Risk Express, part of the Hasbro Express Line, is a quick-playing game of conquest. Fourteen disks are laid out at the start of the game, each showing one or more countries and the symbols required to conquer these countries, with the symbols being separated into battle lines. Each card belongs to a continent, with some continents having only a single card and some having up to four cards.
A player starts his turn by rolling seven dice, the six sides of which show artillery, cavalry, general, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.
Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional general line in the process. If a player owns all the cards of one continent, however, those cards are secure and cannot be stolen. What's more, these cards are now worth more points because you've united the continent under one ruler (you).
When the last card is claimed, players tally their points, and whoever has the highest score wins.
- Unusual Suspects
- Cabo
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this for me is not work it's fun and I intend to keep it that way
- I value meaningful decisions more than anything else, what is the consequence to my actions
- I would 100% choose to teach a game over being taught to the game
- quantity over quality is a key point I think harms the hobby
References (from this video)
- Cool back-and-forth with interaction
- Accessible, quick to play
- Engaging for repeat plays
- Light on thematic depth
- Some might prefer more strategic depth
- Ra
- Age of War
Mechanics (from transcript analysis)
- Dice draft / row completion — Luck-based tile/card draw with requirements; back-and-forth to claim cards and complete rows.
Video topics + discussion points
Quotes (from this video)
- this is where I talk about all of the non new to me games that I have been playing
- thoroughly thoroughly enjoyed this recent play
- it's just a lovely T placement game
- this is one of the best two-play games of all time
- I love this game
- an absolute blast of a game
- the combos are fantastic
References (from this video)
- Accessible dice-driven play
- Useful catch-up mechanisms to keep players engaged
- Reliance on luck can be frustrating for some
- Some players may feel set theft reduces control
- Dice-driven conquest and symbol matching
- Ancient warfare with symbolic artifact claims
- Yahtzee-inspired conquest with set locking
Mechanics (from transcript analysis)
- Dice rolling — Roll dice to attempt to claim cards by matching symbols.
- Lock-in and theft — Once a set is complete, it is locked for the rest of the game; others can win only if incomplete.
- set collection — Complete symbol sets to lock in cards; incomplete sets can be stolen.
Video topics + discussion points
Quotes (from this video)
- This is a very nasty auction style game.
- I think it's a great design.
- One of my favorite games if not my favorite game.
- It's nice that it plays in about 30 minutes.
- I think it's a wonderful design.
References (from this video)
- communal experience and invested play
- entertaining moments around the tower
- setup complexity
- humor may not land for everyone
- tribal development, hunting, reproduction
- prehistoric tribe building and survival
- humorous, playful
- Stone Age
Mechanics (from transcript analysis)
- tower/meeple mechanic — workers interact with a tower; falling workers yield resources
- worker placement — send workers to gather resources (food, stone, pelts, wood)
Video topics + discussion points
Quotes (from this video)
- Sushi Roll is a dice game about eating sushi with such a perfect name that you can't help but feel the makers of 2014's sushi dice should all retire in shame
- I love gambling on trying to collect the best set because if you do it feels like pulling off a full house in poker
- it's not going to appeal to gamers who want strategic depth but if you want a light-hearted social game with big moments age of dirt is one-of-a-kind
- Deep Blue is the year's big family game
- this is the best storytelling board game I've ever played and it's not even close
References (from this video)
- engaging back-and-forth
- interesting symbol sets and timing
- not as frequently played due to availability/complexity of upkeep
- feudal/samurai-themed fortress collection
- dice-driven conquest with fortress cards
- attentive and tense, with back-and-forth sieges
Mechanics (from transcript analysis)
- Dice rolling — roll seven dice with different symbols to match fortress cards
- set collection/ownership — claim fortress cards by matching symbols; opponents can steal on their turns
Video topics + discussion points
Quotes (from this video)
- It's one of the best filler games out there. It's absolutely evergreen.
- El Grande... the best area control game of all time.
- Resistance Avalon, this was actually my number one in my top 50.
- I can't quite actually answer why I don't play Age of War as regularly as I should because whenever I do play it, I thoroughly enjoy it.
- This is actually the original version of a party game which is now called Good Critters.
- This is one of the best filler games that you will play.
References (from this video)
- Strong campaign structure with evolving rewards and permanent upgrades
- High variety of characters and unique abilities
- Objective deck adds replayability and mission variety
- Terrain and tactical positioning add strategic depth
- Box design offers practical storage for armies and unlockables
- Rules can be dense and require careful study
- Complexity may deter new players
- Some mechanics (e.g., facing turns) can slow play if not managed well
- Prototype components shown may differ from final production
- Fantasy warfare with campaign-driven progression and destiny-driven objectives
- Fantasy battlefield where two players start in opposite quadrants and customize armies to meet evolving mission conditions
- Campaign-driven, objective-based progression with evolving units and rewards
- Chess
Mechanics (from transcript analysis)
- Campaign progression and end-game crown — Progression through battles rewards a cross-like artifact that can end the campaign when captured
- Customizable armies with permanent upgrades — Players earn rewards to add powerful new units and skill upgrades to their pool, permanent until loss
- Deck building — A randomized set of mission-specific challenges at combat start that alter rules and victory conditions
- grid movement — Movement directions depend on current facing, allowing orthogonal or diagonal advancement when appropriate
- Grid-based movement with orthogonal/diagonal options — Movement directions depend on current facing, allowing orthogonal or diagonal advancement when appropriate
- Objective deck — A randomized set of mission-specific challenges at combat start that alter rules and victory conditions
- Terrain interaction — Terrain features grant advantages (hill lines of sight, forests concealment) and can be altered by spells or effects
- Track advancement — Progression through battles rewards a cross-like artifact that can end the campaign when captured
- Turn-based movement with facing — Units move in turns, and turning to a new facing consumes a move; planning around facing is essential
Video topics + discussion points
Quotes (from this video)
- tales of war takes place on a battlefield of your making
- you see at the start of your campaign both players start off with a basic selection of army personnel
- these objectives are what make up your campaign
- a box... it's not just a box... well it is a box
- just close her up and you've got yourself a tidy little box of death dealers ready to lay waste to the poor bastard in the blue corner
- two-player competitive campaign
References (from this video)
- tense and thematic two-player-friendly experience
- simple core loop with strategic depth
- three-player variant is not optimal
- older design may feel dated to some
- roll-and-conquer, temple-focused strategy
- temple conquest with dice
- yatsi-style dice game with tactical variance
- yatsi-type dice war games
Mechanics (from transcript analysis)
- dice rolling / pursuit of temple cards — roll dice one by one to attempt temple captures
- temple advancement and collection — conquer temples and manage risk of rolling out
Video topics + discussion points
Quotes (from this video)
- it's such a wonderfully implemented tug-of-war game, and I love the way you do not have to focus 100% on the tug-of-war
- the replayability and just the elegance of this brilliant dice-driven Euro
- this is Mandala, the original one here
- it's so quick and it's just a delight to play
- Captain Flip, evergreen family style game