Ra is an auction and set-collection game with an Ancient Egyptian theme. Each turn players are able to purchase lots of tiles with their bidding tiles (suns). Once a player has used up his or her suns, the other players continue until they do likewise, which may set up a situation with a single uncontested player bidding on tiles before the end of the round occurs. Tension builds because the round may end before all players have had a chance to win their three lots for the epoch. The various tiles either give immediate points, prevent negative points for not having certain types at the end of the round (epoch), or give points after the final round. The game lasts for three "epochs" (rounds). The game is easy to learn.
From the Box:
The game spans 1500 years of Egyptian history in less than an hour!
The players seek to expand their power and fame and there are many ways to accomplish this: Influencing Pharaohs, Building monuments, Farming on the Nile, Paying homage to the Gods, Advancing the technology and culture of the people. Ra is an auction and set collecting game where players may choose to take risks for great rewards or... And all this is for the glory of the Sun God Ra!
- Hidden Gem of 2024.
- Cool game.
- More fighting means more points to opponent if you lose.
- Chicken style card game
Mechanics (from transcript analysis)
- card drafting — wielding on yourself to to have the most of a certain type of card in your hand
- Dice rolling — the value of these cards changes based on these dice that are rolled
- Push Your Luck — try and drop out of the round or you can keep on fighting to be the last player remaining
Video topics + discussion points
Quotes (from this video)
- hey everybody and welcome to another edition of board games hitting my table
- this is where I take a look at all of the games that I have played over the last couple of weeks this episode covering the second half of February 2025
- so that's it really that's all of the games that I have uh played hopefully something on here has has caught your attention and uh you've enjoyed the video if you have please be sure to hit like And subscribe to the channel and check out my other content too and for everybody else I'll see you next time on chairman of the board but what
References (from this video)
- Very fun little game.
- Comes in a very small package.
Mechanics (from transcript analysis)
- set collection — Players collect cards from tricks to balance their score towards zero.
- Trick-taking — Some tricks are positive or negative, and players collect cards from tricks.
Video topics + discussion points
Quotes (from this video)
- tricktaking is like in the soil. It's in our in our DNA. It's in our our very soul.
- So, you're trying to play cards in the right order, but you don't know what everybody has.
- It is so stressful, but in like the most fun way possible.
- It's half the reason why we're married.
References (from this video)
- Very easy to learn and accessible.
- Lots to consider and think about during play.
- Theme is well integrated with mechanics.
- Positive player interaction through passing sticks.
- Dynamic board state that changes each round.
- Color-coding helps manage cognitive load.
- Flexible scoring options.
- Can be a challenging puzzle to solve for a perfect layout.
- Dice availability can be uncertain, leading to the need to mitigate unwanted dice.
- A culturally significant Indian dance event, the Raaz dance
- India
Mechanics (from transcript analysis)
- action selection — Players select cards from their hand to choose an action corresponding to letters A through F.
- Area Control/Influence (implied) — Choosing action spaces can influence devotion points gained, especially when multiple players choose the same space.
- dice drafting — Players draft dice which represent dancers, to be placed on their player board for actions and scoring.
- Push Your Luck — Deciding whether to claim devotion cards early for fewer points or wait for a larger score, while monitoring other players.
- Route Building (implied) — Leveling up tracks on the player board can make certain scoring elements worth more points.
- set collection — Collecting dice, sticks, and swatches of specific colors and numbers to match dancer requirements for scoring.
- Variable player powers — Powers can be gained from the love match track and potentially from devotion cards, allowing for unique actions or bonuses.
Video topics + discussion points
Quotes (from this video)
- It really does. That is an incredibly nice touch that you probably can't appreciate until you're sitting at the table and playing this.
References (from this video)
- Bright and engaging gameplay.
- Creating stained glass windows of dazzling beauty.
- null
- null
Mechanics (from transcript analysis)
- Betting — Players "must bet on the number of tricks you'll take during play."
- deduction — Players must "work out based on what you see in the other players hands what you might have in your own hands."
- Hand Passing — The hand of cards are passed to the player on the left at the beginning of a round.
- Hidden Information — Players are "not knowing the exact values of your cards. Only your opponents will be able to see the fronts of your cards."
- Trick-taking — L is a trick-taking card game.
Video topics + discussion points
Quotes (from this video)
- As a master glass worker, you're going to be competing with your piece to create stained glass windows of dazzling beauty. Combine the different colors, sizes, and light to outshine your opponents.
- It's pretty bright.
References (from this video)
- Simple to play solo.
- Not a lot of complexity.
- Pleasant game.
- planting trees
Mechanics (from transcript analysis)
- Area Adjacency — Trees must be planted next to a lake or an existing tree. For the first shape, it must be adjacent to the lake.
- Dice rolling — The game involves rolling dice to determine shapes to draw on a sheet and which trees to plant.
- Drawing — Players draw shapes on their sheet to plant trees.
- Objective Fulfillment — Completing rows grants additional lakes. Filling all squares gives bonus points.
- Pattern Building — Players draw shapes to fill squares on their sheet, with adjacency rules for placement.
- set collection — Scoring involves finding the largest connected group of a specific tree type.
- Variable player powers — Players can use power-ups to modify dice rolls (+/- 1).
Video topics + discussion points
Quotes (from this video)
- Hi everyone, Danielle here.
- Orman. This is a rolling plant game um that will be coming to Kickstarter, so I'm previewing it for you.
- Basically in this game you will be rolling dice to determine the shapes you will draw on your um sheet to plant trees and the dice will also be used to tell you which plants uh which trees you will be planting in your sheet.
- So, the lakes are very very important.
- And then the last two things you will score on will be if you completed every single square in your map, you'll get um plus 10 points.
- So it's kind of a beat your own score.
- but I think there's a very pleasant role in plant game.
- So, you're not always going to be forced to plant a tree every single turn. You might actually want to use um pairs to draw that lake because the lakes are so important in the scoring.
- Well, thank you so much for watching. This is a quick overview of Orman. I hope you enjoyed it.
- If you're not already subscribed, please do consider subscribing. A like or a comment is also always appreciated. And happy gaming.
References (from this video)
- Seems simple and easy to teach but has more strategy than expected.
- Creates more and more powerful columns with cards as the game goes on.
Mechanics (from transcript analysis)
- Card drafting/market — Players can buy cards from a market using seeds. Character cards provide upgraded benefits, and Mask cards provide endgame scoring conditions.
- Monala system — Each turn, the player picks up all the energy seeds under one card and drops them off one by one. When the last seed is placed, all the cards in the column where the last seed was dropped are activated.
- Resource management — You have to give up seeds to buy cards, which will affect your Monala setup.
Video topics + discussion points
Quotes (from this video)
- I love a game that seems simple and easy to teach, but once you dig into it, it has a lot more strategy than you're expecting.
- So, it's a lot about planning ahead and setting yourself up so you can land on a great column of cards and get all of the benefits.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- variety is the spice of life
- i live inside boxes my brain has a hard time getting out of them
References (from this video)
- Engaging narrative with choices and consequences.
- Satisfying progression through gaining XP and leveling up.
- Humorous and sometimes absurd interactions.
- Dynamic event system that keeps gameplay interesting.
- Steep cost for items and actions can be a challenge.
- Some mechanics are complex or require careful tracking.
Mechanics (from transcript analysis)
- Card Play — Players draw and play cards that have specific effects or requirements.
- Combat — Situations where players must fight or subdue opponents.
- Dice rolling — Dice are rolled to determine the success or failure of actions.
- Inventory management — Players manage items in their inventory, such as maps or clothing.
- Leveling up — Characters gain experience points (XP) and can level up.
- NPC interaction — Players interact with non-player characters to receive information, quests, or items.
- questing — Players undertake quests, such as finding specific items or delivering messages.
- Resource management — Players manage resources like 'RP' (likely action points) and stamina.
- Skill checks — Characters attempt actions that are resolved by comparing a stat to a target number, often with dice rolls.
- Trade/Commerce — Players buy and sell items, such as clothing or wine.
Video topics + discussion points
Quotes (from this video)
- I stole this map and I do too know how to read it.
- Highway to the danger zone.
- You almost went to a 20, you idiot.
- I bet you it's a I bet you it's a [__] uh an ability like the Hardy.
- Swift as the wolf.
- You nick the map and speed off swiftly.
- I just get naked in the middle of the store.
- I worked hard on it.
- Beyond the furthest star, my heart has leapt to sky.
- As soon as I want you, just come take my knickers off.
- It's actually a QR code to a video they ended. My god, what the [__]
- I watched the most cringiest hint ties so you don't have to.
- It's like the only way to win America's Got Talent is just to say that your parents died and you wrote some generic ass.
- Give me more squills. We set you guys up. That's that's that's like a twofer to me.
- Turns out Clar's like He likes to watch.
- His dick Well, he's old. His dick don't work.
- It'd be really funny. It's like, yeah, we go to this establishment and we get interrupted by Rage Shadow Legends.
- I'm surprised I knew the word uncloth.
- It's a sex thing.
- I don't care. No, I literally talked about every single type of wine and those were the names of the wines.
- I literally talked about every single type of wine and those were the names of the wines.
- It's not al.
- I hate wine. Um cuz normally I don't know cuz beer quenches my thirst.
- We're talking a winery for five [__] years.
- The most powerful ledger man in Eastgate. He's a fool and a boar.
- With that, she disappears into the crowd. Crowd of two people.
- Purple eyes, huh? Wonder if that like what that entails.
- Kiny boasts to his friend about all his latest exploits and dubious business deals.
- I want 70. I've never I want 70%. Not 60. Not not 80. I want 70%.
- I'm skimming off the city ledger to power it.
- She said northwest part of town, which would be that way.
- I mean, we might we might getting this to level up when we kill this guy.
- You want to hand me the 22?
- There's no blood on the floor where foot Yeah, Where her foot got foot got stabbed.
- So, that's there.
- She's like, I definitely got a back door you can enter.
- Come on. What do you mean? My butthole.
- Oh, my butthole, boy.
- You better be sucking my dick for [__] rent money.
- Yeah, that's funny.
- Zephy the Peacemaker.
- I love Peace with all my heart, and I don't care about how many men, women, and children I have to kill to get it.
References (from this video)
- Different outcomes based on card draws.
- Not a one and done type of game.
- Upgraded components available (all-in pledge).
- Relatively easy to read rulebook.
- Modular setup for cases.
- Randomly placed tokens (basic and clue) add uncertainty.
- Player boards provide a run down of the order of operations.
- Fate cards can be manipulated for skill checks.
- Ways to bring locations back to the light side.
- Upgraded acrylic tokens.
- Miniatures available for characters.
- Expansion adds to the game.
- Solo play requires controlling two characters.
- The board is long and big.
- Basic and clue tokens have the same back, making random placement tricky without seeing.
- Some fate cards can be bad.
- Damage can cause ongoing negative effects.
- Some skill cards have limited uses.
- Not enough room in the base box to sleeve all cards.
- Solving a case
- LA
Mechanics (from transcript analysis)
- Bag Building/Token Drawing — Clue tokens and basic tokens are drawn randomly from bags, and their backs are the same, creating uncertainty.
- Campaign play — The game can be played as a one-shot or as a campaign with lingering effects.
- card drafting — Players draw fate cards to help with skill checks, and can redraw them at a cost.
- cooperative play — Players work together to solve a case.
- hand management — Managing skill cards, some of which have limited uses.
- Modular board — The board setup is different based on the type of case.
- Push Your Luck — Drawing fate cards for skill checks and potentially drawing multiple cards, with wild cards allowing further draws.
- set collection — Gathering clue tokens is necessary to solve the case.
- Variable player powers — Each investigator has unique abilities and skill check proficiencies.
Video topics + discussion points
Quotes (from this video)
- This is a cooperative adventure game where you're trying to solve a case.
- Cool thing about this game is it could be each time you play a case, it could have different outcomes based on the cards that appear in the game.
- it's not just a one and done type solve the case type game, which is really a cool thing for me.
- This is not a deduction game. This is a story-driven cooperative adventure where we're going to gather clues and apply them for the case and suspects in the case.
- the board here is the board. It is split into four different sections.
- It is way more beneficial than if it's in the dark side.
- Each investigator is going to be doing two actions.
- the key to the game.
- This is really cool game with a lot of tool cool things going on, and being able to mitigate things while still being able to hopefully succeed as yourself.
References (from this video)
- Engaging story and evolving narrative
- Good replay value due to card variations and different outcomes
- Fast-paced turns
- Fun cooperative experience
- High quality components (especially upgraded ones)
- Investigating and solving cases for a private investigation agency in debt
- Los Angeles underworld
Mechanics (from transcript analysis)
- Area movement — Players move their investigators between different locations on the game board.
- card-driven gameplay — The story evolution and game outcomes are influenced by various cards that are drawn and resolved.
- cooperative play — The game is described as a 'storydriven cooperative adventure' for 1 to 5 players.
- Deck building (minor) — Players can acquire new skill cards to add to their character's deck.
- hand management — Players manage a hand of skill cards that can be played to aid in tests.
- set collection — Players aim to collect credits by completing objectives, such as capturing bounties.
- Skill Tests — Players perform skill tests (e.g., Mojo, Mechanical, Muscle, Move) to succeed at encounters and investigations.
- token management — Tokens are used for various game elements, including clues, heat, karma, and potentially damage.
Video topics + discussion points
Quotes (from this video)
- This game is good. I did not expect this one to be as good as it is.
- So, there you have it. LA1. I hope you enjoyed the playthrough.
- I'm the best at this game ever. I'm the best game player of all time when it comes to trying to do City of LA one. Wow, this is out of control.
References (from this video)
- Emergent narrative
- High replayability due to card mechanics
- Good integration of theme and mechanics
- Solid ruleset with few complexities
- Lots of content in the base game
- Potential for future expansions
- Difficulty in space management on the table for more players
- Some rules ambiguities mentioned
- Initial lack of money can limit early actions
- Cyberpunk detective agency
- Nuclear wasteland in LA
- Emergent story through gameplay
- Agents of Smur
- Arkham Horror
- Eldritch Horror
- Fortune and Glory
- Let's Go to Japan
- Let's Go to France
Mechanics (from transcript analysis)
- action selection — Players take turns performing a set number of actions, such as moving, drawing cards, or investigating.
- Card-driven tests — Instead of dice, the game uses a card system for skill tests.
- Deck building (unique decks) — Each player has their own unique deck of cards that is a mixture of skills and items.
- hand management — Players draw cards into their hand and must manage them for tests and other actions.
- Item cards — Players can acquire and use item cards that provide various benefits.
- Scenario/Case-based gameplay — The game features distinct cases with specific objectives, such as collecting credits or finding fugitives.
- Set collection (clue tokens) — Players collect clue tokens which are needed to advance the case.
- Trackers (darkness track, heat) — The game uses a darkness track that advances and a 'heat' mechanic where players accumulate tokens which can trigger negative effects.
Video topics + discussion points
Quotes (from this video)
- It's more like a storytelling game. It's not like a storybook game like Agents of Smur or something where we're going through a great big book.
- So, even if you're replaying a case it's not particularly going to be the the same thing every time.
- The board is huge and I can't really say that with it's as big as an Ark and Eldrich probably.
- It's just the fact that it's sideways makes it more difficult.
- I really, really enjoyed this.
- This is one of the best bits of the game so far.
References (from this video)
Mechanics (from transcript analysis)
- card drafting — Mentioned as another card drafting game from the publisher.
- Card Play — The core gameplay involves playing cards.
- Card Slotting — After playing a card, players choose where to slot it, which yields different resources.
Video topics + discussion points
Quotes (from this video)
- I think that the worst thing that we could possibly do is bore you.
- We're going to make a game that a lot of people don't like and that is totally fine.
- It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
- I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
- I love fusing two things that aren't aren't usually together. That's where you find new.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
- I want to be like thinking about something the whole time, you know? I want to be doing something.
- He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
- We're really proud of where that ended up.
- So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
- It's my favorite of our designs. I love it. I'm so happy that it is delivering.
- I don't want to be that guy [the quarterback]. But I can't stop myself.
- The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
- It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
- The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
- So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
- Generates exceptional tension.
- Constantly shifting bidding pool.
- No two auctions feel identical.
- Currency actively cycles.
- Mechanics age beautifully.
- Definitive push-your-luck auction game.
- Players are out of a round once all their sun tokens are used.
- Pharaohs accumulating civilization tiles across three eras
- Ancient Egypt
Mechanics (from transcript analysis)
- Auction — Players use sun tokens to bid on civilization tiles. Auctions trigger when a Ra tile is drawn. Players simultaneously reveal a sun token; highest wins tiles and exchanges their token for the central sun token. Non-winners reclaim their token. Players are out of a round once all their tokens are used.
- Currency cycling — The currency actively cycles as players exchange sun tokens.
- push-your-luck — Drawing tiles from a bag and deciding when to call Ra introduces a push-your-luck element.
- set collection — Players collect civilization tiles across three eras.
Video topics + discussion points
Quotes (from this video)
- Auctions strip all that away.
- Every single bid is a statement, a bluff, a calculation, sometimes a flat-out provocation.
- That is what makes the category so compelling. The social mechanism is what is driving it, not the rules themselves.
- The tension between winning and wanting to lose for compensation, sits in every placement decision.
- It is a brain-burner in the best sense.
- Auctions strip all that away. Every single bid is a statement, a bluff, a calculation, sometimes a flat-out provocation.
- The social mechanism is what is driving it, not the rules themselves.
- Auction programming, one of the most original action selection systems in recent design.
- It is a brain-burner in the best sense. Highly interactive, tactically rich, and constantly surprising.
- The auction isn't a scene, it is the stage on which an entire century-spanning narrative plays out.
- No auction game produces richer emergent stories across a full game arc.
References (from this video)
- engaging even with five players
- multiple strategies emerge across rounds
- could be guilty of over-optimizing and waiting for tides
Mechanics (from transcript analysis)
- auction / set collection — bidding and selecting sets of tiles with auction-like tension
Video topics + discussion points
Quotes (from this video)
- I really liked it first of all I had a really good time with the White Castle
- I was blown away by Scout
- Earth is my favorite out of all four of those games so far
- it's pure Mayhem
References (from this video)
- New edition brings upgraded components
- Deluxe bits improve aesthetics and feel
- Not discussed in detail; the note is brief
- Abstract strategy with heavy plan and tile placement
- Generic abstract/strategy setting in a classic engine-building vibe
- N/A
- Vindication
Mechanics (from transcript analysis)
- Resource management — Manage resources to optimize scoring opportunities
- set collection / scoring — Collect a variety of tile types for scoring
- tile drafting and placement — Draft and place tiles to optimize score
- tile placement — Draft and place tiles to optimize score
Video topics + discussion points
Quotes (from this video)
- carried this heavy AF box, Vindication
- I love the deluxe bits and pieces and it's just so much more cooler
- the white box so clean
- I'm dying to get back into this one
- the revised editions are usually a lot better
- Castle of Burgundy. I definitely I actually just played the old one before and I'm like, 'Oh, man. This is a pain.'
- The new one has it nuances, too.
- it's super annoying to get out the tiles because it's hard to find each one and the organization isn't as clean as it can be, but it's still a lot more fun with the new one because all the deluxe and upgraded bits.
- Vindication 2 is that there is like your regular form and you also have an evolved form.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the only constant is change
- jungkus games is my full-time career
- i want to make this digest of all games i've talked about on the site
References (from this video)
- Engaging drafting/bidding dynamic
- Beautiful edition that holds up visually
- Some variability and luck in tile draws
- civilization development over 1500 years
- Ancient Egypt and religious themes
- civ-building with bidding and push-your-luck elements
Mechanics (from transcript analysis)
- bidding and push-your-luck — players bid for resources and use discs to build their civilization
- end-game scoring based on multiple factors — final score determined by a combination of tracked resources
- tile drawing with potential for bad tiles — drawing tiles while managing risk and rewards
Video topics + discussion points
Quotes (from this video)
- This game is like roller coaster.
- getting non-gamers into it. This is how you play it with some cake, some uh drinks, beverages and have a good time.
- It's modern art.
- Modern Art is Yes. Ryan Kitia's ball game.
References (from this video)
- Visually appealing with foil cards and tokens
- Clear theme of space-trade and cargo optimization
- Flexible player count (3-5 players)
- Rule book length described as three pages; may imply accessibility concerns
- No explicit solo mode mentioned for Graph in transcript
- Cargo optimization and risk of rejection by Zenith
- Space-trade setting with a fictional Zenith Corporation managing cargo
- Strategic cargo-packing and negotiation with a corporate backdrop
Mechanics (from transcript analysis)
- cargo manifest drafting — Players fill cargo manifests with high value goods to maximize value.
- risk management — If the manifest is not packed correctly, Zenith rejects and forces a restart.
- risk/reward and restart — If the manifest is not packed correctly, Zenith rejects and forces a restart.
Video topics + discussion points
Quotes (from this video)
- Pillars of Fate, two-player game. You have two divine beings competing across three ages. Sounds oddly familiar.
- two divine beings competing across three ages. Sounds oddly familiar.
- This looks like a pretty quick game.
- Time to panic along with a Pillars of Fate playmat.
- This is all about shattering the fabric of time, leaving history in disarray.
- Your team, an elite group of multiversal agents, must work together to repair the timeline before it's too late.
- I feel like their production level is exactly what I cover on my on my channel.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is in lieu of us doing our yearly top 10; it’s a category-based discussion.
- I think this format is more interesting and adds flexibility in terms of the games we’re talking about.
- Anyone who says this game is luck-based, you’re just wrong.
- Through the Desert is one of the greatest designs ever in my opinion.
- Magic's back in my life now because of drafting.
References (from this video)
- legit funny artwork and text
- must recommend this game
- collecting souls
Mechanics (from transcript analysis)
- Area movement — A skull on reap means you can move your Reaper around the souls.
- bidding — Players can bid skulls, and if another player bids more skulls, they can be beaten out for the soul.
- card drafting — A skull on sweep means you can change out a soul card.
- set collection — Players collect souls by being on them or adjacent souls of the same type.
Video topics + discussion points
Quotes (from this video)
- I'm a silly person but I love a dark theme reap
- I retire from Comedy
- watch out mom Reaper I have to recommend this game because they got a mustach Reaper
References (from this video)
- Adorable reaper illustrations.
- Neat tactical contest with bluffing.
- Different reapers have different bonuses to add surprise and intrigue to the keep bidding.
- Big chains of souls create tricky decisions.
- Great gift for gamers and non-gamers alike.
- reapers collecting souls by color
- grid-based soul collection
- tactical contest with bluffing
Mechanics (from transcript analysis)
- Color bonuses — Color bonuses from reapers affect keep scoring.
- Diagonals and bonuses — Some reapers can reap or keep diagonally, opening up for surprise movement or bigger chains.
- End condition — First player to reach nine souls wins.
- end game bonuses — Some reapers can reap or keep diagonally, opening up for surprise movement or bigger chains.
- Grid refill — After rounds, refill the grid and draw new reapers.
- Keep (action) — Gain a soul of a color; if a color no other player has, you gain that soul and all adjacent souls of that color; tie resolution via skull/keep points.
- Reap (action) — Move your pawn one step.
- Reclaim as Action — Move your pawn one step.
- Sweep (action) — Discard and replace an adjacent soul card to optimize color layout or disrupt opponents.
Video topics + discussion points
Quotes (from this video)
- reap is a card game in which players enlist the power of the cutest of reapers to collect souls
- reef is a neat tactical contest with elements of bluffing
- the first to collect nine souls wins the game
- big chains of souls on the board make for tricky decisions
- different reapers have different bonuses to add surprise and intrigue to the keep bidding
- the art 70 of the most adorable reaper illustrations you're ever likely to see
References (from this video)
- Thematic Viking setting and strong production elements are praised
- Accessible, quick play with a clear end condition
- Interactive tableau-building and exploration choices
- Memory pressure in tracking cards and actions, risk of distraction in two-player rounds
- Vikings building expeditions to distant lands and assembling a personal tableau to gain points
- Viking-themed tableau/expedition
- tableau-driven progression with exploration elements
- Adventurer
- Daa
Mechanics (from transcript analysis)
- artifacts — the game includes seven artifacts that add rules or flair; one example (Me Cup) replaces a card when exploring.
- color_pickup_and_helmet_wild — after playing into a color, you pick up the card in the matching column unless you spend a helmet to pick any color.
- deck_size_and_discard_rule — the Viking deck scales with player count; if the deck runs out, the player with the largest tableau must discard a card.
- draw_and_replenish — when you draw a card from the deck, you may add it to your tableau without activating its effects; you replenish cards and can sweep artifacts.
- end_game_and_scoring — the race to 40 points ends the game; scoring involves bracelets, helmets, reputation, and drawn cards.
- exploration_action — you can explore distant lands by spending cards (or helmets as wilds) to take a card from one of six destinations with costs shown on the destination card.
- play_card_to_tableau — on a turn, you may play one of three Viking cards into a color-based column in your personal tableau, gaining benefits from all cards in that column.
- Resource management — bracelets (silver) are spent to gain column benefits; a reputation track provides VP based on position each turn; artifacts add optional twists.
- resource_and_track_system — bracelets (silver) are spent to gain column benefits; a reputation track provides VP based on position each turn; artifacts add optional twists.
- two_action_turns — each turn features two action types: play a Viking into tableau or explore.
Video topics + discussion points
Quotes (from this video)
- this is a tableau management game now we're on the game
- it's a race to 40 points
- on each turn you have two options you have three Viking cards in your hand
- spend a helmet you can pick up whatever color you want
- there six distant lands up here that we can go exploring
- the game comes with seven artifacts
- I like quick game like this
- the theme of this game the outwork is incredible it is indeed it's incredible
References (from this video)
- Gateway-friendly with light to moderate complexity
- Introduces players to worker placement and dice rolling
- Good catch-up mechanic to prevent runaway leaders
- Beautiful artwork and components
- Varied paths to victory (noble ruler, trader, fighter)
- Wolf mechanic can hinder progress by blocking regions
- Prototype status of components and non-final rules/artwork
- rise to power with multiple archetypes (noble ruler, ruthless trader, fearless fighter)
- kingdom of Rian
- Catan
Mechanics (from transcript analysis)
- Building and crafting — spend resources to build cottages and gates; craft goods by exchanging two resources for one crafted good
- Card/Chit Market — quest cards bought with stones or grain; event cards can reveal a market and affect demand for goods
- Council/democracy mechanic — two players can team up; the leading player loses two points
- Dice rolling — two dice are rolled in battles; higher roll wins
- Multi-use cards — spend a tool to gain a special card with advantages like extra points or movement, or hindering opponents
- Network/route building — build Gates between regions; passing through Gates can grant resources and points
- Path connectivity (Gates) — build Gates between regions; passing through Gates can grant resources and points
- Quest cards and market/events — quest cards bought with stones or grain; event cards can reveal a market and affect demand for goods
- Resource management — gather resources from regions to use for building, crafting, and trading
- Resource-based economy — resources include stone, grain, etc., used across actions
- scoring and end condition — points are earned via buildings, quests, markets, etc; game ends when a player reaches 14 points
- Tools / special cards — spend a tool to gain a special card with advantages like extra points or movement, or hindering opponents
- Wolf mechanic — the wolf blocks regions; battles may move the wolf and yield resources or cause setbacks
- worker placement — allocate four action cubes per turn to perform actions; can travel to adjacent regions twice per turn
Video topics + discussion points
Quotes (from this video)
- The Legacy that everyone's going to talk about for centuries
- Think Katan level complexity but with more battling and less sheep
- Gateway-friendly with light to moderate complexity
References (from this video)
- Randomized setup yields high replayability and variety
- Engaging windmill mechanic creates interesting decisions
- Strong player interaction via rondel and competition for resources
- High component quality and colorful, thematic tokens; aesthetically pleasing board
- One-time action tokens feel inelegant and a bit like a band-aid
- Out of print and can be expensive to acquire
- Potential for analysis paralysis in four-player games
- agriculture and trade via windmill resource engine
- Farmers harvest a variety of foods using a windmill mechanism to produce victory points
- tutorial demonstration
Mechanics (from transcript analysis)
- delivery to towns (market) — deliver goods to towns; a tile value indicates victory points; delivering requires discarding mules and paying goods
- end game bonuses — endgame clock with five tokens; end-game bonus for most of a good; final score includes tile values, bonuses, and end-game tokens
- endgame tokens and scoring — endgame clock with five tokens; end-game bonus for most of a good; final score includes tile values, bonuses, and end-game tokens
- Limited Resource Pool — if there are not enough resources to fulfill a grab, all players lose that type of resource and the requester takes what is required
- mule and crossing lines — cross the equator line with farmers to unlock a mule; mules enable delivering more goods
- Pick-up and deliver — deliver goods to towns; a tile value indicates victory points; delivering requires discarding mules and paying goods
- resource supply and depletion — if there are not enough resources to fulfill a grab, all players lose that type of resource and the requester takes what is required
- Rondel — move around the windmill, with the number of spaces and resources determined by the number of farmers on the landed blade
- set collection and bonus tiles — collect tiles with numbers 1-6; line up most-of-a-kind to earn bonus tiles worth points
- special one-time action tiles — one-time use tiles to perform powerful moves; remaining tokens at end are worth points
- windmill rondle — move around the windmill, with the number of spaces and resources determined by the number of farmers on the landed blade
Video topics + discussion points
Quotes (from this video)
- I love that the tiles are all randomized each game
- I also love the mechanic of moving your Farmers around
- FAA is a gem
References (from this video)
- engaging engine-building feel with evolving decisions
- replayable and satisfying card interactions
- turns can become predictable once you identify a standard engine
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's just such a satisfying game for me to play
- the scoring is so low it makes every point matter so much
- this is a voting game that you are going after you're interested in manipulating tokens on the board
- Mission Deep Sea is the Pinnacle version of the crew
- Ghost Stories is fantastic cooperative game
- Cascadia is such a great game
- Kingdom Builder ... it goes up to five to six players
- KeyForge unlike anything else I've played out there
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Accessible, quick play (about 30 minutes) with a light, charming feel.
- Solid drafting core without overwhelming decision trees.
- Interesting compost mechanic that adds a layer of depth and trade-offs.
- Objectives provide direction and some variety across playthroughs.
- Good comparison seeds to other lighter drafting games (No Thanks, Tend).
- Drafting tension is not as high as in heavier drafting games; decisions are often obvious.
- Compost interactions can feel underutilized or underdeveloped in many sessions.
- Limited variance; the objectives don’t drastically change the core experience from game to game.
- Hate-drafting can be a feature for some players, but not everyone enjoys that dynamic.
- Replay variety relies more on card distribution than on evolving rules.
- Array
- Fictional trading world
- Abstract/Mechanistic
- Tend
- No Thanks
Mechanics (from transcript analysis)
- Card-exchange when shipping cargo — Reveal a ship cargo card and exchange it for a card from your hand before shipping the cargo.
- Color-based scoring / set collection — Scoring comes from color-specific cards (green, yellow, pink, etc.) and their interactions with the row and objectives.
- Compost mechanic — Cards busted to compost interact with other cards and potential scoring; some cards pull from or reward points for composted cards.
- drafting — Players draft a card from their hand and reveal simultaneously before passing to the next player.
- End-of-round scoring via manifests and objectives — When the deck runs out or cargo is shipped, players score points from objectives and shipped manifests.
- Push Your Luck — Players continue to play cards and advance their cargo manifests while risking busting and discarding cards to the compost.
- set collection — Scoring comes from color-specific cards (green, yellow, pink, etc.) and their interactions with the row and objectives.
Video topics + discussion points
Quotes (from this video)
- Graft is a three to five player drafting push your luck game.
- Overall, this is a light, fun, charming game.
- Once a player ships cargo when the deck has run out, at that point you're going to score up all your points you've gotten for objectives, as well as the points you've gotten for each of your cargo manifests that you've shipped.
- I enjoy Graph. I played it a few times and I'm glad I have because the first time I played it, it had an initial charm to it.
References (from this video)
- easy to teach and learn
- tight balance and replay value
- high production quality
- accessible entry point into auction games
- best with 3-5 players; two-player balance is weaker
- some players may find luck plays a factor
- Auction and set collection
- Abstract auction with tiles drawn from a bag
- abstract, highly tactical
- Modern Art
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid on tiles using value chips; winning an auction requires taking all tiles in the bid and exchanging chips.
- auction with chips — Players bid on tiles using value chips; winning an auction requires taking all tiles in the bid and exchanging chips.
- round-based, finite play — Three rounds total; end conditions and scoring are predictable, aiding strategic planning.
- set collection — Tiles stay in play across rounds; scoring occurs after each round with potential negative points.
- set collection and timing — Tiles stay in play across rounds; scoring occurs after each round with potential negative points.
Video topics + discussion points
Quotes (from this video)
- I would rate a 10 out of 10.
- Through the Desert is incredibly interactive at every player count.
- The production quality of RAW is outstanding.
- Arboritum is very interactive, but in a cutthroat way.
- Botswana is the simplest on the list, but with depth.
References (from this video)
- Less mental math, still satisfying bids
- Visible opponent bids add strategic clarity
- Limited to fixed-value bids
- Some players may prefer pure money bidding
- tactical bidding without mental math
- Auction environment with fixed bidding resources
- Big Shot
- Skyrise
- Modern Art
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid with fixed-value sundisks rather than money; central grid fills with tiles triggering auctions.
- bidding strength represented by disc swaps — Your bid strength is reflected by disc selection; you can swap discs when you win.
- sundisk bidding — Players bid with fixed-value sundisks rather than money; central grid fills with tiles triggering auctions.
Video topics + discussion points
Quotes (from this video)
- Auction and bidding is honestly one of my favorite board game mechanics
- This is such a fun game and can be really cutthroat.
- Modern Art is pure economic knife fighting.
- Keyflower is clever, crunchy, full of tough choices, and is just one of the greatest games ever made.
- it's just such an amazing game.
References (from this video)
- high production quality and components
- deep, interactive bidding and multi-faceted scoring
- varied starting auction tokens create balance and replayability
- scoring opportunities across many categories keep players engaged
- shines at higher player counts
- two-player version can be less engaging; potential boredom noted
- some complexity may be daunting for newcomers
- Auction bidding with set collection and variable scoring
- Ancient Egypt along the Nile with pharaohs, monuments, and Nile flooding
- Thematic flavor with historical Egypt imagery; abstract mechanics
- Razia
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid tokens to gain control of tokens; raw forces bid; last-chance bid; tokens swap from middle and are returned face down.
- auction/bidding — Players bid tokens to gain control of tokens; raw forces bid; last-chance bid; tokens swap from middle and are returned face down.
- bag building — Each turn you draw a tile from the bag and place it on your board.
- board/round progression — Left side persists across rounds; right side resets; boat track determines end of round.
- calamity tiles — Disasters force discarding tiles from your board.
- Compound Scoring — Score categories at the end of each round; Nile, monuments, pharaohs, god tiles.
- End-round scoring — Score categories at the end of each round; Nile, monuments, pharaohs, god tiles.
- endgame scoring and round progression — Three rounds; final scoring includes monuments; tokens convert to points.
- god tiles and swapping — God tiles allow swapping a desired tile from the lineup; otherwise held for end-of-round points.
- set collection — Monuments and other tiles scored by collecting multiple types/numbered sets.
- Tile drafting from bag — Each turn you draw a tile from the bag and place it on your board.
- token management — Use bidding tokens, which are consumed and replaced in subsequent rounds; tokens moved to middle or swapped.
- Track advancement — Left side persists across rounds; right side resets; boat track determines end of round.
- two-player balance — Two-player variant is less engaging but still functional; balance tweaks like seven-point swing.
Video topics + discussion points
Quotes (from this video)
- this is one of the quintessential kind of bidding auction style games
- production quality of this game was amazing
- auction games this is you know about as good as it gets
- it's interactive you're locked in constantly
- I love the kind of the variable starting tiles that you started with
- this shines at higher player counts
- two-player version there's a seven point swing
References (from this video)
- easy to learn
- family-friendly
- engaging family puzzle
- quick turns
- clear scoring
- space for strategic planning
- discovery, scoring through line completion, area control via houses, majority in hidden geography tiles, species collection scoring
- island exploration on a triangular journal grid
- tutorial/overview
Mechanics (from transcript analysis)
- discovery placement on triangular grid — Players place discovery tokens on a triangular grid in their journal, with placement determining scoring opportunities.
- house placement and travel/area control — Completing horizontal lines allows placing a house that speeds travel and establishes board control.
- Line completion scoring — Points are scored immediately when the last token completes a line in any direction (horizontal or diagonal).
- secret geography tiles and majority scoring — End-of-game reveals geography tiles; players with majority benefit with extra points.
- species collection and fluctuating values — Species collected on the journal have values that are set at game start and can fluctuate during play.
Video topics + discussion points
Quotes (from this video)
- This game is super easy to dive into, great for families.
- Make sure to be on the lookout for the upcoming crowdfunding campaign for [music] this game. You're not going to want to miss.
References (from this video)
- exceptional production quality for a prototype
- satisfying tactile components (stamps and scratchers)
- strong variety of strategic paths and multiple routes to victory
- engaging neighbor interaction and subtle player interaction
- fun remote/party play option via the website integration
- thematic cohesion can feel dry or spreadsheet-like at times
- the number of choices can be paralyzing for first-time players
- some components (scratchers) feel fragile in prototype form and may require production adjustments
- lamination of the cargo manifest is not possible with current components
- space-based farming and resource management with interplanetary shipping and colonization dynamics
- Earth has exhausted its resources; humanity operatives work on a distant planet to farm and harvest goods to ship back to Earth as a space-based economy unfolds.
- procedural/resource-management with sandbox elements
- Stardew Valley
- Hadrian's Wall
Mechanics (from transcript analysis)
- Cargo manifest / shipping goods — ship resources back to Earth; goods are scored via a manifest that assigns points based on placement and value.
- Coins, stamps, and markers system — resources converted into markers or stamps; stamps provide a tactile, visual method to track progress and scoring on the manifest.
- Compound Scoring — the game runs over 12 rounds split into three seasons; at the end of each season, players score based on filled criteria and special bonuses.
- Fishing / chopping / mining actions — three core action tracks with upgrading paths; each track yields different resources and endgame bonuses.
- Flip and Write / blank-and-write — players draft and upgrade actions on cards, then mark progress on a sheet; cards cycle and improve over the game.
- Flip/Roll and Write — players draft and upgrade actions on cards, then mark progress on a sheet; cards cycle and improve over the game.
- neighbor interaction — produce resources can be given to left or right neighbors; neighbors gain goods and players gain markers when passing.
- Scratchers / die-cut discovery — scratch-off tokens reveal yields and bonuses; provides a lottery-ticket feel and tangible interaction.
- Seasonal scoring with three scoring bonuses — the game runs over 12 rounds split into three seasons; at the end of each season, players score based on filled criteria and special bonuses.
- tile placement — plant crops and place farm structures on a grid; land size and fences determine what can be built.
- Tile/land placement and plowing — plant crops and place farm structures on a grid; land size and fences determine what can be built.
- Treillis and upgrade pathways — building trellises or upgrades to unlock new crop placements and actions; progression unlocks deeper bonuses.
Video topics + discussion points
Quotes (from this video)
- it's crazy good
- stamps are they necessary probably not are they my favorite thing I've ever gotten in a prototype
- there are so many ways you can go in the game it's really satisfying
- neighbor bonuses... clever
- the damn scratchers... ridiculous
- it's brilliant absolutely brilliant
- it's not particularly thematic but just something that you need to understand as you look past the amazing things that you're getting with the production at the end of the day it is a little bit dry
References (from this video)
- tight, tactical decision-making
- interesting twist with two-sided cards
- integrates well with other Packo titles
- requires careful timing to avoid overshooting zero
- finance/points balance via tricks
- Travel-sized micro-game collection; abstract trick-taking
- cleverly mathematical
Mechanics (from transcript analysis)
- Multi-use cards — Each card has a positive side and a negative side; orientation matters.
- Trick-taking — Players draft and play tricks to maximize positive vs negative points.
- Two-sided cards — Each card has a positive side and a negative side; orientation matters.
Video topics + discussion points
Quotes (from this video)
- eight full board games in this one little pouch
- this set is absolutely brilliant absolutely genius
- we were blown away with how much you can do in such a little package
- the cards are two-sided one is positive one is negative feel upside down
- in Sly you're drafting these cards face down into the hen house
- this is a horse racing game
References (from this video)
- clear color-based feel
- short playtime with strategic depth
- nice interaction via shared pool
- may rely on player cooperation with pool dynamics
- color drafting with set completion
- Travel-sized micro-game collection; color/mactor matching
- light, colorful
Mechanics (from transcript analysis)
- shared-pool drafting — Players draft from a common pile; choices affect others.
- tableau building — Construct a personal display to maximize color sets.
- tableau-building — Construct a personal display to maximize color sets.
Video topics + discussion points
Quotes (from this video)
- eight full board games in this one little pouch
- this set is absolutely brilliant absolutely genius
- we were blown away with how much you can do in such a little package
- the cards are two-sided one is positive one is negative feel upside down
- in Sly you're drafting these cards face down into the hen house
- this is a horse racing game
References (from this video)
- ambitious, high-complexity farming title
- flexible play path with multiple actions per turn
- farming, resource collection, and merchant-style optimization
- Farming world where players build and manage crops and goods
- puzzle-like, high-agency farming experience
Mechanics (from transcript analysis)
- flip-and-write — players flip, roll, write, and track outcomes on a personal pad
- Flip/Roll and Write — players flip, roll, write, and track outcomes on a personal pad
- roll-and-write / scratch-and-stamp — dice outcomes are written and sometimes stamped or scratched for bonuses
Video topics + discussion points
Quotes (from this video)
- The fate of creatures touched by the spark of intelligence hangs in the balance
- This is a flip and roll and scratch and stamp and whatever else you want to do and write
- open world Cooperative Adventure game even for solo
- windmill valley was a big hit for me Solo in 2024
- you start as a child and as such you will have limited sense of interest and skills that will determine your development
References (from this video)
- Engaging simultaneous play that creates tension
- Pattern-driven scoring offers strategic depth
- Interactive decisions and occasional blocking opportunities
- Rulebook is light on rules, leading to confusion
- Scoring conditions and adjacency requirements can be unclear
- Edge-case interpretations require house-rule style discussion
- pattern-based scoring with push-your-luck elements
- tabletop board game session
- live commentary with group interaction
- Time to Panic
- Scales of Fate
- Pillars of Fate
Mechanics (from transcript analysis)
- badge/marker scoring — Conditions allow players to place markers on cards; first claimant earns higher points while others receive lower points.
- bust and compost mechanics — If you bust, you discard or place cards into a compost area; some mechanics allow these to influence future rounds.
- Compound Scoring — Conditions allow players to place markers on cards; first claimant earns higher points while others receive lower points.
- deck manipulation — Players may replace or rearrange cards and draw back up to a hand limit, influencing future choices.
- deck manipulation and replacement — Players may replace or rearrange cards and draw back up to a hand limit, influencing future choices.
- row-based scoring with patterns — Cards form rows that must meet certain patterns or conditions to score, with some conditions requiring adjacency or specific sequences.
- Simultaneous card reveal — Players select and reveal cards at the same time.
- Simultaneous reveal — Players select and reveal cards at the same time.
Video topics + discussion points
Quotes (from this video)
- I love card games.
- These patterns are way harder.
- The rule books are a little too light on rules.
References (from this video)
- Elegant interaction between drafting, restrictions, and goals that rewards careful planning
- Beautiful production values with gold and silver foil on goals and cards
- Strong replayability due to variable card decks and mutually reinforcing objectives
- Bust outcomes can be punishing and may frustrate players who prefer deterministic engines
- Minimum and maximum player counts (3-5) constrain group size and pacing flexibility
- Access is primarily via pre-order, which may slow availability for some buyers
- goal-driven cargo collection and delivery, blocked-card interactions, and push-your-luck decision-making
- Tend universe, corporate space trading with cargo ships, exploration of a connected world shared with Tend
- informational yet enthusiastic overview with emphasis on production values and gameplay twists
- Tend
Mechanics (from transcript analysis)
- board_state_and_marker_scoring — marker placement above or below on the board indicates who hit a goal first and who followed, contributing to end-game scoring.
- card_restrictions_interactions — cards carry color-based restrictions (red borders) that constrain what colors may be played after a given card, creating strategic sequencing.
- Compound Scoring — marker placement above or below on the board indicates who hit a goal first and who followed, contributing to end-game scoring.
- deck_refill_and_compost — after each round, players refill to six cards; if you bust, your accumulated assets are moved to a compost pile, resetting progress for that round.
- drafting — players select a card from their hand and pass the remaining cards to the next player, creating a dynamic flow and potential future options as the deck reshuffles per player count.
- goal_mechanics — two gold and three silver goals exist per game; achieving them places markers and yields points, with order of achievement affecting positioning.
- Push Your Luck — a core element where players may push their luck by drawing and playing additional cards to increase scoring potential, risking busting when forced to pass.
- pusher_luck — a core element where players may push their luck by drawing and playing additional cards to increase scoring potential, risking busting when forced to pass.
- set collection — cargo cards are collected and later shipped; successful shipments score points based on card effects and end-game rules.
- set_collection_and_shipping — cargo cards are collected and later shipped; successful shipments score points based on card effects and end-game rules.
Video topics + discussion points
Quotes (from this video)
- the game Graph from Ivy Studios.
- gold and like look at the gold foil on the cards.
- there will be two gold and three silver goals that you are being worked toward.
- you will put one of your cute little player markers above.
- I really like that pusher luck element.
- this is Graph. I highly recommend it.
- the only way to get it is pre-order through their website.
References (from this video)
- Clever design with deep strategic options
- Engaging and varied when multiple cards are activated in a turn
- Clean layout and clear teaching flow
- Approachable to teach and fun for players of different experience levels
- engine-building/resource management with area-based growth and mask-driven endgame.
- Columns-based mancala board with personal starting cards, a central village area, sun and moon energy tokens, and a market of cards on a top row.
- educational/enthusiastic overview with practical, teach-through-play explanations.
Mechanics (from transcript analysis)
- Card purchasing and council placement — Bought cards grant abilities and are placed in a council area, influencing future turns and strategies.
- Card/Chit Market — A shared village area holds excess tokens and a top-row market of four cards; players can refresh rows by paying to access new cards.
- Central village and card market — A shared village area holds excess tokens and a top-row market of four cards; players can refresh rows by paying to access new cards.
- Column-based activation — Players choose one of their own columns to activate; each column can hold up to four cards, and the column activated determines the effects triggered.
- end game bonuses — Masks provide endgame scoring conditions and can end the game when a certain number of masks are in play or a threshold of cards is reached.
- Endgame scoring — Scoring comes from column height, cards in the council, and mask-based scoring conditions.
- Masks and endgame triggers — Masks provide endgame scoring conditions and can end the game when a certain number of masks are in play or a threshold of cards is reached.
- Row refresh pricing — Players may pay tokens to refresh either row in the village to access different cards.
- Tokens: sun and moon — Two types of energy tokens are used to pay costs and fuel card abilities; tokens are earned and spent during play.
Video topics + discussion points
Quotes (from this video)
- It is really clever, really cool, and has a lot of strategy, but is pretty straightforward and approachable to teach to people.
- I love how cleanly everything is laid out.
- There are some really epic things you can do in one turn when you have multiple cards activated.
References (from this video)
- Concise and well-organized rule book (about 6.5 pages core rules).
- Engaging theme with strong cyberpunk detective atmosphere.
- Strong replayability through multiple cases and varied card encounters.
- Tight interactions between board, cards, and character decks.
- Accessible core mechanics despite depth; intuitive tests and consequences.
- Table space hog: oversized board and numerous components; difficult on small tables.
- Portrait board orientation; landscape mode would be preferable for camera/table setup.
- Over 800 cards with no included card dividers; DIY dividers recommended.
- Long setup time for first game; heavy component management.
- Name of one case, 'the deadly dingus', may be off-putting; naming could be improved.
- cyberpunk detective mystery
- Post-apocalyptic Los Angeles with the surface city Old Angeles, the City of Angels, and the underworld.
- story-driven, case-based gameplay where mysteries have multiple solutions and are experienced through characters rather than players
- Arkham Horror
- Civotas Nihelium
Mechanics (from transcript analysis)
- Bounty hunting and orange clue tokens — During investigation, players can bounty hunt by discarding orange clue tokens to draw more cards.
- Case-based scenarios and expansions — Base game has four cases; expansion adds a fifth; cases are replayable with varied outcomes due to randomized cards.
- Character stats and skill tests — Stats Mind, Mech, Mojo, Moxy, Move, Muscle; tests use cards and Fate/Clue tokens; matching icons can grant extra draws; overshooting adds heat.
- Cooperative Game — Players work together as investigators in Mason Doyle Investigations.
- cooperative play — Players work together as investigators in Mason Doyle Investigations.
- Darkness mythos phase and darkness track — The mythos/darkness phase advances a darkness tracker; spaces can flip between light and dark; events from the mythos deck affect play.
- Deck building — Each character has a starting deck with equipment and stat cards; can upgrade via encounter decks.
- Deck-building starter decks — Each character has a starting deck with equipment and stat cards; can upgrade via encounter decks.
- deduction — During investigation, players can bounty hunt by discarding orange clue tokens to draw more cards.
- Draw and resolve damage and fate cards — Damage cards accumulate; every third drawn flips face up with consequences; fate cards drive test outcomes.
- Heat mechanic — Heat tokens track attention drawn by actions; too much heat triggers negative consequences; can be reduced by laying low.
- Location-based encounter decks and tests — Each space has its own encounter deck; tests rely on specific skills; posters and encounters influence rewards and further draws.
- Move and space mechanics with light/dark sides — Spaces have light and dark sides; moving and testing can trigger different consequences; darkness shifts add tension.
- Simultaneous Actions — Each player gets two actions per investigation phase to move, investigate, rest, etc.
- Tokens as currency — Clue tokens, alibi tokens, executive order tokens, gum shoe tokens, etc. used to perform actions and upgrades; passports and karma tokens add depth.
- Two actions per investigator per phase — Each player gets two actions per investigation phase to move, investigate, rest, etc.
Video topics + discussion points
Quotes (from this video)
- So, yes, this game is awesome. I love this game.
- This board is absolutely massive.
- Richard Lonius is the king of the co-op.
- I would love it if they did come out with a small expansion with more encounter cards.
- I think this game is so much fun.
References (from this video)
- Beautiful production value and cohesive graphic design from a single artistic vision.
- Color-coded components and organized storage that enhance tactile gameplay.
- Integrated trilogy approach with carryover elements across Miru 1 through 3, enabling an overarching campaign.
- High-quality physical components that replace pencil-and-paper fiddliness with tangible tokens and boards.
- Accessible price point for a deluxe hex-kit experience, with bundles that simplify buying all three books.
- Complexity can be a barrier for new players; the hex-kit approach adds layers beyond traditional solo RPGs.
- Requires access to base books 1–3 to play fully, which may complicate setup if PDFs or bundles aren’t obtained.
- Some players may find the hand-management and token systems dense compared to lighter solo experiences.
- The transition from pen-and-paper mechanics to physical components may introduce a steeper learning curve.
- Expands beyond a single standalone game, making it a larger time and budget commitment for a complete run.
- Survival, exploration, artifact gathering, and an epic quest that threads through a trilogy to confront a godly foe.
- A fantastical, perilous world where exploration unfolds across hex-based maps that reveal ruins, deserts, forests, and mysterious locales as the protagonist pursues a god.
- Analog horror/adventure with a cohesive story arc that links Miru, Miru 2, and Miru 3, allowing carryover elements and evolving stakes.
- Dark Venture
- Dungeon Degenerates
Mechanics (from transcript analysis)
- Character progression and gear collection — Acquire weapons, gear, and treasures to improve odds in encounters and overcome challenges.
- hex-grid exploration — Players move a character token across hexes to uncover encounters, resources, and environmental effects.
- hexagon grid — Players move a character token across hexes to uncover encounters, resources, and environmental effects.
- Puzzle-like encounters and cryptic events — Events require deduction and strategy rather than pure randomness, with outcomes shaping the ongoing campaign.
- Turn structure by phases — Each day progresses through a dawn, day, dusk, and dark phase that governs actions, events, and resolutions.
- Variable Phase Order — Each day progresses through a dawn, day, dusk, and dark phase that governs actions, events, and resolutions.
Video topics + discussion points
Quotes (from this video)
- The award-winning series began as a small zen and has grown into an epic story of adventure, horror, and village defense.
- The hex kit alone is $50 and you can get a bundle for $100 that includes the hex kit and all three of the new versions of the book.
- I am very happy with this. What a really really nice production.
- This is going to be pretty dang cool to play Miru's one through three as kind of this three-act epic campaign using these components.
References (from this video)
- Simple, easy to learn and play
- Enjoyable solo experience with satisfying scoring
- The eraser feature makes drawing forgiving
- Pleasant theme and satisfying loop (trees and lakes)
- Drawing quality can feel subjective; the player notes their art could be better
- Some rule interactions (placement near lakes/trees) can be fiddly in the moment
- Array
- Forest
- observational, first-person playthrough narration
Mechanics (from transcript analysis)
- Compound Scoring — Score is determined by the number of different tree types in specific columns.
- Dice rolling — The player rolls two dice to determine which shape to place on the map.
- Eraser / Correction — The player can erase mistakes and adjust their drawings.
- Lakes as Multipliers — Lakes multiply scoring opportunities; more lakes increase the multiplier.
- Pattern/Shape Placement — Players place shapes on a grid to form forests of trees and lakes, guided by the dice results.
- Scoring by Tree Variety in Columns — Score is determined by the number of different tree types in specific columns.
Video topics + discussion points
Quotes (from this video)
- I love rolling dice and I love ones that are very simple to play like this.
- Oh my gosh. Thank goodness this has an eraser.
- I wish my drawing was a little bit better, but this was my forest.
- This was very pleasant. I love rolling dice and I love ones that are very simple to play like this.
- Happy gaming.
References (from this video)
- Highly interactive and tense
- Strong replayability via rotating dice and areas
- Layered decision-making with ongoing pressure
- Punishing at times; mistakes have real consequences
- Can be punishing for new players without guidance
- Power, influence, and cathedral-building under dice-driven pressure
- Medieval France, competing noble houses vying for influence
- Tense, highly interactive, and strategic with constant adaptation
Mechanics (from transcript analysis)
- dice placement — Colored dice represent city factions and are spent to activate buildings and advance influence
- Dice-based worker placement — Colored dice represent city factions and are spent to activate buildings and advance influence
- Hidden objectives with public impact — Players pursue personal goals while reacting to others' moves
Video topics + discussion points
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)
- Array
- Array
- color collection and adjacency-based scoring
- Array
- Casual tabletop card game session
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- here's a 2 to six player game that you
- could do a short game for 15 points a
- on your turn all you do is play
- there are three things that can happen next first if one or more cards in the middle match the same number you played you take all those matching numbers
- if I play a zero and there are no zeros in the middle I can take a nine or a one since both of those would be adjacent to zero
- in summary all you do is play a number card from your hand to the middle you take all the matching numbers
- you organize the cards that you take in front of you by color
- how to play Gap hope you all enjoy
References (from this video)
- Multi-faceted decisions that remain approachable with a simple core
- High replayability due to evolving state and player interaction
- Elegant combination of hand management, tableau-building, and location exploration
- Tension from competition for the same locations and colors
- US availability for pre-orders is limited; Essen release anticipated
- Could be dense for very casual players despite being described as simple to learn
- Viking recruitment, exploration, and trade
- Viking Age exploration and expansion
- analytical and enthusiastic reviewer voice
Mechanics (from transcript analysis)
- hand management — Players manage and play cards to trigger effects across their tableau, balancing colors and symbols.
- location_exploration — Locations can be acquired by spending bracelets; they provide resources and slot on the shipboard, enhancing the trade action.
- reputation_engine — A persistent reputation track provides ongoing points each turn, forming the core engine.
- Resource management — Bracelets and other resources are earned through symbols and traded to gain immediate resources and points, enabling powerful actions.
- resource_and_bracelet_trading — Bracelets and other resources are earned through symbols and traded to gain immediate resources and points, enabling powerful actions.
- tableau building — Played cards are placed into color-tied columns; activating a color triggers resources on all cards of that color.
- tableau_building — Played cards are placed into color-tied columns; activating a color triggers resources on all cards of that color.
Video topics + discussion points
Quotes (from this video)
- Nara is combining some really familiar mechanics
- it's hand management Resource Management card play some engine building of sorts
- the gameplay on the outset is actually really simple you play a card and pick up a card or you spin those cards that you've previously played to explore location
- the game state is constantly changing based upon how your opponent is interacting with the cards and locations so replayability
- the replayability on this game is going to be super high
References (from this video)
- fast setup and teach; accessible for non-gamers
- elegant, single mechanic; easy to grasp
- high social interaction; great for mixed groups
- compact playtime with meaningful decisions
- replayable within a lightweight bidding framework
- thematic depth may be light for heavier gamers
- limited variety can lead to repetition over time
- tile bidding can feel brutal or punitive to players with fewer good bids
- production quality varies by edition, which may affect perceived value
- auction/bidding as the core mechanism driving scoring and tile selection
- Ancient Egypt; temple-building era during a ceremonial bidding carnival
- mythic, ceremonial, lightly thematic with abstracted scoring
- Through the Ages
- Power Grid
- Keyflower
- El Grande
- Modern Art
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid with fixed-value tiles to determine who acquires action tiles; each bid tile is discarded after use and replaced by whatever tile is in the middle; end-of-round scoring based on collected tiles and temple/tile placements.
- bidding/auction — Players bid with fixed-value tiles to determine who acquires action tiles; each bid tile is discarded after use and replaced by whatever tile is in the middle; end-of-round scoring based on collected tiles and temple/tile placements.
Video topics + discussion points
Quotes (from this video)
- "it's the bidding game that you need in your collection"
- "I invoke raw"
- "I think the ultimate version of Ra"
- "this is absolutely the bidding game that you need in your collection"
- "it's a great social game"
- "you can learn in 30 seconds and play in 30 seconds"
References (from this video)
- Smaller form factor is more approachable
- Less intimidating than the Pharaoh edition
- Appears to be more travel-friendly and quicker to learn
- Pharaoh edition is cumbersome to travel with
- Abstract card game focused on approachable design and compact form factor.
- Individually played card game; no specific in-universe setting mentioned in the transcript.
- Direct, conversational commentary focusing on product attributes rather than game world storytelling.
- Raw
Mechanics (from transcript analysis)
- abstract_design_explanation — Mentioned in the transcript by implication; the conversation centers on form factor and accessibility rather than procedural gameplay.
- card_play — General discussion identifies RAW as a card game; specific rules and mechanics are not detailed in the transcript.
Video topics + discussion points
Quotes (from this video)
- This is like Raw.
- It's basically Raw the card game.
- This smaller form factor I think has just a more approachable kind of look to it.
- Pharaoh edition of RAW if you have it
References (from this video)
- Interesting scoring twist with pair-based bonuses that rewards pattern recognition
- Negative scoring elements introduce risk management and strategic depth
- Negative scoring can be punishing and may reduce accessibility for casual players
- The theme may feel abstract or confusing to some players if the imagery does not strongly resonate
- crime meets antiquity; strategic card collection with a tilt toward evaluating patterns and penalties rather than simple accumulation
- An abstract, thematically charged setting described through gangster imagery juxtaposed with ancient Egyptian motifs. The speaker references the notion that “gangsters are the equivalent of the pharaohs,” indicating a thematic blend of crime-driven gameplay with archetypal, mythic power dynamics.
- abstract and mechanic-driven; the theme serves as a frame for scoring quirks rather than a linear storytelling arc
Mechanics (from transcript analysis)
- card-type_presence_penalties — The game imposes penalties tied to the presence or absence of card-types, creating strategic tension between collecting for bonuses and avoiding penalties by ensuring card-type coverage.
- Compound Scoring — There is a scoring incentive for collecting certain pairs of cards; the speaker notes that pairing two different gangster pictures yields five points, highlighting a focus on pattern recognition and pairing efficiency.
- negative_scoring — A prominent feature in the discussion is that players can lose points for certain conditions, including not having a required card type or mismanaging card collection. For example, failing to possess a specific card type can cost five points, and having the fewest of a given type costs two points.
- pair_bonus_scoring — There is a scoring incentive for collecting certain pairs of cards; the speaker notes that pairing two different gangster pictures yields five points, highlighting a focus on pattern recognition and pairing efficiency.
- set collection — Players seek to assemble specific sets of cards, in this case involving gangster-card imagery; successful assembly yields point bonuses (notably a five-point bonus for obtaining a particular gangster pair).
- set_collection — Players seek to assemble specific sets of cards, in this case involving gangster-card imagery; successful assembly yields point bonuses (notably a five-point bonus for obtaining a particular gangster pair).
Video topics + discussion points
Quotes (from this video)
- two different pictures of gangsters that if you get the pair of them together, you get five points.
- this is a game in which you lose points. Oh, you don't you don't have this type of card, you lose five points. You have the fewest of these, lose two points.
References (from this video)
- Strong mini-game variety
- Theme and action diversity integrated into scoring
- Notable for a heavier weight within the roll-and-write family
- Table presence can be large, potentially table-hog
- May be less approachable for true beginners
- Mini-games collection
- Mine, fishing, farming simulations (varied microgames)
- procedural, modular
Mechanics (from transcript analysis)
- Flip/Roll and Write — dice/roll-based actions that are written down; combines multiple mini-games into one package.
- Roll-and-write / flip-and-write — dice/roll-based actions that are written down; combines multiple mini-games into one package.
- scratch-off elements — cards or boards with scratch-offs provide action options such as mining, fishing, farming.
Video topics + discussion points
Quotes (from this video)
- neat timing elements where certain tiles will become active during certain seasons
- multi-use cards. That's something that's slightly different than what I've seen before
- a tremendous amount of charm
- a lot of thematic appeal and table presence
- it's very charming
- really unique trick-taking game
- there's a lot of things going on
- you want to do everything and you just simply can't
- the turn order and bidding is really clever
- the components are off the charts amazing
References (from this video)
- classic Knizia auction design
- tight economy and bidding tension
- can be brutal at higher player counts
- older production quality may feel dated
- ancient civilization asset upscaling through bidding
- ancient Nile valley auction and bid economy
- bluffing and strategic auction with evolving rounds
Mechanics (from transcript analysis)
- Auction / Bidding — players bid for tiles with limited shows of power
- auction/bidding — players bid for tiles with limited shows of power
- dynamic rounds — next rounds introduce new bidding tiles and strategic pressure
- press-your-luck / economy — tile values and end-game scoring hinge on bidding decisions
- Push Your Luck — tile values and end-game scoring hinge on bidding 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)
- gorgeous components
- solid entry point for auction mechanics
- accessible and quick to teach
- some may find the pacing uneven over multiple plays
- set collection and market dynamics
- Market-inspired tile drafting with auction flavor
- light, fast-paced, accessible
- Sushi Go!
Mechanics (from transcript analysis)
- tableau building — Place tiles into your tableau to gain points in multiple ways
- tableau-building — Place tiles into your tableau to gain points in multiple ways
- Tile drafting via auction — Draft tiles through bidding with set collection mechanics
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.