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Quartermaster General box art

Quartermaster General

Game ID: GID0256475
Game Info
Year
2014
Players
2
Age
13+
Playtime
90 min
Collection
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Description

Quartermaster General is a fast-paced game that puts you in command of the major powers of the Second World War. In the game, supply is crucial to keep your armies and navies fighting; destroy your enemies' supply lines and their forces will surrender!

During play, you control one or more countries on either the Axis or Allied team and try to score as many victory points (VPs) for your team as you can through the use of cards or by occupying the starred supply spaces. Each major power has a unique set of cards with which to marshal its forces, which are represented by wooden army and navy pieces. After twenty rounds of play, the team with the most VPs wins.

Note: The French edition of Quartermaster General, known as Quartermaster, includes the Quartermaster General: Air Marshal expansion that is sold separately in the English edition.

Description

Quartermaster General is a fast-paced game that puts you in command of the major powers of the Second World War. In the game, supply is crucial to keep your armies and navies fighting; destroy your enemies' supply lines and their forces will surrender!

During play, you control one or more countries on either the Axis or Allied team and try to score as many victory points (VPs) for your team as you can through the use of cards or by occupying the starred supply spaces. Each major power has a unique set of cards with which to marshal its forces, which are represented by wooden army and navy pieces. After twenty rounds of play, the team with the most VPs wins.

Note: The French edition of Quartermaster General, known as Quartermaster, includes the Quartermaster General: Air Marshal expansion that is sold separately in the English edition.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 16
This page: 16
Sentiment: pos 13 · mix 0 · neu 0 · neg 2
Mentions per page
Showing 1–16 of 16
Video Jwj3xPNUzhM Gaming Rules! Other at 46:32 sentiment: positive
video_pk 85160 · mention_pk 217705
Gaming Rules! - Quartermaster General video thumbnail
Click to watch at 46:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Host has the physical version and is looking forward to playing it.
  • Previously enjoyed the game.
Cons
  • Has not played the physical version yet.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players control areas on the map.
  • Card Driven — Gameplay is driven by playing cards.
  • Strategic Wargame — A strategic game focused on warfare.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm actually going to be doing a little bit of rulebook work for Wizards of the Coast, which is quite exciting, but it meant I had to go back and play Magic the Gathering, which still has exactly the same problems as it did back then.
  • It's my number one favorite game and I don't get a chance to play it. So, I'm doing a solo playthrough of Mage Knight on Thursday the 3rd of July, which is my actual birthday.
  • And then on Friday, we are having a Games Workshop themed day. We are playing a fourplayer game of Forbidden Stars in the afternoon. And then to end the week, we are doing the thing which I said would never happen. I'm going to be playing Talisman.
  • Nanolith. It's a cyberpunk themed cooperative narrative driven adventure game, I think, from what I know about it.
  • The funny story about this is Dirt and Dust is being published by Albi. Albby are a Czech publisher, and they they've done a number of other games in the past. Last year, they did Tea Garden for one of them. And guess who works in the marketing department at Albi? It's Peta himself.
  • Now, it's a Euro game. So, don't let the fact that it's Dungeons and Dragons put you off. It is a Euro style game. It is very much a Euro style game, but it has the D and D Baldersgate theme.
  • I'm super excited about next week. You can't imagine just my my joy at at taking a week off work and getting to play games which I really want to play.
  • The patron support is fantastic. But if you want to support me, you are you are more than welcome.
References (from this video)
No references stored for this video.
Video 1dNEZzRzurs Rolling Dice & Taking Names Event Coverage at 127:58:48 sentiment: positive
video_pk 84736 · mention_pk 215798
Rolling Dice & Taking Names - Quartermaster General video thumbnail
Click to watch at 127:58:48 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Accurately mimics historical events.
  • Appeals to those interested in history.
Cons
none
Thematic elements
  • World War II Battles
  • Mediterranean
  • Historical Mimicry
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Zombie Princess is brutal. Like, it's just brutal.
  • The horde is coming. You just gotta do your best to try and survive.
  • It's another one of those train games where you're building routes and delivering goods.
  • The economic engine in this game is really satisfying.
  • Lost Ruins of Arnak is just gorgeous.
  • It's a really interesting mix of worker placement and deck-building.
References (from this video)
No references stored for this video.
Video xYcKA9NcANI Gaming Rules! Analysis at 28:53 sentiment: positive
video_pk 84169 · mention_pk 213627
Gaming Rules! - Quartermaster General video thumbnail
Click to watch at 28:53 · YouTube ↗
Overall sentiment (raw)
Positive, anticipated
Pros
  • Good working relationship with publisher
  • Liked the East Front version
  • Two-player focus appeals
Cons
none
Thematic elements
  • World War II combat and strategy
  • World War II
  • Card-driven simulation
Comparison games
  • Quartermaster General East Front
Mechanics (from transcript analysis)
  • card-driven — Powered by the Quartermaster General card system.
  • two-player — Designed specifically for two players.
  • World War II theme — Set during World War II.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I did not enjoy my first play of Echoes of Time.
  • this is a light tableau building card game.
  • Flow... it looks gorgeous.
  • Covenant. Number two on my most anticipated list.
  • Vlaada Chvátil. Do you know what the last game that Vlaada designed was? ... He's not actually designed a new game and had a new game published for almost 10 years.
  • It's called Severton.
  • I have spent the last 15 years of my life telling everybody that Talisman is such a bad game... And with the fifth edition, I've had to sort of eat my words on that.
  • There just isn't enough time to play all of the games.
  • IR from Osprey Games. Children of the Sun. Yeah. It is really good.
  • Druids of Adora, new Stefan Feld game from Alea
  • There may be some Essen live streams while we're there.
  • I have written to the publisher to ask for a potential review copy, yeah, but to be fair, I only emailed them yesterday.
  • Covenant. I completely forgot that was a thing. Started looking at the pictures and and thinking, yeah, I'm down for that.
  • The The Void Voynich Puzzle. Voynich Yeah. Don't forget go to bed reading the Wikipedia articles about the Voynich manuscript.
  • Saboteur is the other one which I did know. I saw it on your shelf uh today earlier, but I didn't know much about it. But now you've explained what it is, I'm kind of getting that um like Enid Blyton vibe from it. Yeah. what was it called? The Famous Five. Famous Five. Famous Five. Of that kind of stuff. Yeah. And weirdly, I'm interested. All right. And I've looked at the pictures of that, so yeah. Yeah. Yeah, Saboteur is good.
  • I'll be demoing, but I'm demoing um uh Revenant um I think twice on the Saturday from 12:00 till 4:00.
  • Trickerion with the Arcane Arts expansion. I think that's my schedule.
  • Now, the one game that I am going to be looking at is there's a new game that Mighty Boards have just announced recently called Gods. All right. Which is designed by David Thompson, Trevor Benjamin, and is right up my alley.
  • And they said, "Well, at least come round and have a look at it." And I'm like, "Yeah, I'll come round and have a look at it." But I've already agreed that I'm going to be doing content on that.
  • I find it really weird and unusual that and and everybody else does this. I'm the odd one, but all of all of these content creators go to Essen, they go to Gen Con, and they have meetings with publishers where they sit down and they make deals about payment and what videos they're going to Right. That's the worst place to have a meeting.
References (from this video)
No references stored for this video.
Video 73QVoicB0UU Gaming Rules! Rules Teach at 2:40 sentiment: positive
video_pk 83897 · mention_pk 212330
Gaming Rules! - Quartermaster General video thumbnail
Click to watch at 2:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very good game
  • Extremely thematic
  • Clever game
  • Lots of detail
  • Feels different from East Front
Cons
  • Steep learning curve
  • More complicated than East Front
Thematic elements
  • World War II warfare, supply lines, territorial control
  • World War II, North Africa (specifically the desert area)
Comparison games
  • Quartermaster General East Front
Mechanics (from transcript analysis)
  • Action Points/Phases — Turns consist of multiple steps including movement, action, supply, and draw.
  • Area Control — The game involves controlling territories on the map to trace supply lines and gain victory points.
  • Card-driven game — Actions and gameplay are primarily driven by playing cards from a hand.
  • Combat — Combat involves forces attacking adjacent spaces, with rounds, reactions, and options to continue or withdraw.
  • Movement — There are distinct movement steps for different unit types, with rules for moving into adjacent spaces, jumping over spaces, and loading/unloading from fleets.
  • Naval transport — Fleets can transport infantry, tanks, and airplanes across water spaces.
  • Supply lines — Units must be supplied, and tracing supply paths through controlled territories is crucial. Units out of supply are removed.
  • variable player powers/factions — The Axis (Germany, Italy) and Allies (UK, France, USA) have different units and entry points into the war.
  • Victory Points — The game is won by having the most victory points, which are gained by controlling spaces with stars.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is not a sponsored play through video.
  • Please bear that in mind. This is not going to be one of my top quality tutorial games.
  • If you know how to play the game and you're able to pop round and get here in the next 30 seconds, please come around and teach us how to play.
  • This is one of those games where the more you play it, the more you're going to get used to the cards.
  • It's a very clever game. I think it's extremely thematic as well. All of these cards based on actual real things. It's all good. And it it feels different, very different from East Front.
  • I love the supply lines. Once you understand the rules for the supply lines, it's just another thing that you need to take into account that you can't just, you know, you can cut off units like like I did in Tunisia, like I did down here, um, is by cutting off the supply lines.
References (from this video)
No references stored for this video.
Video kySA2qMk7vQ Gaming Rules! Discussion at 27:32 sentiment: negative
video_pk 83753 · mention_pk 211613
Gaming Rules! - Quartermaster General video thumbnail
Click to watch at 27:32 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Rulebook is actually very good and well-written with lots of good examples.
Cons
  • Live stream of the game was a complete mess.
  • Struggled with the rules during the stream.
  • Underestimated the time needed to learn the game.
  • Did not remember how to play the previous game in the series (East Front).
Thematic elements
  • Military conflict
  • World War II, Southern Front
Comparison games
  • Quartermaster General East Front
Mechanics (from transcript analysis)
  • Area Control — Players compete for control of territories.
  • Card-driven wargame — Gameplay is driven by playing cards.
  • Supply chain management — Managing supply lines is a key element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It looks visually amazing. I personally like the color palette of the game, and I think it does look really good.
  • The game is a heavy game. It's a Some people will call it a medium game, right? It's a 45-minute teach.
  • Agemonia, still fantastic, still really good.
  • It's all three of our number one games of all time.
  • Does it fit with the Marvel theme? Absolutely. It it really does.
  • I
  • Magnate: The First City designed by James Naylor and I'm going to be doing a giveaway for it.
  • So, good luck for that and I'll announce the winner next month.
  • all of my advertising revenue from all of my videos every month goes to charity.
  • So yeah, Solar Titans is going to get three play throughs on the channel in December.
  • It's going to be January and February. In fact, February's looking like a good month for me at the moment.
  • Talisman Nemesis is the latest expansion for fifth edition that turns the game into a one versus many game.
  • And me and Rick on a Tuesday night we're starting playing the Arnak cooperative campaign. So that is another series of play throughs, Lost Ruins of Arnak the cooperative campaign.
References (from this video)
No references stored for this video.
Video kySA2qMk7vQ Gaming Rules! Discussion at 1:01:31
video_pk 83753 · mention_pk 211620
Gaming Rules! - Quartermaster General video thumbnail
Click to watch at 1:01:31 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It looks visually amazing. I personally like the color palette of the game, and I think it does look really good.
  • The game is a heavy game. It's a Some people will call it a medium game, right? It's a 45-minute teach.
  • Agemonia, still fantastic, still really good.
  • It's all three of our number one games of all time.
  • Does it fit with the Marvel theme? Absolutely. It it really does.
  • I
  • Magnate: The First City designed by James Naylor and I'm going to be doing a giveaway for it.
  • So, good luck for that and I'll announce the winner next month.
  • all of my advertising revenue from all of my videos every month goes to charity.
  • So yeah, Solar Titans is going to get three play throughs on the channel in December.
  • It's going to be January and February. In fact, February's looking like a good month for me at the moment.
  • Talisman Nemesis is the latest expansion for fifth edition that turns the game into a one versus many game.
  • And me and Rick on a Tuesday night we're starting playing the Arnak cooperative campaign. So that is another series of play throughs, Lost Ruins of Arnak the cooperative campaign.
References (from this video)
No references stored for this video.
Video Abynm0v3Qrg Gaming Rules! Other at 8:29 sentiment: positive
video_pk 83407 · mention_pk 210087
Gaming Rules! - Quartermaster General video thumbnail
Click to watch at 8:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Loved both of those games
  • Battles end up being quite cinematic
  • Feels like a very different game to East Front
Cons
none
Thematic elements
  • World War II war game
  • Southern Front (WWII)
Comparison games
  • Quartermaster General East Front
Mechanics (from transcript analysis)
  • Action Points — in South Front, you get one [action].
  • Card Driven — they are generally five to six player World War II themed war games that are card driven.
  • Dual Use Cards — Every card in the game has two uses. You can play the card for its action... or you can save the card for the reactions.
  • Supply lines — What these games focus on is supply lines and clever use of cards.
  • Two Player Game — Quartermaster General East front and South Front are two-player games.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We're still loving it, but we are only halfway through the campaign.
  • Recall is kind of like a spiritual successor to Revive.
  • I really like this game.
  • I still love the game! I still think it's fantastic.
  • it is as good as everybody says it is.
  • the puzzles in it were really good. We really enjoyed it.
  • I really enjoyed that and I I'd like me and Vicki to finish it this weekend.
  • I'm still playing Earthborn Rangers and I'm still excited about it.
  • I really enjoyed my two plays of Windmill Valley with the new Blooming Sales expansion.
  • it's like a 20 30 minute game. We played for about 45 minutes because yeah, we were basically playing sort of cat and mouse with not firing the weapons when we could have done and just having little bits of attack and it was so so close.
  • If you want to become a Patreon supporter, patreon.com/gamingrules.
  • All of the advertising revenue goes to charity and I'm only able to do that thanks to the support of my patrons.
References (from this video)
No references stored for this video.
Video 33ZRSDG6xog The Dice Tower Discussion at 5:50 sentiment: negative
video_pk 81387 · mention_pk 201729
The Dice Tower - Quartermaster General video thumbnail
Click to watch at 5:50 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • Didn't like the first one
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Secrets. This is a Bruno Faidutti Eric Lang game. It's kind of like a social deduction game where each It has some of these nice poker chips. You're on different things, taking things. It works well. It's not great, but I think it was a solid little game.
  • Tapple's one of these games that I'm always I'm It's just It still sold very well. It's mass market, but it works incredibly well.
  • I just really didn't like it at all. And I like Isle of Cats. I think it's fun. I didn't I this was a great follow up.
  • Wow, I love the look of this game. So many neat things you're going through and as the the the character here and just rolling dice up, it's just very lucky. It's a big choose your own adventure game that's very lucky. I wish I liked it more.
  • FunkoVerse Strategy Game. Eight out of 10 for me. I really like the FunkoVerse Strategy Game.
  • This is basically just giant sandworms coming and you're jumping cars and shooting them. It has all the silliness of the series of movies and I think it's it's one of those movies that could have been an IP, but but isn't.
  • Manhattan Project 2. No, I thought the newest one was okay. But this one I actively disliked.
  • Curse Court's a great game. I've played Curse Court I think two or three times this year already, which is a lot considering I have to I play lots of new games.
  • Well, it's kind of weird. I I mean, on one hand, my favorite is Curse Court, the one I just mentioned. But, also Kids Chronicles: Quest for the Moonstones is a pretty fantastic kids game. So, I have a lot of respect for that.
References (from this video)
No references stored for this video.
Video FUqih9q7yo0 Our Family Plays Games Interview at 56:37 sentiment: positive
video_pk 80782 · mention_pk 197910
Our Family Plays Games - Quartermaster General video thumbnail
Click to watch at 56:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Brilliant design.
Cons
none
Thematic elements
  • World War II
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players compete for control of territories.
  • war game — A game simulating military conflict.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We love Ticket to Ride. It never gets old. It's one of those gateway games that we introduce to people because it's easy enough for you to to understand it if you're not a gamer, but it gives you enough strategy that if you are a gamer, you want to master it.
  • This game makes sense. Every time we show it to somebody, we just let them know this is a game. You know, people have a ticket. I said you you everybody's bought a ticket to somewhere. You've either been on a train or a plane. So, you understand the tickets and the destinations. It just makes sense. It's easy to teach the people.
  • I think the thing that hasn't changed is the respect for game designers. Um I really I'm I'm really kind of upset about it.
  • Well, usually what I tell them is you have to be good at rejection because, oh, when you start out as a game designer, you get a lot of rejection.
References (from this video)
No references stored for this video.
Video d_ZmA7OcOCs Playthrough at 2:50 sentiment: positive
video_pk 67593 · mention_pk 163734
Quartermaster General video thumbnail
Click to watch at 2:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Excellent design that captures historical context
  • Precise and accurate card text
  • Clear rulebooks
  • Engaging supply and interdiction mechanics
  • Strategic depth
  • Feels tight and focused
Cons
  • Complex with many rules differences
  • Supply rules can be tricky to learn
Thematic elements
  • Land and naval combat in the Mediterranean theatre
  • World War II
Comparison games
  • Quartermaster General: East Front
Mechanics (from transcript analysis)
  • Amphibious assault — Units can be transported by sea to launch attacks on land.
  • Area Control — Players compete to control various land and sea spaces on the map.
  • card-driven gameplay — Players use cards to perform actions and influence the game.
  • Combat reactions — Players can use reaction cards to influence combat outcomes.
  • Naval combat — Includes sea battles as well as land battles.
  • Supply lines — Maintaining supply lines is crucial for units, and interdiction can cut off supply.
  • Variable player powers — Different factions have slightly different rules and starting units.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Italian in Libya is out of supply to begin the game with.
  • Sustain attack cannot be used during winter turns except in desert.
  • The attacking force may be transported on fleets.
  • The text on the cards. It is so precise. It is so accurate.
  • It feels a lot tighter. Fewer actions, fewer pieces. It feels like the decisions are more important.
  • This is the thing that's going to catch you out.
  • Combat is similar, but you now have sea battles as well.
References (from this video)
No references stored for this video.
Video iy_9WGsFHZo Rules Teach at 3:02 sentiment: positive
video_pk 67578 · mention_pk 163721
Quartermaster General video thumbnail
Click to watch at 3:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic card design that represents historical events.
  • Engaging strategy due to card mechanics and supply rules.
  • Ability to combine with other Quartermaster General games for a larger experience.
Cons
  • Supply rules can be complex for new players.
Thematic elements
  • World War II Eastern Front
  • World War II
Comparison games
  • Twilight Struggle
  • Quartermaster General
  • War of the Ring card game
Mechanics (from transcript analysis)
  • Area Control — Players control stars on the board to score points.
  • Card Drafting — Players draw cards, and some cards are selected as 'first game' cards for a smoother introduction.
  • Combat — Combat involves attacking, defending, and options to continue or retreat, often involving card play.
  • Hand Management — Players manage their hand of cards, which are essential for actions and reactions.
  • Movement — Pieces can move, with specific rules for tanks and airplanes, and restrictions on moving into enemy-occupied spaces.
  • Multi-Use Cards — Cards can be used for effects, as reactions, or discarded for actions.
  • Supply lines — A key feature where units must trace a path back to supply flags, with interdiction rules affecting unit availability.
  • Variable player powers — Factions have different decks, and specific cards can grant unique abilities or actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's funny because me and Vicki always say whenever we're doing a long journey, we check the traffic beforehand, right? We always say that and we never do.
  • If my military machine behaves in efficient manner
  • The more you learn, the more you learn the cards, the more skillful the game becomes in a way.
  • You don't discard down limit. There's no hand limit. There's no hand.
  • The Germans have to make a a big push at the start. And either I presume you need to be scoring more than the Russians here because eventually I think they will build up
  • And it is called Quartermaster General. Is it about logistics?
References (from this video)
No references stored for this video.
Video bJnejnrFf4k Shelfside Review at 0:00 sentiment: positive
video_pk 65021 · mention_pk 158630
Shelfside - Quartermaster General video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • excellent component simplicity and clean, fast setup
  • very quick to teach and learn, even with asymmetric decks
  • strong team play dynamics with six players and clear cooperation
  • deep strategic depth driven by card interactions and fronts
  • no dice and streamlined mechanics keep gameplay accessible
Cons
  • card-centric design can be confusing for newcomers
  • pacing can be uneven and may feel long if players draw poor hands
  • card art not highly varied across categories
  • theme flavor can feel occasionally abstract or simplified
  • limited explicit comeback mechanics; behind positions can be hard to overcome
Thematic elements
  • logistics, supply lines, and strategic deployment; card-driven wartime fronts
  • World War II across multiple fronts (Europe, Pacific, Africa) with global strategic focus
  • historical simulation with streamlined, abstracted mechanics
Comparison games
  • Axis & Allies
Mechanics (from transcript analysis)
  • Asymmetric nation decks — Six distinct decks provide unique cards and abilities for each faction, driving varied strategies.
  • Card-driven turns — Players play one card from their hand each turn to perform actions (build, move, battle, or trigger abilities); no dice are used.
  • Combat: Dice — Combat is resolved through card play and relative power; no dice are rolled, reducing luck and increasing planning.
  • deck economy — Your nation's deck replenishes and functions as your economy; running out of cards cripples options and can end the game via deck depletion.
  • No combat dice — Combat is resolved through card play and relative power; no dice are rolled, reducing luck and increasing planning.
  • Status cards and permanent effects — Permanent status cards grant ongoing powers or point bonuses and stack with other effects, influencing long-term strategy.
  • Supply lines and river of supply — Units must remain connected to a supply station; if supply is cut and not repaired by end of turn, unsupplied units disappear.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game is super easy to teach
  • one card from your hand, you play it, and that's it
  • you pick a card from your hand and you play it and that's it
  • quartermaster general does some fun workarounds to make this world war II food edition game
  • this is an amazing idea because it first sells that concept that units just can't be found wherever without being connected to some type of resource
References (from this video)
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Video gKgtwEU19lA Tabletop Turtle Top List at 17:58 sentiment: positive
video_pk 60180 · mention_pk 152624
Tabletop Turtle - Quartermaster General video thumbnail
Click to watch at 17:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast, accessible, and highly collaborative
  • Demands teamwork and shared planning
  • Ideal light game for six players
Cons
  • Some may view it as light for war-game enthusiasts
  • The card-driven design may feel simplistic to heavy-war gamers
Thematic elements
  • Allied vs Axis cooperation with a focus on teamwork and strategic timing
  • World War II global conflict depicted on a tactical map
  • Tense, efficient, and team-centric
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven turns — Each turn you play a single card from a limited hand to perform an action
  • team-based strategy — Players collaborate to thwart the enemy's plans and execute joint actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Dungeon Fighter is one of the best dexterity games out there, and it is criminal how little it gets discussed.
  • This next game was the quintessential subversion of the worker placement genre for its time.
  • Millennium Blades isn't trying to be this like perfectly tuned, elegant Euro experience. It's trying to make you feel like a kid again, drafting decks and spending your allowance on singles and getting grounded because the money your parents gave you to buy milk went straight to decks for the new set.
  • Lords of Vegas is unapologetically messy and a hilarious blast every single time it hits the table.
  • Argent is dreadfully messy. It has an insane amount of table sprawl. It has spells that feel downright broken because this is a game that puts fun and tactical depth above all else.
  • Archipelago is messy. It's just not a design anyone on Board Game Geek is going to call eloquent.
References (from this video)
No references stored for this video.
Video ahiqkTjlZNo Game Night Picks - Pair Of Dice Paradise Discussion at 16:34 sentiment: positive
video_pk 37766 · mention_pk 113422
Game Night Picks - Pair Of Dice Paradise - Quartermaster General video thumbnail
Click to watch at 16:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Approachable entry into wargaming
  • Accessible rules with a quick playtime
Cons
  • Thematic depth may be light for hardcore wargamers
Thematic elements
  • World war strategy and logistics
  • Global conflict map with supply line management
  • Cooperative-competitive wargame in a rapid format
Comparison games
  • Robinsburgger (Ravensburger) titles
  • 1914/WWII variants
Mechanics (from transcript analysis)
  • Card-driven strategy — Cards drive movement and combat in a simplified war game frame.
  • Hand Management — Maintaining supply lines is key to success and victory.
  • Supply line management — Maintaining supply lines is key to success and victory.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Shaun T edition of the tabletop trivia challenge because Sha T was very ambitious and submitted enough questions to fill up this entire episode.
  • I went with Istanbul. I did too.
  • Oh, the answer is Seven Wonders.
  • the game is Quartermaster General
  • I would recommend to anyone that's interested in war games or war game adjacent games for their next game night.
  • The wonderful year 1884.
References (from this video)
No references stored for this video.
Video 0pA2enZE07Y Rolling Dice & Taking Names Discussion at 15:58 sentiment: positive
video_pk 5593 · mention_pk 16635
Rolling Dice & Taking Names - Quartermaster General video thumbnail
Click to watch at 15:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong team coordination in a compact package
  • works well with five players
Cons
  • potential complexity for new players
  • subject to balance nuances depending on card mix
Thematic elements
  • coordinated large-scale action under time pressure
  • World War I/WWII-era wargame setting reimagined as a cooperative card-driven conflict
  • abstract, thematic-war abstraction
Comparison games
  • Firefly: Deck-Building Game
  • My Little Pony Deck-Building Game
Mechanics (from transcript analysis)
  • card-driven teamwork — players collaborate with shared goal cards to coordinate actions
  • cooperative/competitive tension — team objectives with individual pressure to perform
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is raw literally
  • the whole concept of this show was like hey why don't we just turn on mics
  • one reason why that game excels so well is because of the Solitaire nature and it works with any player count
  • Quartermaster General is really good with five
  • we were asked the Gen Con... Connor from Inside Up Games looked at me and goes what topic would get you excited
References (from this video)
No references stored for this video.
Video ihK_mjuEsnY Box of Delights Playthrough at 0:00 sentiment: positive
video_pk 5203 · mention_pk 145570
Box of Delights - Quartermaster General video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simple core rules with deep deck-driven strategy
  • Elegant integration of supply lines and territory control
  • Strong thematic feel similar to Twilight Struggle and Axis & Allies
  • Multi-player team play adds cooperative elements
Cons
  • Depth relies heavily on card decks; potentially steep learning curve for new players
  • Requires several players for best experience; two-player play exists but is more constrained
  • Thematic and historical accuracy depends on rules interpretation
Thematic elements
  • Global strategic competition between Axis and Allies; emphasis on supply lines and alliance coordination.
  • World War II era with multiple theaters and cross-theatre military operations.
  • Card-driven deck management with semi-cooperative multi-player play and tournament-style victory conditions.
Comparison games
  • Axis & Allies
  • Twilight Struggle
Mechanics (from transcript analysis)
  • Area control / victory points — Occupying spaces with stars yields victory points; track determines winner; round-based scoring.
  • card-driven gameplay — Players play cards to perform actions like building units, deploying, and triggering events.
  • Deck asymmetry by nation — Different nations have different deck compositions and strengths, reflecting historical roles.
  • Elimination rules and tournament victory — If a side leads by 30+ points, they win immediately; final score after 20 rounds determines winner.
  • Naval and land battles — Separate rules for sea and land battles; naval units require port adjacency and supply lines.
  • Player Elimination — If a side leads by 30+ points, they win immediately; final score after 20 rounds determines winner.
  • Resource Management — Status/economic cards affect ongoing play and economies, adding depth beyond simple rules.
  • Resource management and economy (status cards) — Status/economic cards affect ongoing play and economies, adding depth beyond simple rules.
  • Straits and strategic choke points — Strategic straights affect supply routes and territorial control; control in certain sea routes matters.
  • Supply lines and maintenance — Units must be kept in supply via supply spaces; unsupplied units are removed.
  • Two-team / semi-cooperative play — Axis vs Allies with teams, where players on same side coordinate but manage separate countries.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a card driven global war game but the rules are really simple it's very quick to pick up
  • it's a super game
  • the depth is in these decks
  • this is a card driven global war game
  • it's about knowing your deck it really is and that's why it feels like Twilight Struggle
References (from this video)
No references stored for this video.
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