The "Stone Age" times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective.
In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.
Players use up to ten tribe members each in three phases. In the first phase, players take turns placing their tribe members in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, each player activates each of their staffed areas in whatever sequence they choose, in turn order. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.
- classic, well-regarded Euro with solid design
- strong interaction of resource management and timing
- perceived as heavy or aggressive in some playgroups
- not ideal for a desert-island survival vibe due to heavy planning
- resource management and civilization-building
- prehistoric tribes in a Stone Age environment
- abstract realism with crunchy decisions
- Gloomhaven
Mechanics (from transcript analysis)
- Resource management — optimizing resource flow to advance development
- worker placement — send workers to locations to gather resources and build
Video topics + discussion points
Quotes (from this video)
- 10 out of 10 ideal Desert Island game
- the Cup's double is great rainwater collection devices
- you can't always get along with family
- it's solo only game
- the theme of the game is being the last survivor in a horror movie
- it's a great Euro game with a lot of moving parts
References (from this video)
- classic, recognizable engine
- strong table presence and theme
- easy to teach but deep enough for strategy
- dice luck can influence early momentum
- older components compared to newer titles
- resource gathering and clan development
- prehistoric tribe
- classic worker-placement with dice-driven resources
- Lords of Water Deep
- Nevada City
Mechanics (from transcript analysis)
- dice/resource management — dice determine resource outputs and bonuses
- worker placement — send tribe workers to gather resources
Video topics + discussion points
Quotes (from this video)
- Breaking news… our fan plays games will be at Cardboard Caucus in Des Moines October 22nd to the 24th.
- There is light at the end of that tunnel.
- We love Cascadia and we want to thank Efka and Ellen for the shout-out.
References (from this video)
- Rich worker-placement experience
- Wide expansions for longevity
- Worker placement and resource management
- Prehistoric village economy
- Practical, tactile
- Splendor
- Ticket to Ride
Mechanics (from transcript analysis)
- resource_management — Raw resources flow into goods and actions.
- worker_placement — Assign workers to gather resources and build.
Video topics + discussion points
Quotes (from this video)
- Oh my goodness that game there oh my goodness is addictive
- it's by Lookout Games
- the classic granddaddy of all co-ops is pandemic
- the board is your cauldron
- it's the engine builder engine building
- it's basically just area control and just like a it's like a mini war game you know that you can really just learn to play
- it's not really a war game
- it's a no-brainer and that's a ticket to ride
- it's colorful
- you've got dice rolling and set collection
References (from this video)
- classic euro with crisp decisions
- the eight-tribe sweet spot is memorable
- older design; may feel dated to some
- survival, resource gathering, and population growth
- Prehistoric village and tribe management
- classic euro
- Arboretum
- Harvest
Mechanics (from transcript analysis)
- food and population management — feed your tribe; optimize tribe size for efficiency
- worker placement — place family members to gather resources and advance technology
Video topics + discussion points
Quotes (from this video)
- Rebel Princess is fantastic.
- The premise is it's kind of like a slight social deduction setting.
- it's a tableau building game
- the end-game via last tile is clever
- the cutest little game
- Dune Imperium is my number one
- hidden roles add tension and intrigue
- the eight rounds
- tiles and shared space create intense competition
References (from this video)
- thematic and approachable for new players
- end-game scoring cards add meaningful late-game tension
- for a 2-4 player game, is relatively fast and accessible
- dice luck can influence early efficiency and pacing
- depending on the session, can feel less tense than some other games
- accuracy of end-game scoring can hinge on hidden cards
- developing civilization through resource gathering and production
- Prehistoric tribe building a village
- player-driven progression with end-game scoring cards
- Kingsburg
Mechanics (from transcript analysis)
- cumulative card-based scoring — cards can provide ongoing or end-game scoring opportunities
- dice-as-workers — dice represent workers; the higher the die, the more resources produced
- Dice-based resource management — gather wood, stone, brick, and more to develop huts, tools, and cards
- end-game scoring cards — cards grant end-game bonuses that can swing final points
- Feeding mechanic — players must feed their people; penalties apply for failure
Video topics + discussion points
Quotes (from this video)
- the end scoring can be as much or more than the scoring during the game
- it's pretty anticlimactic
- there's a tension that is constantly there
- the higher you roll, the more Goods you get
- Stone Age you're the head of a clan
References (from this video)
- Gateway-friendly yet deep
- Clear theme and tactile components
- Some players find the math heavy
- Animal/resource tracking can be fiddly
- Resource gathering and workforce management
- Prehistoric tribe building and survival
- Gateway-to-midweight euro with worker deployment
Mechanics (from transcript analysis)
- Resource management with math — Calculate resources to upgrade and build your tribe.
- worker placement — Assign tribe members to action spaces to gather resources.
Video topics + discussion points
Quotes (from this video)
- you become that family yes you become that person who's making sure this town develops
- our top 10 worker placement games are what we're sharing
- it's a heavyweight it has a large table press but it's a beautiful game
- you can throw yourself into the theme yes you can
- you gotta feed them
- I love the dice
References (from this video)
- great introductory worker-placement
- family-friendly
- quick to teach compared to heavier euros
- player interaction is relatively light
- some scaling issues
- workforce allocation and resource gathering
- prehistoric village development
- lightweight, accessible
- Catan
- Lords of Waterdeep
Mechanics (from transcript analysis)
- Resource management — Turn resources into tools, food, and points
- set collection / build-up — Acquire cards and structures as you build up your economy
- worker placement — Send workers to gather resources and advance your village
Video topics + discussion points
Quotes (from this video)
- Sleeping Gods is a story game where there are tons of choices you just get stranded with your ship and a logbook.
- Arc Nova is on the heavy side, super heavy side where you build a zoo.
- You always can draw as many cards you want from your deck until you either burn or you stop.
- it's the party hit for this year for sure.
- Wavelength is the party hit for this year as well.
- The Crew Deep Sea Edition is the most played game this year because it's much easier to play.
References (from this video)
- beautiful on the table
- strong gateway into worker placement
- cup and tactile components can be off-putting (punishment cup anecdote)
- early civilization and survival
- prehistoric era
- resource-driven
Mechanics (from transcript analysis)
- Resource management — use gathered resources to build and optimize production.
- worker placement — dispatch workers to collect resources and develop your tribe.
Video topics + discussion points
Quotes (from this video)
- D's not a rules follower
- on each person's turn you know one person draws calls out a resource and then everyone has to place that resource
- it's a gateway game and it looks beautiful on the table
- the alien player is giving the human team a word and saying this is the score for this word
- Lost Cities is tense and cutthroat in a very clean, simple way
- this is basically Dominion but with words in Paperback
References (from this video)
- Classic gateway worker placement game
- Accessible for families
- Can feel heavy for younger players
- Worker placement and resource management
- Prehistoric village
Mechanics (from transcript analysis)
- worker placement — Send workers to gather resources and develop your village
Video topics + discussion points
Quotes (from this video)
- it's easy to teach again and it's easy to play
- Ticket to Ride mr. Allens masterpiece
- if you don't have Ticket to Ride you've gotta get it
- we've introduced it a different kind and people take to it like fish to water
- it's a worker placement classic yes it's a great game
- staying safe stay at home
References (from this video)
- solid resource collection loop
- accessible for families
- some randomness from resource draws
- hand/resource optimization and settlement growth
- Prehistoric resource management
- strategic, primal
- Lords of Waterdeep
- Lords of Waterdeep
Mechanics (from transcript analysis)
- set collection — Gather resources as a group to fulfill needs and score points.
Video topics + discussion points
Quotes (from this video)
- "top 23 board game terms that we mentioned quite a bit"
- "we want to ramp up quicker"
- "we're going to pick out the top 20 is where we started but then we said well it's 2023 so we're going to give you the top 23 board game terms"
References (from this video)
- Classic Euro feel with accessible rules
- Engaging tension from resource dice and card interactions
- Supports enjoyable social play with friends
- Dice luck can be punishing; some players feel outcomes depend on rolls
- Endgame can feel grindy if resources stall
- hunter-gatherer to early farming growth
- Stone Age village; prehistoric resource management
- euro-style management with heavy luck elements
- Carcassonne
Mechanics (from transcript analysis)
- dice_rolling — Roll dice to convert gathered resources into outputs; luck heavily influences results.
- resource_management — Use resources to feed workers and advance on huts/tech cards.
- set_collection — Stock huts and tools for scoring opportunities across rounds.
- worker_placement — Assign workers to spaces to gather resources and advance actions.
Video topics + discussion points
Quotes (from this video)
- This is the grandparent of all tile-laying games.
- You draw a tile and then you must place that single tile.
- It's very simple. It's very laid-back, but there's just enough strategy to it that it's quite enjoyable.
- I actually really enjoyed it.
- There are no ways to mitigate the dice.
- This is the heart and soul of the game. It's this resource gathering mechanic.
- I actually really liked it.
- The tempo of the game is really nice.
- Your entire economy is built off of these workers that you have.
- There are three different colors of workers and you have to keep them hidden.
- This is the heaviest of the four games that we played.
References (from this video)
- clear thematic feel and approachable mechanics
- engages planning and resource planning
- math heavy for new players
- can have downtime between actions
- resource gathering and development
- prehistoric era, tribes
- abstracted civilization progression
- Suburbia
- Carcassonne
Mechanics (from transcript analysis)
- Resource management — manage wood, stone, food, and other resources to optimize actions
- worker placement — send workers to scouts, gather resources, and build tools
Video topics + discussion points
Quotes (from this video)
- board games do a lot they're an asset to your lifestyle
- I love engine building
- Stone Age has a lot of math
- Carcassonne every time there's nothing to do with this
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- happy pride month
- diversity inclusion and that's for everybody
- patience is a virtue
- play games
References (from this video)
- Popular worker placement game post-2005
- prehistory
- survival
- Tribune
- Pillars of the Earth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- A strong introduction to worker placement
- Accessible and well-regarded example of the mechanic
- Asks players to balance over-commitment vs. action needs
- Better availability may vary by region
- Resource management and worker placement
- Ancient nomadic civilization/resource gathering
- Hands-on, approachable worker-placement with a thematic veneer
- Dominant Species Marine
- Other worker-placement titles
Mechanics (from transcript analysis)
- worker placement — Assign workers to locations to gain resources and advance on goals; commonly cited as a great starting point for the mechanic.
Video topics + discussion points
Quotes (from this video)
- I’m cautiously excited if that makes sense.
- Stone Age is a great recommendation because it really helps explore worker placement without an overload of rules.
- Cheez-its are the number one around here.
- Rivet Heads is being published by New Mill Games, which is a publisher with a small team.
- Tiny Epic Galaxies is my favorite Tiny Epic game after trying most of them.
- I ended up stopping formal reviews because they were taking the joy out of the hobby for me.
- Dominant Species Marine tweaks the worker placement, making it a bit lighter on overhead but still chaotic.
References (from this video)
- Deep resource management with multiple viable strategies
- Live rule clarifications during play
- Varied scoring and card sets for replayability
- Expansion support and multi-sided boards for different player counts
- Rule translation/clarity issues in some editions
- High complexity that can be confusing
- Board space restrictions with larger player counts
- tribal development, resource gathering, tool creation
- Prehistoric Stone Age settlements, agrarian development and early civilization
- explanatory lets-play with live rule clarifications
- Lords of Waterdeep
- The Village
Mechanics (from transcript analysis)
- card_based_building_and_scoring — Civilization cards provide costs and end-game points.
- dice_based_hunts — Hunt outcomes are determined by dice; the number of dice depends on available workers and tools.
- end_game_trigger — Game ends when civ slots are exhausted or a building stack is empty.
- feeding_mechanic — Population must be fed each round; shortage incurs penalties.
- resource_management — Players collect and spend resources (wood, stone, clay, gold, food) to build and score.
- set_collection_scoring — End-game scoring favors diverse card sets with different backgrounds.
- tapping_mechanic — Used tools are rotated 90 degrees to indicate they have been used in the round.
- tool_upgrades — Tools can be upgraded to higher levels and later used to enhance actions; used tools are rotated to show usage.
- worker_placement — Players place workers on action spaces to perform tasks and acquire resources.
Video topics + discussion points
Quotes (from this video)
- so the goal of the players is to master all of these challenges there are many ways to do so
- each tool can be used only once per round to roll a dial with hunt during resource procurement
- the game ends in two ways
- set of cards with green backgrounds
References (from this video)
- accessible to new players
- rapid setup and teachability
- can feel repetitive over long campaigns
- hunter-gatherer survival and resource gathering
- prehistoric tribe development
- historical, practical
Mechanics (from transcript analysis)
- Resource management — manage sticks, stone, and other resources to complete tasks
- worker placement — assign workers to collect resources and fulfill contracts
Video topics + discussion points
Quotes (from this video)
- these are ten games that we will never get rid of
- anything katan ain't leaving
- Code Names ain't gonna go nowhere
- it's a party game two to eight players
- Star Wars Outer Rim... it's open world
- Splendor... it's an engine builder
- Mars from Stronghold Games forever
References (from this video)
- tightly designed, accessible
- good balance of luck and strategy
- dice randomness
- survival and resource gathering
- prehistoric village
- puzzle-like, optimization
- Agricola
- Puerto Rico
- Ages of Empires III
Mechanics (from transcript analysis)
- Dice-based outcomes — dice rolls introduce variability to resource generation.
- worker placement — assign workers to action spaces to collect resources.
Video topics + discussion points
Quotes (from this video)
- it's agonizing as to which choosing which one to pick first
- there's a bit of a gambling element
- Pillars of the Earth I realize that's one of my favorites as well
References (from this video)
- delivers tense planning and efficiency
- solid weight for its class
- can feel repetitive over long play sessions
- resource gathering and worker placement
- prehistoric tribe management
- paleolithic micro-management
Mechanics (from transcript analysis)
- set collection / resource management — collect resources to develop tools and structures
- worker placement — send workers to gather resources and advance on action cards
Video topics + discussion points
Quotes (from this video)
- "this is a very welcoming and very friendly community"
- "no bs and no tolerance when it comes to toxicity"
- "you should actually say to you welcome back because you were on season one episode two"
- "we really want to create and what we strive to do is create a welcoming inclusive space for everybody"
- "it's a very welcoming awesome group"
References (from this video)
- strong foundational Euro game
- clever resource economy
- math-heavy for some players
- resource management, societal development
- prehistoric tribe building
- classic Euro
- Age of Dirt
Mechanics (from transcript analysis)
- worker placement — gather resources to develop your tribe
Video topics + discussion points
Quotes (from this video)
- Sushi Roll is a dice game about eating sushi with such a perfect name that you can't help but feel the makers of 2014's sushi dice should all retire in shame
- I love gambling on trying to collect the best set because if you do it feels like pulling off a full house in poker
- it's not going to appeal to gamers who want strategic depth but if you want a light-hearted social game with big moments age of dirt is one-of-a-kind
- Deep Blue is the year's big family game
- this is the best storytelling board game I've ever played and it's not even close
References (from this video)
- Clear core mechanics for beginners
- Good gateway into eurogames
- Rules can be confusing at first
- Resource management and survival
- Prehistoric village
- Abstract
- Carcassonne
- Dominion
Mechanics (from transcript analysis)
- Resource Production — Convert collected resources into goods and victory points.
- worker placement — Assign workers to gather resources and perform actions.
Video topics + discussion points
Quotes (from this video)
- You gotta touch it
- The journey is long and we're going to but it's rewarding
- Gateway into something else
- We put in the work to learn these games
- Rules-first approach, how-to-play videos, reviews, and playthroughs
- Calico is a gorgeous, tactile gateway game
References (from this video)
- Quick-to-learn core mechanics with deep strategic planning
- Nice card art and dreamy, hazy visuals
- Helpful player aid cards; clear scoring cues
- Two deck pairings provide variety and replayability
- Appealing narrative framing and era progression
- Balance concerns: future-era cards can dominate play
- Rulebook clarity could be improved for bottom/top interactions
- Occasional misprint (Vortex Stone Age card) affecting trust in physical components
- Some players found the modern/future era more accessible than the stone/dinosaur-era pairing
- Resource gathering and worker-driven development of a community, with evolving technologies; a timeline approach from rough stone tools to early civilizations.
- A prehistoric settlement-building scenario spanning the Stone Age as early humans gather resources, develop tools, and seek to expand their tribes.
- Abstract/historical timeline with a dreamlike, stylized presentation of eras
- Renaissance vs Industrial Revolution box set
Mechanics (from transcript analysis)
- Card interactions and effects (mimic/destroy) — Special effects can mimic other cards, move cards around, or destroy cards, adding depth and variance to each run.
- Era-based progression and passing rule — The game advances through six eras; when both players pass in an era, the era ends and scoring occurs; this creates a tense rhythm of risk and timing.
- Hand management and drafting — Each era begins with drawing six cards; players choose which cards to play and which to save, creating a personal rhythm and pressure to optimize the top six scoring cards.
- Time-shifted influence (today/yesterday/tomorrow) — Certain cards affect cards in adjacent eras, creating forward and backward influence across the six eras.
- Top-six scoring with era-specific triggers — At end of each era, the six highest-scoring cards are identified; some cards have end-of-era or immediate scoring effects that influence strategy.
- Two-box deck variants (medieval/modern vs stone/future tech) — The box provides two decks; you can mix or choose deck pairings, enabling different play experiences and balancing considerations.
- Worker-placement-like actions via action cards — Card play resolves actions on the table that generate resources or trigger effects on other cards, simulating worker placement decisions through card play.
Video topics + discussion points
Quotes (from this video)
- it's really simple give each player a deck of cards
- it's a fun card game lots of strategy and planning
- we enjoyed the game played many rounds and we'll play it again for sure
- we did get a misprint though we got a Vortex Stone Age card with the back of a future Tech card
- we're giving it a 7.5 on 10
- keep an eye for the other box set as well which will have the Renaissance versus the Industrial Revolution
- the artwork is nice and a little hazy as if you were dreaming
- the rule book needs some work when it comes to explaining the bottom and top cards
References (from this video)
- accessible for the genre
- tight pacing and decisions
- randomness can affect balance
- some players seek more thematic depth
- early civilization development and resource gathering
- prehistoric era
- economic/engine-building
- Agricola
Mechanics (from transcript analysis)
- developments — build cards to improve capabilities
- Resource management — manage food and goods to advance
- worker placement — send workers to gather resources
Video topics + discussion points
Quotes (from this video)
- "it's a Tetris-like game where you have cats in different shapes and you're just trying to fill out your ship"
- "you're saving them on that ship by filling it out and you score points for that"
- "it's a really beautiful game"
- "Chronicles of Crime is a deduction game where you're solving a crime by scanning with the app different clues and and people and then they talk to you"
- "Code names is a team game where there's a captain on each team and he's giving out clues to his teammates and they're trying to guess the words"
- "Agricola Tolkien damn it"
- "exactly one point for you"
References (from this video)
- Solid classic euro feel
- Engaging resource economy
- Can be dense for new players
- Scaling can be challenging with larger groups
- resource management, development
- Prehistoric village
- evolution of a tribe through basic needs
- Catan
- Agricola
Mechanics (from transcript analysis)
- Resource management — Turn resources into greater capabilities and tools.
- worker placement — Assign workers to gather resources and advance the settlement.
Video topics + discussion points
Quotes (from this video)
- there's going to be 13 questions
- if nobody can figure it out we can ask for a hint and then we can get half a point
- it's magic maze
- stone age
- it's your game in what game humans are bad and spirit island
- there are raccoons there
- root
- it's sushi go
References (from this video)
- Accessible and fast-paced for a strategy game
- Solid foundational worker placement experience
- Some players feel it’s light compared to heavier titles
- Luck around resource generation can impact outcomes
- early civilization and resource management
- Stone Age village life
- primitive family life with wooden huts
- Agricola
- Le Havre
Mechanics (from transcript analysis)
- Resource management — Balance food, wood, and resources to grow your tribe.
- worker placement — Send tribe members to gather resources and develop your village.
Video topics + discussion points
Quotes (from this video)
- I love worker placement games.
- The spice must flow.
- This stream is about the top 20 worker placement games and we love them all.
References (from this video)
- Rich toolset with many strategic options
- Classic gateway to euro mechanics like worker placement
- Engaging progression with meaningful choices
- Complexity can be dense for absolute beginners
- The pace can drag mid-game with heavier planning
- resource gathering and development
- prehistoric village management
- functional and strategic
- Catan
Mechanics (from transcript analysis)
- Resource management and building — Use resources to construct buildings and advance your civilization.
- worker placement — Assign workers to locations to harvest resources and perform actions.
Video topics + discussion points
Quotes (from this video)
- euro games if you want to know exactly what a euro game is and why they're important
- king domino is a super light family euro
- starting with your castle you're gonna build a kingdom one tile at a time
- it's easy to explain to granddad
- it's the best possible entry point to this style of gaming better than katan
- Ticket to Ride tops a lot of lists not just for family euro games but games to introduce people to board gaming in general
- there's no player elimination it's super difficult to tell who's winning till the very end and it sold millions for a reason
- for new gamers it's absolutely worth your time
References (from this video)
- Core mechanic is approachable and solid
- Timeless in the hobby
- Older UI may feel dated
- Some players find the luck element with cards impactful
- resource management and worker placement
- prehistoric village development
- classic Euro
- Suburbia
- Five Tribes
Mechanics (from transcript analysis)
- Resource management — utilize wood, stone, brick, and gold to score
- worker placement — send workers to gather resources and build
Video topics + discussion points
Quotes (from this video)
- "Brass Pittsburgh is a standalone take on Martin Wallace's system set in America's Gilded Age."
- "Bruce Lee returns with a new mini and two new Battlefields."
- "float like a butterfly, sting like a bee."
- "Dark Quarter is heavy. It’s a noir-ish detective game with occult overlays."
- "Deep Regrets. We love this game."
- "The best part of worker placement is the satisfaction of putting out your worker and getting something in return."
References (from this video)
- simple, approachable entry point for worker placement
- shorter playtime for a heavy-weight genre
- less depth than heavier titles in the list
- some may prefer more thematic variance
- settlement-building and resource gathering
- prehistoric era
- light thematic layer with straightforward eurofeel
- Stone Mill
- A Feast for Odin
Mechanics (from transcript analysis)
- Resource management — convert gathered resources into huts and points
- worker placement — place workers across a variety of sites to gather resources
Video topics + discussion points
Quotes (from this video)
- i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
- if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
- bollocks
- there is literally no luck in this game
References (from this video)
- accessible entry into worker placement
- shorter playtime relative to heavier titles
- depth may feel less than heavier peers
- replayability depends on scenario balance
- resource gathering and settlement progress
- prehistoric society
- light thematic overlay with straightforward euro design
- Agricola
- A Feast for Odin
Mechanics (from transcript analysis)
- Resource management — trade and convert resources into huts and victory points
- worker placement — send workers to gather resources and advance your settlement
Video topics + discussion points
Quotes (from this video)
- i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
- if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
- bollocks
- there is literally no luck in this game
References (from this video)
- simple, approachable entry point for worker placement
- shorter playtime for a heavy-weight genre
- less depth than heavier titles
- some may prefer more thematic variety
- resource gathering and settlement progress
- prehistoric society
- light thematic overlay with straightforward euro design
- A Feast for Odin
- Agricola
Mechanics (from transcript analysis)
- Resource management — trade and convert resources into huts and victory points
- worker placement — send workers to gather resources and advance your settlement
Video topics + discussion points
Quotes (from this video)
- i haven't gone back and looked at all the video i watched about five seconds of it and then i was sick in my mouth because it was that bad
- if your top 10 worker placement game ain't on this list that's because a [__] or b probably ain't played it
- bollocks
- there is literally no luck in this game
References (from this video)
- Classic worker placement design
- Great introduction to worker placement
- Educational mathematical elements
- Family-friendly gameplay
- Luck-dependent with dice rolling for resources
- Tribe resource gathering and development
- Prehistoric era
- Worker placement civilization building
Mechanics (from transcript analysis)
- Resource management — Gathering and managing various resources
- set collection — Collecting card sets for point scoring
- worker placement — Classic worker placement to gather resources
Video topics + discussion points
Quotes (from this video)
- I love some Christmas yes you know it
- Monopoly can do that to people
- you don't want to play games that you can't win and Monopoly is one of those games
- the dice ain't nice and the dice will hurt you
- I want you to come back yeah yes that's what you're doing
- these games we've been sitting there you know we passed by them on the Shelf
- if you already know the story yes of each and every Christmas that's how they all go before you see the movie
- I have a lot of fun with that game because you win almost all the time
- it's a tough one
- I lost Jimmy that way
- I still love abyss
- we would laugh till we cry somebody's gonna get eaten by a shark
- thank the Lord because you have no family fee
- it's kind of like a Gateway into area majority
- me and Grant love that game