of light complexity
- we love playing this as two-player game
- plays pretty quick
- good individual puzzle plays
- chaotic one to higher play account
References (from this video)
- engaging mutability of board state
- appealing production
- may require weightier ruleset to master
Mechanics (from transcript analysis)
- Tile Placement — Placement and expansion mechanics with resource management.
- tile placement / building — Placement and expansion mechanics with resource management.
Video topics + discussion points
Quotes (from this video)
- February is already gone and March is here.
- we forgot last month but that is a new thing we want to do throughout the year.
- we started this year with 160 unplayed games in the house.
- the top three games that we played in February with that out of the way
- it's the funnest game it's the best one of the month
- click the pause button and go outside into the...
References (from this video)
- Interesting deck-building mechanics
- Complex strategic gameplay
- Unique breach and spell casting system
- Can be complex for new players
- High difficulty level
- Potential for rapid loss
- Cooperative survival against a nemesis
- Unspecified fantasy/adventure setting
- Tactical deck-building
Mechanics (from transcript analysis)
- Breach Management — Opening and focusing breaches to cast spells
- deck-building — Players build and modify their deck during gameplay
- Turn Order Management — Managing turn sequences with a turn order deck
Video topics + discussion points
Quotes (from this video)
- It's looking not too bad, but let's not jinx it. And I think I just did.
- This is such a cool mechanism. I love this.
References (from this video)
- intense atmosphere and suspense
- highly scary; not for faint of heart
- Survival horror, tension, claustrophobic atmosphere
- Abandoned hospital/asylum
- First-person horror with hide mechanics
Mechanics (from transcript analysis)
- resource tension — Managing limited tools and health in a hostile environment
- stealth and evasion — Avoiding threats rather than engaging in combat
Video topics + discussion points
Quotes (from this video)
- I wish that there was a site for video games where you could go in and put because I have a very specific list of things I want to be able to it's pretty small.
- fetch quests I know everybody hates fetch Quest but when I have tasks to do even if it's you just need to find these three things to build this thing for this person that's my favorite I love doing fetch quests but I don't want some combat but just kind of combat but mostly fetch quests.
- I wish there was a website that would match me with a video game.
- I would hate to have the little face in there right walking through and you're like oh no wait don't go in there you're not quite ready for that yet turn left now walk down to the river like yeah like a guide.
- two players cooperative to solve puzzles and you literally have to have a second player.