In Taluva, players attempt to successfully settle a South Sea island slowly emerging from the ocean waters as volcano after volcano erupts.
Each turn, players decide to either have a new volcano erupt along the shore, increasing the size of the island, or to have an existing volcano erupt again, increasing the height of the land around it (and possibly destroying parts of existing settlements). They do this by placing a new tile, consisting of one volcano and two other types of landscape. A tile must always touch at least one other tile, when placed at sea level, or be placed on top of at least two other tiles (without any gaps under the land being created), with the volcano being placed on top of an existing volcano.
Next, the player will place one or more wooden buildings; huts, temples or towers. Settlements must always start at the lowest level, by placing a single hut. From there on, existing settlements may expand by placing huts on all hexes of a single type of terrain around the settlement, with temples once the settlement takes up at least three hexes, or with towers, placed at level three or above.
The game ends when all tiles have been placed. At that point, the player who's placed most temples wins. Ties are broken by towers, then huts. Ultimate victory - and an immediate end to the game - waits for the player who manages to place all their buildings of two types. Immediate defeat is also possible, when no buildings can legally be played during a player's turn.
A lot of strategy results from the various placement rules. Volcanoes may never fully destroy a settlement, so single huts can block volcano placement, protecting other settlements. Alternatively, a well placed volcano can split a large settlement in two, creating the opportunity for both to expand more rapidly than a new settlement would. Limiting your opponent's growth potential is at least as important as preparing the terrain for you to expand upon...
The Alpha Review
- Elegant and clever design
- Surprising amount of depth
- Interactive and cutthroat gameplay
- Dynamic board state due to volcano eruptions
- Simple rules with complex decisions
- Enjoyable at various player counts
- Influential design
- Territory building, settlement expansion
- Island rising from the ocean
Mechanics (from transcript analysis)
- abstract strategy — Taluva is an abstract strategy and territory building game...
- Area Control — Players build and expand their settlements across the changing landscape.
- Set Collection — The goal of the game is to be the first player to place all of two of your three types of buildings, huts, temples, or towers.
- territory building — Taluva is an abstract strategy and territory building game... players create an island as it rises from the ocean through volcanic eruptions. As the island grows, players build and expand their settlements across the changing landscape.
Video topics + discussion points
Quotes (from this video)
- They've become one of those publishers that I genuinely look forward to following, and they've quickly earned a place on my list of hidden gem publishers.
- What I enjoy most is how you can still influence the board despite all that uncertainty.
- The packaging, artwork, and components are absolutely gorgeous.
- This is very much a family weight game that's accessible while still providing plenty of meaningful decisions.
- Legends of the Three Kingdoms honestly exceeded my expectations.
- It creates some wonderfully memorable moments and perfectly captures the constant struggle for dominance portrayed in Romance of the Three Kingdoms.
- Overall, Taluva is an elegant and clever game that offers a surprising amount of depth.
- Journey to the West truly exceeded my expectations.
- It successfully combines cooperative gameplay, storytelling, and meaningful decision-making into an experience that feels both thematic and immersive.
- Taluva is an abstract strategy and territory building game that features various mechanics.
- It's elegant, thinky, dynamic, and very tactile.
- What I really enjoy is how interactive and cutthroat the game can be.
- The rules are simple, but the decisions are not. There's a lot of depth here, and every game plays out differently.
- It's also worth mentioning how influential Taluva has been.
- A legendary adventure comes to the table.
- Inspired by the classic novel, Journey to the West is a cooperative storytelling adventure game, where players take on the roles of one of the four main characters and relive the adventures of the classic Chinese novel.
- The amount of content packed into the box is impressive, and the replayability is certainly there.
- What I appreciated most is how faithfully the game captures the spirit of the novel.
- Overall, Journey to the West truly exceeded my expectations.
References (from this video)
- designed by notable designers (Berari/Rales)
- aims for medium-weight Euro gameplay
- resource management, adjacency/board interaction
- Medium-weight Euro with regional flavor
- preview
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's for two to six players and it's going to play in about 60 Minutes
- it seems really cutesy
- this one might be a little less on the Cozy side because it is a little bit ruthless
- How to Train Your Dragon the board game but cuter
- there's also multi-use cards uh so there's a lot of really cool mechanics in here that I like
- cooperative way through Tableau building, combo creating and dice drafting
References (from this video)
- ancient Rome
- backgammon
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- THEM SILLY LITTLE KIDS, instead of trying TO HELP US GATHER STUFF FOR THE WINTER cuz winter is coming, y'all. They trying to make A FESTIVAL.
- YOU CAN'T DO THAT. You can't pillage and plunder.
- And that makes sense because Emily Vincent's first game is called knitting circle. And that's for Flatout Games. And it's about cats and quilts.
- I BEAT THE DESIGNER, Y'ALL.
- When you're a mom, you understand why Mama Bear's porridge was too cold.
- Because its mother was a wafer too long.
- And if you're looking for Our Family Plays Games you can find us on Facebook Uh-huh. Instagram Yes. Blue Sky Uh-huh. Vine Yes. TikTok Yep. on our website Website. and right HERE ON YOUTUBE.
- We need a game on Goldilocks doing her thing and them bears getting mad at her.
References (from this video)
- Smooth two-player experience
- Martini
Mechanics (from transcript analysis)
- Suit hierarchy system — Uses a system where the hierarchy of suits can change.
- Trick-Taking — A card game genre where players play cards in rounds (tricks).
Video topics + discussion points
Quotes (from this video)
- This iceberg in and of itself is maybe, in fact, the tip of an even bigger iceberg.
- What's great about all of them is you just need some traditional sets of dominoes.
- Because they have two big big things. What are those two things? Well, the aforementioned concept of the numbers, orientation, and all that, but also the physical component, the delectable clicketity clack, that tactile nature.
- I already know that dominoes make games better from a physical standpoint.
- The game is just so satisfying when playing with the dominoes in their true clicketity clacky forms.
- It was so funny to have that revelation, that realization that wait a minute, I like that in games and Domino's are just already bringing that to the table.
- That means dominoes have been hiding in the games you've been playing and you didn't even know it.
- I think dominoes need to be given a little love.
- you can get a Domino set or two anywhere. And for a few dollars, you're opening yourself up to a tremendous world of gaming that is just hidden right there beneath the surface.
- Dominoes really are infectious, and I have put out two domino designs now on Board Gamegeeek.
- Dominoes make games better. Yeah. Yeah.
- I've fallen for it. I've fallen for the delightful sounds of the clicketity clacky.
- I'm buried in bones.
- If you have any questions, comments, or want to discuss any of the games mentioned here, please, please do.
- get yourself some dominoes, fall down the rabbit hole, and don't forget to play board games.
References (from this video)
- Fast-paced turns with tight decision points
- Clear prisoner’s dilemma dynamic that affects outcomes
- Great for 3-6 players; engaging social interaction
- High component quality and thematic coherence
- May be less engaging with 2 players
- Some players may crave more depth beyond the dice results
- Survival, pack dynamics, and resource competition
- A wild, predator-prey environment featuring a pack of wolves competing for food across a seasonal landscape.
- Prisoner's dilemma-driven negotiation and competitive resource gathering
Mechanics (from transcript analysis)
- Carrion mechanic and end-of-round evolution — Rolls that yield carrion become a fixed food source in the next round after five weeks.
- Dice-driven resource generation — Dice determine food yields with risks (e.g., death via farmer) and carrion transformation.
- Dominance and fight-or-share resolution — Dominant packs choose to fight or share food; outcomes decide distribution and can lead to injuries.
- Resource tiers and cooperative goals — Large animals require multiple wolves; players may need to cooperate to attack and share rewards.
- Worker Placement — Players place wolf meeples on the board to claim food tiles and establish dominance.
- Worker/meeple placement — Players place wolf meeples on the board to claim food tiles and establish dominance.
Video topics + discussion points
Quotes (from this video)
- it's not a really clever kind of a prisoner's dilemma mechanism I'm excited to show you what it looks like
- it's just so fast though every matter how many plays you played with every turn was just super fast
- two choices in this entire game where you're gonna place your people and then also if you're going to share or fight that's it
- there are a ton of games that kind of dance around the concept of prisoners dilemma
- I really enjoyed that part of the game
- I think it plays totally fine at three
References (from this video)
- highly innovative integration that enhances immersion
- co-op friendly and scalable for multiple players
- potential to keep gameplay compact while delivering an epic feel
- requires Taburu console hardware
- pricing and accessibility could be limiting for some groups
- interactive storytelling with digital augmentation
- board game console-enabled dungeon/adventure
- choose-your-own adventure through a connected app/console
- Zombie Side (digital/board integration reference)
- Descent: Journeys in the Dark (tabletop dungeon crawl with tech augmentation)
Mechanics (from transcript analysis)
- board game console integration — a flat, servo-enabled interface that reads game state and interacts with the board/game minis
- branching story with voiced choices — story outcomes change based on player decisions and system feedback
- Narrative Choice — story outcomes change based on player decisions and system feedback
- remote/remote-hosted narration — dice, story beats, and outcomes read or narrated by the system and/or host
Video topics + discussion points
Quotes (from this video)
- I wasn't expecting to enjoy it as much as I did
- it's better than DC deck building game
- this is Power Rangers and it got me hooked
- Taburu brings an action-movie-like experience to the table