Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton.
Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps:
1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.
2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.
Winning the game - If either of your builders reaches the third level, you win.
Variable player powers - Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.
- accessible learning with rapid head-to-head play
- ambitious depth thanks to god powers and multiple strategies
- fast setup and short play time for a strategy game
- still highly dependent on optimal play; can feel deterministic
- some players may outgrow the base two-player focus
- tower-building strategy and positional play
- mythological world; Greek gods influencing play
- abstract clashes with thematic flavor
Mechanics (from transcript analysis)
- area control / positioning — move two pawns and build to create a third level to win; special god powers modify rules.
- Building placement — each turn involves moving a pawn and adding to a building, shaping the board's topology.
- Variable Powers — god cards grant unique abilities that alter win conditions and strategies.
Video topics + discussion points
Quotes (from this video)
- the best lines are the ones that people actually use
- arghhhh is a simple bluffing game that gets straight to the point of can you lie to your friends
- the puzzle of role player is addictive with so many moving parts to consider
- paperback is a word game that has you creating words with letter cards
- Santorini is an abstract game which puts it in the same vein as chess
- cartographers is a really satisfying puzzle to get lost in
- the game is brilliant at making players look suspicious
- railroading is the perfect puzzle game you can play in just 30 minutes
- the temptation of pushing on risking death to reach the peak is what makes this game so fun
- stockpile is all about trying to get a bargain and riding the wave of the market
References (from this video)
- strong abstract strategy feel
- tight two-to-four player potential
- iconic box/art direction
- minimal components may feel sparse
- not as theme-forward as some contemporaries
- abstract spatial strategy with tower-building
- Ancient Greece; island city-states
- abstract
- Chess
Mechanics (from transcript analysis)
- building height control — players compete to reach certain heights while blocking opponents.
- tile placement — players place workers on a grid to construct towers and achieve victory.
Video topics + discussion points
Quotes (from this video)
- what is it that attracts you to a game
- it's the box
- it's the strategy
- it's the theme pulls me in
- no luck, it's all about the choices you make
- we're one big opg family
- ignorance is a choice
References (from this video)
- beautiful plastic cityscape
- good 3D elevation mechanics
- special powers add variety
- reviewer bought then regretted selling
- didn't hold reviewer's attention
- got rid of it and wishes they hadn't
- abstract
- greek architecture
- cityscape
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Accessible and quickly teachable
- Beautiful presentation and tactile components
- Can feel abstract compared to thematic games
- Some balance considerations with higher-skill players
- tactical block-stacking with gods’ powers
- mythic Greek island city-building
- abstracted, myth-inspired
- Kinopio / Patchwork (in vibe and abstract feel)
- Qwirkle (tiling concept)
Mechanics (from transcript analysis)
- abstract strategy / tiling — Players stack 2D/3D structures to reach the top floor and win via ascent.
- character powers — Power cards modify actions and provide strategic variety.
Video topics + discussion points
Quotes (from this video)
- Artwork does have a big impact on my interest in playing the game.
- I bought games just for artwork that I've never played.
- Santorini doesn't turn me off, and Arcadia Quest doesn't turn me off exactly but I would prefer it to be more realistic in general.
- I think games with Xavier Colette his kind of artwork he did the a lot of the dixit stuff.
- I love getting up and coming down here and shooting a video and editing a podcast and developing content for the next show.
- quit drinking soda it's poison.
- Feast for Odin is a Viking-era title that rewards careful planning.
References (from this video)
- Comparable to chess
- God power variants
- Strategic depth
- Tower building strategy
- Greek city-state
- Two-player abstract strategy
Mechanics (from transcript analysis)
- Area Control — Players move and build towers, attempting to reach the top first
Video topics + discussion points
Quotes (from this video)
- it's been a lot of blood sweat and my tears to get here
- this game is deceptively fun
References (from this video)
- Beautiful components and approachable rules
- Fast, tense duels with meaningful decisions
- Accessible to new players while offering depth with powers
- Can become chaotic with more players
- Powers can complicate the base rules for beginners
- tower-building, blocking, positional control
- Mythic Greek-island metropolis with stacked towers
- mythic, light
- Yinsh
- Chesapeake
- 1830
Mechanics (from transcript analysis)
- builder_move_and_build — Move a builder to an adjacent space and then build on an adjacent space; you can build up to higher levels but you can only move up one level at a time.
- level_advancement_and_win — A builder reaching the third level wins (with the option of variant powers like Pan, Aphrodite, etc.).
- special_powers — Optional god powers alter win conditions or movement/placement dynamics, adding variability across plays.
Video topics + discussion points
Quotes (from this video)
- pretty straightforward
- i'm glad it exists
- this interface is the best board game interface you've ever witnessed
References (from this video)
- easy entry for players familiar with chess/checkers
- deep strategic depth despite simple rules
- two-player only in base form
- abstract strategy with two-player head-to-head play
- mythic island city-building
- chesslike positioning and stacking
Mechanics (from transcript analysis)
- abstract strategy — two players vie to build and move pieces to reach goals
Video topics + discussion points
Quotes (from this video)
- Cascadia is an excellent starter game for your collection.
- Just start small.
- Anybody can play it.
- I think it's a perfect starter game for your collection.
- Can't Stop is possibly objectively, in my opinion, the best push your luck game.
- Just One is a classic party game. Everybody can play this.
References (from this video)
- mechanically solid and accessible
- beautiful components and thematic flavor
- not everyone enjoys the abstract/chess-like feel
- some find it lacks excitement
- city-building with mythic god powers
- Ancient Greece, Santorini
- tactical, abstract-to-mechanical with asymmetry
Mechanics (from transcript analysis)
- asymmetrical god powers — Each player has a unique god power affecting strategy.
- move and build (two actions per turn) — On your turn you move a worker and build, progressing up on a stack.
Video topics + discussion points
Quotes (from this video)
- it's a filler type where you are drawing cards and you're trying to curate a hand of cards where everything synergizes well with each other
- the heart and soul of that is realms and that is why Naveen dislikes it is why i really enjoy it
- gosh the dice selection is so restrictive
References (from this video)
- tight, chess-like strategy
- easy to learn, quick to play
- god powers can unbalance balance if not careful
- mythology-inspired abstract strategy
- Ancient Greek island with towers and gods
- skilled maneuvering with chess-like tension
- Santorini Pantheon Edition
- Santorini Riddle of the Sphinx
Mechanics (from transcript analysis)
- Blocking — Place domes to block opponents from winning.
- stacking/tower-building — Build up to three levels to reach the goal.
- tile_placement — Place and move workers to build towers.
Video topics + discussion points
Quotes (from this video)
- This episode is jam-packed.
- I love the chess nature of Santorini, you know, the strategic.
- The episode was pretty strong, the production values are excellent.
References (from this video)
- Fun abstract-y theme with direct competition
- Good for two players or teams
- Powers can imbalance play if not evenly chosen
Mechanics (from transcript analysis)
- Asymmetric powers — God powers give different abilities each round
- tile placement — Build up a towered grid to reach the top
Video topics + discussion points
Quotes (from this video)
- Point salad is a great gateway.
- This is a wonderful hobby.
- We had a lot of first time visitors to the game night.
References (from this video)
- Beautiful components
- Tight two-player and multiplayer options
- Deep strategic decisions for a light game
- Can feel puzzle-y for some
- Some players may desire more thematic depth
- Mythic architecture with a mythic twist
- Mythic Greek island of Santorini
- Abstract strategy
- Catan
Mechanics (from transcript analysis)
- 3D component interaction — Domes and levels add spatial depth to positioning
- Area control via building — Players erect building levels to control space and block opponents
- Worker placement-like movement — Move a limited number of units to climb to higher levels
Video topics + discussion points
Quotes (from this video)
- we're gonna give you five in no particular order
- these are real places i know but could i still want to visit japan
- education value of board games... we love that
References (from this video)
- tight core gameplay
- easy to teach, scalable to 2-4 players
- core rules with optional powers provide depth without complication
- themed flavor can feel minimal to some players
- expansions can add complexity and variability
- abstract strategy with puzzle-like movement and building
- Ancient Aegean island city-states; abstract tower-building theme
- minimal thematic flavor; core mechanics drive play
- Chess
- Go
- Checkers
Mechanics (from transcript analysis)
- tile placement / spatial puzzle — players place and stack blocks to build towers and control space
- variable player powers (optional) — core rules are simple; optional powers can be added for variety
Video topics + discussion points
Quotes (from this video)
- board games are not pizza you should not order a box up its content
- board games are art they should be savored and appreciated and shared with friends
- variability and replayability are the same thing they're not
- core gameplay is the key
- you can play forever and ever
References (from this video)
- Elegantly simple to teach, quick to play
- Replays well with different combinations
- As the audience shifts, it can feel repetitive for some groups
- Abstract, tactical competition
- Mythic island city-building in ancient Greece
- clean, elegant
- Chess
- Quoridor
Mechanics (from transcript analysis)
- abstract strategy — Two-player or multiplayer blocking and building with dice-driven action
- player interaction — Direct competition for height advantages and blocking
Video topics + discussion points
Quotes (from this video)
- Spirit Island still an absolute Banger
- I love the sense of agency that you have in the game
- Arc Nova absolutely took my heart away
- Kabuto Sumo with 31 plays in a year
- the game that I knew was going to be up here
References (from this video)
- design is tight and elegant; accessible to broad audience
- can be shallow for some players; requires optimization for depth
- abstract strategy with attack/defense
- mythical island with tower-building
- highly accessible, almost chess-like
Mechanics (from transcript analysis)
- Movement on a grid — move up and build to reach a level 3 platform
- placement strategy — place blocks to block opponent
Video topics + discussion points
Quotes (from this video)
- two-player games are something special for me a lot of my best gaming experiences have been two player specifically with my partner's death
- Santorini is my number one two-player game because it is designed for two to four players
- it's a chess-like game at two players
References (from this video)
- Iconic visuals
- accessible and quick to learn
- strong recognizable IP in the art direction
- potential repetition in long campaigns or sessions
- Brass
- Title Blades
Mechanics (from transcript analysis)
- tile placement / worker movement — Players move workers on a grid to build up towers and reach the top.
Video topics + discussion points
Quotes (from this video)
- We wanted to just have become like this entity that would make games and be very awesome at switching styles.
- passion first
- we like freedom but sometimes after working on a project with a lot of freedom, it's nice to have things laid out and know where you're going.
- we have a very little sense of ego... I'm going to feel equally proud of the end product if she touched it, if we worked both of us on it.
- we want to work as a couple on the same games together
References (from this video)
- cute art
- two-player head-to-head
- accessible
- can feel highly competitive
- competition to construct towers
- Greek myth-inspired city-building on a grid
- abstract strategy with charming art
Mechanics (from transcript analysis)
- Movement and building — players move builders and construct structures on a grid
- tower elevation — complete towers to outpace the opponent
Video topics + discussion points
Quotes (from this video)
- it's just easy breezy beautiful cover girl
- it's very tranquil just calm down and play games
- crocodile is perfect for a first date
- co-op games are great for first dates
- the art is super cute
References (from this video)
- beautiful art
- compact but deep
- strong competition for two players
- can be highly competitive
- ambition and tactical blocking
- Mythic island city, building towers with god-like powers
- mythic, strategic
Mechanics (from transcript analysis)
- god powers — Power cards alter moves or abilities.
- Grid-based movement — Move pieces on a grid to build higher levels.
- scaling towers — Build up to third level to win; tops can block.
Video topics + discussion points
Quotes (from this video)
- it's a very clever mechanic
- I like this game a lot
- the sun rotates around the board
- it's the kind of game that also allows for strategy if you want to think that way
- quilting is the sexiest of textiles
References (from this video)
- excellent_at_two_players
- puzzle_like_gameplay
- asymmetric_powers_add_variety
- beautiful_card_art
- expansion_available
- god_powers_enhance_game
- jeff_struggles_with_strategy
- learning_curve
- greek_mythology
- tower_building
- god_powers
- Chess
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- no guilt no shame no mercy
- it is pure magic pure gold
- build like a mortal win like a god
- tiny box biggest table presence experience
- this is a game i wouldn't want to play at higher than two
- jamie knows when she's one and i can see it in her face
- i have a very difficult time comparing games that are that drastically different
- castles of burgundy is heavier therefore i put castles of burgundy at one
- i know myself well enough by now you know i've got 34 years into this body i know i know what i'm into
- don't be a meanie or weenie it's okay to hate things
References (from this video)
- Easy to learn and teach
- Short play times (about 10-20 minutes)
- High variability with different gods/heroes
- Nice potential for quick, casual sessions
- Staying power may be limited compared to heavier games
- Component quality can feel bland (bland blocks, packaging)
- Not ideal as a centerpiece for a game night
- divine powers influence architecture and victory conditions; tower ascent as core mechanic
- Ancient Greek island of Santorini
- abstract strategy with mythic flavor
Mechanics (from transcript analysis)
- God cards / divine powers — Each game includes god cards that modify or add rules, creating varied strategies.
- Movement and building — Players move a builder and place blocks to create a 3-story tower, aiming to reach the top.
- Player interaction and count — Best with two players; supports up to four, but interaction can vary with gods.
- Win conditions and alternative wins — Primary win by reaching a 3-story structure; some powers (e.g., Pan) enable alternative victory conditions.
Video topics + discussion points
Quotes (from this video)
- The gods in hero cards takes entering strategic gameplay to another level
- it's the easiest game to teach since tic-tac-toe
- Portability would add so much more value to this game
- opening up a brand new board game that's exciting but not so
- I'll probably be spending more time with my bigger strategy titles
References (from this video)
- Simple rules with deep tactical depth
- Strong thematic integration and aesthetically appealing components
- High replay value due to modular god powers and variability between games
- Low downtime and high player engagement throughout the session
- Clear, compact footprint that scales well for two players
- Scaling beyond two players is not perfectly balanced
- Theme and components are very polished, but the base game with only two workers can feel constrained for some players
- City-building with divine powers and spatial control on a small grid
- Mythical island of Santorini, Greece with blue domes and a maritime ambiance
- Theme-forward, visually cohesive with engaging components
Mechanics (from transcript analysis)
- Building & level stacking — Construct towers up to three levels; stacking creates strategic threats and blocking opportunities
- Domes and blocking — Place domes to prevent occupation of the top square, blocking potential wins and shaping endgame
- god powers — God cards grant unique powers (Hermes, Atlas, Athena, etc.) that modify movement, building or capture rules; can be drawn randomly or chosen
- win condition — A player wins by moving a worker onto the third level; if you cannot move or build on your turn you lose
- worker placement — Move two workers each turn to position for building and advancing on the board
Video topics + discussion points
Quotes (from this video)
- Santorini is that simple and it's brilliant in its simplicity.
- the details in this game are superb
- the game is extremely fun and addictive
- Santorini scores a well-deserved 9 out of 10
- this one is staying in my library and should be part of yours
- Hardly any downtime and we felt that we were invested in the game throughout the end
References (from this video)
- Beautiful on-table presence
- High replayability with god powers
- Two-player variant can be very tight
- Appeal largely to abstract game fans
- Abstract strategy with gods and powers
- A mythic Greek island
- Stylized, solvable puzzles
- Qwirkle
- Lost Cities
Mechanics (from transcript analysis)
- Area control / puzzle building — Players build towers and maneuver a single piece to reach the top.
- Role powers — Each player gains a god power that shapes strategy.
Video topics + discussion points
Quotes (from this video)
- this is a terrible game I have done a video about why you should never play Monopoly
- this is a cooperative word building game this is quite a clever idea you've got letter cards you can't communicate and you're trying to
- this is a big group game a massive group game that you can play with like 30 people
- Sushi Go Party is a brilliant gateway hand drafting game where you're trying to eat the best meal of sushi
- Forbidden Island this is a very simple cooperative game from Matt Leacock the designer of pandemic
- Santorini is a wonderful abstract game it looks amazing on the table
- Mysterium does an incredible job of showing how different and exciting board games can be to new audiences
- I love Pandemic the original game which is now in this box
- it's a huge entertainment experience that has a lot of storytelling potential and a social component that keeps people engaged
References (from this video)
- definition of elegant design
- simple to learn difficult to master
- brain burning confrontations
- playable by anyone
- repeatable
- building and climbing
- ancient greece islands
- abstract_elegant
Mechanics (from transcript analysis)
- placement and building — move one spot place one block
- Simple Rules — rules fit on back of business card
Video topics + discussion points
Quotes (from this video)
- this is my list the video says the top 100 board games of all time but it really is just my top 100 board games of all time
- three minute board games is an independent channel we dont take money from publishers and we do not do any form of paid content
- Mosaic has the ambitious goal of being a civilization game that can be played in two to three hours and it very much succeeds at this goal
- a game that does not need to be played with a traitor because the inherent selfish goals in this game created enough internal conflict
- I love space racing games and space corp is the game that is most racy as far as space racers go
- the term I use instead of gateway game is foundation game
- Sentinels could easily be a forever game the kind of game you just play over and over and over and over again endlessly
- Modern Art is a simple and brilliant and beautiful game and easily the best pure auction game Ive ever played
- Black Orchestra models some very clever things about how conspiracy is run
- when I asked the question hey what game should I play with my non-gamer friend who's interested in gaming but hasn't done much gaming I almost always answer Sentient Golem Edition
- Arkham Horror is the game that really made board gaming my number one hobby
- there are a few things more fun and rewarding in board gaming than organizing a fight in the arena
- Twilight Struggle is one of the best head-to-head games out there
- Santorini is the definition of an elegant design
- Arkham Horror the card game absolutely should be for you it's a hundred percent for me and it is my number one game of 2023
References (from this video)
- stunning components and table presence
- engaging two-player duel
- rich thematic flavor with god powers
- the base game is strictly two-player; expansions exist to alter play but not needed for core experience
- tower-building competition with god-like powers
- mythic Greek island with gods granting special powers
- abstract with mythic flavor
- Targi
Mechanics (from transcript analysis)
- Special Powers — god powers grant unique abilities to players
- two-player dueling — head-to-head design with a fixed player count
- worker movement and elevation — move a unit and build levels up the island board
Video topics + discussion points
Quotes (from this video)
- it's absolutely stunning on the table
- I've always got this image of Samuel Jackson in my head for some reason
- something about this game opens up in your mind it's like a light bulb comes on
- one of the most simplest games you could possibly want to play for two players
- this game has been really really popular over the last couple of years
- it's basically a carbon copy reprint of a game called shot on titan
- it's absolutely fantastic for two players
- the greatest two-player ball game ever made
References (from this video)
- tight, elegant two-player strategy
- strong base game that works well without expansions
- god powers can feel gimmicky for some players
- expansions add more variety but are optional
- two-player abstract strategy with optional god powers
- mythic ancient Greece-inspired floating island
- thematic but abstract strategy
Mechanics (from transcript analysis)
- asymmetric powers (god powers) — players may gain unique abilities that alter the basic rules
- Grid-based movement — players move builders on a grid to construct towers and reach the opponent
Video topics + discussion points
Quotes (from this video)
- no expansion needed not for many
- the base game is cool to me
- expansions are great to have but you don't really need them
- aries expansion, that's a good one
- we love suburbia
- map pack one
References (from this video)
- Engaging abstract gameplay
- God powers add variety
- Close, competitive games
- Greek Architecture
- Gods and Mythologyurgy
- Building Construction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If Jamie wins a game the first time we play it is an asterisk win if I win a game the first time we play it it is not an asterisk win
- I absolutely love this game
- We understand why everyone loves this game, in our playthroughs it just did not work for us
- Instant love for me
- Jason dominated our January
- He's an undercover competitive person and he's just really good at games
- We are even stevens
- If one of us have no chance of winning and I'm hell-bent on making sure Jamie doesn't win
- You should see us play ping pong
- I feel like you were surprised that I liked this game
References (from this video)
- variety from expansions
- solid abstract strategy
- expansion pile can complicate choices
- abstract strategy with modular expansions
- mythology-inspired city-building
- puzzle-like
Mechanics (from transcript analysis)
- tile/column building — players build structures on a grid with special powers via expansions
Video topics + discussion points
Quotes (from this video)
- This is a two-player head-to-head game set in the world of Gatsby, kind of. And you are, it's kind of a tug-of-war over three different areas. It's very abstract.
- Moonrise part is the sideboard with tiles that fill up and then they go to one of the players for victory points and then there's just more buildings.
- I recommend it for anybody who plays the game a lot. Though, again, the game is sort of the kind of game you buy at Target.
- This is a neat worker placement game played over two parts of the board on the moon and on the planet. You're trying to blast an asteroid coming.
- the cursing was a little over the top and unnecessary. It didn't really bring anything to the table.
- Star Trek Captain's Chair. Wow, what a game. Nine out of 10. This game takes Imperium, a deck building game, adds a Star Trek theme to it, and does a really good job in that regard.
- Very mass market kind of racing game. You're playing out cards whether you're moving your own ships or your opponent's ships.
- I came in at a six on this game. Ultimately, I did enjoy this as a trivia game. It's a marriage of trivia and blackjack, right?
References (from this video)
- fast, elegant, back-and-forth tactical play
- easy to teach to new players and children
- high variability with multiple god cards
- adorable components (blocks and towers)
- core experience is two-player; four-player setups can feel underwhelming
- abstract skin may deter players seeking a strong narrative
- balance can shift with god-card combinations, potentially favoring certain setups
- abstract strategy focused on height control, movement, and blocking
- sunny Greek island of Santorini
- minimal mythic framing; not a story-driven experience
- Azul
Mechanics (from transcript analysis)
- advancing to win via third level — the primary win condition is a worker reaching level three, with domes providing defense
- ambience via components — colored blocks and dome pieces provide visual appeal and tactile feedback
- god cards (advanced variant) — variable powers alter or add rules, increasing variability and asymmetry for replayability
- grid movement — move one worker to an adjacent square each turn; movement is constrained by occupancy
- tile placement — after moving, players place a building tile adjacent to the moved worker
- tower levels and dome — buildings have three levels; a dome can be placed atop to block movement; goal is to reach the third level
- two-worker system — each player controls two workers; positioning and coordination between workers matters
Video topics + discussion points
Quotes (from this video)
- minutes to teach and a lifetime to master
- the intense back-and-forth
- Santorini scratches a lot of the same itches as chess does
- the little blocks and towers are pretty damned adorable
- what's checkmate in Greek?
References (from this video)
- Clean, elegant design; deeply replayable with god powers
- Relies on optimal play to shine; some players may prefer thematic games
- 3D tower-building and control
- Greek island, abstract conflict
- Head-to-head abstract strategy
- Chess
- Blokus
Mechanics (from transcript analysis)
- 3D stacking — Tower levels determine winning moves and block opponents
- Abstract strategy with god powers — Players control builders with god power modifiers to gain advantage
Video topics + discussion points
Quotes (from this video)
- This goes to Times Up Title Recall. Ryan's now calibrating how many more plays.
- Carcassonne is a classic. I would totally be down to still play Carcassonne.
- The OG of Quacks of Quedlinburg. We have the OG of it.
- This is Summoner Wars being a fantastic game.
- The decks have their own identities. Day-long KeyForge experiences are special.
- The 3D Santorini with god powers is just incredible.
References (from this video)
- Fast, visually engaging; high head-to-head replay value
- Abstract play may not appeal to everyone
- 3D tower-building, positional control
- Greek island, abstract competition
- Abstract strategy
- Chess
- Blokus
Mechanics (from transcript analysis)
- god powers — Each match can include special abilities that swing the game
Video topics + discussion points
Quotes (from this video)
- This goes to Times Up Title Recall. Ryan's now calibrating how many more plays.
- Carcassonne is a classic. I would totally be down to still play Carcassonne.
- The OG of Quacks of Quedlinburg. We have the OG of it.
- This is Summoner Wars being a fantastic game.
- The decks have their own identities. Day-long KeyForge experiences are special.
- The 3D Santorini with god powers is just incredible.
References (from this video)
- Timeless abstract with high replay value
- Santorini (2nd edition)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I gave it a 4.5 out of five. I think I would bump it to a five out of five.
- Massive Darkness 2 is still here. I just think it's an excellent game system.
- Cascadia Alpine Lakes was the second time I gave a five out of five to a Cascadia game.
References (from this video)
- great two-player abstract strategy
- art and production are appealing
- opinions varied over time; some found it overly simplistic
- two-player head-to-head strategy
- mythic Greek island with magical blocks
- puzzle-like, abstract combat
Mechanics (from transcript analysis)
- tile placement / asymmetric powers — players build towers and deploy unique powers to outmaneuver the opponent.
Video topics + discussion points
Quotes (from this video)
- Pandemic base game is absolutely amazing; it's one of my top 10 favorite games of all time.
- Dominion ... it's the big box and it's organized by sets; the grand Puba of deck-building.
- Ticket to Ride is a solid gateway game; a must-have for building a collection.
- Steampunk Rally Fusion is amazeballs ... it's that good ... board game coffee seal of approval ten times over.
- This is not an expansion; this is the Cure—the dice game of Pandemic.
- Pandemic Legacy Season 1 — one of my top ten favorite games.
References (from this video)
- rich replayability due to hundreds of god-power combinations
- visually striking components and 3D buildings
- keeps a dynamic, fresh feel across games with different gods
- complexity can be intimidating for complete beginners
- some players may want more thematic flavor beyond gods and island setting
- building, mythic influences on action
- mythic island setting; gods grant powers
- dynamic, evolving strategies via god powers
Mechanics (from transcript analysis)
- 2-player focus with high depth — Primarily a two-player strategy with strong depth from god-power interactions.
- 3D building aesthetic — Tiered buildings create a visual and strategic dimension to blocking and escaping.
- asymmetric god powers — Each god card modifies how you move/build, creating a wide variety of possible strategies.
- move and build — On your turn, move one of your two builders and place a block to construct.
Video topics + discussion points
Quotes (from this video)
- Tac just flows.
- The fugitive is moving from one hideout to the next, leaving a trail behind him, but his options are limited.
- Each player has a god card, a special power that sets them apart.
- There are hundreds of god combinations, it's impossible to master Santorini.
- Sigrada is a delightful but cunning puzzle about making stained glass windows that will involve no broken glass, metaphorical or otherwise.
- The morel of the story is that you can't do everything, especially if you want to be a fun guy.
References (from this video)
- Absurdly simple yet devilishly complex
- Infinite variation with god cards
- Great centerpiece for gatherings
- Greek gods and tower building
- Greek island of Santorini
- Abstract with Greek mythology
Mechanics (from transcript analysis)
- abstract strategy — Tower building puzzle with god card variations
Video topics + discussion points
Quotes (from this video)
- Do not adjust your set
- This list is quite different to last year's and I think that mostly reflects what an absolute 2020 has been
- My subjective opinion is biased skewed irrational and probably wrong
- It is very political all war games are political
- So say we all
- What am I doing with my life
- Squishy squishy squish squish squish
References (from this video)
- beautiful production
- tight two-player depth
- easy to teach
- deluxe versions can be expensive
- abstract strategy with a mythic flavor
- mythic Greek city-building
- chess-like abstraction
Mechanics (from transcript analysis)
- abstract spatial strategy — focus on placement and blocking for victory
- action drafting / simultaneous moves — players select actions to build towers
Video topics + discussion points
Quotes (from this video)
- Spirit Island my all-time favorite game
- Arkham Horror holds a special place of my heart
- it's joy in a box
- Leaving Earth is my favorite in that space
- this is one of those few games where I'm like yeah I think the streamlined version is the way to go
- June is the original game for this spot
References (from this video)
- Rulebook is incredibly simple, yet the strategy runs deep
- Two-builders-per-player setup increases tactical depth without overwhelming complexity
- God powers add variety and replayability to base gameplay
- Domes and blocking provide clear thematic and mechanical tension
- Strong social appeal; players often want their own copy after playing
- God powers can introduce balance considerations and potentially inequitable matches if not chosen carefully
- Some descriptions in the transcript imply a tension between perceived luck and strategy (addressed by players’ power selection and skill), which may affect perceived depth for casual players
- Complexity is low (weight ~1.8) but some players may wish for more depth beyond base and god-power variants
- Tower construction, space denial via domes, and tactical confrontation between rival builders
- Ancient Greek island city of Santorini; abstract, mythic hilltop towers and urban development
- Concise, practical analysis emphasized by real-game implications and player interaction
Mechanics (from transcript analysis)
- Building levels — Each move builds one level of the structure; the aim is to reach the third level.
- Domes and blocking — Domes placed on the fourth level block further development and can prevent moves.
- God powers (special abilities) — Variant powers modify rules and introduce additional strategic options (e.g., moving domes, trapping opponents).
- Movement on a grid — On each turn a player moves a builder to an adjacent space.
- Two workers per player — Each side controls two builders which adds player interaction and positional strategy.
- Winning conditions — Win by reaching the third level or by leaving the opponent with no legal moves.
Video topics + discussion points
Quotes (from this video)
- Santorini has an incredibly simple rulebook but the strategy runs deep
- the winner will be whoever can reach the third level or otherwise force their opponent into a position where no move is possible
- placing domes the fourth level is one way to block opponents
- for theme it has a 2 mechanics a 10 luck and absolute zero strategy and absolute 10 in complexity of 3
- Santorini a quintessential board game
- the friends that i share this game with end up buying their own copy of it
- check out my channel at boardgamedad
- santorini includes many god powers that will mix up gameplay for example a power that enables a player to place domes on any level to knock an opponent piece backward or even trap opponents under a building
References (from this video)
- strong direct comparison to chess-like play
- clear, elegant rules with escalating tension toward a win
- replayability with different strategies
- can feel unforgiving to newcomers who misjudge the timing
- the theme is light; some players crave more story
- mythic urban construction with cap blocks
- grid-based 3D building on a platform
- abstract with thematic build-up
- Hive
- Cathedral
Mechanics (from transcript analysis)
- adjacency-based cap placement — construct adjacent to existing structures to gain the third level
- building and movement on a grid — players build upward toward a third level while moving on the grid
Video topics + discussion points
Quotes (from this video)
- it's 100% strategy you are just trying to optimize the placement of your pieces and trying to block the other person
- it's the cutest version of a chess like game
- Santorini is probably one of the closest like direct comparisons
- Go which is probably even older than chess and more popular than chess
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's quirky and it's different.
- It's the best one that's out there.
- In 20 years there will be so many better board games with virtual reality, but right now it's the best one that's out there.
- One map and you're racing to finish.
- This is a romantic comedy in a board game.
- Magic Maze is my number one game of 2017.
References (from this video)
- elegant rules and gameplay
- expansion options add depth and variety
- primarily two-player focus can limit group play
- architectural development and abstract strategy
- Ancient Greek island of Santorini
- mythic, modular through editions
- Seven Wonders
- Ticket to Ride
Mechanics (from transcript analysis)
- action_selection — players choose actions to build and maneuver
- tile_placement — place building tiles and construct levels to shape the board
Video topics + discussion points
Quotes (from this video)
- We love Santorini. It is so much fun.
- Lightning Train is a bag builder.
- Mystery Flux is fun, but it has player elimination quickly.
- The cover art is amazing.
- Earth Abundance expands Conservas with seeds and sprouts.
- Message in a Bottle is a unique packaging idea.
References (from this video)
- Visually striking with a distinctive 3D aesthetic and attractive components.
- Intense two-player head-to-head that remains approachable yet deeply strategic.
- High replayability driven by a large set of god powers that create unique matchups.
- Elegant core rules with emergent complexity; the teach is straightforward.
- Strong interaction and tactical depth; players must anticipate and block.
- God Powers can create imbalanced matchups, making some games feel blowouts.
- Endings can sometimes feel abrupt or anticlimactic if one player secures a clear advantage.
- Balancing the gods across sessions is nontrivial and can affect player satisfaction.
- Mythology-inspired gods and powers influence play, adding thematic flavor to a pure abstract puzzle.
- Abstract 5x5 grid where players build towers on a Greek island, advancing towers in three dimensions and racing to reach a level-3 peak.
- Emergent, puzzle-driven gameplay with modular thematic flavor provided by god abilities.
- Chess
- Checkers
Mechanics (from transcript analysis)
- 3D progression — As you build, you add level by level; you can climb up one level per move and must place a block on the target square.
- Dome and space removal — When a building reaches the third level, adding a piece places a Blue Dome that effectively removes that space from play.
- God Powers deck — Each game includes a deck of God Powers that grant the controlling player a special ability or an alternate win condition, dramatically altering strategy.
- Movement and placement — On each turn you move one of your two builders to a neighboring space, then place a building on a neighboring square.
- Setup and balance — Setup is simple: each player selects a god power and places two builders. The variability comes from the powers and the 3D spatial mechanics.
- Winning conditions — A player wins by moving a builder onto a level-3 space, or if the opponent has no legal move available on their turn.
Video topics + discussion points
Quotes (from this video)
- The underlying game system stands on its own and Santorini has strong bones.
- Santorini delivers a strategic head-to-head experience that is unlike anything else I have.
- If you're just looking for two-player games with a high brain-to-brain challenge, Santorini is excellent.
- The gods making the matchups so memorable is the heart of why this game sticks with me.
- This is one of those games where swinginess in balance can be a feature, not just a flaw, depending on how you want to play.
References (from this video)
- dynamic two-player duels with strong interaction
- some rules can feel fiddly or niche to new players
- building and blocking, god powers
- Ancient Greece island of Santorini
- mythic, architectural duel
- Chess
- 3D Connect Four
Mechanics (from transcript analysis)
- god powers — special powers alter rules each game
- grid movement and building — move workers, build on adjacent spaces, stack levels
- Hidden Information — opponent's moves create threats and blocks
Video topics + discussion points
Quotes (from this video)
- board gaming remains the best thing in a bad world
- this is a collection starter and this time we're looking at ten terrific two player games
- it's watertight... you feel like you're scraping your elbows on the sides of the game
- it's a wonderful little gem from Tim Fowlers and Ace Artist Ryan Goldsbury who channels that particular 50s and 60s era art...
References (from this video)
- Striking visual footprint: the stacked towers and clean geometry make the play area feel dynamic and cinematic as towers rise.
- Accessible core puzzle with rapidly escalating tension as buildings approach the third level.
- Expandable depth: god powers introduce asymmetry, increasing variety and long-term replay value.
- Expansions can complicate balance and increase teach time for new players.
- Theme and narrative depth are relatively light; players seeking a strong narrative may feel the setting is thin.
- With advanced players, the interaction can become highly tactical and occasionally punishing, which may not suit casual sessions.
- Abstract competitive city-building with mythic flavor; gods can subtly influence the course of play through expansions, adding asymmetry and variable power
- A mythic Greek island setting where rival players control deities or city-builders and contend with each other to construct towers. The island serves as a compact arena in which ascent and architectural competition become the core drama.
- Abstract competition with light mythic flavor; emphasis on spatial reasoning and strategic timing rather than narrative storytelling
Mechanics (from transcript analysis)
- action selection — On each turn, players choose a primary action for one of their workers (move and/or build) from a constrained set, creating tension between immediate needs and long-term positioning.
- God powers (expansion influence) — In expansions such as Pantheon, players gain access to special powers that modify the base rules, add asymmetry, and shift strategic priorities. This elevates replayability and can drastically alter the pacing of the game.
- Grid-based movement and building — Gameplay unfolds on a 5x5 grid where workers move to adjacent spaces and build stacked blocks to create taller structures; each level unlocks new possibilities and creates blocking opportunities.
- Spatial control and blocking — Players can influence the board by occupying key spaces and shaping the layout of the grid to constrain opponents' options, increasing the tactical depth of each exchange.
- Tiered building and victory condition — The core objective is to move a worker up to the third level. Reaching level 3 triggers an immediate win, which is the defining thrill of the puzzle.
Video topics + discussion points
Quotes (from this video)
- But then on top of just already an interesting system, you add those god powers and that just that makes the game.
- It makes it just it takes it from just a like, oh, this is an interesting game to like, wow.
References (from this video)
- beautiful production and smooth online animation
- excellent for asynchronous play with good teaching cues
- rotating board/viewing options improve understanding
- teaching curve can be intense for new players
- thematic cards and gods can create analysis paralysis for some
- tactical abstract combat with dynamic board height
- Mythic Greek city-building with god-like powers
- thematic duel with god cards and escalating moves
- Seven Wonders Duel
- Lost Ruins of Arnak
Mechanics (from transcript analysis)
- action drafting — Players select god powers and build strategies around board control and stacking moves.
- Modular board — Board consists of 3x3 towers with variable heights that players build to achieve victory.
Video topics + discussion points
Quotes (from this video)
- it's so quick and snappy and you don't have to worry about like the tiles
- these are our bga recommendations and now we also have some board game app recommendations
- open internationally boooooom
- you have to put down in the comments what's your favorite superhero
- we are doing another giveaway for our 2000 subscriber milestone
References (from this video)
- clever two-player puzzle
- beautiful components
- accessible for couples
- two-player emphasis may limit variety for some
- sudden multi-player options not ideal
- mythology and architecture
- A stylized mythic island city
- abstract, two-player-focused strategy
- Patchwork
- Wingspan
Mechanics (from transcript analysis)
- abstract strategy — two players build a tower and try to achieve victory through movement and height
- tile/placement with blocking — players place blocks to block and strategize against their opponent
Video topics + discussion points
Quotes (from this video)
- patchwork is a great game for couples
- it's a great first date game
- the app, the narration is pretty good on the app
- silver bullet obviously... it is literally the best game
- villainous is in my opinion one of the most perfect games for couples
References (from this video)
- beautiful production
- simple core loop with strategic depth
- god powers spice up the base game
- base game can be quite simple without gods
- building towers with domes; god powers
- Greek myth; island city
- thematic abstraction
Mechanics (from transcript analysis)
- dome — place domes on third floor to win
- god powers (optional) — varied powers add strategic twists
- move and build — move one builder, then build in an adjacent space
Video topics + discussion points
Quotes (from this video)
- I love Boop I love all of them I will buy every single one of them I don't care I absolutely love this game
- it's a perfect Gateway game to kind of get people into the hobby
- Santorini is a great abstract strategy game
- it's a Maang inspired game
- this is a banger of an abstract strategy game
- I will buy every single one of them
References (from this video)
- tight two-player or multi-player play
- rapid play sessions
- abstract competition with building and blocking
- Mediterranean island of Santorini
Mechanics (from transcript analysis)
- action selection — use powers to move workers and enact rules-based actions
- tile placement — build towers by placing differently shaped blocks
Video topics + discussion points
Quotes (from this video)
- we are live from cardboard caucus in des moines iowa
- we're trying to get on the road to twenty thousand subscribers
- the community is getting everybody together all those people that we know are out there to come in and play games together
- by the end of this year our goal is twenty thousand
- you don't have to fight for space
- we are a community we love each other we love y'all