Game description from the publisher:
How long is the Golden Gate Bridge?
Where has “evidence" of the Yeti been found?
How many sculptures are on Easter Island?
It‘s likely that you don‘t know any of these facts. But you might have a rough idea, and that‘s good enough because Terra is the party game where being close counts. And if you have absolutely no idea what the answer is? Take advantage of your friends who do know!
Terra is a redesign of Friedemann’s 2009 SDJ-nominated FAUNA, which had similar mechanics, but was specific to animals. Terra changes the subject matter to general geographic information, includes a brand new Imperial measurements map side (retaining the Metric map side for gamers outside the U.S.), has 300 topics (with three categories of questions) on oversized cards, and simplifies the scoring. Terra plays in 45 minutes for 2-6 players.
(End of publisher's description.)
Terra is a trivia game with cards that ask three related questions, such as "where was the Woodstock music festival?", "what year did it take place?" and "how many people attended it?" A card is selected, and players take turns guessing the answers to the questions by putting tokens on the board in different areas, such as on a map of the world, a time line, or a number line indicating the number of people (as in the example). Points are scored for correct answers, but some points are also scored for close answers. Whoever has the most points after a predetermined number of rounds wins the game.
Look Back - 9/24/25
- Card play is really neat
- Unique robots are great
- Enemy pilots leveling up seems epic
- Fun time playing
- Giant mech combat
- Space
- Arkham Horror Third Edition
Mechanics (from transcript analysis)
- Action Point Allowance System — Players activate jackets using energy by playing cards, with actions limited by available energy.
- bag building — Players draw tokens from a bag which can activate drones, enemy jackets, or trigger other events.
- Campaign play — The game is described as a campaign giant mech combat game with different scenarios called sorties.
- Component Damage — Enemy mechs have multiple components that can be damaged and destroyed individually.
- Countermeasures — Different colored countermeasures can be spent for various effects, including defense and offense.
- Damage Tracks — Jackets have three damage tracks, and are not destroyed until all are gone.
- Deck building — Players use unique decks of cards which they play from and add to over the course of the campaign.
- Enemy AI/Behavior Deck — Enemy activations are controlled by behavior decks, which determine their actions.
- Modular board — The maps are made of three foldout books that can be configured in different ways.
- pilot progression — Pilots level up throughout the campaign, and enemy pilots also level up and gain new abilities.
- Scrapping Cards — Some powerful cards are trashed to a scrap pile after use and can only be retrieved through specific effects.
- Status tokens — Various tokens (accuracy, targeting, energy, malice) are used to track effects and abilities.
- Terrain effects — Different terrain types (difficult, blocking, concealing) affect movement and line of sight.
- Variable player powers — Each jacket has unique starting cards, a special mode, and different damage tracks. Pilots also have unique art and abilities.
Video topics + discussion points
Quotes (from this video)
- I just want to help you make an informed decision.
- This is very much a prototype. Uh the rules are prototype. I'm not an expert on the gameplay, so I might make some mistakes.
- The way that the enemy pilots level up seems like it's going to be pretty epic.
- But I had a fun time playing.
References (from this video)
- Unique and engaging theme and art style
- High replayability due to variability
- Strategic depth in dice and worker placement
- Satisfying engine building
- Asymmetric factions offer diverse playstyles
- No metal dice included in the base game
- High number of dice can be overwhelming
- Potential for players to be crushed by more experienced players
- Ascension Festival where factions compete in various events to join the High Council
- New IP, pre-Columbian sci-fi
Mechanics (from transcript analysis)
- asymmetric factions — Includes 12 asymmetric factions, each with unique abilities, significantly impacting strategy.
- bag building — Implied through crafting worker engines, though not explicitly stated as a primary mechanic.
- dice placement — Players use dice results to take actions in various worker placement spots.
- engine building — Players craft their own engine of workers and abilities.
- Hidden Information — Likely involves hidden information, though not explicitly detailed.
- Resource management — Players manage resources and dice to optimize their actions.
- worker placement — Features variable worker placement spots that change each round, adding a puzzle element.
Video topics + discussion points
Quotes (from this video)
- I think that the worst thing that we could possibly do is bore you.
- We're going to make a game that a lot of people don't like and that is totally fine.
- It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
- I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
- I love fusing two things that aren't aren't usually together. That's where you find new.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
- I want to be like thinking about something the whole time, you know? I want to be doing something.
- He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
- We're really proud of where that ended up.
- So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
- It's my favorite of our designs. I love it. I'm so happy that it is delivering.
- I don't want to be that guy [the quarterback]. But I can't stop myself.
- The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
- It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
- The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
- So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
- Unique art style ('pre-Colombian sci-fi').
- High strategic depth with variable elements.
- Asymmetry provides significant replayability.
- Satisfying engine building with dice.
- No metal dice included in the standard edition.
- Ascension Festival, factions competing for a seat on the High Council.
- New world
- Unique IP with 'pre-Colombian sci-fi' aesthetic.
Mechanics (from transcript analysis)
- asymmetric factions — 12 asymmetric factions with unique starting abilities.
- bag building — Mentioned as a mechanic in the game.
- Blocking — Worker placement spots can be blocked once occupied.
- Dice mitigation — Players can change the color or face of dice to strategize.
- dice placement — Players use dice as workers and place them on action spots.
- Hidden Information — Implied by the nature of dice games and player strategy.
- worker placement — Variable worker placement spots change each round.
Video topics + discussion points
Quotes (from this video)
- I think that the worst thing that we could possibly do is bore you.
- We're going to make a game that a lot of people don't like and that is totally fine.
- It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
- I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
- I love fusing two things that aren't aren't usually together. That's where you find new.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
- I want to be like thinking about something the whole time, you know? I want to be doing something.
- He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
- We're really proud of where that ended up.
- So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
- It's my favorite of our designs. I love it. I'm so happy that it is delivering.
- I don't want to be that guy [the quarterback]. But I can't stop myself.
- The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
- It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
- The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
- So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
- The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
- has bag building, dice, worker placement, and going up tracks smooshed into one game
Mechanics (from transcript analysis)
- bag building — The reviewer explicitly states 'I love bag building'.
- Dice — The reviewer explicitly states 'I love dice'.
- Going up tracks — The reviewer explicitly states 'I love going up tracks'.
- worker placement — The reviewer explicitly states 'I love worker placement'.
Video topics + discussion points
Quotes (from this video)
- Here are my top five board games of May.
- I love finding unique games, and Tatsumi is very unique.
- I love bag building. I love dice. I love worker placement. I love going up tracks. Alterra has all of those things smooshed into one game.
- I'm going to put out a full video on it in the next few days, but man, I love this game.
References (from this video)
- engaging and tight puzzle that rewards careful tile/icon management
- short playtime with a clear, satisfying loop
- thematic production and presentation evoke a floppy-disk aesthetic that fits the theme well
- network and save mechanics add interesting twists without overcomplicating the core loop
- clear, on-theme rules and a wipe-off score area help the game feel thoughtful and polished
- the video demonstrates a single round, which may not fully convey long-term strategy or replayability
- the abstract scoring system can be a bit opaque until you play through a few rounds
- Array
- Tech-themed puzzle world
- instructional demonstration
Mechanics (from transcript analysis)
- End-of-round/Defrag Scoring — When the deck runs out, the active player chooses a file type to score, ensuring only one stack of that type remains and counting the active icons of that type.
- Icon Pattern Matching — Scoring and stacking are driven by matching icons across edges of adjacent cards; when icons match, cards can stack.
- rotation/flip — When placing a tile, the player can rotate or flip it to change which icons are active, enabling new matching opportunities.
- Special Action: Network — A network action allows moving a card from anywhere in the grid to any position in the row or column where the new card is played, facilitating rearrangement.
- Special Action: Save — The save action lets a player remove one card from a row or column and place it in a safe area, effectively adding a 'third card in hand' later in the round.
- tile placement — Players place tiles/cards on a grid adjacent to existing cards, with orientation that can be rotated to align icons for potential scoring.
Video topics + discussion points
Quotes (from this video)
- this is basically a tile placement game
- i'm really enjoying the puzzle of it
- it literally looks like a floppy disc
- deck Runs Out you must choose one of the file types to score
- Network you may move one card from anywhere in the grid to any position in the row or column where you play this card
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Seven Wonders to finally open up that
- Can't wait to share them with you.
References (from this video)
- Solid card play and engine-building feel
- Interesting region control and building interaction
- Three ages provide a clear progression
- Area majority, card-driven era progression
- Three ages with regional control and city-building vibes
Mechanics (from transcript analysis)
- area majority / region control — Control regions to gain victory points via buildings and influence.
- card drafting — Draft cards at the beginning of each age to gain resources and abilities.
- set collection — Collect seven colored cards, with white cards representing special people that require actions.
- set collection / color importance — Collect seven colored cards, with white cards representing special people that require actions.
Video topics + discussion points
Quotes (from this video)
- Please pick it up if you love cozy solo gaming.
- I am absolutely obsessed with this game.
- The art is fantastic. Probably my favorite art in a game thus far this year.
- Remember Our Trip is a drafting polyomino tile placement game in a way.
- I ended up really enjoying Eeky. It's a very unique game in a few different ways.
- Oak is a very fun game. Very underrated.
References (from this video)
- ambitious design
- strong thematic scope
- complex rules for new players
- god- and empire-building
- mythic empire with divine influence
- epic strategy
- Brass Birmingham
- Lancashire
Mechanics (from transcript analysis)
- Auction / Bidding — players bid for actions and influence in a rotating god system.
- auction/bidding — players bid for actions and influence in a rotating god system.
- variable map — actions and maps shift to keep gameplay fresh.
- variable_map_and_actions — actions and maps shift to keep gameplay fresh.
Video topics + discussion points
Quotes (from this video)
- This is our top 10 games to maybe go and buy at UK GE.
- We've tried to have something for everyone on this list.
- Spend your money responsibly.
- We love UKG. We love you guys.
- If you see Deep Regrets, please leave it for Matt. He'll be very sad. Otherwise, I will have deep regrets.
References (from this video)
- exciting new title from a respected designer
- strong economic/trade tension in theme
- limited public data available (new title)
- merchant trading and market manipulation
- ancient trade in a late empire context (4th century Rome) with merchant activity
- historical-theme with economic mechanisms
- Ground Floor
- Wooden ground-floor vibes (Roma-themed economic games)
Mechanics (from transcript analysis)
- Market Pricing/Manipulation — players manage goods and prices to optimize profit and position
- price setting and market interaction — players manage goods and prices to optimize profit and position
Video topics + discussion points
Quotes (from this video)
- We funded and we exceeded even a few stretch goals.
- That's fraught with danger.
- The coolest name ever.
- the following mechanism is really neat.
References (from this video)
- Balanced risk/reward; tight decisions
- Expansion adds meaningful tension without breaking the core pacing
- Wolves expansion may be too punishing for some players
- set collection with risk/reward
- Animal token collection with wolves expansion
- light, approachable filler
- Coloretto
Mechanics (from transcript analysis)
- drafting — players select animal tokens strategically to hit the trifecta without overdoing it
- drafting/selection — players select animal tokens strategically to hit the trifecta without overdoing it
- risk-reward expansion — wolves expansion adds face-down wolves that increase risk; cannot discard them
- set collection — collect exactly three of each animal type to maximize points; going over yields negative points
Video topics + discussion points
Quotes (from this video)
- this one is a lovely game by Stephan Dora, a great design in his own right.
- you are trying to collect exactly three of these animal tokens of each type to get the maximum amount of points
- a real brain burner but so simple and elegant to play as well
- Lost Cities a joy to get that one back to the table
- it's far too long I think it took us nearly two hours to play this which is obscene for the weight of the game
- Katarena one of the best abstract strategy games out there
- this is a bit of a whitewash of a game
References (from this video)
- Solid game
- Same good mechanics as Fauna
- Not quite as good as Fauna
- Guessing facts about the world
- World trivia
- Trivia
- Fauna
Mechanics (from transcript analysis)
- Trivia — Need to be close to correct answer, not exact
Video topics + discussion points
Quotes (from this video)
- This is a series where I take a look at reviews I did last year, 5 years ago, 10 years ago, and 20 years ago
- I know it's hard to believe people were arguing about board games
- Seven Wonders Duel came out and changed gaming - now we have dual games everywhere
- This game's thematic because it feels like the Joker's making you play this at gunpoint
- No Thanks keeps getting better for me the more I play it
- Undaunted - such a fantastic game and series - I love it
References (from this video)
- Flowing, approachable filler with meaningful decisions
- Expansion potential and engaging risk-reward pacing
- Short play time may limit depth for some players
- animal tokens and scoring with an all-or-nothing dynamic
- set-collection, push-your-luck style
- analytic, risk-reward oriented
Mechanics (from transcript analysis)
- Set collection and push-your-luck — Collect animal tokens; scoring depends on reaching exact counts.
- tile placement — Choosing rows/tiles affects opponents and future scoring.
- Tile placement/row/column scoring — Choosing rows/tiles affects opponents and future scoring.
Video topics + discussion points
Quotes (from this video)
- I think out of all of these videos that I've done this is probably the highest quality list that I've done in terms of game recommendations
- gorgeous production I mean the pieces here are absolutely lovely on the table
- one of my favorite deduction games of all time if not my favorite game
- I like how pure and simple it is
- it's criminally underrated
- this one is an absolute absolute belter
- I could not recommend it enough