Revive civilization, 5000 years after everything was destroyed. Lead your tribe and explore the frozen earth. Harness its resources. Recruit surface survivors to your cause. Build factories with powerful machines. And populate ancient sites to relearn your tribe's forgotten technologies.
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Revive is a game for 1-4 players with asymmetric player powers, highly variable setup, and no fighting or direct conflict. Playing through the 5-part campaign unlocks additional contents, and once all contents have been unlocked, the game can be replayed indefinitely.
At the beginning of the game, each player gets a set of citizen cards, a tribe board, as well as a huge dual-layer player board. The tribe board shows your unique tribe ability and the ancient technologies that you may relearn during the game. The dual-layer player board is where you place your custom machines and upgrade your card slots.
A main goal of the game is to reach and populate the large ancient sites. These ancient locations are randomized, and as they are important sources of victory points, they will shape your strategy differently each game. The game ends when all artifacts have been taken, and the player with the most points wins.
On your turn you take two actions:
Play a card (its effect is determined by which card slot you use)
Explore (reveal an area tile and recruit a new citizen card)
Populate (populate an ancient location to learn a new technology)
Build factory (the adjacent terrains determine which machine tracks you advance)
- Good solo mode.
- Interesting tech trees and player diversity through tribe cards.
- Cumbersome card play and large table presence.
- Didn't quite live up to the hype.
- Gimmicky campaign mode.
- Expansion unlocking felt gimmicky.
- The game mechanics felt less streamlined and more 'all over the place' compared to Recall.
- Rebuilding or re-establishing civilization after an apocalypse.
- Post-apocalyptic world, coming out of the underground
- Recall
Mechanics (from transcript analysis)
- Card Play — Features a system of playing cards that were then put into hibernation.
- Companion app — Has a gimmick companion app that allows players to play tribes from other players.
- Deck Building — Implied by the description of a 'hibernation deck' and constantly building out cards.
- modular expansions — Expansions are modular and were designed to be unlocked via a campaign.
- Variable player powers — Tribe boards/civilization boards with different abilities.
Video topics + discussion points
Quotes (from this video)
- For me it did exactly what I wanted Revive to do.
- This is just so clean and concise and diversified. You have a ton of variety, which is what I look for in a Euro cuz I hate Euro games where it's like oh, it plays the exact same way every single time.
- It almost hurts the their other game. They're like, "Hey, we made a better Revive."
- I think the knowledge tracks were awesome. I mean, tracks in games always just work super well.
- I think this one it's it is interesting
- I'd much rather just play this one instead of Revive, even though as we said, there's really nothing in common between them.
- all Euro games to me now are sevens. They're just This is good. This was good. I had a good time with it.
- So, yeah, I mean, I I think this one it's it is interesting, I think. If you own both, I mean, they are completely different games. That's that's the crazy thing.
References (from this video)
- euro-style pick up and deliver
- Sixteenth-century Venice
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I have a policy for the past three years that when I go to be convention I buy one game because this is the only way I can manage not to have a giant shelf of shame that I need to chew through
- there are only two ways to meet new people either be nice to them or just insult them to their face
- I'm totally I'm trying to find the non swearing words fiction oh yeah it's very addictive
- it's the only way I can manage not to have a giant shelf of shame
- my middle name is crazy
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Heavy and substantial box
- Dual-layer player boards
- Large number of components
- Campaign-based gameplay
- Some components are not to be punched out initially, requiring care.
- Sold out at convention
- Rebuilding civilization
- Post-apocalyptic world
- Campaign-based scenarios
Mechanics (from transcript analysis)
- Campaign play — Described as a 'campaign scenario game' with a campaign deck and components that are not to be punched out.
- Dice Rolling — Mention of Christian Espy, designer of a dice rolling game, suggests this mechanic may be present.
- exploration — The game involves exploring and rebuilding.
Video topics + discussion points
Quotes (from this video)
- I have not learned from previous years previous conventions had too many games
- this is a transportation and game which must have some sort of roots so that's always exciting for me
- this is the bit I like this is what makes me potentially see the game
- we people would run there line up in front of their booths and then slowly getting to the booths grab the game and then pay it's insane
- Spill feels like Disneyland for me
- wow look at this oh musics
- this is like beans everywhere
References (from this video)
- designers are incredible
- games they make are top notch
- theme is really cool
- streamlined campaign
- core game is wonderful
- stoked to play
- potential to be one of the top games of the year
- Reviving civilization
Mechanics (from transcript analysis)
- campaign mode — The game features a streamlined campaign mode.
- Euro Game — Appears similar to other Euro games but reveals unique mechanics upon closer inspection.
Video topics + discussion points
Quotes (from this video)
- the fact that me and Ilia can just pull that game out and play it as a two player only game very excited
- this is not a light no it's not like I think I've seen some people compare to like for like Terra Mystic or for toddlers like that is not the case whatsoever this is still a heavy game but it is within that like hour to hour and a half chunk where Terra Mystika can be two to four hours
- Board game universes yes there's more games in the same universe which is one of my favorite things and you know that about me because I've said it in every video that we can I want to see more universes I want to see universes grow within the game so this is really cool
References (from this video)
- Brilliant deck builder without the deck building
- Drives area control
- Well worth the cost to ship from Europe
- Deconstructed deck builder
- Expensive to ship from Europe
- Rebuilding civilization after a cataclysm
- Frozen Earth, 5000 years after civilization falls
Mechanics (from transcript analysis)
- Area Control — A deconstructed deck builder that drives area control.
- Deck Building — A brilliant deck builder without the deck building.
Video topics + discussion points
Quotes (from this video)
- People's Choice top 10.
- This is now my all-time favorite game.
- This is the perfect Adventure series for short attention spans.
- This is the game I own that I most want to play but won't until five other Campaign games are at least good but not yet finished.
- This month's top touted game is Scarface 1920.
- I like more pretend Bloodshed than actual Bloodshed myself.
- This game was the perfect thematic gangster board game we needed.
References (from this video)
- hidden/mystery content expands the campaign and increases replayability
- clever campaign structure that avoids early penalties for exploration
- clean and intuitive iconography; easy to grasp at a glance
- deep strategic options with meaningful choices in deck-building and map interactions
- absence of dice adds controlled tension and reduces luck variance
- strong potential for varied playthroughs via factions and campaign permutations
- long playtime (~2 hours) may be a barrier for some groups
- campaign setup and multi-session commitment could be daunting for new players
- artifact collection, territory development, and strategic deck-building within a shifting campaign framework
- fantasy-themed civilization-building with artifact exploration and evolving campaign content
- campaign-driven, with hidden material revealed over time and a lack of punitive carryover between sessions
- Lacrimosa
- Tapestry
Mechanics (from transcript analysis)
- Deck Building — Players draw and play cards to activate abilities; top vs bottom card activation and upgrades via technologies shape ongoing strategy
- deck-building — Players draw and play cards to activate abilities; top vs bottom card activation and upgrades via technologies shape ongoing strategy
- End Game Bonuses — End-game condition is triggered by acquiring major artifacts, driving scoring decisions and pacing adjustments
- end-game artifact collection — End-game condition is triggered by acquiring major artifacts, driving scoring decisions and pacing adjustments
- hibernation (turn reset) — A strategic option to reset a turn, gain resources, and advance a progress track, with variable timing between players
- resource and track progression — Three color-coded tech tracks that grant bonuses as players advance, unlocking more powerful capabilities
- tile exploration and building — Flipping tiles, building structures, and placing workers on a map to influence space control and resource access
- Track Advancement — Three color-coded tech tracks that grant bonuses as players advance, unlocking more powerful capabilities
- Unique Player Powers — Each player has a unique faction with unlockable enhancements, creating divergent strategic paths
- Variable Player Powers / Factions — Each player has a unique faction with unlockable enhancements, creating divergent strategic paths
Video topics + discussion points
Quotes (from this video)
- right from the start there's hidden stuff
- it's a really really nice trade-off
- the campaign is just such a clever move
- this two hour game this strategy game with wonderful cool card active innovations deck building exploration
- it's clean and easy to understand
References (from this video)
- New factions add meaningful variety and depth
- Jellyfish cards provide powerful, game-changing options
- Gates and lakes introduce interesting spatial and engine-building decisions
- Expansion improves the core experience without breaking its feel
- Lengthens the overall game time
- Can increase analysis paralysis for some players
- Some factions are more complex than others
- Availability can be limited in certain regions
- engine-building, exploration, track-based scoring, and asymmetric faction interaction
- Spacefaring civilization exploring a distant world with a side track (Deep Track), lakes that shape the map, and multiple factions with distinct powers
- campaign-like progression through tracks and event-driven decisions
- Dwellings of Eldervale
Mechanics (from transcript analysis)
- Adventures and technologies — Adventures (special cards) grant additional points when goals are met; technology-related cards can grant discounts or other effects.
- Asymmetric Player Powers — Four new factions offering distinct abilities (e.g., leeches, streamlined humans, cat-people) that change how the game is played.
- Deep Track — A side track on the board that you can descend to unlock powerful cards and gain scoring options as you go deeper.
- Factions with asymmetric powers — Four new factions offering distinct abilities (e.g., leeches, streamlined humans, cat-people) that change how the game is played.
- Gates and placement effects — Gates provide strategic advantages and automatically grant resources or track advancement when placed on favorable terrain.
- Lakes and terrain interaction — Large impassable lakes that influence where you can build; proximity to lakes yields ongoing bonuses and strategic value.
Video topics + discussion points
Quotes (from this video)
- I really like the big lights where every time you hibernate if you've built a house next to it you get a you get something every time like that kind of engine building is really fun
- I really liked those cards oh man and I can just start using those once I started
- I won the game significantly
- This expansion makes the game longer
- I think it's how the game should have been played from the beginning
- I really dug it
- I love the mechanics of this game and I think anybody who likes revive should chase this thing down
- Folded Space insert Don which I just found out about which I have on the way
- It's not easy to get this game right now
References (from this video)
- High production values with attractive components.
- Campaign serves as a tutorial to ease players in.
- Visually appealing with nice artwork and components.
- Purple player pieces, which the host likes.
- Intense and numerous warnings in the rulebook.
- No included insert for storage.
- Components are tightly packed, potentially making storage difficult.
- The 'red punch boards' are a point of concern for the reviewer.
- Rebuilding civilization
- Post-apocalyptic
- Campaign-based introduction of mechanics
- Terraforming Mars
Mechanics (from transcript analysis)
- Campaign play — A 'five-part campaign' is included, serving as a progressive tutorial.
- Deck Building — The game has a 'campaign deck' and cards are mentioned throughout the unboxing.
- Tile Placement — The reviewer mentions 'a big old terraforming Mars style or many other games a hex pattern that we can put our little city things on'.
Video topics + discussion points
Quotes (from this video)
- This is gorgeous what a lovely production
- It doesn't end am I right about that you just go and you play and you just do things and when you're done doing things it's got a Save State
- The every picture I've seen of this looks wonderful and marvelous and I'm jazzed about it
- 8,000 chits yeah what is it 60 wooden animals and over 80 other wooden tokens God help us
- It is very much like strangely it's like a fantasy version of void fall
References (from this video)
- it's a fun game
- I still play them
- I play with my kids
- I played it at conventions just somebody busts it out and you're like yeah sure why not
- usually unless people are really good at the game like you just get yourself in other people's boats that like you know if they're going to control a boat or get get onto a boat with other people that is on there and then they will like try to save that boat as much as possible and then you if you can make sure your people get saved too you so that's where that sem thing works
- Island survival
- Volcanic island
Mechanics (from transcript analysis)
- Player Elimination — Implied by the goal of surviving the island's destruction and the actions of the sea creatures.
- Set Collection — Players try to get their swimmers to the center island and onto boats, implying a goal of collecting their pieces to safety.
- Tile Placement — Players 'pulling the tiles' to reveal parts of the island and trigger events.
Video topics + discussion points
Quotes (from this video)
- the games that made us or whatever
- leave me a comment about something you would like me to talk about
- it comes down to two games uh and those would be access and allies and survive
- this looks super cool
- I don't know how you play I don't know how it works I don't know anything about it but I got to own that game
- there's all kinds of mechanisms in in survive that are evident in the games that I enjoy now
- what's the game that made you what's the game that you played when you were uh young that you still play today
References (from this video)
- Always a fave of mine
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it is a bag of chips and once everyone's done this is the beauty to score
- this is what title blades is and why it's so high on my list is because it does exactly what I want in a in a in a Dungeon Crawl type game it's it's actually top tier to me
- fantastic game really really love fantastic game
- this game feels right every time like everything feels right
- I think seti is a is a perfect game I actually have played my first game where I'm like I'm not necessarily sure there's anything wrong with this game
- has some of the best dice mechanics and mechanisms in gaming in my opinion
- they did revive which was one of our fav always always a fave of mine
References (from this video)
- Remarkable trait of the board game industry that the game maintains itself and is fun even when played incorrectly.
- Potentially one of the biggest games found recently.
- Accessible and straightforward with a strong caveat of having a lot going on.
- Community-made player aids are extremely helpful for iconography and rule clarification.
- Iconography can be confusing.
- Players might miss rules or play them backwards.
- Wrapping the scoring track for additional resources is disappointing.
- Taking the last artifact means it's your last turn, not a full round.
- Mistakes in building placement regarding water scoring can occur.
- The 'Vast Crystals' rule is easily missed.
- Endgame artifact scoring can be miscalculated.
- Players might forget to use the 'Switch' action.
- Energy (lightning bolts) can be wasted if not used before hibernating.
- Card chaining can be misunderstood regarding playing cards from hand versus drawing.
Mechanics (from transcript analysis)
- Building placement — Small buildings grant single benefits, while large buildings grant double benefits. Water benefits are not doubled. Scoring is limited to one per lake, with exceptions for specific player boards or character abilities.
- Card chaining — Playing cards can allow players to play additional cards of specific colors or trigger effects from cards played underneath. This can multiply the number of cards played in a single action.
- City Population — Multiple players can occupy the same city. This requires paying an additional cost ('library book') to the existing players, which escalates with more players present. This applies to large locations as well.
- End game scoring — Certain artifacts score for the number of them collected, but each artifact counts as one. This scoring mechanism is distinct from other scoring elements and can significantly impact final scores.
- End game trigger — Taking the last artifact is the player's last turn; other players get a final turn. This provides bonus victory points.
- Energy (Lightning Bolts) — These are free actions that can be used on the turn a player hibernates, before they reset. They can be used to perform additional actions or gain benefits.
- Hibernation — This is a cleanup action that allows players to move up on a track and collect resources. Players can collect any resource at or below their current position. Some spots on this track may require mandatory removal of artifacts.
- Scoring Track — Blue points score immediately, while purple points are endgame only. Wrapping the track does not grant additional resources.
- Switch Action — This is an action, not a free action, that resets during the hibernate phase. It allows players to copy another player's top action.
- tile flipping — When tiles are flipped, players may receive resources if they are adjacent to a building. This can happen on other players' turns and requires attention to chain effects.
- Vast Crystals — These tiles cannot be traversed through to explore other tiles, indicated by a white border.
Video topics + discussion points
Quotes (from this video)
- rule books and the rules for a board game are kind of like an extended journey of telephone
- some very simple rules you're either overlooking completely missing or playing backwards and yet the game still maintains itself and still is fun which is a remarkable trait of the board game industry
- this is one of the best games I've discovered in the last year in recent history
- whoever takes the last artifact that is your last turn you don't get to play another full round
- this is mandatory
- you do not double the water
- you can only score one per Lake
- this is an action it's not a free action
- on BGG if if you're watching this and you're not familiar with Bo Game Geek you can go on there and find things like player AIDS player references iconography guides for games such as this
- this is just a community-made fan-made extremely helpful guide especially for new players
References (from this video)
- Highly thematic and visually appealing player board.
- Tactile and satisfying player board interactions.
- Player board enhances the feeling of building a machine and engine.
- Cards interact with player board spaces to enhance effects.
- Beautiful graphic design and iconography.
- Makes players want to play the game just by looking at it.
- building a machine
Mechanics (from transcript analysis)
- action selection — Player board interactions dictate available actions and powers.
- Card Play — Cards have a top and bottom, played in specific spaces on the board which can be enhanced.
- Engine Building — The player board facilitates building an in-game engine through various interactions and powers.
- module building — Players add modules and machine parts to their player board.
- Player Board — The player board has dials, buttons, and switches, and serves as a central hub for player actions and engine building.
- Resource Management — Players move resources on their player board.
Video topics + discussion points
Quotes (from this video)
- The game builds from like the first round where you how many points do you score? Six. And to the last round, how many points did you score? 2004, right?
- The artwork by Manny on those platforms and the production, the artwork, all of it's really cool. Really, really good.
- This one takes the cake. And the big thing here is the variability.
- This is effectively, in my opinion, one of the first player boards that introduced, at least to my knowledge, introduced that concept of having a bunch of stuff on your playerboard and then removing it throughout the game.
- It made a game that wasn't really about player boards definitely a game about player boards.
- The way that they designed this playerboard to accommodate all of the different uses of cards is actually kind of genius.
- This playerboard serves as my guide to go through all of the important things you have to teach because the mechanisms for how you play the game, what you do in the structure of a round, not terribly difficult, but all of the different things you can do are on this board in all these sections.
- It really makes a kind of more heavier game easier to understand because the way they presented all this information.
- This playerboard is the reason I went to Ryan I said Ryan we should do a top 10 player boards This literally is the playerboard because when I open this thing and I see this playerboard, it just makes me want to play Revive.
- Everything you're doing in the game, you are always always interacting with your playerboard in some fashion in a really satisfying fashion.
- This for me, you know, and some people, you know, graphic design and illustrations uh are divisive. You know, a lot of people like some things the way they look, some people don't. This one to me, for me personally, this is what I want games to look like.
- Sometimes the a game is terrible when what'
- We have done it. We have compiled not just any top 10 list, but the top 10 player boards of all time.
- The playerboard because when I open this thing and I see this playerboard, it just makes me want to play Revive.
- It is one of the more colorful, rich looking um euros that we've had in quite some time and one of probably a reason why it's one of our favorites.
- And I will always love and there are this is kind of summing up all of these because there are so many that we could have choose from, but I always love when you're sitting down at something and it feels like it's an inworld component.
- Games can live or die based on how well their player boards are designed for sure.
References (from this video)
- Fun
- Really enjoyable
- Easier to play on BGA
Mechanics (from transcript analysis)
- online play — Easier to play on Board Game Arena (BGA).
Video topics + discussion points
Quotes (from this video)
- I will try and solo it before we hang out on Tuesday to record this game is broken and we'll talk about it again.
- I had a mental breakdown because I was just like, I can't I can't get it. I can't figure it out.
- When did we decide to start making um paperbacks way bigger?
- Paperback books are just the size of hard covers now.
- I literally will only I will only actively seek out a place that sells it in the normal paperback size.
- I do. I'm very mean to my books.
- I dogge earring all day.
- I hate reading series that aren't done. It drives me crazy.
- The library in this is true for a lot of libraries around has so much more stuff than you think.
- So free. So free. So incredibly free.
- The Dresden Files has been the bane of my existence cuz it's just been for like a decade plus now.
- I listen to more lecture series than probably anything else on Audible.
References (from this video)
- Revive civilization
- 5,000 years after the fall of humans
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Launch your rockets. Sabotage the competition as you ride to control Mars.
- Harvest crops and fulfill orders to become the most prosperous merchant.
- Develop your city through the ages in this familyfriendly legacy game.
- Use logic and bluffing. Dead players still play on the clock tower.
- Acquire knowledge and create powerful artifacts and golems in 16th century Prague.
- Construct machines and collect resources from your new airship.
- Take your company's massive profits from all of that railroading and invest them in new technologies deep in the Rocky Mountains.
References (from this video)
- Amazing game.
- Really love it a lot.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Telestrations is one of the greatest games ever made.
- Legitimately, I think probably the greatest party game ever made. And one of the greatest games ever made.
- Telestrations, which is just telephone with drawing, is in terms of pure fun, might be the funnest game ever made.
- So good. Tiny Towns kind of plays a rage con. I love this game. I'm playing a butt ton on BGA right now.
- Verdant such a good game, man.
- Verdant of the Calico Verdant Cascadia line Verdant always feels like the one that gets left behind and I think it's my favorite of the three.
- Viticulture I taught Viticulture I would play Viticulture Tuscany. It was great freaking love Viticulture.
- The White Castle absolute banger.
- The rule I and maybe this changed from the original version and the version we have, but in the version we are playing, when you take the action where you collect the blue meeples, and you're multiplying the amount of blue meeples you you collect times the amount of blue building spaces in the nine, including the space you're on, spaces, you can add cards to that.
- YES. I DID NOT KNOW these things.
- There were multiple rules in like Pandemic we used to play wrong cuz we read the rulebook once a long time ago, but just never read it again.
- Someone in the comments is like looking at these cards Murph might be OP I'm like I don't know I don't know I don't think so I think we're I don't think they're that I don't think they're that great. I think we're fun and interesting but I don't think we're the strongest characters ever made.
- I love the theme of it a lot it looks really cool it looks really cool.
- I picked up Alhambra all time classic for me. $20 here.
- You don't really seem to like solo games that much. I really like it. I think you'd find the card play interesting.
- I enjoyed it. I think I enjoyed it. Me and Paula enjoyed it. Or no, Paula was just watching. Was it just you and me playing?
- I just feel like Dinosaur World, they had the opportunity to clean up Dinosaur Island, and they just made it bigger. And I feel like it was a it was a very big missed opportunity.
- Necessary is such an interesting question.
- However, the game is a lot better.
- We're not going to play without the expansion.
- literal everyone says no one says essential. I don't think it's essential. I think it's if you got the money and you like A Feast for Odin, definitely do it. You'll never go back.
- it levels up the game.
- And then they just redid it again. It's it's very confusing what they're doing with that.
- I really like Onirim. I really like Castellion.
- A lot of other people don't like that game. It's like one of the lowest rated Oniverse games.
- The general plan is that every year we do a Kickstarter there will be a new game.
- I really like Onirim.
- So, naturally being at a resort has got me thinking about like a game centered around like a resort and stuff
References (from this video)
- Rich, card-driven action economy with meaningful choices each turn.
- Layered strategy from tile placement, track progression, and endgame objectives.
- Engaging interaction through the advanced switch mechanic and cooperative moments.
- Clear path to high variability via modular boards, crates, and artifacts.
- High complexity and potential cognitive load for new players.
- Iconography and component visibility (glare on cards) can hinder readability.
- Long playtime and analysis paralysis for some players.
- Exploration, resource management, civilization growth, and artifact-based progression.
- Post-hibernation exploration from a chasm into alien lands, collecting artifacts and expanding a shared civilization.
- Abstract, mechanism-driven with evolving board state and modular track-based scoring.
Mechanics (from transcript analysis)
- Advanced_switch_mechanic — A 'switch' mechanic allows peeking/copying or stealing cards from other players' boards (advanced version).
- Card_driven_action_execution — Players use multi-use cards to perform actions by tucking the top or bottom portions to gain actions.
- Deck Manipulation — A 'switch' mechanic allows peeking/copying or stealing cards from other players' boards (advanced version).
- End Game Bonuses — Artifacts/tokens influence timing and endgame scoring, with last-round adjustments and endgame tiles awarding points.
- Endgame_artifacts_and_tiles — Artifacts/tokens influence timing and endgame scoring, with last-round adjustments and endgame tiles awarding points.
- Explore_build_populate_hibernate_cycle — Core actions include Explore, Build, Populate, and Hibernate with various cost structures and track-based rewards.
- Resource Management — Resources (food, books, gears, crystals) can be converted or stored via 'machines' and economic actions; artifacts can speed up turns.
- Resource_conversion_and_machines — Resources (food, books, gears, crystals) can be converted or stored via 'machines' and economic actions; artifacts can speed up turns.
- Track Advancement — Advancing yellow/gray/green tracks unlocks abilities and end-game scoring opportunities. Some tracks interact with artifacts and crystals.
- Track_based_scoring_and_abilities — Advancing yellow/gray/green tracks unlocks abilities and end-game scoring opportunities. Some tracks interact with artifacts and crystals.
Video topics + discussion points
Quotes (from this video)
- Murray just got greased.
- We are being allies.
- The endgame timer is artifacts; once these run out, the person who runs them out gets the four point token.
- This is a really good idea.
References (from this video)
- Exploration of flipping tiles and discovering the world.
- Deck building mechanics.
- Area control elements.
- Fun progression and unlock chains.
- Asymmetric character powers.
- Unique take on worker placement.
- Satisfying engine building and Euro-style gameplay.
- Replayability due to variable board setup.
- Satisfying loop of actions leading to more actions.
- Crystals are flexible and provide opportunities.
- The lore portion of the campaign is generally advised to be skipped by the community.
- The pacing can be slow if players get stuck in analysis paralysis.
- The worker placement system where players block their own spots can be frustrating.
- Re-emerging from underground to explore the land in search of important artifacts, with factions having different beliefs about their purpose. The overarching theme is about learning from past failures of tribalism and celebrating differences for long-term success.
- A post-collapse world where humankind is reemerging from underground into an uninhabitable land.
- Introduced via flavor text and lore portions of a campaign, though the community generally suggests skipping it.
- Terraforming Mars
- Noah's Ark (for narrative comparison)
- The Last of Us zombies (for thematic comparison)
Mechanics (from transcript analysis)
- action selection — Players choose from a limited set of core actions each turn, often involving playing a card or activating a specific ability.
- Area Control — Players compete for control of areas on the board, with actions like placing meeples (citizens) in cities.
- Asymmetric Player Powers — Each character has unique abilities and powers that significantly alter their playstyle.
- Deck Building — Players recruit citizens through cards and recruit new cards from a marketplace to improve their deck.
- Engine Building — Players build up systems where actions and acquired components generate more resources and actions, leading to cascading turns.
- exploration — Players flip over tiles to discover the world, spending resources to gain rewards.
- Hand Management — Actions are determined by cards played from hand, requiring strategic choices about when to play which cards.
- Progression/Unlock Chains — Players unlock new abilities and technologies as the game progresses.
- Set Collection — Collecting specific types of cards or tiles contributes to scoring or unlocks abilities.
- Tile Placement — Players flip tiles during exploration and can place tiles like forest tiles on sand tiles.
- Worker Placement — Players use cards as workers to take actions, with spaces being locked out based on card placement and requiring a 'hibernate' action to reset.
Video topics + discussion points
Quotes (from this video)
- I would rather the designer of this game have spit in my box than sent me these five starting missions.
- This might have been my top game that I discovered myself in 2024.
- So that Euro style engine builder, this does have that and it does it very well.
- I don't know of any Euro engine builder that doesn't go by point scoring.
- You can't play one without hibernating.
- This is a game that I do have a group that I can play this with.
- I don't know that I feel like this game needs an expansion to complete it.
- I I'm starting to see why you really like this game.
- This was very fun. It is a great game.
- I scored almost little more than half of what my average score is on this one.
- You ended the game like seven turns early.
- This is by far the lowest I've ever scored in this game.
References (from this video)
- It's really fun when you get to exploring the map and building your engine.
- The setup takes forever and it's really humongous.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Through the Ages: A New Story of Civilization is the engine builder to end all engine builders.
- In Twilight Struggle, one of the more interesting times in history is played out. And I love that each card is a real event that happened.
- Gaia Project built on Terrammystica and perfected the form. It's the best one.
- Gloom Haven: Jaws of the Lion has the best tutorial system I have ever seen in a game, and I think it legitimately creates new board gamers constantly because of the way they make it so approachable.
- Each Spirit in Spirit Island can be played over and over as you learn how to master their abilities, and there are so much content in the box. It also just plays amazing solo.
- Dune Imperium Uprising took Dune Imperium to a whole new level of scale and scope, and it's got them worms.
- It's impossible to have a bad time playing Star Wars Rebellion, especially if you love Star Wars. Okay, mostly only if you love Star Wars, but it's really fun. It's Lord of the Rings in a box, and it's perfect.
- For a solid like 6 years, Terraforming Mars was absolutely the king of the board game hobby. Unreal staying power.
- Dune Imperium uses art based on the movies, but it doesn't feel at all like a movie tie-in cash grab.
- The scale and epic stories that come out of Twilight Imperium fourth edition make it everlasting. Every time you play, you get a permanent memory and story. It's truly impressive.
- The sheer amount of content in Gloom Haven and the card play makes this dungeon crawler a Eurogamer's delight.
- Ark Nova takes Terraforming Mars' cardplay in Civilization's action card mechanisms and put it into a theme we're just way more interested in. just the absolute pinnacle of mashing up mechanisms into a masterpiece.
- Pandemic Legacy Season 1 has deserved every single ounce of acclaim and accolades it's received over the years. It was an absolute phenomena when it came out.
- I don't want to say anything nice about this game. I don't want to say anything nice about this game. I don't like this game though.
- Fine. Fine.
- Brass Birmingham is objectively a board game. Done. Easy. That was nice. Words that are written.
- Brass rhymes with ass. Got him. You're done.
- Brass Birmingham has one of the best examples of positive player interaction and a game I'd actually seek out to play for a player. Was that so hard?
- So, that was one nice thing about every single game in the Board Game Geek top 100. Many games that we actually don't even really like, but there's always something nice to say. Exactly.
- Just engage.
- We had a lot of fun making it.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Expansion packs for Kingdom Legacy.
- This is the follow up to Revive.
- Space Lab.
- Insurrection 10. It's got very big 10 vibes here.
- Seven Wonders Dies is on the way to us.
- Lord of the Rings the Two Towers first trick taking game.
- Bon Race and it's like a combination of Flam Rouge and Gloom Haven.
- Mythologies is coming up. It's a card drafting and tableau building game.
- Excalibur is coming up. It's actually the actual sword you play as the Excalibur, which is cool.
- Merlin and there's green knight.
- Map Masters. Yes. It has a clever box. It's got the competitive and the cooperative sides.
References (from this video)
- Streamlined compared to some other games.
- Can tailor strategy in specific ways.
- The tribe system adds variety.
- Theme is lost very quickly.
- High potential for analysis paralysis and downtime.
- Rulebook is not perfect.
- Map is considered boring.
- Host originally rated it a 6/10 and feels it has dropped to a 5/10.
Mechanics (from transcript analysis)
- Map building — Players build buildings on a map and move meeples around.
- objectives — There are objectives to gain victory points.
- Slotting action pieces — Players slot pieces into action slots, with upgrades providing bonuses.
- Tech up — Players can 'tech up' and get ability discs and gadgets for bonuses.
- Tribe system — Players rise up tracks to unlock tribe cards with abilities.
Video topics + discussion points
Quotes (from this video)
- Spike did ages ago. God, that was an old review.
- I don't take Christmas that seriously really.
- Call me a Grinch if you like.
- It's like I don't get that hyped about Christmas.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I just I thought this was going to end up being a huge game.
- If you can get a copy of Men Nefer, if you can find that game and you like Eurogame, that is definitely one to try.
- My number one, Star Wars Unlimited, which even at the time I was like, I'm it didn't really feel like a board game, but like it was the game I played most in 2024.
- this was my number one, this was the one for me that beat out STI was Saltfield.
- Saltfield I 100% stand behind.
- He destroyed everybody just like he always does. And it felt like, you know, and again, this is not unself because I played uh what was the one Sor also with him and he destroyed everyone in that to the point where I was like, "Oh, what? Either we're dumb or the game is broken and the games aren't broken."
- this is what makes Isaac such a great game designer. And this is how we get games like Gloom Haven
- The ones I didn't get to play, they're just going to get shoved over to the 2026 year.
- It came out in December of 2024. Not a lot of people got to play in 2024.
References (from this video)
- Engaging theme and setting
- Appealing art and modular board
- Strategic depth
- Rewarding campaign structure
- Complex to learn initially
- Expansion not yet integrated
- Reviving civilization after a cataclysm
- Post-apocalyptic frozen earth
- Campaign-driven
Mechanics (from transcript analysis)
- Campaign play — The game features a five-part campaign that unlocks content.
- Card Play — Playing cards for their effects is one of the available actions.
- exploration — Players reveal face-down tiles to explore the map.
- Resource Management — Gathering resources is a key part of gameplay.
- Variable player powers — Each tribe has different starting abilities.
- Worker Placement — Populating sites and building factories, with adjacent terrains determining machine track advancements.
Video topics + discussion points
Quotes (from this video)
- it's not much of a looker.
- this is a two-player deduction game where you have two demi gods that you draw from a deck
- Orléans, you know, was one you showed me a long time ago.
- this was my really kind of my first bag builder experience
- This game is not intuitive in any way.
- this game has theme.
- this game feels really really video game like.
- have your family be a glor glorious and famous family is kind of what you're working towards.
- if you like perfect information 1v one fighting games, then BattleCon is probably the best
References (from this video)
- Cool game.
- Enjoy trying to utilize player power.
- Enjoy using combo actions.
- It's vital to get scoring bonuses.
- The sequel game name was initially confused.
- The game was originally called 'almost revive again' by one speaker.
- Re-animating survivors and bringing them to the surface.
- Post-apocalyptic surface world
Mechanics (from transcript analysis)
- action selection — Upgrading action spaces and playing cards to activate them.
- Card Play — Playing cards to activate actions and gain bonuses.
- Engine Building — Upgrading action spaces to improve actions.
- Set Collection — Trying to score points by collecting sets or achieving specific goals.
Video topics + discussion points
Quotes (from this video)
- Marrakesh is a really good game.
- It's a fun game.
- Underwater Cities is really good.
- It's a fantastic game.
- Revive is a cool game.
- It does explode my mind and it does make your mind your brain go into a pulp.
- The original a modern crime board game has given us like an amazing experience.
- It's a classic and one that I will always enjoy to play.
- It's a brutal game where you are hiring workers to work in your factories to produce things and try to sell them.
- What I would really like to play more because it's a great game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There are too many great games and not enough time to play them all.
- Canvas is a great game, pick it up.
- Revive is phenomenal.
- Puerto Rico is a solid four to five.
References (from this video)
- Friend's favorite game
- Enjoyed and compelled by it
- Purchased a copy to dive in further
- Still in shrink
- Didn't get to spend enough time with it
- 500 years after mankind unlocked machines
- Campaign
Mechanics (from transcript analysis)
- Deck Building — Recalled as a potential hybrid mechanic.
- Worker Placement — Recalled as a potential mechanic.
Video topics + discussion points
Quotes (from this video)
- this last year has not been defined by playing a lot of new games this last year has been defined by playing a ton of Classics
- this is my top 10 list from 2024 but it's a little bit of a weird collection cuz this is technically the 10 games that I regret not playing or the 10 games I wish I got to the table the 10 games that arrived that I was and have been for a long time so excited about
- the unique thing about being a content creator about working in this board game Space is that we are always playing previewing and prepping content on games that still haven't arrived
- I would argue that most of these games probably at least six or seven of these games would be on my official top 10 list of 2024 if I had only gotten them to the table in the first place
- so slay the Spire is coming to the channel very very soon it is still one of the 10 games I desperately want to obsess over
- it's kind of remarkable that this isn't even opened I haven't done a unboxing video I haven't showcased it on the channel
- seon has this problem of delivering too much stuff and stuff that doesn't necessarily easily find its way into an organizational pattern
- this is one of like six or seven boxes for Simon's uh Marvel uh United
- flip 7 though is one of the games that West Todd one of my close friends uh told me was remarkable he asked me if ID tried it yet I said I hadn't and he said man it's one of the best games of the year you have to try it
- dark Venture Battle of the agents is one of the most unique uh well-designed indie games I have ever played
- vagor song is this beautiful maob over the Garden Wall feeling campaign game
- we're getting structured scheduled we're getting a consistent thematic posting schedule going
- this group of 10 this group of 10 is or are my top games from 2024 whether or not I actually played them in 2024
- don't beat yourself up just cuz life is messy and you didn't get every game you hop to get to the table or every project you intended on getting done
- a new year is in some ways an arbitrary line in the calendar that people put to indicate they either suc succeeded or failed and in other ways it's a fresh opportunity a chance to start a new
- Focus take account of where you are set yourself in a meaningful and purposeful Direction and clean your room make your bed work on yourself
References (from this video)
- Interesting card slotting system with slot modules.
- Cool hibernation mechanic that provides benefits.
- Satisfying combos and engine-building potential.
- Free-flowing turns that allow for creativity.
- Digestible mid-weight game that is accessible.
- The game is not overly restrictive with resources.
- Tracks on the player board feel samey and don't matter enough.
- Machines and engine-building elements aren't super exciting or game-breaking.
- Combos can feel repetitive and lack long-term replayability.
- The core actions (flipping tiles, placing meeples) are not exciting.
- Faction abilities are not very impactful or exciting.
- Campaign mode feels like a gimmick.
- Lacks a strong end goal that feels rewarding.
- Post-apocalyptic world with factions rebuilding.
- Aeon's End
Mechanics (from transcript analysis)
- action selection — Players have two actions per turn that can be performed in any order.
- campaign mode — The game includes a campaign element with unlockable mini-modules, though the reviewer felt it was more of a gimmick.
- Card Slotting — Cards are slotted into a top or bottom section to activate effects, with the ability to add slot modules for enhanced effects.
- deck management — Players start with a small deck of cards and acquire more, with a hibernation system to cycle cards.
- Engine Building — Players build an engine through card combinations and slot modules to extend their turns and combos.
- Player board tracks — Player boards have three tracks (green, yellow, gray) that can be advanced to unlock benefits and special machines.
Video topics + discussion points
Quotes (from this video)
- But, unfortunately for me, at the end of the day, what you're actually doing isn't that exciting.
- I I need more. I need I don't like engine builders just for the sake of engine building. I like them to actually move and accomplish something and make me feel like I'm actually achieving a goal versus flipping a tile or, you know, moving to put a meeple on a city city tile or a city hex.
- I really like this system. It for some reason, even though these games could not be further apart, it gives me Aeon's End vibes.
References (from this video)
- Has grown on the reviewer.
- Currently liked by the reviewer.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, it sounds like you know, we all like a little bit of foreplay when it comes to our board games.
- It really made those rules feel concrete to me though by watching them.
- And he barely needed a refresher. It was his first time playing and he won.
- the disappointment is just because when you're getting into a game like that you're expecting to be like okay well I'm getting into this for like 15 sessions like a year of casual play whenever people can get together and it was like we did two sessions and and I'm the one leading those sessions and I'm no longer compelled to gather people for it because I'm realizing I'm not having a good time
References (from this video)
- Tile information is not entirely random, with visual cues on the back of tiles.
- Initial perception of the game as a 'total crapshoot' due to perceived randomness.
- repopulating the earth
- after an apocalypse
Mechanics (from transcript analysis)
- tile flipping — Players can flip tiles to reveal hidden information, which was initially thought to be random but has visual indicators.
Video topics + discussion points
Quotes (from this video)
- Is there a board game rule that you got wrong a whole bunch? Let me know in the comments and maybe we can feature it in a segment here.
References (from this video)
- The 'campaign' rules can be added on the first play instead of being unlocked later.
- The game offers flexibility in card play, allowing chaining of cards in slots.
- Machines can be activated without using regular actions, using energy tokens.
- The moon side of tribe boards generally offers more complexity.
- Artifacts provide additional scoring opportunities based on collected sets.
- The game has a clear end-game trigger based on artifact collection.
- The 'campaign' rule unlock system is viewed as a marketing gimmick.
- Artifact cards are considered imbalanced, with a variant suggested for fairer play.
- Certain mechanics like 'pulling down your pants' have a humorous but potentially awkward phrasing.
- Rebuilding civilization and determining dominance after an apocalypse.
- Post-apocalyptic world where civilization has been underground for 5000 years.
Mechanics (from transcript analysis)
- Area Control — Players construct buildings and repopulate city locations, with placement and adjacency affecting perks and costs. Building on tiles influences machine track advancement.
- End game trigger — The game ends when all 'freaky alien-faced artifacts' are claimed, triggering final scoring.
- Hand Management — Players play cards from their hand into specific slots on their player board to trigger abilities or gain resources. Cards can be moved between active and rest areas.
- Resource Management — The game uses four resources: gears, books, food, and wild crystals, which are used for various actions like building, exploring, and repopulating.
- Set Collection — Artifacts collected contribute to endgame scoring by allowing categories on private goal cards to be scored additional times.
- Technology tree — Repopulating locations requires placing population pieces in a specific order, similar to a tech tree with locked branches.
- Tile Placement — Players explore by flipping over map tiles, which have resource costs and can influence adjacent buildings. The orientation of flipped tiles can be chosen.
- Variable player powers — Each player controls a different tribe with unique abilities, which can be activated using 'stars' or through unlocked perks on their tribe board.
- Worker Placement — Players use action cubes to select actions on their turn, with a limit of two actions per turn. Cubes can be placed on actions to track completion.
Video topics + discussion points
Quotes (from this video)
- It’s the apocalypse, Mom. i’ll go to bed when i’m damned good and ready.
- When all of these freaky alien-faced artifacts are claimed, that triggers the end of the game, and then you count up the scores to see who’s won.
- Honestly, i think the whole “campaign” idea was just a marketing gimmick.
- The game clock is measured by these absolutely terrifying artifacts, which look like they were made by someone who flunked out of taxidermy school.
- If there’s still a tie, the player who claims victory is whoever has to spend the most on PTSD therapy from staring at this thing.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not a bad game it's a night it's I'll tell you what it is it's a very interesting puzzle
- you create your own destiny
References (from this video)
- Very interesting puzzle
- Deep engine-building potential
- Multiple viable paths to score and win
- Campaign/scenario option adds value
- Asymmetric powers increase variety
- Player agency in choosing scoring goals
- Appears thin in thematic depth
- Replayability may be uncertain for some players
- Iconography can be intimidating
- Some players may find it too solitary or heavy on interaction timing
- restoration of civilization
- civilization-building on a map
- Maracaibo
Mechanics (from transcript analysis)
- artifact_and_scoring — artifacts trigger end of game and influence scoring cards
- building_and_track_interaction — buildings on sand spaces grant track bonuses and can unlock more effects
- campaign_scenarios — scenario/campaign mode adds variability and balance changes
- card_slotting — cards drawn from the face-up display are slotted into top or bottom slots for different effects
- Compound Scoring — artifacts trigger end of game and influence scoring cards
- deck_hand_management — not traditional draw five; you manage a hand of cards and slot them for effects
- drafting_lab_tiles — draft from laboratory tiles to gain effects
- energy_and_activations — energy tokens used to trigger effects on lab tiles and other actions
- Hand Management — not traditional draw five; you manage a hand of cards and slot them for effects
- map_placement — placing buildings on map spaces; adjacency or cost to move to actions
- modules_and_synergy — modules can level up slots and color matching enhances resource gain
- reset_and_hibernation — reset action returns cards to resting deck; energy returns; hibernating grants bonuses
- Resource Management — resources are gears, books, and food gained via actions and cards
- resource_management — resources are gears, books, and food gained via actions and cards
- Tile Placement — placing buildings on map spaces; adjacency or cost to move to actions
- two_actions_per_turn — on most turns you take two actions, tracked on this card with cubes
Video topics + discussion points
Quotes (from this video)
- it's not a bad game it's a night it's I'll tell you what it is it's a very interesting puzzle
- you create your own destiny
References (from this video)
- Engaging and fun gameplay with cascading actions.
- Multiple viable pathways to victory.
- Satisfying blend of mechanics that feels unique.
- Accessible complexity, easier to learn than its rating suggests.
- Good production quality for the price.
- High replayability due to variable asymmetry and scoring options.
- Player interaction is present and meaningful.
- Compelling solo mode based on community feedback.
- Light on theme, with thematic elements having little impact on gameplay.
- Potential for analysis paralysis (AP) if players allow it.
- Confusing iconography requires external reference materials.
- Some components might have quality-of-life issues, like pieces sliding.
- Cardboard components may exhibit warping.
- The price point ($65) might be a barrier for some, especially if not highly excited about the game.
- Re-emergence and repopulation of the surface by various tribes
- 5,000 years after humanity's collapse
- Beyond the Sun
- Dwellings of Eldoria
- Andromeda's Edge
- Lost Ruins of Arnak
- Dune: Imperium
- Endless Winter
- Azul
- Sagrada
- Splendor
Mechanics (from transcript analysis)
- Area Control — Players populate different regions of the land, building or populating areas to score points and gain adjacency bonuses.
- asymmetric factions — The game features asymmetric factions with unique powers and abilities that unlock as the game progresses, influencing player strategies and victory paths.
- Deck Building — Cards are purchased from a market and added to the hand, forming the core of player actions and progression.
- Engine Building — Players build a production engine on their board by utilizing resources and card abilities to unlock immediate effects and gain more powerful cascading effects.
- Hand Management — Players manage their hand of cards, deciding which to play and when, with cards having top and bottom abilities based on their placement on the player tableau.
- Resource Management — Players manage resources to fuel production engines and unlock immediate effects or cascading abilities.
- Set Collection — Collecting artifacts and high-end relics provides endgame scoring opportunities.
- Tile Placement — Players place greenery tiles and buildings on the main board.
- Worker Placement — While not explicitly listed on BGG, citizen cards are placed into slots that lock them out for future use, providing a functional aspect of worker placement.
Video topics + discussion points
Quotes (from this video)
- this is a a which is why you talk about the overview not the theme
- I don't think Dennis knows what an overview is
- The objective of the game is to score as many victory points as possible but you're going to be doing that through a variety of different subtasks depending on the asymmetric factions you're playing or if you're playing in standard mode with all symmetric factions
- it's a mix of area control I'll give you a little bit of worker placement primarily hand management Resource Management a little bit of deck building and cascading
- this is the only term to describe it cascading actions cascading stuff cascading cascading the game gets big the game gets big quick and it's a lot of fun in the process
- it's in gameplay it's light on theme this is an abstract game but there is a theme there that I personally find a little bit interesting
- I never feel myself imbu or embodying the story that's being told here instead the whole game makes sense in accordance with the theme that is displayed in front of us but the whole game doesn't need the theme and it doesn't necessarily reinforce the theme it just makes sense in light of it
- if you're a big thematic player if you're looking for a game that has some degree of high strategy and High theme or high campaign I don't think this is going to tick the box for you
- I don't think it's as complex as BGG claims
- if you are someone prone to AP and analysis paralysis this game will trigger that in Spades if you allow it to but it doesn't need to
- the one area where this takes a ding when it comes to the ease of replayability has to do with the iconography and has to do with the fact that there's not a very good style or directive uh guide given in the actual book itself
- well I think in this game there's to me it feels like there's a lot of different mechanics that come together in a really fun way
- I think it's a well balanced game given the number of different mechanics that it brings together and I think that is something that really speaks to me as a fan of all these different mechanics and to put them all in one game to me that's that's impressive
- I think the one thing for me that stands out when it comes to the game play here is just how messy it is while not feeling messy at all
- I don't know that I would call it Innovative I also don't think it matters in this case
- you're going to have to break that news to Da Vinci I'm not telling him
- in a world in which games are often costing $100 or more I love that you're setting it up you're you're going to impress them yes
- if you want everything if you're going Allin look at it right around that $100 price tag if you're just getting the base game which is really all we're pitching here and that's all I'm I'm very satisfied with this experience and I don't feel it needs an expansion
- I think if this was right under that $50 Mark 45 bucks I would tell people to pick it up every day of the week
- if you purchase this like before you even got to the end of the video I just like we could use your we could use your support we I would love like a a seventh or eighth camera for instance
- it is 100% % right for me it's probably one if if not the most excited game I am I found in 2024
- I don't think it would have drawn my attention
- but I'm you know couple game plays in now have really enjoyed it have purchased a copy for myself I'm already excited to get the expansion
- I don't know that it's fair that they will
- I can't wait to check out the expansion and play through it a few more times
- if you're on the fence and you're in the Cleveland area it's messy it's got a lot of rules reach out to Jesse and we'll play a game together
References (from this video)
- Simple to learn and plays quickly
- Compact and easy to get into
- Elegant with depth
- Small footprint, doesn't require a large table
- Smart packaging
- Win chance can depend on the luck of the draw
- Bad starting setup can lead to losses despite good play
- rare artifact vertiginous enigmatic logical
Mechanics (from transcript analysis)
- dice manipulation — Players can use tinker tokens to swap dice, change their values, or reroll them. The grid can also be rotated, and dice can be moved to opposite sides.
- Push Your Luck — Players must decide when to use limited tinker tokens to manipulate dice versus trying to fulfill card requirements with the current dice.
- Set Collection — Players need to fulfill conditions on cards by arranging dice with specific numbers, colors, or relationships.
Video topics + discussion points
Quotes (from this video)
- It's basically everything I'm looking for in something compact and easy to get into.
- All in all, this is another hit from impatience games.
References (from this video)
- Gave a narrative path to follow and decisions to be made, scaling newer players in more accessibly.
- Requires playing multiple games to experience its best version, which can lead to losing players if the initial experience is mediocre.
- Narrative path to follow and decisions to be made.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This has ruined not only the evening but potentially some of my closest friendship style hate.
- I mean, don't we have enough AI slop floating around the world and the internet as it is?
- The third player AI that has to be run for a two-player game is one of the worst things about Dune Imperium.
- I want to share with them. I want to brag. I want to boast. I want to win.
- Put your best foot forward, please.
- I don't want player elimination in my games.
- My dyslexic brain will never be able to attach to that new rhythm you set and the pace of play and the strategy is thrown off entirely.
References (from this video)
- Cool factions and asymmetric powers
- Exciting campaign deck
- Rewarding payoff
- High player interaction
- Thematic depth
- Endless replayability
- Fiddly setup
- Clunky tiles
- Brakal
Mechanics (from transcript analysis)
- asymmetric factions — The host discusses 'the factions' and 'the asymmetry of the characters.'
- Campaign Deck — The host mentions 'that campaign deck that you can just throw in right away.'
- player interaction — The host highlights 'the interaction of having the different factions.'
- tile laying — The host describes 'the way the tiles are and stuff and you got to move them around and pop them out.'
Video topics + discussion points
Quotes (from this video)
- I wanted to kind of look back at some of the games that I said were number one over the years that I've been here.
- I don't have it anymore. Hmm. I wonder why. I know why. Because there's a better game.
- I will die on a hill with this game.
- This one here though, Seti the solo in this one gets better and more challenging and that's another thing that takes it up to another notch.
- I get a true sense of adventure
- This is the hardest choice right there.
- I think Seti is a is a perfect game.
References (from this video)
- Quick playtime for a civilization game (approx. 90 minutes).
- Interesting blend of cooperative aspects and competitive expansion.
- Historical context provided in a separate book adds depth.
- civilization
- War of the Ring
Mechanics (from transcript analysis)
- Area Control — Players aim to take control of regions by placing the most influence (cubes) and placing tokens like the Podesta.
- Card Drafting — Players select family cards and action cards for bidding to become the DOA, and can also use cards from hand for actions or as ducats.
- Dice Rolling — Dice are rolled to determine actions and results, particularly in military campaigns.
- End game scoring — The game has multiple scoring rounds (Epochs) and an end-game scoring phase based on collected tokens and controlled areas.
- Set Collection — Dice rolls are sorted into categories (commercial, political, military) and placed in corresponding boxes.
- Variable player powers — The 'DOA' role grants special abilities and extra actions for the turn.
- Worker Placement — Players place cubes (pieces) on the board to establish colonies and gain control of regions.
Video topics + discussion points
Quotes (from this video)
- This is Venice yes it's a game we're doing uh in partnership with an Italian company called Strat libri.
- it's a civil ation Style game so we're going to expand over the map and try and take control of these different regions.
- these dice they're kind of uh guaranteed results right I'm going to get to place the the cubes now with military it's it's more of a gamble yeah.
- This will play two to four.
- it's about 90 minutes it's pretty quick for a sive game.
- this is designed by the same designers who did war of the Ring.
- These are Historical Notes on the game so things that actually happened in this time period.
References (from this video)
- Great artworks
- Fun game
- Lords and ladies trying to take advantage of the situation after the king's death
Mechanics (from transcript analysis)
- Negotiation — Trying to negotiate with each other to get ahead.
- Secret placement — Secret placement of your military cards.
- Take this, take that — It's very much a take this take that kind of game.
Video topics + discussion points
Quotes (from this video)
- The king is dead
- the Kings are always dying these days it's unfortunate and we're all lords and ladies trying to take advantage of the situation
- the objection of the games take the Onyx crown and to filled up your legitimacy points
- it's very much a take this take that secret placement of your military cards kind of game where you're trying to negotiate with each other to get ahead but only one can win
- the golden rule in the game is you'd never have to keep your promises
References (from this video)
- Depth of onboard strategy
- Freedom to balance long moves with high costs vs. lower cost shorter moves
- Ongoing bonuses from mission cards
- Scales down to two players with smugglers
- Full solo mode against the Doge
- Intrigue mechanic can lead to losing points or the game
- Passing by opponent's gondola can incur penalties (scroll or intrigue)
- Navigating canals, making deliveries, gaining prestige and money
- 16th century Venice
Mechanics (from transcript analysis)
- action selection — Players choose actions like employing and promoting assistants at city buildings to increase capabilities and utilize industries.
- area control/influence — Placing and advancing assistants at buildings, potentially pushing up enemy assistants, influences the game.
- automated opponent — Solo mode features the Doge of Venice as an opponent controlled by a deck of cards.
- Movement programming — Players move their two gondolas on alternating turns, with costs associated with movement and the option to pay to move the same gondola twice.
- Pick up and deliver — Players make deliveries on mission cards for points, money, and ongoing bonuses.
- Set Collection — Completing mission cards involves delivering a set of resources.
- Track Advancement — Players advance on the council track for points, influenced by intrigue and assistant placement.
- Variable player powers — Bonuses gained from assistants at buildings provide ongoing effects.
Video topics + discussion points
Quotes (from this video)
- hi it's taryn and stella from mipple university
- today we'll show you a quick how to play or overview for venice and hopefully you'll get a bit of a flavor for this game coming up
- A turn in venice is a carefully optimizable movement puzzle
- this is no solitaire optimization puzzle as your gondolas have ongoing interactions with those of your opponents
- The more different places you moor at at the end of turns the more buildings you'll have to activate on a long journey but the more time you spend at the same building the stronger that one building will be
- This all gives players the freedom to balance extremely long moves at a high coin and intrigue costs but with a lot of actions against lower cost but shorter moves which is a depth of onboard strategy seldom found in any other pickup and deliver game.
- The player with the highest non-zero intrigue is arrested by the inquisition and immediately loses the game
- and that's our quick how to play for venice we hope you enjoyed this video and enjoy the view of venice
References (from this video)
- creepy atmosphere and mood
- clear payoff through interconnected stories
- compact length (about 160 pages)
- strong sense of place in Japanese settings
- enjoyable translation cadence
- existential and slice-of-life horror with unsettling mood and creeping dread
- Anthology of short stories set in Japan; contemporary era; interconnected tales
- interconnected, episodic stories with shifting narrators and ambiguous explanations
Mechanics (from transcript analysis)
- Interconnected short stories — Stories reference shared elements to create a larger payoff across the collection.
- Short chapters and paced reveals — Each story is brief (around 15 pages) to maintain mood and suspense between entries.
Video topics + discussion points
Quotes (from this video)
- there you go. That is Revenge uh by Yoko Agawa.
- it's a bunch of short stories, but each of them are connected in some way.
- slice of life horror
- I think you'll enjoy it.
- I love going to weird little bookstores.
- it was published... 1998.
References (from this video)
- Satisfying engine-building and tight card interactions
- Multiple viable paths and engine combos
- Asymmetric factions with meaningful late-game depth
- Clear endgame scoring and map-incentivized choices
- Moderate interaction that keeps Euro flavor
- Campaign story is criticized as nonsensical or weak
- Setup can be fiddly with many components
- Theme not deeply integrated with mechanics
- Campaign promises may outpace its execution
- Rediscovery and competition between emergent factions with distinct powers
- Post-apocalyptic world where humanity emerges from underground to reclaim the surface
- Magnificent
Mechanics (from transcript analysis)
- action_selection — Two actions per turn with optional card-driven bonuses
- Area Control — Building structures and placing meeples to gain bonuses and influence scoring
- area_control_and_planning — Building structures and placing meeples to gain bonuses and influence scoring
- deck_building — Drafting and layering cards to form an engine of actions and effects
- Engine Building — Upgrading the machine track and abilities to unlock new options
- engine_building — Upgrading the machine track and abilities to unlock new options
- Resource Management — Balancing food, gears, crystals and energy for placement and upgrades
- resource_management — Balancing food, gears, crystals and energy for placement and upgrades
- Set Collection — Collecting artifacts and upgrade tokens that grant ongoing benefits
- set_collection — Collecting artifacts and upgrade tokens that grant ongoing benefits
- Tableau Building — Arranging selected cards on the player board to unlock powers
- tableau_building — Arranging selected cards on the player board to unlock powers
Video topics + discussion points
Quotes (from this video)
- it's a very satisfying very tight way of doing things
- mechanically spectacular
- this is a very good Euro game
- if you're a Euro game fan and you're not trying to get a copy of this then you are missing the boat
- the top of the list has to be just the overall mechanics
- exceedingly exceedingly well
- I think it's great
References (from this video)
- Charming, adorable theme and artwork
- Bright, beautiful components
- Simple, quick, and accessible
- Two mechanics (push your luck and bag-building) integrated cleanly
- Replayability due to different tile sets
- Two-player game not as strong as higher player counts
- Wished for more bag-building variety
- Walk length and pacing can vary with player count
- Meandering nature walk, weather danger
- Forest walk with a looming storm; two to four players
- Light, charming, walk-through theme with subtle storm tension
- Quacks of Quedlinburg
- Can't Stop
Mechanics (from transcript analysis)
- Bag Building — Add tiles to your bag and spend boots to acquire more tiles.
- bag-building — Add tiles to your bag and spend boots to acquire more tiles.
- Push Your Luck — Draw tiles from a bag to add to your walk; decide when to stop before storms hit.
- push-your-luck — Draw tiles from a bag to add to your walk; decide when to stop before storms hit.
- Tile Placement — Place drawn tiles face-down along a walking route; some tiles carry storms.
- Weather track / storm mechanic — Storm tiles must be added to a weather track; too many storms cause players to rush home.
Video topics + discussion points
Quotes (from this video)
- The theme for Refuge is very charming.
- I love that you're just like Meandering.
- It's a nice walk game, it's quick and charming.
- Push your luck is really at the heart of this game.
- Two players doesn't shine as much.
References (from this video)
Mechanics (from transcript analysis)
- asymmetric factions — Different factions have distinct boards and abilities; exploration and track climbing.
- Asymmetric Mechanics — Different factions have distinct boards and abilities; exploration and track climbing.
- Deck Building — Decks slot into boards to unlock actions and bonuses.
- deck building and engine building — Decks slot into boards to unlock actions and bonuses.
Video topics + discussion points
Quotes (from this video)
- this is really interconnected worker placementish game.
- it's surprisingly smooth for how many moving parts there are.
- it's a game of inches where every space matters.
- there's way too many moving parts to explain here, but it is very very satisfying.
- you can definitely not just follow one thing and focus on one thing.
References (from this video)
- Compact, quick-to-play solo experience
- Good for travel and tour schedules
- Accessible for solo players
Mechanics (from transcript analysis)
- Mini-Games — Compact solo game designed for quick play sessions; suitable for travel and short sessions (roughly 10–15 minutes).
- Solo Play — Compact solo game designed for quick play sessions; suitable for travel and short sessions (roughly 10–15 minutes).
Video topics + discussion points
Quotes (from this video)
- a great little solo game
- you can play in like 10 15 minutes
- it's really good and really solid
- it's been a blast
References (from this video)
- dense planning with engine-building elements
- layered scoring through pathways on the board
- early access balance questions
- city-building and exploration
- Lisboa-like exploration with map-driven engine
- tactical and thematic
- Lisboa
- Gloomhaven: ...
Mechanics (from transcript analysis)
- multi_use_cards — cards provide top and bottom effects for resources and actions
- Multi-Use Cards — cards provide top and bottom effects for resources and actions
Video topics + discussion points
Quotes (from this video)
- Glass Road... layers upon layers as you play it.
- I think glass roads is the perfect length and the perfect amount of complexity and strategy for me to replay over and over again.
- Clank is an excellent game and this just makes it a little bit more accessible for people to try and play.
- this card game is very tactical with a lot of different ways to score.
References (from this video)
- compact engine with meaningful decisions
- engaging spatial progression
- alpha testing status; potential balance changes
- city exploration and resource management
- Lisboa-like thematic overlay with city-building
- elegant, map-driven planning
- Lisboa
- Lorenzo il Magnifico
Mechanics (from transcript analysis)
- multi_use_cards — top/bottom effects and a light deck-building layer
- Multi-Use Cards — top/bottom effects and a light deck-building layer
Video topics + discussion points
Quotes (from this video)
- Glass Road... layers upon layers as you play it.
- I think glass roads is the perfect length and the perfect amount of complexity and strategy for me to replay over and over again.
- Clank is an excellent game and this just makes it a little bit more accessible for people to try and play.
- this card game is very tactical with a lot of different ways to score.
References (from this video)
- fun to play with expansion
- opportunity to revisit with expansion
Mechanics (from transcript analysis)
- Engine Building — not explicitly detailed in transcript
- engine-building — not explicitly detailed in transcript
Video topics + discussion points
Quotes (from this video)
- Time is weird
- it's coming tomorrow so you can see it then
- Age of Innovation... it was such a blast to play
References (from this video)
- Unknown
- Unknown
- Unknown
Mechanics (from transcript analysis)
- unknown — Unknown
Video topics + discussion points
Quotes (from this video)
- completely 100% objective and provable and indisputable just try an honorable mention
- the winner for the best party game goes to the one that makes absolutely no sense by title
- I actually can't believe that but it's a good game it's a good I didn't see it coming
- I love you Lois sorry John
- Cape Fear games is located in Wilmington North Carolina if you're ever there on the east coast of the US go check it out
- Mage Knight for $35 from there
- the sponsor for this video my local game store Cape Fear games
References (from this video)
- the flipping tiles concept is appealing
- the art and components are attractive
- rules are messy and unclear; unclear when groups disappear
- the objective of four-in-a-row is not sufficiently differentiated from a simple abstract
- game feels dull and repetitive
- gem-puzzle mechanics with magical bonding
- abstract grid with gems and color bonds
- abstract, highly strategic with a geometric motif
Mechanics (from transcript analysis)
- gem_drafting_and_placement — collect and place gems to form bonds and activate effects
- Set Collection — align four in a row to earn crystals and victory conditions
- set_collection_for_points — align four in a row to earn crystals and victory conditions
- take_that_and_security_mechanisms — purple tokens and other power cards that influence opponents’ gems
- tile_flipping — tiles have two sides; you flip to reveal color/gem information
Video topics + discussion points
Quotes (from this video)
- Spring is really a simple game and it's just so it just feels so nothing.
- This is a really bad game.
- There is no interesting decisions here.
- The rule book for this game is horrific to the point where there's a written correction in my book because if that written correction was not there, the game would be unplayable.
- The book is better, the cover is better than the book.
- Yum Yum Trouble Gum is complicated Uno.
- I give this a five out of 10.
- The engine building is good but luck.
- The rule book atrocious; symbology confusing; the board is a mess.
References (from this video)
- Easy to learn but deep strategic space
- Narrative-driven, campaign-style progression with evolving factions
- Turn structure allows flexible pacing and strategic planning
- Campaign scope may yield longer play sessions
- As with many campaign games, maintenance of progression can add downtime
- evolved humans reclaiming a recovering planet
- post-apocalyptic Earth centuries after collapse
- campaign-driven, faction-based progression
Mechanics (from transcript analysis)
- Campaign-style progression — players are different evolved factions reclaiming the world across a long arc
- card-driven chain reactions — cards on a player board trigger chain reactions with technologies and board effects
- turn-based actions without fixed rounds — no discrete rounds/phases; each player takes two actions per turn and can hibernate to reset the board
Video topics + discussion points
Quotes (from this video)
- this game is easy to learn yet complex in how much there is to think about
- this is a very heavy game it's 36-page rulebook is based on actual academic principles
- it's kind of like a more complex version of Patchwork
- the most distinguishing characteristic about Earth is that most of the action occurs with every player acting at the same time
- a racing game where players will try to play Speed cards from their hand to move their car around a track
- a tableau building game with a striking resemblance to wingspan gizmos or Earth