Skip to main content
Pakal box art

Pakal

Game ID: GID0238605
Game Info
Year
2020
Players
2-4
Age
8+
Playtime
20 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Pakal is a real-time sliding-puzzle game in which each player has a 4x4 grid filled with 15 blocks, some of which have a solid color on them and some of which are clear.

Each round, an objective card is revealed, then players slide their blocks in their grid, trying to show only the symbols on that card in their grid and hiding any other symbols from view. If you do this before time runs out, you can grab one of the available scoring blocks, then move your token on the scoring track to the next such symbol on the track. Thus, the quicker you solve the puzzle, the more likely you are to grab a block that advances you the farthest.

Whenever you cross a red line on the scoring track, you must replace a colored block in your grid with a clear one, thereby making it more difficult for you to solve objective cards in future rounds.

Description

Pakal is a real-time sliding-puzzle game in which each player has a 4x4 grid filled with 15 blocks, some of which have a solid color on them and some of which are clear.

Each round, an objective card is revealed, then players slide their blocks in their grid, trying to show only the symbols on that card in their grid and hiding any other symbols from view. If you do this before time runs out, you can grab one of the available scoring blocks, then move your token on the scoring track to the next such symbol on the track. Thus, the quicker you solve the puzzle, the more likely you are to grab a block that advances you the farthest.

Whenever you cross a red line on the scoring track, you must replace a colored block in your grid with a clear one, thereby making it more difficult for you to solve objective cards in future rounds.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 3 · mix 2 · neu 1 · neg 0
Mentions per page
Showing 1–6 of 6
Video 7T01Uo7Lsmw Neon Gorilla Interview at 1:24:03 sentiment: positive
video_pk 81886 · mention_pk 204863
Neon Gorilla - Pakal video thumbnail
Click to watch at 1:24:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Quick, bite-size version of Garden Club
  • Good for casual play (bar-style)
  • Coherent core mechanic with strong art style
Cons
  • Less depth than Garden Club
  • Less board presence
Thematic elements
Comparison games
  • Garden Club
  • Lodge
  • For Sale
Mechanics (from transcript analysis)
  • Card drafting on a 4x4 grid — Create four stacks of cards and place a multiplier in front of yourself to form a scoring grid.
  • flip mechanics — A central element flips to change how core mechanics work between sides, altering strategy.
  • Objective-based scoring — Set scoring objectives with four different scoring methods; some rules tweaks come from apron/assistants.
  • Public assistants and private helpers — Two public assistants are available; players can also use private assistants; assistants are used up when chosen.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I'm a psychopath. That's why I'm doing more."
  • "Sneakily strategic."
  • "The friction creates bonds."
  • "This is a gamers game 100%."
References (from this video)
No references stored for this video.
Video lS0DedxtOLw Neon Gorilla Discussion at 47:58 sentiment: positive
video_pk 81355 · mention_pk 201529
Neon Gorilla - Pakal video thumbnail
Click to watch at 47:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative tool cards
  • Makes game dynamic
  • Fun take-that mechanisms
Cons
  • Tool cards might be out of balance
Thematic elements
Comparison games
  • Holiday Hills
  • Garden Club
Mechanics (from transcript analysis)
  • Take That — The game includes take-that mechanics that are not overwhelming.
  • tool cards — The game features tool cards, which the reviewer enjoys.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We're the best channel on YouTube. You should work with us.
  • I don't have a good filter. I just, you know, you get excited, right?
  • It's it's a representation of you. That's true.
  • So for me, the why is 100% just spending time with my friends.
  • It's it's a labor of love and it's just because we love board games and we love each other.
  • I want the soul to still be there. I still want it to be at its heart friends just having fun and playing games.
  • It's it's literally the thing that I put the most effort into ever, and it gave me the least amount of return.
  • The incentives on this are so backwards and drive me absolutely. No, for sure.
  • you know, like you said, you'll you'll put a lot of effort into a video and then it won't get a lot of views.
  • If I had like one piece of advice, there's a lot of channels that could improve their audio.
  • We never see you just naturally, right? which is hilarious because Ivy Studios is probably the most concerned with production across their videos, their playthroughs, their their actual games.
  • Not being afraid to be told no because like that's the worst that's gonna happen is they're gonna say no.
  • I want them to look up is there a Grove how to play on it. That's my that's my goal.
References (from this video)
No references stored for this video.
Video QwTFnLXYQFE Meeple University Playthrough at 0:30 sentiment: positive
video_pk 64557 · mention_pk 158024
Meeple University - Pakal video thumbnail
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fun live puzzle experience
  • short, fast-paced rounds
  • family-friendly appeal for date nights and families
  • dynamic balance mechanic adds depth
  • engaging to watch and play
Cons
  • may frustrate kids or players with large skill disparities
  • unclear how well the puzzle translates to a board game
  • target audience may be narrow or specific
Thematic elements
  • slide puzzle race
Comparison games
none
Mechanics (from transcript analysis)
  • color-symbology score progression — successful rounds move your score marker to the next symbol of the corresponding color.
  • end-of-round balancing — as players advance, opaque tiles are swapped for transparent ones, raising challenge by limiting visibility.
  • Race — overall objective is to advance along a track; whoever reaches the end first wins.
  • race to the end of a track — overall objective is to advance along a track; whoever reaches the end first wins.
  • Stacking and Balancing — as players advance, opaque tiles are swapped for transparent ones, raising challenge by limiting visibility.
  • tile reveal and alignment — on each turn a tile is flipped to reveal symbols; the goal is to have only the three symbols on that tile revealed.
  • timed rounds — each round has a time limit (approx. 35-45 seconds) to complete the puzzle.
  • token selection and end-of-round scoring — the first to finish grabs a token from the reserve; the token must not be one of the tiles currently visible.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Pacal is a slide puzzle race.
  • it's a good bit of fun
  • it's a fun little challenge
  • you have to enjoy doing this live puzzle essentially because that is the entire game
  • i'm not an expert 15 puzzle player in terms of solving it as quickly as possible
References (from this video)
No references stored for this video.
Video 70p_SSg4sX0 Let's Table It Rules Teach at 0:16 sentiment: neutral
video_pk 61770 · mention_pk 154408
Let's Table It - Pakal video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Clear, concise setup and scoring explanations
  • Simple core mechanics suitable for two players
  • Multiple play modes (short, standard, long) to adjust length
  • Engaging color-matching mosaic with strategic choices
Cons
none
Thematic elements
  • Floral storefront competition; placement and bloom-color management.
  • Two rival florists compete to open a floral shop by building a 4x4 grid of flower cards and scoring via multipliers and objectives.
  • Array
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And that's all you need to know to play pedal.
References (from this video)
No references stored for this video.
Video WfmSXR3sGHk The Dice Tower Review at 0:07 sentiment: mixed
video_pk 34354 · mention_pk 102286
The Dice Tower - Pakal video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • distinctive take on abstract games, offering a different flavor from many classics
  • simple rule set (three core rules) makes it approachable to learn
  • board and mechanics create a sense of novelty and tactical micro-movements
  • the game introduces a unique endgame scoring dynamic centered on the totem
Cons
  • graphic design and board geometry make visualization and planning harder
  • strategy can feel nebulous or hard to grasp, even with experience
  • not likely to be a long-term favorite for most players, and its replayability may be limited for some
  • the rules and mechanics can be undercommunicated by visuals, leading to confusion about optimal moves
Thematic elements
  • abstract control and spatial reasoning centered on a totem-driven mechanic
  • abstract strategy game with no real-world setting; conceptual area control around a central totem on a stylized board
  • non-narrative; purely mechanical and strategic emphasis
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — players vie for control of spaces around a central totem by placing and advancing numbered pieces on adjacent spaces.
  • dynamic movement and blocking — the evolving pattern of placements creates flexible but nebulous strategic options, requiring players to visualize future configurations.
  • endgame scoring by adjacency — when no further moves are possible, players tally the values of pieces adjacent to the totem to determine the winner; higher total wins; tie-break by piece count.
  • jumping over own color — players may jump over their own color to reach new spaces, while jumps over opponents are disallowed.
  • Pattern Movement — the evolving pattern of placements creates flexible but nebulous strategic options, requiring players to visualize future configurations.
  • piece placement after moving — after moving the totem or a piece, players may place another piece on the board to extend influence.
  • Tile Placement — after moving the totem or a piece, players may place another piece on the board to extend influence.
  • totem mechanic — a totem moves allowed by one step in any direction, enabling subsequent placements and influencing endgame scoring.
  • variable piece values — pieces have values from 1 to 4, influencing endgame scoring and positioning decisions in pursuit of maximizing the totem neighborhood.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't love it, but I enjoyed it.
  • This is true. A lot of abstracts do fall into the same two or three categories. This is a little funky, a little bit different.
  • I think it’s doing something slightly different than a lot of abstracts.
  • I can't tell what's a good or what's a bad move, and I want a good balance between I'm getting better and I'm not going to become an expert in three games.
References (from this video)
No references stored for this video.
Video DD95-ffcTOI The Dice Tower Analysis at 1:05 sentiment: mixed
video_pk 31119 · mention_pk 91749
The Dice Tower - Pakal video thumbnail
Click to watch at 1:05 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Offers a distinct take on abstract area-control with a totem mechanic that creates unique spatial tension.
  • Rules are simple and quick to pick up, enabling fast play sessions.
Cons
  • Visual readability is challenging; board design and the line-based representation can be hard to parse visually.
  • Strategic depth is nebulous for newcomers and even casual players may struggle to recognize good moves without a few plays.
Thematic elements
  • letters/numerical encodings and totem-based movement
  • abstract strategy on a grid with a central totem and area-control dynamics
  • geometric/diagrammatic abstract
Comparison games
  • Dvonn (for contrast in abstract stacking/area concepts)
  • Kamisado (different mechanism but related abstract appeal)
Mechanics (from transcript analysis)
  • End condition and scoring — The game ends when one player cannot move; scoring is based on the values printed next to the totem (the pieces carrying numerical values contribute to the winner’s total).
  • opponent movement constraints and jumping — Players may jump over their own colored pieces to extend presence; opponents cannot jump over the other color, which creates a relative barrier dynamic and restricts mobility for the trailing player.
  • totem-based movement with directional freedom — A single totem can move one piece in any direction; after moving, a player may place or extend a line of their pieces by placing a new piece adjacent to the totem, with the limitation that players may only place on spaces adjacent to the moved totem or its territory.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is one of the better abstract games I've played in a while, I got to say.
  • I love games that quickly develop into that feeling of oh, I might make a mistake.
  • The look is very sci-fi Tron kind of thing.
  • This game has rising tension back and forth trying to be careful not to give you the winning spot.
  • The production is nice, but there are holes in the board that require extra setup and punch-out.
  • I’m going to give this one a nine out of 10.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–6 of 6
Game Deep Dive