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TEN box art

TEN

Game ID: GID0317309
Game Info
Year
2021
Players
1-4
Age
10+
Playtime
30 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
Not enough video data yet
Description

TEN is an exciting push-your-luck and auction game for the whole family! Players draw cards one-at-a-time, trying to add as many as they can without exceeding a total value of TEN, or they bust!

Players may push their luck to draw more cards and use currency to buy additional cards in their attempt to build the longest number sequence in each color. When valuable wildcards emerge from the deck, players compete in auctions to obtain them in order to fill gaps in their sequences

—description from the publisher

Description

TEN is an exciting push-your-luck and auction game for the whole family! Players draw cards one-at-a-time, trying to add as many as they can without exceeding a total value of TEN, or they bust!

Players may push their luck to draw more cards and use currency to buy additional cards in their attempt to build the longest number sequence in each color. When valuable wildcards emerge from the deck, players compete in auctions to obtain them in order to fill gaps in their sequences

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 12
This page: 12
Sentiment: pos 8 · mix 2 · neu 1 · neg 1
Mentions per page
Showing 1–12 of 12
Video T4KSM5CBL4k Other at 10:08 sentiment: negative
video_pk 67971 · mention_pk 164291
TEN video thumbnail
Click to watch at 10:08 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • The tagline was misleading and difficult to guess the correct game from.
Thematic elements
  • Strategic craft of fine wine making
Comparison games
  • Viticulture
  • Wine Seller
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Taglines so perfect you couldn't possibly misconstrue what game they were talking about.
  • I'll be honest, some of these are easier than others.
  • Let it be written. So let it be done.
  • That's a man that's speaking from personal experience.
  • Sometimes you learn things about games when you look at their taglines.
  • I don't like the question master anymore.
  • It's confusing without a question master.
  • Why didn't I go with my gut? Why did I change my mind?
  • Everything has value. the most democratic place on earth.
References (from this video)
No references stored for this video.
Video _5uLWAy8iAw Stonemire Games Top List at 21:07 sentiment: positive
video_pk 67407 · mention_pk 163528
Stonemire Games - TEN video thumbnail
Click to watch at 21:07 · YouTube ↗
Overall sentiment (raw)
very positive
Pros
  • wonderful game
  • delightful
  • best order of operations timing mechanisms
  • satisfying timing and decision space
  • great engine building
Cons
  • hesitant to teach due to complexity
  • a lot going on
  • hard to learn, master, and teach
  • complex benefits on dials and tracks
  • two different types of tracks and tiles
  • two different types of tiles for farming
  • complex gears
  • two feeding costs add mental math
  • feeding choices might have made it harder than necessary
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • engine building — engine building from this advancement track
  • Resource management — you have to feed your workers when you place them on the tiles and you have to feed your workers at the end of the round.
  • Timing — the timing of the gears
  • Track advancement — advancement track
  • worker placement — choosing when to put workers on, when to pull workers off
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video pf5KL-WrmoM jungkits games Live Q And A at 2:12:00 sentiment: neutral
video_pk 66015 · mention_pk 160391
jungkits games - TEN video thumbnail
Click to watch at 2:12:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the only constant is change
  • jungkus games is my full-time career
  • i want to make this digest of all games i've talked about on the site
References (from this video)
No references stored for this video.
Video 9vtPJ3cybTA Getting Games Review at 0:02 sentiment: positive
video_pk 63585 · mention_pk 157040
Getting Games - TEN video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • A twist versus Six N: pulling cards back into hand creates dynamic choices and increased tension compared to the predecessor.
  • The X row adds a cool new mechanism that allows hand customization and high-stakes decisions.
  • Memory and variable number of turns add depth and evolving tension across rounds.
Cons
  • Limited to 2-4 players; the reviewer would like 5-6 players.
  • Memory mechanic can be off-putting to some players.
  • Higher player counts may lengthen play time; house rules may be needed to accommodate more players.
Thematic elements
Comparison games
  • Six N
Mechanics (from transcript analysis)
  • Cards returned to hand from center — Cards taken from the center after a play return to players' hands, enabling variable turn counts.
  • End-of-round scoring with cow symbols — At the end of a round, players score one point per cow head symbol in their hand; X row cards moved to a scoring pile are worth double.
  • Numbers 1-100 with no duplicates — The deck contains numbers from 1 to 100 with no duplicates.
  • Row placement based on closest lower number — Played cards are placed into the row whose current number is the closest lower number to the played card.
  • Row take thresholds — When a row reaches its 'takes' threshold (3rd for the top row, 4th for the middle row, 5th for the bottom row), the player takes all cards in that row except the played card.
  • Simultaneous card selection — All players secretly choose a card from their hand and reveal simultaneously.
  • Two rounds to finish — The game consists of two rounds; the player with the lowest total wins.
  • X row mechanic — Players have an X row; cards placed there are zero points, but cards can be moved in/out based on center pulls and busts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I first thought it might be a bit of a gimmick but now I'm totally sold on it
  • this is not a game that's going to be hitting the table every single week for me I do really enjoy the additions it has over the NY style system
  • it's usually between 30 and 40 minutes
  • I would love to see this game go two to six players
References (from this video)
No references stored for this video.
Video atbQ9EIqpxE Board Gaymes James Playthrough at 0:00 sentiment: mixed
video_pk 62035 · mention_pk 154640
Board Gaymes James - TEN video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging tile-laying with canal networks and fountain bonuses
  • Distinctive boat movement and contract scoring
  • Beautiful components and strategic depth
Cons
  • Rule clarity issues with perpendicular placement and contract scoring texts
  • Some contracts appear potentially overpowered, leading to balance concerns
  • Localization and rulebook clarity (French/English translation)
Thematic elements
  • City-building puzzle with canal networks and fountain bonuses
  • Tile-laying city-building with canals and fountains; players expand the city by placing tiles and building, using a boat to move between city tiles.
  • instructional/analytical playthrough with rule explanations
Comparison games
none
Mechanics (from transcript analysis)
  • boat movement — A boat token moves along canals; it travels straight but can turn when canals allow it, and can pick up or deliver floor tokens between tiles.
  • Canal extension and perpendicular rule — Tiles extend canals; future placements must be perpendicular to the extended canal, creating a perpendicular second placement decision.
  • Contract tiles and scoring — Contract tiles are chosen and immediately scored based on nearby tiles/buildings; after scoring they flip to reveal a new contract tile.
  • contracts — Contract tiles are chosen and immediately scored based on nearby tiles/buildings; after scoring they flip to reveal a new contract tile.
  • end game bonuses — The game ends when floor tokens are exhausted; final scoring tallies city tiles, center tallies, and contract valuations.
  • End-game and scoring — The game ends when floor tokens are exhausted; final scoring tallies city tiles, center tallies, and contract valuations.
  • Fountains and scoring bonuses — Fountains provide bonuses—points for buildings adjacent or pointed at by fountains; each floor token and building may gain value from fountains.
  • Line and valuation scoring — Some contracts score based on lines of city tiles or buildings, or based on the heights/values of your buildings around a tile.
  • Point Salad — Fountains provide bonuses—points for buildings adjacent or pointed at by fountains; each floor token and building may gain value from fountains.
  • tile placement — On a turn you expand the city by placing tiles and either build or place a contract tile on valid spaces, with rules about keeping spaces connected and building on a canal.
  • tile placement and building — On a turn you expand the city by placing tiles and either build or place a contract tile on valid spaces, with rules about keeping spaces connected and building on a canal.
  • Token types and placement rules — Two token types exist: floor tokens (for building) and contract tiles. Floor tokens can be stacked by a single player; you cannot place a floor token and then a contract on the same city tile in the same turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the most confusing part of the game: the perpendicular second placement.
  • Contract tile will score for the eight tiles around it.
  • At the end of the game, we're going to score each city tile individually.
  • Three points per tile with two fountains pointing at it.
  • One per city tile with at least one of your buildings regardless of height.
  • Oh, this is pretty lucrative.
References (from this video)
No references stored for this video.
Video IBc8EScuNrg Tim Chuon Review at 0:41 sentiment: positive
video_pk 59621 · mention_pk 152153
Tim Chuon - TEN video thumbnail
Click to watch at 0:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Satisfying combo-driven engine that rewards chaining actions.
  • Open sandbox with strong world-building immersion.
  • Simultaneous play minimizes downtime and speeds up sessions.
  • Cozy thematic vibe reminiscent of Animal Crossing and Stardew Valley.
  • High production quality from Ivy Studios.
  • Short playtime enables multiple sessions and experimentation.
  • Clear progression through seasons and action cards adds depth.
Cons
  • Tendency to lock players into specific tracks, limiting diversification.
  • Limited player interaction, especially around neighbor awards, in early prototype rules.
  • Rulebooks and components are still in prototype form, which may cause friction or confusion.
  • Interaction may be weaker with more players, as actions become more self-contained.
  • As players gain power, the pace can quiet down, reducing social engagement.
Thematic elements
  • Farming, resource gathering, home-building, and community development.
  • A cozy, open-world farming/resource-management setting presented as a board game, combining sandbox world-building with tile-based progression.
  • Emergent, sandbox-style world-building with player-driven progression and exploration.
Comparison games
  • Rolling Realms
Mechanics (from transcript analysis)
  • action chaining / resource-cycling — Gaining one resource enables subsequent actions and upgrades, creating satisfying combo chains.
  • flip-and-write / tear-off action sheet — Actions and resources are revealed and recorded via a flip or tear-off sheet, enabling a dynamic resource engine.
  • Flip/Roll and Write — Actions and resources are revealed and recorded via a flip or tear-off sheet, enabling a dynamic resource engine.
  • neighbor interaction — Player interaction is mediated through neighbor awards, which can be limiting and alters interaction dynamics.
  • neighbor interaction / neighbor awards — Player interaction is mediated through neighbor awards, which can be limiting and alters interaction dynamics.
  • open-world sandbox with multiple tracks — Players choose tracks such as tending, mining, fishing, or farming; specializing yields benefits but can limit diversification.
  • randomness via fishing and scratch-off elements — Fishing outcomes are probabilistic and scratch-off components add surprise and tension.
  • season progression / action cards — Season 2 and Season 3 action cards grant bonuses and guide long-term progression.
  • Simultaneous Actions — Most of the game progresses with players acting concurrently, reducing downtime.
  • simultaneous turns — Most of the game progresses with players acting concurrently, reducing downtime.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the combos here are so satisfying across the board
  • the progression system in this game is absolutely spoton I love it
  • it's simultaneous play so there's not really much downtime
  • open sandbox that's just so incredibly satisfying
References (from this video)
No references stored for this video.
Video lgRHVAYyVeM Board Stupid Discussion at 5:47 sentiment: positive
video_pk 33018 · mention_pk 97895
Board Stupid - TEN video thumbnail
Click to watch at 5:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful production, simple but effective
  • Strong tile/token placement and competitive area majority
  • Appealing city-building concept with shared city dynamics
Cons
  • Publication status and event details unclear
  • UKG/Spiel distinction uncertain
Thematic elements
  • urban development, competitive expansion
  • city-building with shared city
  • mechanics-driven, strategic growth
Comparison games
  • Map of Mistera
  • Redwood
Mechanics (from transcript analysis)
  • area majority — top placement yields benefits; city grows and advances.
  • area majority / city growth — top placement yields benefits; city grows and advances.
  • river/boat movement — tokens/boats allow moving across rivers to access buildings.
  • tile placement — players place tiles to develop the city and score points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • production is fullon. It's absolutely stunning.
  • I can't wait. Like the more games come out, the better it is.
  • it's not it's not a dungeon crawler at all.
References (from this video)
No references stored for this video.
Video nxCOOipSH24 The Dice Tower Review at 2:44 sentiment: positive
video_pk 12182 · mention_pk 110939
The Dice Tower - TEN video thumbnail
Click to watch at 2:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong drafting core with engaging row-based scoring.
  • Whimsical, attractive components and theme.
  • High replay value due to randomized card layout and varied scoring options.
Cons
  • Rules are simple; depth may be modest for some players.
Thematic elements
  • Cozy village development with scoring tied to row placement and adjacency.
  • A seaside town-building theme with a charming vibe.
  • Light, charming, and humorous; feels like a sidescrolling port town.
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — Cards score based on their placement within a row and adjacent cards, with multiple scoring options.
  • drafting — You draft cards which influence both what you take and the order of play in the next round.
  • dynamic_scoring — Different scoring objectives appear due to card draws, ensuring variability each game.
  • placement — Strategic placement to build a seaside town with thematic visuals.
  • row_scoring — Cards score based on their placement within a row and adjacent cards, with multiple scoring options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Okay, first off, I love the crew."
  • "This is a trick- taking game just like the first one."
  • "The objective cards have a bit more variety"
  • "You can pass and not take a task. That's massive."
  • "I'm coming in at 8.5 on this."
  • "Caution Signs... you're drawing that very quickly... and it's very quick to teach."
References (from this video)
No references stored for this video.
Video To57_FF0yRY Board Stupid Top List at 1:08 sentiment: mixed
video_pk 8909 · mention_pk 123353
Board Stupid - TEN video thumbnail
Click to watch at 1:08 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Beautiful pastel tile aesthetics
  • Interactive shared board with area majority tension
  • Engaging back-and-forth two-player interaction
Cons
  • AP-prone players can stall the game (paralysis)
  • Potential grind in higher player counts (4 players)
Thematic elements
  • area majority with interactive tile movement
  • city-building contest centered in a shared central city
  • abstract competitive
Comparison games
  • Cascadia
Mechanics (from transcript analysis)
  • area majority — scoring depends on control of parts of the shared center city
  • moving boats/tiles — boats can shift tiles around the board to alter area majority
  • tile placement — players place tiles to grow a central city and compete for scoring areas
  • Tile/Map Shifting — boats can shift tiles around the board to alter area majority
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a banger.
  • That is a banger for me.
  • The theme elevates to my heart.
  • This is the dream because the theme is done so well and interwoven with the mechanics.
  • It's a solid for me.
  • I want to play more.
  • It's a fantastic production.
  • The world’s limits are pretty big and a lot of moral choices.
  • Take Time is the biggest surprise of the year.
  • It is a wonderful deterministic experience that doesn't last 4 hours.
References (from this video)
No references stored for this video.
Video XF17e6woWKI Chairman of the Board Top List at 12:28 sentiment: positive
video_pk 8755 · mention_pk 95484
Chairman of the Board - TEN video thumbnail
Click to watch at 12:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • brain-burner with deep planning and color-moding strategies
  • clockwork layering that rewards careful turn-by-turn planning
Cons
  • very punishing if you misread token colors or timing
  • requires substantial time and focus to execute well
Thematic elements
  • strategic conquest with color-coded tokens and action decisions
  • planetary conquest through modular mini-games
  • clockwork planning with color-coding and token arrangement
Comparison games
none
Mechanics (from transcript analysis)
  • manala (token arrangement) system — tiles tokens taken from bowls, depositing one per bowl, affecting actions available
  • mini-games — collection of smaller game activities under a single umbrella
  • multi-minigame structure — collection of smaller game activities under a single umbrella
  • Round-based action selection — final token determines the action you can take; colors grant bonuses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • board gaming Perfection such a an intricate and nuanced design
  • the best negotiation game out there
  • fast so engaging
  • I can't find a fault with this game it is just so much fun
  • one of the original area control style games
  • the time track system I've ever seen
References (from this video)
No references stored for this video.
Video 9vEoNbUmlLg Board Game Hangover Review at 2:06 sentiment: positive
video_pk 4276 · mention_pk 83316
Board Game Hangover - TEN video thumbnail
Click to watch at 2:06 · YouTube ↗
Overall sentiment (raw)
very positive
Pros
  • Feels like the video game
  • Multiple characters and stages
  • Authentic fighting game experience
Cons
  • May not appeal to those unfamiliar with Tekken IP
Thematic elements
  • Combat between characters
  • Fighting game
  • Player vs Player
Comparison games
none
Mechanics (from transcript analysis)
  • Card-based fighting — Players guess attack locations and play cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's been a great month of gaming
  • Sorry for ruining your wallet
References (from this video)
No references stored for this video.
Video SDXFrCtsiKw Foster the Meeple Top List at 5:57 sentiment: positive
video_pk 1438 · mention_pk 4161
Foster the Meeple - TEN video thumbnail
Click to watch at 5:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • easy to teach
  • quick rounds
  • tactile components
Cons
  • push-your-luck can feel volatile
  • theme not deeply thematic
Thematic elements
  • numbers and risk management
  • Push-your-luck betting with number sequences
  • light, quick social game
Comparison games
  • Patchwork
  • Ten
Mechanics (from transcript analysis)
  • push-your-luck — players craft sequences 1-9 and bid risk to assemble lines
  • set collection/collection drafting — gathering sequences and optimizing your run
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • patchwork is a great game for couples
  • it's a great first date game
  • the app, the narration is pretty good on the app
  • silver bullet obviously... it is literally the best game
  • villainous is in my opinion one of the most perfect games for couples
References (from this video)
No references stored for this video.
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