In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.
As a player, you acquire unique project cards (from over two hundred different ones) by buying them to your hand. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards and actually playing them. Standard Projects are always available to complement your hand of cards. Your basic income, as well as your basic score, are based on your Terraform Rating. However, your income is boosted by your production, and VPs are also gained from many other sources.
You keep track of your production and resources on your player board. The game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation and consists of the following phases:
1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.
When the three global parameters (temperature, oxygen, ocean) have all reached their required levels, the terraforming is complete, and the game ends after that generation. Combine your Terraform Rating and other VPs to determine the winning corporation!
- rich card variety
- tableau-building depth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- blue lagoon is a great game
- it's got so colorful so much fun
- there's this great moment in blue lagoon where you just realize that you've got a certain island secured
- it's a sandbox style pirate game
- i'm going to buy this for myself 100
- Ethnos is an awesome very simple area majority game
- Ticket to Ride Europe
- Nidavellir
- Dune Imperium
- Code Names is just so great that it's word games are just easy for no i shouldn't say they're easy for everyone to get into
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I am a huge dice throne fan and I am absolutely estatic about the dice Throne realm
- Sleeping Gods is one of my absolute favorite
- Vantage is going to be a 2025 game
- 7-year Journey seems like forever
References (from this video)
- Deep card interaction and strategic depth
- Fascinating endgame tension from terraforming progress
- Thematic coherence through card variety and tag synergies
- Long playtime, especially with 3-5 players
- Downtime and heavy cognitive load
- Occasional thematic distance where mechanics overshadow theme
- terraforming, resource management, and corporate strategy
- Mars terraforming era with corporate competition to make Mars habitable
- Array
- Ark Nova
- SETI
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The complexity emerges from thousands of card interaction permutations.
- The game's end condition creates fascinating tension.
- There's almost no downtime because everyone's always planning ahead.
- The rotation system adds dynamic, strategic depth.
References (from this video)
Mechanics (from transcript analysis)
- design-your-planet engine-building — players manage projects to raise temperatures, oxygen, and infrastructure on Mars.
- engine building — players manage projects to raise temperatures, oxygen, and infrastructure on Mars.
Video topics + discussion points
Quotes (from this video)
- Trust us.
- Verify everything, trust nothing.
- The biggest lie board game companies tell might be the simplest. Trust us.
- You're buying version 1.0 that needs patches, but there's no disclaimer saying software may require updates.
- The app has potential for gamebreaking bugs, especially in stretch goal missions.
References (from this video)
- Huge strategic depth
- diverse paths to terraforming success
- Half the deck can be dead early with certain corporations
- variants can feel brutal
- eco-engineering and planetary development
- terraforming Mars with corporate factions
- engine-building with card-driven synergy
Mechanics (from transcript analysis)
- card-driven engine — cards provide actions and board impact as you terraform the planet.
- variable corp synergy — each corporation has unique bonuses affecting strategy.
Video topics + discussion points
Quotes (from this video)
- It's not engagement. It's everyone doing their own puzzle in the same room.
- Gorgeous production quality, but multiple simultaneous subsystems that can feel complex initially for new players.
- Turn order determines a lot in this game's economy.
- One wrong move with how the link network system works, and you've completely invalidated your entire strategy.
- The clue giver walks a razor line between clever and intuitive that new players haven't calibrated.
- Eight-hour day commitment, full group attendance, full mental energy required throughout.
References (from this video)
- Strong strategic depth
- Large variety of cards and combos
- engine-building, resource management
- Future Mars terraforming project
- strategic, optimization
Mechanics (from transcript analysis)
- card_drafting_and_hand_management — draw and select cards to play; manage hand
- engine building — build engine of cards and projects to terraforming Mars
- engine_building — build engine of cards and projects to terraforming Mars
- tile placement — place green tiles to terraform and score
- tile_placement — place green tiles to terraform and score
Video topics + discussion points
Quotes (from this video)
- Zenith is honestly just really addicting.
- Playing Zenith is why I'm feeling so conflicted on it.
- Are you bribing me by having Castles of Burgundy and Feast Froen not only having top shelf billing, but also getting their own cubes just for themselves? Because if so, it's working.
- 10 out of 10. Best collection we've ever received.
- Extra points for a Gricola being one shelf lower than Fused and only showing the spine of the box. Well played.
- a full cube of Dungeons and Dragons stuff.
References (from this video)
- strong science fiction theme
- great variety in card combinations
- solo-friendly with good solitaire mode
- often feels solitary in practice despite a shared map
- can be long and sometimes swingy with take-that-style cards
- science fiction terraforming and base-building
- Mars terraforming with corporate competition
- hard sci-fi with strong engine-building flavor
- Wingspan
- Everdell
- Parks
- Dominion
- Splendor
Mechanics (from transcript analysis)
- card drafting — draft or purchase project cards to fuel your engine
- card drafting/buying — draft or purchase project cards to fuel your engine
- engine building — grow a production engine across tracks and cards
- engine-building — grow a production engine across tracks and cards
- milestones and awards — mid-to-late game goals that influence end scoring
- Resource management — manage plants, heat, energy, cards, and other resources
Video topics + discussion points
Quotes (from this video)
- Multiplayer solitaire shouldn't automatically be a red flag.
- The real takeaway is that multiplayer solitaire isn't a problem if the mood matches.
- You're mostly in your own 15 card puzzle, glancing up occasionally when someone takes a meadow card or a limited event.
- The bird theme and real species facts pull in players who might never touch a typical sci-fi or fantasy hero.
- It's the best of multiplayer solitaire.
References (from this video)
- Deep engine-building with highly variable card pool
- Strong interaction on the shared Mars board via milestones and city spaces
- High replayability due to many expansions and map variations
- Two-player head-to-head suitability
- Fragile or flimsy player boards requiring care
- Steep learning curve for newcomers
- Photo-based card art may not appeal to all players
- Corporate competition to terraform and shape a livable Mars while balancing economics and strategy
- Mars, with oceans, forests, cities, and terraforming milestones on the Tharsis region as heat, oxygen, and water levels rise
- Engine-building, card-driven tableau with competition and cooperation on a shared board
Mechanics (from transcript analysis)
- engine building — Cards enable production engines that generate income, resources, and bonuses over time.
- hand management — Players manage a hand of project cards to play each turn, shaping their engine and options.
- Income Management — Track credits, minerals, heat, and plants to fund actions and card plays.
- set collection — Cards and resources contribute to various sets or triggers that reward points or effects.
- tile placement — Shared board with oceans, forests, and other tiles that terraform Mars and interact with milestones.
- tile placement on map — Shared board with oceans, forests, and other tiles that terraform Mars and interact with milestones.
Video topics + discussion points
Quotes (from this video)
- terraforming mars is a fantastic head-to-head game
- the game ends once the heat oxygen and water levels have all been raised sufficiently
- it's always rewarding to put out those cards
- two players might be a smidge more of a duel
- it really does feel like two corporations vying for dominance while being forced to begrudgingly work together
- Terraforming Mars is easier to grasp than it may seem at first
- catapulted itself into the core list of must-have games
References (from this video)
- beautiful production even with the criticized initial art
- great engine-building and card-driven action economy
- Prelude expansion adds meaningful depth
- art style is polarizing to some
- heavy rules complexity and long play time for some groups
- terraforming, resource management, engine-building
- Mars during a terraforming project in a near-future, corporate-driven effort
- technocratic and utilitarian, with a focus on long-term planetary development
Mechanics (from transcript analysis)
- card drafting — players draft project cards to gain powerful effects and engine synergies
- engine/Tableau building — players build a personal engine through played cards and project tiles
- Resource management — managing credits, heat, plants, energy, and other resources to advance terraforming parameters
- tile-based components — 3D tiles and modular boards contribute to the terraforming and tile placement
Video topics + discussion points
Quotes (from this video)
- it's ugly as is a game comes
- Prelude expansion which I'm going to say is the only expansion you need for this game
- it's the chess of racing games
- it's a game of inches
- the Wind Waker-esque board game that is out there
- the campaign element really nicely and I like that they group The like the each play is three chapters in a setting
- you can play a game of this in an hour and a half with two players
- you are building that Tableau and your Tableau gets outrageous
References (from this video)
- strong thematic engine-building
- great two-player interaction when played well
- planetary terraforming and engine-building
- terraforming Mars
Mechanics (from transcript analysis)
- engine building — Play project cards to influence terraforming parameters and build engines.
- engine-building / tableau building — Play project cards to influence terraforming parameters and build engines.
Video topics + discussion points
Quotes (from this video)
- i recommend this with ignorance is bliss
- star wars is my number one favorite anything i'm just obsessed with star wars
- this is a table hog of a two-player game
- no one owns it
- you can play this with new gamers because you can explain it very quickly
References (from this video)
- great sense of realism and scale
- very replayable with numerous strategies
- expansions like Prelude significantly enhance the base game
- not visually striking out of the box
- heavy up-front teach due to card density
Mechanics (from transcript analysis)
- card-driven engine with huge card deck — cards propel terraforming actions; players build engines and run projects to raise oxygen, temperature, and ocean tiles.
- engine building — cards propel terraforming actions; players build engines and run projects to raise oxygen, temperature, and ocean tiles.
- large choices with many paths — numerous boards/paths allow diverse strategies; Prelude expansion is highlighted as impactful.
Video topics + discussion points
Quotes (from this video)
- it's a pretty simple game cuz you're just drafting a thing a card or a tile and then you're adding that to your tableau, but every time you add something it kind of triggers a bunch of other little things and turns are super quick
- there are so many dice that are used and so many different things that you can do with those dice that it never feels like a wasted turn
- this is one of those games that feels like you feel like you've played something, it's like an event
- the mechanism where you've got a bunch of different cards that are your action cards when you play them everyone else gets to do that action but you get to do a slightly better version of that action
- it's based on the novel Red Planet apparently
- these Transformer Dice... it's such a clever mechanism
- Gaia Project is one of my all-time favorite games
References (from this video)
- Variable milestones and awards add strategic depth
- Prelude 2 expansion introduces new content and pacing options
- Map variability increases replayability
- Increased complexity for new players
- Additional rules from Prelude 2 may require a longer onboarding
- Array
- Array
- terraforming, resource engine-building, corporate competition, strategic card deployment
- Array
- Mars undergoing a multi-decade terraforming process where corporations vie to accelerate habitability through terraforming parameters, with multiple map variants and starting options.
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
- card drafting — Players select from a hand of project cards to influence terraforming progress, production, and scoring opportunities.
- card drafting / project cards — Players select from a hand of project cards to influence terraforming progress, production, and scoring opportunities.
- corporation selection / asymmetrical powers — Choosing a corporation at setup that confers unique abilities affecting early and late game decisions.
- Resource management — Balancing resource income and expenditures to fuel actions, with growth accelerating over time.
- resource management / production engine — Balancing resource income and expenditures to fuel actions, with growth accelerating over time.
- tile placement — Strategic placement of tiles on the Mars board to unlock actions, bonuses, and terraforming parameters.
- tile/board placement — Strategic placement of tiles on the Mars board to unlock actions, bonuses, and terraforming parameters.
Video topics + discussion points
Quotes (from this video)
- Oh my goodness, that is just incredible.
- This was my first time really using it
- which is just a delightful thing.
- I don't really need more maps.
- it really changed the the things that you were focusing on.
References (from this video)
- Deep thematic integration with substantial strategic depth
- Very high replayability due to vast card pool and variability
- Steep learning curve for new players
- Long play sessions can tax time-constrained groups
- planetary-scale engineering, resource management, and long‑term ecosystem development.
- Mars in the late 21st century as humanity undertakes large-scale terraforming to render the planet habitable.
- a blend of thematic ambition with heavy strategic planning; conversational and opinionated framing in the transcript.
- Terraforming Mars: Ares Expedition
- Terraforming Mars: The Dice Game
Mechanics (from transcript analysis)
- card drafting — Players curate a hand of project cards that activate engines and drive scoring opportunities over the course of a longer game.
- card drafting and engine-building — Players curate a hand of project cards that activate engines and drive scoring opportunities over the course of a longer game.
- Resource management — Players manage multiple resource types (megacredits, heat, etc.) to fuel actions and accelerate their terraforming engine.
- resource management and production — Players manage multiple resource types (megacredits, heat, etc.) to fuel actions and accelerate their terraforming engine.
- tile placement — Global parameters (temperature, oxygen, oceans) are advanced via placement and actions, driving the terraforming rating as the main scoring track.
- Tile placement and terraforming track — Global parameters (temperature, oxygen, oceans) are advanced via placement and actions, driving the terraforming rating as the main scoring track.
Video topics + discussion points
Quotes (from this video)
- That's madness. That's that's just a wrong answer.
- do you like Terraform Mara's The Dice game better?
- Care for Mars Aries expedition better?
References (from this video)
- Grand scale; strong thematic resonance; deep strategic layers
- Long playtime and high complexity
- Perceived heavy reliance on expansions and price point
- corporate competition; planetary-scale engineering
- Mars terraforming project; near-future space colonization
- scientific and data-driven narrative
Mechanics (from transcript analysis)
- card drafting — Draft project cards that shape terraforming progress and scoring.
- engine building — Develop a production chain to generate increasingly powerful resources.
- engine-building — Develop a production chain to generate increasingly powerful resources.
- Resource management — Balance money, heat, plants, cards, and other resources to optimize actions.
- tile placement — Place tiles and markers to advance terraforming milestones.
- tile/board placement — Place tiles and markers to advance terraforming milestones.
Video topics + discussion points
Quotes (from this video)
- the two ultimate wind conditions are nice but the rest now pass
- all locks and only a little bit of substance
- pandemic legacy is a game played over 12 months in an involving story that I wrote spoiled base basically pandemic you make to play a lot
- I don't mind pandemic I just don't want to play it again after playing it once
- the clues in the name
- it's a contrived under-produced game
- I love this game the first couple of times I played but I played it as a true gateway game into Euro games
- now no I don't want to try it with the expansion I don't care if it makes the game better I want to play a proper euro I'm all grown up
References (from this video)
- Deep engine-building with strong thematic resonance
- High replayability via differing corporation abilities
- Can be heavy for new players
- Rulebook is dense and can slow onboarding
- science‑driven colony-building and resource management
- Colonization and terraformation of Mars to support human life
- engine‑builder with evolving tableaux
- Surviving Mars
- Gaia Project
Mechanics (from transcript analysis)
- engine building — Players craft engine-like combinations to generate resources and effects.
- engine-building / tableau drafting — Players craft engine-like combinations to generate resources and effects.
- hand management / card drafting — Players select project cards to push terraforming metrics.
- player mats / corporation powers — Each corporation provides unique abilities and constraints.
- Unique player powers — Each corporation provides unique abilities and constraints.
Video topics + discussion points
Quotes (from this video)
- This town is filled with friends.
- Dragons and sleeping, and there's a dragon hopefully being asleep.
- Delusions of grandeur require a leap, but playing the fool is his full-time job.
- Africa—read me the lyrics.
- Twilight Imperium, you are correct.
- I thought I nailed it.
References (from this video)
- deep, engaging experience with a relatively simple rule set that rewards clever planning
- highly thematic execution that feels more immersive than many other euro-style designs
- exceptional variety and replayability, especially with Prelude and multiple corporations
- Automa (the solo subsystem) is intuitive, fast, and scales in difficulty to keep games balanced
- turns remain snappy and decisions feel meaningful from start to finish
- strong potential as a centerpiece tableau-builder with ongoing appeal for long-term players
- art direction and some stock imagery can be off-putting to new players
- the base solo mode by itself is limited; Automa is essentially required for a complete solo experience
- board aesthetics and certain components can feel underwhelming compared to the gameplay depth
- storage and component quality could be improved; dual-layer boards are a meaningful upgrade
- science-fiction corporate engine-building around planetary terraforming
- Mars during the terraforming era, humans attempting to terraform and populate the planet
- immersion through thematic card play, corporation abilities, and map development; strong emphasis on flavor and story-like progression within an abstracted engine
- other tableau-building games
- other solo/engine-building euros
Mechanics (from transcript analysis)
- card drafting — opening hands of project cards are drafted and customized each round to shape strategy and timing.
- end-of-round and scoring dynamics — terraforming rating and milestones influence scoring as the game progresses toward completion.
- engine building — players build a personal engine by playing project cards and leveraging corporation powers to generate resources and actions.
- engine-building — players build a personal engine by playing project cards and leveraging corporation powers to generate resources and actions.
- Resource management — managing megacredits, steel, titanium, plants, heat, energy, and cards to optimize tempo and scoring.
- tile placement — placing ocean tiles, greenery, and city/other tiles on a hex map to advance terraforming metrics.
- Unique player powers — corporations grant unique abilities that shift early game trajectories and long-term planning.
- Variable player powers — corporations grant unique abilities that shift early game trajectories and long-term planning.
Video topics + discussion points
Quotes (from this video)
- it's absolutely brilliant.
- this is really top 20, maybe even top 10 material for me.
- Automa really does elevate this game that much.
- the Automa turn structure doesn't scale up later in the game; the autonomous turns are going to stay quick and snappy.
- it's such a necessary upgrade; dual layer boards are essential.
References (from this video)
- Complex, highly strategic with deep resource management
- Rich, thematic setting
- Heavy and long play sessions
- Scythe
- Zombicide
Mechanics (from transcript analysis)
- card-driven — Corporations play cards that shape their terraforming strategy.
- engine building — Players manage resources to raise temperature, oxygen, and tile habitats.
- engine-building — Players manage resources to raise temperature, oxygen, and tile habitats.
Video topics + discussion points
Quotes (from this video)
- we have a very round catalogue so we have something for every type of gamer
- it's nice to be able to kind of give something to everybody in every type of gamer
- we look far and wide between our Studios internally and then also external Studios we work with as third parties
References (from this video)
- colonization/building
- Mars terraforming
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The board game equivalent of No.
- War of the Ring
- Sleeping gods
- The answer is Monopoly
- The answer is Arkham Horror
- Magic the Gathering
References (from this video)
- deep engine with meaningful choice
- beautiful production (components)
- long playtime
- requires Prelude for a faster start
- science fiction, terraforming
- terraforming Mars, building civilizations
- campaign-like engine-driven progression
- Earth
- SETI
Mechanics (from transcript analysis)
- engine-building / card drafting — cards fuel actions and progress terraforming metrics
- tile placement — placing global projects and ocean tiles to raise terraforming parameters
Video topics + discussion points
Quotes (from this video)
- Rulebooks are the least favorite part of the job; they can be frustrating and hinder learning.
- Patreon support pays for all of this equipment and production.
- The secret word is whatever animal that is.
- Comments are always important; engagement matters for publishers.
References (from this video)
- robust engine-building and theme
- can be heavy for tournament pacing
- Terra Mystica
Mechanics (from transcript analysis)
- Deck building — build engine via project cards and resource management
- deck-building — build engine via project cards and resource management
Video topics + discussion points
Quotes (from this video)
- Castles of Burgundy oh my goodness I love this game so much
- Cascadia is definitely one of the lighter of the bunch
- I would freaking love in the future to compete in this
References (from this video)
- deep engine-building with lots of synergy options
- epic scope and thematic immersion
- replayability with many corporations and cards
- very heavy and can be slow
- drafting can feel random without good table strategy
- global terraforming progress, shared victory conditions
- Mars terraforming via corporate action over many generations
- engine-building with multiple scoring tracks
- Gaia Project
- Lisboa
Mechanics (from transcript analysis)
- card drafting — players draft project cards to gain resources and triggers.
- card drafting and engine-building — players draft project cards to gain resources and triggers.
- multi-track end-game scoring — advancement on multiple tracks (heat, oxygen, terraforming rating) advances the end-game.
Video topics + discussion points
Quotes (from this video)
- It's subjective if you've not tried pu me4 ranking engine which presents two different options of games out of the list.
- The best racing game of that pure style; Heat pedal to the metal is a standout.
- This is one of those games that's easy to pick up and play but if you manage to get to grips with the action queuing you can get some really satisfying interactions.
- Terraforming Mars is a heavy game with a dense drafting layer but incredibly rewarding.
References (from this video)
- Deep engine-building depth
- Strong thematic integration with Mars terraforming
- Wide variety of viable strategies
- Steep learning curve for new players
- Downtime in multiplayer sessions
- Card-draw variability can slow pace
- Terraforming, corporate space colonization
- Mars, terraforming era
- Strategic, engine-building with card-driven actions
- Arcs
- Food Chain Magnate
- Cartographers
Mechanics (from transcript analysis)
- action selection — On a turn, players perform actions to advance terraforming objectives.
- card drafting — Players draft project cards to develop Mars and build engines.
- card synergies — Combining cards to create powerful combos and chain effects.
- cooperative actions — Combining cards to create powerful combos and chain effects.
- engine building — Cards create engines that generate resources and scoring opportunities.
- engine-building — Cards create engines that generate resources and scoring opportunities.
- Resource management — Players manage heat, energy, ore, plants, and money to fund projects.
Video topics + discussion points
Quotes (from this video)
- In space, no one can hear you scream about how you didn't draw the card you need again.
- The real monsters are the other players.
- The answer here, of course, is terraforming Mars.
- This one's food chain magnet.
- Cartographers.
- The biscuit tin never has biscuits in it, does it? It's always got bubbling sewing stuff.
References (from this video)
- Widely recognized and discussed in the hobby
- Used as a concrete example in broader AI/art controversy discussions
- Not deeply analyzed for its own game design within this video; referenced primarily as context
- Terraforming planet environment and resource management
- Mars terraforming project in a near-future setting
- Abstract, techno-science oriented
- Innovation
Mechanics (from transcript analysis)
- Card-driven actions — cards enable actions and events affecting terraforming progress
- Resource management — tracking oxygen, temperature, oceans, energy, and credits
- tile placement — placing tiles to modify Mars' terraform parameters
Video topics + discussion points
Quotes (from this video)
- artificial intelligence is the innovation of using machine learning to perform tasks but in order to be truly intelligent it has to have its own goals its own Drive its own interest its own passions
- the first major limitation of artificial intelligence is they can only do things based on examples that I give it
- the producers of terraforming Mars are using artists who are using artificial intelligence to produce the artwork
- machines don't come up with ideas they emulate the ideas they've seen before
- artificial intelligence is the lifeless tool
References (from this video)
- deep engine-building, high variability, strong thematic immersion
- can feel long and heavy for some groups
- engine-building through project cards
- colonization and terraforming of Mars
- technocratic, forward-looking expansion
- Race for the Galaxy
- Gaia Project
Mechanics (from transcript analysis)
- card drafting — drafting and playing project cards to boost terraforming and production
- card drafting / engine-building — drafting and playing project cards to boost terraforming and production
- Prelude/Colony variants
- shared map with individual goals — global terraforming goals and milestone/award system
Video topics + discussion points
Quotes (from this video)
- the narrative it does ends up being a fun experience
- it's the story. there's almost I find when I'm playing it and horrible things are happening
- through the ages... a grand historical journey
- epic and full-day experience
- you can draft up to your point level and duke it out to the end
References (from this video)
- Large-scale, thematic engine
- deep strategic space with long-term planning
- science-fiction strategy with terraforming goals
- Mars terraforming future
- grand, long-term strategy
- Earth
Mechanics (from transcript analysis)
- engine building — Develop a pipeline of actions to accelerate terraforming
- engine-building — Develop a pipeline of actions to accelerate terraforming
- resource management / tile placement — Manage resources to place projects on the planet
- tableau building — Build and optimize card combinations to trigger effects
- Tableau-building / card drafting — Build and optimize card combinations to trigger effects
Video topics + discussion points
Quotes (from this video)
- The perfect board game collection doesn't exist until now.
- This game's got a ton of replayability as well because every single time you play, you're going to set up a different module and it's going to change how you play.
- And remember, corporai never dies.
- Code Names. You can play this game wherever, whenever, with whoever.
- Spirit Island is the greatest cooperative game ever made.
References (from this video)
- interesting pressure mechanics
- space
- terraforming
- Ark Nova
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It is legitimately one of my favorite cooperative games, not just for being a game that uses a standard deck of playing cards, but it's just one of my favorite cooperative games, period.
- For a game that costs $100 is a pretty big let down
- There's an okay game here with a really interesting but unfulfilled promise out of the gimmick
- Board games facilitate a level of safe conflict
- It felt very wide without being deep
References (from this video)
- a game the group discusses owning but not playing their own copy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we own a copy of that and we've never played our copy
- we're a family of collectors
- we could probably play that during the gameon ship
- it's going to be awesome we're going to have so much fun
- return to Dark Tower and we've never played our copy
References (from this video)
- high card variety and strategic depth
- expansions add flexible options
- long playtime
- can be lengthy to set up and teach
- science-based industrial development and terraforming
- colonizing and terraforming the planet Mars
- engineering and resource-driven growth
Mechanics (from transcript analysis)
- card drafting — players draft and play cards to gain actions, projects, and terraforming effects
- engine building — combining cards to enable more powerful future actions
Video topics + discussion points
Quotes (from this video)
- my number 10 is tachu
- it's fun I mean plant and I mean so you obviously I would say do you like that kind of having to siphon through
- the real MVP comment Micah down below
- Kay's number one game of all time tune in next year geez
References (from this video)
- steady engine-building rhythm
- great drafting and card interactions
- deep system depth with multiple viable strategies
- can feel slow or heavy to new players
- score disparities can be large
- resource conversion, engine-building, and long-term planning
- A future where humanity terraforms Mars
- strategic progression with a clear long-term objective
- Great Western Trail
- Gaia Project
Mechanics (from transcript analysis)
- card drafting and engine-building — acquire cards; combine actions and engines for production and planning
- shared map-like board with variable progression — global terraforming metrics influence strategy
- tech progression and collaboration — player-specific cards and global milestones drive scoring
Video topics + discussion points
Quotes (from this video)
- Age of Innovation feels like it delivers the pinnacle experience of that kind of whole system.
- Twilight Struggle is a borderline masterpiece.
- The arc of Twilight Struggle is so exciting; tension grows across the board.
- This is Mage Knight Ultimate Edition—changing it to cooperative mode is incredible; I’d never go back.
- Eldritch Horror highs are the top board game experiences I’ve had.
- Agricola is the best board game we have ever played and it has stayed at the top for years.
References (from this video)
- Deep, durable engine with long-term strategy
- Rich thematic integration
- Very heavy and lengthy to play
- Not ideal for short sessions
- scientific progress, planetary engineering
- terraforming Mars to sustain life
- engine-building with theme-driven actions
- War of the Ring
- Gaia Project
Mechanics (from transcript analysis)
- engine_building — players optimize actions to increase terraforming parameters
- tile_placement_and_exploitation — placing statements on the map to gain benefits
Video topics + discussion points
Quotes (from this video)
- Advertising revenue goes to charity, every single penny.
- The one thing I would change at Essen Spiel? I don't know—it's hard to alter a huge convention.
- I would love to do more collaborations with other content creators, but time is the real constraint.
- Galactic Cruise is in alpha on Board Game Arena and the interface is amazing.
References (from this video)
- Crazy big card game
- Build up engine over time
- Good resource management
- Making Mars habitable
- Mars colonization
- Sci-fi engine building
- Ark Nova
Mechanics (from transcript analysis)
- Card Play — Play cards to build engine and terraform Mars
- engine building — Cards produce more resources to buy more cards
- tile placement — Place tiles on Mars board for points
Video topics + discussion points
Quotes (from this video)
- Board Game Geeks top 100 sometimes feels like random people voting random stuff
- This is the way by two random people from Latvia
- Your mind feels like a fog after playing Spirit Island
- Frodo really doesn't want to destroy ring at the end he's like nah I'll go home
- It's a fine game it's super boring it just the same thing over and over
- Wrongfully not in the top 20 yet
References (from this video)
- epic scale and nostalgia for many players
- lots of strategic depth
- heavy to teach and long to play
- some imbalance perceived with expansions
- tech development and global terraforming goals
- planetary terraforming and environmental terraforming
- sci-fi industrial progression
- Gaia Project
- Gaia Supremacy
Mechanics (from transcript analysis)
- set collection / engine-building with multiple corp factions — players manage resources to raise temperature, oxygen, and oceans while completing projects
Video topics + discussion points
Quotes (from this video)
- it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
- i really really like tapestry
- it's simple but fun
- the fan track keeps you relevant when you're behind
- it's a bundle of fun
- i love calico
- radlands is a fantastic two-player card dueling lane fighter
References (from this video)
- A strong thematic blend between narrative flavor and euro-style mechanics
- Accessible yet deep engine-building with varied player tech trees
- Good scalability and replayability; solid core experience
- Some players find the pacing and card-draw variance can feel punishing or overly swingy
- Thematic density can feel light if you’re after a pure crunchy simulation
- Science-based, corporate competition to terraform a planet
- Colonization and terraforming of Mars
- Economic engine with strong thematic flavor; slightly more narrative than pure euro
- Comet
- Gloomhaven
- Eclipse
Mechanics (from transcript analysis)
- Card draw / engine-building — Card-driven engine-building with variable player powers and combinations
- Resource management — Conversion of resources into terraforming actions and milestone points
- Tile placement / global project track — Global parameters (temperature, oxygen, oceans) and numerous projects to enhance terraforming progress
Video topics + discussion points
Quotes (from this video)
- this edition is beautiful and if you didn't have it and i played it at a convention i'd probably be like all right Comet you're coming back to my collection
- one of the best revitalizations of a game out there
- it's the best version of what this game does best
- the components are upgraded and the pyramids look cool
- this edition is a beautiful representation of a classic
- you can frame the art on the back of the board and show it off, but you still need the board to play
References (from this video)
- considered one of the best games ever made by the speaker
- deep, thematic and rewarding with good upkeep in play
- engine-building and planetary development
- terraforming Mars, tech-driven future
- highly thematic, dense
Mechanics (from transcript analysis)
- engine-building — develop ecosystems, cities, and infrastructure to raise terraforming parameters
- Resource management — manage credits, heat, plants, energy, and other resources
- tile placement / project cards — place tiles and execute card effects to advance terraforming progress
Video topics + discussion points
Quotes (from this video)
- It's a complete filler, but I really enjoyed it.
- This is my game of the day.
- I love the tightness and I also love the different options you have on there.
- cooperate to play out your hands of cards, but you can't communicate.
- You rotate the card around it. It says up, but backwards it says it either way.
References (from this video)
- Unique gameplay
- Replayability
- Planetary transformation
- Mars colonization
- Card-driven development
Mechanics (from transcript analysis)
- Card Play — Playing cards to terraform Mars
Video topics + discussion points
Quotes (from this video)
- we put in the time and effort to play the best Euro AKA Resource Management games
- each game will feel completely because you will have completely different cards
References (from this video)
- brings breath of fresh air to euro genre
- new mechanisms
- not like typical euro games
- space
- mars
- terraformation
- science fiction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's simple but brings so much emotions
- really really underrated game really love it
- i went all in on that kickstarter this is going to be the ultimate batman game in which it wasn't
- picking up phone checking stuff on phones your turn
- you didn't listen and another you explain all the rules
- if you don't like the game push through the end and never play it again but don't start saying that you hate the game
- just because we can reach bigger audience
- and we're friends so you can definitely be just don't talk about it
- i throw out the rules i don't like and put in rules i like and then i hope the game sells
- all euro games are the same
- they just feel so very similar
- they kind of kind of mush into one this big euro game mask
- sandwiches don't come free you know we need money to make sandwiches
References (from this video)
- Deep strategic depth
- Rich thematic backdrop
- Heavy rules and long playtime
- Terraforming Mars
- Mars, terraforming era
- Epic, strategic
- Above and Below
- Five Tribes
Mechanics (from transcript analysis)
- Card-driven engine-building — Use projects cards to build engines and terraform the planet
- Resource management — Manage heat, steel, titanium, plants, and more
Video topics + discussion points
Quotes (from this video)
- "Do themes matter? yes do they matter I have my book now I'm on the fence with this one"
- "Terraforming Mars could have been about the circus no but it needs the theme to work"
- "Quacks of Quedlinburg... you need all of that to really get into that Medieval theme"
References (from this video)
- Deep thematic integration with mechanics
- Strong engine-building depth
- Heavy for some players; long playtime
- terraforming and industrial growth
- Mars terraforming project in a science-fiction future
- strategic/science-forward
- Wingspan
- Everdell
- Skylands
Mechanics (from transcript analysis)
- card drafting — Draft project cards to build your engine
- engine building — Assemble actions and resources to terraform
- tile placement — Place tiles on a shared map to advance terraforming
Video topics + discussion points
Quotes (from this video)
- the aesthetic appeal of a product plays a big part in its commercial success
- placeholder art is more than adequate to give publishers a feel for what the game could look like
- publishers are no longer afraid of looking childish
- as a game inventor the visuals are unlikely to be at the forefront of your mind when you're ideating prototyping and testing your game
- let me know in the comments which games have gone above and beyond with their aesthetics
- standout component is very desirable in a prototype
References (from this video)
- Large tableau and production potential
- Significant engine-building opportunities when engaged with cards and actions
- Very long play time can hinder pacing
- High complexity may deter casual players
- Underwater Cities
- Darwin's Journey
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- deep strategic depth
- high replayability due to many cards
- strong solo and multi-player variants
- heavy for newcomers
- long playtime
- engine-building and resource management
- Mars terraforming project
- scientific and strategic
- Agricola
- Gloomhaven (in terms of depth)
Mechanics (from transcript analysis)
- card drafting — Choose cards that boost production and terraforming metrics.
- engine building — Develop corporations and actions to terra-form Mars over the game.
- engine-building — Develop corporations and actions to terra-form Mars over the game.
Video topics + discussion points
Quotes (from this video)
- Splendor is a really accessible game to learn.
- Clover hits the balance of humor and puzzle while also being cooperative.
- Cartographers covers more situations than almost any other game I've talked about.
References (from this video)
- drafting mitigates luck element
- better with drafting variant
- adds length to game
- significant luck element even with drafting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Remember it's only a game
- I am very much one of these people that if you go after my family or friends there will be hell to pay
- Five out of ten is average, it's a game that I would still play if you put it on the table
- I do really like closed drafting in games
- I love the way that you plan for this sort of stuff
- Power Grid is the worst contender for this, auctions in this just refuse to freaking end
- I want to see it more - the typewriter mechanic
- Area control is just kind of meh
- It's just so many of these games are just like oh we need to make a quick buck
References (from this video)
- strong thematic tableau
- great engine-building feel
- heavy and long
- player interaction is indirect
- engine-building with a tableau
- Mars terraforming and colonization
- story through corporate actions and planetary development
Mechanics (from transcript analysis)
- card-driven tableau — cards fuel production, terraforming, and scoring, forming a personal engine
- engine-building — build a personal engine via project cards and tiles
Video topics + discussion points
Quotes (from this video)
- it's the most addictive deck builder that I ever played
- it's a two-player war game where you have a map you have your own troops
- the greatest thing in this game is the Tableau
- aliens can kill you
- you can't trust the others
- it's the Lord of the Rings In The Box, I love it
References (from this video)
- Rich theming and long-term strategic depth
- High level of strategic planning and variability
- Steep learning curve
- Potential downtime with multiple players
- Terraforming, planetary development
- Mars terraforming project leading to a new civilization
- Sci-fi, system-driven
- Ark Nova
Mechanics (from transcript analysis)
- Card-driven engine-building — Play project cards to develop infrastructure and terraform the planet.
- Resource management — Manage megacredits and other resources to fund projects.
- tile placement — Place ocean tiles, greenery, and cities to terraform the map.
Video topics + discussion points
Quotes (from this video)
- Ark Nova faster than I do
- Ark Nova is welcoming
- Atmosphere is everything
- Think beyond yourself
- Don't be a jerk
- Celebrating the moments, not just the wins
References (from this video)
- engaging tableau building
- character selection
- deep gameplay
- science fiction
- space colonization
- terraforming
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We need to respect one another regardless of race, creed, color, gender
- Let's just try to work together and be more proactive and productive as a society
- Games that just make us smile - when I think about them I just go yeah this makes you smile
- You can smile on every game because you win all of them
- I love the world that Ryan Loughton put together and it makes me smile
- When I know we're gonna put Dune on the table, I smile
- Parks gives me these pleasant memories
- I know I'm gonna have fun with my family and friends playing Ticket to Ride
- Now I can play in that Star Wars universe with Boba Fett and it makes me smile
- Our lists are like night and day
References (from this video)
- deep strategic planning and long-term payoff
- excellent thematic cohesion and replayability
- heavy, with a relatively long playtime
- steep learning curve for newcomers
- terraforming, resource management, and long-term planning
- Mars, late colonization era transitioning to a terraformed world
- science-fiction with a heavy engine-building focus
- Gaia Project
- Pax Pamir
Mechanics (from transcript analysis)
- card drafting — players draft project cards to build engines and terraform the planet
- engine-building — players develop capabilities over the game to generate resources and improve terraforming metrics
Video topics + discussion points
Quotes (from this video)
- I'm already getting my wish of Terraforming Mars going into it.
- Stranger Things Upside Down is coming straight to retail in 2023.
- The global board game market size is growing and mainstream, and we're part of that wave.
- Happy Salmon is being given away as part of the festivities, which is a fun party game to kick off the holidays.
References (from this video)
- Proved space Euro games could sell
- Terraforming
- Mars
- Engine-building strategy
- Sunburn
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I went outside like for a whole two hours.
- Well, you're not the only one.
- You signed my game, but I didn't like it.
- That's a funny you signed my game, but I didn't like it.
- You get the one that's signed
- It's like you got the worst the worst component from my least popular game
- I think that's a much better fantasy to have that you fight dragons rather than you're a dentist
- Dragons? Surely that's what my uncle Adam does. Dragons, doesn't he's not a dentist.
- No, you can't make a Euro game set in space.
- It's interesting how that group think sort of works
- I think maybe it's a bit of group think in the industry
- One in 10 maybe
- Stack the deck
- That advice is right
- We probably got to check check our privilege here a little bit
- Very very fortunate to be in that position, aren't we?
- It's a practical problem, really
References (from this video)
- strong fanbase
- deep strategic depth
- engaging engine-building
- complex rules
- heavy setup
- Terraforming and colonization
- Mars terraforming
- Strategic depth with engine-building
Mechanics (from transcript analysis)
- resource_management — cards/resources to manage global parameters
- tile_placement — placing action tiles to perform actions
Video topics + discussion points
Quotes (from this video)
- we over printed terraforming mars going into 2020 with no obviously no knowledge of the year
- campaign style board games have peaked
- Gen Con will run
- 50 is the new 40
- Red Lobster is better than Olive Garden
References (from this video)
- Best Euro game for the couple
- Fantastic way to terraform Mars
- Great for couples
- Making Mars habitable
- Mars colonization
- Engine building sci-fi
Mechanics (from transcript analysis)
- Card Play — Combine cards for powerful effects
- engine building — Cards have synergy, build engines for more resources
Video topics + discussion points
Quotes (from this video)
- Does your wife ever tell you what to do all the time especially what board games to play
- My wife loves games where she beats your ass
- This was the game we took to the hospital when my son was born
- I'm afraid for the calendar its days are numbered
- What does a sprinter eat before a race? Nothing, they fast
References (from this video)
- Rich strategic depth with many viable paths
- High replayability via variable card sets and expansions
- Prelude expansion provides clearer early direction and reduces teaching time
- Steep learning curve for new players
- Longer setup and playtime can be daunting
- terraforming, resource management, and competing corporations
- Mars colonization and terraforming in a competitive corporate environment
- engine-driven, card-driven with variable setup
Mechanics (from transcript analysis)
- card-driven engine — Cards provide actions and immediate effects; drafting can shape early momentum
- Resource management — Credits and money must be balanced to pay for cards and to perform actions
- variable setup — Different corporations, preludes, and project cards create unique starting conditions
Video topics + discussion points
Quotes (from this video)
- the moment there you are just deciding the path you're gonna go and you just have all this amazing stuff in front of you
- it's such a fun part of terraforming Mars
- this pacing of your hurting your cattle all the way through the path to Kansas City
- the order of actions is critical and you have to plan ahead
- it's the type of game that makes your brain mush in a good way
- it's a really accessible Cooperative game that I can play with just about anybody
References (from this video)
- epic scale and thematic scope
- strong engine-building interactions
- long play times
- entry complexity for new players
- eco-engineering, corporate competition
- Mars terraforming project
- scientific, strategic
Mechanics (from transcript analysis)
- action programming — choose and execute actions from a card-driven system
- engine building — build a tableau of projects to terraform Mars
- engine-building — build a tableau of projects to terraform Mars
Video topics + discussion points
Quotes (from this video)
- This is what it looks like to actually play a game.
- Step up your game. You're kind of you're kind of bad in games.
- The vibe is very very uh pleasant and is a lot of collegiality.
- It's amazing when you hear your mother in your ear, man. This is crazy town.
- Thank you for hosting this amazing event.