The latest edition of the Seers Catalog has everything you need for stopping werewolves. Can you limit yourself to the essentials in time to save the village?
Seers Catalog is an almost-shedding card game in which each player tries to get rid of almost all of the cards in their hand. Each round, players have a unique set of artifacts that give them asymmetric abilities to help manage their hand of cards. When one player runs out of cards, the round is scored: Each card is worth -1, but if you have five or fewer cards in your hand, the lowest value on those cards is worth positive points! However, once you have five or fewer cards, you can no longer voluntarily pass, so holding on to a high-value card near the end of the round hoping for a big payout can result in total failure.
Seers Catalog - How To Play
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- too many special cards
- too much going on
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- Hey everybody, I'm Tom Vassal.
- This is look back, a series where I go through uh games that I reviewed last year during this time frame and 5 years ago, 10 years ago, and 20 years ago.
- And I tell you what I think about the games now, if I think about them at all.
- Twinkle Twinkle from All Play Games.
- Men Nefer. This is from Firman Million who did Petoku and the very modern Covenant.
- Infiltrators. This is a deduction style game, and you are working together trying to figure out these infiltrators at the playing the cards at the right time.
- And those are the games that I reviewed 1, 5, 10, and 20 years ago.
- Thanks so much for watching.
- Hey. Thanks for watching another video here on the Dice Tower.
- If you really like what we're doing here at the Dice Tower, then there are different ways to support the Dice Tower.
- Until next time though, I'm Tom Vasel, and I hope you enjoyed this video.
References (from this video)
- re-themed from TIU IP by Bez
- appears as a renaming of TIU-related concepts
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- two videos a week is the goal for 2024
- it's the curse of being self-employed
- check out my steam power mod
- virtual tabletop lets you just be stuck in a browser
- maps of Myera is a game about cartography where you are making a map of an island
- I fell in love with Medina second edition
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- Catalogs
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- My biggest let down is the rules for uh Transgalactica.
- I think it's fun that a game can be the biggest disappointment and number one in the same month.
- It's an old school Euro. Like it's high interaction, very low on the rules overhead, but a lot of interesting choices.
- I still am unbeaten in Shipyard, which I think I I just have to stop playing it now because at some time I will not I will not win.
References (from this video)
Mechanics (from transcript analysis)
- card shedding
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References (from this video)
- rich strategic space that scales with player experience
- artifact cards create high variability and replayability
- interesting tension between rushing the end and avoiding point-heavy hands
- paradox of needing to shed but not overcommit early
- requires multiple plays to master scoring interactions
- artifact-driven trick-taking and hand management under pressure of the werewolf threat
- Retro-fantasy world where werewolves exist and a magical catalog guides danger
- flavor-rich items and flavor text that color the risk-reward of each play
- Haggis
- 535
- Haggis and Bacon
Mechanics (from transcript analysis)
- bombs and artifact cards — two artifact cards are dealt to each player; they grant special powers (go first, change suit, play again, etc.) and can dramatically shift control.
- climbing and shedding — players ascend by playing higher melds; the goal is to shed cards while preventing opponents from outrunning you.
- Climbing Shedding — players ascend by playing higher melds; the goal is to shed cards while preventing opponents from outrunning you.
- Compound Scoring — when a player has six or fewer cards, a token flips to bonus, altering scoring and preventing passes in that hand.
- dynamic endgame tension — artifact cards create uncertainty about opponents' holdings and timing, producing multiple viable paths each hand.
- negative-point hand scoring — each card in a player's hand at the end of a round is worth -1 point; going out early can yield zero but leaves others with negatives.
- token-based bonus scoring — when a player has six or fewer cards, a token flips to bonus, altering scoring and preventing passes in that hand.
- Trick-Taking — lead determines allowed plays; players must top the lead with a higher value in the same meld or by bombs/artifacts.
- trick-taking with lead constraints — lead determines allowed plays; players must top the lead with a higher value in the same meld or by bombs/artifacts.
Video topics + discussion points
Quotes (from this video)
- this is a giant Paradox you want to get rid of your cards but not too fast
- the big Hook is this is a giant Paradox you want to get rid of your cards but not too fast
- I haven't played a ton of climbing shedding games just for your reference
- this game is cheap it's easy to try out
- if you're not a big climbing shedding game, I absolutely recommend trying this game
- you and your game group have a high chance of liking it
References (from this video)
- nostalgic theme
- easy to learn
- shopping, catalog-based scoring
- Retail catalog era
- Array
Mechanics (from transcript analysis)
- Set Collection — collect catalog items to score points
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- I bought six copies of Bird Bingo and we can pass out Bingo sheets and we can pull some birds out and make weird noises
- the box for this one is absolutely stunning you literally creating the hanging gardens of Babylon
- Layers by KTBG it's actually a two-player only game
- Barcelona with the new expansion which unfortunately Bor and dice weren't able to get their copies here in time so the expansion is only for pre-sale
- No One Ever Knows what cards you have in your hand nor do they know what you have discarded
References (from this video)
- Fresh twist on shedding with asymmetric powers
- Encourages strategic interaction and planning
- Strong production and variety of abilities
- Asymmetric powers may add complexity for newcomers
- cards with special abilities and artifacts
- tabletop shedding game with asymmetric powers
- competitive, strategic
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Each player has a wild artifact granting a unique ability each round.
- asymmetric power cards — Each player has a wild artifact granting a unique ability each round.
- Climbing Shedding — Players shed cards with goal to reduce hand size, while end-of-round scoring rewards lowest cards.
- Shedding/round-end scoring — Players shed cards with goal to reduce hand size, while end-of-round scoring rewards lowest cards.
- Threat of ending round via depletion — Ending condition occurs when someone empties their hand, triggering scoring for others.
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Quotes (from this video)
- it's just a very simple push your luck card game
- it's such a simple game but we have played this so many times with friends and family and it's just a hit every time
- freaking love this game
- it's such a fun time
- I am in love with this game
- Stool Pigeon I 100% recommend it
- this is a great compact small drafting game
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- there's a 100 people watching us doing this right now
- it's amazing that we are here
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- this is a hand shedding card game for two to five players
- our goal is to try to get rid of as many cards from our hands as possible while still holding on to a few High ticket items
- the game includes two main types of melds
- one Wild Card which can be used as any value from 2 to 13 of any suit
- end of round scoring as you'll see later
- as soon as all but one sear passes then they discard all the cards