Strap up your piratical boots, and navigate your ship through turbulent waters in Sail, a co-operative trick-taking game for two players. Reach the end of this dangerous deep end, and avoid taking damage from the Kraken to win the game together...or your crew will be sleeping with the fish!
Before each round begins, players exchange cards, then play a series of tricks. Different game actions will be triggered depending on who wins each trick in combination with the unique character skills. However, the crashing sea water and the roaring Kraken make for a deafening situation, and players are unable to communicate about tactics and card information from the moment cards are dealt to the end of the action phase.
Players win the game as a team if they sail their ship into the final token before the Kraken reaches the Death tile or the Kraken deck is exhausted.
—description from the publisher
Mechanics (from transcript analysis)
- worker placement; pattern building; displacement — silkworms production; placement to optimal spots; displacing opponents
Video topics + discussion points
Quotes (from this video)
- it's an ongoing ripple effect of me changing the channel up and not making reviews any more
- I've been thinking about doing this for a while and I finally went about changing my audio setup in here
- thanks for watching
References (from this video)
- Beautiful, chunky wood components
- Tense, fast-paced puzzle with engaging interactions
- Iconography can be dense; learning curve
- silk production through silkworms
- abstract spatial puzzle
- Patchwork
- Splendor
Mechanics (from transcript analysis)
- card-driven resource management with holes — Start with a silk larva on the board; you play a card to draw resources and place them, and you manage a hand with limit.
- dog/shepherd/Okami dynamic — Dog and shepherd pieces interact with silkworms and a hostile Okami piece to create indirect competition.
- movement and adjacency strategies — Place silkworms to eat resources and convert to silk; adjacency and timing matter for scoring
- tile placement with holes and resource harvesting — Place tiles that yield resources; use a dog/shepherd dynamic to move pieces and push opponent's worms.
Video topics + discussion points
Quotes (from this video)
- I think this is a really great design from any dice drafting perspective it's very clean.
- this game was an absolute blast to play and I don't think I ever want to play it again
- I would like to have this one in my collection
- the central neutral airship that is effectively flying around a small planet
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I appreciate the enormous outpouring of support that came through
- the light at the end of the tunnel being so big of playing board games with people in person
References (from this video)
- civilization-building with technologies, achievements, and influence
Mechanics (from transcript analysis)
- Tech Trees — Players acquire technologies, achievements, and influence to guide civilization growth.
- tech/tree/leader-based civilization progression — Players acquire technologies, achievements, and influence to guide civilization growth.
- technology/achievement progression — Players acquire technologies and achievements to influence civilization outcomes.
Video topics + discussion points
Quotes (from this video)
- it's survival of the fittest
- you good at making predictions I knew you'd say that
- care for what you wish for
- the game where blank minds think alike
- "Sabika implements three interrelated rondelles"
References (from this video)
- Clear, fast overview of core mechanics
- Accessible explanation of win conditions
- Mage theme integrated with abstract strategy
- Rule complexity may be high for new players
- Some spell effects are randomized, which can affect balance
- Magic, strategy, territorial control, resource management
- Mage-themed abstract arena where two players duel using magical stones and spells
- Abstract tactical duel with fantasy flavor
Mechanics (from transcript analysis)
- Dashing — Each turn grants two optional moves: a dash (sacrificing two stones to place one further away) and other positional options.
- Neutral node / cost reduction — A central neutral node reduces spell costs for the controlling player, influencing strategy and economy.
- Spell economy — Spells come in one-note, three-note, and five-note classes; costs can be reduced under certain conditions related to control of nodes.
- Spell effects — Spells can destroy enemy stones, expand territory, or remove enemy stones in each node, among other effects.
- Starting variability — Each game starts from a different initial configuration to ensure varied setups.
- Stone placement — Players place one stone adjacent to their own stones; if placed on an occupied space by the opponent, their stones may be pushed to empty spaces, otherwise crushed.
- Tile Placement — Players place one stone adjacent to their own stones; if placed on an occupied space by the opponent, their stones may be pushed to empty spaces, otherwise crushed.
- Win conditions — Win by achieving a three-stone advantage or by being the first to cast six spells.
Video topics + discussion points
Quotes (from this video)
- Sigil is an abstract strategy game.
- It's a two-player game.
- There are two ways to win in this game: either you gain a three-stone advantage or you're the first one to cast six spells.
- There are three different classes of spells, a one note, three note and a five note spell.
References (from this video)
- ambitious scale and depth
- great presentation and aesthetic
- long setup and learning curve
- requires substantial cognitive load
- historical civilization development
- civilization-building through complex card and tile interactions
Mechanics (from transcript analysis)
- Card-driven actions — cards influence action economy and scoring
- Engine Building — large rulebook and deep system interactions with lots of reading
- heavy engine-building — large rulebook and deep system interactions with lots of reading
Video topics + discussion points
Quotes (from this video)
- the Saturday was packed it was like it was shoulder nose to nose butt to butt all the way across the whole thing
- we hovered so much we were real creepers for this game
- this is one that we did purchase because we enjoyed the play three of it
- if you haven't ever taken part in the playtest zone you should you should do that at some of these conventions
- it's an amazing game that we will be talking about in the future
References (from this video)
- Amazing looking game
- Highly produced
- Awesome pieces
- Amazing art design
- Terrible rulebook
- More complicated than necessary
- Too many missions for one person to dedicate time to
Mechanics (from transcript analysis)
- Campaign play — it's a campaign game with like 30 missions
Video topics + discussion points
Quotes (from this video)
- the best game we played of the day was Nana
- it's a stupid memory game
- 100 bucks I will not be buying that
- it was fine I I enjoyed it I had a good time
- it's really good it's very good
- Frost Haven's already on the top 100
- I miss the old art
- we offer a championship midgard for 40 bucks
- it's too random it does you can't mitigate it at all and it's just rough
- the dice mechanism is cool
- there's a million copies of space games sitting around
References (from this video)
- Fast-paced
- Deeply intense
- Focuses on important decisions
- Civilization building
Mechanics (from transcript analysis)
- action selection — taking one action per turn
- civilization building — keeps all the things you expect from a civilization game
Video topics + discussion points
Quotes (from this video)
References (from this video)
- All about destroying for the other person.
- Shared building area can lead to direct conflict and frustration.
Mechanics (from transcript analysis)
- Hand Management — Both players have cards in their hand that will score for different things at the end of the game.
- Objective Fulfillment — Cards in hand score for different things at the end of the game.
- Player Elimination — The core gameplay involves destroying the other person's progress or plans.
- Tableau Building — You are building a common thing, not your own tableau, in the same area.
Video topics + discussion points
Quotes (from this video)
- Double call
- Did not like this one too much this was sadly very boring
- I think the main reason I didn't like it is that it's all about destroying for the other person
- It's a bluffing a double psychological game
- it was good it was fine it was but it was for me I would not choose this over Hanoi G Ro or Shadow Oro
- The big problem is that it felt too random
- This is one that we have been enjoying a lot
- The only negative for me is that it's a bit long
- I think that the concept of this sounded more exciting than in I thought it was
- it was just a fine game that I don't need to play again
References (from this video)
- Deceptive complexity.
- Interesting drafting mechanism.
- Strategic blocking opportunities.
- More 'thinky' than Cascadia.
- Building a forest or habitat for different animals
- Nature
- Cascadia
Mechanics (from transcript analysis)
- Objective Fulfillment — Scoring different objectives, with personal cards being different to opponents' cards, requiring deduction.
- Resource Management — Discarding tokens from the top of stacks.
- tile drafting — Drafting pairs of hexes and a token. Uses a snake draft.
- Tile Placement — Putting hexes into a shared map, with the ability to build up to three stacks on top of other tiles.
Video topics + discussion points
Quotes (from this video)
- There's a very clear difference I think between a game that you can see has been designed for two players specifically versus one that's come for a higher player count.
- You can always see in a modern game that's been designed for two players that your decision has a more direct impact on the options of of other players.
- This is a 70% reimplementation of Seven Wonders Duel, with new mechanics, not just a re-theme.
- This is crunchy, crunchy, crunchy. It's a crunchy game.
References (from this video)
- Rocks.
- It is so good.
- It's smooth. It's so smooth.
- Really, really, really well done.
- The speaker would have rated it higher if they had included it on their list.
- Difficult to get a retail copy.
- It is a pre-production prototype for some.
- Voidfall
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's Dominoes Ah
- based on reviewing the Wikipedia for dominoes um that doesn't that seem that year seems wrong. That seems way late.
- but anything that is like a Domino's game we would recognize doesn't occur until the very end of the 18th or beginning of the 19th century.
- and tomorrow night at 7:00 p.m., we're finishing up with Antiquity, which is pictured behind Ken's head over there.
- Of our 402 games, only 13 are published before 1990.
- So you got Spirit Island, you got Lizboa, you got Quest for Elorado, and 22 other games that are on one person's list.
- 2019, PAX Premiere, Crystal Palace, and 24 other games.
- 2015, Gallerist, Trickarion, Food Chain Magnate, 16 other games.
- Brass, Birmingham, Obsession, Root.
- John Company, sure. Weather Machine, Carnegi, 19 other games from 2022.
- Age of steam. Age of steam, right? Yeah. Yeah. Obviously, right. Yeah.
- Like trying to narrow it down is a hard thing when you when you have maybe the newer you are, the less hard that is.
- there's going to be another one tomorrow where we go through tutorial number four of Atlantic Chase.
- I might have a latest greatest version of Crossrox. I'm so excited about this game after hearing you guys talk about it.
- Every game that you guys play, you're playing. It's oath.
References (from this video)
- Elegant gameplay
- Found for a good price (£20)
- Good for two-player game day
Mechanics (from transcript analysis)
- abstract strategy — Mentioned as part of a deep dive into abstract strategy games.
- Move mirroring — The host recalls having to mirror moves on one of the boards.
- Stone pushing — The gameplay involves pushing stones around four boards.
Video topics + discussion points
Quotes (from this video)
- I just got back from the UK Games Expo. I had a great time as always and I just wanted to make a quick video talking about all of the games that I acquired during the expo.
- The brig and buy was was great, but it was very chaotic and long long cues and longer than we've had before.
- So, definitely um was at capacity. Yeah, the brig and buy was was great, but it was very chaotic and long long cues and longer than we've had before.
- So, I definitely recommend going at least once if you have the faintest bit of interest.
- But for everybody else, I'll see you next time on Chairman of the Board. Bye-bye.
References (from this video)
- Unique tile drafting
- Interesting direct duel mechanism
- Aggressive gameplay
- Clear card counting
- Hatedraft induced
- Bunny Kingdom
- Chinatown
Mechanics (from transcript analysis)
- Card Counting — It's very clear card counting and you can work out what is the aggressive ways to attack.
- Engine Building — This is a twoplayer game and this is a tile placement tile drafting and slightly tableau building or engine building a little bit.
- tile drafting — This is a twoplayer game and this is a tile placement tile drafting and slightly tableau building or engine building a little bit. It's kind of a placement drafting game.
- Tile Placement — This is a twoplayer game and this is a tile placement tile drafting and slightly tableau building or engine building a little bit.
Video topics + discussion points
Quotes (from this video)
- As usual, we're going to share you games that we played in June 2025, the first time we played. So, not necessarily new games.
- It's all our opinion.
- All the new to us games for June.
- So, we are going to alternatively share from the number five to number one.
- Very aggressive, very hatedraft induced, but it's really great game.
- This is a really clever market uh economic type of game.
- It's really satisfying when you upgrade things when you try to all right what do we do first?
- This is the new pandemic system game set in the Lord of the Rings universe.
- Pleasantly surprising was how was the differences between this and Pandemic and how it felt like a very different game to Pandemic.
References (from this video)
- unspecified in transcript
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a satirical take on capitalism and how decisions made hundreds and thousands of miles away will severely impact people
- a lot of negotiation, a lot of table talk, a lot of drama
- There are a lot of interesting concepts in there like this building out on the board these systems
- the drive to play it is so insanely high
- there's something special about Root when we've had multiple games where you end it and one person wins but on the next person's turn they would have won and that's how close it comes
- No matter how you're doing, it's just fun to interact with that system
References (from this video)
- cooperative two-player design
- variety of scenarios including learning mode
- cooperative navigation/adventure
- pirate ship navigating treacherous tides
- story-ish progression through scenarios
Mechanics (from transcript analysis)
- cooperative play — Players work together to achieve goals.
- Scenario-based progression — Includes various scenarios including a learning scenario.
- Trick-taking actions — Tricks have actions that move the ship.
Video topics + discussion points
Quotes (from this video)
- This is a cooperative two-player game where you'll be taking the roles of pirates guiding your ship through the treacherous tides.
- Now in this game, the cards you play will move the fox in the forest.
- Your goal is to collect all the gems.
- Lord of the Rings, the Fellowship of the Ring trick taking game, long title.
- you'll be taking the role of one of the characters from the Lord of the Rings.
- Now, this does follow a story, and new chapters offer a variety of new twists and turns as you progress throughout the game and experience the Fellowship of the Ring.
References (from this video)
- Runs very well.
- Good for fast-paced action.
- Can be difficult to control during intense moments.
- Died quickly on a high difficulty setting.
- Ys VIII
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Here we've also got the good old games Doom 1 Doom 2.
- Yeah, so you know, it's Doom.
- It works.
- And while we're talking about it, same idea here with Heretic and Hexen.
- this is just Doom fantasy.
- And then here we have System Shock 2.
- But, it's it's a remaster of System Shock 2, so it's a little bit updated.
- But it runs good just like basically right out of the box there.
- And this is last one this Pico-8.
- So, what Pico-8 is, it's almost like it's own little console.
- But then, you get like hundreds and hundreds of games for free.
- these little like Gameboy S games.
- This top screen runs at 120 Hz.
- So, if I'm just playing like, you know, retro games or something, I don't worry about it.
- And if I'm especially if I'm playing the dual screen games here, then if you set this to 120, this bottom screen is like a little bit weird cuz the screen technically can't go to 120, but it kind of fakes it out.
References (from this video)
- innovative cooperative twist on a familiar mechanic
- small footprint and easy to bring to the table
- cooperative trick-taking can be mentally intense
- some players may prefer competitive play
- strategy and cooperation
- cooperative trick-taking across a trio of suits
- cooperative puzzle-driven
Mechanics (from transcript analysis)
- cooperative trick-taking — players cooperatively aim to reach a scenario goal using symbols and movement
- multi-suit movement — three suits influence how you move toward the goal; Kraken and cannons add deck interactions
- predictive cooperation — players must anticipate partner moves to succeed
- Trick-Taking — players cooperatively aim to reach a scenario goal using symbols and movement
Video topics + discussion points
Quotes (from this video)
- If you haven't played Boop, I highly suggest you run out and pick this one up.
- it's a two-player maximum game. There is a solo mode to this game.
- the artistry on this is absolutely adorable.
- it's a really fun two-player kind of dueling game.
- I really enjoy this game. The art is fantastic.
- Wonder Tales, one person plays as the blue character, one person plays as the red character.
References (from this video)
- has a lot of content and depth
- requires careful rule handling; house rules discussed as unwanted
- Battleship
Mechanics (from transcript analysis)
- development and card-based growth — players progress via development cards and other components; heavy reliance on cards and rule interaction
Video topics + discussion points
Quotes (from this video)
- "This game really surprised me. I loved it."
- "It's a must-have for me. I'm saying it now."
- "I would love to play it again and beat Mr. Cy to bits again."
- "This is the last time I'm saying the full name of the game because before each game, you'll start a timer."
References (from this video)
- Not for the faint of heart
- Not recommended as a first trick-taking game
- Sailing
- Ocean
Mechanics (from transcript analysis)
- Trick-Taking — using trick taking
Video topics + discussion points
Quotes (from this video)
- Game number four is Jaipore.
- What a wonderful push and pull this game has.
- I truly I cannot recommend Jaipore highly enough.
- And that game is Florestry.
- I cannot believe how fun this simple little game is.
- It makes for some incredibly exciting moments.
- Lost Cities game number two is so ding dang incredibly good.
- Those kinds of strategic decisions of when and what card you're playing or drawing is what makes this game just so interesting to me.
- And it's just like a delightful kind of anger when it happens.
- Lost Cities, don't be like me. Do not sleep on this 30-year-old game.
- The number one game on my list is another one that has been around for a good old chunk of time. It's Tari.
- Tari just feels so unique.
- It just feels different from anything else I own. And I just love it. I love Tari and that's what makes it my number one game.
- Did you skip ahead to this one? Are you a kind of person who like reads the last page of a book before you've read the rest of the book? You're a monster.
References (from this video)
- Engaging and strategic gameplay
- Clever scoring mechanics
- Thought-provoking decisions
Mechanics (from transcript analysis)
- Card Drafting — Drafting cards and placing them on a 3x3 grid.
- Set Collection — Creating sets on rows or columns with different scoring conditions.
Video topics + discussion points
Quotes (from this video)
- Strange World Above the Clouds because who doesn't love a cuddle monster?
- Temple Code because I was terrible at it and I decided I need to do something about it because I was really embarrassed to play it with other people.
- hydrate, bring a bottle of water, refill it.
- don't put a lot of pressure on yourself to try and play all of the games. It is impossible.
- It's the people, right, that make the show somehow
- this whole hobby is about the people we play the games with rather than just the games.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And so you're thinking about what innovations have happened.
- It's been my pleasure as always to say hello, answer a few questions from all of you lovely people in the chat.
- Board game rule books need to get better. Period.
- Not every game needs a solo mode. Period.
- It's probably more card games or close to more card games and board games.
References (from this video)
- Beautiful and cool artwork on the cards.
- More strategic depth than initially appears.
- Dynamic drafting of scoring words.
- Flexible card placement rules.
- Good for both gamers and casual players.
- Allows for multiple scoring conditions per card.
- Can lead to arguments about card interpretations.
- Discarding cards to refresh hand comes at a cost of negative points.
- Building a mosaic with images and words.
- Dixit
- Calico
Mechanics (from transcript analysis)
- Drafting — The drafting of the words which are the scoring cards.
- Hand Management — You do have the option at the end of your turn of discarding your cards to be able to draw a fresh hand.
- Set Collection — You want the images to match the words. Whoever gets the most points wins the game.
- Simultaneous card play — Everyone's going to do this simultaneously. Play that down to the table.
- Tableau Building — Mosaic is a tableau building game that also feels a tiny bit like a party game. Kind of sort of, but in Mosaic, what you're trying to do is build a 3x3, so a nine card grid of these different image cards.
Video topics + discussion points
Quotes (from this video)
- And today we are talking about three small box card games that all play very, very differently.
- This is a game where knowing how to short suit yourself in certain suits, and that's really where that flipping comes into play really does play a big role.
- There was a lot more game here than I actually expected.
- This is a hard game. I cannot overstate that.
- Push your luck really is the name of the game here.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think it's truly astonishingly great.
- The rules get out of the way. You're immediately in your opponent's head.
- Brilliant, truly amazing.
- This is the most streamlined version of it where I feel like they they really smoothened out some of the weirder edges.
- Brilliant, absolutely amazing.
- Brilliant, interesting tactical, you know, not combat but like area majority type decisions.
- oh my gosh, this game is incredible.
- It is so simple structurally but it does have a lot of powers.
- It's just incredible how much gameplay you get out of this.
- This is like a more approachable version of Agricola.
- It's actually my preferred game in that whole series of It's one of my favorite Uwe Rosenberg games, actually.
- This is I think Knetia's best two-player two-player game.
- And yeah, this is one of my favorite two-player games of all time, if not my absolute favorite.
References (from this video)
- Great trick taking game
- Love what it does with its parts
- Satisfying when you solve the puzzle
- Handles limited communication well
- One of a million ways to lose and only one to win
- Trick-taking with a Kraken
- On a ship
Mechanics (from transcript analysis)
- Limited Communication — Players are not allowed to discuss their cards or talk at all during a round.
- Set Collection — Implicit in trick-taking, but the goal is to achieve a specific outcome ('setting sail').
- Trick-Taking — A two-player trick-taking game where players aim to set sail and reach the finish line.
Video topics + discussion points
Quotes (from this video)
- We're all in this together. And that's exactly what today's video is all about.
- I'm going to be giving you seven amazing co-op games I just can't get enough of.
- It's just an absolute delight to play.
- You always feel like you're teetering on the edge of winning or losing.
- When you manage to work it out and you figure out the puzzle and you get across the finish line, oh, it's just so satisfying.
- My god is that easier said than done.
- It's one of those really really stressful ones where at first it feels like all good and nice, but then by the end of it when you're on like four floors high and you're trying to put the thing on top and your hands are like shaken and it's, you know, it's all on you and you've got everybody watching you. Oh, it's just so delightful.
- This game is just absolutely, sorry I say absolutely a lot, but this one really deserves it. It's just spectacular, man.
- I have never played a game like this before.
- And then my brain kind of exploded because I was like, 'Wow, the design of this game is really, really unique.'
- It deals with like war in a very interesting way because it really makes you think about the decisions that you're making.
- It's easily one of the best games I've played and and and one of if not my favorite games of the year so far.
- I am not a campaign style person. It's just not my jam normally.
- It's organized like a dream. It takes 10 minutes to start playing.
- I just have nothing but good things to say about this game.
- It's just one of those amazing games where I know it's very expensive, don't get me wrong, but I am happy that I bought this and I think it's worth every single penny that I've paid for.
- Co-op games weren't my thing, but now easily one of my favorite genres of all time.
References (from this video)
- Enjoyed the easy breezy feel.
- Collecting shells, shark teeth, and sea creatures from a beach
- A beach
- Aquagarden
- Parks
Mechanics (from transcript analysis)
- Set Collection — Collecting shells, shark teeth, and sea creatures for scoring.
- tile laying — Different types of tiles are placed into a bag Tetris style.
- Turn Order — The last person in the queue gets to take the next turn.
Video topics + discussion points
Quotes (from this video)
- Do you like long walks on the beach or feeling the soft hot sand between your toes? Well, you better watch out next time because there's shark teeth and a variety of different shells and sea creatures on there that you might accidentally step on.
References (from this video)
- Cooperative trick-taking card game
- Adds a sailing aspect to navigate turbulent waters
- Avoid damage from the Kraken to win
- Unique character skills
- Players cannot communicate during the action phase
- Roaring Kraken makes for a deafening situation on board
- Sailing through dangerous waters
- Turbulent waters
Mechanics (from transcript analysis)
- cooperative play — Players win or lose together. Before each round, players exchange cards. Different game actions are triggered depending on who wins each trick. Players are unable to communicate about tactics and card information once cards are dealt.
- Trick-Taking — A cooperative trick-taking game where players attempt to reach the end of dangerous deep waters while avoiding damage from the Kraken.
Video topics + discussion points
Quotes (from this video)
- exciting finds exploring minds and a long way to Temporary hello I'm Matthew and welcome to the what you played news
- aircon news next which is possibly the greatest convention in the greater North Yorkshire area
- the event is about games but it's powered by Community kindness and respect for all of us in this wonderful hobby also tea it's mostly powered by T get an air cup they're great
- tennis which isn't about Letterkenny anyone know what I'm talking about even a little bit
- I had no idea what that actually meant so I read the rule book online and this core mechanism is essentially a cool spin on Go Fish where you call for a card and then depending on whether the person you ask has it or not different effects play out
- are we the bad guy are we bad people why not just all of us Escape I'm sure there's a reason but just feels like we could have always all escaped at the same time without leaving people on the island marooned to do all this
- old elegant neuro games with simple rules and more depth than first meets the eye
- it's a classic accessible and Slick design that's getting the wonderful super meeple treatment where they update and upgrade things from the modern markets and I'm really very excited about it
- I think it's cool to take what really worked from that expansion and build on it which I suppose is a pun
- sounds honestly like a wonderful place
- two player trick taking card games used to be the FIFA dreams of a madman but they are slightly more available now
- the Roaring Kraken makes for a deafening situation on board and players are unable to communicate about tactics and card information from the moment the cars are dealt to the end of the action phase
- I really want this game to be good I'm very excited about it
- which makes me hope that they had their imagineers busy with gameplay not in the naming Department
References (from this video)
- Gorgeous and very thematic
- Shells falling into the bag feels realistic
- Theme of waves adding shells works well
- Enjoyable for non-gamers
- Adds to decor
- On the lighter side
- Shell collecting on Sanibel Island
- Sanibel Island
Mechanics (from transcript analysis)
- Bag Building — they're going into your bag
- Set Collection — you are just collecting shells, and they're going into your bag, and you're trying to arrange them to get the most points.
Video topics + discussion points
Quotes (from this video)
- What a rapid-fire roundup is is where I get a chance to talk about some games that have been reviewed elsewhere on the channel, but I have not yet given my review and my number on those.
- This is the seal of excellence for me because this is again, it's in my top 50 games of all time.
- I think I admire a lot about what Torchlit is trying to do more than I actually enjoy playing it.
- I think every house in Southwest Florida should have this sitting right there on the shelf, because it just adds to the decor of it.
- The difficulty can be brutally punishing. It's just insane how hard this game is.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I've been really impressed with it
- the museum board is a big thing
- I would probably prefer to play Merv over a T-series game
- the Crew is easily my favorite trick taking game
- Through the Ages is a solid game
References (from this video)
- Blend of strategy and unpredictability
- Thematic connection to Arctic life
- Mechanics like unlocking reindeer, recruiting neutral bucks, and capturing opponent pieces.
- Sami people, reindeer herding, competing for grazing rights
- Northern Scandinavia
Mechanics (from transcript analysis)
- Capture — Whenever you land on the same line as the opposing plays pieces, you capture them. Think of it as reigning in your opponent's reindeer.
- Dice Rolling — By rolling the wooden shaped dice, you'll be able to unlock reindeers on your turn.
- Movement — The reindeers in this game follow a fixed circuit going across the bottom row, moving through the center, and snaking up to the top row. The results of the three barrel dice that you throw will determine the type of movement you'll get.
- Set Collection — If you ever land on the same space as the neutral buck, you'll get to flip it over to your color side and recruit it, giving you an additional choice on your turn.
Video topics + discussion points
Quotes (from this video)
- This is a traditional board game of the Sami people of northern Scandinavia.
- It's a game that has a blend of strategy and unpredictability that's shaped by the rhythms of the Arctic life.
- Imagine two Sammy hering groups competing for grazing rights guided by the shifting winds of their knowledge of the land and maneuvering their reindeer herds.
- Saku is a two-player only running fight game in which each player controls 15 reindeer as they try to drive away their opponent's pieces and claim dominance.
- Think of it as reigning in your opponent's reindeer.
References (from this video)
- Engaging cooperative gameplay.
- Intriguing for a two-player trick-taker.
- Requires significant player deduction and coordination.
- Very hard to play.
- The host admits to being bad at it.
- Cooperatively moving a sailboat to the end of the sea, navigating obstacles like krakens and enemies.
- The sea
- Sail Legacy
Mechanics (from transcript analysis)
- cooperative play — All players work together towards a common goal.
- Movement — Winning a trick moves a sailboat in a specific direction along a diamond pattern.
- No Communication — Players are not allowed to talk about their hands or objectives.
- symbol matching — Players try to match symbols on a table based on the cards played in tricks to perform actions.
- Trick-Taking — Players play tricks to achieve certain symbols.
Video topics + discussion points
Quotes (from this video)
- Wow, straightforward.
- One of the best mechanisms ever and and most everlasting.
- This is just like seriously one of the like most bafflingly amazing mechanisms ever created for games.
- Keep making new ones. How?
- It's fantastic.
- The scoring in this game is nuts.
- It was one of the greatest like board gaming experience of my life.
References (from this video)
- elegant design and beautiful presentation
- lots of thinking and counter-thinking in a simple rule set
- spiritual theme with appealing art
- ultimate opinion is still forming; not a glowing recommendation yet
Mechanics (from transcript analysis)
- area control / capture mechanics — capture Spirits by meeting set requirements; Spirits shuffled into a central sigil.
- Pattern-building / set collection — seven suits of seven cards; build patterns to capture Spirits.
Video topics + discussion points
Quotes (from this video)
- I am planning on recording a full playthrough of Scythe tomorrow
- I believe I'm going to be getting a review copy of the game so I hope to be able to try it pretty soon and I will be sure to let you guys know what I think about it
- I love seeing how different mechanics mesh together in new and interesting ways
- it's got some stuff that I really like in games has some stuff that I'm not usually crazy about
- it has astonishing art
- I ended up playing this twice ... nuclear war ... I lost both
References (from this video)
- Ability to collect and utilize cards for tableau building and icon set collection
- Area majority on a central board
- Expansion adds new elements
- Previous play experience was not the best
- Game went too long at high player count
- Players may accomplish objectives too easily, leading to extended playtime
- Civ-themed game using cards
- Civilization
- Terraforming Mars
- Ark Nova
- Epochs: Course of Cultures
Mechanics (from transcript analysis)
- Area Majority — Uses a central board for area majority scoring with military units and cities.
- Card Drafting — Collect and utilize cards.
- civilization building — A Civ-themed game.
- Iconography/Set Collection — Features icon set collection for scoring.
- Tableau Building — Place cards into a tableau for abilities.
Video topics + discussion points
Quotes (from this video)
- So, most of if not all of these games can only be played in person that I will mention in this list.
- So, this is a very heavy game about running a hospital.
- It's like a hospital administration simulator rather than like a game similar to Dice Hospital where it's more focused on physicians treating patients.
- But it it was quite a heavy game, you know, especially considering some of the other heavy games that I've talked about it definitely was over my head
- This is probably at the top of just games on this list that I really want to play again.
- It's a Martin Wallace design of a board game adaptation of a video game, the video game Anno 1800 where you are building up industries in the 1800s acquiring resources and then often trading them with other players in this game to fulfill contracts in hand.
- make games that sound pretty simple when you explain them, but have a lot of strategic depth.
- I really liked how approachable this game was even without having played the video game.
- And uh you know, since then the game has kind of been out of print.
References (from this video)
- The game is tense and players are constantly in each other's faces.
- The celebration action and giving points for money is liked.
- The dice rolls don't significantly bring the game down.
- It evokes emotion and adrenaline.
- It has sharp edges and is aggressive, feeling like a game from a different age.
- The game forces multiple plays to understand its opacity.
- It's a direct player-versus-player experience.
- Mechanically simple but engaging.
- Might be too long, especially with four players.
- Can be AP prone.
- The setup was confusing.
- Fishing
- Fyas Swamp
Mechanics (from transcript analysis)
- action selection — Players choose from actions like building, fishing, selling, celebrating, or moving.
- Area Majority — Islands are scored at the end of the game based on buildings and boats adjacent to cult sites, with a blind bid of influence determining the winner for each island.
- bidding — Players bid a number between 1 and 10, which impacts building costs, movement, turn order, and Fisherman's God movement. Lowest bid goes first for the Fisherman's God.
- Set Collection — Collecting fish is a core mechanic, with fish degrading in value over time if not sold.
- Worker Placement — Players place huts (meeting, boat builder, fisherman) on islands to take actions.
Video topics + discussion points
Quotes (from this video)
- This is about as aggressive as it can be without it being a dudes on a map game.
- It has sharp edges. There's elbows out. It's fiddly. It almost feels like a splatter sometimes.
- But then something like this, like, yeah, it's going to suck if you roll bad and it's going to feel really good if you roll well or if you just make the right move. And there's just like this roller coaster of emotions that gets my adrenaline pumping more than like this like steady state the whole time.
- I have no idea what's happening and that to me like feels good.
- The game forces you to to play it multiple times to be able to fight your way through the opacity to to see the path.
References (from this video)
- Dynamic card synergy with banner providing energy to cards
- Multiple upgrade paths (blacksmith, fencer's hall, stickers)
- Variety of optional events adding strategic depth
- Presence of random rewards and rare cards adds excitement
- Clear sense of deck thinning and optimization toward banner timing
- Energy constraints can slow or lock cards if energy not available
- Shuffle sickness and fatigue can slow battles
- Some cards or shop options are expensive or not synergistic
- Demo glitch occurred where battles didn't start or deck was empty
- deck-building, card-based combat where cards grant abilities and effects through energy/mana management
- one-on-one battles with side quests, shops, blacksmiths, and exploration in a fantasy-adjacent world
- commentary demo playthrough
- Stacklands
Mechanics (from transcript analysis)
- auto-battler — cards play automatically each turn; player has limited control, energy determines which cards resolve.
- bleed — attack creates bleed that deals additional damage; equipment like a cheese grater can apply bleed and draw a card if energy allows.
- Boss Battler — cards play automatically each turn; player has limited control, energy determines which cards resolve.
- burn — burn is a resource from some cards; healing and energy interactions; when a card is discarded due to not enough energy, burn damage is applied to the opponent.
- Card Crafting — cards can be upgraded via blacksmith or hall; augmented cards add effects like crit or energy; can reroll options.
- combat victory condition — need to win six battles before losing four; battles increase in difficulty.
- Deck Building — start with a small deck, draw cards, discard and upgrade through encounters; deck can be thinned or expanded.
- deck-building — start with a small deck, draw cards, discard and upgrade through encounters; deck can be thinned or expanded.
- energy/mana system — each turn grants a base energy; playing cards consumes energy; some effects increase energy or fill energy on other cards (banner); energy recovery is limited.
- Multi-Use Cards — Crumbs, Martyr, Slingshot, banner interactions, etc.
- poison — poison increases damage as it's stacked; poison interacts with certain reward cards.
- rewards and events — side quests, treasure hunts, blacksmith tools, trait shop reward options.
- shuffle sickness — after shuffling the deck, the player skips one turn.
- special reward cards — Crumbs, Martyr, Slingshot, banner interactions, etc.
- sticker-based card ordering — stickers can reorder cards by priority (first/second/third) affecting when they are played.
- Trait system — gaining traits like Battle Honed, Sadist; can upgrade traits for permanent effects.
- upgrading and augmenting cards — cards can be upgraded via blacksmith or hall; augmented cards add effects like crit or energy; can reroll options.
Video topics + discussion points
Quotes (from this video)
- the demo for Grail, a deck building auto battler sort of thing.
- This deck works pretty darn well when banner comes out early.
- we're murdering these fools.
References (from this video)
- Clear setup and play explanation
- Explicit description of how scoring works, including row/column matching and differing word card difficulties
- Discussion of pacing (nine rounds) and hand management options
- Mention of a solo mode for single-player play
- visual-word association within a grid; tableau-building driven by image and word cards.
- Tabletop, players build a 3x3 image-card tableau in front of them across nine rounds.
- procedural
Mechanics (from transcript analysis)
- grid-based tableau construction — Players create and modify a 3x3 grid of image cards to form their tableau.
- Hand Management — At the end of a round, players may draw new cards or discard to refresh their hand, with endgame penalties for discards.
- hand management / card draw — At the end of a round, players may draw new cards or discard to refresh their hand, with endgame penalties for discards.
- image card drafting / selection order — After players reveal their chosen image cards, the numeric marker on each card determines play order for selecting from the grid.
- resource scoring with gems — Gems are used to track scoring on the grid; points are tallied and endgame deductions apply for discards.
- round-based play — The game unfolds over nine rounds, with simultaneous play and scoring each round.
- solo mode — A solo variant exists for playing alone.
- Tableau Building — Players create and modify a 3x3 grid of image cards to form their tableau.
- Word Building — Word cards placed around the grid score points when they associate with corresponding images in rows or columns.
- word-image association scoring — Word cards placed around the grid score points when they associate with corresponding images in rows or columns.
Video topics + discussion points
Quotes (from this video)
- This is Mosaic, a tableau building game
- the goal of the game is to have a nine card tableau in front of us.
- When everyone has played their picture cards, adjusted their grids, and scored their words, they then have two options.
- The game also features a solo mode which I will let you explore for yourselves.
References (from this video)
- beautifully simple
- puzzly and engaging
- stunning artwork
- open to interpretation leading to discussion
- No explicit rating provided in transcript; potential depends on players enjoying puzzle-y word-grid mechanic
Mechanics (from transcript analysis)
- Compound Scoring — Score in a row/column depends on how many cards match the word on the corresponding word card, indicated by gems.
- gem_resource_management — Gems are placed on cards to indicate the number of matches (1-3).
- Hand Management — Players start with a hand of three cards and choose one to place in their grid.
- hand_management — Players start with a hand of three cards and choose one to place in their grid.
- Resource Management — Gems are placed on cards to indicate the number of matches (1-3).
- row_column_scoring — Score in a row/column depends on how many cards match the word on the corresponding word card, indicated by gems.
- Tableau Building — Players place cards into a 3x3 grid to create a personal tableau.
- tableau_building — Players place cards into a 3x3 grid to create a personal tableau.
- Word Building — After placing a card, players select a word card from a common supply to place in a row or column.
- word_card_selection — After placing a card, players select a word card from a common supply to place in a row or column.
Video topics + discussion points
Quotes (from this video)
- What I really love is when a game seemingly comes out of nowhere, blindsides you, and is just incredible to play.
- Mosaic is beautifully simple and also really, really puzzly.
- I just love the artwork.
- It's open to interpretation as well, so there's a lot of discussion and conversation that can go around.
- I highly recommend you give Mosaic a try when you get a chance.
References (from this video)
- beautiful art
- solid core concept of grid building and pattern matching
- engaging, social interaction through card meaning debates
- ambiguous card meanings can lead to arguments
- lack of an explicit reference for card-to-ability mapping may slow play
- Grid-based tile matching with pattern recognition in a tabletop party game
Mechanics (from transcript analysis)
- Discard to draw — Discarding two cards allows drawing three new cards; discarded cards are set aside and penalize scoring
- End-game scoring — When all grids are complete, scoring tallies across players, including penalties from discards
- grid placement — Players place cards into a 3x3 grid, adding cards adjacent to existing rows and columns
- Hand Management — Each player holds a hand of three cards; rounds involve selecting and revealing cards, then adding to grids
- hand management / draw — Each player holds a hand of three cards; rounds involve selecting and revealing cards, then adding to grids
- Pattern scoring — Points are earned for matching features across a row/column (e.g., color, helmet, star, moon)
Video topics + discussion points
Quotes (from this video)
- I like Mosaic.
- I'm giving this game a seven out of 10.
- There is a reason it's not an eight.
- It's a fun, amusing, different style party game. Mosaic.
- The concept of the game works really well.
- I find this to be enjoyable.
References (from this video)
- Simple core rules with surprising depth
- Beautiful, rib-cage-like board and a distinctive visual aesthetic
- The central buck mechanic adds meaningful tactical choices
- Dice introduces randomness that can affect control and timing
- Track-based movement may feel abstract to some players
- Deer herd management and territory control with a central buck that can flip sides
- Sami culture in northern Scandinavia; Arctic deer herding
- Cultural anthropology-influenced abstract with a vivid wildlife/arctic scene
- Backgammon
Mechanics (from transcript analysis)
- Capture via landing on same bone fragment — Landing on an opponent's bone fragment removes their deer from the board.
- Central buck as dynamic resource — Capturing the central buck flips it to your side, increasing your herd and opening new sweeping options.
- Dice-driven movement along a track — Rolls of dice determine how deer pieces unlock and advance along a figure-8 track on a rib-like board.
- track-based positioning — Deer move along three main rows with a central corridor where most conflict and captures occur.
Video topics + discussion points
Quotes (from this video)
- Doesn't matter which way you turn them around because they all are super fun.
- Paya is actually a Greek game that philosophers and the citizens of Greece used to play to test their mental agility, their ability to ent trap and encircle their opponent by making strategic and tactical moves.
- I find Saku quite a fascinating game just because how simple it is, but I just can imagine myself, you know, leading the herd of deer across the snow in the Arctic, bracing that cold weather and just really um thinking about how I'm going to maneuver my herd into position so that I can have maximum impact against my opponent.
- Bear Hunt has this interesting tactical element to it. You're guided by the lines on the circuit.
References (from this video)
- Unique prediction mechanic that ties player attention to opponents' strategies
- Tarot-based action selection provides a tactile, thematic core
- Strong thematic integration with fortune telling and studio-building
- High production value in deluxe edition (premium components, depth illusion from layered printing)
- Multiple viable strategies thanks to flexible objectives
- Potential learning curve for new players due to intertwined mechanics
- Requires careful tracking of opponents' strategies and resources
- Deluxe components increase price and may complicate setup
- Prediction, fortune telling, reputation-building, and studio management
- A fantasy setting where fortune tellers operate a studio, vying for customers and prestige
- Competitive, player-interaction driven with hidden intentions and forecasting
Mechanics (from transcript analysis)
- Artifact and marketplace expansion — Acquiring artifacts and expanding the studio through a marketplace mechanic adds depth and strategic choices.
- Hidden Deployment — Players attempt to anticipate other players' choices, blending hidden intention with strategic planning.
- Prediction/forecasting of opponents' moves — Players attempt to anticipate other players' choices, blending hidden intention with strategic planning.
- Resource and set-collection management — Players attract customers who provide resources (money, crystals) and use them to acquire artifacts and build their studio.
- Tarot card-based action selection — A deck of tarot cards is used to select actionable options each turn, acting as the core action-selection mechanism.
- Track Advancement — A shared track tracks fame and power, influencing customer choices and overall progress toward victory.
- Track-based fame and power scoring — A shared track tracks fame and power, influencing customer choices and overall progress toward victory.
- Variable objectives with two-of-four win condition — Four possible objectives exist, and fulfilling any two can secure victory, enabling diverse strategies.
Video topics + discussion points
Quotes (from this video)
- this is a competitive Bard game for two to four players in which players will pay as fortune tellers
- they have a cool deck of tarot cards which is actually an action selection mechanism
- to secure customers ... get their payment
- spend those money to purchase artifact trinket to set up a good Studio
- by fulfilling just two of them you can win
- you can craft your own strategy into the game and each other player will likely have a different strategy with respect to yours
- seed of the game itself ... we really wanted a game that asked for you to pay attention to the other players and their own strategy
- the fortune teller led to the tarot cards because we had to provide many actions
- it's representative of the deluxe edition
- premium acrylic components with three layers of printing which give an illusion of depth
- there are shadows and those are the core differences between the premium and the base box
- the marketplace is an extension over here
References (from this video)
- Stunning visuals; tactile components
- Solid abstract/tile-laying puzzle
- Theme is more aesthetic than thematic narrative
- color-based tile placement and pattern completion
- City mosaic construction
- abstract puzzle feel
Mechanics (from transcript analysis)
- Color-matching scoring — Scoring based on color distribution and tile patterns.
- Color-pattern scoring — Score based on matching color and tile placement combos.
- Pattern Building — Score based on matching color and tile placement combos.
- tile drafting and placement — Draft tiles to fill a grid that score by color/pattern.
- Tile Placement — Draft and place mosaic tiles to fill a grid and maximize points.
Video topics + discussion points
Quotes (from this video)
- Galileo galile oh my goodness such a fantastic game it is
- I could probably see myself getting into the collection
- I am a huge fan of garel games
References (from this video)
- Deep interaction and clever cardplay
- Innovative use of prediction and multi-layered bonuses
- Vibrant thematic setting
- Potential complexity for new players
- Some player interactions depend on others' choices
- Fate, prediction, client management
- Fortune-teller themed social interaction game
- competitive deduction with hidden information about others' actions
Mechanics (from transcript analysis)
- deity-end scoring via favors from four gods — End-game scoring determined by God factions
- Hand Management — Players hold three face-down action cards per turn; plan and reveal
- predictions of other players — You predict opponents' plays to gain bonuses
- Predictive Bid — You predict opponents' plays to gain bonuses
- Set Collection — Gaining favors from clients and gods to upgrade abilities
- set-collection / resource gain — Gaining favors from clients and gods to upgrade abilities
Video topics + discussion points
Quotes (from this video)
- oh my God how good it is
- it's absolutely fantastic
- Mega clever
- no rarity barrier
- it's absolutely delightful
References (from this video)
- Beautiful, varied artwork from multiple illustrators
- Crisp, accessible rules with deep pattern thinking
- Engaging for a broad range of players
- Rule clarifications can spark debates about card meanings
- Art style can feel disjointed due to multiple illustrators
- Artistic mosaic-building with visual identifications (colors, objects).
- A 3x3 grid-building puzzle game focused on pattern matching.
- Educational, visually-driven
Mechanics (from transcript analysis)
- End-of-round discard and point-loss — Discarding two cards costs points; careful management needed to maximize triples and combos.
- Grid placement / pattern scoring — Place cards to maximize visible patterns; scoring depends on alignment of features like color, helmet, moon, etc.
- Pattern Building — Place cards to maximize visible patterns; scoring depends on alignment of features like color, helmet, moon, etc.
- Round-based setup with varying options — Each round introduces a new card and placement constraints.
- Tile drafting / card drafting — Draft cards to place into a 3x3 grid, choosing position and pattern attributes.
Video topics + discussion points
Quotes (from this video)
- Who's going to argue against a stuffed whale wearing a tie?
- It's just a five out of 10 for me.
- This is a game in which you are simultaneously selecting and trying to take cards in the middle, outguessing your opponents.
- I like Mosaic. I’m giving this game a seven out of 10.
- Life is a cooperative game and you are placing tiles on a board trying to get them all in.
- This is a giant rolling right game where instead of just getting a small sheet, you are getting a large sheet here.
References (from this video)
- deep strategic potential
- large box, high component quality
- longer playtime
- teaches complexity can be challenging
- cultural development and card-based civilization building
- civ-building with ancient empires flavor
- euro game logic with asymmetric play
- Sid Meier style civ games
- Civ-like euros
Mechanics (from transcript analysis)
- Area Control — control territories for points
- set collection and card drafting — build a civilization through diverse strategies
Video topics + discussion points
Quotes (from this video)
- Meadow I just think is a fantastic game. Gorgeous, gorgeous artwork here.
- one of the most like sort of distinct two-player games ever made.
- It's very fast; every round is tense and the reveals are sharp.
- I enjoy Marvel Champions. I love the versatility of this game.
References (from this video)
- Stunning production quality
- Innovative predictive drafting and engine-building synergy
- Debut title with strong potential
- Steeper learning curve for new players
- Subject to balance with gods and card interactions
- Tarot-based card play with predictive drafting
- Fortune-telling theme with mythological gods
- Replayable engine-building and prediction
Mechanics (from transcript analysis)
- Dice Drafting — Predict opponents' plays to gain value from cards
- Hand Management — Play three cards per turn to trigger abilities
- Prediction drafting — Predict opponents' plays to gain value from cards
- variable end conditions — Four random gods influence end-game scoring
Video topics + discussion points
Quotes (from this video)
- the biggest board gaming event of the year
- a very small box game card game that could be lost in the other thousand games
- Voting mechanisms are cool
- it's a really interesting game where you are exploring a old mansion
- this is fun fun yes
- it's a puzzle focused tile based game
- it's a proper metal dungeon crawler
References (from this video)
- Novel two-player cooperative trick-taking mechanic
- Pirate theme
- Interesting dual objective system
- Creative tension between cooperation and competition
- pirates
- naval
- town building
- cooperative competition
- heroes
- fantasy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- beautiful production and tactile components
- clear path to scoring through paintings and mosaics
- setup and table presence can be extensive
- potential for analysis paralysis for new players
- artistic production and geopolitical development
- Global civilizations and world-building through mosaics
- tile-based world-building with artistic scoring
- Canvas
- Mystic Veil
Mechanics (from transcript analysis)
- area/engine-building — combine actions and tiles to improve your mosaic engine
- Engine Building — combine actions and tiles to improve your mosaic engine
- Tile Placement — place tiles to build mosaics and gain effects
Video topics + discussion points
Quotes (from this video)
- it's a very simple game in that on your turn you're going to take one of several actions but there's a lot going on
- Dice in a bowl is the current reigning champion
- this is one of those games if you're interested in playing don't feel like that after one game you feel like you got a handle on it
- the learn to play guide in here walks you through the game
- it's a heavy Euro that uses the app for four players only
- we're here to have fun don't worry about it, we're gamers
References (from this video)
- Unique twist on trick-taking, cooperative
- Strong communication and timing opportunities
- Visually appealing artwork
- Two-player limit
- Can be punishing if goals are not reached
- Asymmetric powers may be underutilized in some plays
- Cooperative trick-taking with map navigation and spatial constraints
- Cooperative sailing journey with a map and hazards
- Team-based objective to sail to a destination
Mechanics (from transcript analysis)
- Asymmetric powers — Each player has a power that can alter play timing
- card passing — At round start, pass one card to teammate to communicate intent
- symbol matching — Cards have symbols that combine to enable boat movement
- Trick-Taking — Follow suit and win tricks to progress the boat
Video topics + discussion points
Quotes (from this video)
- cdsk is a trivia based game so it's a little hoot for the family
- I actually really really like this system
- it's quick and it plays in like 10 minutes
- this is a trick taking game but the point is to sail this boat
- I don't know if I'm ever going to use this asymmetric power but then you get to the final three
- this game was a pleasant surprise for me
References (from this video)
- very accessible for a complex civilization game
- strong table presence and strategic depth
- setup can be lengthy for newer players
- card-driven production and multi-path scoring
- civilization-building mosaic
- grand strategy with accessible rules
Mechanics (from transcript analysis)
- Card Drafting — build a diverse production engine by selecting cards
- card drafting and engine-building — build a diverse production engine by selecting cards
- military and civil objectives — compete on multiple public objectives and end-game scoring
Video topics + discussion points
Quotes (from this video)
- I absolutely adore this one
- I think it is an absolute blast
- this game is fantastic
- an evergreen to me
- it's stripped back and still a blast
References (from this video)
- beautiful production
- challenging and engaging
- very challenging; not casual
- cooperative two-player trick-taking
- pirate voyage with a stormy sea
- lush, thematic
Mechanics (from transcript analysis)
- Trick-Taking — players cooperate to navigate a ship using trick-taking mechanics to steer movement.
- two-player cooperative trick-taking — players cooperate to navigate a ship using trick-taking mechanics to steer movement.
Video topics + discussion points
Quotes (from this video)
- Inflation is true. Everything costs more.
- There is a lot still you can buy for £20.
- Code Names is a tremendous game that you can get for $19.95.