Explore Paris in the 19th century. Discover its renowned architecture and obtain the most eminent buildings in the right districts to achieve victory.
Paris is a typical medium-weight Kramer and Kiesling Eurostyle-game with straightforward gameplay, short player turns, and an ingenious point salad mechanism. You mainly score points by obtaining the right buildings and collecting the right bonus cards.
In Paris, you take on the role of wealthy real estate investors in the Paris of the 1900s. Paris is at the height of its transformation into one of the most beautiful cities in the world. After having successfully organized the World Fair in 1889, topped by the construction of the Eiffel Tower and celebrating the centennial of the Storming of the Bastille, Paris goes through a period known as “la Belle Époque”. The architecture of Paris created during this period ranged from the Beaux-Arts, neo-Byzantine, and neo-Gothic to Art Nouveau and Art Deco. It is your task to purchase some of these magnificent Parisian buildings in order to make a profit and invest in the development and upkeep of some of Paris’ most iconic buildings and landmarks.
- Family-friendly and accessible for kids
- Short playtime (~30 minutes)
- Cute, appealing artwork and tactile components
- Easy to learn and quick to set up
- Good for family time and basic math practice for young children
- No solo mode
- Limited to 2-4 players
- May be a novelty that doesn’t stay on the shelf long-term
- pyramid-building with cats; cute, approachable aesthetic
- family game night, cozy home setting
- informational, enthusiastic overview
Mechanics (from transcript analysis)
- Dice rolling — players roll dice and attempt to match numbers to slots in a cat pyramid.
- pattern/number matching — placements must correspond to numbers in the pyramid pattern.
- Push Your Luck — players choose when to stop rolling to place as many cats as possible before busting.
- risk management — tension between continuing to roll for more placements and the chance of busting.
Video topics + discussion points
Quotes (from this video)
- I absolutely love the art style in this game.
- It's a very fun, quick, uh, easy tole learn pusher luck game
- it's perfect for the family table where you're trying to get together maybe with your kids um and have just a cozy time.
- you can really just put it on the table and start playing almost instantly.
- it's sadly not a solo game, so I can't play it solo.
References (from this video)
- Orb-based control and retaliation through recall mechanics. Core gameplay appears to revolve around placing, maintaining, and recalling orbs to threaten or damage opposing units, implying a strategic tug-of-war around token control and path optimization.
- Setting not explicitly defined in the transcript; the excerpt focuses on mechanical systems within a Polaris framework. The description suggests a board game environment where a character-like entity (Polaris) manipulates energy orbs on a map, with tactical movement and recall-based interactions. The precise world-building context (lore, factions, factions’ goals, terrain, etc.) is not stated in the provided material.
- Explanatory and instructional with demonstrations. The speaker uses direct explanations of the core loop and a backup plan to illustrate how the orb mechanic functions within the game.
Mechanics (from transcript analysis)
- Backup plan demonstration — The discussion frames a backup or secondary plan that demonstrates how the orb system can be leveraged, emphasizing how ancillary actions reinforce the core loop and provide strategic leverage.
- Damage propagation on recall — As an orb is recalled along its path, it damages any unit it passes through. This creates a dynamic where recall not only returns a resource but also inflicts tactical harm, influencing enemy positioning.
- Orb placement — Players place orbs on the board as a primary action to establish presence and influence over space. This placement creates the foundation for future recall and damage interactions as the orb system is activated.
- Recall path — When an orb is recalled, it must travel back to its owner along the shortest path. This introduces a path-optimization element where players consider which orb to pull back to maximize benefit.
Video topics + discussion points
Quotes (from this video)
- The core Loop for Polaris is to get her orbs on the board and we'll talk about how to do that in a second.
- The core aspect of these orbs is demonstrated through her backup plan.
- to recall them back to you when they recall back to you and they do damage to any unit that they pass through.
- now when recalling an orb it has to take the shortest path back to you you can pick which one benefits you the most
References (from this video)
- clever two-player shared-board duel with a tug-of-war feel
- high production quality (art, components, cards)
- expansion postcards add meaningful variety and depth
- tight, tactical decisions with meaningful blocking and timing
- postcard rules and their interactions can be tricky to remember
- expansion postcard rules add complexity that may slow down first plays
- city-building with lighted lampposts and decorative façades; postcard-driven scoring tied to landmarks and layout
- A stylized Parisian street where players illuminate and decorate buildings along a shared cobblestone promenade.
- abstract, postcard-inspired scoring with real-world Parisian imagery and monuments
- Rosenberg-inspired polyomino tiling games (conceptual comparison)
Mechanics (from transcript analysis)
- annex/gargoyle/measured scoring — Special postcards can directly affect scoring via annexing locations, or placing a Gargoyle on an opponent’s building for shared benefit; Eiffel Tower interacts with lampposts and surrounding spaces.
- Compound Scoring — Phase 1 fills the cobblestone floor; phase 2 places buildings on top of reserved tiles with scoring tied to lamppost adjacency and largest connected area.
- expansion postcards — The Eiffel expansion adds new postcards with unique effects (e.g., Gargoyle, Mona Lisa, Obelisk, Eiffel Tower) that influence scoring and placement.
- Multi-use cards — Each postcard around the board provides an optional action; once activated, a token is placed to denote use and many postcards have scoring effects.
- postcard actions — Each postcard around the board provides an optional action; once activated, a token is placed to denote use and many postcards have scoring effects.
- reserve vs. common supply — In the first phase you either draw from your own stack (hidden) or take a building tile from the common supply into your reserve for later placement.
- shared-board tile-laying — Two players place tiles on a single board, competing for space and adjacency to maximize scoring potential.
- two-phase scoring — Phase 1 fills the cobblestone floor; phase 2 places buildings on top of reserved tiles with scoring tied to lamppost adjacency and largest connected area.
Video topics + discussion points
Quotes (from this video)
- it's a tile lane game that has very much so ue rosenberg kind of vibes
- two player only
- these postcards are tricky to remember
- the expansion postcards are a lot more extra
- tactical this game is so tactical
References (from this video)
- Unique dice-driven area control
- Distinctive tactile components
- Potentially steep learning curve for new players
- area control with a dice-throwing mechanism for deployment
- handcrafted hardwood-board town with territory competition
- tactical, bluffing-driven area control
- Qwirkle
- Hey, That's My Fish!
Mechanics (from transcript analysis)
- Area Control — claim territories and form lines for points
- bluffing/hidden information — dice results and deployment shape strategic decisions
- dice drafting — roll dice to determine deployment values
Video topics + discussion points
Quotes (from this video)
- Sushi Roll deserves to be one of the most successful family board games on the market
- One Key is the perfect simplification that still retains the fun to try and communicate through imagery and argue over what you're convinced you can see
- Bosque is a gorgeous looking game
- it's the perfect setup for a party game just that right amount of arm flapping and frustration at your teammates
- the Catacombs of Horror ... continue to surpass my expectations in how they can continue to bring creativity to puzzles
- Dragon's Breath is one of the best kids games I've ever played
- Paris is a one-of-a-kind dexterity game with a handcrafted hardwood board
- Undo ... is a cooperative one-shot experience
- Home Brewers ... I love it because it does a great job of capturing its theme
References (from this video)
- Strong thematic idea; well-regarded design
- Can be long for some groups
- Economic engine building
- Parisian city-building
- Elegant, classic euro
Mechanics (from transcript analysis)
- set collection / route building — As players construct Parisian landmarks to score.
Video topics + discussion points
Quotes (from this video)
- Shark Park, a memory kind of game.
- they're essentially just more complex versions of the last.
- it feels like it's a bigger game that was streamlined and streamline is often very good, but this one I felt almost a little streamlined too much.
- This one's almost there. And I know a lot of people love the Talisera.
References (from this video)
- strong Parisian flavor and aesthetics
- clearly themed around a real-world city
- niche appeal; not universally loved
- some complexity in scoring or tile interactions
- city-building and historic landmarks
- Paris, France
- geography-inspired design
Mechanics (from transcript analysis)
- set_collection — collect elements representing Parisian features for points
- tile_placement — place tiles to form districts and score through layout
Video topics + discussion points
Quotes (from this video)
- this is the board game quiz show
- i'm quizmaster christina
- viewers you can feel free to pause after the questions to play along at home
- it's just great
- i started with agricola
- it's a fantastic game
- you can check out our bi-weekly podcast
References (from this video)
- Beautiful production
- Smooth and easy to learn
- Theme feels weak
- Linear progression with little thematic engagement
- Light euro
- Urban european city-building
- Abstracted
Mechanics (from transcript analysis)
- tile placement — Place buildings to create a scenic cityscape and earn points.
Video topics + discussion points
Quotes (from this video)
- it's important to think about my health as well
- i need to take a break
- it's only a game
- think of your health particularly in this day and age
- take care and remember it's only a game
References (from this video)
- Quick and easy to learn
- Compact and portable
- Engaging bidding and bluffing dynamics
- Supports up to eight players
- Multiple variants increase variety
- Some luck in card draw
- Market values can be opaque for newcomers
- Tracking passes across rounds can be fiddly
- Speculation and bluffing in a market
- Commodity market trading for up to eight players
- Competitive auction with revealed market cards
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid to gain information about a stock pile and control the reveal.
- Betting and bluffing — Players attempt to mislead others about the strength of their hand.
- bidding — Players bid to gain information about a stock pile and control the reveal.
- bluffing — Players attempt to mislead others about the strength of their hand.
- card drafting — Decide which cards to bid and pay with during bidding rounds.
- card_drafting — Decide which cards to bid and pay with during bidding rounds.
- Compound Scoring — Points are earned based on the value of commodities in the final market.
- hand management — Managing face-up and face-down cards to satisfy bids.
- hand_management — Managing face-up and face-down cards to satisfy bids.
- insider_trading_variant — A trick-taking variant that adds an insider trading mechanic.
- market_scoring — Points are earned based on the value of commodities in the final market.
- pass_and_reveal — Passing cards to the left and then revealing selected cards to open up the market.
- round_based_scoring — Three rounds per hand with scoring after the final discard in the panic phase.
- Trick-taking — A trick-taking variant that adds an insider trading mechanic.
Video topics + discussion points
Quotes (from this video)
- panic is a bidding and bluffing card game about playing the commodity market
- the gameplay is quick and easy but you better have your poker face on and make hard decisions to outsmart your opponents
- this game has a party style feel with the smarts of a euro game
- it's small and portable and simply put it's a great value
- check out the Kickstarter page for more information
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The two by the way was Kingdoms for Lauren which is actually I think liked by others but I felt that you had to break your teeth on the rules to get to a game that was a whole lot of messiness.
- I really did not love Kingdoms for Lauren but I respect that it's a game that will work for others.
- The highest the highest individual score given out in 2022. So that's the 3.5 is the most common rating given.