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Sand box art

Sand

Game ID: GID0275773
Game Info
Year
2024
Players
1-4
Age
14+
Playtime
120 min
Collection
Your Tier
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Description

People refer to this vast place only as the desert since no one remembers what was here before. The golden age of human beings has long passed. Now there is only sand, and the only hope is in the humidity.

Travelers cross the desert that stretches from the slopes of the Akaishi Mountains to the cliffs of Seaclaw. Half-ruined ancient cities are home to the last human communities struggling to survive by foraging for what little green remains standing. These desert travelers transport goods on the backs of their caterpillars. Although their only goal is to make as much money as they can, at the same time and in a more or less deliberate way, they are helping to bring life back to the desert by carrying small plants from the artificial greenhouses of the cities to the most remote corners of this ocean of sand.

Designed by Ariel Di Costanzo and Javier Pelizzari and illustrated by Ernest Sala, Sand is a game with a main mechanism of pick-up-and-deliver that can be enjoyed alone or in groups of up to four players in games of about 120 minutes long. Players have to earn as much gold as possible after six rounds (five in a four-player game) to win.

In Sand, players put themselves in the shoes of these intrepid desert travelers who travel the paths of the board and visit the different towns. They collect goods to take them to other places and thus earn gold for the transport service. They cross the dunes on the backs of their faithful caterpillars, which, cared for, will grow and help players complete their tasks more effectively. Along the way they will be joined by helpful companions and be entrusted with missions that, if completed, will bring good benefits at the end of the journey. Help the plants take root again, and perhaps there is still some hope for this desolate place...

—description from the publisher

Description

People refer to this vast place only as the desert since no one remembers what was here before. The golden age of human beings has long passed. Now there is only sand, and the only hope is in the humidity.

Travelers cross the desert that stretches from the slopes of the Akaishi Mountains to the cliffs of Seaclaw. Half-ruined ancient cities are home to the last human communities struggling to survive by foraging for what little green remains standing. These desert travelers transport goods on the backs of their caterpillars. Although their only goal is to make as much money as they can, at the same time and in a more or less deliberate way, they are helping to bring life back to the desert by carrying small plants from the artificial greenhouses of the cities to the most remote corners of this ocean of sand.

Designed by Ariel Di Costanzo and Javier Pelizzari and illustrated by Ernest Sala, Sand is a game with a main mechanism of pick-up-and-deliver that can be enjoyed alone or in groups of up to four players in games of about 120 minutes long. Players have to earn as much gold as possible after six rounds (five in a four-player game) to win.

In Sand, players put themselves in the shoes of these intrepid desert travelers who travel the paths of the board and visit the different towns. They collect goods to take them to other places and thus earn gold for the transport service. They cross the dunes on the backs of their faithful caterpillars, which, cared for, will grow and help players complete their tasks more effectively. Along the way they will be joined by helpful companions and be entrusted with missions that, if completed, will bring good benefits at the end of the journey. Help the plants take root again, and perhaps there is still some hope for this desolate place...

—description from the publisher

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 18
This page: 18
Sentiment: pos 9 · mix 3 · neu 2 · neg 2
Mentions per page
Showing 1–18 of 18
Video dS6WJ7nm4w8 Rolling Dice & Taking Names Review at 38:11 sentiment: mixed
video_pk 93445 · mention_pk 252811
Rolling Dice & Taking Names - Sand video thumbnail
Click to watch at 38:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Top-notch production quality
  • Clever dice drafting mechanic
  • Action selection limitations are interesting
  • Player boards are well-designed for tracking
  • Game changes each time due to random cube combinations
Cons
  • Very slow pace at the beginning
  • Resource management can be demanding
  • Bad dice rolls can significantly impact the game
  • Pieces are difficult to fit back into the box
  • Rulebook had contradictions
  • Four players might be too many, three is suggested
Thematic elements
  • Worms in the desert, pickup and delivery
  • Desert
Comparison games
  • White Castle
  • Red Cathedral
  • Jerusalem
  • Bamboo
Mechanics (from transcript analysis)
  • action selection — Player actions are limited by tokens that are flipped after use.
  • Dice Drafting — Players draft dice which influence movement, actions, and resource management.
  • Engine Building — Players can upgrade their worm and unlock bonuses to improve efficiency over time.
  • pickup and deliver — Players pick up goods and deliver them to specific areas for points.
  • Resource Management — Players must manage energy, food, and water for their worm's actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't need to get into this and be called Gramps and all this stuff.
  • If you ever ever have questions about how your heart health is do not delay make sure you go see your doctor.
  • I just don't remember being that lenient and I think colleges have gotten soft.
  • The unique thing is the pencils being rolled.
  • The problem is this is the only mode of play you have.
  • This has got to be one of the more clever app-driven games Tony because of the use of the camera.
  • It is not it is not it is a tile lane game with a little bit of a market Style game at the end based on cards that you play at the end of the game.
  • The pace is so slow at the beginning of the game because that worm is so resource hungry each time you move it.
  • I hate to be down on it but we've played a lot of amazing d games you know matter of fact one of them was in your game of the year right right this one White Castle White Castle this one just kind of fell flat to me.
References (from this video)
No references stored for this video.
Video gjoO9OrlvPc Rolling Dice & Taking Names Discussion at 1:07:31 sentiment: mixed
video_pk 93450 · mention_pk 253643
Rolling Dice & Taking Names - Sand video thumbnail
Click to watch at 1:07:31 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Brilliantly designed with interconnected mechanisms
  • Thematic integration of mechanics
  • End-game scoring is unique and quick
  • High production value with excellent art
  • Appreciated the inclusion of a cloth bag for setup components
  • Offers a strategic and thinky experience
  • Heavy game with significant strategic depth
Cons
  • Can feel a little too complex for some
  • Long setup time
  • Potential for downtime due to player interaction and planning
  • Heavy game that may not hit the table frequently due to complexity and playtime
  • Might not be enjoyable with fewer than four players
Thematic elements
  • Teachers at a university bringing students to their classes to earn prestige
  • Timbuktu, early 1300s, University of Sandor
Comparison games
  • Nucleum
  • Kimalia
  • Regusa
  • Murv
Mechanics (from transcript analysis)
  • Area Majority — Majority scoring occurs in different sections of the board and in the library, influencing resource distribution and final prestige points.
  • Objective Cards — Players receive objective cards at the beginning of the game that can help guide strategy and reduce the need for certain resources.
  • Resource Management — Players collect and spend resources like gold, salt, and books to perform actions and advance students.
  • Set Collection — Collecting books and prestige tokens based on majority control in different areas.
  • Tech Trees — Each discipline has a tech track on the player board where students are advanced through levels, unlocking more powerful actions.
  • Variable End Game Scoring — Victory points are determined at the end based on majorities in the library and prestige tokens collected, not a mid-game track.
  • Worker Placement — Players place students on their player board to advance them, then use those students to take actions on the main board by teaching classes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you have suffered through another year of rolling Dice and taking names
  • let's see if we can make it through another year together
  • I'm enthused you're enthused I tell you what it was it was a struggle
  • the enthusiasm is not there
  • it's kind of like go ahead and whamageddon me let me I'm out of this
  • this is one of their games and you wouldn't expect that from them
  • this is right up there with um as far as Pillars of the Earth as far as understanding
  • I mean from the style you need something like that to keep everybody involved
  • We were done in under 30 30 no 40 minutes on the easy board with five people wow
  • nothing says the holidays like despair crushing defeat like Robinson cruso
  • I don't know what this is it's not an marit trash game it's not a Euro game I don't know what you call it which is why I was so intrigued about it and why I liked it so much
  • it's not a resource management game at all there you know there are no resources it is it is so cleverly done and it's one of those I just wanted a different experience I didn't want to just be collect cubes and turning in cubes for victory points I wanted something else
  • this is a heavy game
  • The setup y'all 30 minute setup something like that
  • it is a process let's just be honest it is a process
  • I think this game is brilliantly designed
  • The twist is you're literally playing three tricks per round
  • it's a lot of mechanisms they list here cuz I guess they they do list worker placement I guess the worker placement is placing your students in your classes yeah or the buildings that you put on the board allow you to do something at that section
  • Prestige is coming from everywhere so you got to watch that
  • this is one of those games that falls in a weird spot for me
  • it's elegant there's a great flow to the game
  • The production is topnotch
  • use our code if there's one on sale you get the sale price throw in our code you're going to get 30% off that so it's a great deal
  • New Year's resolution
  • not to make mistakes anymore while we're recording a podcast as that'll never happen
References (from this video)
No references stored for this video.
Video qSTyDc5tSSk Getting Games Games Radar Vlog sentiment: positive
video_pk 88151 · mention_pk 231741
Overall sentiment (raw)
positive
Pros
  • thematic setting and cube-pushing mechanics
Cons
none
Thematic elements
  • pickup and deliver in a thematic desert setting
  • desert
Comparison games
none
Mechanics (from transcript analysis)
  • pickup and delivery with cube components — cube pushing and route planning on a thematic desert board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video qgcRDiCzVeM Getting Games Analysis sentiment: positive
video_pk 87723 · mention_pk 229748
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
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 has been such a fun thing I hope we keep doing it and get to episode 58
  • it's been two and a half years honestly
  • I love this game
References (from this video)
No references stored for this video.
Video ScVsRqIHGdo Meeple University Top 5 List at 4:43 sentiment: positive
video_pk 87727 · mention_pk 229756
Meeple University - Sand video thumbnail
Click to watch at 4:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • upgrade path for the sandworm
  • multiple routes to scoring with various point sources
  • clear pacing that accelerates toward the end
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • pickup and deliver — a Euro-style pickup-and-deliver game where you upgrade a sandworm and deliver it.
  • resource/economy management with action costs — carrying items reduces one action point; actions are limited and must be managed; resource cubes replenish each round.
  • shortcuts to delivery — shortcuts exist to deliver more efficiently, at a cost trade-off with standard delivery.
  • upgrading tokens / vehicles — upgrading your sandworm reduces future costs (food, water) and can unlock shortcuts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I love the upgrade bits of it you upgrade your sand worm that's the theme you are delivering on your sandworm it's like June but it's not June"
  • "you can take the shortcut to deliver and then cost more or you know just normal way"
  • "this is the sixth realm this is the uh it's been very big on Kickstarter"
  • "it's the engine build"
  • "harmonies... it's generating a bit of Buzz very nice little TI placement game"
References (from this video)
No references stored for this video.
Video sDOB7XkZw-w Board Gaming Ramblings Other at 7:55 sentiment: positive
video_pk 86292 · mention_pk 222828
Board Gaming Ramblings - Sand video thumbnail
Click to watch at 7:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Really good.
  • Very, very good.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • time is weird
  • we played a lot of shelf of Shame games or games we haven't played before
  • my most fun experience this month uh has to be playing Clank Legacy 2 dos with our friends
  • it's not my favorite game of all time but I am enjoying it
  • I really want to play more
  • it's a great Euro game because we don't care about theme
  • this is really good and it's also a origan word for weird M which is weird that but it's great
  • it was horrible I don't know what to say it was horrible
  • it's Randomness the game like I would rather play YSI because that has more strategy than this game
  • if we say it like silly and stuff but it helps us with the algorithm
  • it's not because it is the best game ever and it's not even maybe because it's the best campaign game ever but it's just coing I'm just a sucker for these kind of games
  • it's basically Pokemon but just not
  • we love these Campaign games I think like the main reason is because it's like a different thing from all the Euro games we play
References (from this video)
No references stored for this video.
Video -gr86AutUK0 Board Gaming Ramblings Other at 5:53 sentiment: positive
video_pk 86223 · mention_pk 222500
Board Gaming Ramblings - Sand video thumbnail
Click to watch at 5:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Really fun
  • A lot of fun
  • Great
  • Highly recommended
Cons
  • Nothing special to me
Thematic elements
Comparison games
  • Ticket to Ride
Mechanics (from transcript analysis)
  • Majority game — Players play cards and try to hide them, but flipping cards allows playing more cards, revealing information. The goal is to get a pile of cards by passing early.
  • Set Collection — Collecting food cards of a type to get an animal, racing against others for desired animals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • something's going to happen that's never happened in keeper call history
  • this is the first ever hi episode so we never done this before
  • this is the one of the worst games I've played in a long long time
  • the way we consume games which is not normal and you should not try to consume games the way we do because we do this for you
  • my best with oranges is lemons because it has no oranges in it and it's fun
References (from this video)
No references stored for this video.
Video WadvV7vY5XU Heavy Cardboard Rules Teach at 0:28
video_pk 86028 · mention_pk 221772
Heavy Cardboard - Sand video thumbnail
Click to watch at 0:28 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Basically we're just dirty capitalists with like a lick of like Miyazaki paint.
  • It is my most ambitious machine ever, a giant contraption that will bring even more progress to the city as it rids us of the burden of relying on animals for labor.
  • Don't do as I did, I originally thought production turns? That's if you really can't do something. No, no, that is super important in this game.
  • This is the only place in the game where you can improve your reputation.
References (from this video)
No references stored for this video.
Video VbA_zzlaLAQ Board Gaymes James Discussion at 1:15 sentiment: negative
video_pk 84492 · mention_pk 214702
Board Gaymes James - Sand video thumbnail
Click to watch at 1:15 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tureaki was awesome.
  • I love Aleif. He's like my favorite Euro designer.
  • Darwin's Journey. I actually love this game.
  • It's definitely the best pandemic ever, and it is definitely extremely thematic.
  • I hardly ever play old games.
  • Boop, love it.
  • it's not going to hit the table anymore.
References (from this video)
No references stored for this video.
Video _5TxOg4x17A Meeple University Rules Teach
video_pk 69902 · mention_pk 166791
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • That's how to play Sand.
  • sand is a pickup and deliver game
  • delivery of goods is a free action
  • the game ends after five rounds in a four player game or six rounds in a two or three player game
  • you begin with five money
  • you'll find the port where each player's worm begins
References (from this video)
No references stored for this video.
Video _5TxOg4x17A Meeple University Rules Teach at 0:11 sentiment: positive
video_pk 69902 · mention_pk 229956
Meeple University - Sand video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, step-by-step explanation of how to play Sand
  • Includes setup overview and component description
  • Covers core mechanics: movement, resource management, and deliveries
Cons
  • Notes the complexity and expense until upgrades are acquired
Thematic elements
  • Travelers with worms delivering goods between cities and camps
  • BCO universe
Comparison games
none
Mechanics (from transcript analysis)
  • Action tokens and dice — At the start of a round, roll common dice and place them into action slots; actions are declared at the start of a turn and executed in any order; die strengths can be modified by prayer or coins
  • Carrying resources and slots — Resources occupy slots on the worm; carrying a plant blocks a color action and prevents using the matching color action until the plant is removed
  • Delivery of goods — Delivery is a free action when the worm is in a location that accepts the color of the goods; delivers yield money, prestige, and song benefits
  • Missions and endgame scoring — Upkeep phase offers Mission cards with top/bottom halves; endgame scoring based on money, songs, relics, and other collected elements; delivering rocks affects mission eligibility
  • Movement — Move a worm along a path to an adjacent location; three types of path (green, gray, shortcuts in red); thresholds based on dye pips; costs on tracks; multiple players can occupy the same space; movement costs scale with worm upgrades
  • Pick-Up and Deliver — Delivery is a free action when the worm is in a location that accepts the color of the goods; delivers yield money, prestige, and song benefits
  • Shaman and shelter — Shaman allows acolytes to collect plants and convert relics to rocks; shelter enables transferring resources between shelter and worm; upgrades impact logistics and scoring
  • Track Advancement — Worm upgrades remove action blockers and grant bonuses; two upgrades per game; companion tiles grant special powers; Shaman and Shelter upgrades influence transport and resource management
  • upgrades and tracks — Worm upgrades remove action blockers and grant bonuses; two upgrades per game; companion tiles grant special powers; Shaman and Shelter upgrades influence transport and resource management
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • That's how to play Sand.
  • sand is a pickup and deliver game
  • delivery of goods is a free action
  • the game ends after five rounds in a four player game or six rounds in a two or three player game
  • you begin with five money
  • you'll find the port where each player's worm begins
References (from this video)
No references stored for this video.
Video AwTAUkPnBHw Board Stupid Event Coverage at 24:26 sentiment: positive
video_pk 36548 · mention_pk 109677
Board Stupid - Sand video thumbnail
Click to watch at 24:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Highly anticipated by the hosts
  • Shows up as a highlighted item in the hype segment
Cons
  • Limited information in the discussion about mechanics or depth
Thematic elements
  • Exploration, discovery, and discovery-based gameplay
  • Desert/sandscape environment (discussion focused on hype and discovery)
  • Abstract/experimental; emphasis on novelty
Comparison games
none
Mechanics (from transcript analysis)
  • Unknown/no explicit mechanics stated — The discussion centers on anticipation; mechanics not explicitly enumerated in the transcript excerpt.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's the new game from the same publisher Le Games
  • this is the first time where we actually can play the game
  • I absolutely cannot wait to see arcs okay let's go for number two
  • it's the same designer so you should be excited
  • I think it's going to retail after that
  • the ultimate version of what is already a Legendary game by Bruno Cathala
  • the field of view kind of token to like replicate where you're pointing your camera
  • production looks amazing
  • we would love it if you did come along and say hello
  • the tip of the iceberg at UK Games Expo
References (from this video)
No references stored for this video.
Video lf1a1aTJqnM Board Stupid Top 5 List at 9:15 sentiment: positive
video_pk 33738 · mention_pk 100325
Board Stupid - Sand video thumbnail
Click to watch at 9:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique desert caterpillar mechanic
  • Upgradeable transport and companion options
  • Appealing production and visuals
Cons
  • Limited information on release timing
Thematic elements
  • Trade, goods, and delivery on a camel/caterpillar route
  • Desert caravan
  • Mission-based progression across a desert map
Comparison games
none
Mechanics (from transcript analysis)
  • caterpillar transport — Upgrade and utilize a giant caterpillar for speed and capacity
  • economic loop — Buy/sell goods to maximize profits
  • Mission system — Complete on-route missions to gain rewards
  • Pick-Up and Deliver — Move goods along a desert route to earn gold
  • route-based delivery — Move goods along a desert route to earn gold
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're excited about all of the new board games coming out in 2024
  • every month we're going to bring you five games that we really looking forward to playing
  • this is series it's not like the top five games are going to come out this year
  • please do so Matt let's dig into our next choice
References (from this video)
No references stored for this video.
Video D-fnbc-yI4Q Board Gaming Ramblings Review at 0:07 sentiment: mixed
video_pk 31775 · mention_pk 93651
Board Gaming Ramblings - Sand video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Excellent physical components: double-layer player boards, high-quality artwork, compact box that feels premium for its size.
  • Dice mechanic is well-integrated and creates meaningful tension; the same dice for all players heightens planning and interaction without hidden rolls.
  • Core loop is tight and offers escalating opportunities via upgrades and contracts, providing a clear engine to optimize once familiar with the flow.
Cons
  • Rulebook is notably weak; the on-page instructions feel dense and non-intuitive, making initial setup and learning cumbersome without reference videos or external guides.
  • Early game pacing can feel punishing and slow, which may discourage players new to the system; the ramp-up is real and can feel artificial to some.
  • Two-player games tend to feel longer and less dynamic; higher player counts increase interaction but also extend play time, potentially causing slower resolution and more AP in some sessions.
  • Some scoring paths (e.g., harbor artifacts) require many steps to realize meaningful points, which can make those routes feel marginal or overcomplicated if pursued in isolation.
Thematic elements
  • Trade, survival, and progression through a persistent worm-encumbrance mechanic; reputation and artifacts drive scoring and ability access.
  • A desert-flavored trading world where worm-like travelers move between cities and camps to collect, upgrade, and deliver goods while managing resources and constraints.
  • Abstract/engine-building flavor with a strong thematic through-line of loading a worm with cargo, upgrading it, and racing to complete contracts before competitors.
Comparison games
  • Lorenzo Magnifico
  • L'boa
Mechanics (from transcript analysis)
  • Delivery/contract scoring — Deliveries to camps and contract fulfillment provide base points and unlock higher-tier goods. This drives player focus toward completing efficient routes and building combos of resources to maximize scoring opportunities.
  • Harbor and artifact upgrades — Visiting Harbor areas enables artifact upgrades and access to special resources, but the path to those points can be long and step-heavy. This creates a risk-reward dynamic where attempting Harbor routes offers big payoff but with added travel or action costs.
  • Outpost and artifact system — Outposts store resources and can host artifacts; artifacts can be upgraded into more valuable stones. The Outpost layer adds strategic depth, offering alternate routes to scoring and resource conversion, but also creating potential points of congestion and planning complexity.
  • Reputation and coin economy — Reputation improves earning potential for coins when you deliver goods, tying performance to a reputational track that rewards forward progression and durable efficiency.
  • Resource Management — Your worm requires water and food to move and to stay alive; health tracks how far you can push the worm on its journey. Resources are spent for movement, upgrading, and repairs, and mismanaging them stutters your engine early on, creating a palpable ramp-up challenge.
  • Resource management (water, food, health) — Your worm requires water and food to move and to stay alive; health tracks how far you can push the worm on its journey. Resources are spent for movement, upgrading, and repairs, and mismanaging them stutters your engine early on, creating a palpable ramp-up challenge.
  • Shaman and acolyte transport — Shaman characters can convert coins into actions, and acolytes of different colors enable transport or conversion of resources. This mechanic adds a color-moding layer to resource movement and action economy, highlighting planning and color-matching incentives.
  • Shared/dice action selection — All players use the same set of colored dice. On a turn you select dice (by color) to perform actions, with each color mapping to a particular action (e.g., movement, healing, hydration). The die face values influence what you can do and how efficiently you can execute actions. This creates tension and planning as you anticipate both your needs and what others might grab.
  • Worm upgrading and movement — Upgrading your worm expands your movement options and improves efficiency. Upgrades are gated behind resource collection and successful deliveries, creating a late-game acceleration that contrasts with the slow early pace.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a pickup and deliver game.
  • The dice is good.
  • This game isn't super complicated but the rule book makes it seem like a super complicated game and it's not.
  • I really wish that I like this game more because I think it has great things going for it, for example this game has a mechanism we've seen before in Lorenzo Magnifico; I think that's clever.
  • The beginning is tight and scripted; it feels slow and punishing, but the escalation later can be rewarding if you survive the early phase.
References (from this video)
No references stored for this video.
Video nEbfRnVEnN8 The Broken Meeple Review sentiment: neutral
video_pk 6204 · mention_pk 18374
Overall sentiment (raw)
neutral
Pros
  • Interesting desert/worm theme
  • Comedy elements
Cons
  • Pick-up and deliver games hit-or-miss
Thematic elements
  • desert
  • worms
  • space travel theme
Comparison games
  • White Castle
  • Three-Ring Circus
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I just acquire a couple of games that I was interested in a couple of review copies here and there
  • the Expo was still good fun but they do need to work on utilizing the space and getting those costs down
  • a game that I kind of have a hit and miss relationship with you know some of it I like
  • I immediately decided it was the first one I was going to gun for on the Friday
  • when it gets released later in the year at Essen I believe oh man do I want this game fast
  • Shut Up And Take My Money
  • it's kind of on the levels of something like lost ruines of arac for me
References (from this video)
No references stored for this video.
Video iwLHFUamP0U Rahdo Runs Through Top List at 0:00 sentiment: neutral
video_pk 4766 · mention_pk 13924
Rahdo Runs Through - Sand video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • excellent example of pickup and deliver genre
  • adorable worm meeples
  • interesting tension system
Cons
  • pickup and deliver mechanism not for everyone
  • not engaging for players who dislike the genre
Thematic elements
  • desert
  • traders
  • sandworms
Comparison games
  • Dune
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hey everybody this month's Roundup is brought to you by Arcane wonders
  • April was a fantastic month J and I played 15 really great games
  • turning out is arguably a game of the year
  • if anybody can make a traditional pickup and deliver palatable for me and Jen it's going to be Dev
  • as a longtime Die Hard Gloom fan gloomy is my top five games of all time this thing is amazing
  • one of the most um um thematically strong worker placement games I've ever seen
  • I love everything about this game and I haven't even told you about the really cool way
  • this is such a fun puzzly game and not for nothing a gorgeous game too
  • a rising tide floats all boats
  • 10,000 times better than the original castles of Mad King Ludwick
  • Daybreak just broke in to my number one spot for best game of 2023
References (from this video)
No references stored for this video.
Video LA4fzS9XZiI Tabletop Turtle Review sentiment: negative
video_pk 4684 · mention_pk 13669
Overall sentiment (raw)
negative
Pros
  • Interesting dice color to movement mechanic
  • Unique player abilities
  • Progression of player power
  • Simple ruleset
Cons
  • Repetitive gameplay
  • High randomness
  • Boring actions
  • Lack of strategic depth
  • Unbalanced companion abilities
Thematic elements
  • Merchant traveling and delivering goods
  • Desert
  • Pickup and delivery
Comparison games
  • Steam
  • Istanbul
  • Broom Service
Mechanics (from transcript analysis)
  • dice-based action selection — Players slide tokens to select colored dice and corresponding actions
  • Pickup and delivery — Move around the board collecting and delivering goods to towns
  • Song/Area control — Place song tokens on a shared board to gain extra income
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's just a competent game
  • Sometimes after a long day of work, I could play this easily because it requires no brain power
  • We'll give it the stamp of mediocrity
References (from this video)
No references stored for this video.
Video 549x2ovToCg Our Family Plays Games Top List at 45:29 sentiment: positive
video_pk 175 · mention_pk 501
Our Family Plays Games - Sand video thumbnail
Click to watch at 45:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • thematic and tense planning
  • tight gameplay
Cons
  • rules can be challenging to learn
Thematic elements
  • dice-driven worker-delivery and contracts
  • Desert/sand-worms world
  • 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)
  • It's fun, but it's not too hard to learn; there's a lot to do.
  • The donuts look very realistic; they really pop on the display.
  • Cities from de Games and it's a fun citybuilding game on your little player board.
  • It's a simple game but strategically all it's not simple.
  • Rockard is thematically so strong; you feel like you’re managing a rock career.
  • Windmill Valley is beautiful and ambitious; the tulip-windmill combo looks fantastic.
  • The candy is D and now we know the candy is dandy.
References (from this video)
No references stored for this video.
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