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.
- Pledges feel reasonable
- Excellent video spotlighting components (though not always prominently displayed)
- Long playtime (30+ hours)
- Detailed rulebook (100-page codex)
- Strong track record for the publisher/designer's other games
- Good customer service implied
- Includes terrain trays
- Includes a box rolling thing
- Adds a fifth player option
- Uses an app
- Lack of prominent video showcasing for the game itself on the campaign page initially
- Too much text on the campaign page, obscuring important details like videos
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I feel like I could want it more if you just put that awesome video up here instead of pictures of the like that.
- That's way more hits than misses than Stone Saga.
- I don't think you could talk me into an A without some more here.
- Did my WHOA, WHAT IS THIS? Is this a table to That looks great. I would have played that. And once again, like this is the kind of thing that should be in a video.
- Holy Toledo, I'd have that up higher. Wow, that's a great shot. What is that? That looks so well done.
References (from this video)
- A classic Euro game
- Dice randomness is manageable
- Offers a decent portion of skill in worker placement
- Doesn't outstay its welcome (approx. 1 hour)
Mechanics (from transcript analysis)
- Dice Rolling — Dice are used, but their impact is mitigated.
- Engine Building — Players acquire tools and workers to improve their capabilities.
- Resource gathering — Players gather resources like wood, stone, gold, and food.
- Set Collection — There's an element of set collection with cards.
- Worker Placement — Players place workers on different spaces to gain resources.
Video topics + discussion points
Quotes (from this video)
- So, remember, if you're new here, consider subscribing to this channel and the like button and all that YouTube [ __ ] We'll see you after this.
- But without Catan, you wouldn't be playing all of those games that you think are better than this one today, right?
- So, no decent board game collection is going to be complete without a dungeon crawler, yeah?
- If you are starting your collection and you like to get smashed out your face and have a laugh, then Monikers should really be on your radar.
- So, the penultimate category is the war game, yeah.
- But the game that we think is the only one that you need to begin your collection is Twilight Imperium fourth edition.
- So, there you go. That is 10 games that we recommend that you start your collection with.
- Obviously, if you're a seasoned board gamer, then you've got absolutely no right to criticize my list.
References (from this video)
- Good introductory worker placement game
- Clear theme and easy to understand concepts
- Includes dice mechanics and push-your-luck elements
- Still a viable option for teaching new players
- Mechanics feel dated compared to modern euros
- Dice rolls can be frustrating and feel inconsistent
- Initial turns can be scripted with players fighting over limited spots
- Lack of dice manipulation felt old-fashioned
- Resource gathering and building
- The Stone Age
- Lords of Waterdeep
- Pulsar
- Imperial Settlers
Mechanics (from transcript analysis)
- Dice Rolling — Dice are used to determine the amount of resources gathered.
- food supply — Players must manage their food supply to feed their workers.
- Push Your Luck — Marty enjoys 'the push your luck aspect of this worker placement game'.
- Resource Management — Players collect resources like wood, stone, gold, and food.
- Set Collection — Victory points are gained by collecting tiles, which involves set collection.
- Worker Placement — The game is described as a worker placement game where players place workers to collect resources.
Video topics + discussion points
Quotes (from this video)
- We have recovered from the swirlies
- We were told to get more relevant stop showing our age
- You know who Mayfair games is yeah I know who made they produce games yeah what's their big game oh crap like I'm gonna remember are you freaking kidding me you on a board game podcast for the past five years
- Basically everybody cheats and monopoly it's a given you're going to somehow you're going to cheat
- The goal is you gotta learn all the locations and how they work and that's one thing I don't think that's gonna be on here but I wish that I did wish there was symbology on the board all the locations are text which means you're constantly reading
- you're a priest trying to get followers the theme is your recruiting cuz your deity is the best plain and simple and you want people to come to your side
- When you open up the box there are no rules you just basically have a deck of cards that are wrapped
- This is the kind of game that is not for everybody it's not going to be your type of game it's not going to be my type of game but I can see the value in it
References (from this video)
- Kisis
- Agricola
Mechanics (from transcript analysis)
- Worker Placement — Played on iPad, indicating adaptability to digital platforms.
Video topics + discussion points
Quotes (from this video)
- And they realize I can hold my own train pieces and Ticket to Ride how exciting is that going to be
- With some games we won't play them until Zach has read the rules himself which he does as feverishly as reading a Lego catalog
- I don't think children are able to distinguish those differences early on so you're kind of burdening them with um a difficult responsibility if you expect them to know when to turn that on and off when they're quite young
- Letting kids win is not always a good idea
- if winning is not the most important part of the game then why why are you letting your child win every time you're basically making winning the most important part by your own actions
- And then when I finally won it felt so good I felt like I'd really accomplished something
- that's a very important life lesson to teach your children
- because this gives them a legitimate way to win because sometimes they're going to get lucky and that's great it levels the playing field
- and I don't think that any of our gaming systems have been turned on for you know couple of months probably since we started board gaming
- I've seen marked improvements in his reading skills his strategizing his problem solving especially his attit towards attitudes towards uh being fair play and and being a good loser
- you can't force them into it obviously a gentle push in the direction to get them started is fine but you have to let them decide what they do and do not like on their own
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Love letter she loves love letter
- The first game doesn't mean anything don't worry about it you might mess up a couple of rules worse comes to worse next time you play the game you fix it
- I think the most complex game I've ever played is Empires and Arms
- but munchkin is a game that I've played where it's it's going on on like and on and on and it's because of the luck factor and it's also because of the beat up on the leader
- I think the most played app would be suer Wars I've played like over 300 games of that
- cheaters or jerks that's what we always say
- I don't underestimate the number of people who might be interested in attending don't underestimate the amount of work it's going to be
- I want to win too believe me like I want to win the game that that's fun but um I don't get wanting to win that much that to me seems dangerous or scary
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- I read rules once and then I read the rules again to catch all the mistakes I made.
- I breathe rules constantly like I probably get 5 to 10 emails a week of people asking me to cover their games on YouTube.
- Corkle is a brilliant two-player game and it's really really good in the iOS adaptation.
- I’m my own boss now … the success of this drive is going to help dictate how many conventions I go to.
- I design a game called Mutation, a dice rolling and stacking game.
References (from this video)
- Neat idea of sharing components among designers.
- Too abstract and unfocused.
- Lack of a singular design vision.
- Thought exercise on game design with shared components.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- For me to get rid of a game out of my collection I've got to dislike it pretty hard
- I don't want to be punching down on people
- this is the game that I think helped me understand that I don't really like real-time games all that much
- I don't like games where people can't be policed
- the immensely inexplicably popular and almost universally reviled flux
- life is random ah they have a little bit of random your game is fine flux is way beyond beyond anything that I can handle
- It's a drinking game is really what hex hex is and I don't drink that
- I would much rather have you know one designer two designers work on one game with components that are made specific before that game that they want me to play than just sort of this grab bag of game components and ideas and concepts
- Cyril helped me figure out that I don't really like tile placement games
- they managed to take sherlocky subject matter and build the really schlocky game out of it that feels like a zombie movie but it feels sort of slapdash
References (from this video)
- described as an entry-level, approachable introduction to worker placement
- well-known and commonly cited as a starter example
- Lords of Waterdeep
- Russian Railroads
- First Class
- Puerto Rico
- Snowdonia
- Gallerist
- Scythe
- Euphoria
- Architects of the West Kingdom
- Pan Am
- Alchemists
- Dungeon Lords
- Last Will
- Crystal Palace
Mechanics (from transcript analysis)
- Action Drafting — the actions available on the board are drafted/selected as part of a round, with workers used to block spaces and then returned at the end of the round.
- round-based action draft — the actions available on the board are drafted/selected as part of a round, with workers used to block spaces and then returned at the end of the round.
- Worker Placement — placing a worker onto a space on the board to take an action; each space typically provides a distinct action; meeples occupy spaces until the round ends.
Video topics + discussion points
Quotes (from this video)
- one of the most well-known
- it's essentially a round-based action draft
- my first worker placement was stone age
- you can just knock the other player's worker out
- cards that let you jump in and mess up other people's plans
- it's not competitive
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's gorgeous
- the magic of board games involves another human being
- practice makes perfect
- it's such an amazing resource
- 2020 has permanently changed my life
- i love board games and i want to keep giving this a shot
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i understand a lot of people really enjoy solo games but um generally they're they're not really for me
- it's essentially a fun thing that we like to do and we have to make sure that it doesn't turn into work
- thousands of games come out every year and i feel like every couple of months i bump into something that i'm just like whoa that's totally new
- i personally think patchwork is engine building because you're just kind of building up an income engine
- sprinkles on the icing on the cake
References (from this video)
- Still enjoy it very much
- Great work
- Replacement for all ages and skill levels
- Multiplying and dividing can be a challenge when tired
- Hunters, collectors, farmers, and toolmakers living in the Stone Age.
- The Stone Age
- The Flintstones
Mechanics (from transcript analysis)
- Dice Rolling — Balance of luck and planning.
- Resource Management — Gathering wood, breaking stone, and collecting food.
- Worker Placement — Players gather resources like wood and stone, and compete for food.
Video topics + discussion points
Quotes (from this video)
- This fantastic game is becoming my go-to for game nights easy to understand fun to play in cool art
- The push your luck card play that is meant to stimulate maintaining balance while performing tricks is so well done I can literally almost feel every time I bail
- This is an all-time favorite There are so many maps to play it always stays Fresh Plus the game is always tense and competitive
- It's a solo only fully resettable non-linear campaign game which you step into the role of the legendary hero of the Shah Dynasty build the canals ahead of the impending flood while also Defending Your growing Village against neighboring Barbarian tribes
- Another excellent gang from Sean Phillips and Garfield games a perfect solo experience you are walking a tightrope between managing resources and townsfolk to try and hold back the flood and The Barbarians even when you lose the game and you will often you still make progress in the story
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I absolutely love playing Bonney Kingdom
- Bunny Kingdom is a fantastic game
- regular castles of burgundy not like deluxe editions you don't have to sort anything out
- Sea Salt and Paper I think that works brilliantly on board game arena
- Planet Unknown I also play this on sovereignty but on board game arena there's just an ease of play
- the last two are Stone Age which is a great game and I think the implementation on board game arena is brilliant
- and kassan the reason I put kassan on is because I love playing kassan in person
- No Thanks on BGA I want to play No Thanks in person around the table with my friends to see their faces their agony
- that's turn and taxes I want to play turn and taxes in person I don't know why I just love that game in person
References (from this video)
- More interested in Cooperative Legacy.
- Competitive legacy games can lead to burnout and point discrepancies.
- Survival crafting
- Legacy
- Myth Wind
- Charter Stone
- Pandemic Legacy
Mechanics (from transcript analysis)
- cooperative play — The game is designed for cooperative play.
- crafting — Includes crafting elements.
- legacy — Features a legacy component where the game evolves over multiple sessions.
- Survival — Incorporates survival mechanics.
Video topics + discussion points
Quotes (from this video)
- it's a great big box uh like it's a campaign right well like not it goes over several sessions but I don't think like a completely ongoing thing.
- I've heard it described as like a well I've actually heard a mix of people saying that it's like too many bones 2.0 and that it's like a mix of um too many bones and H Marcus I haven't played uh H Marcus but I've heard good things maybe I'll get stri at some point mixed together with the Elder Scrolls lured stuff I'm completely on board for this I cannot wait to play this.
- it is completely like to to try and put you off if uh if you're not familiar and you're into Euro stuff it is completely dice chucking and there there is like there is Choice there is strategy and stuff into it but more than any of that there is Dice chucking there's rooll to move there's rooll to hit there's rooll to wound there's there's so much dice in this.
- and so many things crop up in these um random cards that you're drawing whether it's the gear that you find whether it's those um events that um that come up or the the enemies that you tend to find that like you can you can see it happen even in like the the few episodes that I did of that playthrough like it's partly like just the human thing of wanting to recognize patterns but it comes up with these satisfying uh stories so often based on just a big pile of Randomness it is crazy that it can do that.
- Shout out to bromstone is so good they had a big Kickstarter I think that was a couple of years ago now and it's projected for this year who knows if it will deliver.
- if you get it and like it it is such a big rabbit hole that you can fall into like this game has been going for a long time like is like 2013 or something original Shadow to bromstone 2014 this game has been out for a long time and like 194 expansions.
- Liz Boa is winning so I think we're going to be playing Liz boa next year next week.
- is still getting disappointingly low votes that's my personal I'd like to give uh the the re revised uh Pathfinder ago uh and the reckon is actually
References (from this video)
- Provides common resources like wood, food, stone, and brick.
- Imperial Settlers
- Everdell
- Catan
Mechanics (from transcript analysis)
- Resource gathering — Players can get wood, food, stone, and brick.
Video topics + discussion points
Quotes (from this video)
- if it isn't obvious who won the game is a draw
- The 1995 Reiner Knizia game the fifth column M played with the traditional deck of cards is the original iteration of what famous Knizia two-player game
- it is Stone Age it is Stone Ed age
- this is the evolution of one of my all-time favorite top five games oh my God Las Vegas oh the dice game
- The player who has accumulated the fewest marriage proposals after five rounds wins
References (from this video)
- looks really promising
- reviewer is debating between English and German versions
- cooperative survival game
Mechanics (from transcript analysis)
- Cooperative — described as a cooperative survival game
Video topics + discussion points
Quotes (from this video)
- It looks really nice, really adorable.
- This is like a trick taking game with like a little bit of prediction and like psychological stuff which is pretty cool.
- This year's spiel was, as always, an amazing experience.
- It's incredible how this fair brings people together, just like board gaming itself does.
- I'm infinitely grateful for all of you.
References (from this video)
- friends loved it
- couldn't believe they had put it off
- Lords of Waterdeep
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My neurodivergent brain loves efficiency puzzles and building my strategy to to time a slingshot to build up to really big turns later in the game.
- I think that it has to be a game where the tags are used as a discount and not just as a requirement or if it is a requirement that there's an alternate cost to pay for that requirement.
- We usually plan around three years in advance. So we are already working on the games that we will release in 2028.
- The top pick here was watching, reading, or listening to a review.
- Nearly 50% of people say they're willing to wait between six and 18 months to get a game.
- 33% of people said they want to buy more games from their local game hobby or bookstores.
- Vidiculture is practically a must-own game for any gamer.
- I was really excited to bring something new to the hobby for the first time in a while.
- Maybe some people are willing to wait longer because their gaming shelves are already full.
- The most successful friendly game stores have large gaming areas that are free or low-cost.
References (from this video)
- classic, accessible, and enduring
- interesting trade-off between dice rolls and placement
- dice-driven randomness can be frustrating
- dice-driven resource gathering and hut building
- prehistoric village
- classic worker-placement
Mechanics (from transcript analysis)
- dice_working — dice determine resources gathered each round
- Worker Placement — place workers to collect resources, build huts, and score points
- worker_placement — place workers to collect resources, build huts, and score points
Video topics + discussion points
Quotes (from this video)
- it's suspenseful.
- Push your luck.
- it's quick, it's snappy, it fills it in everything for you.
- I love this mechanism now.
- I love the meadow.
References (from this video)
- Heavyweight cooperative survival game
- Open-world exploration
- Multi-generational play
- Discovery-based crafting
- Persistent world
- Survival
- Campaign
Mechanics (from transcript analysis)
- Campaign play — a campaign game that has a lot of different con content, a lot of different exploration.
- cooperative play — It is a cooperative survival game
- crafting — introduces a completely new discoverybased crafting mechanic.
- exploration — a lot of different exploration. It's a little bit of like that open world, like you can kind of go where you want, do what you want
- legacy — set in a persistent world that is shaped by your choices. So what you choose to do in one session may affect what happens to you in a future session.
Video topics + discussion points
Quotes (from this video)
- Cats Versus Cucumbers. Uh, this plays two to five players in 15 to 30 minutes and it is a lightweight game.
- A lot of the fun of this game is in the theme, right? You're trying to get different cats to put cats in boxes and that's going to score you points, but cucumbers, you can't reroll and they're going to scare your cat away, you know, because cats get scared of cucumbers.
- wombats uh poop square cubes.
- This is a they describe it as a bluffing game for two players, which intrigues me because I think bluffing games are oftentimes, you know, reserved for higher player counts.
- This is not a game about winning or losing or beating your partner. This is a game about getting closer to your partner.
- Uh, I've played Sea Scroll. Uh, some one, the art is awesome.
- this is a really quick playing game card game that like surprised me. I've really enjoyed my plays of Sea Scroll.
- It is a cooperative survival game, a campaign game that has a lot of different con content, a lot of different exploration.
- Soros is a pretty unique trick taking game because you're not doing trick taking with cards. You're doing them with these big chunky tiles They're kind of like domino tiles.
- looks really cool on the table. The table presence of hummingbirds is great
- which I love the title of that.
- This is a
- This is a dexterity style game.
- And it comes with those big emotional moments where you're like, 'Oh, no, it bounced off.' You know, or yes, it felt so good that it landed on there.
- Last Lantern was uh in my top five cooperative games of last year.
- And the cooperative polyomino is a thing I haven't seen before.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This has been the worst 48 hours of my life.
- Warhammer Quest is the most iconic game GW had.
- Little Monk saved that game.
- I'm one-handed and one-legged.
- Go to Trading Card Market.
- Hockey's the greatest sport to watch.
References (from this video)
- Campaign progression with expanding complexity
- Replayable due to branching narrative choices
- Engaging crafting system
- Satisfying resource management
- Interactive Behemoth encounters
- Thematic integration of mechanics (e.g., foraging results)
- Visual appeal with the cave wall drawing mechanic
- Can feel overwhelming initially due to the number of actions and rules.
- Thematic explanations for mechanics might not always be immediately clear without context.
- Survival and progression of a prehistoric tribe
- Prehistoric tribal society
Mechanics (from transcript analysis)
- action selection — Players spend energy to perform various actions such as fishing, foraging, mining, crafting, and moving.
- Area Movement — Players move their characters between adjacent hexes on the map.
- Campaign — The game is played as a campaign with multiple challenges divided into epochs.
- Card Drafting — Used in mini-games like fishing, where players draw and assign cards.
- Combat/Contest Resolution — Encounters with the Behemoth involve attribute tests and strategic choices.
- Dice Rolling — Dice are used for various tests and in mini-games like fishing and combat.
- Event system — Activity levels increase over time, triggering events that affect gameplay.
- Push Your Luck — Seen in foraging, where players can choose to continue drawing cards for potentially better rewards or stop to avoid negative consequences.
- Resource Management — Players gather and manage various resources like food, water, wood, and minerals.
- Set Collection — Used in crafting, where specific combinations of materials with matching symbols are needed to create items.
- Territory Exploration — The map expands and players reveal new hexes and features as they explore.
- Variable player powers — Each character has unique 'mantle powers' that affect gameplay.
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Nippon originally came out in 2015 and it's had a new version.
- I love the original game. So, I'm more happy the fact that it's come back.
- Nippon is basically back; it's mostly the same as the old one.
- Concordia is the very definition of elegant.
- Princess of Florence was an absolutely classic game that I absolutely loved when it first came out.
- Endeavor Deep Sea is amazing and I've loved it.
- Millennium Blades is the game that I was thinking.
- it's a fantastic game.
References (from this video)
- thematic and well-integrated crafting
- highly engaging campaign structure
- errata exist in current version
- crafting, survival, exploration
- prehistoric era; tribes, fire, crafting
- campaign-based over epochs
- Druid? (implied Feld-style games)
Mechanics (from transcript analysis)
- crafting system — crafting via combining materials; orientation affects result; elaborate crafting and resource rules
Video topics + discussion points
Quotes (from this video)
- I love Voidfall. I think it's a great game.
- The Gang works brilliantly.
- The digital version of Talisman fifth edition actually has more content than the physical version.
- This is not any kind of criticism on the game itself. It's just my expectations going into it based on the artwork.
- Horror on the Orient Express has a lot going on, but the experience is special.
References (from this video)
- crafting-focused exploration with deep world-building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The food for the soul which is is truly therape therapeutic.
- The community that I came in on, I could be myself 100%.
- I'm an open book. I I'm happy to talk about like, you know, any of my personal struggles.
- This is happiness. And I told this story at the convention.
References (from this video)
- crafting and exploration with little overhead
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The food for the soul which is is truly therape therapeutic.
- The community that I came in on, I could be myself 100%.
- I'm an open book. I I'm happy to talk about like, you know, any of my personal struggles.
- This is happiness. And I told this story at the convention.
References (from this video)
- Applauds the vision, scope, and ambition.
- Visually appealing.
- Some players find it amazing.
- A lot of rules that stack.
- Core loop becomes repetitive after the initial campaign stages.
- The luster falls away in later stages of the campaign.
- Insane errata.
- Campaign-based with unlockables and upgrades.
Mechanics (from transcript analysis)
- Campaign play — Features a multi-scenario campaign arc.
- crafting — Players discover how to craft items.
- upgrades — Players acquire upgrades and new abilities throughout the campaign.
Video topics + discussion points
Quotes (from this video)
- I like Dungeon Crawler Carl more than the original Unstoppable. I would say by a reasonable amount.
- It retroactively makes the mechanics of unstoppable make more sense and be more thematic like the whole upgrading of cards.
- Dungeon crawler Carl has actual bosses that come out and it's great because again this thematically linked to the book.
- The mechanics that have been tweaked for dungeon crawler car unstoppable make it the best version of Unstoppable so far, I think.
- The mana is a resource that builds up every round, you can keep it round to round and it makes the card design more interesting because they give a resource you can spend.
- Mage knight co-op is not a great cooperative experience. Like you barely interact with each other a lot.
- The biggest problem biggest problem in Dungeon Universalis is there's no index. I mean, there is an index, but it has like four pages listed. Like, it's just a disaster of an index.
References (from this video)
- Innovative crafting system
- Independent player turns
- Survival and resource gathering
- Stone Age
Mechanics (from transcript analysis)
- crafting — The game features a notable crafting system.
- Turn-based actions — Players can independently take turns to "delve" or "forage."
Video topics + discussion points
Quotes (from this video)
- We're the best channel on YouTube. You should work with us.
- I don't have a good filter. I just, you know, you get excited, right?
- It's it's a representation of you. That's true.
- So for me, the why is 100% just spending time with my friends.
- It's it's a labor of love and it's just because we love board games and we love each other.
- I want the soul to still be there. I still want it to be at its heart friends just having fun and playing games.
- It's it's literally the thing that I put the most effort into ever, and it gave me the least amount of return.
- The incentives on this are so backwards and drive me absolutely. No, for sure.
- you know, like you said, you'll you'll put a lot of effort into a video and then it won't get a lot of views.
- If I had like one piece of advice, there's a lot of channels that could improve their audio.
- We never see you just naturally, right? which is hilarious because Ivy Studios is probably the most concerned with production across their videos, their playthroughs, their their actual games.
- Not being afraid to be told no because like that's the worst that's gonna happen is they're gonna say no.
- I want them to look up is there a Grove how to play on it. That's my that's my goal.
References (from this video)
- Was the first review the channel did.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We're the best channel on YouTube. You should work with us.
- I don't have a good filter. I just, you know, you get excited, right?
- It's it's a representation of you. That's true.
- So for me, the why is 100% just spending time with my friends.
- It's it's a labor of love and it's just because we love board games and we love each other.
- I want the soul to still be there. I still want it to be at its heart friends just having fun and playing games.
- It's it's literally the thing that I put the most effort into ever, and it gave me the least amount of return.
- The incentives on this are so backwards and drive me absolutely. No, for sure.
- you know, like you said, you'll you'll put a lot of effort into a video and then it won't get a lot of views.
- If I had like one piece of advice, there's a lot of channels that could improve their audio.
- We never see you just naturally, right? which is hilarious because Ivy Studios is probably the most concerned with production across their videos, their playthroughs, their their actual games.
- Not being afraid to be told no because like that's the worst that's gonna happen is they're gonna say no.
- I want them to look up is there a Grove how to play on it. That's my that's my goal.
References (from this video)
- Extremely enjoyable
- I would prefer to play Stone Saga than some other similar games
- Rules weren't particularly complex
- Felt streamlined
- Errata aside, which they are working hard at fixing
- Lands of Everlasting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cloudspire is one of those games that I would absolutely love to play more of and there are plans for a rematch between me and JP on my birthday week in July.
- The Graft is one of the new factions that just came out and it doesn't have a fortress. What it does is it has one piece on the board which moves around and that is their fortress. So, it's actually a mobile piece and it's big amoeba type thing.
- That's that's nonsense. Um where things like saving the game, the math, the upkeep is made trivial by the video.
- I have Frostpunk the board game. I have Frostpunk the computer game. They're the same game, but they are entirely different experiences.
- As much as I love Agemonia, it's a 30-minute setup each time we play because we're having to get all of these things out and these things and these things and these things. And that's just the nature of the game.
- No.
- Give me a good Uwe Rosenberg game, Feast for Odin. Feast for Odin solo, I love it. It's a beat your own score game, but I I love it.
- The reason why it was a bad experience for me is the solo mode for Perseverance is a very good solo mode at recreating what another player would do, but it was so far beyond my comfort level I really struggled.
- My favorite game in that category is probably either Tower Up or Ingenious. I might have to give it to Ingenious just because of my personal story with that game and the fact that I can play it with Vicky and her family and things like that.
- My copy of Imperium Classics, Imperium Legends, and Imperium Horizons have left my collection.
- I love Star Trek Captain's Chair, so there will never ever be a situation where I would prefer to play Imperium compared to Star Trek Captain's Chair.
- Assyria second edition, which has only just come out, is my favorite game from Garfield Games.
- So, if you're asking honestly for my favorite game from Garfield Games, it has to be Assyria second edition.
- The discussion has been had a number of times.
- It's not as easy as people think.
- 65% of people say that polyomino games are a subset of tile laying games.
- The secret word is scissors.
- As of this morning, we had 1,331 patron supporters.
- I will be back tomorrow at 4:00 with a live unboxing of the deluxe version of World Order.
- And then on Friday is the public public release of the final video in the Star Trek Captain's Chair series, which is the Pike solo play through.
References (from this video)
- Good for players who enjoy experimenting with combining items.
- Second printing with more content.
- survival crafting
Mechanics (from transcript analysis)
- Campaign — Cooperative campaign style survival crafting game where players learn and discover more with each playthrough.
- Cooperative — It's a cooperative campaign style survival crafting game.
- crafting — Players go fishing, hunting, and mining to find items and combine them to create tools.
Video topics + discussion points
Quotes (from this video)
- I hate to be reductive, but this looks very cut rate to me.
- My biggest problem with this game is the name. The name is awful.
- Also, this is some of the worst font usage I've seen in a long time.
- Visually though it doesn't look ready for prime time yet.
- It's adorable, though, and it is well made.
- This is a game you know exactly what you're getting.
- The novelty is clever.
- But they hold the smell for a long time.
- Are the wells deep enough to be useful at all?
- This is for somebody who has a 3D printer and knows not what to do with it.
- This is cute right here. I like this part. It's like pretty.
- I like the simplicity, the purity of that in a way.
- It's almost stark and how like basic it is.
- This is doing very well. That's insane.
- Find a dog. Make that dog's day. What are you throwing it away?
- It's like being in Cape Canaveral. I mean, it's like the sound of the rocket getting ready to explode.
- My prototype from four years ago still smells.
- If I walked into that guy's house and saw that, I'd be turning right back around.
- The only thing you're distracted by is the incredible pain in your wrists.
References (from this video)
- Intriguing strategic survival game.
- Cool crafting discovery system.
- Flexible play, not a strict campaign.
- Compelling cover art.
- survival
- a valley
- Robinson Crusoe
- Paleo
- Oath
Mechanics (from transcript analysis)
- cooperative play — Players work together.
- crafting — Features a crafting system where players can combine items.
- Legacy/Campaign Elements — The game state changes between sessions, but it's not a strict campaign requiring the same players.
- Survival — The game is a strategic survival game.
Video topics + discussion points
Quotes (from this video)
- World Order is the uh spiritual successor to hegemony.
- Lead your country to victory.
- It seems really really interesting.
- This is rebirth.
- Very simple rule set.
- Very beautiful board and stuff.
- Never not amazed by Kenitzia's ability to create games like that that are just really simple, but they're deeper than you think.
- Moon Colony Blood Bath.
- I love the campiness of the theme.
- It's a silly theme.
- This deck throughout the game is just getting bigger and bigger and bigger.
- It's really fun because you get to play with it and it's just so silly the concept of the game.
- My best of the month is actually going to be uh something that I've wanted to play for a long time and playing a bit uh at home. This is Arkham Horror, the card game.
- My favorite is going to be a game called Frosted Blooms.
- It's really, really tough. But I really liked it. It's just one of those simple polyomo tile laying games. I just am so charmed by these kinds of games.
References (from this video)
- Feels epic
- Vikings theme is present
- Interesting mechanics like big dice and card drafting
- Can be challenging due to dice luck
- Vikings
Mechanics (from transcript analysis)
- Area Control — Implied by the context of Vikings fighting and taking over areas.
- Card Drafting — Mentioned as part of the gameplay loop.
- Dice Rolling — Discussion about 'big dice' and how they are used in the game.
Video topics + discussion points
Quotes (from this video)
- Hey everyone and welcome back to the Dice Tower here for Crowd Surfing.
- I am Camila.
- I'm Z.
- And I'm Mike.
- And we are here to bring you projects, board gaming projects on Kickstarter, Game Found, and that is all today.
- No backer kit.
- Every now and then you get a backer kit.
- Every so often you get an Indiegogo.
- Heroes that help us keep bringing you this content.
- It's a viking game that feels epic.
- It's got big dice, you're gonna be rolling these big dice.
- You're drafting cards.
- You're trying to take over areas.
- Check out Dice Hour YouTube channel.
References (from this video)
- Helped plant 12,588 trees
- Unique and persistent world
- Engaging crafting system
- Spans multiple generations
- Players guide generations of characters through harsh conditions towards wondrous mysteries and against giant monsters.
- A remote glacial valley, across multiple generations.
- Campaign-style, with each session covering one generation and permanently changing the valley based on in-game events and player decisions.
Mechanics (from transcript analysis)
- cooperative gameplay — This is a 'cooperative campaign-style survival crafting game'.
- crafting — The core is crafting, starting from basic elements like 'a stick with a sharpened stone' to create tools and achieve more complex outcomes.
- legacy — Each game session covers one generation, 'permanently changing the valley based on in-game events and the players' decisions.'
- Survival — Players navigate 'harsh conditions'.
Video topics + discussion points
Quotes (from this video)
- Thank you from everyone who has to pronounce the name of this game multiple times.
- The real takeaway here is that Recall provides lots of opportunities to craft compelling combos, and also watch out for Tuesdays.
- Now, I really like Rebirth, but this game sold out long but it sold out long before I was able to find my own copy of it.
- And it's just too many castles, so stop being wasteful everybody and enjoy your 12 castles like Norman over there, who you don't see complaining about his number of castles because Norman Norman gets it. Norman understands the plastic castle economy in Rebirth.
- Viewer Urs Poe suggested the category of, quote, 'Games that cause the most grief.' Oh boy, here we go.
- Well, nothing turns friends into former friends like 1959's malevolent masterpiece, Diplomacy.
- He wrote that line, too.
- Should the casino go next to the swimming pool? Or do you think the alien abduction site should go next to the retirement home? What would the mayor think?
References (from this video)
- Salvation Road
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And speaking of a great expansion for a great game, number seven is the Spirits and Spells expansion for Small Time Heroes.
- These are a reinvention of 20 Strong to a large extent.
- And they basically made me care about 20 Strong again when I was sort of falling off of it.
- This is just a lot of fun.
- Onward was one of my favorite competitive games last year.
- The bot is very intelligent with that.
- Next is a huge one. Y'all knew this had to be on here. My number three is Dungeon Crawler Carl Unstoppable.
- And this one is better. I'll say it. I said it in the video and I'll say it again here.
- This is another Mike's wife played the entire thing with him game and I loved it.
- Just like one of the most amazing kind of narrative legacy experience games I've ever played.
- Which leaves us my number one and that is a competitive game. What are you doing, Mike?
- But it's a competitive game that both my kids adore, which is really why this is my number one, but it's also a great game and that is Layers.
- So far my favorite game of 2026 Layers.
- Overall, I don't know, so far I would say this year is weaker than 2025, 2024, or 2023.
References (from this video)
- Great for players who like combining items to see what happens.
- survival crafting
Mechanics (from transcript analysis)
- Cooperative campaign — This is a cooperative campaign style survival crafting game.
- crafting — go fishing, you're going hunting, you're going mining, you're finding different items, and then you put these items together to get tools.
- Discovery — each time that you play it, you're going to learn more. You're going to discover more.
Video topics + discussion points
Quotes (from this video)
- I like the idea of building out the dungeon and trying to make it all work, you know, within your pattern goal, but then also having the corridors and stuff line up, you know, so where you can make your way through the dungeon to make other goals.
- There was nothing about this that I I couldn't think of anything positive to say.
- This looks great, right?
- It manages to feel like it will be strategic and engaging and cozy.
- This is This is a bag builder where you're like you're making your own your own bag where you're upgrading dice. You're getting better sewing.
- It's the most euro, I think, of any IV Studio game.
- I like the look. I like the sort of 80s action movie post-apocalyptic thing.
- This stupid super early bird thing. You are upsetting everybody outside of a hundred people.
- That is bull.
- You've alienated all these other people because as interested as I am in this, there's no way I'm buying it right now for $100 when I know people in this very project got it for 60.
References (from this video)
- Neat little game
- Simple for young kids
- Stone Age
- Prehistoric
- Stone Age
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I had to increase this rating to a 10. I play this all the time. Love this game, it's fantastic.
- This is a remake of an older game. Um Miss Miss Miss Miss I forget the Missenium or whatever it's called. Um from Reiner Knizia and the cows are being abducted. It's weird and unusual and I There's some things I liked about it, but I can't really recommend it because I think it's too odd.
- My kids liked it more though, but 6.5.
References (from this video)
- Appears to be a simple ruleset
- Solo-focused experience (unlike its predecessor)
- Card-based board design
- Unmemorable for players who played the original
- Potential backlog and delivery concerns for solo game of the month club
- Goblins and dwarves
- Mine
- Cooperative
- Salvation Road
Mechanics (from transcript analysis)
- Card-based board — It's also a solo game, right? As opposed to Salvation Road was not a solo game. It was a co-op game could be played solo, and this one is just solo, I'm guessing.
- cooperative play — Salvation Road was not a solo game. It was a co-op game.
- Location Action Selection — Going to locations and doing different things.
- solo game — This one is just solo, I'm guessing.
Video topics + discussion points
Quotes (from this video)
- I like the idea of building out the dungeon and trying to make it all work, you know, within your pattern goal, but then also having the corridors and stuff line up, you know, so where you can make your way through the dungeon to make other goals.
- There was nothing about this that I I couldn't think of anything positive to say.
- This looks great, right?
- It manages to feel like it will be strategic and engaging and cozy.
- This is This is a bag builder where you're like you're making your own your own bag where you're upgrading dice. You're getting better sewing.
- It's the most euro, I think, of any IV Studio game.
- I like the look. I like the sort of 80s action movie post-apocalyptic thing.
- This stupid super early bird thing. You are upsetting everybody outside of a hundred people.
- That is bull.
- You've alienated all these other people because as interested as I am in this, there's no way I'm buying it right now for $100 when I know people in this very project got it for 60.
References (from this video)
- The books were finally delivered after a six-year delay.
- The books are described as 'huge' and coming in a slipcase.
- A reprint is currently being done.
- The books were six years overdue from their Kickstarter campaign.
Mechanics (from transcript analysis)
- RPG — Described as an RPG that is 'really good'.
Video topics + discussion points
Quotes (from this video)
- I have tons of like RPG books that I'm like, why did I buy this?
- we end up in situations where there's diamonds in the rough.
- I found the complete book of necromancers. I forgot that I ever owned that.
- if you try to auction that now, um, you can get a few hundred for it, which is ridiculous.
- I'm actually excited to have like Aldi on cuz I want to talk cuz he's one of those guys that, you know, obviously he runs conventions.
References (from this video)
- Thick box
- Abstract art inside
- Lots of reference sheets
- Nice player boards
- Quality components
- Interesting tray system for hexes
- Gorgeous boxes
Mechanics (from transcript analysis)
- Campaign — The game is described as a campaign game, with a campaign book and introduction card to start a new campaign.
- Cooperative — The game is explicitly stated to be a cooperative campaign game.
Video topics + discussion points
Quotes (from this video)
- All right, this is a massive game. Um, I'm excited to do this unboxing because um, I've only seen bits and pieces of what comes in the game only because I didn't want to spoil the story for me.
- So, this is a game for one to four players. Takes about 60 to 120 minutes to play. Ages 14 and up.
- Looks like a an icon uh glosser glossery
- All right. So, it looks like this is a journal of some kind with the maps, um, recipes, experimentation, investigations, looming challenges, challenge record.
- A lot of paper shavings just fell onto me. But anyway, this is the codeex and just looking here at the table of contents.
- So, quite a bit. I know they're definitely hex's for sure.
- We have player boards. It looks like four of them. They're nice. Nice and thick. You can see the thickness a little bit like that.
- Wow, we have more minis. These are actually huge compared to the other ones. These look awesome.
- Um, but these will hold the hex's in place so that they're not just kind of sping around. Uh, I think this is pretty neat. Um, you don't usually see this uh too often.
- These are gorgeous.
- All right. Well, that was all the components in Stone Saga. Um, definitely one of my longer unboxings, but well worth it.
- Um, if you played, let me know what your thoughts are. Kind of I'm kind of nervous to dive into it cuz this is a bit of a heavier game. Um, but definitely excited at the same time.
References (from this video)
- Engaging theme and setting
- Strategic depth with resource management and action choices
- Cooperative nature encourages teamwork
- High replayability due to randomized setup
- Potential for significant content additions (more dwellers, chambers, characters)
- Prototype status means components are dark and unpolished
- Balancing is still being worked on
- Can be very tough
- Some character abilities can be detrimental (e.g., Austri canceling positive chambers)
- Dwarves and allies needing to survive an attack and escape to warn others
- A mountain stronghold being attacked by goblins and creatures from the deep
- Salvation Road
- Final Girl
- Lord of the Rings
Mechanics (from transcript analysis)
- action selection — Characters get three actions per turn, which can be used for moving, gathering, searching, attacking, or using special abilities/resources.
- cooperative play — The game is designed as a cooperative experience where players work together to achieve a common goal.
- Deck/Bag Building (implied) — Treasure tokens are drawn from a bag, and resources are shuffled into decks, suggesting a form of bag or deck manipulation.
- Dice Rolling — Dice are used for attacking enemies, with different colored dice (red, gray, white) representing different strengths.
- Modular Board — Chambers are randomized and arranged in a different configuration each game, creating a unique layout.
- Resource Management — Players collect and use various resources like torches, medicine, axes, food, and treasures for different effects and to meet exit requirements.
- Set Collection — Players need to collect specific combinations of resources to pass through exit chambers.
- Threat/Event Cards — Drawing threat cards spawns enemies and triggers negative effects, with some enemies requiring multiple cards to appear.
- Variable player powers — Each character (hero and villager) has unique abilities or penalties that affect gameplay.
Video topics + discussion points
Quotes (from this video)
- This is definitely a more biased video than most, but I'm still going to show the game off in an honest way so you can see how it plays.
- You are playing dwarves and their allies who are in a mountain stronghold, which is being attacked by terrifying goblins and creatures from the deep, and you need to survive and get out.
- This is very much a prototype. You're going to see that a lot of the stuff is very dark. It's mostly handmade and hand printed at this time.
- This game's easy, Mike. Yeah, it's easy. But I draw all the right wound tokens and roll all the right dice results.
- No, it was because of strategy. So, there you go.
References (from this video)
- Well-designed gateway worker placement game
- Engaging dice mechanism
- Good introduction to the genre
- Anniversary edition with double-sided board
- Artwork feels a bit dated
- Gameplay might not have the 'x-factor' of modern games
- A bit too complicated for complete non-gamers
- Prehistoric survival and development
- Ticket to Ride
- Pursuit of Happyness
- Champions of Midgard
- Brewcrafters
Mechanics (from transcript analysis)
- civilization building — Players build huts and increase their tribe size.
- Dice Rolling — Dice rolls determine the amount of resources gathered, with modifiers based on the location and number of workers sent.
- Feeding — Players must feed their tribe each round, or face penalties.
- Resource Management — Players gather wood, gold, stone, and food.
- Set Collection — Collecting cards with specific symbols for points.
- Worker Placement — Players send workers to different spots to gather resources or perform actions.
Video topics + discussion points
Quotes (from this video)
- It has all of that frustration and decision-making that you get with other Tetris games because you'll get shapes and you're not sure which one to go for or where to put it.
- It just reminds me too much of a style of Euro game that was out sort of 10 or more years ago and I feel like a lot of companies and publishers have passed that and Isle of Skye still seems like it has one foot in the past a little bit.
- For me Blue Moon City is a good game but not a great game. It feels a little bit pedestrian.
- It doesn't have that kind of push your luck or excitement that some roll and write games have and it doesn't have the depth of something like welcome to or the awesome like comboing of Gans and clever it's just sort of somewhere in the middle and and yeah just didn't really hit the spot for me.
- I have got a lot of respect for Stone Age I think it's a really well-designed game that is almost the perfect introduction to work or placement games.
References (from this video)
- Classic worker placement
- Fun and accessible
- Lighter worker placement by modern standards
- Gathering resources, discovering agriculture, hunting
- Stone Age
Mechanics (from transcript analysis)
- Dice Rolling — Dice are used to kind of trigger all of your actions
- Resource Management — Gathering resources... constantly feed your people... building up these resources
- Risk/Reward — hunting is riskier but you just you know there's always going to be a woly mammoth lying around somewhere right probably hopefully
- Set Collection — spend them to get these tiles that are going to score you points
- Worker Placement — classic work replacement game... Dice are used to kind of trigger all of your actions involving Gathering resources
Video topics + discussion points
Quotes (from this video)
- this is kind of a placeholder for all of the ticket to rides we own like five maps to this I think we own like nine if you factor in the sand alone Germany and Europe and London we have a ton of these Maps we really like these games they are extremely streamlined to what a game is
- this is the game I would recommend every library to purchase if they have a circulating board game collection because it will get played and it will get circulated
- also a great game by the way it's going to be higher up on my list spoiler alert but this game is also great
- I just really really like that you don't have to be good at games be good at this game cuz you're just rolling dice like that's it that's all the game is you're just rolling Dice
- because of that corers is in my heart
- you are either playing a card you're getting a card or you're picking up your cards and that's it that's all you're doing
- it's really challenging to know when to do that and when it's going to be beneficial
- people feel really smart and clever while they're playing it but also not like overwhelmed with all these different things
- this is a game that you have an action you get to play an action but then everyone to do that exact same action you just have to do a stronger version of it
- the actions that don't get drafted actually get a little bit of money added to them
- it's a classic
- you're trying to draft all these marbles in order to make these drinks
- there's also some that are not like what you want they will do bad things to you but some of those selections might have just a ton of marbles in them so you're willing to risk it risk this negative thing happening to you in order to gain all of these so you can complete your orders
- it's really cool with this recessed board as you're putting all of these marbles in all of these places and you're drafting this these cards it just it's a really fun one to play
- worker placement game but usually worker placement what that means is when you place a worker no one else can go there it's the exact opposite in fact you want to go where you already have people placed
- my favorite mechanism in this game is you can go and you can arrest other people's groups of people and basically sell them to the jail for money
- there's kind of this morality track as well as you're um as you're going up kind of building this church this Cathedral as well
References (from this video)
- Fantastic looking components and artwork.
- Cooperative gameplay allows for separate exploration.
- The description is tantalizing and makes the host want to play.
- Solid customer reviews indicate a good game.
- The 'lifestyle game' aspect is well-integrated.
- High replayability with a long campaign.
- The $109 core box price feels reasonable for 30 hours of gameplay.
- The publisher has a strong track record of successful games.
- The errata pack for previous backers is a great customer service gesture.
- The game has a high rating on BoardGameGeek (8.3).
- The main image on the campaign page is confusing and cluttered.
- The $300 price point for the deluxe all-in feels less well-sold compared to the core box.
- The video showcasing the game is not prominently displayed on the current campaign page.
- No localization options were offered for this campaign.
- The first edition rule booklet might be hard to read.
- Build a civilization across epochs in a cooperative survival crafting saga set in a persistent world shaped by your choices.
- Mythwind
- Threshold
- Sprites and Sprouts
- Stars of Akarios
- X-Wing
- Legend of the Five Rings RPG
- Star Wars Legion
- Omnomnom
Mechanics (from transcript analysis)
- Action Point Allowance — Not explicitly mentioned, but could be part of turn structure.
- animal companions — An 'expanded animal companion mechanic' is mentioned as part of an expansion.
- Area Control — Implied by 'settling' and 'exploration'.
- Campaign — The game features a '30-plus hour replayable campaign'.
- civilization building — The game involves building a 'civilization across epochs'.
- cooking — A 'cooking mechanic' is mentioned as part of an expansion.
- Cooperative — The game is described as cooperative, allowing players to explore separately.
- cooperative puzzle — Implied by the cooperative nature and strategizing.
- crafting — The game is a 'cooperative survival crafting saga' with 'innovative resources and crafting mechanics'.
- Deck Building — Not explicitly mentioned, but could be part of 'crafting' or 'resource management'.
- Dice Rolling — Mentioned in the context of 'roll the dice, do a skill test'.
- exploration — Players explore the world, described as having 'tons of cool stuff to experience, explore, discover'.
- legacy — The game's choices shape a persistent world, suggesting legacy elements.
- Modular Board — Implied by the description of exploration and a persistent world.
- Persistent world — The game is set in a 'persistent world shaped by your choices'.
- Resource Management — Implied by 'innovative resources and crafting mechanics'.
- Set Collection — Potentially implied by 'innovative resources'.
- Storytelling — The game is described as a 'saga' with choices shaping the world.
- Survival — The game is a 'cooperative survival crafting saga'.
- Tile Placement — Mentioned in the context of 'tiles were raised above that'.
- Variable player powers — Not explicitly mentioned, but common in cooperative games.
- Worker Placement — Implied by the discussion of settling and building.
Video topics + discussion points
Quotes (from this video)
- Whoa. Holy Toledo, that looks fantastic.
- It's a lifestyle game. Immersive.
- The game was fantastic. We loved the game.
- This game is full of surprises. And even though the gameplay may seem to be repetitive, there's always something that will get you excited and eager to keep playing over and over.
- It's way way way way way more hits than misses when people play that game.
- The choice not to have a video though is is is just a wild one cuz it's there and it's so well done and it's for the exact game that you're making.
References (from this video)
- Enjoying the game so far.
- Tutorial guides well.
- Following goals is engaging.
Mechanics (from transcript analysis)
- Card Play — Various decks of cards are used, including fishing, foraging, and night cards, each with specific resolution steps.
- Character creation — The host describes creating a character, assigning traits like 'cunning', and noting stats and abilities.
- Companions — The game features companions that provide stat boosts for certain tests, can be fed for a boost, and have item/resource carrying capacities.
- Depletion Tokens — Tokens are placed on spaces after actions, increasing energy costs for subsequent actions and flipping to a 'major depletion' side.
- Dice Assignment — Dice are rolled and assigned to specific spaces to beat a difficulty, with the possibility of mishaps or bonuses.
- Foraging — This mechanic involves drawing cards from a deck, choosing one to add to a tableau, and potentially facing predators. Harvesting allows gathering resources based on proximity and type.
- Goal/Objective Following — The game uses immediate goals like 'learned to fish' and 'survive the night' which guide player actions and unlock new goals like 'learn to forage'.
- Night phase — This phase includes checking for perished characters, resting, consuming food/water for energy, and drawing/resolving night cards which can involve tests.
- Resource Management — Players manage energy and various resources like water, stone, wood, and vines.
Video topics + discussion points
Quotes (from this video)
- I think I I'm I'm pretty much enjoying a lot of this so far.
- this is the tutorial, so it kind of guides you pretty well into all the different things that you can do, especially following all of these different goals.
References (from this video)
- Animal companion is helpful for avoiding arduous journeys.
- Gaining energy after feeding.
- Recovering health during the night phase.
- Successfully completing exploration and mining goals.
- Encountering arduous journeys which require extra energy.
- Getting lost in disoriented fog and losing energy.
- Suffering a minor injury after a predator encounter.
- The mining process is complex and requires consulting charts.
- Difficulty in gathering necessary resources for goals.
- Not having enough energy to perform processing actions.
- Confusion and being lost regarding certain game mechanics like the 'dream' card.
- Wood degrading during the night phase.
- Verdant Vale
Mechanics (from transcript analysis)
- Bag Building — During mining, players build a bag by selecting specific colored tokens, which influences the resources they can extract.
- Card Drafting — Journey cards are drawn when entering new hexes, and their resolution depends on the terrain and player inventory.
- Combat Encounter — Players can encounter predators and engage in combat, testing their might or dexterity.
- Crafting/Processing — Actions like processing resources are mentioned as ways to make them more useful, though energy is required.
- Event resolution — Journey cards and night phase events require players to make tests or resolve specific outcomes based on game conditions.
- Hex Exploration — Players move to different hexes on the board, which can be explored or unexplored, triggering events or drawing cards.
- Resource gathering — Players collect various resources like wood, fiber, and different types of stones needed to complete game objectives.
- Set Collection — Goals require collecting specific sets of resources, such as two wood, one fiber, one sunstone, one riverstone, and one cloudstone.
Video topics + discussion points
Quotes (from this video)
- I am extremely lost with this. So, I think I'm just going to go ahead and skip it and draw a new one to resolve.
- Let me know if you if you knew what to do with that night card though because I'm not sure.
References (from this video)
- Very niche Kickstarter game.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the algorithm has changed to a to a kind of thing where you can't do series of videos easily. It doesn't like that. You need to do long form content in one video.
- If you can't fit it on the shelf, it's not in the collection. And if you have to fit it on the shelf, someone else is leaving.
- It's like, why? You know, it's bad enough to be doing the whole logging plays to say like, 'Oh, I played this at this time. I played this at this time.' I could not care less who won what game and when.
- You do not have to meet a minimum prerequisite. It's just it does get on my wick that.
- It's like there are two people that sort of get on my wick with this or say that try to get out of the idea of helping to pack a game away. Smokers [...] and then the ones doing the BG stats...
References (from this video)
- Innovative, in-depth, and interesting crafting system.
- Expansive world with a vast map that grows.
- Satisfying societal and character progression.
- Deep and engaging narrative with meaningful choices.
- High replayability due to branching narratives and numerous mission cards.
- Cooperative gameplay is highly encouraged.
- Incorporates many engaging mini-games.
- Can feel monotonous for players who dislike the crafting gameplay loop.
- Some elements of player agency can feel taken away.
- Requires a significant time investment.
- Can be expensive.
- Crafting can sometimes result in unexpected or no items, wasting energy.
- Survival and exploration for a small group of survivors trying to make a home.
- A prehistoric world, not quite Earth, referred to as the Verdant Veil.
- Campaigns with open-world, branching narratives. Quest lines are presented via cards. Choices made matter and lead to different paths and potential new missions.
- Minecraft
- Don't Starve
- Shadow of the Colossus
Mechanics (from transcript analysis)
- Campaign play — The game is played through campaigns consisting of multiple epochs, with each epoch containing several missions. Campaigns are open-world and feature branching narratives.
- card-driven objectives — Missions and goals are presented through cards, providing ongoing objectives and immediate quests like establishing an outpost.
- crafting — A core mechanic involving combining basic materials to create new items. The system is described as complex, experimental, and central to the game's progression.
- Dice Rolling — Dice are used in various mini-games, such as fishing, to determine outcomes and meet difficulty targets.
- exploration — Players explore a map made of tiles, revealing new locations and resources. The map expands as the game progresses.
- Mini-Games — Several distinct mini-games are integrated, including foraging, fishing, mining, and delvings (exploring caves).
- Narrative Choice — Player decisions, such as the type of food gathered or how to interact with behemoths, influence the narrative direction and unlock different paths or future missions.
- Omens and Mysteries — The game features omens and mysteries that can be investigated, leading to lore, character boosts, or further narrative developments.
- Resource Management — Players gather resources like wood, fiber, food, and water to survive, craft items, and build structures.
- Structures — Players can build various structures like shelters, storage, and workshops, which are essential for societal progression and survival.
- Track management — Several tracks, including lore, population, unrest, and activity, are managed throughout the game, influencing events and outcomes.
Video topics + discussion points
Quotes (from this video)
- The crafting this game is far and above anything I've ever seen in a board game.
- This is not a light endeavor. This is something you really need to sink your teeth into.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Host's wife might enjoy the theme.
- Potential to be a gateway game for family.
- Prehistoric
Mechanics (from transcript analysis)
- Worker Placement — Described as a worker placement type game.
Video topics + discussion points
Quotes (from this video)
- we're just over a week and we're already on almost at the $5,000 level which is phenomenal phenomenal it's wonderful to have you guys supporting our series like that
- James we really appreciate you sending that to us
- this is a game that I've heard about quite a bit and most often I've heard about it on one of my favorite podcasts the secret cabal gaming podcast they talk about playing Galaxy trucker and really enjoying it
- so I guess that's about it Luke have you have you found anything down there no okay just more fluffies yes would you like to thank thank James for sending you all of these fluffies yes go James
References (from this video)
- Good intro to worker placement
- Has some meat to it
Mechanics (from transcript analysis)
- Worker Placement — A good intro to worker placement without being too simple.
Video topics + discussion points
Quotes (from this video)
- there's a few things more satisfying than telling someone your hobby is tabletop gaming and getting raised eyebrows that look to say that's a hobby then introducing them to modern board gaming and waiting for that moment when they say oh that was fun let's play again
- my gateway introductory go-to game has been camel up
- that was actually such a proud moment as a gamer having a game that I introduced to someone that they in turn then wanted to introduce to someone else and that other person enjoyed it so much that they asked to keep the copy of it
- the mechanism where the camels stack on top of each other or underneath and whoever camels on top is actually in the lead it can lead to some moments of oh interesting when you're playing
- Catan Carcassonne tickets ride and Dominion they teach virtually all the mechanisms you play those and you can play anything
- it really depends on the person that you're trying to get to play board games do they play any kind of games you know video games RPGs card games if yes try to build on that and find the right game for them
- pushing a game on to someone who's not interested in it is not going to do as much to help introduce them to the Hobby in a good way as kind of finding out where they're coming from