In Space Base, players assume the roles of Commodores of a small fleet of ships. Ships begin docked at their stations and are then deployed to sectors as new ships are commissioned under your command. Use cargo vessels to engage in trade and commerce; mining vessels to build reoccurring base income; and carriers to spread your influence. Establish new colonies for a new Commodore in a sector to gain even more influence. Gain enough influence and you can be promoted to Admiral!
Space Base is a quick-to-learn, quick-to-play dice game using the core "I roll, everyone gets stuff" mechanism seen in other games. It's also a strategic engine builder using a player board (your space base) and tableaus of ship cards you can buy and add to your board. The cards you buy and the order you buy them in have interesting implications on your engine beyond just the ability on the card you buy, making for a different type of engine construction than seen in similar games. Players can take their engine in a number of directions: long odds and explosive gains, low luck and steady income, big end-game combos to launch from last to first, or a mix-and-match approach. Ultimately, Space Base is a game you can just start playing and teach everyone how to play in the first round or two and has a satisfying blend of dice-chucking luck and challenging strategic choices.
- quick to teach
- fast rounds
- family-friendly
- luck-influenced at times
- upfront iconography can be dense for new players
- space exploration and fleet optimization
- Outer space fleet management
- abstract engine-building
- Terraforming Mars
- Fleet Logistics
Mechanics (from transcript analysis)
- dice drafting — Players draft dice to assign actions and ship capabilities.
- engine-building — Players improve their engine with ships, pilots, and abilities to gain points.
Video topics + discussion points
Quotes (from this video)
- “it's another episode of board games and brew where we don't have brew”
- “we launched our merch store”
- “Arc Nova is a tableau builder”
- “it's been chaos because everybody is trying to outsmart everybody”
- “159 games in a week or 10 days”
References (from this video)
- Accessible engine-building with satisfying progression
- Clear payoff as you upgrade spaces
- Low cognitive load once understood
- Early resource scarcity can be tough
- Initial setup can slow down initial feel
- engine-building and space resource management
- Outer space with orbital space stations
- mechanical/abstract
- Atlantis Rising
- Dragon Academy
Mechanics (from transcript analysis)
- dice-drafting — Roll dice that indicate available actions and slots to activate.
- engine-building — Upgrade spaces and activations to improve efficiency and output.
- Resource management — Manage coins, upgrades, and activations to maximize returns.
- set collection/activation — Activate spaces to trigger bonuses and chain effects.
Video topics + discussion points
Quotes (from this video)
- Honey Buzz is always a difficult realm to complete, but it's really satisfying when you pull it off.
- Space Base, very friendly realm.
- It's a really satisfying game. It takes a little while to get started, but once you start getting resources from it, they can churn out quite a few resources.
- I really like the hidden victory points icon on the new champions hoodie. Pretty sneaky.
- This is a challenging round right here.
References (from this video)
- Ships activate on other players' turns
- Always involved
- Building a space base
- Space
- Economic engine building
Mechanics (from transcript analysis)
- Dice rolling — Roll two dice and activate ships
- engine building — Buy better ships with more effects
Video topics + discussion points
Quotes (from this video)
- Playing board games a lot is the biggest compliment you can give them
- We have 10 categories starting from gamers to fillers and everything in between
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's sort of like war with actual decisions
- It'll take two minutes
- That was amazing. I wonder if that game is like that every time
- It turns out that it was
- So many card games following it have been inspired by that obviously
- The coolest combo you can make in Mystic Veil is like here. The coolest combo you can make in Mystic Lands is like here, right? And the average is like there
- What I made, right? Even if you didn't win, right?
- The most unique way that I have ever encountered an engine builder
- An unbelievably satisfying gameplay experience to destroy
- Betting is like a way to make people care about an outcome
- Poker is a terrible game if you're just playing it right? Uh but the second you're betting with money and you care, right?
- Why do we root for sports teams, right? Like our the day after go Dodgers
- The sitting back and then seeing what happens - yeah there is a really fun aspect to that
- Train making time. When all the technology moves to a certain thing, everybody is making trains, right?
References (from this video)
- Emergent engine-like growth through upgrades
- Niche feel may not align with all engine-building definitions
- Machi Koro
- Steampunk Rally
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- stats don't lie
- we love this game
- it's the perfect game to introduce people to worker placement
- the stats don't lie
References (from this video)
- Engaging dice-driven engine-building with constant player engagement
- High interaction since everyone uses die results on every turn
- Strong core loop with replayability due to market variety and potential expansions
- Accessible core rules and intuitive dice mechanisms
- Endgame can feel abrupt or uneven as someone nears 40 points
- New players may struggle with charging cards and timing decisions
- Luck vs. skill balance can cause some experiences to feel unlucky
- Spaceship development through rewards and upgrades
- Space-themed dice-driven engine-building with card-based upgrades
- Procedural, mechanic-driven with thematic flavor
- Quacks of Quedlinburg
- Terraforming Mars Prelude
Mechanics (from transcript analysis)
- Dice rolling — Roll two dice each turn and allocate results to trigger either a single column or two columns of actions.
- market and upgrades — A market of various cards; buying cards triggers changes in slots and can lock future opportunities.
- shared feedback loop — All players benefit from the die results on every turn, keeping everyone engaged and influencing each other’s strategy.
- slot activation — Blue rewards are activated on the chosen slots; red rewards provide secondary effects and can be upgraded as slots are replaced.
- tableau building — Acquire upgrade cards to enhance future turns; red cards often modify how slots trigger and interact with other turns.
Video topics + discussion points
Quotes (from this video)
- Space Base is a game of building an engine that caters to how you want to play the probabilities
- Space base works well anywhere from two to five players
- there is a surprising amount of strategic control
- the core gameplay loop here is pure fun
- you get to use the die results on every player's turn
References (from this video)
- fast-learning
- fun with multiple players
- more players required for depth
- Card drafting and dice-rolling space resource management
- Outer space
- procedural, tactical card play
Mechanics (from transcript analysis)
- card drafting — choose cards to build ships/resources
- dice drafting — draft dice for actions
- Resource management — collect resources to launch ships
Video topics + discussion points
Quotes (from this video)
- "we're going to go through all the games that we bought"
- "we acquired them"
- "we made it"
References (from this video)
- engaging engine-building with accessible scenery
- good for mid-sized groups
- tightly designed action timing
- learning curve for new players
- can become heavy with analysis
- futuristic space exploration and base-building
- space-themed fleet/base management
- thematic, light
- Code Names
- Patchwork
- Wingspan
- Blood Rage
- The Crew
- Splendor
- Catan
Mechanics (from transcript analysis)
- engine-building — Upgrading to stronger actions to improve future turns and efficiency.
- hand-management — Players manage a hand of action cards to build and upgrade their space base.
Video topics + discussion points
Quotes (from this video)
- there arose such a clatter I sprang from the table to see what was the matter
- now code names now space base now Patchwork and wingspan
- they Bend up the cards they don't wash their hands they Place their workers
- gamer whose turns don't take all darn day
- happy gaming to all and I hope that you win
References (from this video)
- Apparently better and more strategic than Machi Koro
- Dice rolling
- Outer space
- Light
- Machi Koro
Mechanics (from transcript analysis)
- Dice rolling — Rolling dice to activate cards
Video topics + discussion points
Quotes (from this video)
- It wasn't just the hundred sort of best designed games this was the hundred games that I feel that I'm particularly sort of connected to
- The games that have a place in my heart really games that I've got a lot of nostalgia for
- It felt a bit like doing a roll and write game but without all of the sort of convenience
- I wish I still had castles of burgundy and notre dame
- The main thing that got in the way for me was all the iconography
- I do use board games as an escape from screens and technology
- I really like the production of cockroach poker
- I found it was a game where I could see the ending coming and then someone would just go and there we go we've got another 20 minutes now
- It feels like something other than a board game
- The decisions you make in the game are very very slight
- Right up my alley
- I do really like push your luck
- That's my favorite game
- Abyss is my second favorite game
- I love pekka pig
- I just think it's ugly
References (from this video)
- Fast-paced and engaging
- Strong player interaction across turns
- Lots of interesting card interactions and combos
- Unique ship cards with distinct art
- Some special cards lack initial clarity, requiring rulebook reference
- Dice randomness may frustrate some players
- deck-building-like card management with dice-driven activations; exploration and expansion
- Spacefaring empire management in a compact fleet deployment
- procedural, abstract with unique ship art
- Machi Koro
- Roll for the Galaxy
Mechanics (from transcript analysis)
- Card drafting/purchasing — Players buy cards from one of three displays to enhance their engine.
- Card upgrading — Cards can be upgraded to a more powerful red side.
- Dice rolling — Two dice rolled each turn to determine which card effects activate.
- Resource management — Yellow tracks money; green track income; need to manage spending to buy cards.
- Score focus — Score points via rocket-symbol activations and colony cards.
- Variable activation — Card effects sometimes trigger on the left/right cards or upon matching numbers.
Video topics + discussion points
Quotes (from this video)
- Space Base is a fast-paced fun game with a lot of interesting little puzzles built into it and it will appeal to a wide variety of people
- the best thing about this game is that everyone's always engaged you get to do stuff on other players turns and that's really good
- Space Base it's basically better Machi Koro
- it's a dice game so people who always moan about dice rolls will probably moan about it
- I also really dig that every single ship card has a unique name and unique art even if it's just a different color scheme
References (from this video)
- fast turns and lots of player interaction
- accessible to newcomers yet engaging for veterans
- pace can feel chaotic with many players
- some players prefer heavier strategic depth
- dice-driven ship management and space resource allocation
- space station logistics with ship slots
- light, procedural, highly interactive
- Quacks of Quedlinburg
- Machikoro
Mechanics (from transcript analysis)
- dice drafting/line-slotting — you slot ships into ports, matching dice to trigger effects
- player interaction via shared dice — you can trigger actions on others' dice to gain tempo
Video topics + discussion points
Quotes (from this video)
- Clank in Space is a retheme of the original Clank, but with a space twist that freshens the experience.
- Horrified is the prettiest game you’ve probably ever seen.
- Mind Management is a clever, moody diversion that rewards careful deduction.
References (from this video)
- Accessible, quick to teach, good with a wide range of players
- Expansion content adds meaningful variety
- Theme is light; some players crave deeper strategic layers
- dice-driven rewards and order-dispatching
- Space-based shipyard / orbital base
- light, approachable engine-building
- Wingspan
- Race for the Galaxy
Mechanics (from transcript analysis)
- bag/hand management — Draft and activate cards to trigger effects and chain combos
- dice-placement / dice-driven rewards — Roll dice to trigger ship rewards and card effects.
Video topics + discussion points
Quotes (from this video)
- There's no turning back.
- Race for the Galaxy is a contender for the best.
- The dopamine rush of every chip you draw from that bag.
- Quacks of Quedlinburg is such a pure fun game.
- Feast for Odin is a big sandbox design.
- Teach You is by far my favorite card game in terms of teaching and playing with new people.
References (from this video)
- Similar to Monopoly but quicker
- Better in every aspect
- More player control
- Better for intro games
- Space
- Ships
- Economy
- Monopoly
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- When starting out in this hobby, losing is a huge pressure on the newbie. But what if you lose and win together? That's why horrified is a perfect cooperative game
- Monopoly is simple. You usually roll two dice and have a bad time. Well, in this game, you roll two dice and have a good time
- Engine builders are really cool because you always start with nothing and then build up from that point on and it makes you feel fantastic
- This is a game that drew me into this hobby and I'm happy I'm here
- And we went throughout this whole segment without saying that Monopoly sucks. Isn't that great?
References (from this video)
- Perfect mix of passive and active resource generation
- Competitive but quick to play
- Space exploration
- Space station
Mechanics (from transcript analysis)
- Dice rolling — Rolling dice to improve space station
- Resource Generation — Passive and active resource generation
Video topics + discussion points
Quotes (from this video)
- if you want to find the perfect board game for you then follow me
References (from this video)
- Accessible, quick-to-teach engine builder
- Engaging dice economy
- Some downtime between turns for players with larger groups
- Economic engine-building with ships
- Space, fleet management
- Light, abstracted sci‑fi flavor
- Ark Nova
Mechanics (from transcript analysis)
- Dice activation economy — Roll dice to activate ships, creating a push-your-luck resource engine.
- Turn‑order stamina and rhythm — Players stay engaged through continuous ship activation and revenue generation.
- Upgrades and ship activation — Upgrade ships to expand activation options across turns.
Video topics + discussion points
Quotes (from this video)
- Dominion is the greatest deck building game of all time.
- It's a chess with dice.
- It's a horse betting simulator for the whole family.
- The biggest draw of Massive Darkness is that each hero is hugely asymmetric.
- In Space Base, you have your own fleet of ships that are flying into space to generate cash.
References (from this video)
- Engaging, quick-paced engine-building with steady table talk
- Replayable with multiple expansions
- High player interaction even with a light rules overhead
- Can overemphasize luck with die results early on
- Some players may find the pacing a bit predictable
- Dice drafting, ship enhancement, and collaboration through shared benefits
- A space station with a shipyard and crewed modules
- Sci-fi thematic but abstract in execution
- Machikoro
Mechanics (from transcript analysis)
- dice drafting — Roll dice and place them to activate/module abilities on your ships.
- engine-building — Improve your action economy by upgrading ships/modules for better future turns.
- Worker placement (tableau-driven) — Your ships and modules provide actions via a fixed setup you manage each turn.
Video topics + discussion points
Quotes (from this video)
- International tabletop day is happening this weekend so I don't know if people celebrate it anymore.
- This is going to be a top 10 list for you, focusing on games for people who are new to the hobby.
- This is a stepping stone game that you can branch off to all other rolling rights or flip-and-write games that are out there.
- The Lost Ruins of Arnak is the heaviest game on this list, it might not be for everyone.
References (from this video)
- Accessible rules and teach
- Satisfying engine-building and quick payoff
- Vibrant component art and table presence
- Excellent for expansion including optional variants
- Form factor and table time with 5-7 players can be lengthy
- Rulebook fragmentation and occasional conflicts between manuals
- Storage box (command station) is pricey and requires planning
- Cosmic capitalism and fleet management, upgrading ships for power
- Space-based setting with ships and an economy driven by ship abilities and dice outcomes
- Abstract, heavy on strategy and engine-building rather than story-driven
- Catan
- Star Realms
Mechanics (from transcript analysis)
- Dice rolling and activation — Roll two dice and trigger effects on one or two ships, with outcomes tied to red/blue segments
- Engine-building / combo creation — Combine ship abilities and card interactions to create powerful end-game setups
- Expansion compatibility — Supports Terra Proxima and Shy Pluto expansions for added content
- Light speed variant — A faster setup to reduce downtime and speed games
- Player interaction on others' turns — Upgraded ships provide abilities that trigger during other players' turns
- Resource income and cube powers — Income generation and power-up cubes that enable extra effects
- Scaling with player count — Rules adjust for 2-4 players, with command station supporting up to 7
- Upgrade path — Upgrade ships from basic to level 2 and level 3 to unlock stronger abilities
Video topics + discussion points
Quotes (from this video)
- space space is a pretty simple dice game effectively taking from uh the region of Catan
- it's a pretty light dice game with some cool little twists
- I am throwing the light speed variant in every single game without question
- for the price you pay which is not particularly high for the base set of space base you're getting a really good fun dice checker
- not quite the levels of someone like say Tom Vassel
References (from this video)
- interesting concept; scalable
- not personally engaging; I sold it
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best two-player games ever
- it's not amazing it's just fun
- it's an amazing deduction game it's really hard to get
References (from this video)
- host likes it
- two copies kept
- space
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.
References (from this video)
- engine-building race with quick turns
- lots of expansion content for replayability
Mechanics (from transcript analysis)
- dice drafting — build outcomes around red/blue rewards
- engine-building — dice-driven engine with upgrade slots
Video topics + discussion points
Quotes (from this video)
- Our goal is to bankrupt you.
- Swamp. Swamp. That's what it was.
- the cards are just beautiful with each individual bird
- pure fun and a unique vibe
- epic in scope
References (from this video)
- engine-building with quick play
- high replayability with many expansions
Mechanics (from transcript analysis)
- dice drafting — choose blue rewards each turn and trigger red upgrades later
- engine-building — dice-driven actions and slots for upgrades
Video topics + discussion points
Quotes (from this video)
- Our goal is to bankrupt you.
- Swamp. Swamp. That's what it was.
- the cards are just beautiful with each individual bird
- pure fun and a unique vibe
- epic in scope
References (from this video)
- Accessible, quick turns suitable for async play
- Good for bridging physical and digital experiences
- Thematic depth may be light for some players
- Some implementations vary in polish
- Space commerce and orbital actions
- Space, fleet management
- light, fast-paced
- Calico
- Wingspan
Mechanics (from transcript analysis)
- Asynchronous play facilitation — Game designed to be played with saved state and remote turns
- Dice drafting / dice-based actions — Rolls influence fleet actions and boarding actions
Video topics + discussion points
Quotes (from this video)
- und aunted can be played asynchronously uh because you are playing down cards and taking your turn moving uh troops on a collective board
- there's a commonality of a lot of these physical games that you can play asynchronously and they're usually driven by a common deck or cards
- this does require trust like you sure yeah but again I don't want all the people I'm playing these games with I trust
- it's a really fun way that actually feels like you're playing a game with your friends because you have those videos
References (from this video)
- tight engine-building and high variability
- replayable with many card/die combos
- some players feel it can be luck-influenced
- card-driven engine-building with dice
- space-themed, orbital base-building
- tactical, rewarding play loop
- Star Realms
- Starship Crenn
Mechanics (from transcript analysis)
- dice drafting / card-driven tableau — select cards/dice outcomes to build your engine each round
- engine-building — gain abilities and points by purchasing cards and dice interactions
Video topics + discussion points
Quotes (from this video)
- This game is skull and roses.
- This is a game called Forbidden Stars.
- The first action that you put down is going to be the last action that you activate.
- It's a fantastic tease and you get this tragic sinking feeling when you know that you [__] the card that you want to play at the end of your turn.
- This is another hidden trader game called Shadows Over Camelot.
- you can change allegiance when it suits.
- you could make the people on your side think that you are aligned with them and then just basically jump ship and tell them to [__] off.
- If you like being dripfed morphine-like rewards, then Space Base definitely going to be a game for you.
- This broke new ground with the advent of the crossroads cards that have largely been absent since Gen 7 itself.
- Risk Legacy is basically Risk, but you will be changing the way the game plays.
References (from this video)
- high interaction through blocking and competing for actions
- scales well for groups
- setup can be involved for newcomers
- dice luck can impact planning
- economic engine-building in a sci-fi setting
- spacefaring commerce and shipbuilding
- engaging, fast, dice-driven action economy
- Codenames
- Patchwork
- Wingspan
- Blood Rage
- The Crew
- Splendor
- Catan
Mechanics (from transcript analysis)
- dice-driven action selection — players use action dice to trigger ship abilities and reroute resources
- engine-building — cards and ships unlock cycles of benefits to increase income and score
Video topics + discussion points
Quotes (from this video)
- "Code Names, now Space Base, now Patchwork and Wingspan, on Blood Rage, on the crew, on Splendor and Katan."
- "Take your turn. Take your turn. Take your turn. Play."
- "He spoke not a word, but went straight to his work."
- "Take care cuz I'll be back again."
- "For gamers who cheat or gamers who whine, or gamers whose turns take up far too much time, they bend up the cards."
- "The shelf elf gives them what they deserve."
- "happy gaming to all and I hope that you win."
References (from this video)
- Easy to learn and quick to play
- Great for families and new players
- High interaction and always something to do
- Luck-based elements can overshadow strategy
- Light depth for some players
- space exploration and commerce
- space station in a light-hearted sci-fi setting
- light, luck-driven
Mechanics (from transcript analysis)
- Dice rolling — players roll dice to generate resources and trigger actions
- engine-building — build a tableau of ships and bases to maximize points
- player interaction — players' rolls and decisions influence others' outcomes
Video topics + discussion points
Quotes (from this video)
- this game is actually probably the easiest one that's on our list today
- it's a dice rolling game
- you can actually take down other players in this game which mark loves to do
- this is a really light game
- the tea ceremonies are how basically each season starts
- Rising Sun is the reason why we're talking to you today
- Terraforming Mars is a game about generating resources
References (from this video)
- All players engaged even when not taking a turn
- Clever use of dice results to keep non-active players involved
- Simultaneous engagement without true simultaneous play
- Science fiction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The one thing I've realized from playing on board game arena is that I'm out of practice on scoring games. So I would say to game developers, make sure scoring is streamlined and not too convoluted.
- Musical immersion and satisfying feedback for interacting with the game. Fun game vs fun video game actions may not even have any actual utility, but they still feel good.
- Don't forget to design catchup mechanisms. The way Mario Kart World weighs its items based on racer position is such an enjoyable simple catch-up mechanism.
- Video games reward you for completing tough challenges with meaningful unlocks. Trek 12 is my favorite example of this.
- Video games stay fresh through patches, updates, and community content.
- Video games let you tailor the challenge to your comfort zone from casual mode to insane mode.
- Video games excel at simultaneous engagement. Everyone's playing all the time. Imagine Mario Kart where each player races one at a time instead of all at the same time.
- There are few things that are more intimidating than a 20 plus page rule book. Video games drop you into the action quickly and teach you as you play.
- Board games often withhold feedback until the final score tally. Video games give you constant feedback loops. Mid-game checkpoints and milestones could help players better understand how they're doing.
- I am much more of a tabletop game player than a digital game player. But I over the last few years, especially in researching Vantage, I researched a lot of video games.
References (from this video)
- fast play, high energy
- satisfying dopamine-like rewards on every turn
- may feel luck-dependent for some groups
- resource engine via dice and cards
- space outpost with a slot-machine vibe
- fast, chaotic, highly interactive
- Quacks of Quedlinburg
- Space-themed pick-up-and-deliver games
Mechanics (from transcript analysis)
- blue/red card interplay — active player triggers blue cards; others trigger red cards
- dice-driven activation — turn order and dice determine card activations for all players
- engine-building through modules — build a personal space-base by activating modules and collecting cards
Video topics + discussion points
Quotes (from this video)
- it's a big lavish production
- absolute classic
- this game is a dopamine hit
- it's comfort food
- this goes to Earth
- the end experience is greater than the sum of its parts
- it's a game that nails the gateway/accessible space
References (from this video)
- Space
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- moments during board games that formulate memories that you'll never forget
- there's just something for everyone
- it's all about the people
- the board gaming space has allowed me to just have so many incredible fun moments that i'll never forget
- it chose us via christy
- we're gonna have it at jeff's parents basement everybody's coming
- agricola sucks and everybody else seems to love it
- arnak is severely overrated
- i don't think gloomhaven should be number one on the list anymore
- humans are not good at rating things
- my nine is different than your nine
References (from this video)
- engaging dice-driven engine-building
- high player engagement across turns
- some sharp edges in rules for beginners
- space exploration and efficiency
- spacebase with ships and dice-driven economy
- light-hearted, optimistic
- Splendor
- Gizmos
Mechanics (from transcript analysis)
- dice drafting/engine-building — roll dice to activate ships and assemble a scoring engine
- tableau scoring across turns — cards provide scoring opportunities that trigger on every turn
Video topics + discussion points
Quotes (from this video)
- Vegas II like yes except with superpowers
- I love the narrative love the story feel
- it's a great game
- this is art you're looking at right now
- if you're a Harry Potter fan check this game out
- it's the best aliens board game I've ever experienced
References (from this video)
- easy to learn
- fun, lively on the table
- some may find luck-based elements persistent
- casino/slot-machine-like engine-building in space
- space fleet base-building
- accessible and thematic
- Oceans
- Mars-themed engine builders
Mechanics (from transcript analysis)
- dice-driven engine-building — dice results trigger ship abilities and scoring actions
- real-time scoring through ship abilities — players build an engine to maximize points
Video topics + discussion points
Quotes (from this video)
- we are going to give away board games to you
- this is such a great game
- stronghold games thank you so much for supplying this
References (from this video)
- space
- science_fiction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- everybody game your abc's start with a and end with z
- arkham horror that's a fright
- b is for battle or there's monsters to fight
- cosmic encounter that's right
- fury of dracula he turns into mist she is gone
- shown clever you'll feel so smart
- hogwarts battle defend against the dark arts
- jabberwocky you can't play it alone
- in that runner they don't make it anymore
- on mars get a galactic high score
- paladins for the kingdom
- quellenberg proportions the best
- space space if you like your sci-fi
- viticulture watch those wine grapes get smashed
- welcome to build a neighborhood
References (from this video)
- Scales exceptionally well from 2 to 5 players
- Simultaneous play keeps downtime manageable
- At 2 players you get more turns but less card activation
- At 5 players you get fewer turns but much more card activation
- Game length scales appropriately with player count
- Both extremes feel balanced and engaging
- Building and managing a space dock
- Space setting with space docks
- Thematic space economic game
Mechanics (from transcript analysis)
- Dice rolling — Player rolls dice to activate ships corresponding to pip values
- Resource management — Managing currency/resources from ship activations
- Ship Upgrade System — Ships upgrade and flip over to go behind the board, then activate on other players' turns
- Simultaneous Activation — On a player's turn, active player rolls and activates ships, while all other players get to activate cards behind their space dock
Video topics + discussion points
Quotes (from this video)
- Let's be honest board game publishers be lying sometimes
- Most people would consider most games to not play really well at all of those player counts
- That's something you can contribute to the site. We recommend you do that
- I think the world is too small and so we got to fight over that land
- The AI on this is super easy to run and they are really competitive and difficult to beat frankly
- I forgot how much I really, really enjoy this game
- Something I want to see more of in the future
- It's one of those games where you are all building up this kind of like modern eco city
- The gameplay is just really, really elegant
- We really have... they're really really outstanding games
References (from this video)
- fast-paced and accessible
- easy to teach, quick play
- great for lighter to medium gamers
- can feel repetitive over long campaigns
- less depth than heavier euro titles
- dice-based engine-building
- space, base stations and ships
- light, accessible, competitive
- Kingdom Builder
- Roll for the Galaxy
Mechanics (from transcript analysis)
- Dice drafting and allocation — roll dice and assign them to ships/modules for benefits
- shared table economy — everyone benefits from upgrades as the table evolves
- upgrade and expansion of cards — improve your space base to gain better actions
Video topics + discussion points
Quotes (from this video)
- it's a really intense game
- this is the meanest tree game out there
- it's the best trick-taking game of all time
- the economy in this game is probably one of the most interesting parts
References (from this video)
- Innovative dice manipulation that broadens strategic options
- Well-integrated theme with meaningful engine-building and modular powers
- Powerful synergy between left-right activation options and charging mechanics
- Clear ramp from early to late game with satisfying climactic finish
- Dice-driven play can feel long, especially with four players (often 1.5+ hours)
- Significant card text to read and assimilate, which raises the learning curve for new players
- Space opera / fleet management and engine-building
- A fleet of ships deployed from space stations to spread influence across the galaxy
- Engine-building with modular ship powers and activation timing that drives player decisions
- Machi Koro
- Volare
- Card Kingdom
Mechanics (from transcript analysis)
- Card variety and powers — A broad display of ships with varied powers, including “charge” mechanics and multi-activation triggers that reward careful sequencing.
- Card-powered activations — Ships have powers that activate when dice are allocated; many powers interact via left-right arrows to chain effects.
- Deployment and flipping — Purchased ships are deployed by paying credits and flipping the card to indicate activation status; deployed ships activate on other players' turns.
- Dice drafting and allocation — Roll two dice and choose to use each die individually or sum them to activate ships; players allocate dice to ships in their own station.
- Dynamic engine pacing — Early game builds ramp up to a mid-game engine where multiple ships can activate in one glance, creating a dramatic late-game surge.
- End-game trigger — Round ends when a player reaches 40 victory points; the player with the most VP wins the game.
- Engine-building via ship cards — Acquire ships/colonies with unique powers that contribute to income, resources, or victory points, enabling evolving engine profiles.
- Resource production and spending — Earning credits to buy ships/colonies; investing in upgrades and planning for end-game scoring.
- Strategic variance via dice sums — Choosing to sum the dice or use them separately shifts the odds and allows different strategic paths (middle-heavy vs. mixed activations).
- Turn sequencing and activation flow — Blue section effects activate on the active player's turn; red or indirect effects activate on other players' turns, creating multi-directional tension.
Video topics + discussion points
Quotes (from this video)
- Space Base has done the best job of putting together a game that just feels right.
- I believe that this one space base has done the best job of putting together a game that just feels right.
- This game ramps up crazy by the end.
- There's a lot of meat in this dice rolling game.
- Space Base is taking its place on the shelf.
References (from this video)
- No downtime: players stay engaged as every turn yields an action.
- Accessible rules and quick play time make it easy for mixed groups.
- Luck-based elements from dice can reduce strategic perceived control for some players.
- space-based fleet management and engine-building with a central space dock economy.
- A sci-fi space environment featuring a space fleet where players deploy ships to a shared space dock and activate ship abilities.
- accessible, fast-paced, and flavorful with light narrative through ship abilities rather than a heavy storyline.
Mechanics (from transcript analysis)
- Dice drafting / Activation — Players roll two dice and choose whether to activate their own slots or combine dice to activate higher-numbered slots, driving ship actions and resource generation.
- Engine-building / Ship drafting — On each turn players draft new ships to boost capabilities and replace lower ships to upgrade the engine of their space base.
- Hand management / Area control via slots — Slots on the board limit actions and owning more ships improves efficiency; players balance immediate actions with long-term upgrades.
Video topics + discussion points
Quotes (from this video)
- "we're easy to love and these games are as easy to love as we are"
- "there's no real downtime and you always feel like you're doing something"
- "it's just one of those games that seems to sing really, really well with a lot of different people"
- "real talk is as much as I love Feast for Odin, they're more important than like a Feast for Odin"
- "it's very satisfying to do"
- "you want a game that's going to go over well with like 90% of people? We think these 10 could do that."
References (from this video)
- engaging, accessible to families and mixed groups
- strong potential for strategic depth without heavy rules
- luck-influenced tempo due to dice outcomes
- dice-driven action economy; space operations
- space station/sector-based base building
- light sci-fi flavor with mechanical focus
- Lorenzo il Magnifico
Mechanics (from transcript analysis)
- dice drafting/slot machine feel — Two dice govern available actions; players slot actions in a shared flow.
- multi-path action resolution — Actions trigger for all players with cascading consequences.
- scalable player count — Supports up to six players with optional bots for balance.
Video topics + discussion points
Quotes (from this video)
- Luigi is the word that you'll want to enter on that survey form for the giveaway.
- Earth is … simultaneous play … triggers something for everyone else.
- Ticket to Ride puts a beautiful tension of trying to lay trains and manage tickets.
- Quacks … the pulling out of the bag and kind of push your luck is so fun.
- Brass Birmingham is an economic network builder with canal era mechanics.
References (from this video)
- rapid pacing and approachable rules
- bright, accessible design
- may feel light for heavy gamers
- some balance issues depending on player count
- risky economic engine-building in a sci-fi setting
- space frontier and base-building expansion
- light, quick-play experiences with crisp decisions
- Splendor
- Terraforming Mars: Ares Expedition
Mechanics (from transcript analysis)
- engine_building — developing a set of ships/resources to trigger actions
- hand_management — managing tiles in hand to maximize actions
- set_collection — collecting resources to activate powerful combos
Video topics + discussion points
Quotes (from this video)
- Necessity is the mother of invention
- board gaming is a lifestyle
- The pinball Community is very similar to the board game community
- I've recently found the hobby of pinball I love pinball
- It's done when it's done
- Clos mouths don't get fed
References (from this video)
- Dynamic turn-by-turn growth as you upgrade your fleet.
- Non-turn-dominant gains can accrue while others act.
- Dice luck can influence early momentum.
- space opera and ship construction
- space fleet tableau
- tableau-based progression with evolving ships
Mechanics (from transcript analysis)
- dice-driven activation — Roll dice to determine which sectors you activate and how ships in your tableau pay off.
- tableau manipulation — You upgrade and replace ships in your tableau, tucking cards behind your board as they are replaced.
Video topics + discussion points
Quotes (from this video)
- This is one of those games that kind of was an evangelism game for us for a while because it kind of came out and then like seemingly no one ever talked about it.
- It's the epitome of like an elegant game. This game, like we said, has a lot going on, many different mechanics, many different kind of like things going on, but it just works.
- The ramp up effect that you kind of hope to see in these tableau builders where things kind of chain together, and power up each action.
- Ark Nova is obviously a very popular game on Board Game Geek in particular.
- It's just a simple, smooth tableau builder drafting game. It's absolutely outstanding.
References (from this video)
- high engagement for all players
- fast turns
- replayable with multiple tracks
- theme is secondary to mechanics
- some may find it busy
- galactic engine building with a dice-driven wheel
- space
- abstract / mechanical
Mechanics (from transcript analysis)
- dice drafting — Roll dice and allocate across players' engines.
- hand management — Manage resources to activate slots on a shared track.
Video topics + discussion points
Quotes (from this video)
- we love hearing when we help someone find a game that then they had a really really good experience with
- we've got a lot of games to talk about here
- the purpose of the video is to help families find something they can enjoy together
References (from this video)
- Pure positive player interaction with no downtime
- Your actions don't prevent others from acting
- Everyone gets to play on every turn
- Easy to understand rules
- Very engaging and fun
- Only possible negative is if someone never rolls the number for your heavily stacked slot
- Futuristic space exploration and ship collecting
- Space dock/space base
- Dice rolling and resource activation
Mechanics (from transcript analysis)
- Dice rolling activation — Roll two dice and activate ships numbered 1-12 matching the dice results
- Multiple dice combinations — Can combine dice, activate individually, or split activations
- Race to victory points — First to 40+ points wins at end of round
- Ship rotation and positioning — New ships replace old ships which rotate to the back for future activation
- Simultaneous passive activation — Other players' ships in back slots activate on your turn when you roll matching numbers
Video topics + discussion points
Quotes (from this video)
- If I'm interacting with people, I want it to be that we're each getting a little something something.
- Any game where you get to kind of mooch and be like, 'Hey, great. Thanks for doing that. I'm going to do this over here and score these points. That's fantastic for me. Makes me feel good.'
- I don't particularly enjoy just blocking in games. I don't really find that kind of interaction to be fun or interesting.
- You're always engaged with the game. You're always playing. You're always making decisions and doing things and that's super duper satisfying.
- There's never a time where you don't really want one.
- It's that positive interaction where you're always, every single turn, people are always going to be giving you cards.
- It's that constant stress of like making sure I get out of this a little bit more than you because we're both going to benefit.
- You're still trying to win the game. It's not a cooperative game by any means, but it's the fun tension of you're going to get something out of this.
- Hey, I get to use your stuff. That's really really cool.
- Everyone's infrastructure kind of works for you. It's just really really good.