The characters of Alice's Adventures in Wonderland are having a Parade!
All players are producers of this parade. Characters from Lewis Carroll's books such as Alice, The White Rabbit, and The Hatter are steadily invited to join this weird procession.
On your turn, you play a card (from your hand of five) to the end of the parade. Unfortunately, that card might cause other cards to walk off the parade. These cards count as negative points in the end.
The length of the parade line is important. If the number of the card you just played is less than the line length, you may receive the excess cards (counting from last played to the first of the line). But you don't take all the relevant cards, only the cards that meet one of these requirements:
1. the color is the same as color of the card just played, or
2. the number is the same or lower than the card just played
The game ends when the draw deck is exhausted or when one player has collected all six colors in their point piles. Then everyone plays one last card. From the four cards remaining in their hand, players choose two cards to add to his or her point piles. The player who has the least negative points after this is the winner.
Scoring:
Normally, negative points are same the number on the card. But if you have the most cards in a certain color, each of your cards of that color counts as only 1 negative point!
Thus, play your cards well!
- Best with two players for more strategy
- Very replayable
- Easy rules
- Nice level of depth for a quick game
- Works well in limited space
- Quick setup and pack-up
- Can take up lineal space
- More chaotic with more players, which one host dislikes
- Card drafting with lowest score winning
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards from a central area.
- Hand Management — It's a hand management game where you're trying to minimize the number of cards you pick up off the table.
- Set Collection — Players try to collect cards to achieve a low score, as the lowest score wins.
Video topics + discussion points
Quotes (from this video)
- so when we're traveling with our cars around Australia we do have the luxury of bringing huge Ikea bags full of board games and no problem with that but what happens when we're limited to the things we can bring with us such as when we have to bring clothes and the airline tells us we can only have a single like the airline limit us to that it's very mean of them
- I think the key things that are important when you're taking a a game traveling yeah portability is an obvious one for the reasons we just said y um and generally it's pretty rare that we have much table space a lot of games tend to be played on the bed y um or on a plane or on a plane so not a lot of space not very comfortable
- so Ob actually include a few bits and pieces um and again you know this is if you got a tactile person and you like to play and touch rather than otherwise you would just play something on your phone
- so here are the top 10 games in no particular order
- I feel that would be lost for so yeah so that's tiny epic Galaxy
- well this is um why we uh use or we we include mint Works um there's another one as well mint deliveries uh which is also quite well played but we used to this one this is the first one that came out yep and you like this game as well uh yes it's quick and simple and yeah it fits that fits that little um light holiday Niche very well that's Min Works
- So that is um but it's not that very much the cards is
- Play with the lowest score wins over the course of the game so it's very replayable the rules are very easy the strategy can get it's not the Super deepest strategy but it's got a nice level of depth to it for a quick two-player game.
- This is actually one of taran's favorite game it's one of my favorite two player games.
- It is one of the most popular two-player games out there.
References (from this video)
- Scales down well to two players.
- Allows for more planning and tactical play.
- At higher player counts, so much changes before your next turn that each turn is just playing your four cards for minimum damage.
Mechanics (from transcript analysis)
- Card Play — In a two-player game, there's only one other card played before your turn, allowing for more planning and tactical play compared to higher player counts where much changes.
Video topics + discussion points
Quotes (from this video)
- I think the biggest thing for me is we play a lot of four player games four and five player that's sort of our the that's the best count for a lot of the games we play a lot of the heavier euro types of things mostly actually to four players I noticed yeah and where general we're kind of Care Bears when we play really we don't like the big area control sort of things all that much compared with resource building and we're not that take batty or vindictive about things and one of the well there are some exceptions but carry on and I think one of the bigger things in a three or four player game is that I don't like singling out someone to attack or singling out someone to block just for the sake of it and that's a key part of tactical gaming is blocking people out from things when you're playing with higher player counts it for me it's time to do it kind of like I know what you mean though it's like it's about a bit like King making as well especially if somebody is ahead and do you attack that person or do you attack the person that is I don't know that you think that always wins in the game or but is it based on the strategy or is it based on that particular game or you don't want to attack your partner because you're scared that you gonna get kicked out and sleep in the spare part anyway sorry carry on yes okay King making or the need to for the collective team to block each other equally is something that it's something I don't enjoy and I like when I like in a two-player game you strip all of the complexity of that away and a lot of the games that I find scale best to two players or that I like best as two players bring you down to a point where it's just as valuable to block somebody else as it is to forward your own game and that forms a critical part of the strategy so for me that's what I like in a two-player game particularly one that scales down is one where I've got a very clear way of responding to what my opponent is doing
- I think one thing that I like it I like it when a game recognizes that even though it could technically mechanically scale down to two players when they realize that they don't do it very well and they just leave that off the play account all right I think raise an example is flotilla it's a three to five player game I don't I don't believe there's any mechanic reason why you couldn't play that with two players but because it's got the sink side sky sky nezam and you need to what one side is doing affects the other yes that asymmetry is critical to the game and so they just drop two players off you're right I always wonder I haven't thought about that further why doesn't has to be minimum of three players in flotilla is because of that balance that needs to be you know you know strike for the sink site in the side side thank you
- I find treating it as a dual and responding more directly to mice I think it's two things firstly it's responding directly to my single opponents cards if I know they're getting a lot of attacks I'll go and get a lot of moats or whatever the defensive one is if they look like they going a fast game I've got to adjust my pace to that I find that a lot cleaner at two players and four players and the fact that the game almost always ends from the provinces being empty rather than the the decks being out I think that also to play it turns it into a race and I just find that works well for plays yes out of all the minions that you have well this this attacking one I hate I play this you get a curse god and although there's a other type as well that affects others I think I can I haven't played all of the minions played most of them I play more than your thing in Dominion there's a van cart and things like that that probably might change it a little bit but you're talking about the basic good just just any of the well the ones I've played certainly I've enjoyed it a to players and that's how we usually play it
References (from this video)
- Easy to teach to families
- Beautiful aesthetic and approachable for kids
- Simple game; may not appeal to players seeking deeper strategy
Mechanics (from transcript analysis)
- set-collection / hand management — Simple card-based mechanism with quick rounds; family-friendly and competitive among players.
Video topics + discussion points
Quotes (from this video)
- it's such a great theme to it with the especially the dinosaurs map which i really like
- laminating has already paid for itself
- we love a big game in a small box
- the app integration they've gotten better and better
- it's a thinking game
- we're into Marvel Champions... it's cooperative and pretty heavy but not too heavy
References (from this video)
- pyramid-building with dominoes
- dual scoring incentives
- pyramid construction with scoring areas
- domino pyramids and dual-icon matching
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a work replacement Style game that very much reminds me of dwellings of el reveal
- I like Tableau building I like interesting work replacement systems
- I am quite looking forward to digging into this game to see exactly how it works
- I genuinely don't really understand and honestly I wouldn't say I'm particularly compelled by the mechanics that are explained so far
- this game has this interesting River idea where six cards will put face up in the middle of the table
References (from this video)
- Appealing gardening theme
- Relaxing and pleasant theming
- Fascinating player divergence
- Beautiful artwork
- Annoyance at the phrase 'scrumptious eats'
- Gardening, growing fruits and vegetables
- Rooftop or backyard garden
Mechanics (from transcript analysis)
- Flip and Write — Follows another pattern that some of these different flip and write games have where everyone has the same exact starting place and everyone gets the same options to choose from.
- Roll and Write — I am all in on the gardening themed rolling right genre.
Video topics + discussion points
Quotes (from this video)
- It's this really big puzzle that only gets more complicated as it goes so it just looks so cool
- I am all in on the gardening themed rolling right genre and and this um I mean pencil first games has got a series of games are kind of in this gardening and I would say almost like relaxing and pleasant kind of theming of their games
- The artwork is delicious looks like it's a gardener who's been sketching their Garden of whilst they've been sat in it you know and it's just it's very nice in it
- If this game weren't so purple it is so purple really you are underestimating how purple it is it's profoundly purple.
- So much of the scoring is hidden like you're having a certain amount of points out on the board but the rest of the points like half the points in the game is all in your hands right and you never know who's gonna win and that sounds really exciting to me.
- This thing is still going as in its original Incarnation the original designer ever this is still happening it's still crazy popular it has true staying power power.
References (from this video)
- Cute
- Fits in the spot they want it to fit
- card game
Mechanics (from transcript analysis)
- Card game — Described as a cute card game.
Video topics + discussion points
Quotes (from this video)
- parade because it's a cute card game that we I wanted parade and I hope it fits in the spot that I want it to fit but we'll see
- Arboretum it's another classic card game very fun a lot of enjoyment
- I think I have to Mulligan Castle party there's no way for it to fit it doesn't fit
- because Trails is fun
- I'm gonna pick Cat Cafe instead very it's a it's another um rolling right but it's also very fun so
- I'll take Town 66 it's an oink game hooray taking all the Oink games yeah because I know they'll fit
- it's where you try to draw and you spot the difference it's very fun but I'm afraid that it won't fit
- small box perfect for the cube
- this is the bust for me I think I'm gonna take that's pretty clever and if it doesn't fit in my shelf it doesn't fit
- it did not fit
- I for sure thought that space of the top would have been perfect and then I would have grabbed all filled in the cracks of everything else I thought I could pull off
- no maybe trying to take that's pretty clever when I knew it wasn't gonna fit because I could have fit like a couple smaller games in yeah way more games in but that's my own fault for being greedy
- I like my Cube so I wouldn't change anything
- which Cube do you prefer whose game night would you come to mine or Tyler's
References (from this video)
- portable, quick to learn
- attractive art
- strategy depth may be light for some players
- parade of cards; avoid taking cards
- Alice in Wonderland, Zen beer game
- light, whimsical
Mechanics (from transcript analysis)
- card parade and take-away — add a card to the parade; if color/number matches, you must take cards
- end-game scoring by colors — end of game scoring based on color dominance
Video topics + discussion points
Quotes (from this video)
- Spill is a clever game and a fun addition to crisis-management themed games.
- the animals can be harmed; it can be emotionally heavy.
- Sentinels of the Multiverse is a favorite cooperative game for our group.
- Parade is a Zen beer game; it's light and fun.
- Critter Kitchen is a blind worker placement with modular expansions.
References (from this video)
- Unique and feels distinct from other games.
- Looks wonderful.
- Stood the test of time.
- Still feels unique.
- Host doesn't play it enough.
- Avoiding negative points
- Alice in Wonderland
Mechanics (from transcript analysis)
- Card Drafting (implied) — you're going to have this row of cards that's going to build up as the game goes on
- Hand Management — each turn you're going to play a card to the end of that row
- Set Collection — Who ever has the most of a certain suit will flip those cards face down and those cards will only be worth one point each but every other card will be worth the full face value
- Take That (indirect) — the higher cards are very useful because they let you skip over a bunch of cards but after a while if that car becomes say larger than nine then every other card is obviously going to be equal or lower than nine you're going to end up taking a ton of points that way
Video topics + discussion points
Quotes (from this video)
- hey everybody and welcome to the 2024 into 2025 edition of my top 100 board games of all time so this is the best of the best and to celebrate that more than I did last year I'm going to revert back to a 10p part Series where I talk about 10 games at a time this episode being the first of those covering covering game 100 up to number 91
- so that is long shot the dice game at number 92
- so that is par at number 91
- so there we have it that concludes the first installment of my top 100 Bard games of all time hopefully you've enjoyed it and discovered a game or two if you have please be sure to hit like And subscribe to my channel and check out my other videos too and for everybody else I'll see you next time on chairman of the board bye-bye
References (from this video)
- Unique
- Puzzly
- Parade
- Alice in Wonderland
Mechanics (from transcript analysis)
- Card Drafting — Place cards into a parade to take certain cards.
- Set Collection — Take cards into your display to score them.
Video topics + discussion points
Quotes (from this video)
- it's basically a pretty simplistic dice chucker
- it is so unique it is very interesting
- dune's hot so hot is so hot right now
- it is a very straightforward and um I think a great game to introduced to people that have not played hidden movement games
- it was really fun and very like if you're a fan of the classic movie Groundhog Day this would be a great one
- it is a very very enjoyable game
- it is insanely hectic um but very very fun and very very cute
- I love it it's adorable everybody should try it
- distilled is amazing
- it's a heavy game
References (from this video)
- Absolute blast.
- Managed to get majority in competitive suits, making cards worth less.
- Made top 10 punishing games list.
- Super good fun.
- Solid card game.
- Can be very painful to take cards.
- Horrible turns where you're just trying to get through playing cards.
- parade
Mechanics (from transcript analysis)
- Card Drafting — Trying not to take cards when you place them in a row.
- Set Collection — Getting the majority in competitive suits means cards are worth only one point each.
- Take That — The game is punishing and has a horrible turn where you're just trying to get through playing those cards.
Video topics + discussion points
Quotes (from this video)
- I have to say I am very impressed with the changes that that introduces.
- I do really like the game mechanically, I think it's super silky smooth.
- Such a silky smooth and elegant game.
- For the level of crunchy decisions but relative breeziness at the same time is quite impressive.
- One of the best kind of racing betting games out there.
- It's almost like an essential to a collection at this point.
- One of my favorite games from 2023.
- It's an excellent game and I'm excited to see what other things this game has in store.
- This is again one of my favorite games or new to me games of the year.
- A game that I I always did enjoy but the more I'm playing it the more I am finding quite critical problems with it.
- Mechanically I think the game is fantastic but I think there's a few rough edges that I think maybe a second edition could clear up and do away with so much of the luck factor because this is such a great Euro.
- Really like this one and um yeah I play this one anytime.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is absolutely my number one for games you could play forever because I have played many games of this this game.
- This is basically Scrabble meets Dominion.
- It is brutal, it is harrowing, it beats you up, and it requires near-perfect precision play.
- It is maybe the greatest board game of all time.
- the puzzle here never gets old.
- Wonderland's War is so good.
- Forge War is the game Isaac Childres put out before Gloomhaven.
- Billy says it's a crafting game. That makes sense as you are forging Are you forging wars or are you forging swords or are you forging dwarves? Are you dwarves who forge the swords in a war? Maybe maybe all of them. Maybe all of it. Oh, cool. That sounds cool. I'll have to keep Is it still in print, Billy? Do you know? I don't know if if it's still in print or not.
- Unfortunately, Richard, the masses have spoken and it is Everdell that is better than Wondrous Creatures in a 58% of the vote win.
- If I had a top 12 people list of who I would want to play games with forever, Ruel would be my numbers 1 to 11. The 12th spot is still open, so I am taking applications, but you better get in quick because Ruel's very charming and he's very handsome, too. And I like not looking at the board game, but looking into his beautiful, beautiful eyes.
References (from this video)
- beautiful production and theme
- tight interaction and depth for a card game
- quirky, aesthetic card interaction
- Alice in Wonderland-inspired parade
Mechanics (from transcript analysis)
- color/suit-based scoring via take cards — maximize card collection while minimizing penalties
- parade card advancement — add to the back of parade each turn and manage taking cards
Video topics + discussion points
Quotes (from this video)
- "this is an adorable looking game"
- "it's chaos"
- "an adventure in about an hour"
- "this is a Star Wars game"
References (from this video)
- App makes the game much better despite imperfections
- Engaging narrative and choices
- Indie feel and production
- Good solo play experience
- Encourages tactical decisions
- App is not perfect
- Combat system is very different and may take getting used to
- Rulebook can be difficult
Mechanics (from transcript analysis)
- app integration — The app itself is not nearly to the quality of like Wandering Galaxy. Well, because they like made it themselves, I think. It's it's like a website and but it just does the exactly as much as needs to be done and the best like story is there. I can make my choices and because I I I'm not buddies with them, but I know them enough because I keep emailing all this content that I make as I play more of it. And I was able to actually ask at one point I was like, "How far am I through this game? Can you go look for me?" And he rub his eye. I said, "Well, you've played, you know, this many minutes, which is actually, you know, 20% faster than most people are getting this far. You did all these things." and he say, "Yeah, you're you're, you know, 82% through, you know, depending on, you know, how how you make choices." And also, I know that there's like 30% of the game I haven't seen, you know, and I can't even spoil for myself because it's in the app. It's got But the way that it takes over for the bad guys and you track the bad guy health in there and it gives you what they're doing. Again, it's not a perfect app. The app could be better. But it makes the game so so much better.
- Character progression — I played all the way through the the first one. it. Yeah, it just So, so solo, um, how how many how many heroes do you control solo? Um, I've started out doing three. And then after I got the the hang of it, then I upped it to four.
- Choice-driven narrative — It really reminds me of the old choose your own adventure books. Like you have about that much text, you know, on the page that you would have, then you make a choice and you go
- Combat simulation — But the way that it takes over for the bad guys and you track the bad guy health in there and it gives you what they're doing.
Video topics + discussion points
Quotes (from this video)
- It's one of those games that's greater than the sum of its parts.
- The way you explore the dungeon is so unique.
- It's focused on strong female characters, which most games aren't.
- The only huge downside right now is it's nearly impossible to get in the United States because of uh trade wars and shipping is insane...
- Make sure whatever you're doing, make sure you're having fun.
- We are so blessed with variety.
References (from this video)
- Great and underrated little card game
- Has climbed in rankings over time
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Baron strong debut at number 77 as well.
- Floriferous has actually been in my collection for many years, but year after year it does nudge up and up and up, which goes to show it strength because of course we play more games each year, which naturally makes things fall down. But the fact this has gone from number um 98 to number 78 and it's a new best foriferous 2.
- kind of a passive rise for underwater cities. It's such a quality little engine building game from back onto the list from number 107 up to number 83.
- NAR as well has actually again been in my collection for a couple of years now, but last year in its debut year, it came in at number 124. So, it's pushed onto my top 100 for the first time at number 85.
- Get on board has come back into the top 100 as well, going from number 110 up to number 89.
- another debut with Toy Battle at number 90.
- Far Away, come back onto the top 100 from number 116 up to number 91.
- The same goes with QE went from 120 up to number 92 because I did play that one recently and obviously enjoyed it.
- other than that, we had a bit of a fall for games like Gold West, a bit of a fall for games like Mexico.
- Even brass fell a little bit, just hanging on to my top at 100, going from number 78 down to 96. Now, I really like brass, but I don't really play it too often um anymore.
- No Thanks, the classic little bidding or anti bidding game goes from a 104 up to number 97 back onto the list.
- interestingly, um Subastral and Stellar, two card games I recommended. They've always kind of just held on onto my top 100. Um they are now at number 98 and number 100. Um which was slightly down from number 95, 96 last year.
- the last kind of debut taunt game onto my top 100 is Tag Team. Um, a game I've reviewed recently uh on the channel.
- So, those are all the new games this year.
- So that's kind of why I didn't want to do the whole top 100 again because I thought, you know, it's going to be quite similar to last year's with a few jiggles up and down.
- a lot of these more unique games are going up. card game seem to be climbing for me quite a bit and those euros may be holding their place or slightly falling but the great euros of course I'm anchoring themselves at the top of my of my top 100.
References (from this video)
- Incredibly clever, fast little design.
- Much better gateway game than Hive.
- Benefit of variability with different board layouts.
- The gameplay of freezing an opponent into a corner is not the host's idea of a good time.
- abstract strategy
- Hive
Mechanics (from transcript analysis)
- Area Control — trying to fill up the grid and trying to get [...] three in a row. [...] or four in a row or in a column, you can get huge points and that's going to win you the game.
- grid placement — You are going to put down one of your little butterflies or dragonflies or snails or the fourth critter. [...] whatever I play affects where you can play and then whatever you play affects where I can play.
Video topics + discussion points
Quotes (from this video)
- And countryside is a freaking phenomenal.
- This is one of the best engine building games I have played this year.
- It is very likely going to make it into my top 10 games of the year. It is that good.
- My number three of the month is Rising Cultures.
- Number two is Druids of Adora.
- It's classic feld, making a comeback.
- Number one, Furnish Duel.
- A game that will not be coming out until 2026 will very likely make it into my top 10 games of 2026.
References (from this video)
- Jen loves this game
- Host likes it a lot
- Brilliant and fun
- High replayability due to random objectives and powers
- Phenomenal design
- A little abstract for the host's preference.
- Building pyramids
- Abstract
- Abstract
Mechanics (from transcript analysis)
- Dice Drafting — Players draft dice from a 3D pyramid structure.
- Objective Fulfillment — Players work towards completing randomly selected objectives for different pyramid levels.
- Pattern Building — Players build their own 2D pyramids based on specific objectives and rules.
- Set Collection — Collecting dice of specific colors and values to meet objectives.
Video topics + discussion points
Quotes (from this video)
- And countryside is a freaking phenomenal.
- This is one of the best engine building games I have played this year.
- It is very likely going to make it into my top 10 games of the year. It is that good.
- My number three of the month is Rising Cultures.
- Number two is Druids of Adora.
- It's classic feld, making a comeback.
- Number one, Furnish Duel.
- A game that will not be coming out until 2026 will very likely make it into my top 10 games of 2026.
References (from this video)
- Tense gameplay
Mechanics (from transcript analysis)
- queuing — Parade, this kind of weird queuing game that's um, very tense.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Multiple scoring objectives and opportunities to adjust placements.
- Pyramid building duel using dice
Mechanics (from transcript analysis)
- Area Majority — Competing to complete a pyramid.
- Dice Drafting — Players draft dice from a shared quarry.
- Set Collection — Building a personal pyramid.
Video topics + discussion points
Quotes (from this video)
- Recall is our penultimate pick, because this is a deep strategy game from the designers of 2022's massively popular network building game Revive.
- Recall focuses on engine building and exploration as various tribes explore the lands and discover traces of ancient civilizations.
- Then, at three different points during the game, players must choose one of two paths, with the chosen path providing an immediate bonus as well as boosting one of the end-game scoring options.
- just like those players, we have reached our end game with this month's bestest bet, which is the super puzzly two-player maze deduction game Layers.
- Layers is full of both dungeon building and simultaneous dungeon exploration.
- It's a game that tests players to build a dungeon dangerous enough to confuse their competitor, while deftly defying a dungeon of their own.
- If you'd like to find even more great games to discover, well, then continue on to our latest episodes of our High Rollers or Hot Picks and Cool Recommendations videos.
- There are a lots more games that are ready for you to enjoy as your next game night pick.
References (from this video)
- parade building
- Mardi Gras
Mechanics (from transcript analysis)
- Card game
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Bassel.
- Thanks for watching the most boring unboxings on the planet Earth.
- I'm Tom Bassel. Thanks for watching another video on the Dice Tower.
References (from this video)
- The game has a really fun theme about identity and replacement of parts.
- The theme is barely present in the game.
- Identity and replacement of parts, specifically referencing the Ship of Theseus paradox.
- An island
Mechanics (from transcript analysis)
- hidden objectives — Players have a sheet of paper and are moving around trying to find different things, implying hidden goals or objectives.
- Role asymmetry — One player takes on the role of the 'omnipotent paradox' (OP) with an island, while other players move around this island trying to find things.
Video topics + discussion points
Quotes (from this video)
- And that's a really fun theme, but that theme is barely there.
References (from this video)
- Beautiful art and thematic cohesion
- Wide audience appeal; family-friendly
- Can be tricky to explain at first
- Some players may want more depth
- card-based interaction with a parade of characters
- Alice in Wonderland theme
- accessible, light-hearted family-weight game
Mechanics (from transcript analysis)
- Card Drafting — players manage a parade of characters and board state through card play
- Card drafting / set dynamics — players manage a parade of characters and board state through card play
- Card Play — players play cards each turn with a theme around Alice in Wonderland
Video topics + discussion points
Quotes (from this video)
- it's essential to think of Euphoria's dice as beautifully stylized, not just random pieces
- unlock is essentially an escape room in a box
- parade is an Alice in Wonderland themed card game
- we group Unlock! together as a series, it's a puzzle-driven experience
- Spirit Island flips the colonization theme, turning it into the defenders' story
- there's something so satisfying about Isle of Cats—the boats, the cats, the baskets
- Draftosaurus: pulling out dinosaurs is incredibly satisfying
References (from this video)
- Interesting, unique scoring variations with Paradigm cards.
- The ability to influence scoring based on hand when determining positive/negative rounds is a favorite part.
- Good card quality and usable design with quad indexes.
- Nice illustrations on the cards.
- Accounts for color blindness.
- Some Paradigm cards are more interesting than others, leading to uneven game experiences.
- The 'Challenge' card can be overwhelming.
- The 'Playing Train' paradigm feels out of place as it changes the game to a shedding game.
- Paradigm cards do not feel equally compelling or exciting.
- The orientation of numbers on the cards is confusing and bothersome.
- The game can feel like a dud depending on the Paradigm cards drawn.
Mechanics (from transcript analysis)
- Shedding game — One Paradigm card transforms the game into a shedding game where players try to get rid of their cards by playing cards one lower or one higher than the previous card.
- Trick-Taking — A must-follow trick-taking game where the highest card of the lead suit wins the trick.
- Trump suit — Some Paradigm cards introduce a trump color that always wins if played into a trick.
- Variable scoring conditions — Each round features a different scoring condition determined by Paradigm cards, which can lead to positive or negative points.
Video topics + discussion points
Quotes (from this video)
- It's a game that is relatively simple in the sense that uh it it has a must-follow trick-taking structure, which is the most common.
- However, within that simple structure, you do have a lot of uh kind of like twists and turns depending upon the different Paradigm card that you're going to be playing with.
- The other thing is a graphical quirk that just bothers me. So, good quality cards.
- It's interesting because I do tend to like trick-taking games where uh there are some unique hooks, the word I use for kind of variations on the trick-taking theme, and this game really is all about that because every round you're choosing how the round Well, you're not choosing necessarily, it's determined, how the round is going to be scored just based on a random draw of these paradigm cards.
- And the positive and and negative, that's probably my favorite part of the game is that you as the person who's determining it for that round gets a chance to look at your hand and then make a determination for that.
- But, overall, I am just uh going to come right out and say it, I'm not a huge fan of this game.
- These paradigm cards do not kind of feel equally compelling, equally interesting, equally exciting.
- And so, for that reason, I'm giving it a five out of 10.
- And I think that this is the weakest element of the game.
References (from this video)
- clear and thematic
- encourages group interaction
- spectacle and coordination
- parade/performance themed event
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Aircon is the UK's second largest board game convention.
- they run these events and last year we attend them we love them
- it's the first time we'd been recognized
- this amazing shared experience that for the rest of the weekend any time I ran into any of those folks as part of the game it was like we were friends
References (from this video)
- deeply interactive; strong theme
- enjoyable metagame through end-round timing (last-chance) concept
- hard to acquire; reputation as a missed printing
- row-based card play with color/number matching
- Alice in Wonderland themed parade
- whimsical, interactive
Mechanics (from transcript analysis)
- Color/number matching and scoring — Scoring depends on card combinations and timing of last card.
- Layer Building — Players place cards in a row; future cards are constrained by the current lineup.
- line/row building with cards — Players place cards in a row; future cards are constrained by the current lineup.
Video topics + discussion points
Quotes (from this video)
- we suck at drawing oh our cats are terrible
- it's a flip and write version and they did such a great job of turning the big game into a flip and write
- resting is like the most exciting because when you rest you bring all of your people back
- asymmetry is phenomenal
- this is my most played solo game
- it's a brain burner
- it's a little interactive but a step removed
References (from this video)
Mechanics (from transcript analysis)
- Card Drafting — Players play cards into a common parade and collect cards from it.
- Set Collection — Players collect sets of cards with low numerical values.
Video topics + discussion points
Quotes (from this video)
- hello and welcome to maple University
References (from this video)
- Great two-player game
- 20-30 minute playtime with quick setup
- Strong emphasis on strategy and thinkiness without a long playtime
- High replayability due to random setup and varying objectives
- Clear iconography and helpful visuals on the player aids
- Array
- Pyramid-building, ancient Egypt-inspired
- informational/review
- World Wonders
Mechanics (from transcript analysis)
- Dice Drafting — Players take dice from a central pool to place on their pyramid.
- Dice Placement — Dice must be placed with support from cells below; the pyramid structure grows upward.
- Dice placement with supporting requirement — Dice must be placed with support from cells below; the pyramid structure grows upward.
- End-game scoring based on objective cards — Objective cards and row objectives determine scoring; game ends when the pyramid is full.
- Pattern/row-based objectives and color-specific scoring — Objectives require color dice to meet patterns and color-based scoring cards.
- Randomized setup with variable objectives — Pyramid dice are randomized; four objective cards are randomly selected and mapped to colors.
- Unique Player Powers — Each player has optional abilities that can manipulate dice already in their pyramid.
- Variable player powers — Each player has optional abilities that can manipulate dice already in their pyramid.
Video topics + discussion points
Quotes (from this video)
- Paradise is a great two-player game.
- There's just enough thinkiness and strategy.
- The variability from game to game gives you a lot of different, you know, things to shoot for and to think about.
- Set up quickly, and have a good time with.
References (from this video)
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- pack small box games they're easier to pack
- laminate two sheets and then we've got sheets that we can reuse and reuse and just clean off as we go
- we only play like two or three games a day
- souvenir games we always we always buy a game we always look at the board game store whatever city we're in
- they're gonna be in another language when you're in another country so good to keep in mind games that are either language independent
- space to bring back gloomhaven home from italy would be a real mistake
References (from this video)
- Artwork is gorgeous; approachable for new players
- Complex decisions lead to memorable moments
- Some tension around avoiding bad cards and managing colors
- Color/sequence management and risk-taking
- Alice in Wonderland-themed parade of cards
- Whimsical, narrative-rich
Mechanics (from transcript analysis)
- Card Drafting — Play a card and discard others; color majority flips reveal points
- Card drafting and color counting — Play a card and discard others; color majority flips reveal points
- Color-wide scoring — Most of a color flips over and counts as one; high total loses
- Compound Scoring — Most of a color flips over and counts as one; high total loses
Video topics + discussion points
Quotes (from this video)
- parade would be my number one because i love this game
- this is like the best bang for your buck you're gonna find
- it's an absolute blast
- it's so worth it
- this has been the game of the summer for us
- we've played this like most nights this summer
References (from this video)
- Cool, distinct miniatures with strong visual design
- Thematic integration of terrain and character abilities
- Relatively quick 20-60 minute play with replayable scenarios
- KO revival mechanic adds strategic tension
- Intuitive dice system with potential for big rolls
- Rulebook is confusing in prototype and contradictory
- Some character sheets have ambiguous ammo and ability text
- Overpowered card like Perfect Timing can end the game quickly
- First-player advantage makes early rounds potent
- Dice are large and fiddly; slows down rolling
- Lack of player aids and scoring clarity in early prototype
- Mad Max–like factions clashing over objectives
- savage post-apocalyptic wasteland
- skirmish-focused with character-driven abilities and KO revival
- Heroescape
- Warhammer
Mechanics (from transcript analysis)
- Card draft — Players draft action cards pregame that alter dice and trigger abilities.
- Card Drafting — Players draft action cards pregame that alter dice and trigger abilities.
- Compound Scoring — Different scenarios provide various VP routes (central objectives, destroying targets, etc.).
- Cover bonuses — Cover provides +2 dice to defense rolls.
- Dice system — Dice have doubles, hazards, blanks, and successes; more dice can yield more damage and chances for double successes.
- End Game Bonuses — Cover provides +2 dice to defense rolls.
- Focus action — Focusing adds two dice to the turn's attack.
- KO revival — When a unit is knocked out, it can be revived at the start of the next round, at a VP cost to the opponent.
- Measurement Movement — Movement uses a ruler for 1-3 range; attack range determined by weapon.
- Range measurement — Movement uses a ruler for 1-3 range; attack range determined by weapon.
- Scenario objectives and positioning — Objectives influence placement and endgame scoring; revives add strategic depth.
- scenario-based scoring — Different scenarios provide various VP routes (central objectives, destroying targets, etc.).
- Simultaneous Actions — Each character gets two actions per turn, with only one allowed to be an attack.
- terrain and positioning — 3D terrain and water tower provide line-of-sight and elevation considerations.
- Two actions per turn — Each character gets two actions per turn, with only one allowed to be an attack.
Video topics + discussion points
Quotes (from this video)
- Paradise is a skirmish style miniatures game set in a savage post-apocalyptic world.
- beer and pretzels a trash gaming Mad Max themed.
- The KO system influencing positioning.
- Paradise runs quite true to time. It says 20 to 60 minutes and 60 minutes felt really on point.
- I would easily play this again.
- I would 100% play this over Heroescape.
References (from this video)
- Juicy, decision-rich two-player interaction
- Distinct 3D pyramid centerpiece adds visual and tactile appeal
- Clear, varied scoring options that reward forward planning
- Accessible and compact playtime around 30 minutes
- Strong production alignment with theme
- Setup can feel fiddly due to the required order for bonus tiles
- Four-player variant is less engaging according to the reviewer
- Some scoring bonuses are relatively small compared to the main color/ dice-card scoring
- abstract puzzle with a sandy, pyramid-building motif
- Pyramid-building between two players with a dice-driven, tile-placement system
- abstract
Mechanics (from transcript analysis)
- bonus tiles with immediate actions — Bonus tiles grant instant actions when a die is placed, and must be arranged in a specific order.
- Dice Drafting — Players select dice from a central pyramid, constrained by visibility (three sides) and color.
- end of round / end of game scoring — Final scoring combines row/column bonuses and color majority points for each color.
- pattern recognition / spatial reasoning — Players weigh which dice to take to satisfy on-board scoring patterns while advancing their own pyramid.
- set collection and color-based scoring — Each scoring card ties to color groups and patterns; final points depend on color dominance and placements.
- tile/board placement — Placed dice build a multi-level pyramid on each player's board, influencing future options.
Video topics + discussion points
Quotes (from this video)
- there's a little bit of fiddliness, I think, in setting the game up.
- not getting too thinky. This is just enough brain power, I think, for a back and forth good two-player game.
- I found it to be enjoyable.
- I'd give this game a seven out of 10.
- This is a game that says here 30 minutes.
- I'm always going to pick the color bonus I think.
- From Arcane Wonders, definitely check it out.
References (from this video)
- haunted by tense, hot-potato-like moments
- highly interactive and tense to play
- great for casual and heavier groups alike
- older title with available reprints limited
- can be unforgiving if misread the parade rules
- order-of-parade with strategic card management
- Alice in Wonderland themed parade of characters
- thematic, humor-laden chaos
- Love Letter
- Wavelengths of chaos
Mechanics (from transcript analysis)
- Card Drafting — Players place cards into a parade, attempting to minimize their score.
- multi_rule_paradox — Rules determine which cards you must take or pass based on color matches.
- parade_like_card_drafting — Players place cards into a parade, attempting to minimize their score.
- set_collection_and_timing — Tucking cards and avoiding high-value cards to prevent scoring increases.
Video topics + discussion points
Quotes (from this video)
- It's been a long time coming. We've been trying to do this for several years now.
- This is not law; it's just our top 50 games right now.
- The way we came up with our top 50 is Pub Meeple, a head-to-head ranking site.
- Yes, it's nostalgic and still incredibly strong as a game.
References (from this video)
- Brilliant, under-the-radar discovery at a booth
- Concise abstract strategy with high interaction
- Easy to grasp for 2-4 players; quick sessions
- Strong focal point on watching and countering opponents' objectives
- Limited public information and uncertain publisher identity
- No published data about designer or year
- Very little external coverage at time of discovery
- Competitive objective-blocking; players aim to foil others' plans
- Abstract strategy arena for up to 4 players; short playtime
- abstract/minimalist
- Santorini
Mechanics (from transcript analysis)
- Action Interruption — Players can influence or hinder opponents' plans to deny them victory.
- interference / blocking — Players can influence or hinder opponents' plans to deny them victory.
- multiplayer interaction — Supports up to four players with dynamic, confrontational play.
- Objective-based play — Players have personal objectives that influence the shared state; success depends on achieving them while contending with others.
- Positive Player Interaction — Supports up to four players with dynamic, confrontational play.
Video topics + discussion points
Quotes (from this video)
- Be watchful of other people's objectives and preventing the game state from going into their favor.
- it's up to four players
- I thought it was brilliant.
- one of these like very looked over booths
- I already posted a cc short of that
- we'll see what day two has in store for us
References (from this video)
- Accessible, fast, and party-friendly
- Strong social interaction when played with the right group
- Performance can hinge on players' acting ability
- Less depth for seriousEuro enthusiasts
- theatrics and guessing with light, comedic framing
- Charades-inspired party/deduction game with Monty Python flavor in a humorous context
- playful, improvisational
Mechanics (from transcript analysis)
- Acting — Players act out prompts while teammates guess within a time window.
- charades-style acting and guessing — Players act out prompts while teammates guess within a time window.
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)
- stylized pirate theme with serious tone
- rich artifact components and artwork
- strong synergy between area control and card usage
- serious pirate-era adventure with crew upgrading and area control
- pirate world with sea raids, pillage, and treasure
- weighty, thematic pirate conquest with strategic decisions
- Spectacular Riverside titles
- Sea-themed heavy euro peers
Mechanics (from transcript analysis)
- Area Control — map-based control of territories during play
- crew upgrading and ship enhancement — players upgrade their crew and boats to improve capabilities
- Multi-Use Cards — cards serve multiple purposes: actions, combat, and crew management
- pillage and resource gathering — players pillage and collect treasure as a core resource loop
Video topics + discussion points
Quotes (from this video)
- a 3D tile placement environment. Very lovely.
- cozy Japanese style
- each turn, you're going to be meditating
- it's a deck building cooperative game.
- we love a deck builder and deck builder doing like cooperative sounds super cool.
- Let's jack in.
- this is a deck building dice allocation rally game like racing game
- the action cards and the dice allocation is going to tell you how good your pilot is going to be
References (from this video)
- ambitious theme
- no mechanics explained here
- construction and growth
- idyllic, utopian world-building
- aspirational world-building
Mechanics (from transcript analysis)
- unknown — brief unboxing mention; no play details
Video topics + discussion points
Quotes (from this video)
- This is the most boring unboxing on the planet Earth.
- That's a cute little game.
- I'm curious about this one.
- World order is a sequel to hegemony.
- I remember when this was on Kickstarter.
References (from this video)
- Elegant twist on a classic shedding game
- Accessible and tactical with timing decisions
- Can rely on luck due to card draws
- Ghost
- Palace
Mechanics (from transcript analysis)
- cemetery mechanic — A second-hand area (cemetery) for cards drawn or played unpredictably influences future hands.
- Climbing Shedding — Players aim to get rid of all cards by playing higher cards to a central pile, with special cards affecting play.
- shedding — Players aim to get rid of all cards by playing higher cards to a central pile, with special cards affecting play.
Video topics + discussion points
Quotes (from this video)
- Lovely production nice artwork it's been around for years now
- it's a push your luck game and it's quite simple but tense
- it's a game of chicken and the dungeon gets bigger and scarier
- it's a neat little decision
- it's a classic trick taking game
References (from this video)
- Supports up to six players
- Good fit for watch it played team at events
- May be too thinky for casual players
- Parade-style competition
- Thinky card game for groups
- Strategic, slightly abstract
Mechanics (from transcript analysis)
- Card play / thinky card drafting — Six-player capable party game with heavy decision making.
Video topics + discussion points
Quotes (from this video)
- this is the first time we're bringing out cabo deluxe deluxe
- it's the easiest thing to grab on the shelf
- this is the physically biggest one that we have
- not alone without location powers
- Parade plays up to six
- Jack's Friends is a streamlined Not Alone with different locations
References (from this video)
- fast, approachable filler
- unique q-system creates tense, small-turn decisions
- beautiful art and approachable for families
- visuals may be too busy for some
- scoring can feel random if not careful with timing
- light-hearted, whimsical
- Alice in Wonderland-inspired parade routes
- fill-collection and push-your-luck with a quirky twist
- Cockroach Poker
Mechanics (from transcript analysis)
- q-system / queue drafting — players place cards into a row and skip past cards based on the value
- set collection / scoring by type — end-of-game scoring based on card types collected
Video topics + discussion points
Quotes (from this video)
- i think this game is actually a huge step up when it comes to decisions choices
- it's not the best game in the world but it's fun
- the more you upgrade the jeep track, the more movement you get in your park
- this is did it so well that replaced the game for you
- it's a race game and the more you upgrade, the more income you receive
- the q system is really clever and unique
References (from this video)
- unique take on card interaction and drafting rhythm
- tension and golfing-style scoring adds excitement
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Mandala blew me away this year
- Chinatown is the best negotiation game out there
- barrage is a 10 out of 10 game for me
References (from this video)
- Compact, quick rounds
- Tactile/card feel adds charm
- Requires some familiarity with concept; may be less intuitive to new players
- card management / favorites
- Card-based social interaction
- card-centric
- Kalimala
- Glen More II
- Fort
Mechanics (from transcript analysis)
- card drafting/collection — Players identify and track favorite cards; reveals and discussion influence scoring in a social context.
Video topics + discussion points
Quotes (from this video)
- hello everyone we are here with another video this is something a little different something we've never done before
- blindfold board game challenge
- please go follow them at on tick tock or on youtube at one minute board games they're awesome
- we did three games each
- oh my gosh i'm in love with this game so much
- it's a deck building
- it's not easy euphoria no
- thank you to rayna and phil for this inspiration
- close your eyes and have somebody hand it to you you'll see what i mean
- you guessed it yeah
References (from this video)
- Elegant multi-color/value interaction
- Interesting theme with a challenging first-play experience
- Rules explanation can be heavy on first play
- orderly sequencing and color/value matching
- Alice in Wonderland-inspired card play
- Alice in Wonderland
Mechanics (from transcript analysis)
- Set Collection — Play cards in numerical order and color-based sets to score
- set collection / sequencing — Play cards in numerical order and color-based sets to score
Video topics + discussion points
Quotes (from this video)
- Hanabi is such a unique game I don't think I've ever really played anything super like it before
- we have never been so in sync in our lives
- it's a riot every time we play it
- this is a true top ten they are ranked
References (from this video)
- fun, family-friendly vibe
- strong thematic feel for a party/rowdy game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a beautiful kind of story
- you need to play with the right group
- it's not cute
- it's like comfort food games
- the rules are simple
- oh my god it's so good
- it's a ramp... chaos
- this is an easy one to just flick some discs around
References (from this video)
- clever, thinky gameplay
- great with groups and at conventions
- can be punishing if you misread opponents
- not ideal for very small groups
- card manipulation and bluffing
- Alice in Wonderland-themed parade
- intense, social, competitive
- Love Letter
- Cockroach Poker
Mechanics (from transcript analysis)
- Betting and Bluffing — bluff and deduce opponents' choices
- color card management — manipulate sheets of cards to optimize parade cards
- multi-color card management — players push or pass cards to manage a color's score toward a goal
- Multi-Use Cards — players push or pass cards to manage a color's score toward a goal
- opponent signaling and bluffing — bluff and deduce opponents' choices
- set collection and bluffing — players try to influence outcomes by what cards they push and when
Video topics + discussion points
Quotes (from this video)
- it's a really intense game
- this is the meanest tree game out there
- it's the best trick-taking game of all time
- the economy in this game is probably one of the most interesting parts
References (from this video)
- tight, strategic decisions
- high interaction for an abstract game
- can be brutal or unforgiving
- art style may not appeal to everyone
- mean-spirited and competitive parade vibes
- abstract procession and parade
Mechanics (from transcript analysis)
- abstract strategy — players maneuver tokens to create optimal parade formations.
Video topics + discussion points
Quotes (from this video)
- it's amazing you were right it was 34
- now everyone can stop watching and go play a game
- how I Met Your Mother and I knew that Neil Patrick Harris was a really big nerd
- follow me on Siege on games on Twitter and I'm trying to do a lot more Instagram there