SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand.
More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand.
On a turn, a player takes one of two actions:
• Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves.
• Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten.
Once per round, a player can scout, then immediately play.
When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.
Images
- Well-deserved popularity and reception.
- Enjoyed getting it back to the table.
- Doesn't get played as often as it should.
- Loses out on table time.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hey everybody and welcome to another edition of board games hitting my table
- this is where I take a look at all of the games that I have played over the last couple of weeks this episode covering the second half of February 2025
- so that's it really that's all of the games that I have uh played hopefully something on here has has caught your attention and uh you've enjoyed the video if you have please be sure to hit like And subscribe to the channel and check out my other content too and for everybody else I'll see you next time on chairman of the board but what
References (from this video)
- The theme was unexpected and not initially recognized by players.
- Poaching opponents' artists and outdoing circus shows
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Taglines so perfect you couldn't possibly misconstrue what game they were talking about.
- I'll be honest, some of these are easier than others.
- Let it be written. So let it be done.
- That's a man that's speaking from personal experience.
- Sometimes you learn things about games when you look at their taglines.
- I don't like the question master anymore.
- It's confusing without a question master.
- Why didn't I go with my gut? Why did I change my mind?
- Everything has value. the most democratic place on earth.
References (from this video)
- Favorite from the bunch.
- Allows for playing sets or runs.
- Interesting mechanism of timing hand construction.
- Taking other players' cards adds a tactical element.
- The number of cards left in hand negatively hurts you, forcing strategic shedding.
- Charming production.
- More complicated than Jungle.
- The reviewer notes that Jungle is more accessible.
- Shedding game
- Jungle
- Down Up
Mechanics (from transcript analysis)
- Card Acquisition — Players can take cards from other players' winning sets, weakening their display and potentially making it easier for the next person to win.
- Hand restriction — Players cannot shuffle or order their hand after choosing its orientation, but can flip it.
- scoring — A monetary system is in play, and the number of cards left in hand negatively impacts the player at the end of the round.
- Set and run collection — Players can play sets or runs, which is more versatile than Jungle or Down Up.
- Shedding game — The goal is to get rid of cards faster than other players.
- Two-sided cards — Cards have different numbers on each side, and players choose their hand's orientation once dealt.
Video topics + discussion points
Quotes (from this video)
- these are three games that I've been enjoying a lot with my kids.
- shedding games is something that I really enjoyed introducing my children to and getting them to appreciate some of the nuances of them.
- You see, shedding games are a general category where you have a handful of cards. You're trying to get rid of your cards faster than the other players.
- Scout is possibly my my favorite from the bunch.
- I hate the production.
- If you have played any of these games, I recommend checking out all of these games. They all provide different elements to that hand shedding mechanism and the way you're working within a constrained system while trying to power your way out of that constrained system through clever card play and perfect timing.
References (from this video)
- blows away expectations; very engaging for a simple box
- quick rounds with deep decision space
- can feel punishing if luck is against you
Mechanics (from transcript analysis)
- Trick-taking — hands cannot be rearranged; you scout (face-up or face-down) and can insert into hand; orchestration of big tricks
- trick-taking with hidden/auction-like scouting — hands cannot be rearranged; you scout (face-up or face-down) and can insert into hand; orchestration of big tricks
Video topics + discussion points
Quotes (from this video)
- I really liked it first of all I had a really good time with the White Castle
- I was blown away by Scout
- Earth is my favorite out of all four of those games so far
- it's pure Mayhem
References (from this video)
- Compact box; easy to travel with
- Good teaching vehicle for non-gamers
- Array
- Modern/Travel card shedding
- Whatnot
Mechanics (from transcript analysis)
- Card Shedding / Shedding Mechanic — Players shed cards to minimize hand size as wins are pursued.
- climbing shedding — Players shed cards to minimize hand size as wins are pursued.
Video topics + discussion points
Quotes (from this video)
- I say just do it the easiest way possible, whatever works for you.
- The flea market at Dice Tower West is for people that really like a good deal.
- Read the room. If someone loves betting zeros, they’re probably going to bet zero.
- There is dice and just the randomness of the dice is very interesting.
- Skull King will never leave my collection.
- This is a grail game for me.
References (from this video)
- A great game that has been really enjoyed.
- Played a lot this month.
- Your mother loved it.
- The worst feeling is when an opponent empties their hand by beating a set.
Mechanics (from transcript analysis)
- hand manipulation — It's funny that it's like hand manipulation but not having a manipulation because you can't do anything except for that one. Well you can't you can't because you scout it and you manipulate your hand.
Video topics + discussion points
Quotes (from this video)
- The worst thing about Scout is when somebody like um is able to play and beat the set that's in front and completely empty their hand. That's the worst feeling but it's like it feels good when you're able to do that.
- It's like trick taking but time traveling at the same time. So yeah, it's a very interesting take.
- I really like trick taking games so much that I just think that this one was like a almost too far too much too much.
- We're not calling these games because we don't like them we're calling them because they just don't like they don't hit the table enough.
- It's always nice when we get to cover our favorite publishers and our favorite games that's always the best part.
- It's basically like Christmas because you back something you kind of forget about it... but it finally gets here and you want to celebrate.
References (from this video)
- Simple, highly teachable card game
- Portable and easy to pick up at conventions
- Limited depth for longtime hobbyists
- Love Letter (as a simple card game benchmark)
Mechanics (from transcript analysis)
- card shedding — Hand management with the goal of forming runs; strategic downgrades and plays essential.
Video topics + discussion points
Quotes (from this video)
- This is like our comfy time game.
- the coziest of cozy games for me.
- Surprisingly terrific two-player game.
- This is one of the games that was responsible for the resurgence of roll and write games.
- Cooperative games is one of my favorite types of games.
References (from this video)
- deep and satisfying once you see the combos
- interactive but indirect style of play
- initial rounds can be unclear to new players
- hand management with strategic discard and draw
- card shedding and set-building
- clever, push-your-luck
Mechanics (from transcript analysis)
- hand management / card shedding — Players manage and shed cards to form sets while loading new ones.
- set collection / scoring — Score based on sets collected; players can influence others' scores.
Video topics + discussion points
Quotes (from this video)
- we suck at drawing oh our cats are terrible
- it's a flip and write version and they did such a great job of turning the big game into a flip and write
- resting is like the most exciting because when you rest you bring all of your people back
- asymmetry is phenomenal
- this is my most played solo game
- it's a brain burner
- it's a little interactive but a step removed
References (from this video)
- great introduction for people who grew up with card games
- strong demonstration of how to sequence and escalate plays
- can be punishing if misread or misplayed early
- requires careful management of new cards as they come in
- hand management with racing to discard cards
- card game designed as a gateway for traditional card players
- educational, approachable yet tactical
Mechanics (from transcript analysis)
- beat the previous play — you must play cards that beat the previously played set, escalating challenge
- hand management — you aim to discard all cards from your hand each round
- Ladder climbing — you must play cards that beat the previously played set, escalating challenge
- play order restrictions — your cards are dealt and cannot be rearranged; you can insert new cards anywhere when you draw
Video topics + discussion points
Quotes (from this video)
- these are 10 new games that won't be on that list.
- it's not necessarily like these have to be your very first game.
- you reach into a bag and you grab a tile.
- it's just mean. Every single thing you do is mean.
- meanest thing you could do in a board game
- this is my current favorite game of all time and it is a cooperative game
References (from this video)
- Small box, easy to bring anywhere.
- Easy to introduce and learn.
- Has wide appeal, even to non-gamers.
- Neat mechanic of not being able to rearrange cards in hand.
- Nominated for Spiel des Jahres.
- Fun to play with others and see their 'shows'.
- The core mechanic of not being able to rearrange your hand is unusual.
- Scouting performers for your circus by playing cards and showing off shows.
Mechanics (from transcript analysis)
- card drafting — Implied by picking up cards from other players or the draw pile.
- hand management — When a player picks up cards, they cannot rearrange them, only flip the entire hand.
- set collection — Players look for sets of the same number or runs of numbers.
- take that — Players can snag other people's performers (cards).
Video topics + discussion points
Quotes (from this video)
- We played over 120 different games, geez.
- It's an absolute presence on the table, holy moly, talk about taking up space.
- The deck is so big that it has that Terraforming Mars feel where the combinations are always really different.
- It really focuses on the conservation piece, environmentalism piece, and it really makes you not feel so bad for owning a zoo.
- This is your favorite game and you can't even say it right.
- This is your engine buildy dice manipulation worker placement game or a set collection game that was the other thing I was looking for.
- I feel like I fall in love again and again.
- It's just a lot and it's everything.
References (from this video)
- Cooperative gameplay
- Time pressure adds excitement
- Suitable as a party game for groups (2-8 players)
- Hand limit can make it challenging
- Last-cut dynamics can create awkward gaps
- code-based puzzle under time pressure
- saving the world from cyber criminals by entering the code before the time runs out
Mechanics (from transcript analysis)
- Card exchange — Players exchange cards with neighbors with direction indicated on a card
- Cooperative Game — Players work together to collect and play three of a kind before time runs out
- cooperative play — Players work together to collect and play three of a kind before time runs out
- hand management — Players draw and discard to maintain a hand limit
- hand management with a limit — Players draw and discard to maintain a hand limit
- level-based difficulty — Game includes multiple difficulty levels including level 2 which removes some wild cards and adjusts hand size
- Simultaneous Actions — Turns proceed simultaneously as players draw and exchange cards
- simultaneous turns — Turns proceed simultaneously as players draw and exchange cards
- time pressure / hourglass — Time runs out; flipping the hourglass adds more time
Video topics + discussion points
Quotes (from this video)
- I think it makes good party game you're probably going to end up like us yelling at each other about what cards you have and what caste you need
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Small box games can sometimes get a bad rap because there's so many board games that release every year.
- Flip Tunes is a really small box clearly.
- it's such an easy game to teach
- Scout is one of the best card games I've played in the last little bit.
- Cascadia Rolling Rivers is a really satisfying game to manage the habitat cards.
- Take Time is a cooperative game that boils down to two sets of cards, 1 to 12.
- The Crew Mission Deep Sea is a cooperative trick-taking game for three to five players.
- Stellar is a really great smallbox game that left my collection.
References (from this video)
- Simple core mechanic with surprising depth and interaction
- Elegant two-sided card mechanic and quick playtime
- Three- to four-player counts tend to shine more than two-player
- Speed, memory, and hand management
- Abstract/competitive card-based game
- Minimalist, puzzle-like
Mechanics (from transcript analysis)
- Higher card play / sequence building — On your turn you must play a higher card or a valid combination than previously played
- Multi-use cards — Cards can be flipped to change orientation and value for future rounds
- Partial card order — At the start of each round you must keep your hand in a fixed order
- scouting — Option to peek at or steal another player's card to influence subsequent rounds
- Turn Order: Progressive — At the start of each round you must keep your hand in a fixed order
- Two-sided cards — Cards can be flipped to change orientation and value for future rounds
Video topics + discussion points
Quotes (from this video)
- parade would be my number one because i love this game
- this is like the best bang for your buck you're gonna find
- it's an absolute blast
- it's so worth it
- this has been the game of the summer for us
- we've played this like most nights this summer
References (from this video)
- easy to teach
- great for travel and quick sessions
- high accessibility
- short playtime may limit depth for some players
- card drafting and pattern building in a lightweight package
- Casual, portable social setting
- casual, accessible
Mechanics (from transcript analysis)
- card drafting — Drafts cards to enable actions and scoring paths
- set collection / pattern building — Collect patterns to maximize scoring and combos
Video topics + discussion points
Quotes (from this video)
- I am indecisive and cannot pick favorites.
- I can't get enough of this game.
- Negotiation is definitely not as bad as I thought it was.
- Cascadia is one of my favorite games this year.
References (from this video)
- Highly regarded as a fantastic card game
- Accessible and replayable
- Not particularly wide or long, but dense in decision points
- military/spy sheen in a modern lighter format
- Card-driven hand management
- abstract-to-lean thematic
- Ra
- Raw
Mechanics (from transcript analysis)
- hand management — Players optimize to shed cards and maximize points.
- set collection — Collecting card sets for bonuses.
Video topics + discussion points
Quotes (from this video)
- Twilight Imperium is over four (weight) and a lot of people still find it rewarding.
- heavy doesn't mean good, and should never be assumed to be better.
- we should have a graph rather than just a chart for weight, depth, and breadth.
- mom threshold: anything below that is considered very simple.
- it's a messy but fun game—Nemesis is a mess with too many rules.
References (from this video)
- great pub game
- works well with four players
- easy to teach
- requires some strategic thinking to optimize sets
- set collection with quick rounds
- pub-style card game
- snappy and social
Mechanics (from transcript analysis)
- hand management — manage cards to clear your hand first
- set collection — collect sets of cards and optimize to win
Video topics + discussion points
Quotes (from this video)
- it's a nice little roll and write game where you're trying to build the best routes on your map
- it's the easiest one I could possibly teach to anybody
- it's not a game that you need again you don't need someone else that is really into board game you literally explain it in 30 seconds
- it's a classic deck builder very simple One Versus One
- it's the most asymmetric games that you can think about
- Scout is my favorite card game you can play in 15 minutes
References (from this video)
- Accessible and portable
- Quick to teach
- Details not provided in transcript
Mechanics (from transcript analysis)
- unknown — Not described in transcript.
Video topics + discussion points
Quotes (from this video)
- Sea salt and Paper is a set collection game. The more cards that you collect, the more points you score.
- That’s Not a Hat, a memory bluffing game.
- Rebel Princess is a trick-Taking game based off of the popular card game Hearts, but with a fun twist.
- Love Letter is a card game, but with a lot of deduction and bluffing.
- Mountain Goats is a dice rolling, push your luck race.
References (from this video)
- compact, highly replayable
- great filler for board game nights
- accessible for new or casual players
- rules can feel quirky to first-time players
- hand management and set-collection in a compact form
- light and quick filler with strategic depth
- Filler games like Biblios
Mechanics (from transcript analysis)
- hand management — players manage a hand of cards to optimize actions and scoring opportunities
- set collection — collect cards to complete efficient sets for points
- set-collection / scoring optimization — collect cards to complete efficient sets for points
Video topics + discussion points
Quotes (from this video)
- "tile placement and open market..., it's a smooth and perfect tile placement game"
- "Cascadia is a fantastic game that you can play with everyone"
- "endless winter paleo Americans is wide and thinky; a big, ambitious euro"
- "mind management is the best sort of one game you can buy"
- "production is insane—deluxe, beautiful components"
- "unsettled is a giant puzzle with every planet different"
- "Iki is a tremendous Euro game I absolutely love"
References (from this video)
- Highly shuffle-friendly and replayable with different player counts
- Tightly designed ladder-deduction feel
- Abstract mechanics may be unfamiliar to casual players
- The initial learning curve around hand management
- circus act scouting
- Circus-themed ladder-climbing card game
- thematic abstraction
Mechanics (from transcript analysis)
- hand-order constraint — the hand cannot be rearranged; players must strategically dispose of cards to enable future plays
- Ladder climbing — players must play a higher card than the previous, with cards forming pairs or same-number sets
- ladder-climbing/ascending play — players must play a higher card than the previous, with cards forming pairs or same-number sets
Video topics + discussion points
Quotes (from this video)
- this game makes my brain feel really good
- I am absolutely obsessed with this game
- I love playing this one solo I've been obsessed with it recently
- it's such a cool puzzle
- cooperative deduction game
- Expeditions is absolutely fantastic
- I absolutely love it
References (from this video)
- fresh, compact card game with easy teachability
- still benefits from a few plays to fully grasp strategy
- traditional card play with a twist
- card game with tactical discarding
- fresh take on a classic
- Shedding-type games
Mechanics (from transcript analysis)
- hand management — players can scout previously played cards to reshuffle into their hand
- hand manipulation — players can scout previously played cards to reshuffle into their hand
- scout mechanic (adjacent play) — players can only play cards that are adjacent in hand to form runs or sets
Video topics + discussion points
Quotes (from this video)
- this is where it's at
- Scout has this really interesting aspect of you can only play cards that are next to each other in your hand to try to beat things
- it's a great escalation
- such an amazing feeling of like oh my gosh we're gonna go another round
- you either lose because you miscommunicate with your own team twice or you win because you intercept the other team's code
References (from this video)
- short playtime
- compact package
- great for groups
- rules can be quirky or slightly convoluted
- light strategy with card management
- party-friendly hand management game
- n/a
Mechanics (from transcript analysis)
- hand management — players manage a hand to form runs and escalate hands as rounds progress
Video topics + discussion points
Quotes (from this video)
- it's waterproof so will be entirely Pub friendly
- Skull is an amazing game
- Hanabi is a legendary game
References (from this video)
- Accessible entry into trick-taking
- Well-suited for casual play
- May require some strategic nuance to optimize timing
- Trick-taking and hand management
- Abstract/contemporary card play context
- Competitive, light-hearted card game play
- Camel Up
Mechanics (from transcript analysis)
- hand management — Careful management of available cards to form runs/sets.
- Trick-taking — Players play cards to win tricks; no card rearrangement in hand; slip cards from opponents.
Video topics + discussion points
Quotes (from this video)
- Scout is a fantastic trick-taking game.
- It's a Wonderful World is a fantastic card drafting engine building game.
- I really enjoy Flamecraft if people have the patience for it.
- Near and Far is one of my favorite games from Red Raven Games.
- Stardew Valley the board game feels so much like the video game.
- Parade is very fun and I really enjoyed it.
- Downforce is a fun betting racing game.
- I definitely recommend getting Tuscany if you enjoy Viticulture.
References (from this video)
- Flexible for different groups
- easy to teach
- Can be stinky depending on players' interactions
- set collection / runs
- ladders / climbing
- light / approachable
Mechanics (from transcript analysis)
- Card sequence / fixed hand — You must play a set or run from a fixed hand with no hand adjustment.
- Combat: Deck/Hand — You must play a set or run from a fixed hand with no hand adjustment.
Video topics + discussion points
Quotes (from this video)
- Easy to teach, fun to play with players of all ages, and just a great game to play for family gatherings.
- This is a mean game, but it is a very simple game.
- A fun, quick little filler game that's easy to teach.
References (from this video)
- great for large groups; easily packable via bag for cards
- city logistics and family play
- card-processing with buggies in a neighborhood
- light and family-friendly
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I managed to fit 17 games into this one ticket to ride box
- this is insane to me
- I'm trying to think of you know a well-rounded collection here
- it's a wonderful world would be 11
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't normally do unboxing videos it's not normally my thing
- this is my game room there's a bunch of games and some of those are buried underneath other games
- I'm not going to fully unbox every single one of these games tonight
- the idea of a co-op version of Kinder Tokyo was enough to make me go yay
- this could be a good way to start playing Spirit Island
- the advanced guide to quantum physics is what Spirit Island is
- give respect to composers
- those tokens are very basic and they're really boring
- caberner is already a heavy game and forgotten folk made it a little bit more heavier
- not everything fits in the base box
- 80 euro is too much
- this is too many games
- I mean I've got North guard Vengeance roll and fight endless winter
References (from this video)
- unique cooperative twist on trick-taking
- engaging group play
- rules can be fiddly and maybe too complex for very casual players
- campaign-style trick-taking teamwork
- explorers and trick-taking missions
- cooperative, task-driven
- Clank
- Sky Team
Mechanics (from transcript analysis)
- cooperative challenge — If a misplay happens, everyone suffers; there is social pressure to align.
- trick-taking in teams — Players operate in teams; you have to coordinate to complete tasks by playing cards in sync.
Video topics + discussion points
Quotes (from this video)
- gadia is a game that is super simple quick with simple rules and yet fun absolutely
- it's a deck building game which means we all have a small deck of cards that we will play and get new cards as the game goes by
- definitely great if you want to try deck building which is one of the if not the best por gaming
- Legacy takes it to the next level if you ever wanted to play a legacy game your family that's the one to go for
- Seven Wonders is a drafting game one of the first ones that ever did it
- Clank is a deck building game where we each have a character that is going deep underground to steal an artifact from a dragon and get out before the dragon eats you
- Everdale is a tableau building game take a people place it on the board get resources for that and then use these resources to play out cards
- Wingspan yeah Birds we have games already similar to Splendor duel here and Wingspan I think or is an original
- Tick ride Legacy tick generally is a great family game Legacy
- Harmony is a game where you collect trains and animals and all the animals like specific places to live
References (from this video)
- very accessible and social
- great for casual players and newcomers
- some may find the “cannot rearrange” rule initially confusing
- card drafting with fast rounds
- set collection / runs card game
- social, approachable party-card experience
Mechanics (from transcript analysis)
- hand management — you can't rearrange cards after drawing, which shapes planning
- set collection / runs — players collect sets or runs of cards to score
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)
- Simple to learn
- Highly replayable
- Memory and set collection
- Casual game night
- Light, competitive
Mechanics (from transcript analysis)
- Set collection / combos — You can only play out cards if you can form valid combinations; mismatches require drawing/picking up.
Video topics + discussion points
Quotes (from this video)
- it's a simple party game where you're trying to get rid of all your cards
- The price (€22) is a good price
- In flip tunes, you're doing exactly that. You're flipping tune cards one by one until you have six.
- Scout is a simple card game where you need to get rid of all of your cards, but you can only play out cards if you create combinations.
- That's not a hat. It's a board game.
- globus.
- Sea Salt on paper, you are collecting cards.
References (from this video)
- Compact and cute
- Great for quick sessions
- The theme is light; depth is limited
Mechanics (from transcript analysis)
- Card Play — Play cards in a way that restricts others from moving
- hand management — Strategic use of a small hand to maximize moves
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)
- Extremely small and portable
- Easy to teach
- Really fun
- Perfect for throwing in a bag or suitcase
- Some push your luck involved
- Tricky strategic decisions
- Won't get old
- Re-released by Oink Games becoming new hotness
- Card climbing and strategy
- Generic card game
- Competitive ladder climbing
Mechanics (from transcript analysis)
- Adjacency Requirement — Played card sets must be adjacent in hand
- Compound Scoring — Negative points for cards in hand, positive points for unbeatable sets
- Double-sided cards — Each card has two values and players decide orientation once dealt
- Ladder climbing — Players play sets of cards that must be equal or higher value than the previous play
- Multi-use cards — Each card has two values and players decide orientation once dealt
- scoring — Negative points for cards in hand, positive points for unbeatable sets
- scouting — Players can scout a card from the table when they can't play, placing it anywhere in hand
Video topics + discussion points
Quotes (from this video)
- I've seen enough 90 sitcoms to know it's never a good idea to try to be in two places at once
- conventions are the perfect place to play a game that requires a larger group
- at a convention the people who signed up to play probably really want to be there
- I'm easily distracted at a convention it's a lot of stimulus and it's overwhelming
- it's quick and shouty and silly and it always goes over really well
- it's unreasonably fun and lovely and feels really good to play from a pure really tactile perspective
- it's wacky high energy dexterity silliness and that's honestly everything I want while at a convention
- I mean no accomplishment feels as good as that
- it's so simple and so good and it makes me laugh with my friends
- knowing when to try and win a trick and when to try and lose a trick makes me feel so dang smart
- it's fascinating that depending on the style of the people I'm playing with the game can feel really different
- it's just it's dang good y'all
References (from this video)
- Simple
- Enjoyable with drinks
- Potentially expensive
- Trick-taking
- Card game
Mechanics (from transcript analysis)
- Trick-taking — Play cards to win tricks by playing higher numbered or combination cards
Video topics + discussion points
Quotes (from this video)
- We have gathered the information about the best rated board games in each complexity level
- Like Pokémon, you want to collect them all
References (from this video)
- compact footprint and accessible
- puzzle-like hand management that feels clever
- theme largely disconnected from mechanics
- lacks immediate emotional investment
- Running a circus
- Circus-themed card game
- Thin, largely disconnected from mechanics
- Azul
- The Mind
Mechanics (from transcript analysis)
- hand management — managing a fixed hand with limited rearrangement
- hand_management — managing a fixed hand with limited rearrangement
- Trick-taking — ladder-like trick-taking structure with limited hand manipulation
Video topics + discussion points
Quotes (from this video)
- The theme is fundamentally pasted on to the gameplay loop.
- the mechanisms flow from a theme in a very natural way.
- the theme and the mechanics are so tightly interwoven that if you try to reimagine this game with a different narrative, it just wouldn't create the same emotional resonance.
- You're not just moving pieces on a board. You're enacting the power struggles, the betrayals, the alliances of Herbert's universe.
- Great theming isn't about fancy art or impressive miniatures. It's about creating an experience where every card played, every token moved, and every decision feels like a natural extension of the world you've temporarily inhabited.
- The best themes don't just look good, they make you forget that you're playing a game at all.
References (from this video)
- clever twist on shedding games
- engaging strategic tension about when to push out
- acute, group-friendly decisions
- card shedding and order manipulation
- tactical, puzzle-driven
Mechanics (from transcript analysis)
- card shedding — Players try to discard cards by forming adjacent runs or sets; order of their hand is fixed unless special actions occur.
- climbing shedding — Players try to discard cards by forming adjacent runs or sets; order of their hand is fixed unless special actions occur.
- Scouting (outer-card take-and-reinsert) — Players may scout the outermost card of the current set and insert it anywhere in their hand, reshaping options.
Video topics + discussion points
Quotes (from this video)
- it's just it is that quick card drafting. You know, the simultaneous play keeps everyone engaged.
- scouting, which is taking one of the outermost cards on the set that's currently out and taking it into your hand and slotting it anywhere.
- you can't communicate what each of you have outside of in between rounds.
- it's all around, you know, you're rolling these dice behind your little map and then using, you know, dice placement out on kind of a shared board to ultimately try to fly the plane successfully.
- Tumbling Dice had a way of getting to his heart.
- Sausage Sizzle is just absolutely knocked it out of the park in that regard.
- This is the definitive filler game.
- Escape the temple for 10 minutes of excitement and fun.
References (from this video)
- One of the speaker's favorite games
- Tightly paced with satisfying pressure to shed cards
- Can be punishing if you fall behind on shedding
- Card-based ascension and sprint for points
- Card hand management and ladder climbing
- Ladder-based drafting with shedding pressure
Mechanics (from transcript analysis)
- climbing shedding — Earn points by collecting and then discarding to avoid penalties.
- hand management — Acquire and order cards, optimize hand for efficiency.
- Ladder climbing — Beating previous runs earns points and cards.
- Ladder/climb mechanic — Beating previous runs earns points and cards.
- Set collection with shedding — Earn points by collecting and then discarding to avoid penalties.
Video topics + discussion points
Quotes (from this video)
- This is a very nasty auction style game.
- I think it's a great design.
- One of my favorite games if not my favorite game.
- It's nice that it plays in about 30 minutes.
- I think it's a wonderful design.
References (from this video)
- elegant, fast, and satisfying to execute a clean shed
- highly regarded by the host as a personal favorite
- solid design with clever card manipulation
- paper-tension and luck can matter in fringe openings
- some players may prefer more drafting depth
- card manipulation and order-based play
- ladder shedding duel with cards
- excited, reverent, enthusiastic
Mechanics (from transcript analysis)
- climbing shedding — Players play higher sets to empty their hands fastest.
- hand-order constraint — Cards cannot be rearranged; each card has a unique top-to-bottom order and some can be moved via scout action.
- ladder shedding — Players play higher sets to empty their hands fastest.
Video topics + discussion points
Quotes (from this video)
- Pitch Out is such an underrated game I rarely hear anybody talking about it
- Skull is a game that's all about bluffing
- it's a d little game but absolutely anyone can play it
- Scout is my favorite card game of all time
References (from this video)
- fast-paced
- good intro for non-gamers
- strategic and fun
- some learning curve to understand ladder mechanics
- fast-paced trick-taking
- trick-taking game with ladder mechanics
- light-hearted, party vibe
- Skull King
Mechanics (from transcript analysis)
- hand_management — manage cards/dice as you play
- ladder climbing mechanic — cards have two sides; you choose orientation; play proceeds with fixed order
- Trick-taking — players take tricks with encoded patterns
Video topics + discussion points
Quotes (from this video)
- it's a fun game
- we love y'all
- the artwork is gorgeous
- the colors are beautiful
- it's a thinky
- it's more thinking than the others
- don't wake the dragon
References (from this video)
- Unique card manipulation mechanics
- Elegant small box design
- Great for small group play
- Very replayable
- Fell off Jamie's top 50 due to competition from Nana
- Small box card games are highly competitive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Jeff and I rank with our hearts and not with our brains
- our list is if you don't like it Move Along
- we play as many games as we do in a year which is literally hundreds thousand
- our rankings are extremely fluid
- there's so many good freaking games out there
- oron hits The Sweet Spot of combo
- this Oracle Delia Oracle Del like what is this game
- if you love puzzles and sudoku or whatever you're probably gonna love it
- don't poo poo on tapestry it's freaking good
- three ring circus is going to continue to increase for me
References (from this video)
- compact, accessible, and repeatable
- great social game with friends/family
- brain burn on high interaction rounds
- card sequencing with dual-number cards
- trick-taking with a shifting value mechanic
- abstract puzzle
- Bonanza (card layout concept)
- Other light trick-taking titles
Mechanics (from transcript analysis)
- dual-number cards — cards have two numbers, orientation matters
- hand sequencing — order of cards in hand dictates possible plays
- Trick-taking — standard trick-taking with scoring by rounds
Video topics + discussion points
Quotes (from this video)
- our goal is just to make this world a better place, one board gamer at a time
- empathy is the ability to understand and share the feelings of another
- co-op games allow me to talk with other players, plan together
- it's amazing; they came hard
- this is a game built by people from that heritage
References (from this video)
- novel mechanic of not rearranging hand
- clever use of flip mechanics to vary options
- thematic feel may be light for some players
- memory and ordering, with playful notes
- Circus-themed abstract card shedding
- light and quirky
- Revolve
- Revolve (mentioned as preferred by the speakers)
Mechanics (from transcript analysis)
- hand_management — you cannot rearrange your own hand; you can flip cards to reveal better values.
- memory/hand_management — you cannot rearrange your hand and you reveal and flip cards to optimize plays.
- sets_and_runs — play sequences of cards with constraints to outpace the current play.
Video topics + discussion points
Quotes (from this video)
- The art is off the chain.
- I'm a big Sudoku fan. I play Sudoku almost every day.
- The memory board is a fantastic idea; it mirrors real memory of trips.
- This is one of the best gaming experiences I've had all year.
- The Kickstarter fulfillment milestone is humbling.
- If you are messaging Bezier on social, it's probably Jay answering.
- Game Makers on a pallet forklift at Gen Con was incredible.
References (from this video)
- Compact game
- Simple but clever
- Easy to carry and play anywhere
- Card Trick-Taking
Mechanics (from transcript analysis)
- Card placement — Players can 'scout' by moving cards to build better combinations
- Trick-taking — Players cannot rearrange their initial hand, must play combinations
Video topics + discussion points
Quotes (from this video)
- Summer Games for a third year in a row because how good can a summer be without games
References (from this video)
- Accessible, quick to teach
- Excellent for con floor play and social interaction
- May feel lightweight for some players
Mechanics (from transcript analysis)
- Compact social/economy-centric play — quick, interaction-driven game often categorized as party strategy with minimal setup
Video topics + discussion points
Quotes (from this video)
- the solo gaming community is made up of a lot of people who are chronically ill disabled or suffering from some kind of ailment involving chronic pain that prevents us from engaging in the hobby in the traditional sense
- nobody is perfect
- learning from your mistakes is what we do as humans
References (from this video)
- Compact and shelf-friendly
- Good intro to card play
- Light on depth
- May wear thin with extended play
- Gamer-y card play with a circus flavor
- Circus recruitment theme
- Light, quick rounds, set-collection-like scoring
- Sushi Go
- Hanabi
Mechanics (from transcript analysis)
- Card play / shedding — Players discard cards by matching numbers or sequences to clear hands.
- Card shedding / number matching — Play cards by matching numbers or sequences to discard.
- Circular table play / pickup from center — Rounds end when someone empties their hand; scoring follows.
- Pick from middle / table flow — If you cannot play, draw from center and continue.
Video topics + discussion points
Quotes (from this video)
- this game encapsulates everything that is great about Euro games or Resource Management games
- Self-made Legend
- Moon Rakers welcome to space we have a special mission for you but unfortunately you might not be able to do it alone
- this is not a huge collection yet it covers the whole range anybody could go to this collection and find something to play here
- Gloomhaven box is enormous
References (from this video)
- Brings joy with every play group
- Unique interesting puzzle
- Small box game
- Quick to play
- Hand organization constraint creates tension
- Card shedding and hand management
- Circus performers theme
- Light thematic
Mechanics (from transcript analysis)
- card shedding — Players attempt to get rid of all cards from their hand
- Hand Organization — Players cannot rearrange cards in hand; cards must be played in order they appear
- Multi-card Play — Players can play runs or sets of same numbers if cards are adjacent in hand
- scouting — Players can take a card from the table and place it anywhere in their hand to create better combinations
Video topics + discussion points
Quotes (from this video)
- Cribbage is one of those games that gets passed down through generations and we absolutely adore it
- Scout just brings a level of joy with just about everybody we've encountered playing this game
- It's just super simple kind of in-your-face game where you're running around trying to catch this fish
- You get this big kind of game experience and not a ton of time
- Castle Combo is an absolute banger amongst many bangers from last year
- The art in this game is absolutely unmatched
- Dice Miner is quick. It's easy. You can kind of teach to everyone
- There's just all this like interesting kind of math going on
- I'm a massive Lord of the Rings fan. The movies and the books, but particularly the books
- We played through My City twice the entire campaign two times, loved it both times
References (from this video)
- fun social play with approachable rules
- tight decisions despite light weight
- availability varies and some components feel generic
- character-driven exploration
- forest exploration and resource gathering
- light, exploratory feel
- Cascadia
- Top Ten
Mechanics (from transcript analysis)
- card drafting / hand management — players draft and utilize cards to improve their tableau.
- set collection / pattern synergy — collecting specific cards/themes to optimize scoring.
Video topics + discussion points
Quotes (from this video)
- gun violence has to stop
- we love y'all
- bring your positive energy
- it's all about fun
- we'll have an update on the next show
References (from this video)
- easy to teach
- quick to play
- great for groups
- limited direct interaction
- dependent on card luck
- card-collection and run building
- abstract party-card theme
- light, non-immersive
Mechanics (from transcript analysis)
- card drafting — players draft and place cards to form runs and sets around a table show
- set collection — players aim to collect high-scoring combinations through turns
Video topics + discussion points
Quotes (from this video)
- Scout by own games highly recommended by us
- It plays in 15 minutes
- This is one of the best thematic rolling rights I've played in a while
- production Top Notch
- it's a very family friendly game
- there's not a lot of play interaction but it's Thinky
References (from this video)
- clever, asymmetric twist on climbing
- engaging, with deep strategic choices
- rules can be dense; learning curve
- might be punishing for slow players
- card values and ascent with dynamic decision-making
- climbing-themed card play with unique orientation
- quirky, strategic
Mechanics (from transcript analysis)
- beat-and-draw mechanics — if you beat the previous set, you take those cards; if not, you take from the display into your hand and adjust strategy
- dual-number cards with orientation flip — cards have two numbers; you can flip your entire hand to swap values
- group play constraints — when playing groups, they must be consecutive in your hand and you cannot reorder cards
Video topics + discussion points
Quotes (from this video)
- it's a crazy system but it works really well
- really chaotic it's really fun and funny
- Peanut Club really highly recommended
- you can just see it in action and you know what you're supposed to do
- King Domino lovely little filler looks like a children's game but actually there's enough substance here
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I've really liked it my many plays of this game over the years.
- it's probably better to move it on.
- I don't think I'd be sad to never play Kalimala again.
- This has been on my mind for a couple of months now honestly.
- we are planning on doing something ... playing games with my friends that also turns into play-throughs that people can enjoy.
- there's a lot of kinks that we're trying to work through.
References (from this video)
- Very portable and easy to teach
- Great social filler between heavier games
- Limited depth for serious gamers
- ladder-climbing, trick-taking-like rhythm
- Filler game; portable party-style
- light, social
- Ticket to Ride
- King of Tokyo
Mechanics (from transcript analysis)
- ladder-climbing / trick-taking blend — Simple, quick rounds designed for social play
Video topics + discussion points
Quotes (from this video)
- coin games have asymmetric factions that blow my mind
- it's a great entry point to heavier coin games
- these games are fascinating and worth learning
- the playbooks are great and walk you through a turn
- i enjoyed Verdun 1916 and i’m excited to play more World War I games
References (from this video)
- innovative hand-management twist
- pacing and tension maintained through fixed order
- engaging for players who like puzzle-likes
- requires proper teaching to understand the order constraint
- performance rankings
- card-drafting ladder-climbing competition
- hand-management with fixed hand order
Mechanics (from transcript analysis)
- hand-management with fixed order — players keep a hand in fixed order as new cards are drafted, then play to improve the ladder of performances
- set-collection/ladder scoring — players collect performances to advance on a display and score based on relative placement
Video topics + discussion points
Quotes (from this video)
- it's basically a race to deploy or all your influence markers on the board
- this screen really did blow up this last year or two and rightly so
- it's a classic; it feels like I'll be playing this in five or ten years time
- Hidden Gem
- insanely clever
References (from this video)
- Very broad audience appeal
- Simple to teach, hard to master
- Can feel punishing when you misplay hand construction
- set-building, hand management with dual-ended cards
Mechanics (from transcript analysis)
- set-building with dual-ended cards — You choose how a card enters your hand and aim to beat what is on the table with clever combos.
Video topics + discussion points
Quotes (from this video)
- it's like Scrabble on methampetamine
- mindblowing just how much game is jammed into this very, very tiny Gloomhaven box
- Scout is a phenomenal Spa box game
- it's a great filler game
- you can't see your own cards