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.
Images
- Can be a fun game with 3-4 players.
- The speed variant improves the game significantly.
- People are generally chatty and have a laugh when playing.
- Appreciated more now than when first played.
- Player scaling issues, especially with 5 players.
- The base game can take too long.
- Some expansions are too fiddly and over-complicated.
- Has player count issues, with 2 players having less incentive for certain abilities.
- Collecting cool spaceships
- Terraform Mars
Mechanics (from transcript analysis)
- Dice rolling — Players roll dice to trigger abilities and collect cards.
- Player scaling — The game has player scaling issues, with two players not incentivizing certain abilities and five players making the game take too long.
- set collection — Players collect cards representing ships.
Video topics + discussion points
Quotes (from this video)
- This is something I fancy doing for a bit of a change cuz I don't think I've seen this list done by many other creators.
- The ones that improved over time. Occasionally is here, but it's less common.
- Trust me, when I tried to come up with this list, I could only think of 10 games.
- It's just a case that before I either didn't like them or found them kind of meh. And now I'm like, yeah, I'll play them. I'm fine.
- The heart has warmed to them and therefore I'm willing to give them a try.
- It's like, oh, I don't know, I'm going to need this and this well, how do I get that well, I need to get these three things and turn them into this and it's that this whole thing is actually quite cool.
- And so when you throw in all the janky factions and too many players it just becomes ridiculous. I can't do this.
- Honestly, the main time I've warmed up to Race of the Galaxy is playing as a two-player. I think two-player is the best way.
- But the app from Czech Game Editions is just too freaking damn good.
- This is not my day job, remember?
- It's still only a game, so hopefully you enjoyed it at the end.
References (from this video)
- Amassing spaceships for your fleet
Mechanics (from transcript analysis)
- Dice rolling — Players 'roll their way to domination'.
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)
- Engaging dice-driven engine-building
- Tense table talk with card flips
- Broad player interaction
- Potential reliance on luck due to dice
- Ship manufacturing and station management
- Space, near-future space station builder
- Engine-building with dice-driven card reveals
Mechanics (from transcript analysis)
- card-placement — place ships into slots and flip the previous card to activate
- Dice rolling — dice are rolled to activate ships and resources
- dice-rolling — dice are rolled to activate ships and resources
- engine building — build out your space station with purchased ships and modules
- engine-building — build out your space station with purchased ships and modules
Video topics + discussion points
Quotes (from this video)
- it's a engine built dice roller where you're going to be purchasing different ships and placing them into your board your space station
- it's essentially a race to 40 rockets
- the board really becomes alive as you Electrify the city as you grow more districts
- bees they're cute they're so cute
- this is like a tableau Builder where you're drafting your cards and placing them but the thing that's hard to wrap your brain around is you're playing cards from left to right and scoring right to left
- the gang is a Cooperative poker game
- the timing of the game is really exciting too
- declaring Ambitions and when you do that you basically out of the five maybe six options you have you can really set the tone for what the round is going to look like
- I want to play it at a higher player count to see what kind of interaction goes on
- the board becomes alive as you electrify the city
- it's one of the most gorgeous games on the table
- Darwin's Journey … following along Darwin's Journey as the game suggests
- be mindful of yo-kaI and the deforestation theme
References (from this video)
- Engages everybody throughout everyone's turn
- Little bit of gambling element
- Can stake high rolls on less common numbers
- Plays into statistical thinking
- Statistically playing the luck doesn't always work
- Space
Mechanics (from transcript analysis)
- Dice rolling — The game involves dice rolling, and the rolls of other players matter to your turn.
- engine building — Players build up their 'spacebase' to gain income and points.
- set collection — Collecting cards that provide income based on dice rolls.
Video topics + discussion points
Quotes (from this video)
- i adore this game it's just so much fun to play
- it's actually one of the few games i feel like i can not stop playing like i always feel like i can play this game
- it looks very cozy it looks very fun and relaxing it's not it's a little bit stressful
- tyler keeps taking all your pieces like he does in every other game
- it is paladins of the west kingdom
- i really really just i just love this game
- every time we have people over or we play games tyler asks if we can play paladins
- it's not exactly easy to teach
- there's a lot of depth to the game so you have to be willing to put in the time to really learn it
References (from this video)
- Highly replayable
- Quick game length
- Less table space required than similar games
- Well balanced
- Eliminates mechanics disliked in Machi Koro (e.g., attacking opponents)
- Good for strategy gamers as filler
- Some small cards might be difficult to sleeve
- Can be a little fiddly
- A small amount of cards have controls and are not too icon friendly
- Players play as competing commodores attempting to assemble the great fleet of spaceships.
- Machi Koro
- Space Cadets
- Mystic Vale
- Edge of Darkness
- Gizmos
Mechanics (from transcript analysis)
- Dice rolling — On each turn, a player rolls two dice and then activates the blue ability either on the one ship corresponding to the sum of the dice or on the two ships corresponding to the individual die rolls.
- engine building — engine build your way to victory... players will be gaining more and more passive benefits on other player's turns and enacting more and more powerful abilities on their own turns.
- set collection — Games about collecting ships
- take that — Although there is a card that does this in Space Base, but it's not as mainly as in Machi Koro.
Video topics + discussion points
Quotes (from this video)
- Welcome to Meeple University.
- The game is ultimately a race and when one player reaches 40, whoever has the highest score at the end of that round wins the game.
- It is an elegant, top bloc building, engine building game.
- It is Machi Koro game version two I think, where it eliminates the mechanics that I don't really enjoy in Machi Koro like attacking the opponents.
- I find Space Base is highly replayable.
- If you like or sort of like Machi Koro then I will recommend Space Base.
- Space Base board game, passed with honours.
References (from this video)
- Plays a lot of time
Mechanics (from transcript analysis)
- Dice rolling — Described as a dice game.
Video topics + discussion points
Quotes (from this video)
- I learned my lesson I shouldn't judge a game by its component
- it is more important to me for the gameplay to be good rather than pretty components with not-so-good game gameplay
References (from this video)
- Engaging card drafting with evolving scoring conditions
- Varied scoring based on mission selection
- Strong production values and tabletop presence
- Asymmetrical options with expansion content
- Can be complex for new players
- Two-player game feel differs significantly from higher player counts
- space program competition
- space race era with multiple factions
- Space Base
Mechanics (from transcript analysis)
- Area Control — presence in breakthrough and project areas yields scoring opportunities.
- card drafting — players draft cards from a set to form a tableau and trigger effects.
- engine building — cards can be played into a lab to score and cycle cards, driving scoring and combos.
- engine-building / lab cycling — cards can be played into a lab to score and cycle cards, driving scoring and combos.
Video topics + discussion points
Quotes (from this video)
- space race very excited for this one
- it's a big board card drafting game
- the components presentation stunning
- it's a very different vibe at two players
- the score track represents years of the space race starting from 1950
References (from this video)
- building and coordinating ships and abilities for wealth
- space-themed base-building and resource management
- dialogue during play; comparison discussion
- Machi Koro 2
- Happy City
Mechanics (from transcript analysis)
- dice or dice-rolling activation — Uses dice to activate ship cards and abilities, driving player actions.
- Dice rolling — Uses dice to activate ship cards and abilities, driving player actions.
Video topics + discussion points
Quotes (from this video)
- Machi Koro 2 does play in very much the same way as classic Machi Koro
- on each turn you'll roll one or two dice and you'll activate buildings that are in your tableau or opponent's tableau
- the landmarks will get more expensive as you go along
- the aim is to build three landmarks and the first to build three landmarks wins
- you can start rolling two dice from the beginning if you wish
- there's an initial phase of purchasing three starter cards with our five money to kickstart
- if you have no money at the start of purchasing you gain an auto coin
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a very quick playing game
- the rotating board and the pointing at you thing it's so simple
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we hit a giant milestone 5,000 subscribers
- we started this channel because we loved teaching our friends games
- this type of content is a passion project
- we'll redo this video when we hit 10,000 subscribers and then we'll reveal the counts
- we are hobby jumpers
- this is what we do for — to bring people into the hobby
References (from this video)
- Tapestry
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dinosaur Island oh my gosh this is impossible there's no way to beat them all
- the mill is victorious in the league for rankings
- we tie at two goals and we go times three 2 * 3 is 6 for both of us
- next time we are going to league three
- the mill team might not end up victorious in this league
References (from this video)
- Keeps all players engaged throughout the session
- High replayability through many cards and modules
- Accessible and satisfying with a simple core loop
- Dice luck can influence outcomes; some players may perceive balance shifts
- space commerce and ship management with modular engine-building
- Space-faring fleet management with dice-driven action selection
- fast-paced, highly interactive, highly replayable
Mechanics (from transcript analysis)
- dice-drafting / rondel-like action selection — Roll and assign dice to powers and ship modules each turn, choosing how to power your actions.
- simultaneous-ish play with evolving turn structure — Players are engaged across turns as dice outcomes influence multiple players.
Video topics + discussion points
Quotes (from this video)
- Flamecraft has some really great positive interaction because one of the dragons power is that you can gift somebody else a resource or up to so many resources.
- we try to play nicely as a family with this one.
- depending on the cards, you know, you get something, somebody else might get something
- there are some plays that can be pretty interactive with regards to well, I have a bird that lets me do this way and you do that
- Space Base has a lot of interaction because you have to be paying attention on everybody's turn.
References (from this video)
- No downtime; active play for everyone
- Family-friendly engine-building with replayability
- Expansions add additional depth
- Can be heavier/longer for casual players
- Array
- Space
- family-friendly engine-building
Mechanics (from transcript analysis)
- dice placement — Dice rolled by players are used to activate card abilities and trigger benefits.
- Dice Placement / Activation — Dice rolled by players are used to activate card abilities and trigger benefits.
- engine building — Players develop a growing engine of actions/abilities across turns to maximize end-game scoring.
Video topics + discussion points
Quotes (from this video)
- Space Base, I think, is a family favorite.
- not every game is for everybody.
- we are giving ourselves a couple weeks per shelf.
References (from this video)
- Admin heavy but streamlined offline
- Nice for table presence and table vibe
- Turn interactions can feel fiddly without proper UI
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a big topic and it probably requires a couple of episodes
- I love the action queue in Ark Nova
- the upkeep of the score for you
- it's chill but surprisingly strategic
- it's the perfect gateway game for many people
- the admin is done and it makes it smoother
- you can play from the same IP address
- the tactile nature of moving the cubes up and down
References (from this video)
- strong production and compact components
- clear icons and readable cards
- high replayability due to card variance
- engaging multi-player interaction and gateway appeal
- dice-driven luck can be high and influence outcomes
- small track cubes can be easy to knock and hard to read during play
- two-player mode reduces the number of turns and can limit interaction
- building a space empire through ship acquisition, resource management, and point scoring
- Space-themed fleet-building with dice-driven resource mechanics
- Abstract, engine-building with thematic flavor primarily through artwork and card text
- Machi Koro
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
- card diversity / variability — Different stacks of ship and special/colony cards provide varying benefits and scoring opportunities, enabling replayability.
- Dice-driven actions — Roll two dice and choose to split them to activate two ships or combine them to activate a higher-numbered ship.
- market-based purchases — Buy ships from a market and place them on ships board to expand your engine.
- Melding and Splaying — Clear icons and compact cards for quick play and readability.
- Multi-track progression — Three tracks for money, income, and victory points, with rockets representing points.
- public versus private power — Blue powers (on your turn) vs red powers (when others roll) create interaction and tension.
- space through icons — Clear icons and compact cards for quick play and readability.
Video topics + discussion points
Quotes (from this video)
- I think it has a really good production
- I'm a huge fan of the really narrow cards
- the icons are really straightforward
- it's great
- there is certainly a lot of luck
- pleasantly surprised
References (from this video)
- Constant involvement regardless of player count
- Explosive interaction as cards trigger on others' turns
- Luck can be a factor
- Complexity may deter some players
- Economic Euro-style engine building in a space setting
- Space exploration and base development
- Array
- positive
- King of Tokyo
- Qwixx
Mechanics (from transcript analysis)
- Dice-driven card activation — Rolls determine card activations and immediate bonuses
- Opponent turn benefits — You gain effects on other players' turns through card interactions
Video topics + discussion points
Quotes (from this video)
- the first one we are going to talk about is root
- this is a very cutthroat mean game
- the awesome thing about space base is you're always involved no matter what the player count is
- next up is Clank and we're not really going to specify a Clank the photos are probably going to be of Clank in space
- the super fun old timey bicycle race
- Terra Mystica is such a simple like a weirdly simple rule set I'm always amazed at how easy it is to explain this game even to fairly new players
- you're working towards building a cathedral
References (from this video)
- Engaging drafting that creates interaction and market pressure
- Beautiful production with modular center pieces
- High replayability due to modular boards and large card deck
- Accessible playtime around 15-20 minutes
- Market management can be punishing with multi-player
- Endgame timing can favor rushing if players push to finish early
- Some players may prefer heavier or different tableau builders
- Space exploration and collaboration among astronauts
- International Space Station construction in a near-future setting
- Far Away
Mechanics (from transcript analysis)
- drafting — Take cards from the deck or market to add to your hand, balancing the market growth.
- Endgame timing & pacing — Players race to finish capsules or fill their lab, driving game end and scoring decisions.
- Set collection / scoring by color and type — Score based on card types, colors, and sets, including top/bottom capsule bonuses.
- tableau building — Place cards adjacent to capsules to build and customize your space station.
Video topics + discussion points
Quotes (from this video)
- Space Lab is a one to four player game
- it's a race to get to those capsules first
- there really are a lot of different paths to victory
- it's a really fun, cool, quick 15 to 20 minute game
References (from this video)
- engaging engine-building
- accessible for a wide range of players
- replayability due to multiple strategies
- dice randomness can be punishing
- some players may find it chaotic
- dice-drafting and engine-building in a sci-fi setting
- space-based base-building
- system-driven strategy with dice-driven decisions
Mechanics (from transcript analysis)
- dice drafting — draft dice to activate actions and scoring opportunities
- dice-drafting — draft dice to activate actions and scoring opportunities
- engine building — manage dice results to maximize scoring and synergy
- engine-building — manage dice results to maximize scoring and synergy
- tableau building — acquire cards to form a personal tableau for points
- tableau-building — acquire cards to form a personal tableau for points
Video topics + discussion points
Quotes (from this video)
- This is the underrated gem.
- Let's do a giveaway.
- I love city building games.
References (from this video)
- less interactive, focused on own turns
- easy to teach
- engine-building in space
- space
- Century Golem Edition
- Middle Ages
Mechanics (from transcript analysis)
- dice drafting — dice-driven engine building, with space fleet theme.
- Dice drafting / engine-building — dice-driven engine building, with space fleet theme.
Video topics + discussion points
Quotes (from this video)
- It's your game night, so you get to decide.
- Storing your games vertically isn't perfect.
- If your shelves are overflowing, why not play a game that doesn't take up any space because it's Hearthstone.
- This is your game night.
References (from this video)
- Keeps all players engaged, even at higher player counts
- Accessible for families and children with short attention spans
- High interaction across turns
- Downtime or waiting can be challenging for younger players
- Dice-driven resource management and space exploration
- Space-themed space economy and ship management
- Procedural/abstract
Mechanics (from transcript analysis)
- Card tableau on ship board — Players build and activate a personal board by acquiring and using cards
- dice-driven activation — Roll two dice and activate cards associated with those dice on your ship board
- tableau building — Players build and activate a personal board by acquiring and using cards
- Turns-driven interactivity — A player's turn enables actions that can be influenced by other players through activated cards
Video topics + discussion points
Quotes (from this video)
- space base is great
- it's so great for families and kids with small attention spans
- that one mechanism alone keeps my family coming back
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Bollocks.
- This is a Splatter game that got a reprint a few years ago.
- I'll probably jump off a [ __ ] bridge or something.
- Stop [ __ ] lying.
- I'll personally come around your house with a slapstick and whack you around the head.
References (from this video)
- Concentrated resource type simplifies discounting
- Clear path to improving economy over the course of the game
- Economy-focused play can feel repetitive without variety
- Economy optimization and stellar deployment
- A spacefaring base-building game with a single-resource economy.
- Procedural and systems-driven
- Terraforming Mars (mentioned as a distant comparison for resource types)
Mechanics (from transcript analysis)
- Ongoing discount through economy track — If you have economy on five, you reset your coins to five instead of zero, effectively discounting every purchase.
Video topics + discussion points
Quotes (from this video)
- Skyler: My favorite game featuring ongoing discounts is Flamecraft.
- Dylan: This is my favorite of the West Kingdom trilogy, and managing ongoing discounts is a major key to success in the game.
- Aaron: Space the final frontier. These are the voyages of whatever you name your ship.
- Caitlyn: In Ark Nova, you can claim partner zoos in four of the five continents. And whenever you play an animal into your zoo that matches one of your partner zoos, you get a three credit discount on the animals cost.
- Skyler: This creates a very low conflict environment where everyone helps to improve the town, making it awesome for families.
- Jamie: Lord of the Rings Duel for Middle-earth really got me thinking about the decision space of do I spend money on a card now or wait to get the resource that a card provides so I don't have to pay it in the future.
References (from this video)
- adds a dopamine-like payoff on each turn
- modular content expands games
- component availability may vary
- resource management with space tokens
- dice-rolling space exploration
- fast-paced tactical gaming
Mechanics (from transcript analysis)
- Dice rolling — players roll dice and allocate to slots to gain rewards
- dice-rolling resource engine — players roll dice and allocate to slots to gain rewards
- Modular board — optional ship tokens and small dice add-ons for variability
- modular expansions — optional ship tokens and small dice add-ons for variability
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)
- 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.
- 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)
- 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.
- 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.
- 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 crafting — Cards can be upgraded to a more powerful red side.
- card drafting — Players buy cards from one of three displays to enhance their engine.
- 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)
- 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.
- hand management — Draft and activate cards to trigger effects and chain combos
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)
- 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)
- 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 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
- 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
- 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)
- 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 — build a personal space-base by activating modules and collecting cards
- 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 — roll dice to activate ships and assemble a scoring engine
- dice drafting/engine-building — roll dice to activate ships and assemble a scoring engine
- tableau building — cards provide scoring opportunities that trigger on every turn
- 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)
- 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 — roll dice and assign them to ships/modules for benefits
- 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