In a post apocalyptic setting, an alien civilization has invaded Earth. Players work together as part of a special ops team with the code name "ELITE". They are dispatched to high priority missions - protecting objectives and defending vital targets against the alien invaders.
Project: ELITE is a co-operative, real-time, speed-dice, tactical, tower-defense-like game in which players roll dice with symbols as fast as they can allowing them to do various actions with their character on the game board. They move around shooting and cutting through waves of aliens blocking their advance while at the same time trying to complete objectives that will bring them to victory.
The game consists of a number of real-time 2-minute rounds (depending on the scenario) separated by an AI Alien Phase where aliens perform abilities, advance towards their goal and receive reinforcements.
The constant performance of actions through dice rolling combined with an innovative combat/movement system result in a mix of intense gameplay that offers countless hours of fun.
What really makes Project: ELITE unique is the "Alien Move" symbol that appears on one side of each of the player's dice and forces him/her to move an alien towards their goal.
The end result is a real-time tactical board game where friend and foe are in constant motion, trying to prevail over the other.
- Enjoyable cooperative real-time game
- 2-minute real-time segments allow for strategy
- Intense gameplay
- Feels like an action movie
- Can be super tough
- Challenging for those with bad dice luck
Mechanics (from transcript analysis)
- cooperative play — Players work together to defend against waves of aliens.
- Dice Placement — Dice results are used to activate character or weapon actions, or search for gear.
- Dice Rolling — Dice are rolled to perform actions like moving, attacking, or searching for gear. Dice rolls can also advance aliens.
- Objective Completion — Players must complete scenario-based objectives while fighting off aliens.
- Real-Time — Played in 2-minute segments, requiring players to roll dice frantically to perform actions while aliens advance.
Video topics + discussion points
Quotes (from this video)
- I'll admit that this was a game that I was pretty lukewarm on at first I thought it was just okay but the more I play it the more its Brilliance shines through
- Simplicity and minimalism with crunchy gameplay underneath there are a lot of things to consider but there isn't an overabundance of complexity which is great
- this was one of the first games that played with the following mechanism which is now one of my favorite mechanisms and shows up on several games on this list
- I enjoy playing the game but I am not really sure that I would want to have the game entirely figured out or i' lose a lot of the joy that I get from playing it
- the joy comes from Discovery and that feeling of Discovery is thankfully still there for me in Puerto Rico
References (from this video)
- Pure fun and a blast to play
- Feels like a bullet hell video game
- Works well at various player counts (2-4)
- Cheaters can ruin the experience
- Availability might be an issue
- Tower Defense
- Marvel United
Mechanics (from transcript analysis)
- Dice Rolling — Dice are rolled for actions and combat.
- Real-Time — Features real-time dice rolling phases for combat.
- Set Collection — Collecting resources and items.
- tower defense — Players act as characters defending against waves of mobs and bosses.
Video topics + discussion points
Quotes (from this video)
- The setup is always different at the beginning of the game as well.
- This game is so much fun I I was just I got the feeling that I got when I first played it.
- The gameplay is still extremely solid uh it's a very very difficult Cooperative game but that's what you want.
- Every single one you've brought up and this is not like a knock on you just even if I was describing them it's like uh you're Gathering resources and going up on a track they all sound the [ __ ] same but I know when you play them they they all play differently and feel different.
- This game has the most video game feel versus other board games that try to incorporate that.
- This is topnotch if you like seven seven wonders duel this is a better version of Seven Wonders duel.
- Thank you from the bottom of my heart to everyone who has shown concerns about my health after a long diagnostic process I have been diagnosed with ALS and we are still coming to terms with the news.
References (from this video)
- Exciting real-time gameplay
- Tense and challenging
- Interesting theme
- Unique character abilities
- Can feel overwhelming
- High difficulty
- Can be chaotic
- Defending Earth from an alien invasion
- Earth, post-apocalyptic after alien invasion
- In-game narrative presented during setup and through objectives
Mechanics (from transcript analysis)
- Alien spawning and activation — Aliens are drawn from a deck and appear on the board, activating and moving according to specific rules, often overwhelming the players.
- character abilities — Each player character has unique abilities that can be used during the game, such as 'fast draw' or 'exoskeleton armor'.
- Dice allocation — Dice results are assigned to specific actions, with some actions requiring multiple dice or specific results.
- Objective-based play — Players have specific mission objectives, such as planting charges for demolition, which they must complete within the time limit.
- Real-time dice rolling — Players roll dice and take actions within a strict time limit, creating a sense of urgency. The transcript mentions '30 seconds left' and the frantic allocation of dice.
- Search Actions — Players can perform a search action to find items or weapons, adding an element of discovery.
Video topics + discussion points
Quotes (from this video)
- The many faces of our enemy
- you want to do the presentation
- We are so close
- This is too much I don't want to play I quit
- It's just mayhem
- Mission complete Victory congratulations
References (from this video)
- Streamlined nature is impressive.
- Very chaotic but in a manageable way.
- Thematic and fun gameplay.
- Manageable real-time element.
- Avoids quarterbacking in co-op play.
- Engaging tunnel vision experience.
- Hectic tower defense feel.
- Challenging yet balanced difficulty.
- High replayability due to variety of elements.
- Easy to learn.
- Good iconography and graphic design.
- Interesting mechanics like holding dice and immediate rewards.
- Fun gun attachments and upgrades.
- Cool variants and numerous missions.
- Balanced difficulty across Easy, Medium, and Hard.
- Everyone is involved and has their own moments.
- Rewards for killing bosses (alien tech).
- Difficulty can be high depending on the scenario and dice rolls.
- The timer app's delineation of time could be clearer.
- Miniatures feel lighter and cheaper.
- Limited variety in basic swarms (only four types mentioned).
- Some players might find the limited time pressure frustrating.
- The real-time aspect can lead to missing small details or making minor errors.
- Kickstarter version could be expensive.
- Alien invasion
- Millennium Blades
- Fuse
- Escape
- Pandemic
Mechanics (from transcript analysis)
- Ammo Management — Some weapons require ammo, which can be depleted and needs to be replenished.
- boss fights — Specific boss enemies have unique decks and special rules, adding to the challenge.
- cooperative play — Players work together against the game's challenges.
- Dice Rolling — Dice rolls are crucial for actions like attacking, movement, and healing.
- Event deck — An event deck introduces random occurrences that can affect gameplay.
- Item/Equipment Cards — Players can find equipment and items within the deck to aid them.
- Modular Board — The game features a double-sided map and additional maps like an alien ship, providing variety.
- Real-Time — Features a real-time component for dice resolution and actions.
- tower defense — The game has a strong tower defense element where players defend against incoming waves of enemies.
- Variable player powers — Each hero has unique abilities that can be used.
Video topics + discussion points
Quotes (from this video)
- I don't know if you really care for Millennium Blades, which is another real-time game.
- I'm most blown away by the streamlined nature of this game.
- It's one of those chaotic natures where everything is really thematic and really fun.
- The lack of bossy player thing is... well, it's also it does something that's pretty interesting.
- The whole feel of the game is like it's tower defense, it's very hectic.
- This game had a really really good balance of difficulty to fun where it wasn't so easy where it's like why are we doing this, but it's also not so hard where it's also like why are we doing this.
- The minis aren't amazing, like they're relatively detailed, they're kind of lighter, they feel cheaper.
- Simon did a really good job... I really like it. I think Simon did a really good job.
- The overall experience was just so much fun. Like I was engrossed the entire time.
- It's like that Pandemic feeling where you do the infection and you're like God, how we're going to do this and then you deal with it and then it's like okay, whoo.
References (from this video)
- Exciting real-time gameplay
- Tense and challenging
- Interesting theme
- Unique character abilities
- Can feel overwhelming
- High difficulty
- Can be chaotic
- Defending Earth from an alien invasion
- Earth, post-apocalyptic after alien invasion
- In-game narrative presented during setup and through objectives
Mechanics (from transcript analysis)
- Alien spawning and activation — Aliens are drawn from a deck and appear on the board, activating and moving according to specific rules, often overwhelming the players.
- character abilities — Each player character has unique abilities that can be used during the game, such as 'fast draw' or 'exoskeleton armor'.
- Dice allocation — Dice results are assigned to specific actions, with some actions requiring multiple dice or specific results.
- Objective-based play — Players have specific mission objectives, such as planting charges for demolition, which they must complete within the time limit.
- Real-time dice rolling — Players roll dice and take actions within a strict time limit, creating a sense of urgency. The transcript mentions '30 seconds left' and the frantic allocation of dice.
- Search Actions — Players can perform a search action to find items or weapons, adding an element of discovery.
Video topics + discussion points
Quotes (from this video)
- The many faces of our enemy
- you want to do the presentation
- We are so close
- This is too much I don't want to play I quit
- It's just mayhem
- Mission complete Victory congratulations
References (from this video)
- Streamlined nature is impressive.
- Very chaotic but in a manageable way.
- Thematic and fun gameplay.
- Manageable real-time element.
- Avoids quarterbacking in co-op play.
- Engaging tunnel vision experience.
- Hectic tower defense feel.
- Challenging yet balanced difficulty.
- High replayability due to variety of elements.
- Easy to learn.
- Good iconography and graphic design.
- Interesting mechanics like holding dice and immediate rewards.
- Fun gun attachments and upgrades.
- Cool variants and numerous missions.
- Balanced difficulty across Easy, Medium, and Hard.
- Everyone is involved and has their own moments.
- Rewards for killing bosses (alien tech).
- Difficulty can be high depending on the scenario and dice rolls.
- The timer app's delineation of time could be clearer.
- Miniatures feel lighter and cheaper.
- Limited variety in basic swarms (only four types mentioned).
- Some players might find the limited time pressure frustrating.
- The real-time aspect can lead to missing small details or making minor errors.
- Kickstarter version could be expensive.
- Alien invasion
- Millennium Blades
- Fuse
- Escape
- Pandemic
Mechanics (from transcript analysis)
- Ammo Management — Some weapons require ammo, which can be depleted and needs to be replenished.
- boss fights — Specific boss enemies have unique decks and special rules, adding to the challenge.
- cooperative play — Players work together against the game's challenges.
- Dice Rolling — Dice rolls are crucial for actions like attacking, movement, and healing.
- Event deck — An event deck introduces random occurrences that can affect gameplay.
- Item/Equipment Cards — Players can find equipment and items within the deck to aid them.
- Modular Board — The game features a double-sided map and additional maps like an alien ship, providing variety.
- Real-Time — Features a real-time component for dice resolution and actions.
- tower defense — The game has a strong tower defense element where players defend against incoming waves of enemies.
- Variable player powers — Each hero has unique abilities that can be used.
Video topics + discussion points
Quotes (from this video)
- I don't know if you really care for Millennium Blades, which is another real-time game.
- I'm most blown away by the streamlined nature of this game.
- It's one of those chaotic natures where everything is really thematic and really fun.
- The lack of bossy player thing is... well, it's also it does something that's pretty interesting.
- The whole feel of the game is like it's tower defense, it's very hectic.
- This game had a really really good balance of difficulty to fun where it wasn't so easy where it's like why are we doing this, but it's also not so hard where it's also like why are we doing this.
- The minis aren't amazing, like they're relatively detailed, they're kind of lighter, they feel cheaper.
- Simon did a really good job... I really like it. I think Simon did a really good job.
- The overall experience was just so much fun. Like I was engrossed the entire time.
- It's like that Pandemic feeling where you do the infection and you're like God, how we're going to do this and then you deal with it and then it's like okay, whoo.
References (from this video)
- Play simultaneously.
- Real-time action against aliens.
- Aliens Invasion
- Real-time action
Mechanics (from transcript analysis)
- Real-Time — Play simultaneously with a time limit.
Video topics + discussion points
Quotes (from this video)
- Let's check which board games do we recommend 5 years ago and then see if they still hold up, still stay in collections or do we have to and we will provide some alternatives to the best board games for two players.
- You start out with a small deck of cards and during the game you get more cards that you put into your deck.
- It doesn't matter if you like Star Wars or don't. It's just a really, really good deck building board.
- The legacy game is a game where you make permanent changes as you play from game to game.
- Eurogame is an economic game where you're going to produce things mostly resources in the form of cubes and then convert them into other things or victory points.
- This is one of the best games ever. Not only Rolling, right?
- So my pick for that is going to be key forge. And why I like key forge is because it's safe.
- If this video gets a thousand likes, I'll grow a mustache for one video.
- So, Coup, was it Coup?
- Layers is a two-player game where you are building a dungeon.
References (from this video)
- Production quality is significantly better than the original version.
- It remains an intense and heart-pounding experience.
- Plays up to six players, which is an improvement over the original's four-player limit.
- Some rules and special abilities are unclear, requiring external clarification.
- Expansions are difficult or impossible to find.
- The boss reveal system is unpredictable and can swing wildly.
- defending a facility from hordes of aliens
- a facility
- Escape: Curse of the Temple
- Project Z
Mechanics (from transcript analysis)
- Alien Activation — Aliens move and attack after the players' action phase.
- Dice Rolling — Players roll action dice during the action phase to activate weapons, special abilities, or equipment.
- Objective Fulfillment — Players must complete objectives, often involving placing action dice on specific tiles.
- Real-Time — A 2-minute timer dictates the action phase, creating a real-time element.
- Set Collection — Players allocate dice to specific weapon or equipment slots.
- tower defense — The game's core mechanic involves defending a location from waves of enemies.
- Variable player powers — Each player chooses a character with a unique special ability.
Video topics + discussion points
Quotes (from this video)
- so remember if you knew it and please consider subscribing to his Channel with the like button and all that YouTube [ __ ]
- so you better be [ __ ] scared yeah bit like meeting me in a [ __ ] Pub and I'm pissed out my face
- this is basically a big bag of cocaine in a [ __ ] board game box the only thing is it's probably more expensive than the [ __ ] Coke isn't it
- so the only problem is that it's going to get crowded out there but then you've got more Firepower in order to blast those alien [ __ ] bags into Oblivion
- you don't want to be [ __ ] about looking for answers to questions at the end of every 2 minute cycle
- you don't want to be scratching your [ __ ] ball bag looking for answers there
- I can't seem to find the expansions for this anywhere so it feels a little bit Half Baked in that regard
- the boss reveal is [ __ ] dog [ __ ]
References (from this video)
- Extremely fun and chaotic.
- Excellent board game iteration of a tower defense video game.
- Clean mechanics for movement and actions.
- Tons of different weapons, few different maps, decent handful of bosses.
- Played well at 2, 3, and 4 players.
- Fell 30 spots this year.
- Expansions were limited in content.
- The insert for the game is good, but storage can be an issue.
- The host wished for more content.
- Real-time cooperative tower defense.
- Sci-fi, defending against alien hordes.
Mechanics (from transcript analysis)
- action selection — Dice rolls determine available actions. Players move marines around the map and activate guns.
- cooperative play — Players work together to defend against enemy waves.
- Enemy AI/Spawning — Enemy spawning and event phases are handled casually, not in real-time. Bosses have unique rules.
- Real-time dice rolling — Players roll dice during a timed phase to perform actions like moving and activating weapons.
- tower defense — Players defend a base against incoming enemy hordes.
- Variable player powers — Players can play as characters in mech suits with specific weapons, or as marines.
Video topics + discussion points
Quotes (from this video)
- this game I never would have thought just looking at the cover and then like the side art of the cover and all that stuff all cutesy and the name is all cutesy.
- I think that's my favorite part of the game is that it's just nope, just you took a tile, place it somewhere.
- Still a great game. Still my top 100.
- this is the best racing game out there.
- the solo variant, even if you can call me, you can just throw in bots into into multiplayer games, uh, are some of the best bots in board gaming in my opinion.
- So it's like why the [ __ ] are you doing this? It's so stupid.
References (from this video)
- Absolutely superb thematic tense action romp.
- Never got bored with it.
- Gives me a [__] hard-on every time I even think about Project Elite.
- Terrible miniatures in the first edition.
- Marines fighting aliens
- Real-time with a timer
- Escape: Curse of the Temple
Mechanics (from transcript analysis)
- Dice Placement — You'll be trying to put dice on these different areas of the map and then get back to your base before the time runs out.
- Dice Rolling — You'll be rolling dice, maybe moving, shooting, getting special alien tech that will help you out.
- real-time timer — You've got a two minute timer, right? Once the two minutes is up, you can stop. You can re-evaluate.
Video topics + discussion points
Quotes (from this video)
- So remember, if your number one tower defense game isn't on this list, that's because I haven't played it or B that we think it's complete and utter dog [__].
- Castle Panic's a fantastic game to play with children and stupid people that don't understand board games.
- It is actually quite a skillful game, but then I suppose you could argue that it's quite lucky as well, but games with an adequate level of skill and luck combined are generally the best games, aren't they?
- There's like a billion and one scenarios for Zombicide.
- This game is so [__] difficult, I think we've only beaten it once in like over 20 years.
- So, this is tense. It will make your testicles rise into your pelvis like a balloon moving through the stratosphere.
- And it's just a shame that these sort of games with this sense of theme aren't really made anymore.
- Dawn of the Zeds third edition is a fantastic production.
- Carnival Zombie's got a fantastic theme.
- Ghost Stories is one of a kind.
- Ghost Stories is a challenge that you'll keep coming back to because we've only beaten it. We have never beaten it.
- I've never experienced tension like this in a board game.
- Project Elite is an absolutely superb thematic tense action romp that I've been playing for [__] I don't know, years and years and years and I've never got bored with it and it just gives me a [__] hard-on every time I even think about Project Elite, yeah.
References (from this video)
- My wife won't play these real time games, you know, like Escape Curse of the Temple and Project Elite.
- Escape: Curse of the Temple
Mechanics (from transcript analysis)
- Real-Time — Mentioned as a type of game the guest's wife avoids.
Video topics + discussion points
Quotes (from this video)
- I mean, you had ready, set, bet. Like, uh, The Last Kingdom was like a a fantastic game that just flew under the radar. Do you know what I mean? Nobody nobody played it at all, you know?
- They charged a hundred quid for a game that was made out of a bog roll.
- I think I compared my copy of War of the Ring to a Garen Hospital.
- I have 15 burner accounts just just tearing you down.
- It's all me. I've got 15 burner accounts just just tearing you down.
- I don't care whether AI has had a hand in designing it. If the game is good and I find it fun, then I'll play it.
- I don't care whether it's designed by a woman, by a man, by, you know, a capybara.
- The incentive system is totally broken.
- I honestly think like the whole board game review system in general is like is broke, especially if you are and we can't afford to get all these games. You do have to get some review.
- I think there's something to say for people um wanting to maintain publisher relationships.
- You know, my core audience are grumpy old white men that just want to hear somebody slag off a game.
References (from this video)
- Intense real-time gameplay
- Silly and fun
- Adjustable difficulty
- Satisfying game arc
- Works well with missions
- Can be stressful
- Some board configurations are very tough
- Aliens attacking
Mechanics (from transcript analysis)
- Dice Rolling — Players throw dice during the real-time rounds.
- missions — Different mission objectives can be played, including 'blind missions' and 'extermination'.
- Modular Board — The board layout can be wide or long, affecting difficulty.
- Real-Time — Gameplay occurs in timed rounds, specifically two-minute increments.
Video topics + discussion points
Quotes (from this video)
- The most carefully named top 10 we've ever done.
- It is just kind of almost the game that I just keeps giving.
- Every time I play it I'm like, 'Man, I just I love this game. I really, really enjoy it.'
- Planet Unknown is great.
- It's a lot of fun. It's silly fun but also it's very stressful.
- This one if you have not played it because of how intimidating it looks, give this a try because this is a fantastic game.
- It is a classic for a reason.
- Oh my goodness, do I love this game? It's so good.
- Everyone has a plan until you get punched in the mouth.
- It is so chaotic, and you're right. Afterwards, you need to sit there and be like, 'I need to relax a little bit.'
- It's it's it's fantastic. I love it.
References (from this video)
- Intense real-time gameplay
- Silly and fun
- Adjustable difficulty
- Satisfying game arc
- Works well with missions
- Can be stressful
- Some board configurations are very tough
- Aliens attacking
Mechanics (from transcript analysis)
- Dice Rolling — Players throw dice during the real-time rounds.
- missions — Different mission objectives can be played, including 'blind missions' and 'extermination'.
- Modular Board — The board layout can be wide or long, affecting difficulty.
- Real-Time — Gameplay occurs in timed rounds, specifically two-minute increments.
Video topics + discussion points
Quotes (from this video)
- The most carefully named top 10 we've ever done.
- It is just kind of almost the game that I just keeps giving.
- Every time I play it I'm like, 'Man, I just I love this game. I really, really enjoy it.'
- Planet Unknown is great.
- It's a lot of fun. It's silly fun but also it's very stressful.
- This one if you have not played it because of how intimidating it looks, give this a try because this is a fantastic game.
- It is a classic for a reason.
- Oh my goodness, do I love this game? It's so good.
- Everyone has a plan until you get punched in the mouth.
- It is so chaotic, and you're right. Afterwards, you need to sit there and be like, 'I need to relax a little bit.'
- It's it's it's fantastic. I love it.
References (from this video)
- Has not been tabled yet
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I made three videos earlier this year. Three videos where I cover the different games I want to play, some games, some expansions, some games in 2024, all the various categories.
- Now, I've shown off some of the things they have in the past. I have this kind of messily over here right now. Just the various uh bits and bobs of various ways you can track 10 by 10 lists or you know uh the 5x5 lists or any different kind of challenges using fun little uh blanks that go in here and then you use little meeples to track the various uh scores you the various games you've played in order to see how well you're doing on your personal challenges.
- Um, I mean, I've played a bunch of games and I have various games I will want to play, but stick around to the end of this video and you'll see me uh put together on the fly with subject to change a challenge board for me to go through separate from my uh current challenge.
- Speaking of my current challenge, I have a package from him that just showed up over here.
- As much as Vegas Geek 3D does fun little magnetic boards, if you want a fun place to put your fun little magnetic board, check out these shelves behind me from Allplay, the table from AllPlay.
- Long story short, uh he saw that I have this challenge for myself of games I want to play. And so he said, "Hey, what if I think a challenge board for you?" And I was like, "That would be awesome."
- Do I actually have 35? 1 2 3 4 5 6 7 8 9 10. No, this is a 50 challenge board. Oh no, I need to add 50 games to the mix.
- I'm going to go ahead and open up the tokens and simply see how well we've been doing.
- Middle Ages is one of the games that I wanted to play and I have played Middle Ages.
References (from this video)
- fantastic game
- very entertaining
- great game
- Still love this game 10 years later
Mechanics (from transcript analysis)
- Real-Time — A real-time shoot-'em-up strategy style game.
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Tom Vassal. Welcome to Look Back. This is a series that I do where I take a look at reviews that I did 1 year ago, 5 years ago, 10 years ago, and even 20 years ago during this time frame.
- It's It's doing okay. I think it's in the 4000s at BoardGameGeek. I just didn't like it at all. Boring, boring airplane travel game.
- What a fantastic game, a real-time shoot-'em-up strategy style game. Very entertaining. 10 out of 10. Just a great game. Still love this game 10 years later.
- honestly for a game that's themed on Taco Bell is like a 10 out of 10 in a sense cuz you're expecting it to be bad.
- This is the follow-up to the very popular Dominant Species.
- This is a fun party game in which someone's dying and they write a message on the board, but the other person he erases I think half of it.
- So, this is like the lowest seven I can give a game in a sense.
- The artwork is a little uh uh It's all mixed over. It's muddled and they made it for people who love Overpower and they threw in the kitchen sink.
- We're trying to get more people to play these games and they made it super complex.
- Point chips from a bag. That battle system is my favorite part and a lot of interesting decisions.
- The theme of the world is a little mundane for me. I wish there was more. It wasn't as interesting as it could be.
References (from this video)
- Feels very video gamey
- Fun and chaotic
- Cooperative urgency
- Players can feel powerful
- Requires the right group for the real-time chaos
- Fighting waves of alien enemies
- Adrenaline
- Halo
- Call of Duty
Mechanics (from transcript analysis)
- asymmetric player roles — Different characters have strengths and weaknesses.
- cooperative play — Players work together as a team against the game.
- Dice Rolling — Dice are used for actions, but often desired outcomes don't happen due to the frantic pace.
- Real-time element — A timer adds pressure to the players' actions.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Did not meet expectations
- Did not resonate with the group as hoped
- Escape: The Curse of the Temple
Mechanics (from transcript analysis)
- Dice Rolling — The game likely involves dice rolling, as it's compared to Escape.
- Real-Time — The game is a real-time game, similar to Escape.
Video topics + discussion points
Quotes (from this video)
- It really is like one of the best bang for your buck experiences.
- This game, as we're going into the Midworn stuff, in my mind, I'm thinking this could be play of the year.
- It is I am just playing this unbelievable experience.
- Um, so it's these types of systems, you know, I think of a Yellow and Yang some of these where there's like just some really interesting interconnected pieces that you can get a moment that you're like, I didn't even know this could happen.
- So, so first they all come together and they block me out. So, now suddenly I can't end the game. Well, now that put a new guy into first place and now it was okay. Well, the only we can't stop him from building. we gota we got to short the market and so we all are buying and the only way to do that is you have to have because you can store resources on your power plants, you can have three max three power plants in front of you and you can store resources up to double of what it can produce. So we had to buy power plants that were the same type that he needed of the resource and then buy the like we're just doing all this crazy stuff but it worked.
References (from this video)
- Distinct, visually impressive minis and strong sci‑fi vibe
- Fast-paced real-time co-op with intense, adrenaline-fueled rounds
- Replayable with multiple missions, items, and boss abilities
- Solid component quality and timer/app integration for immersion
- Supports up to five players without quarterbacking, with clear movement rules
- High stress and intense dice-chunking may fatigue players quickly
- Not ideal for players who dislike real-time or high randomness
- Occasional odd rules around spawning and starting items (oversight) for certain player counts
- Some balancing quirks when a single player controls two heroes
- Array
- Sci-fi alien invasion scenario in a space-cooperative mission
- Cooperative, mission-based, emergent
- Metal Slug
Mechanics (from transcript analysis)
- Cooperative Game — Players work together across rounds to defend and complete mission objectives.
- cooperative play — Players work together across rounds to defend and complete mission objectives.
- Dice Allocation / Dice Placement — Rolled dice can be slotted into weapons and other actions to activate effects.
- Dice Placement — Rolled dice can be slotted into weapons and other actions to activate effects.
- Dice Rolling — Players roll dice to generate actions and determine outcomes for movement and combat.
- Real-Time — Players act simultaneously in tightly timed rounds, with ongoing threats and limited planning windows.
- Simultaneous Planning / Communication under Time Pressure — Decision-making occurs under two-minute windows with limited ability to coordinate verbally.
Video topics + discussion points
Quotes (from this video)
- the hype is real
- this is not going to be a shelf siiz styled review
- it's very stressful
- eight rounds is not a lot of time
- you and a bunch of buddies need to prevent the enemy horde
- you roll dice equal to the weapon stats
References (from this video)
- adrenaline rush and scale for a big-game feel
- spectacular production for a 60-minute game
- component space and setup may be intimidating
- rules heavy for casual players
- cooperative tactical alien invasion
- Starship Troopers-like sci-fi skirmish against alien hordes
- two-phase planning and real-time action with boss encounters
Mechanics (from transcript analysis)
- Boss Battler — aliens and bosses activate with unique abilities
- boss/alien phase — aliens and bosses activate with unique abilities
- planning phase — you plan moves in a turn-based context before acting
- Real-Time — a one-minute timer drives dice-chucking and fast decisions
- real-time phase — a one-minute timer drives dice-chucking and fast decisions
Video topics + discussion points
Quotes (from this video)
- we're going to give you five amazing games each each so 10 in total
- the maximum play time is 60 minutes
- PanAm is inevitable so it's gonna come and get you
- adrenaline rush of a board game
- Starship Troopers in a box
- it's just a fabulous game
- Ra simple as that
References (from this video)
- high-stakes real-time tension that remains engaging throughout the two-minute rounds
- clear, distinct alien groups that require different tactical approaches
- dramatic, memorable moments that punctuate the game’s progression
- accessible entry with enough strategic choice to reward planning under pressure
- clever design that minimizes slow decision analysis during frantic moments
- aesthetics and production quality feel bland; beige minis and uninspired cover art
- becomes messy to visually distinguish alien types when colors are indistinct
- retail vs Kickstarter discrepancies can feel unfair to early buyers
- over-reliance on Kickstarter rewards can create a sense of post-purchase imbalance
- no need to track nuanced stats for aliens during fast rounds, which can blur certain tactical distinctions
- cooperative action under duress, rapid decision-making, siege-style combat
- Sci-fi alien invasion in a compact, time-pressured base-defense scenario
- high-energy, tongue-in-cheek action with cinematic pacing
- Overcooked
- Magic Maze
- Rising Sun
- Now Boarding
Mechanics (from transcript analysis)
- Alien activation and conga-line movement — Aliens move in chains; movement can push subsequent aliens and create cascading threats.
- dice-driven action resolution — Actions such as move, shoot, or search are resolved via dice results and symbols.
- Distinct alien groups with behaviors — Different enemy types (shooters, biters, runners) require adaptive strategies.
- Health and damage mechanics affecting dice utility — Damage markers affect the ability to roll or use dice, adding tension and risk management.
- Real-time, timer-based rounds — Each round lasts two minutes; players must act quickly to manage threats and objectives.
- Roll-and-allocate with potential retries — Dice can be rolled multiple times or held for better outcomes, trading speed for precision.
- scenario-based objectives — Each scenario provides a unique objective (e.g., nest eggs, capture, or sabotage) that guides play.
Video topics + discussion points
Quotes (from this video)
- first let me explain what project elite is
- if you want to make an omelet you gotta break some eggs
- this game is an omelet
- forget the alien with boobs on the cover
- not coloring the three different alien types in different colored plastic is a genuine disservice
- this game manages to produce drama with every single beat
- project elite is obviously a trashy good time
- it's easy to see why i was so smitten with project elite
References (from this video)
- high-stakes real-time tension that remains engaging throughout the two-minute rounds
- clear, distinct alien groups that require different tactical approaches
- dramatic, memorable moments that punctuate the game’s progression
- accessible entry with enough strategic choice to reward planning under pressure
- clever design that minimizes slow decision analysis during frantic moments
- aesthetics and production quality feel bland; beige minis and uninspired cover art
- becomes messy to visually distinguish alien types when colors are indistinct
- retail vs Kickstarter discrepancies can feel unfair to early buyers
- over-reliance on Kickstarter rewards can create a sense of post-purchase imbalance
- no need to track nuanced stats for aliens during fast rounds, which can blur certain tactical distinctions
- cooperative action under duress, rapid decision-making, siege-style combat
- Sci-fi alien invasion in a compact, time-pressured base-defense scenario
- high-energy, tongue-in-cheek action with cinematic pacing
- Overcooked
- Magic Maze
- Rising Sun
- Now Boarding
Mechanics (from transcript analysis)
- Alien activation and conga-line movement — Aliens move in chains; movement can push subsequent aliens and create cascading threats.
- dice-driven action resolution — Actions such as move, shoot, or search are resolved via dice results and symbols.
- Distinct alien groups with behaviors — Different enemy types (shooters, biters, runners) require adaptive strategies.
- Health and damage mechanics affecting dice utility — Damage markers affect the ability to roll or use dice, adding tension and risk management.
- Real-time, timer-based rounds — Each round lasts two minutes; players must act quickly to manage threats and objectives.
- Roll-and-allocate with potential retries — Dice can be rolled multiple times or held for better outcomes, trading speed for precision.
- Scenario / Mission / Campaign Game — Each scenario provides a unique objective (e.g., nest eggs, capture, or sabotage) that guides play.
- scenario-based objectives — Each scenario provides a unique objective (e.g., nest eggs, capture, or sabotage) that guides play.
Video topics + discussion points
Quotes (from this video)
- first let me explain what project elite is
- if you want to make an omelet you gotta break some eggs
- this game is an omelet
- forget the alien with boobs on the cover
- not coloring the three different alien types in different colored plastic is a genuine disservice
- this game manages to produce drama with every single beat
- project elite is obviously a trashy good time
- it's easy to see why i was so smitten with project elite
References (from this video)
- Real-time, action-packed play
- Big-scale co-op with lots of weapon upgrades
- Feel of a fast-paced sci-fi defense title
- Downtime between waves can be lengthy if players stall
- May be fast and chaotic for some groups
- space marines vs. xenos, cooperative action
- sci-fi base defense against alien threats
- action-heavy arcade feel with waves of enemies
- Starship Troopers board game
- XCOM-inspired co-ops
Mechanics (from transcript analysis)
- cooperative squad play — players assume different special forces roles to cover the map
- real-time dice/chuck mechanics — rapid dice chucking to activate weapons and defend a base
Video topics + discussion points
Quotes (from this video)
- Cooperative games are normally like very thematic.
- you’re not playing against each other you’re trying everybody together to solve the mechanic to solve the problem.
- it's a really friendly game that will everybody try to win or lose together.
- the desert moves around and blows around the desert… the desert is actually trying to kill you.
- it’s brutally punishing.
References (from this video)
- Real-time, action-packed play
- Big-scale co-op with lots of weapon upgrades
- Feel of a fast-paced sci-fi defense title
- Downtime between waves can be lengthy if players stall
- May be fast and chaotic for some groups
- space marines vs. xenos, cooperative action
- sci-fi base defense against alien threats
- action-heavy arcade feel with waves of enemies
- Starship Troopers board game
- XCOM-inspired co-ops
Mechanics (from transcript analysis)
- Cooperative Game — players assume different special forces roles to cover the map
- cooperative squad play — players assume different special forces roles to cover the map
- real-time dice/chuck mechanics — rapid dice chucking to activate weapons and defend a base
Video topics + discussion points
Quotes (from this video)
- Cooperative games are normally like very thematic.
- you’re not playing against each other you’re trying everybody together to solve the mechanic to solve the problem.
- it's a really friendly game that will everybody try to win or lose together.
- the desert moves around and blows around the desert… the desert is actually trying to kill you.
- it’s brutally punishing.
References (from this video)
- Thrilling real-time tension
- Cohesive co-op feel when played well
- Clear campaign progression across sessions
- Thematic flavor (aliens, elite marines)
- Difficult production quality (dice mixing issues, component quality)
- Boss not very scary
- Steep learning curve and potential planning fatigue
- heroic aliens and base defense
- Space/alien invasion with elite marines defending a base
- cooperative, real-time, frantic
- Escape from the Curse of the Temple
Mechanics (from transcript analysis)
- Boss/enemy waves with special abilities — Round-based escalation with boss aliens appearing
- Campaign-like progression across rounds — Actions in one round influence future rounds
- Cooperative play with simultaneous actions — Players coordinate to manage aliens and protect the base
- Dice pool and push-your-luck — Rolling many dice to perform actions; some faces cause alien movement
- Movement of aliens towards base — Aliens move on map via arrows; any alien reaching base causes loss of life
- Real-time coordination and timing — Two-minute rounds where players act under time pressure
Video topics + discussion points
Quotes (from this video)
- it's like real-time chess
- therapeutic to play
- strangely relaxing in a frantic moment
- Oath is nearly impossible to describe
- it's a campaign game... but you don't have to play with the same group
References (from this video)
- Adds a visual and tactical layer to the map
- Easy to print and adapt terrain pieces
- Looks good on the table and enhances immersion
- Printed pieces still require painting to reach their best look
- Possibly needs more color variety for clarity
- Tactical sci-fi combat on a map
- Run-and-gun sci-fi conflict with terrain on a map
- Strategic skirmish with modular terrain
Mechanics (from transcript analysis)
- map-based tactical play — Players maneuver units on a map with spawning/points of interest
- terrain/terrain upgrades — Printed terrain pieces add strategic overlays to the map for objectives and spawn points
Video topics + discussion points
Quotes (from this video)
- This is as close to a game changer as I can imagine because it's really just feels good.
- If you don't play Dead Reckoning, seriously folks, let's talk about your gaming. Do you even game?
- This right here just slides in there. Very simple.
- This is a very, very small print.
References (from this video)
- Adds a visual and tactical layer to the map
- Easy to print and adapt terrain pieces
- Looks good on the table and enhances immersion
- Printed pieces still require painting to reach their best look
- Possibly needs more color variety for clarity
- Tactical sci-fi combat on a map
- Run-and-gun sci-fi conflict with terrain on a map
- Strategic skirmish with modular terrain
Mechanics (from transcript analysis)
- map-based tactical play — Players maneuver units on a map with spawning/points of interest
- terrain/terrain upgrades — Printed terrain pieces add strategic overlays to the map for objectives and spawn points
Video topics + discussion points
Quotes (from this video)
- This is as close to a game changer as I can imagine because it's really just feels good.
- If you don't play Dead Reckoning, seriously folks, let's talk about your gaming. Do you even game?
- This right here just slides in there. Very simple.
- This is a very, very small print.
References (from this video)
- one of the designer's favorites
- arcade feel may be light for some
- space combat
- alien-invasion shoot-and-move
- action-packed
Mechanics (from transcript analysis)
- team-based squad shooter — units rush aliens in a fast, card-driven system
Video topics + discussion points
Quotes (from this video)
- One of the greatest experiences I've ever had playing a board game ever.
- It's all about board games, but especially the people who play them.
- This is Look Back, a series that I do where I talk about games that I reviewed one year ago, 5 years ago, 10 years ago, and 20 years ago during this time frame.
References (from this video)
- one of the designer's favorites
- arcade feel may be light for some
- space combat
- alien-invasion shoot-and-move
- action-packed
Mechanics (from transcript analysis)
- team-based squad shooter — units rush aliens in a fast, card-driven system
Video topics + discussion points
Quotes (from this video)
- One of the greatest experiences I've ever had playing a board game ever.
- It's all about board games, but especially the people who play them.
- This is Look Back, a series that I do where I talk about games that I reviewed one year ago, 5 years ago, 10 years ago, and 20 years ago during this time frame.
References (from this video)
- Real-time action mechanic
- Never played
- Rules not fully understood
- Real-time action gameplay
- Sci-fi action
- Real-time cooperative action
Mechanics (from transcript analysis)
- real-time action — Players play in real-time rolling dice and taking actions
Video topics + discussion points
Quotes (from this video)
- you can recruit monsters to your army that give you super powers
- it's a beautiful scary, it's a beautiful looking game
- this game is just a mini explosion, it's great
- gizmos is a lot of fun so we're giving this away our very first giveaway gizmos
- this little box the game when you see it it's not very pretty but it's so fun
- blood rage is a fantastic game
- massive Darkness two is freaking amazing
- the origami zombie side black plague is by far our favorite zombie side
- if you're gonna buy any zombie side game off the shelf Black Plague favorite one favorite one
- Cthulhu death may die is absolutely fabulous
- we can't stop playing this game
- zombie side Gear Up is getting another board game coffee seal of approval this game is so much fun
References (from this video)
- Cooperative tension and teamwork drive engagement
- Short, intense rounds with clear goals
- Accessible first exposure to real-time dexterity concepts
- Rules can feel fiddly in real-time and chaotic for beginners
- Subject to player count and how well teams communicate
- team-based rescue/evacuation under pressure
- Cooperative sci‑fi mission on a hostile planet
- cinematic, real-time mission briefing
Mechanics (from transcript analysis)
- Communication and coordination — Effective team communication drives success; miscoordination increases risk.
- dice-driven action resolution — Players roll dice to determine success of actions and move marines on a map.
- Real-time cooperative play — Players work together against a ticking clock to complete a mission.
Video topics + discussion points
Quotes (from this video)
- it's a Cooperative game so if you're really good that helps everybody
- real time we're chucking dice we're trying to communicate we're moving monsters all within two minute period
- it's very easy to teach you can play with kids you can play with grown-ups
- we all know what number one is, thank you for watching
- it's the first flicking game on this list
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's day three of the Seamon game Expo
- yesterday we played some Mordred enjoyed that we played some project Elite the real time dust dice trucker that was a good time
- we interviewed Travis and he told us about his game dark Providence
- it's fun to just have this time to play with just play games a bunch of c-month people you know what I mean
References (from this video)
- full of action
- rules are not too complex to get into
- real-time cooperative co-op
- planetary mission
- cinematic action
Mechanics (from transcript analysis)
- real-time cooperative action — Players roll dice for actions; time pressure to accomplish goals before the ship leaves.
Video topics + discussion points
Quotes (from this video)
- it's simple, it's fast and it looks gorgeous
- one of the biggest surprises of the year
- the most unique and original game of the year
- it's really good
- a big surprise and a great game on all fronts
- game of the year for board game hangover
References (from this video)
- Hectic, energetic experience
- Engages video-game sensibilities
- Not as broad in appeal for non‑gamers
- Cooperative real-time action in space
- Space marines vs aliens
- Experimental, high‑tempo scenario play
- Massive Darkness
Mechanics (from transcript analysis)
- Cooperative objective resolution — Team aims to complete shared mission goals against waves of enemies.
- dice-driven activation — Roll dice to determine available actions and effects.
- real-time action — Players perform actions in real time as dice are rolled and resolved.
Video topics + discussion points
Quotes (from this video)
- Dominion is the greatest deck building game of all time.
- It's a chess with dice.
- It's a horse betting simulator for the whole family.
- The biggest draw of Massive Darkness is that each hero is hugely asymmetric.
- In Space Base, you have your own fleet of ships that are flying into space to generate cash.
References (from this video)
- Real-time gameplay
- Military action
- Science fiction
Mechanics (from transcript analysis)
- Cooperative
- Real-Time — Soldiers fight together against waves of terrifying aliens in real time
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually
References (from this video)
- Intense, fast-paced coordination
- Unique breathing-space mechanic adds depth
- Early minis and components described as weak
- Older design may feel dated to some
- Cooperative real-time sci-fi action
- Off-world installation defense against aliens
- breathing-space planning phase between rounds
Mechanics (from transcript analysis)
- cooperative objective-based play — Team-based defense against waves of threats.
- Real-time action selection — Dice mechanics and card-driven actions under time pressure.
- temporary planning phases — Two-minute breathing-space to strategize with teammates.
Video topics + discussion points
Quotes (from this video)
- the Minis for the first edition of this game were really really terrible they were absolute dog
- we just put up with the ship Miniatures and we just good afternoon our own ball sack
- this for us is the best solo game ever created in major night
- Mage Knight never ever gets old there's always something new to discover in this game
- it's number four on this list
- it's the greatest party game ever made hands down
- the theme dead on and the action selection mechanism
- the possibilities are literally endless in Pitch car
- you could teleport directly into someone's backyard give them a good old spanking
References (from this video)
- Intense, fast-paced coordination
- Unique breathing-space mechanic adds depth
- Early minis and components described as weak
- Older design may feel dated to some
- Cooperative real-time sci-fi action
- Off-world installation defense against aliens
- breathing-space planning phase between rounds
Mechanics (from transcript analysis)
- Cooperative Game — Team-based defense against waves of threats.
- cooperative objective-based play — Team-based defense against waves of threats.
- Real-Time — Dice mechanics and card-driven actions under time pressure.
- Real-time action selection — Dice mechanics and card-driven actions under time pressure.
- temporary planning phases — Two-minute breathing-space to strategize with teammates.
Video topics + discussion points
Quotes (from this video)
- the Minis for the first edition of this game were really really terrible they were absolute dog
- we just put up with the ship Miniatures and we just good afternoon our own ball sack
- this for us is the best solo game ever created in major night
- Mage Knight never ever gets old there's always something new to discover in this game
- it's number four on this list
- it's the greatest party game ever made hands down
- the theme dead on and the action selection mechanism
- the possibilities are literally endless in Pitch car
- you could teleport directly into someone's backyard give them a good old spanking
References (from this video)
- high tension and fast pace
- strong group regrouping dynamic after rounds
- very time-pressured, which may exhaust some players
- miniatures described as lower quality in some print runs
- alien infiltration and rapid response
- real-time sci-fi facility under alien threat
- emergency-action gameplay with tactical alarms
Mechanics (from transcript analysis)
- dice-based actions and tech pickups — roll dice to perform activities and potentially acquire alien technology
- real-time play — two-minute timer drives actions and decision-making
Video topics + discussion points
Quotes (from this video)
- this is blood rages as a viking themed area control game that utilizes some stunning looking miniatures
- if you ain't played it you're a knob
- this is eclipse a new dawn for the galaxy
- Archipelago did get criticized for some of its content, but we still love archipelago
- Terra Mystica is a wildly popular game
- what you'll be doing you'll be rolling a couple of dice and then you'll be using them dice to take actions
- you might want to end up going around the french countryside picking up lumps of cheese
References (from this video)
- Video game feel in a board game
- High tension and teamwork
- Requires coordination and commitment
- Can be demanding for casual players
- real-time sci-fi action
- video-game feel
- Welcome To
- Cartographer
Mechanics (from transcript analysis)
- Real-Time — Rounds are time-limited and actions occur in real time.
- Simultaneous Play — Players act at the same time to complete objectives.
Video topics + discussion points
Quotes (from this video)
- two lists of six fantastic two-player games
- it's super quick it's super easy and i love it
- let us know whose list is better
- this is like a video game feel to a board game
References (from this video)
- Real-time co-op is engaging and tense
- Strong endorsement by prominent critics in the space
- Real-time games can be stressful for casual players
- Rule complexity may challenge newcomers
- Cooperative real-time action with aliens
- Sci-fi alien resistance against human forces
- High-tempo, cooperative play with thematic mission briefs
- Other real-time co-op games
- Project Elite as a standout in that sub-genre
Mechanics (from transcript analysis)
- Real-time cooperative play — Players perform actions in real-time to complete objectives and fend off threats.
- Team coordination — Requires tight communication and shared plan execution.
Video topics + discussion points
Quotes (from this video)
- bytes which is a cute game about ants eating cheese's and apples
- you move the ants to eat different things
- by the end of the game the value of those different foods will be determined by when the ants reached the anthill
- this one introduces a bunch of new narrative mechanisms to make it a bit different
- you can ask questions of the game you like you can type questions into the database and it will answer stuff back to you
- it's in the top 10 of Tom Vassell and the Dice Tower and Rado
- the new online codenames website is really good
- Spicy is a little bluffing card game that just had good ratings on BDG
- we're going to play some games in the park
References (from this video)
- Excellent theme execution with aliens
- Easy to learn, easy to teach
- High fun factor and memorable moments
- Quick play time
- Great convention game
- Requires learning round before actual play begins
- Plans often go awry due to dice
- Killing aliens, real-time stressed action
- Space stations with alien invasions
- High-pressure cooperative action game
- Firefighters on Duty
Mechanics (from transcript analysis)
- Card Acquisition — Get cards through successful dice rolls
- Movement on Board — Move forward through space station
- Planning with Dice Chaos — Plan actions then dice rolls determine success
- Real-time gameplay — Two-minute rounds with time pressure
Video topics + discussion points
Quotes (from this video)
- It's like a gumbo. You want to have a little bit of worker placement? Cool. You want to have a little bit of interesting card play? Cool.
- You're trying to colonize the moon, baby.
- I love that there's just positive interaction that is people trigger the incomes.
- When do I kill my people? Like when do I use them for such a strong action and then reset them down to one?
- This game is stupid good.
- Don't be an alpha player. Done. This game is fantastic.
- Look what we all made.
- I'm so sorry I'm over here. (Said repeatedly in Project Elite)
References (from this video)
- fast-paced and intense
- rest period helps pacing
- older miniatures and production quality
- collectible/expensive components for older editions
- real-time squad-onslaught with alien threats
- Sci-fi defense against hordes
- cinematic sci-fi action
Mechanics (from transcript analysis)
- dice_resolution — combat and actions resolved with dice and timing
- real_time_play — simultaneous actions with rest periods
Video topics + discussion points
Quotes (from this video)
- it's very very simple it's a move attack attack move game
- prepainted Miniatures which is awesome cuz I can't paint
- Hasbro did try and bring this back on two occasions
- Beyond the Sun this has been described as Tech Tree the board game essentially
- the board is very Bland it's sort of like a white and blue aesthetic
- it's skull and roses an insanely simple concept
- the meta game that appears out of blue in this game
- Brass Birmingham has done the unenviable task of converting an already classic game and actually making it better
- Project Elite is like shooting a load of cocaine coming down off of it and then shooting another load of cocaine
- the player that spends the most money automatically loses the game
References (from this video)
- fast-paced and intense
- rest period helps pacing
- older miniatures and production quality
- collectible/expensive components for older editions
- real-time squad-onslaught with alien threats
- Sci-fi defense against hordes
- cinematic sci-fi action
Mechanics (from transcript analysis)
- dice_resolution — combat and actions resolved with dice and timing
- real_time_play — simultaneous actions with rest periods
- Real-Time — simultaneous actions with rest periods
Video topics + discussion points
Quotes (from this video)
- it's very very simple it's a move attack attack move game
- prepainted Miniatures which is awesome cuz I can't paint
- Hasbro did try and bring this back on two occasions
- Beyond the Sun this has been described as Tech Tree the board game essentially
- the board is very Bland it's sort of like a white and blue aesthetic
- it's skull and roses an insanely simple concept
- the meta game that appears out of blue in this game
- Brass Birmingham has done the unenviable task of converting an already classic game and actually making it better
- Project Elite is like shooting a load of cocaine coming down off of it and then shooting another load of cocaine
- the player that spends the most money automatically loses the game
References (from this video)
- high adrenaline and intense sessions
- dynamic pacing with frequent shifts
- strong visual presentation and components
- shaky production quality in some releases
- can be expensive with expansions
- aliens invasion and facility defense
- real-time sci-fi cooperative/competitive skirmish
- action-packed with high tension
- Escape: Curse of the Temple
- The Doom That Came to Atlantic City
Mechanics (from transcript analysis)
- real-time play — Rounds are fast-paced, with quick decision cycles and downtime for reassessment.
- team-based skirmish — Players cooperate or compete in waves against alien threats with mission-based goals.
Video topics + discussion points
Quotes (from this video)
- QE is an absolutely fantastic game I've had so much fun with this since we picked it up about a year ago.
- it's absolutely hilarious when somebody just goes absolutely mental with the bids.
- Arcadia Quest is an absolutely compelling campaign Skirmish game that looks absolutely fantastic and still plays fantastic today.
- Eric M Lang's Masterpiece in my opinion.
- The Lost Ruins of Arnak doesn’t feel reinvented, but it feels exceptionally well balanced and clearly designed.
- Dune Imperium is absolutely outstanding. this is a deck-building worker placement game.
References (from this video)
- high-energy experience that drives group dynamics
- great for families and gaming groups seeking a fast, loud game
- re-playable via different upgrade paths
- not everyone's cup of tea due to high heart-rate and intensity
- may require players comfortable with chaos and tempo
- cooperative, frantic space defense
- Sci-fi outpost defense against alien marauders
- high-energy, chaotic, arcade-like action
Mechanics (from transcript analysis)
- real-time_cooperative_play — Players defend an outpost in a frantic, time-limited round structure.
- time_pressure_and_shared_goals — Two-minute danger windows create intense team coordination and quick decisions.
- upgrading_and_refresh_cycles — After each wave, players regroup, upgrade gear, and face new challenges.
Video topics + discussion points
Quotes (from this video)
- Don't sit in the bath with your toaster
- If you're new here, consider subscribing to this channel
- pigs in blankets look like the wolf cogs
- this is a frantic time
References (from this video)
- high-energy experience that drives group dynamics
- great for families and gaming groups seeking a fast, loud game
- re-playable via different upgrade paths
- not everyone's cup of tea due to high heart-rate and intensity
- may require players comfortable with chaos and tempo
- cooperative, frantic space defense
- Sci-fi outpost defense against alien marauders
- high-energy, chaotic, arcade-like action
Mechanics (from transcript analysis)
- Cooperative Game — Players defend an outpost in a frantic, time-limited round structure.
- real-time_cooperative_play — Players defend an outpost in a frantic, time-limited round structure.
- time_pressure_and_shared_goals — Two-minute danger windows create intense team coordination and quick decisions.
- upgrading_and_refresh_cycles — After each wave, players regroup, upgrade gear, and face new challenges.
Video topics + discussion points
Quotes (from this video)
- Don't sit in the bath with your toaster
- If you're new here, consider subscribing to this channel
- pigs in blankets look like the wolf cogs
- this is a frantic time
References (from this video)
- Intense, cinematic real-time play
- Original core game remains engaging in its new iteration
- Adrenaline expansion and core gameplay are highly regarded
- Original miniatures were criticized as quality-wise lacking; newer versions address this
- Alien incursion defense with escalating waves
- sci-fi/alien invasion defense; two-minute real-time rounds
- High-tension, brisk tactical play with breathing room between waves
- Magic Maze
- Escape from Cursed Temple
Mechanics (from transcript analysis)
- Cooldown/breathing period — A short interlude after a round to plan and prevent burnout.
- Cooperative/competitive waves — Defend a facility against successive waves of alien threats, coordinating with teammates.
- Real-time dice resolution — Players roll dice in two-minute rounds to simulate actions and combat.
Video topics + discussion points
Quotes (from this video)
- this is an absolutely astonishing achievement the bloku designers came up with the idea himself
- it's replaced crocodile for us
- you really should get hold of this one
- the greatest real-time game ever made and made even better by the new iteration
- Seven Wonders is one of the greatest board games card games ever made
- Obsession is without doubt one of the finest board games that we've played for a very, very long time
- Cyclades is the complete package
References (from this video)
- Intense, cinematic real-time play
- Original core game remains engaging in its new iteration
- Adrenaline expansion and core gameplay are highly regarded
- Original miniatures were criticized as quality-wise lacking; newer versions address this
- Alien incursion defense with escalating waves
- sci-fi/alien invasion defense; two-minute real-time rounds
- High-tension, brisk tactical play with breathing room between waves
- Magic Maze
- Escape from Cursed Temple
Mechanics (from transcript analysis)
- Cooldown/breathing period — A short interlude after a round to plan and prevent burnout.
- Cooperative/competitive waves — Defend a facility against successive waves of alien threats, coordinating with teammates.
- Real-time dice resolution — Players roll dice in two-minute rounds to simulate actions and combat.
Video topics + discussion points
Quotes (from this video)
- this is an absolutely astonishing achievement the bloku designers came up with the idea himself
- it's replaced crocodile for us
- you really should get hold of this one
- the greatest real-time game ever made and made even better by the new iteration
- Seven Wonders is one of the greatest board games card games ever made
- Obsession is without doubt one of the finest board games that we've played for a very, very long time
- Cyclades is the complete package
References (from this video)
- High-energy cooperative experience
- Fits groups that crave frenetic, movie-action vibes
- Chaotic and unforgiving for casual groups
- Requires strong group coordination
- cooperative, frantic real-time action
- Space marines on an alien planet during a high-stakes mission
- short, objective-driven missions under time pressure
- Gloomhaven
- Spirit Island
- Sleeping Gods
Mechanics (from transcript analysis)
- Objective-based play — Each round includes specific objectives to complete before time runs out
- Real-time simultaneous actions — All players act at the same time with rapid decision-making while a tight timer drives pace
Video topics + discussion points
Quotes (from this video)
- "it's hectic fun it's definitely not for everybody"
- "you can't talk with each other yet you need to cooperate"
- "it's a trick-taking game, but it's cooperative and still very approachable"
- "the mind is a definitely a love or hate game"
- "Sleeping Gods is a huge story game, an open world story game"