Poker is played with a standard deck of 52-cards, and sometimes Jokers are added as wild cards. The object of the game is to win the pot which contains all the bets the players have made in a deal. Players are dealt cards which are usually reduced to a Poker hand of five (5) cards. Betting and bluffing are used in rounds until all bets are squared up, or until all other players have conceded the pot (folded). If all bets have been squared up, the rounds are followed by a "showdown" in which all hands are fully revealed; the one with the best combination of a Poker hand of five (5) cards being the winner.
The following table describes and ranks the standard Poker hands:
Five of a Kind (Only if wild cards are in use): Four cards of the same rank and one wild card (eg: A, A, A, A, Joker).
Straight Flush: A straight with all cards of the same suit (eg: A, K, Q, J, 10: all spades). (The highest Straight Flush is nominally called a Royal Flush)
Four of a Kind: Four cards of the same rank (eg: A, A, A, A, K).
Full House: Three of a kind in one rank and a pair in a different rank (eg: A, A, A, K, K).
Flush: Five cards of the same suit (eg: A, K, Q, J, 9: all spades)
Straight: Five cards in sequence of rank (eg: A, K, Q, J, 10).
Three of a Kind: Three cards of the same rank (eg: A, A, A, K, Q).
Two Pair: Two pairs of different ranks (eg: A, A, K, K, Q).
One Pair: A pair of cards of the same rank (eg: A, A, K, Q, J).
High Card: High card without any other higher combination (eg: A, K, Q, J, 9).
- Recommended as an entry point to explore historical games
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Arcs is the best piece of design that I've ever done.
- start with Primer
References (from this video)
- Tapestry
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dinosaur Island oh my gosh this is impossible there's no way to beat them all
- the mill is victorious in the league for rankings
- we tie at two goals and we go times three 2 * 3 is 6 for both of us
- next time we are going to league three
- the mill team might not end up victorious in this league
References (from this video)
- Interesting math and selection choices
- Grew on me with additional play
- Initially hard to grasp scoring
- Rolling Realms
Mechanics (from transcript analysis)
- Compound Scoring
- hand/Flop-based scoring
Video topics + discussion points
Quotes (from this video)
- it's exactly the same as the original Rolling Realms but there is a bunch of stuff that's different
- I feel like one of the big reasons this game even exists is because it's kind of the big box for Rolling realm
- I will say that it is not waterproof we learned that the hard way
- this is our first one back in London so let's see if this sticks or not
- what we're going to do from now on is I think just mix it in with the rest of the Rolling Realms
- Meadow has this terrific drafting mechanism where you're putting your little number arrows
- Planet Unknown is probably my favorite of all the games represented
- this would have been in the fourth category but we played it just recently again and it grew on me
- I like this one a lot
References (from this video)
- Stunning art and a large pool of unique demons increase visual appeal and variety
- Fusion mechanic enables deep strategic variety and flexible planning
- Strong lane positioning and initiative systems add tactical depth
- High replayability due to large demon/familiar card pool
- Clear thematic alignment with demon trading/dueling narrative
- Very steep learning curve; heavy rulebook and dense terminology
- Familiars and fused demons introduce significant complexity and potential counterplay challenges
- Rule clarity and packaging issues; terminology like 'corruption' and 'dispelling' can be confusing
- Mid-to-late game can become visually and cognitively overwhelming
- Variability in game length; some games can run very long, especially with powerful combos
- Array
- Demonic fantasy duel arena
- Analytical review with personal experience and examples
- Dota 2
- League of Legends
- Champion Select
- Magic: The Gathering
- Yu-Gi-Oh
Mechanics (from transcript analysis)
- Action points — Players gain AP each turn and spend it to execute actions; AP can carry over between turns to a degree and is reset at round end.
- Action Points (AP) economy — Players gain AP each turn and spend it to execute actions; AP can carry over between turns to a degree and is reset at round end.
- Deck diversity and replayability — A large pool of unique demons (120) plus 40 familiars creates vast variability and emergent states.
- Demon contracting / playing in lanes — Contract a demon from hand and play it into a lane; demons exist in lanes and affect combat.
- Familiar cards and their effects — A side deck of familiar cards provides additional abilities and complicates interactions.
- Fusion (fusion of demons) — Fuse two demons to create a stronger demon with combined stats and new abilities; can use fused abilities and rework bottom stats.
- hand management — Draw from a four-card deck, have three cards in hand, and manage actions to play demons each turn.
- Health, armor, and corruption (scoring) — Demons have health and corruption values; killing demons yields corruption; corruption drives the loss condition.
- Initiative and time token (turn order) — Turns are determined by slow/normal/fast initiative; a time token breaks ties and influences later turns.
- Lane-based combat and positioning — Three lanes provide positional choices; range distinctions (local, distant) affect who can be attacked and how.
- Spell/dispel and variant rules — Variants include a spell to veto an opponent's selected demon and a mulligan-like Men Fate mechanic that reshuffles and redraws.
- Time track — Turns are determined by slow/normal/fast initiative; a time token breaks ties and influences later turns.
Video topics + discussion points
Quotes (from this video)
- it's the most complicated card game I've ever played
- insane replayability in this game
- 120 demon cards with no repeats
- easy to learn mechanically by the very nature of each demon being so intricate
- a kitchen table styled 1 V1 card Dueler
- about 45 to 60 Minutes on average
- I would give this game a 7 out of 10 for enjoyment
- my personal score for evokers is going to be a 6 out of 10
- you could probably keep playing this game dozens of times
References (from this video)
- Interesting integration of poker mechanic into Rolling Realms
- Adds variety to the lineup
- Described as one of the more complicated Rolling Realms cards
- card-drawing and hand creation
- poker-style hand-building within a realm
- thematic mini-game within Rolling Realms
Mechanics (from transcript analysis)
- numbers on cards & outlay — use rolled numbers to write on a card and on flop; sums determine outcomes
- poker-style hand building — three hands of two cards and a flop to form a hand; use rolled numbers to write on cards and on the flop; scoring resources
Video topics + discussion points
Quotes (from this video)
- This game is so fun.
- This is like one of the games that I often like lose myself in, if that makes sense.
- Rolling Realms Redux is a really good addition.
- I got a score of 41.9.
- Meadow is really fun because you are writing a number one through four on any of these little fences here.
References (from this video)
- Discovery-based onboarding and learning via the unfolding narrative.
- Clear, tactile deck setup with a visually engaging Mirage and Enchanter framework.
- Strong thematic cohesion between fortune-telling theme and puzzle mechanics.
- Incremental progression that rewards patience and strategic shifting.
- Rule depth and setup can be intimidating for new solo players.
- Randomized/mirage-driven progress may feel opaque without explicit guidance.
- The solitaire focus may not appeal to players seeking competitive play.
- Self-discovery through guided visions and card-based puzzle solving in a fortune-telling narrative.
- A solitary, fortune-telling themed journey presented as a dreamlike, boxed experience that unfolds through chapters.
- Chapter-based, instructive, with an enigmatic guide (the enchanter) shaping progression.
Mechanics (from transcript analysis)
- Clue/Fragments from discard — Discarded cards become fragments that guide future decisions (e.g., grouping by symbol for strategy).
- Discard by color match — If top Mirage cards share a color, discard one of those matching cards.
- Discard by symbol match — If top Mirage cards share a symbol, discard all cards that share that symbol from the Mirage.
- Empty pile rule — If a pile becomes empty, you must shift into the empty space before discarding; you must reveal before you shift.
- Enchanter's challenge — When every card in the Mirage is revealed, deal three cards to each pile from the Enchanter and proceed left to right; use strategies to improve results.
- Gleam — A rare three-card symbol match allows discarding all matching symbols from the Mirage.
- Matching — If top Mirage cards share a color, discard one of those matching cards.
- Pupil deck setup and Mirage/discard structure — Player shuffles the pupil deck and deals three piles (top: 3 face-down; middle: 3 piles of 6 face-down; bottom: 3 face-up). This defines the discard pile, the Enchanter's hand, and the Mirage piles.
- Shift and fill — When you can no longer reveal or discard, move a card to the top of another pile or to an empty pile space; reveal before shifting.
Video topics + discussion points
Quotes (from this video)
- Hokei is a solitary game that is guided by a story.
- Progression in this singleplayer experience relies on trust.
- If you complete the story, you will unlock fortunetelling magic.
- Read each chapter in Hokei and then follow the closing prompts in this font.
- The pupil has become the master.
- Thank you so much for watching and goodbye.
References (from this video)
- Asymmetric powers and many abilities create deep strategic options.
- High variability and replayability thanks to many characters and expansions.
- Short, punchy rounds with a clear two-round structure that balances the experience.
- Counterplay mechanics like copying and reacting to opponents' setups reward thoughtful planning.
- Defensive and offensive tension builds over a game, leading to satisfying turn sequencing.
- Steep initial learning curve with fourteen different abilities to absorb on first plays.
- Mat and standees cause balance issues and are prone to folding and tipping, impacting play feel.
- Token swapping can be tedious and error-prone, especially when moving long rows of tokens.
- Endgame can feel anticlimactic or come together quickly if one side gains an early advantage.
- Teaching new players requires a careful, slower session; experienced players have a clear edge early on.
- Asymmetric powers, mythic gods and monsters, and token-based territory manipulation.
- Ancient Greece-inspired setting with gods and monsters on a grid-based board.
- Mythic, competitive strategy emphasizing counterplay and strategic timing.
- Yinch
- Santorini
Mechanics (from transcript analysis)
- Ability copying — Certain characters (like Aphrodite via Medusa or Aphrodite) allow copying an opponent's ability to use on your turn.
- Compound Scoring — The game is played in two-round cycles with sides swapped; scoring compares the disparity to determine the winner.
- End-of-turn token removal — If you end your move on a space with a token, the token on the final space is removed according to stated rules.
- Line movement — Move a piece in a straight line until blocked by another piece, an obstacle, or the edge of the board.
- lose a turn — If you end your move on a space with a token, the token on the final space is removed according to stated rules.
- Modular board — Expansion content adds more gods/monsters and other gimmicks (gates) to vary the setup and strategies.
- Modular variability — Expansion content adds more gods/monsters and other gimmicks (gates) to vary the setup and strategies.
- Once-Per-Game Abilities — Each god or monster has a separate ability card that you can use instead of a normal move on a turn.
- One-time ability usage — Each god or monster has a separate ability card that you can use instead of a normal move on a turn.
- Token deposition — On each move, leave behind a token on every space you vacate, including the one you left.
- Token interaction and swapping — You can swap your own token with an opponent's token, altering control of the board space.
- Two-round cycle and scoring — The game is played in two-round cycles with sides swapped; scoring compares the disparity to determine the winner.
Video topics + discussion points
Quotes (from this video)
- My personal favorite in the game is going to be the Cyclops.
- This is an abstract strategy game, which I like to begin with, but it gives you asymmetric powers and tons of abilities.
- The mat is very annoying over here.
- Token swapping can be annoying.
- Overall, it's a 3.5 out of five. A good game.
- Finding those opportunities where you get to score a good turn is very satisfying.