Push It is a 2 to 4 player skill game that you can play anywhere with a smooth table. Push your pucks closest to the jack to win!
Push It is a tense game of skill that can be played anywhere. To win, push, flick or judo-chop your pucks so they are closest to the central jack at the end of the round. Sound simple? Well, it is! Find any smooth surface (tables are ideal, and luckily most people have them), whip out your Push It bag, and play with whoever is up to the challenge. The game is quick to learn but hard to master. Come up against a Push It maestro and you’ll soon be put in your place (Warning: friendships can suffer as direct result of Push It). Play Push It either mano-a-mano, 3 player, 4 player or our favourite and most strategic version is two teams of two.
At Push It we want you to unleash your creativity, so there are no long-winded rules or measuring; players have to argue amongst themselves to agree whose puck is closest, or else a ‘Push Off’ tie-break round decides. Only you can tell if that was really ‘cheek lifting’ and not ‘bum shuffling’. It’s all about having your own house rules, playing on different surfaces like car bonnets or pizza trays (tried and tested) and WINNING. So when the pressure is on and you’re going for that extra point (without knocking your opponent’s puck closer), try to remember – it’s just for fun!!
- Intense real-time teamwork
- Engaging cooperative challenge
- Clear theme and tension
- High stress level; may be overwhelming for some players
- real-time action and mission completion with deity-like sorcerer abilities
- a fantasy conflict between a team of warriors and a sorcerer (with dragons) in a real-time push
- cooperative race-like objective with direct conflict
Mechanics (from transcript analysis)
- card-based missions — Players select and commit to card missions
- Dice Placement — Once a die is placed on a card, it cannot be moved to another card
- Dice Rolling — Frantic dice rolls to complete missions
- dice-rolling — Frantic dice rolls to complete missions
- die placement lock — Once a die is placed on a card, it cannot be moved to another card
- team-based real-time coordination — Shouting and coordinating actions among players to optimize outcomes
Video topics + discussion points
Quotes (from this video)
- it's very stressful
- it's hilarious and a lot of fun
- the rulebook does a wonderful job but i would definitely encourage you to check out rush out
- we're turning one
References (from this video)
- Cooperative play emphasizes planning and teamwork
- High variability with scenarios, settings, and hostiles
- Multiple difficulty levels and an onramp for beginners
- Engaging tactical combat and interdependent movement
- Flexible to expansions
- Complex rule set may intimidate newcomers
- Scenario setup can be lengthy and vary between scenarios
- Potential downtime during card trading and setup
- cooperation under time pressure to escape and survive a pursuit
- Urban chase scenario with a crew car pursued by hostile Vehicles, across various scenarios and on-road environments
- scenario-driven, modular setup with variable rules
- Hostage Negotiator
- Final Girl
Mechanics (from transcript analysis)
- Card-driven actions — Turn order and actions are determined by dealt cards; players trade to optimize the plan.
- Cooperative Game — Players assign seats (driver and passengers) and coordinate to move the car and manage weapons and direction.
- cooperative play with defined roles — Players assign seats (driver and passengers) and coordinate to move the car and manage weapons and direction.
- Grid Movement — Vehicles move on a grid; damage uses red cubes; wrecks create pileups and affect scoring.
- grid-based movement and combat — Vehicles move on a grid; damage uses red cubes; wrecks create pileups and affect scoring.
- lookout, planning, action, and aftermath phases — Sequential phases with grid flipping and card trading to set up actions.
- Risk Management — Shots are resolved with a head/tail coin flip to determine success.
- risk-reward shots with a coin flip — Shots are resolved with a head/tail coin flip to determine success.
- scenario-driven difficulty with four adjustable variables — Four levels for crew, scenario, setting, and hostiles allow varied complexity.
- scoring via XP and pileups — XP awarded for wrecks (more for pileups); end-round scoring leads to final ranking.
Video topics + discussion points
Quotes (from this video)
- The clock is ticking and only time will tell how your plan will come together or didn't
- Gun It it's a tile placement Cooperative game of dealing with the mess that's in front of you and not looking back
- If you are a fan of games like hostage negotiator or final girl hostage negotiator type this one should be on your radar
- The crew earns One XP for each wreck that is not in a pileup or the crew earns two times the usual XP for each wreck in a pileup
References (from this video)
- Simple to learn and play.
- Safe alternative to lawn darts.
- Engaging for groups.
- Can be played with teams.
- Requires physical space to play.
- Scoring can be a bit complex with multiple close beanbags.
- Getting beanbags close to a central target.
Mechanics (from transcript analysis)
- Area Control — Teams score points based on whose beanbags are closest to the jack.
- dexterity — Requires physical skill in tossing the beanbags.
- Target Toss — Players throw beanbags to get them as close as possible to a central jack.
Video topics + discussion points
Quotes (from this video)
- this is Tableau building game
- the scoring is a little tricky
- we're contributing to the river but we're are competitively scoring
- this game can last 30 seconds or it can last 15 minutes
- combines Scrabble meets trivia
- this is like the snowflake version of the lawn darts that we used to play as a kids
- It's a trade show so it's a different kind of convention that we normally would go to
- in the board game industry while technically we are competing for customers we like to share our customers
- Sherlock the game is a foot
- you are going to be asking other people questions
References (from this video)
- clever, fast-paced
- thematic setup with varied scenarios
- road action, survival
- Cooperative car chase scenario to escape a mega conglomerate
Mechanics (from transcript analysis)
- cooperative real-time action sequencing — Four seats in the car; players pass around in a 2-minute window to coordinate actions (drive, shoot, etc.)
Video topics + discussion points
Quotes (from this video)
- hands down this is the best of the Crossroads series so far
- it's a clever, clever little game
References (from this video)
- Enjoyed it more than I thought I would
Mechanics (from transcript analysis)
- dexterity — Flicking discs.
Video topics + discussion points
Quotes (from this video)
- I tell you what I think about the games now if I think about them at all.
- It is that fantastic of a game, No Thanks.
- There are some really terrible Princess Bride games out there.
- This is one of the bad ones.
- It's too little too late, honestly, this this thing.
- Mean mean mean mean little game.
- Very mechanical game. Very lack of theme almost as you put these tiles in your pot. But it works.
- Mama Mia is one of those games that I bring out at conventions and play with people, little memory game which I like a lot.
- It's an amazing game.
- What a terrible roll and write style game.
- It's just awful.
- It's not great either. Just misses the mark.
- It's all about logistics.
- Really impressed with this one. Bright, cheerful, fun, fast.
References (from this video)
- Me and my kids enjoyed
- Dungeon crawl
- Dungeon
Mechanics (from transcript analysis)
- Dungeon Crawl — a quick speed dungeon crawl style game
Video topics + discussion points
Quotes (from this video)
- I had to increase this rating to a 10. I play this all the time. Love this game, it's fantastic.
- This is a remake of an older game. Um Miss Miss Miss Miss I forget the Missenium or whatever it's called. Um from Reiner Knizia and the cows are being abducted. It's weird and unusual and I There's some things I liked about it, but I can't really recommend it because I think it's too odd.
- My kids liked it more though, but 6.5.
References (from this video)
- Light, quick-to-learn party game
- Tactile/feel-based guessing adds a unique twist
- Multiple themes and variants mentioned
- Rules are prototype and not final
- Publisher/designer details are not provided
Mechanics (from transcript analysis)
- Limited Points — First to 10 points wins; correct guesses earn points.
- Pattern Recognition — Identify the picture from the features shown on the back of the card.
- points-to-win — First to 10 points wins; correct guesses earn points.
- rapid guessing — The fastest correct guess earns a point and may draw an extra card.
- slap-to-claim — Players touch the front of a card and slap it down when confident, then call got it.
Video topics + discussion points
Quotes (from this video)
- the game plays 2-6 players with mechanics such as speed matching and pattern recognition
- the back of each card shows the four possible features which could be on the front of the card
- slap the card down and yell out got it
- the fastest player to guess correctly then draws one card from the deck for extra one point
- after one player gets to 10 points that player wins
References (from this video)
- accessible and quick to play
- family-friendly outdoorsy theme
- simple mechanics may limit depth for some players
- hiking and trail navigation
- Outdoors / trail network
- light and thematic
Mechanics (from transcript analysis)
- Choice-driven route planning — Players select actions to progress along trails
Video topics + discussion points
Quotes (from this video)
- I am indecisive and cannot pick favorites.
- I can't get enough of this game.
- Negotiation is definitely not as bad as I thought it was.
- Cascadia is one of my favorite games this year.