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Ruins box art

Ruins

Game ID: GID0272270
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
90 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
Not enough video data yet
Description

Craft unique, transparent cards in this shedding game where you uncover ancient ruins and find treasure.

On your turn, upgrade a card and play it. Upgrades can stack into wild, game-altering combinations (like a card that equals four 11’s!). You get to claim one card the entire game–how will you construct the perfect combo?

Race to play your last card and score!

—description from the publisher

Description

Craft unique, transparent cards in this shedding game where you uncover ancient ruins and find treasure.

On your turn, upgrade a card and play it. Upgrades can stack into wild, game-altering combinations (like a card that equals four 11’s!). You get to claim one card the entire game–how will you construct the perfect combo?

Race to play your last card and score!

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 16
This page: 16
Sentiment: pos 15 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–16 of 16
Video E2R0D67iFgA Review at 0:16 sentiment: positive
video_pk 68983 · mention_pk 165281
Ruins video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun and engaging challenge
  • Well-integrated and effective upgrades
  • Strategic depth beyond card crafting
  • Unique game ending
  • Quick and snappy playtime
  • Great presentation of card crafting
  • Enjoyed by all players
  • Solid mechanical base
  • Flashy and unusual compared to contemporaries
Cons
  • Harder first pass clarity due to numerical nature of cards
Thematic elements
  • archaeological card crafter
  • archaeological
Comparison games
  • Scout
  • Bacon
Mechanics (from transcript analysis)
  • card crafting — Players upgrade their cards to change their value and give them abilities like cycling cards, counting as wilds, or recovering resources.
  • day/night cycle — Players can shift cards between a day and night side once per round, altering value and providing abilities.
  • hand management — Managing cards in hand and deciding which to upgrade is crucial, especially with the ability to recover fire tokens.
  • Handshedding — The core objective is to ditch your hand as quickly as possible to score points.
  • Player Elimination (Temporary) — Players can pass if they cannot or do not want to play cards, and the winner of the hand plays first on the next.
  • Set Collection (implied) — The ability to use cards as wilds in a set is mentioned, implying set collection is a component.
  • Trick-taking (implied) — Players must play the same number of matching cards of an equal or greater value than the lead player, similar to trick-taking games.
  • Variable Player Powers (via upgrades) — Upgraded cards provide unique abilities that alter gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • He's at it again. Recent TCBH podcast guest, as well as fame designer of Mystic Veil, Rolling Heights, Dead Reckoning, and just about a billion other games, John Declair, is bringing another card crafting game in Ruins...
  • So, we're starting with this one first.
  • The sooner you go out, the more points you get for the round.
  • But the kicker is as you play a ruins, you can exhaust your fire tokens, which of note, these are the fancy not cardboard sold separately. nice but totally not needed upgrades to upgrade your card.
  • When all other players pass by not upping the played cards, cards are discarded and the winner of the hand plays first on the next.
  • As the game goes on, the slim deck of cards evolves from a relatively normal array to powerful combinations limited only by the number of slots on a card.
  • cards can get really bonkers.
  • Each player can shift a card from its day side to its generally more powerful night side once per round, usually altering the value and giving a cool thematic arc to the game as more cards have a dusky look.
  • Matching the prior players play forces a strategic skip of the next player in line, allowing for some tricky plays and tension and hand management.
  • Ultimately, it's heady and by nature unpredictable in the way these games typically aren't, but a fun and engaging challenge.
  • But I actually found that it's tangential to what was the most, I guess, strategically potent elements of the game.
  • It's weird, but I like it.
  • The really different game ending is also kind of cool where if you are at nine or 10 points at the start of a round and you go out first, then you automatically win.
  • Fortunately, the game is quick and snappy enough and that happens at the very end of the game, so it doesn't really cause many problems.
  • As far as the card crafting itself, it feels great and it's presented really well.
  • I mean, yeah, you're ending up with Mystic Veil size fat card sleeves with tons of stuff in it, and the clear plastic gets a little bit harder to look through, but I think the presentation was really nailed on the part of the production team here.
  • However, I will say that unlike something like Mystic Veil or Dead Reckoning, the numerical nature of this game did just make it harder to have first pass clarity when you look at your cards to really know what your capabilities are.
  • But with more play, that came easier.
  • And everyone who played this game with me really enjoyed it and wanted to play it more.
  • And part of that is just that it's a really fun game and it's cool to see these systems develop, but also plays strategically independent of the card crafting.
  • I think there's a solid mechanical base underneath, which is really the best case scenario.
  • So, if you're looking for something that's a little bit more flashy and a little bit more unusual than contemporaries like Scout or Bacon, then Ruins is definitely the most curious and one of the most interesting in All Plays upcoming lineup.
  • I really dig it.
  • But let me know, what game would you love to see some card crafting integrated into?
  • And what other ways do you think you could see this sort of thing happening without having to rely on clear cards?
References (from this video)
No references stored for this video.
Video oCDoKGMoDMo Top List at 6:03 sentiment: positive
video_pk 68532 · mention_pk 164805
Ruins video thumbnail
Click to watch at 6:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very clever balance
  • Shorter, tighter, easier to teach, easier to play, faster, and a better ending
Cons
  • End of the game was a problem in Custom Heroes
Thematic elements
Comparison games
  • Custom Heroes
Mechanics (from transcript analysis)
  • card crafting — you're also able to buy these ruin cards where they they slot into your sleeve and you have up to three different ones in there. Some of them manipulate the card's value. Some of them make it bigger. Some of them make it smaller. Some of it give you special abilities.
  • card shedding — This is a card shedding game where you're getting cards, you're trying to be the first one out to run out of cards and you're trying to put sets of like numbers together and you're trying to, you know, essentially, you know, have make everyone else pass and you run out and you're trying to run out of cards first.
  • hand management — Great for you, but great for them, too, because now they have one less card. You're trying to run out of cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This list, in my opinion, uh, is the better of the two lists, although it always gets less views than the other list. I don't know why.
  • This is my five best games that are releasing at Origins.
  • And releasing at Orange means either it just got released recently or it's the first main convention that it's going to be at.
  • Now, these are games I've actually already played.
  • breaking down barriers, growing relationship, board games by helping you find the next one you'll love.
References (from this video)
No references stored for this video.
Video z0wNmlFKFSk Discussion at 9:46 sentiment: positive
video_pk 68484 · mention_pk 164750
Ruins video thumbnail
Click to watch at 9:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Wonderful shedding game
  • High level of production for the price
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card modification — You can improve your cards as it goes on as you are kind of fitting in these kind of um assetate sheets into these sleeves to change the values of your cards.
  • card shedding — Trying to get rid of your cards quicker than the other players.
  • set building — Building sets of cards basically you know a bunch of eights a bunch of twos and so on.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And the final one is three chapters.
  • very reminiscent to a kind of recent hit called Fantasy Realms.
  • In this one, you are playing kind of a trick taking game.
  • And then you're building a tableau with all the cards you've collected throughout the game to score points.
  • Just over a tenner, so just about10 to buy this one.
  • I think it's a great value with tons of, you know, where you get like 50 unique cards with great artwork, different combos throwing themselves at you throughout the entire game.
  • And the final game I'm going to talk about is a straightup Euro game, a kind of maybe a lighter Euro game with Loot.
  • Loot is a kind of a hybrid of a puzzly almost like set collection style game.
  • As you're deploying your little adventurers on or your Vikings onto this map, collecting tokens, those tokens are going to be populating your own playerboard.
  • And it's all about this kind of spatial puzzle on how you line things up and position things next to each other to try and optimize your layout and squeeze every point out this game as you can.
  • the uh components you get here way outweighs the cost of the game.
  • You know, you can get this one for, I think, less than £20 for a full puzzle euro game experience.
  • brilliantly done, and it's so charming and easy to play, too.
  • So, I definitely recommend casting your eye over that one.
  • So, that's all the games I wanted to talk about, and I will say, you know, I will personally advocate all of these.
  • They are all in my own personal collection and I'm sure there are way more games out there which I think is a a nice sign of the strength and the position of the hobby at the moment because again despite there being um you know huge price hikes in some aspects of the hobby, there are still tons of great games out there that you can buy at a very affordable price.
References (from this video)
No references stored for this video.
Video xckgFHVjpRA Review at 0:18 sentiment: positive
video_pk 68038 · mention_pk 164353
Ruins video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Streamlined version of Custom Heroes
  • Claiming your own card is the best new thing
  • Flipping a card to night each round is awesome and ramps up excitement
  • The catch-up mechanism is fantastic
  • Better scoring and endgame timing
  • Faster gameplay
  • Never out of it
  • Discovery abilities are clean and easy to do
  • Trimmed the fat off the other game
Cons
  • Boring theme compared to Custom Heroes
  • Misses the artwork of Custom Heroes
  • Icons on transparencies are too small and hard to see
  • Rules have vagueness and clarity issues, missing information
  • Setup (removing cellophane from transparent cards) is a nightmare
  • Cleanup takes a lot of time
Thematic elements
  • Explorers going all over the world and exploring different ruins
  • Different ruins, Machu Picchu, South America, all over the world
Comparison games
  • Custom Heroes
Mechanics (from transcript analysis)
  • action selection — Players choose to augment cards, add claim cards, or play cards in tricks.
  • card crafting — Ability to change and augment card values to higher values and even put special abilities on cards.
  • card drafting — Players receive nine cards each round and can augment them.
  • card shedding — Trying to build sets of the same rank and be the first to run out of cards.
  • hand management — Players try to run out of cards by playing them in sets.
  • set collection — Building sets of the same rank (e.g., threes, fours, sevens).
  • Trick-taking — Players must play a card of the same type but higher rank than the lead card, or pass. The trick ends after everyone passes.
  • Variable player powers — Cards can be augmented with special abilities, become wilds, or have effects like skipping the next player or drawing cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a card shedding card crafting game.
  • they've made a great game more streamlined.
  • The customization is what makes this game really stand out.
  • The biggest problem I had with the original game was it just dragged on too long.
  • I love the best new thing for this was the claiming the card because you get two of those.
  • I missed the theme. I missed the artwork.
  • The worst thing actually is probably when you first get the game, you have to pull the little cellophane off of every one of those transparent cards. It's a nightmare.
  • it is getting my highest honor because it is going to replace custom heroes. I can't believe I'm saying this.
References (from this video)
No references stored for this video.
Video dlj OgBo_V8E Discussion at 6:26 sentiment: positive
video_pk 67799 · mention_pk 164061
Ruins video thumbnail
Click to watch at 6:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Nice twist on card-shedding
  • Amazing level of production for a small box
  • Simple mechanisms with strategic depth
Cons
  • Risk of opponents getting cards you invested in
  • Need to use insurance policies carefully
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card improvement — Uses 'acetate sheets into it to improve the stats of that card' or adding 'booster cards' that count as multiple numbers or wilds.
  • card shedding — A 'more traditional card-shedding game' where players try to 'bleed your cards as quickly as possible.'
  • set collection — Players are 'trying to build sets of the same number.'
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, these are all relatively new games. I think most of them are 20 25 releases.
  • This for me has been one of the gangbuster block you know, blockbuster hits of the year for me.
  • And that is Citizens of the Spark. Um you know, spoiler alert, it's probably going to be a top three game of the year for me. It is that good.
  • But the twist on this game is that all of your pieces has a unique power. And they'll do crazy things.
  • And it's all about trying to squeeze the blood out of every single... squeezing blood out of a stone it when it comes to scoring points in this game because it can be again, pretty um not uh not demoralizing, but it sometimes, you know, you need to wait until your card engine starts working for you and starts paying off.
References (from this video)
No references stored for this video.
Video ZAdXWUq-o7E CA Couple Discussion at 5:44 sentiment: positive
video_pk 66231 · mention_pk 161077
CA Couple - Ruins video thumbnail
Click to watch at 5:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong variety from upgrades
  • clever blend of card crafting with trick-taking elements
  • shorter form for a card-crafting game
Cons
  • learning curve due to multiple interacting systems
Thematic elements
  • crafting, upgrading, and discovery in a market-driven frame
  • card crafting with day-to-night progression and a central market
Comparison games
none
Mechanics (from transcript analysis)
  • card crafting — nine Rune cards per hand; upgrade cards from day to night
  • card crafting / upgrade — nine Rune cards per hand; upgrade cards from day to night
  • discovery and torches — torches upgrade cards; discovery actions add power or change cards
  • multi-card play and matching — lead with one Rune card or a set of two or more matching cards; others must follow with equal or higher rank
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the simple mechanics all you're really doing on your turn is playing a card and playing one of your Critters
  • I think what's really interesting too is each of them scores differently
  • the interaction is what really makes the game shine
  • sabotage everybody else in this odd land
  • this is definitely a game that evolves with your players as well
References (from this video)
No references stored for this video.
Video ClaTe4Vpsk4 Board Game Buzzz Review at 17:37 sentiment: mixed
video_pk 62402 · mention_pk 154930
Board Game Buzzz - Ruins video thumbnail
Click to watch at 17:37 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Intriguing card-crafting layer that adds depth to a shedding game
  • Beautiful artwork and tactile card sleeves with a heavy-themed aesthetic
  • Novel idea of modifying cards mid-game that can pay off
Cons
  • The payoff can feel underwhelming despite the craft, and the endgame can be awkward
  • Showdown ending can feel odd with larger player counts
  • Upkeep and deconstruction after play adds significant friction
Thematic elements
  • Card shedding and crafting while managing day/night dynamics
  • Ruins-heavy, card-based environment with modular crafting
  • Strategic, card-building with shifting mechanics
Comparison games
  • Scout
  • Panda Spin
Mechanics (from transcript analysis)
  • Card claiming and reshuffle — Crafted cards can be claimed and will be reshuffled back into the deck.
  • card crafting — Cards can be modified with fire costs and colored modifiers to alter value.
  • Card crafting/modification — Cards can be modified with fire costs and colored modifiers to alter value.
  • card shedding — Players shed cards by matching or beating previous plays in a trick-like round.
  • Day/night flip — At round start, cards can flip to their nighttime side to gain abilities.
  • Endgame showdown — If not resolved earlier, a final showdown occurs between the leader and last round winner.
  • Trick-taking — Leading and following plays with the option to pass; suits/decks shift as you go.
  • Turn-based trickery — Leading and following plays with the option to pass; suits/decks shift as you go.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love this game.
  • I love area control.
  • I would rather play Scout.
  • The end of the game... the showdown ending was really weird to me.
  • I adore tile placement games.
  • It's a simple, easy, straightforward tile placement game.
  • This is a really fun, simplified quick blast of an area control game.
  • I can play this with my kids.
References (from this video)
No references stored for this video.
Video _3ljCUzmZPE Let's Table It Rules Teach at 0:25 sentiment: positive
video_pk 61901 · mention_pk 154528
Let's Table It - Ruins video thumbnail
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Overall sentiment (raw)
positive
Pros
  • easy-to-understand core rules that beginners can grasp quickly
  • family-friendly theme with dog imagery and approachable icons
  • thick components and clear, legible icons
  • dual-sided tokens offer flexible scoring choices and strategic depth
Cons
  • some strategic depth can be nontrivial and may require careful planning
  • young players may need guidance to optimize entire scoring engine and blocking opportunities
Thematic elements
  • dog companionship, packs, friendship
  • a dog-themed tile-placement game where players form packs of dogs and score via tokens
  • rule-driven with playful dog imagery and scoring anecdotes
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — packs are groups of dogs of the same breed that become scoring units; each pack can have at most one leader token and one bones token
  • end-game and multi-layer scoring — end-of-game scoring combines token-based scores, pack sizes, and adjacency effects (e.g., friendship adjacency and Zumi group bonuses)
  • pack formation and scoring — packs are groups of dogs of the same breed that become scoring units; each pack can have at most one leader token and one bones token
  • tile placement — players place dog tiles so that touching sides match breeds and extend existing patterns
  • token placement — each turn, players place one token (leader, bones, friends, or Zoomi) on the most advantageous tile or pack
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the rules are simple but determining the best way to place your tile and then the best token to use can be a little more tricky
  • the components are nice
  • it's a dog friendly game of placing down tiles and tokens to score you some points
  • there is you know more to think about than just what you are doing
  • the kids really enjoyed this game and they understood it pretty quickly
References (from this video)
No references stored for this video.
Video hAurN38710g Banter and Boards Top List at 1:52 sentiment: positive
video_pk 40375 · mention_pk 122224
Banter and Boards - Ruins video thumbnail
Click to watch at 1:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • card crafting adds significant flavor and variety
  • easy to teach and highly portable due to a small box
  • high replay potential due to marketplace combinations
Cons
  • crafting economy can feel fiddly for new players
  • some players may find the ladder mechanic narrow if misplayed
Thematic elements
  • card shedding with a crafting economy
  • fantasy ruins with a shared marketplace for card crafting
  • mechanics-forward with interwoven card modifications
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — a communal marketplace allows players to modify and amplify cards, sometimes adding new abilities.
  • card drafting/crafting — a communal marketplace allows players to modify and amplify cards, sometimes adding new abilities.
  • card shedding — players shed cards to reach new levels of effect in the ladder-like progression.
  • hidden victory points — points are earned by successfully reducing your hand to the required configurations.
  • market amplification — market cards enhance your existing cards, creating powerful synergies.
  • set-driven victory points — points are earned by successfully reducing your hand to the required configurations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game itself at face value feels very simple, but there's a lot of different nuances you want to be thinking about as each location has its own abilities.
  • And the person who gets to trigger that actual effect is the one who has majority at that location.
  • I've really enjoyed my time with Silos, and this is a game I'd really pull out only for three to four player groups.
  • This is Moon Colony Bloodbath—engine-building survival with a communal deck that creates constant tension.
References (from this video)
No references stored for this video.
Video 4MhnO04ufSY Banter and Boards Top List at 0:09 sentiment: positive
video_pk 39813 · mention_pk 120284
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Overall sentiment (raw)
positive
Pros
  • ladder climbing game with a twist
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Ladder climbing — Progress along a ladder-like track with a twist that adds variety.
  • ladder_climbing — Progress along a ladder-like track with a twist that adds variety.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • a simple but tricky area control game.
  • a ladder climbing game, but with a fun little twist.
  • a fast-paced word game.
  • simple but hilarious betting game.
  • Moon Colony Bloodbath, a deck building game about survival, and woo, so good.
References (from this video)
No references stored for this video.
Video 9bpotsdLPmo Banter and Boards Review at 0:00 sentiment: positive
video_pk 39647 · mention_pk 119733
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Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast and easy to teach
  • Deep enough to reward strategic thinking on repeat plays
  • Engaging twist with marketplace upgrades and card claiming
  • Compact enough for quick sessions
Cons
none
Thematic elements
  • Ladder-style card shedding with a marketplace economy and permanent upgrades
  • Abstract ruin exploration with treasure gathering and card upgrades
  • Array
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game packs a punch.
  • This is such a fun twist to a simple game.
  • I've caught myself thinking about the possibilities when playing, and the game plays so quickly.
  • I love that this game is so quick and easy to teach, but there's enough depth to keep me coming back.
  • This is such a fantastic game, especially if you're into quick and easy to learn card games.
References (from this video)
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Video MqjPbssI7c8 Grant's GameRex Top 10 List at 17:52 sentiment: positive
video_pk 32670 · mention_pk 96749
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Overall sentiment (raw)
positive
Pros
  • Satisfying card crafting with meaningful combos
  • Feels unique and rewarding
Cons
  • Complex setup/understanding for a small-box game
Thematic elements
  • Deck-building and card-crafting with transformative effects
  • Card crafting with sleeves; transforming numbers to upgrade cards
  • Strategic and satisfying when epic combos are created
Comparison games
none
Mechanics (from transcript analysis)
  • card crafting — Sleeve cards into a hand to modify values and outcomes.
  • card_crafting / transparency_sleeves — Sleeve cards into a hand to modify values and outcomes.
  • climbing shedding — Add cards to a market and manage the deck; you go out by shedding.
  • combo_building — Create epic card combinations by transforming values.
  • deck_building / card_shedding — Add cards to a market and manage the deck; you go out by shedding.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these are essentially all the smallbox games I really enjoyed this year that are not card games.
  • these are, you know, they might be dice games. They might be uh dexterity games.
  • Tricky Kids is a unique and interesting trick taking card game where you set the number on the cards you are playing.
  • we are together trying to pick up this drone and moving it and then oh everything topples and everybody laughs
  • There is no right or wrong answer.
  • This is probably the most divisive game on this list.
  • the components are coasters
  • the end of the game when the deck runs out creates tension
  • Neco Syndicate is a really thinky smallbox game.
  • My Favorite Things is a great party game, smallbox game.
References (from this video)
No references stored for this video.
Video eWB4trZQEXo Tantrum House Playthrough at 26:32 sentiment: positive
video_pk 11256 · mention_pk 33105
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Overall sentiment (raw)
positive
Pros
  • innovative card layering mechanic
  • compact footprint with surprising depth
Cons
  • rules explanations can be nontrivial
  • may appeal more to fans of abstract/card-shedding games
Thematic elements
  • card crafting with layered overlays
  • card-shaping/subtle fantasy ruin exploration
  • clever and tactical shedding
Comparison games
  • Mystic Veil
Mechanics (from transcript analysis)
  • card shedding / trick-taking-lite — play to shed cards; the goal is to get rid of your hand first
  • deck management and layering — sliding/overlay cards create face-up management challenges
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Wandering Galaxy from Plaid Hat Games.
  • it's cooperative.
  • tongue and cheek and has a lot of humor.
  • it's sort of a let's say area control. Not an area control. It's more like a meet certain objectives game.
  • In the rigged casino, whoever is the winner takes all of the money.
  • There are no wrong answers.
References (from this video)
No references stored for this video.
Video ovBi-cXr9Zg Tabletop Turtle Top List at 50:11 sentiment: positive
video_pk 8041 · mention_pk 23681
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Overall sentiment (raw)
positive
Pros
  • punchy, accessible yet deep for a light game
  • compact footprint with high strategic depth
Cons
  • there is some luck present via card draw
  • ownership mechanics can be a bit fiddly
Thematic elements
  • card crafting with rapid, light-tableau decisions
  • Share a deck card shedding mechanic with translucent overlays
  • punchy, fast, and approachable
Comparison games
  • Mystic Veil
Mechanics (from transcript analysis)
  • Card shedding with sleeves — upgrade overlays that slide into place; manage tempo
  • Public draft and ownership — ownership of cards influences drafting; limited ownership slots
  • Resource management and light strategy — minimal luck, strong strategy layer
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the kind of game you play when you want to feel smart.
  • Everything feels like a good decision.
  • The card play in this game is absolutely stellar.
  • A lot of little things come together to feel cohesive and satisfying.
  • You reap what you sew, you know, you need to be strategic and methodical about it.
References (from this video)
No references stored for this video.
Video BotaOb9jQPw TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews Top List at 4:10 sentiment: positive
video_pk 7541 · mention_pk 22423
TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews - Ruins video thumbnail
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Overall sentiment (raw)
positive
Pros
  • innovative crafting with transparent cards
  • deep but accessible ladder/shred mechanic
  • engaging interaction through card claiming
Cons
  • rule complexity can be intimidating for new players
  • theme may be less coherent for some
Thematic elements
  • deck crafting and resource manipulation
  • fantasy/ruins-themed deck-building with crafting
  • deck-centric, procedural progression
Comparison games
  • Custom Heroes
Mechanics (from transcript analysis)
  • card crafting — use transparencies to craft and modify cards, altering numbers and abilities
  • claim cards — twice per game you can claim built cards, impacting ownership and opponent choices
  • climbing shedding — players try to shed cards by playing sets and sequences to go out first
  • deck-building with card crafting — use transparencies to craft and modify cards, altering numbers and abilities
  • ladder-climbing, card shedding — players try to shed cards by playing sets and sequences to go out first
  • Multi-use cards — twice per game you can claim built cards, impacting ownership and opponent choices
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Great ladder climbing game.
  • This is a quick, clever, simple family game with lots of depth, and lots of fun to win.
  • This is the reason why I'll never play Scout again.
  • It's all sort of randomized because you're going to shuffle your deck and flip random cards every round.
  • It's better for mass market crowds. It's simpler than Scout, but yet it still has a ton of depth.
References (from this video)
No references stored for this video.
Video TLlxP5iTXaI Watch It Played Top List at 12:26 sentiment: positive
video_pk 1645 · mention_pk 4794
Watch It Played - Ruins video thumbnail
Click to watch at 12:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • unique card crafting mechanic stands out in shedding games
  • overlay crafting adds tactical depth and customization
  • gives a strong sense of discovery and treasure-hunting suspense
Cons
  • overlays may complicate setup and tracking
  • scaling may require careful balance in player count
Thematic elements
  • card shedding with crafting overlays and bottom-of-deck strategy
  • ruined ruins landscape with hidden treasures
  • puzzle-like with empowering overlays
Comparison games
none
Mechanics (from transcript analysis)
  • card shedding / drafting — players shed cards while crafting overlays to boost abilities
  • overlay crafting — transparent overlays that modify card power and synergy
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This month, 10 great board games have climbed their way on the top 10 based on the sales, crowdfunding, and performance stats that we've collected.
  • Goblins hate Christmas, like the holiday season itself, is right around the corner.
  • Ruins was a remake of sorts of a previous game. This one being the card game from 2017, Custom Heroes.
References (from this video)
No references stored for this video.
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