From the Spine of the World Mountains to the bustling fishing villages of Earthquake Fish Bay flows a river where fortunes can be made and lowly traders can brush shoulders with Rokugan's elite. Will your clan become the dominant force along this River of Gold?
In River of Gold, players take on the role of river merchants allied with legendary samurai clans, each vying to exploit the river to earn wealth, glory, and wisdom. Will you invest in developing ports, markets, shrines, and more along the banks of the busy river? Or will you rely upon sailing the river of gold, growing your wealth and influence through delivery contracts, visiting the nobility, and garnering a bit of divine favor during tough times?
River of Gold features a stunning embossed metallic gold game board illustrated by master fantasy cartographer Francesca Baerald. In addition to looking beautiful, the gameplay is fast and clever, with minimal downtime and a playtime of just one hour. Fans of Eurogames will enjoy this mid-weight game, and with easy-to-learn, intuitive rules, you’ll be able to get River of Gold to your table quickly.
—description from the designer
Images
- Friendly gameplay
- Pleasant theme
- Meaningful choices
- Chill aesthetic
- Mitigatable dice rolls
- Slight tension at the end
- Sailing and delivering goods
- River
Mechanics (from transcript analysis)
- dice-driven — A dice-driven game where players use a single die roll each turn to move, build, or deliver goods.
- mitigation — Dice rolls can be mitigated without feeling stressful.
- Set Collection — Players deliver goods.
Video topics + discussion points
Quotes (from this video)
- Cozy isn't a feeling a game earns anymore. Its squishy components bulk ordered from China. It's watercolor art commissioned off Fiverr and slapped into into shallow mechanics and vapid gameplay.
- Cozy has become a shield against honest criticism.
- Don't let light or beginner friendly or peaceful excuse a game being uninspired and hacky.
- The greatest crime publisher pull is trying to sell that feeling to games that haven't really earned it.
- We're all gamers. I just want us to stay vigilant against the constant barrage of [ __ ]
References (from this video)
- Engaging gameplay that keeps players involved on others' turns
- Clever use of dice mitigation
- Satisfying interaction through building placement
- Good production quality with embossed foil art
- Fast-paced and flows well
- Straightforward teach
- Doesn't introduce many new mechanics
- Divine Favor can become tight towards the end
- Merchant trading and establishing a trade empire
- Legend of the Five Rings IP, following a river trade route
- Euro-style game with a thematic overlay
- Lords of Waterdeep
- Francis Drake
- Puerto Rico
Mechanics (from transcript analysis)
- action selection — Choosing between moving, building, or delivering based on dice rolls and available resources.
- area influence — Gaining influence in regions by building, which can lead to bonus victory points.
- Building placement — Players can build buildings in different regions, granting influence and ongoing benefits when others visit.
- Dice rolling (mitigated) — Players roll a die at the end of their turn to determine movement distance and building/delivery options, with 'Divine Favor' used to modify rolls.
- Movement on a track — Players move their ship along a river track, looping back to the start.
- Resource Management — Managing resources like gold and goods to fulfill customer deliveries.
Video topics + discussion points
Quotes (from this video)
- The box is is really nice I think the Box only like $35 not very expensive
- This is a D6 based system and I think has some interesting aspects to it
- The flavor text on these cards is so so good
- This is pretty much a real straight Euro with the l5r theme kind of on top of it
- The whole Cube dropping Tower really soured me on this game because it is strictly luck on what cubes you might could get on your turn
References (from this video)
- merchants vying for wealth along a historically inspired river
- world of Legend of the Five Rings; river merchants
Mechanics (from transcript analysis)
- Resource management / economic engine — Developing ports, markets, and shrines to gain wealth
- set collection / hand management — Investing in actions and assets to gain victory points
Video topics + discussion points
Quotes (from this video)
- space bees anyone
- gosh I I love board games
- this game looks pretty beautiful
References (from this video)
- Fast and clever gameplay
- Minimal downtime
- Engaging economic development
- River merchants allied with Samurai Clans vying for wealth, glory, and wisdom
- Along the banks of a busy river
- Players invest in developing ports, markets, shrines, and more.
- Manila
Mechanics (from transcript analysis)
- contract fulfillment — Players fulfill delivery contracts.
- Dice Rolling — Features contract driven, economic, dice infused aspects.
- economic — Players invest in developing ports, markets, shrines and more along the banks of a busy river.
Video topics + discussion points
Quotes (from this video)
- hello join us as we cover 10 board games
- these are games on our radar
- if you're always keen on discovering new games and others you may have previously overlooked then you've come to the right place
- Matthew mentioned that he played kabanga with a great group of people but they all went into the game with some skepticism however they soon all fell in love with it
- there are so many games so many games how do you decide which ones are worth your time
- sometimes it just takes a picture and that's all it took for me with this one I saw this and all critical thought flew out of my brain
- Oh hey Chaz while you're here maybe you can lend me a hand with monik nen's first pick too
- I really liked it and I'm looking forward to playing it more and showing it to my friends
- It's nice when your job can also be your hobby
- until next time I've been Abigail Pennington and thanks for watching
References (from this video)
- stunning visuals
- embossed gold motif
Mechanics (from transcript analysis)
- action die / resource management — take actions on a river route with resource spending
- Resource Management — take actions on a river route with resource spending
Video topics + discussion points
Quotes (from this video)
- Gen Con was everything it was cracked up to be this year.
- it's a crisis management game that hits on all cylinders
- I think this game is going to be off the hook
- I would love to cover this game because these things are so cool
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a game that's been out of prate for a while and now has a new edition from synapses games Yokohama all right
- Yokohama is going from 0 to 10 to 8 out of 10
- this is one of those games where I thought you know do I really need to spend any amount of dollars on this game because you could play it with literally anything but I think in this case it's such a really unique idea that I'm like yeah I want to pay for that idea
- Nice egg is as you may guess a dexterity game it plays in five minutes six play or six and up two to five players includes English
References (from this video)
- presented as a relaxing Euro that still maintains competition
- engaging Rondell mechanic with smooth flow
- visual and thematic cohesion; strong production feel
- repeat plays reveal depth and interaction
- none explicitly stated in the transcript; implied potential light, non-weighty play
- may rely on repetition to unlock full depth
- merchants delivering goods to a river network
- River-based trade along a commerce-driven route; Mediterranean/European-flavored trading ambience
- relaxed economic flow with competitive tension
- Merchants (flow of goods and river trading vibe)
Mechanics (from transcript analysis)
- Building activation — activating buildings yields bonuses and chain effects over the round
- influence/interaction via tracks — player interaction exists around influence-like tracks that affect timing and bonuses on repeats
- Resource Management — collect and deliver goods to merchants to gain bonuses and points
- Rondel — actions are chosen via a rotating selection wheel as you move goods along the river, triggering activations and bonuses
- Rondell (revolving action selection) — actions are chosen via a rotating selection wheel as you move goods along the river, triggering activations and bonuses
Video topics + discussion points
Quotes (from this video)
- the shiniest Euro you will ever see
- relaxing but competitive in a way
- it's simply fantastic with this Rondell mechanism
- this takes the essence of foundation of Rome and brought in Foundation of metropolis
- my God were we both impressed with Ironwood
- this is our number one to buy at Essen 2024
References (from this video)
- Really enjoy the core system where you roll a D6 and can use it in three different ways.
- Like the way it's all held together through this dice system.
- Always liked that idea of building up the board as you go and when people use the stuff that you've invested in, you'll get a benefit from that as well.
- Mechanically very smooth, intuitive, simple to play, quite enjoyable to play.
- Feels a little bit reined in.
- Each game feels fairly similar.
- The decision space is fairly obvious.
- Has capped its own potential.
- Might struggle to find its place if it doesn't find a niche.
- Not enough strategy or depth to keep you coming back.
- Extra crunchiness and decision space is just a little bit lacking.
- Lords of Water Deep
- Catan
Mechanics (from transcript analysis)
- Area Control — Gaining influence at different factions by climbing tracks.
- contract fulfillment — Cashing in resources for contracts which provide bonuses and victory points.
- Dice Rolling — The core system involves rolling a D6 which determines what you can do, with options to use the result in three different ways.
- Resource Management — Collecting resources to cash in to complete contracts.
- Worker Placement (variant) — Building a building in a region determined by the dice roll.
Video topics + discussion points
Quotes (from this video)
- This is where I take a look at the last five new to me board games that I've played and I rank and review them in order of preference.
- I think the decision space was pretty limited.
- The problem for me is that it does feel a little bit reined in in terms of what you can actually do and each game feels fairly similar.
- It is very introductory, it is quite light, not only in terms of the rules but also in terms of the decision space.
- The choices are a little bit too obvious.
- The potential for comboing and synergizing actions together really does come through.
- The only criticism I have is that sometimes those objectives on the characters can be a bit swingy.
- It's a quality design.
References (from this video)
- Fun gameplay.
- Beautiful components (gold foil river).
- Asymmetric player powers.
- Set in Rokugan (implied).
- Visual design of river segments could be improved for clarity.
- Asian themed, river-based
- Rokugan (implied)
Mechanics (from transcript analysis)
- building — Players can choose to build in a specific area (e.g., area number five).
- Sailing — Roll a die at the end of your turn, and the number rolled determines the number of spaces you can sail your boat down the river.
- Selling to merchants — Players can sell goods to merchants, with asymmetric powers allowing selling regardless of specific numbers.
Video topics + discussion points
Quotes (from this video)
- finding someone to sit down for that period of time and commit to it is difficult
- how can we make this accessible to people who don't know what wins above replacement are or who you know who don't care about launch angle and you know things like that
- The storage though like that I love that little piece of paper it's like here's how you store everything here's all the pictures even a spot to tuck it in the box like so clever so clever
- Mary cury has a cube Tower which I don't like Cube Tower
- When I look at YouTube shorts I don't even look at the money I look at the subscribers
- The whole river was these this kind of paisley pattern type fill texture in the river gold foil
- it's a good set collecting game
- it was fun it was really cool
- it's really light
- very thematic
- it's a neat game but it's just not it's family weight right you can't take it seriously
- Darwin's cool I like Darwin quite a lot it's a set collecting game that's cool
- it's cute
- bat flip just did it for me and b flip Dynasty did it for me it was just it's a game that like that was fun
- My how to play War of the Card Game is my second most popular short and that's made $15.59 with 212,000 views and 287 subscribers
- Short-form video strategy gained more subscribers.
- Potential evergreen content.
- Long-form video yielded higher monetary return but lower subscriber growth.
- It was fun it was really cool.
- Halo 3 and it's a spectacular video I went back and rewatched it but it is the worst [expletive] video quality you've ever seen in your life it looks like I filmed it on a [expletive] no keia end gaug but if you just close your eyes it is a brilliant video
- I know I have the potential to do all these things because I've failed so many times and I've learned so many little things it's just I'm getting there I'm trying to put everything together
- you are you are so fortunate yep that your wife Saint saintly will let you just do what you do
- I'm going to get everything right for the next secretary and like I did for the te di the eyes then I handed everything off and I was like all right I'm just gonna take a week from hero time like check my email I check my email only once it's like I'm done
- Bow's game corner is the path because it's like my daughter is gonna go to preschool next year in like August and then there's going to be this huge chunk of time that I have every day where I can put it specifically to B's game corner
- after seeing all my numbers I was like oh [expletive] it is totally more value to work for myself
- the bottom line is I keep seeing that whatever Lane I I'm trying to widen into except for wrestling I haven't broke into that one and sports has worked out pretty well the coffee those ones the my coffee videos those are ones I 100% need to do those are all Evergreens
- I told my wife was like I'm gonna spend $200 on games I'm just gonna buy all the cheapest games I'm just gonna I'm going to pump out probably 40 how to playay videos in the next month before Thanksgiving
- soon as Thanksgiving happens all those numbers just Spike Spike and I'm sure you've seen it too Lance just Spike Spike Spike
- I'm hoping to revive My Weekend Update segment that I did like four or five years ago where I used to just say the [expletive] snarky jokes and I got a teleprompter now and now that I don't give a [expletive] about anything they're really going to be I'm gonna just I'm gonna go
- there is no way to cut off your pipelines there will always be more pipelines with Kickstarter and game found it will never stop
- I can't help but think with all this this energy that you have for this and I realize that if if for with you if it isn't something that you uh like if the energy is not there you don't want to do it
- my wife was like I [expletive] hate you but you're really good at it because like the first week she was like I would be upset with how you coached because I'm incredibly loud I'm incredibly vocal everyone could hear everything I say to all the kids because I'm just screaming as loud as I can
- I took down the super overly competitive trick play [expletive] coach that likes do all the [expletive] run up the plays like Rite him up on the field like yell at like he made one of his kids cry on ACD like like for missing a like he missed a flag and he got like upset
- I am so glad that I ruined his day because he looked like an absolute [expletive] prick of a head coach
- cocaine and Aderall oh you are a [expletive] superhero
- every single thing they're saying every single it's them saying you're [expletive] awesome Yeahs [expletive] awesome like you don't want to stop doing anything
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's like Vegas for board gamers
- it's a blank canvas you could go there and do no events
- it's like heaven
References (from this video)
- Set in the beloved Rokugan setting.
- Exceptional worker placement mechanics.
- Linear progression element.
- Good blend of approachable economics.
- Magnificent production quality.
- Appeals to fans of Lords of Waterdeep.
- Under a younger studio (Office Dog).
- Euro game set in Rokugan.
- Rokugan
- Navigate boats down a river where buildings are progressively constructed along the way.
- Lords of Waterdeep
Mechanics (from transcript analysis)
- linear progression — Has a linear aspect as you navigate boats down the river.
- Worker Placement — An exceptional worker placement game.
Video topics + discussion points
Quotes (from this video)
- you know that this is directly inspired by Shadow of the Colossus
- apart from the verticality it's just such a smart creative cool package where each hero is a combination of a character class and a couple hero cards shuffled together and kind of played as if it were a deck building game that you're not doing any addition to throughout the game itself
- it has such an amazing intuitive simple system for telegraphing what the oppositional behavior of this Leviathan that you're climbing is going to be and giving you time most of the time to react to it
- Ironwood is an asymmetrical hard driven tactical game with multi-use cards Ironclad and wood walkers have different decks different Victory conditions move around the board differently fantastic components and artwork
- Pagan fate of Rowan Oak which is an expandable asymmetrical deduction card game where one player plays as a witch the other player is playing as the Witch Hunter and the witch is playing cards to try to perform this Grand ritual whereas the Witch Hunter is trying to figure out who the witch is and then bring them to justice
- React the Arts of War this one was super under my radar until packs unplugged but this is a onev one grid-based card dueling game with these highly asymmetrical artist characters that are very unique in their play style very thematic you are moving your artists around the board trying to damage the other artists you're competing against so thematic and extremely
- River of gold if you had told me 5 years ago that they were going to be making a Euro set in rokuan the setting of my personal Obsession as a teenager and young adult I would have well I would have believed you but I would have flipped my lid and even still now I'm kind of in shock at how good of a game it pulled off in being especially under a younger Studio like office dog
- River of gold is an exceptional worker placement with a linear aspect as you navigate these boats down the river and progressively more and more buildings are constructed along the ways
- it has just the right blending of approachable economics and astounding capabilities that you can roll into and is magnificently produced with these beautiful gold reflective elements throughout the otherwise kind of watercolor esque board
- first up we have SEI I know this is on a lot of other people's lists but it has a fantastic solo mode it uses an automa where the automa uh will do somewhat of a random action but the actions will be more powerful than anything that you can do on your turn so it ends up being very competitive you can see here I just finished a solo game and the scores were pretty close actually within 10 points
- arcs it is difficult to talk about this game without getting into the Weeds about how beautifully the mechanics interact with each other in this game to create an epic space conflict but at the same time a game about making do with what few actions you have
- it's hard to imagine arcs not being in the top three of this list in what we have talked about as an absolute Bonkers of a year it's cunning inventive and original while still being all that much more approachable than many of Leader's prior works
- the depths to which you can explore the systems involved is really something
- the last recommendation on my list is I Napoleon designed by Ted racer uh and GMT games it's another card driven game what I like about this one is the historical aspect of it and how true to the life of Napoleon it is uh first you start by playing as uh Napoleon when he was a commander you move up to uh first console and then ultimately Emperor if you make that far and there's a ton of ways to lose um but you can go through his entire life it's a fantastic solo experience highly recommend it
- Harvest the number one game of 2024 the Box really does say it best a fantastically fun fur filled farming Affair that is tricky to say but the game is just that much fun too
- Harvest is an amazing game it is a knife fight in a hay bale your turns are so few that you cannot Dilly nor dally but the adorable theme makes something that should be an inherently stressful game into a cute little farming experience
- it has the deep deep complexity of trying to maximize your turns to give it legs to even the most astute of board gamers was some serious debate Among Us contributors on the channel as to whether Harvest should take the number one slot
- taking the raw elements that TMG had rightly gone with but bringing it to a more Modern Standard giving it both a visual overhaul but also giving at a tight mechanical system that is shockingly deep for how mechanically narrow it may seem at first to have this level of function in a farming game that is played in a mere four rounds only 12 placements for the entire game is the Pinnacle of refined game design
- making Harvest our 2024 game of the year
References (from this video)
- Great game
Mechanics (from transcript analysis)
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)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It was fantastic. It was just there was so much stuff going on that was really enjoyable.
- Well, I think there's that one Warhammer guy that syn There's some synthesizer show synthesizer synthesizer shows that I watch that have been around for a long time.
- We must slay them.
- Thanks for nothing, Danny Nunan.
- It's like, Oh, honey, I'm so sorry.
- This is the longest running weekly live stream thing held on YouTube 10 years or so in a row.
- Americans don't even like America.
- It's not like we're keeping track here yeah, who's keeping score
- Oh, really? Runner up code names.
- You don't make a podcast.
- I mean, the definition I don't even know what you're saying.
- You're just making up words.
- So defeist.
- Yeah, that gumballs.com. They suck.
- This is not a good website.
- The two eyes are swords.
- It's like, how does anybody know this guy exists?
- I'm always impressed when things like that exist.
- Oh, yeah. I guess you can. Yes, you can. But that's not the same because podcast is a different
- It's like, oh, you know, use use use non like you have didn't make this game colorblind uh friendly.
- Be excellent to one another as Bill and Ted would say.
- The fact that the dice rolls were so unlucky against me.
- I love the game, but it's when those dice rolls don't go your way.
- It's like, Oh, you know, should he fight the wolves or should he run away?
- This is the most evil, most powerful terrorist organization in the world that never wins.
- It's like, 'No, nobody's died. This is realistic.'
References (from this video)
- very like Legend of Five Rings
- had foil lamination on the board
- problems with the turn order
- things become unavailable
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Maybe, just maybe, no one wants your $200 dice, or knockoff stickers.
- Quit trying to tear down conventions when the problem isn't them.
- You're controlling titans and there's like this whole Titan thing where you're training them. They're like God of War, the board game.
- I mean, it's just uh it's crazy stuff out there, man.
- The whole world's on fire. Nobody cares, you know.
- It's walking money.
- The attendance is like around, isn't it like 20,000 or 30,000?
- I feel like the work is worth it, you know?
- But people saw the front cover of After the Empire and they were like, "What is this?"
- And then they want to buy it.
References (from this video)
- Not bad
- Potential to rank higher
- Did not absolutely love it on first play
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- STI, I will give this an A. I played this twice. I really like the game. I don't know how much I will like it in the long run, but I really enjoyed and I could imagine actually owning it.
- It's like a um it's kind of a tile puzzling and resource management game. Um in a pretty short play time, very simple, very red, like very streamlined, which I like. Um but it like at the end it wasn't too special.
- One of my most favorite word games. I would give this an A. We're trying to like um prevent goats from taking like the letters from a from a printing office. Very very cool.
- Star Wars Imperial saw to play for the first time. Um and we're actually playing it again today. And I really like what I really like this. Um there was a lot of setup. The setup isn't very streamlined.
- Tiny Towns on my list for a while. Finally, I got a copy and I really like this. I will give this an A for now as well.
- Walking Birano. I will have to like do this here because this one also gets an S. Like always a great game to play. Really love this little puzzly game.
- Wingspan amazing amazing my most favorite game ever. You know that. So of course Srank
- It's a very good uh word game. I would give this a B. I enjoy that one.
- Duel which is fine. It definitely is not as good as Azour. It's It's a fine enough game. I would probably play it again if you asked me, but I don't understand why it exists.
- At the Helm, a deck building game by Buttonsh Games with only 18 cards, which is pretty good. Um, I'll give this an A as well.
- Animal Kingdoms. That one surprised me. It's like a uh you like place cards down in specific regions and you're trying to get like the majority there.
- And then Aon's End, of course, always gets an S for me. It's my most favorite solo game, and that will probably not change for a while.
- And then I've also finally gotten Seventh Content. I got a like a huge collection. I've got almost everything that you can get at retail, uh, including like the cool white box and stuff. Um, and I would give this I've only played this once, but I would give it an A for now.
- Loads of A ranks this time. Not bad. Not bad. Um, and a lot of B's as well and quite a lot of S's. No D's this time and only a few C's.
References (from this video)
- civilization building
- river civilization along a river
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I didn't want to bother you. It's not a bother.
- It's so good.
- It's so cute.
- You can't help but scream.
- This is River of Gold.
- It's such a cute little game.
References (from this video)
- Loved by the speaker
- Has lasting appeal
- unknown
- unknown
- unknown
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Harmonies is amazing.
- Parks is going to be leaving.
- River of Gold. I really like River of Gold.
- Dreadful Meadows. Not going anywhere.
- Trekking Through History. Great set collection game.
- Parks is going to be leaving. I need the collector's edition.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Send help, please.
- My shelf of opportunity. There are a few games on here that I want to bring.
- This bag is already full and I haven't even gone out to the board game room.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Send help, please.
- My shelf of opportunity. There are a few games on here that I want to bring.
- This bag is already full and I haven't even gone out to the board game room.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We are gamers, so we probably will just start playing games.
- Oh my god. This is going to be negative for us.
- I didn't know what was IN THERE.
References (from this video)
- Gorgeous and sparkly on the table
- All rules are on the table (player aid/board)
- Easy to teach
- Smooth playing
- Player aids are excellent
- None mentioned
- river exploration/commerce
Mechanics (from transcript analysis)
- action selection — Based on dice rolls, players choose to move, fulfill orders, or buy property.
- Dice Rolling — Players roll dice to determine their actions.
- Set Collection — Players can fulfill customer orders or buy property, likely involving collecting sets of items or resources.
Video topics + discussion points
Quotes (from this video)
- But even when I played for the first time, it does not mean anything until you score a goal.
- It's very easy to grok that you want to put your goals out first and then get the resources, but it's so hard to implement until you played it a couple of times.
- I really enjoy this game. I like teaching it because it's one of those lighter strategy games that really get people into the mindset or into trying heavier strategy games.
- And it is so much fun to just watch people act like they don't care initially about whatever green team. And then like when they're winning like I have I have 17 points.
- I like teaching heavy games when it's very logical.
- The fun thing about Settlers is that you only are teaching kind of like 70% of the game because when the aliens come out, they have their own set of rules, and you cannot teach them until they actually show up.
- But if you're a hobbyist it's like this like when can we play this again? It's It is so my wheelhouse. It's not even funny.
- And it doesn't outstay its welcome. It's really pretty at the table.
- It's not a stressful real time game.
- Are you Amanda from the BGG podcast? ... Someone recognized me from my voice
References (from this video)
- very quick
- easy to adapt to BGA
- enjoyable on BGA
Mechanics (from transcript analysis)
- light Euro game — Described as a light Euro game.
Video topics + discussion points
Quotes (from this video)
- This is a long game, but I feel like Terforming Mask is longer.
- I enjoy Arknova on BJ as much as I do in person, I think.
- It's a game that on paper shouldn't actually work as a turnbased game because of how much you have to remember from turn to turn, but it's always been a nice one.
- it's a very very great game on board game arena because there's less maintenance like because otherwise there are some maintenance there are some icons that can be just explained easily on board game arena mouse hovering action
- Such a great game. Like it's such a great game in real but then the maintenance also less. So in board game arena.
- A two-player cooperative game of limited communication which is that's what happened in Board Game Arena.
- We pretty much had a game of The Crew going non-stop for a year, a year and a half.
- BGA gives us the chance, even in slow turn-based version, to play those tough scenarios. I've had a lot of fun with many of those scenarios.
References (from this video)
- Beautiful production
- Easy to learn
- Great momentum
- Satisfying progression
- Elegant structure
- Lacks tension as every move feels good
- No solo mode included in the box
- Missed opportunity to integrate setting's bureaucracy
- Two-player powers feel like an afterthought
- Rokugan
- Parks
- Taido
- Lords of Waterdeep
- Concordia
Mechanics (from transcript analysis)
- action selection — Your action is either move a number of spaces equal to the die, build a building in the depicted region, or deliver to a customer card in hand affiliated with the dice's region.
- Building Construction — Building a building spending your sweet hard-earned coku and taking one of the buildings from the four on display and placing it along the river giving you an immediate build buing bonus.
- Dice Rolling — The game is dictated by a custom die numbered one through six and featuring the six regions.
- Endgame scoring — Most points by way of those claimed during game standing with influence in a region, claimable Go Cards distributed at setup, and number of completed customers not to mention delicious bonus scoring from their unique types.
- Resource Management — Activating surrounding buildings to gain resources and money.
- Set Collection — Delivering to a customer card in hand affiliated with the dice's region granting immediate ongoing in endgame rewards.
- Worker Placement — Essentially a linear worker placement like Parks or Taido where you have two boats that are sailing down this title trade route and most turns a player moves one of their boats a number of spaces and activates the four surrounding buildings.
Video topics + discussion points
Quotes (from this video)
- what does it mean to be Innovative is it something completely new made whole cloth without any sort of inspiration or direct opposition to something that already exists or is iteration taking familiar elements remixing them and presenting them in an unfamiliar way enough that's the question that kept on popping into my mind as I was playing River of gold
- For a Euro game made in 20124 it's practically inexcusable to not have a solo game.
- but in both it tries to take these disparate elements and present them in a new way with a wonderful result that sails confidently on its own
References (from this video)
- Lightweight Euro style
- Beautiful looking board
- Core system enjoyable with dice usage in three ways
- Mechanically smooth, intuitive, and simple to play
- Good introductory Euro game for new players
- Buildings provide benefits when opponents use them
- Feels a little bit rained in
- Each game feels fairly similar
- Decision space is fairly obvious
- Lacks strategy or depth to keep experienced players coming back
- Lacks extra crunchiness and decision space is a little bit lacking
- Resource management
- Sailing down a river
- Lords of Water Deep
- aizia
Mechanics (from transcript analysis)
- area influence — Players gain influence by climbing tracks of different factions, with bonuses for being the highest.
- Contracts — Completing contract cards provides instant bonuses, ongoing benefits, and potential endgame scoring.
- Dice Rolling — A D6 roll determines actions, with the result usable in three different ways: moving, building, or cashing in resources.
- Resource Management — Players collect resources to cash in to complete contracts.
- Set Collection — Players collect resources (e.g., ceramics, rice) to fulfill contract cards.
- Worker Placement — Players can build buildings in regions determined by dice rolls, which provide bonuses to anyone landing there.
Video topics + discussion points
Quotes (from this video)
- at number four I have River of gold
- the core system in this game I really do enjoy where you are simply rolling a D6 and that D6 is going to determine what you can do but you can use that result in three different ways
- the problem for me is that it does feel a little bit a little bit rained in in terms of what you can actually do and each game feels fairly similar and the the decision space is fairly obvious on what you should do
- this is a good substitute for that so I think this could be it could find its place in the hobby as being the new introductory Resource Management Euro game
- mechanically very smooth it gets out of its own way in terms of um you know rules minutia very intuitive simple to play quite actually quite enjoyable to play
- that that extra mile extra crunchiness and the decision space is just a little bit Laing for me and I'd love to seen it just elevated that one step more
References (from this video)
- Well-suited to solo play/Automa.
- Does not have a native solo mode.
- The BGG community had to develop solo rules.
- Has materials and components that would not be used if not supporting higher player counts.
Mechanics (from transcript analysis)
- automa — The host mentions that the game is well-suited to some sort of Automa, which is a common mechanism for simulating opponent actions in solo play.
Video topics + discussion points
Quotes (from this video)
- why does every game need to have a solo mode? I'm never going to play solo. I shouldn't have to pay for solo components.
- I don't think every game needs to have a solo mode.
- what a publisher gains by making a game available as a solo game is that you now have an expanded audience.
- I think publishers should understand that they are limiting the potential audience for a game
References (from this video)
- beautiful gold-foiled board
- rich board and track-based progression
- board game online implementation (Board Game Arena) was not preferred by the speaker
Mechanics (from transcript analysis)
- Dice mitigation — tools to adjust dice results to influence outcomes.
- Dice-based movement — dice outcomes determine river movement and actions per turn.
- progressive track-based scoring — tracks on the board and river edge provide endgame scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- 2024 was fantastic. It was such a great year of gaming.
- I just really like the puzzle in this game.
- it's honestly one of my favorite rolling right games.
- Fractured Sky ... is amazing. It just has a really great table presence.
- Chronologic Paris 1920, fantastic release from last year.
References (from this video)
- Interesting play due to optimization needs
- Easy to learn
- Good for playing on Board Game Arena
- Merchants fulfilling orders by trading on a river
- The Legend of the Five Rings Universe
Mechanics (from transcript analysis)
- Dice Rolling — Driven by dice roll which dictates how many spaces your ship can go.
- Pick-Up and Deliver — Players fulfill orders by trading along the river.
- Worker Placement — Used to activate workshops.
Video topics + discussion points
Quotes (from this video)
- 2024 is the season to eat too much food and play a lot of games
- happy New Year Happ New Year oh by the time you watch this it's probably too late I mean it's still the new year so still like you happy New Year thank you Taran
- we are going to split those into two so 11 to 20 and then 1 to 10 so that is coming
- however everyone does it we are going to do it maybe sometime mid January potentially
- these are games from various sources they're new to us games so not all of them are going to be new in December 2024 some of them have come to us as review copies games we've purchased games we've done content on but all of this video is our opinion
References (from this video)
- trade, building, influence, river-based economy
- the Realm of Rokugan in the Legend of the Five Rings Universe
Mechanics (from transcript analysis)
- Action choice (Build, Sail, Deliver) — On a turn, a player chooses among Build, Sail, or Deliver, constrained by the value on their die.
- Building tiles and market — Draft from face-up Market building tiles, build by paying the cost, place a building marker, and gain influence in the matching region.
- Deck Building — Choose a ship to sail down the river a number of spaces; every space along the route adjoins buildings you must activate to gain benefits.
- Deliver to a customer — Play a customer card that matches your die and pay its cost; resolve immediate benefits and place the card in front for possible ongoing or end-game scoring benefits.
- divine favor — Spend Divine Favor from your track to adjust the value of your die up or down by one; you may not hold more Favor than the current moon position on the track and you may spend up to five coins to gain Favor.
- End Game Bonuses — Completing the Journey triggers end-game rewards; the Emperor's Visit occurs when the first stack of buildings is exhausted, granting owner bonuses; the game ends when the second stack is exhausted.
- End-of-Journey / Emperor's Visit — Completing the Journey triggers end-game rewards; the Emperor's Visit occurs when the first stack of buildings is exhausted, granting owner bonuses; the game ends when the second stack is exhausted.
- Influence Points — Score influence in six regions; various bonuses are gained when icons on influence tracks are reached or crossed.
- Masteries — In-game objectives that, when met, score points; you roll your die to determine the next start value after scoring.
- Pick-Up and Deliver — Play a customer card that matches your die and pay its cost; resolve immediate benefits and place the card in front for possible ongoing or end-game scoring benefits.
- Region scoring and influence — Score influence in six regions; various bonuses are gained when icons on influence tracks are reached or crossed.
- Resource Management — Hold limits on trade goods (up to six of each) and coins (up to 25); spend coins or trade goods to gain other resources or favors.
- Sailing and activating buildings — Choose a ship to sail down the river a number of spaces; every space along the route adjoins buildings you must activate to gain benefits.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Incredible production on the board
- Excellent production value to price point
- Streamlined, interactive gameplay
- Seven Wonders Duel
Mechanics (from transcript analysis)
- action construction — build buildings, trade goods, deliver items, and acquire cards to boost abilities
- Dice Rolling — dice-driven system to progress on the River of Gold and trigger actions
- dice-rolling — dice-driven system to progress on the River of Gold and trigger actions
- market access — sail up and down the river to access different markets for actions
- points and resources — gain points and resources through actions and card effects
Video topics + discussion points
Quotes (from this video)
- River of gold took me by surprise because it's an excellent board game
- it's such a streamlined fun interactive very interactive game it's just it's just wonderful
- it's a two-player jeweling card game of trying to get majorities in different columns
- every decision you make in this game is life and death
- content creators need to produce content
- there are no bad years for games there's too many games that come out too high quality for there to be a bad year for games
References (from this video)
- Stunning board production and inlays; highly attractive components
- Lightning-fast play that often finishes under an hour
- Mechanics blend cleanly and feel cohesive; no wasted systems
- Ownership of buildings adds meaningful gamemanship and interaction
- Diverse customer types and upgrade options provide variety
- Compact, approachable yet strategic; accessible to lighter and mid-weight players
- Insert is visually beautiful but impractical for storage and reassembly
- Resource tokens are flat and could benefit from upgraded bits or metal coins
- Desire for more official content/expansion to extend play options
- Five Rings theming is present but subtle; not deeply thematic for fans seeking IP fidelity
- Limited initial pool of endgame contracts; more variety could deepen replayability
- merchant empire building, resource management, and regional competition
- Five Rings Universe; merchants building influence along a river-based region
- economy-driven, competitive tableau rather than a linear narrative
Mechanics (from transcript analysis)
- Area/region control scoring — Influence in regions drives scoring; end-game scoring emphasizes dominance across multiple regions.
- Building market and placement — Purchase buildings from a market and place them to gain influence in adjacent regions.
- Delivery to customers — Deliver goods to customers to trigger effects and points, contingent on die faces and available resources.
- Divine Favor / die mitigation — Spend Divine Favor to adjust die results, enabling more flexible actions at a cost.
- Endgame contracts / scoring conditions — Three scoring contracts act as races; reaching certain milestones yields points for players depending on game state.
- Pick-Up and Deliver — Deliver goods to customers to trigger effects and points, contingent on die faces and available resources.
- Resource Management — Core resources are silk, rice, porcelain, and koku; used to buy buildings, deliver goods, and upgrade elements.
- Rondel — Dice-based action selection around a wheel; the D value determines the region you can influence and actions you can take.
- Rondel (action wheel) — Dice-based action selection around a wheel; the D value determines the region you can influence and actions you can take.
- ship upgrades — Upgrade ships to gain ongoing coin bonuses and extended reach on the board.
- Solo/variant play — Includes a fan-made solo mode; community-created variant used for 1v1 play and deeper play cycles.
Video topics + discussion points
Quotes (from this video)
- the board is stunning
- it's a lightning fast game
- the way they come together is just spectacular
- there's nothing unique about any of the mechanics in this game I don't think at all but the way they come together is spectacular
- River of gold if you like a light medium game or a heavy light game this is one to really check out
References (from this video)
- Very satisfying and approachable for a light-to-mid euro
- Clear decision points and satisfying flow
- Simplicity may underwhelm heavier euro fans
- Die manipulation options are limited
- merchant with die-driven actions
- River trading and exploitation along a river route
- tight, compact euro with simple rules
- Port of river-route economic games
- Tiny euro implementations
Mechanics (from transcript analysis)
- Area Control — Build along the river and manage resources to satisfy customers and unlock bonuses.
- Area control and riverine development — Build along the river and manage resources to satisfy customers and unlock bonuses.
- Roll-and-move with die-dictated actions — A single die determines which action you can take each turn as you land along the river.
Video topics + discussion points
Quotes (from this video)
- It's so good. This is a fun one to bring out.
- Two teams trying to figure out the words each other's words by using numerical codes.
References (from this video)
- engaging mix of luck and planning
- varied strategies around delivering to different markets
- dice luck can influence payoff and timing
- some variability in interaction depending on player count
- pickup-and-deliver with market-building and dice-driven delivery
- fantasy world of Ragon
- light, thematic trading route adventure
- The Legend of the Five Rings Card Game
Mechanics (from transcript analysis)
- dice-driven rewards — dice results gate where you can deliver based on matching symbols
- Pick-Up and Deliver — roll dice to determine delivery targets and fulfill contracts
- pickup and deliver — roll dice to determine delivery targets and fulfill contracts
- Resource Management — trade resources to meet contract requirements
- Resource Trading — trade resources to meet contract requirements
Video topics + discussion points
Quotes (from this video)
- This was a fun trick-taking game that wasn't too hard to learn.
- I like the predictive puzzle of not only guessing how much you will win but also where to play certain numbers.
- The game has that factor that there is a high skill level and high ceiling of play for this game.
- I would play it again if someone else brought it out.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you are somebody's reason to smile
- we are so close to 30,000 Garden members
- thank you all so much for watching and for your support
- I am leaving for Japan and I cannot wait to document it
References (from this video)
- Stunning production with embossed gold aesthetics
- Sharp midweight Euro feel
- Accessible rules with depth
- Pricing and availability not confirmed
- May be heavy for casual players
- Trade, wealth, glory, and wisdom on a river
- River-based merchant economy in a feudal-like setting with samurai
- Euro-style economic strategy
Mechanics (from transcript analysis)
- Card/Chit Market — An open market with dynamic card purchasing options.
- Contracts / endgame bonuses — Complete contracts for scoring bonuses.
- dice mechanics — Dice influence certain actions and outcomes.
- End Game Bonuses — Complete contracts for scoring bonuses.
- Open market — An open market with dynamic card purchasing options.
- Worker Placement — Merchants take actions by placing workers.
Video topics + discussion points
Quotes (from this video)
- River of Gold looks absolutely tremendous
- Take my money
- Two-player version would be great
- Open sandbox way of completing missions
- This is going straight into my collection because I love Everdell
References (from this video)
- Very elegant, three-action structure
- Beautiful, appealing production and board
- No official solo mode mentioned
- Sailing, building, and delivering along a gold river
- River-based trade and resource management
- Simple core actions with classic euro flavor
Mechanics (from transcript analysis)
- Dice Rolling — A dice roll directs which action you can take.
- Dice-driven actions — A dice roll directs which action you can take.
- Resource/influence tracks — Advancing tracks earns rewards and increases efficiency.
- Three core actions — Sailing, building, or delivering — with dice to guide direction.
- Track Advancement — Advancing tracks earns rewards and increases efficiency.
Video topics + discussion points
Quotes (from this video)
- Explorers of Neoria is my number 10. It is a wonderful, very unique game where basically you are taking out or drawing these different little chunky bits from a bag.
- I really love that decision of do I want to just take one from the board that I know exactly what the color is or do I take out too randomly from the bag and hope for another color that maybe I would prefer.
- River of Gold... there are three simple actions that you can do. You can sail, you can build, or you can deliver.
- This is a fantastic game. I will say that I think I'm pretty good at this game.
- Nova Roma has such a cool action selection worker placement mechanism.
- Minos Dawn of the Bronze Age... the dice drafting worker placement shines in this game.
- Wondrous Creatures is fantastic.
- Skyrise. There is fantastic player interaction.
References (from this video)
- esteemed publisher with strong catalog
- anticipation for home demo
- river exploration and resource management
- fantasy river voyage
- engine-like deck interactions
Mechanics (from transcript analysis)
- card_engine_building — cards drive actions and scoring pathways
- deck_strategy — build a deck that optimizes future turns
Video topics + discussion points
Quotes (from this video)
- I am actually going to be the host of a learn and play.
- I'm going to be wandering the halls and demoing games at packs unplugged.
- I love this game so much it is so cute.
References (from this video)
- Chaotic but engaging gameplay
- Hidden surprises and player interaction
- Rules can be a bit fiddly for new players
- Gold trade and river exploration
- A thematic river route with gold gathering and set collection
- light-hearted, game-night
Mechanics (from transcript analysis)
- Bag Building — Players collect resources into personal bags to score points.
- bag-building — Players collect resources into personal bags to score points.
- Set Collection — Players aim to complete goal sets for various scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- Transgalactica, which is the newest game from Deve.
- Ilia is probably going to learn that one sometime soon.
- We just play river of gold.
- Tyler beat the crap out of us.
- Just because it's the newest one.
- This is crazy.
References (from this video)
- Relaxed mid-weight euro with meaningful choices
- High production values and gold-themed components
- Beautiful Japanese artwork and theme
- Rules are clear with good examples
- Asymmetric patrons optional for variety
- Limited player interaction beyond denial
- Dice luck can constrain plans despite mitigation
- Prosperity through river trade with Samurai Clans
- Old Japan along a river
- die-driven resource management with a calm, relaxed tone
- Iki
Mechanics (from transcript analysis)
- Boat movement along river — Sail boats downriver to activate buildings and collect resources.
- Building placement — Place buildings in regions to gain influence and end-game points.
- Delivery to customers — Spend resources to deliver to customer cards for bonuses and points.
- Dice-driven region activation — End-of-turn dice rolls dictate which river regions are available to act.
- Divine Favor mitigation — Spend Divine Favor points to modify die results (+/-) when needed.
- Pick-Up and Deliver — Spend resources to deliver to customer cards for bonuses and points.
- Resource and influence management — Manage money/resources and regional influence to optimize scoring.
- Resource Management — Manage money/resources and regional influence to optimize scoring.
- Rondell (dice-driven action wheel) — A rotating action wheel activated by dice rolls that determines where you can act.
Video topics + discussion points
Quotes (from this video)
- it's gold it's gold
- it's a relaxing euro
- the main feature of this game is in the title
- it's a fantastic game
- this is a really lovely looking theme anyway
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We added them together. That was the incorrect usage there.
- Blast some imps. Do it.
- Tea fatigue is what I'm calling it.
- We’re going to show you 200 through 101 and talk about them.
References (from this video)
- Stunning, premium components and foil details
- Balanced asymmetry via patrons and clans
- Multiple strategic paths and clear engine around river trades
- Approachable weight with depth for experienced players
- Premium components can lead to higher cost and longer setup
- Complex for first-time players due to multiple interacting systems
- Wealth, trade empire, divine fate, patronage
- Rukan, a legendary realm
- Economic engine with asymmetric options and patron-driven abilities
- Legends of the Five Rings
Mechanics (from transcript analysis)
- Asymmetric Player Powers — each clan has two patrons granting unique, game-changing powers
- asymmetric_patrons — each clan has two patrons granting unique, game-changing powers
- Dice Rolling — a die roll determines opportunities each turn, with Divine Favor allowing mitigation
- dice_roll_resolution — a die roll determines opportunities each turn, with Divine Favor allowing mitigation
- divine_favor_resource — divine favor tokens mitigate dice results and influence planning
- resource_management_and_endgame_scoring — manage resources and track endgame scoring based on orders completed
- river_movement_and_area_influence — move ships along a river track to gain influence across six regions and unlock builds
- set_collection_and_order_fulfillment — collect resources (porcelain, silk, rice) to complete customer orders for effects
Video topics + discussion points
Quotes (from this video)
- River of Gold is absolutely beautiful in person, with foil that catches the light
- the insert here is stunning and gold throughout
- wow this is beautiful this is like even more beautiful than I was anticipating
- Remember you are somebody's reason to smile
References (from this video)
- Engaging engine-building feel with dice-driven choices
- Stunning aesthetics
- Dice luck can influence outcomes
- clan-based river voyage with dice-driven actions
- Legend of the Five Rings universe, river-clan trade
- seasoned, epic voyage
- Kora: Rise of the Empire
Mechanics (from transcript analysis)
- dice-driven actions with three choices — Roll a die to determine Sail/Build/Deliver actions and region access
- divine favor to mitigate dice — Divine Favor cards mitigate outcomes and enable targeted actions
Video topics + discussion points
Quotes (from this video)
- it's just such a fun game
- the look and aesthetic of this game I love so much
- I am obsessed with this game
- Village Vampire is absolutely fantastic
- Foundations of Metropolis is a nice, easy to travel version
- River of Gold is fantastic
References (from this video)
- Thoughtful Euro ambiance with accessible rules
- Appealing thematic flavor
- Transcript provides limited specifics on exact mechanics
- trade, river navigation, wealth accumulation
- mythological or lore-inspired Japan; river-based economy
- Euro-style scoring with thematic flourishes
Mechanics (from transcript analysis)
- Resource Management — Manage resources to fulfill different job/gain scenarios
- set collection / route optimization — Gather resources and optimize routes to generate points
Video topics + discussion points
Quotes (from this video)
- This is our top 10 relaxing games.
- Cascadia is such a wonderful game.
- Parks is an underrated gem and very relaxing indeed.
- Baron Park. Great game.
- It's a coffee shop game.
- Relaxation is about creating inner harmony.
- Let’s have a nice little stroll in the park to these 10 games.
- Cascadia. Such I feel relaxed now.
References (from this video)
- Beautifully illustrated game board that conveys river-based geography and faction identity with clear visual cues.
- Fast-paced decision points that pressure players without reducing strategic depth.
- Strong thematic hook linking mercantile ambition to infrastructural development and contract fulfilment.
- Transcript hints at limited rule clarity in this early alpha, which may slow early play testing and balance tuning.
- Missing publisher/designer metadata in the transcript leaves questions about production values and target audience.
- Balance, pacing, and interaction density will require close observation during further playtests to ensure a smooth player experience.
- Trade-driven empire-building with concurrent factional rivalry, where wealth and influence are earned through infrastructure, routes, and contractual leverage.
- A river-based economic theater where merchant fleets vie for influence and profit as cities along the river corridor grow. The setting suggests a blend of mercantile ambition and martial oversight, with factions contending over waterways, infrastructure projects, and strategic control points.
- Thematic-driven, with a clear sense of competition between trading houses (River Merchants) and martial powers (Samurai Clans), emphasizing risk-reward decisions and region-wide political maneuvering.
Mechanics (from transcript analysis)
- Area Control — Players exert influence over specific river regions by placing workers or taking actions that yield control markers, influencing scoring and the availability of contracts.
- area_control — Players exert influence over specific river regions by placing workers or taking actions that yield control markers, influencing scoring and the availability of contracts.
- economic_trade — Wealth accumulation and resource management drive tension among players, with competition over lucrative routes and contract demand.
- Engine Building — Investment in infrastructure (ports, roads, warehouses) increases future action efficiency, unlocks better contracts, and accelerates score generation.
- engine_building — Investment in infrastructure (ports, roads, warehouses) increases future action efficiency, unlocks better contracts, and accelerates score generation.
- Set Collection — Acquiring contracts and associated resources creates opportunities for points and end-game bonuses tied to fulfilment variety and timing.
- set_collection — Acquiring contracts and associated resources creates opportunities for points and end-game bonuses tied to fulfilment variety and timing.
Video topics + discussion points
Quotes (from this video)
- now an alpha testing on board game arena
- is River of gold in this game players act as River Merchants allied with Samurai Clans competing to earn wealth and influence by developing infrastructure or completing delivery contracts along a beautifully Illustrated game board with fast-paced and strategic gameplay
- along a beautifully Illustrated game board with fast-paced and strategic gameplay
References (from this video)
- popular pick among the hosts
- likely good family game
- gold and exploration
- river-based treasure expedition
- adventure
Mechanics (from transcript analysis)
- set collection / route planning — Players navigate a river to collect gold and treasures.
Video topics + discussion points
Quotes (from this video)
- it's a boat we created this event just to get people together
- the schedule is in flux
- please join us even if you can only join us for like 15 minutes
- if you share pictures and we highly encourage you to
References (from this video)
- comfort food Euro that blends thematic depth with accessible rules
- elegant economic levers and market interplay
- Some players may seek more thematic variety or depth
- economic markets and parochial trade networks
- rokugan-inspired economic world
- Harvest
- River of Gold (itself)
Mechanics (from transcript analysis)
- Linear worker placement — River-focused resource and action engine with market dynamics.
Video topics + discussion points
Quotes (from this video)
- "this is the completely biased unadulterated Jack's personal top 10 list of 2024"
- "it's a wonderful year to be a gamer with the partner gamer in your life"
- "Leviathan Wilds is a midweight game that doesn't take a lot to get to the table"
- "Harvest is a game that got me into gaming in the first place"
- "this year has been bonkers... I'll remember forever"
References (from this video)
- accessible rules with meaningful decisions
- engaging engine-building with clear goals
- supports fun, competitive pacing for two
- some luck in resource generation
- component clarity could improve in first print
- economic engine-building and route optimization
- ancient trade along a river with merchants and ships
- colorful, fast-paced transportation theme
Mechanics (from transcript analysis)
- Delivery to customers — deliver required resources to customers for points
- dice-regulated actions — dice dictate whether you build, sail, or deliver
- emperor/mastery-like bonuses — emperor visits and end-game mastery effects
- End Game Bonuses — emperor visits and end-game mastery effects
- Pick-Up and Deliver — deliver required resources to customers for points
- Track-based scoring — advancing tracks on wheat, silk, etc.; end-game bonuses
Video topics + discussion points
Quotes (from this video)
- We are making board games happen by playing Scales of Fate.
- This is a prototype.
- Trust the process.
- We love Ivy Studio.
References (from this video)
- Laid-back gameplay
- Mutual benefit interactions
- Two-player friendly
- Merchant exploration
- River trading
Mechanics (from transcript analysis)
- Resource Management — Players develop ports and markets while traveling down a river
Video topics + discussion points
Quotes (from this video)
- It's been a year of heavy games, it's been a year of light games
- Always try before you buy, be smart with your money
References (from this video)
- Elegantly designed, smooth and accessible euro
- Outstanding production quality and gold-embossed aesthetic
- Good component quality and table presence; sturdy board and tokens
- Reasonable 60–90 minute playtime with minimal downtime
- Limited variety between plays without expansions
- Theme is fairly thin and not deeply integrated into mechanics
- River movement can be visually confusing at first due to curved pathways
- Economic engine-building and route/market development along a single river
- Two eras of river-based trade and port building, with an emperor-triggered end sequence
- Abstract Euro-style; theme largely cosmetic rather than narrative-driven
- Lords of Waterdeep
- Carcassonne
- Pillars of the Earth
- Spades (as an interaction reference)
Mechanics (from transcript analysis)
- Delivery to customers — Cards represent customers; delivering goods yields resources, perpetual abilities, and endgame scoring opportunities
- dice-driven action selection — A six-sided die per region provides a set of available actions each turn; Divine Favor can augment outcomes
- Endgame and Scoring — End triggers when a river stack drains; emperor visits grant bonuses; final scoring sums resources, influence, and deliveries
- Influence tracks and public objectives — Six influence tracks provide variable scoring per game; public objectives offer additional VP opportunities
- River/port network building — Players place buildings along a river, with adjacency granting owner bonuses and cross-visit bonuses
- Variant player powers — Optional patron cards grant unique powers for added flexibility
Video topics + discussion points
Quotes (from this video)
- River of Gold has really surprised me
- This is the most like well oiled Euro I've come across
- It's a very smooth and very elegant game
- Nine out of ten
- This is streamline River of Gold
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Not every game that you play can be about revenge.
- I don't think they're ready emotionally for what I'm bringing to them
References (from this video)
- Beautiful watercolor board
- Gold-inlaid metallic components
- Unique divine favor mechanic
- Detailed component design
- Clear game mechanics
- Merchant trading in samurai-era Japan
- Rokugan (Legend of the Five Rings universe)
- Historical/fantasy
- Legend of the Five Rings
Mechanics (from transcript analysis)
- Dice Rolling — Determines movement and region building limitations
- pickup and deliver — Players sail down river collecting and delivering resources
- Set Collection — Collecting resources and completing customer orders
Video topics + discussion points
Quotes (from this video)
- Office dog did a really great job on this one