In The City, players try to quickly and skillfully build their own city over the rounds, bringing in revenue and victory points (VPs). The cards are both buildings and currency, and the first player to collect 50 victory points wins the game. Victory points are cumulative from round to round, so a fast start yields a big advantage.
Each turn, each player places a card from his hand face down, then all cards are simultaneously revealed. The cards show the buildings that the players want to build that round; building costs are paid for by discarding other cards. Some buildings provide income at the end of the round in the form of new cards, with certain buildings increasing the income provided by others; similarly, some buildings boost the VPs provided by others, with a University, for example, being worth one more VP for each School you have in play.
Certain buildings have symbols on them – car, fountain, shopping cart - and the income and VPs provided by some buildings depends on how many symbols you have in play; the Autobahn, for example, is worth one dollar (i.e., card) and one VP for each car symbol you control.
- Innovative cooperative trick-taking design
- engaging when group consistency holds
- Disaster when a single distracted player disrupts the arc
- space adventure through coordinated plays
- cooperative trick-taking missions
- shared goals with narrative overtones
Mechanics (from transcript analysis)
- cooperative trick-taking — players work together to achieve mission objectives using card play.
- group consistency dependency — campaigns require the same group with ongoing participation.
- Trick-taking — players work together to achieve mission objectives using card play.
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)
- Excellent family-friendly co-op
- Great for travel and pickup games
- Strong pacing and tension
- Some players dislike the no-communication twist (though it mitigates alphaGaming)
- Solving missions can be challenging for newcomers
- Cooperative card-driven objectives across missions
- Cooperative trick-taking missions with a space-travel theme
- Cooperative puzzle-solving with evolving goals
- Deep Sea Adventures
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together to meet mission objectives using card play without revealing too much information.
- limited communication — Designed to minimize alpha-gamer dynamics and keep decisions player-driven.
- mission-based progression — Each game presents a unique set of objectives and constraints that shape planning.
- Trick-taking — Players work together to meet mission objectives using card play without revealing too much information.
Video topics + discussion points
Quotes (from this video)
- Camel Up is a super zany lucky camel racing game
- This is your game. It is 100% trying to get a ship out of danger
- Creature Comforts. It is the coziest of the strategy I think for me
- one of my absolute favorites, The Crew
- And this is another one that is a cozy favorite of mine
References (from this video)
- high replayability through scenarios
- accessible for new players
- portable and quick plays
- cooperative games may not appeal to all
- scenarios can be challenging to learn
- cooperative partnership where players share information to complete goals
- Cooperative space mission themed around trick-taking tasks
- light, puzzle-like
- Hanabi
- The Mind
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together to meet card-driven mission goals.
- Scenario / Mission / Campaign Game — Different missions with varying rules and objectives.
- scenario-based play — Different missions with varying rules and objectives.
- Trick-taking — Players work together to meet card-driven mission goals.
Video topics + discussion points
Quotes (from this video)
- "It's a fabulous game"
- "The drafting is epic"
- "This is a classical design"
- "Oh god. Oh god. Oh, that's a big one."
- "The event itself"
References (from this video)
- Very accessible cooperatives
- Great for lighter game nights
- Some players dislike no direct interference mechanics
- Cooperative trick-taking with mission goals
- Astronauts on space missions
- Light, cooperative, puzzle-like
Mechanics (from transcript analysis)
- communication constraints — limited information sharing adds puzzle-like challenge
- cooperative trick-taking — players cooperate to meet mission requirements without explicit player order
- limited communication — limited information sharing adds puzzle-like challenge
- Trick-taking — players cooperate to meet mission requirements without explicit player order
Video topics + discussion points
Quotes (from this video)
- My heart is set on Miyabi it's happening
- Paint the Roses is gonna win
- Seize the Bean that's the winner
- I think I'm going with Katan y'all
- I think Cascadia is still going to be my choice
References (from this video)
- Cooperative and accessible
- Great for large groups and varied players
- Requires strict adherence to rules for success
- Some players may dislike constraint-based play
- Cooperative space exploration
- Coordinate trick-taking missions across space
- Cooperative, goal-oriented
- Code Names
- Pandemic
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together to complete specific tasks by playing cards in a prescribed sequence.
- Trick-taking — Players work together to complete specific tasks by playing cards in a prescribed sequence.
Video topics + discussion points
Quotes (from this video)
- Katan almost gives you like this bit of credos because it's like this German game
- Wingspan does that well for me. It makes you want to be a board game ambassador
- Werewolf could create upset or maybe not so much as like diplomacy or something
- Code Names is my favorite game of all time
- Pandemic Legacy that was one of the greatest board game experiences of my life
- If you go to Golden Globes again and played a game after, I think it would be Wingspan
References (from this video)
- strong cooperative tension
- great for players who enjoy trick-taking without talking
- scales well with groups
- not for players who dislike hidden information
- learning curve around signaling rules
- team coordination under limited communication
- space mission / cooperative trick-taking
- mission-based storytelling through tasks
- Avalon
- Deception: Murder in Hong Kong
Mechanics (from transcript analysis)
- cooperative trick-taking — Players play cards to achieve specific trick-based goals without verbal communication.
- limited communication — Only specific signals are allowed to convey information.
- Trick-taking — Players play cards to achieve specific trick-based goals without verbal communication.
Video topics + discussion points
Quotes (from this video)
- it's the weirdest thing about Hanabi, the communication is so layered that you feel like you still have control over the table even when you can't see your own cards
- it's basically poker without gambling — that's the clever bit
References (from this video)
- innovative cooperative trick-taking
- short play times with high replayability
- great for teaching cooperative play
- depends on precise communication
- some missions can feel punishing if misinterpreted
- communication and planning under limited information
- cooperative trick-taking space exploration mission
- tight, puzzle-like
- Code Names
- Space Base
- Patchwork
- Wingspan
- Blood Rage
- Splendor
- Catan
Mechanics (from transcript analysis)
- cooperative trick-taking — Players cooperate to complete mission objectives by playing cards in the correct sequence.
- limited communication — Players see only a subset of information, requiring careful communication.
- limited information / hidden knowledge — Players see only a subset of information, requiring careful communication.
- Trick-taking — Players cooperate to complete mission objectives by playing cards in the correct sequence.
Video topics + discussion points
Quotes (from this video)
- there arose such a clatter I sprang from the table to see what was the matter
- now code names now space base now Patchwork and wingspan
- they Bend up the cards they don't wash their hands they Place their workers
- gamer whose turns don't take all darn day
- happy gaming to all and I hope that you win
References (from this video)
- Infinitely playable with mission-based variety
- Great introduction to trick-taking games
- Cooperative communication aspect
- Campaign progression adds depth
- Rich category of trick-taking games to explore
- Cooperative space missions
- Space exploration
- Puzzle-based cooperative narrative
- Scout
- Hearts
- Spades
Mechanics (from transcript analysis)
- communication — Players can communicate strategy outside of play
- cooperative trick-taking — Team-based card game where players work together to fulfill mission objectives
- hand management — Players manage their hands to work toward shared objectives
- limited communication — Players can communicate strategy outside of play
- Mission objectives — Cards reveal specific requirements like 'win the pink seven'
- Trick-taking — Team-based card game where players work together to fulfill mission objectives
Video topics + discussion points
Quotes (from this video)
- the infinite replayability of cartographers...is because like the order that the cards come out that show those land types will always be different
- the game is how do I deal with the puzzle that's given to me right
- you're playing the player right...it's about positioning it's about all that kind of stuff
- this is a game that's been around for a very long time it's still such a lifestyle game for some people
- you can just play forever and ever and ever there's always strategies to explore
- the playability comes with the fact that there's this massive menu of options
- we'll never create the same Clover twice
- literally has millions of combinations of different puzzles
- the entire purpose of the game is you were given this hand of cards...how do I make this work
- the puzzle is always interesting because the puzzle is what's in your hand
- the puzzles going to be different every time and it's just always always interesting and fun to play
- every single one of these Spirits plays wildly differently...they're super asymmetric
- it's infinitely playable...it really is...a lifestyle game for so many many people
References (from this video)
- Innovative cooperative twist on a familiar mechanic
- Solid onboarding for new players; scalable difficulty
- Some missions can feel repetitive over time
- Requires clear communication to succeed
- cooperative problem solving under limited information
- Space mission coordination through cooperative trick-taking
- mission-based, light storytelling
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work as a team to meet hidden objectives using trick-taking play.
- hand management — Limited hand size and careful card play drive success.
- Trick-taking — Players work as a team to meet hidden objectives using trick-taking play.
Video topics + discussion points
Quotes (from this video)
- Deck the halls with pretty card game
- oh come play Katan uh game of Island settlers gain wheat sheep wood brick and ore
- I am so glad you're going Christmas caroling with me this year
- World series of board games happening in Las Vegas in September 2023 with a grand prize of 25,000
- this isn't an excuse to talk about board games
- oh hey are you the best gamer in the world wanna find out for sure then why not check out the world series of board games
- I bet the dice luck will be good for you
References (from this video)
- highly replayable with scalable difficulty
- tight cooperation and planning
- strict success conditions can be punishing
- communication limits require discipline
- teamwork under constraints and communication limits
- cooperative space mission via trick-taking mechanics
- tight, cooperative puzzle with a light sci-fi flavor
- Codenames
- Space Base
- Patchwork
- Wingspan
- Blood Rage
- Splendor
- Catan
Mechanics (from transcript analysis)
- cooperative trick-taking — players coordinate to meet mission goals using limited information
- hand management — each round requires careful allocation of cards to succeed
- hand-management — each round requires careful allocation of cards to succeed
- Trick-taking — players coordinate to meet mission goals using limited information
Video topics + discussion points
Quotes (from this video)
- "Code Names, now Space Base, now Patchwork and Wingspan, on Blood Rage, on the crew, on Splendor and Katan."
- "Take your turn. Take your turn. Take your turn. Play."
- "He spoke not a word, but went straight to his work."
- "Take care cuz I'll be back again."
- "For gamers who cheat or gamers who whine, or gamers whose turns take up far too much time, they bend up the cards."
- "The shelf elf gives them what they deserve."
- "happy gaming to all and I hope that you win."
References (from this video)
- highly cooperative and teamwork-focused
- strong mission variety (The Crew and The Crew: Deep Sea)
- cooperative trick-taking missions
- space exploration
- team-based puzzle solving
- The Crew: Deep Sea
Mechanics (from transcript analysis)
- Cooperative Game — players work together to complete missions
- cooperative play — players work together to complete missions
- limited communication — players cannot freely discuss hands to maintain challenge
- Trick-taking — complete tricks with a shared objective
Video topics + discussion points
Quotes (from this video)
- it's a small card game
- it's easy to explain
- you can start playing without explaining the rules
- one of those cards is like the person you need to find
- you can mix and match these sets as well
- it's a cooperative trick taking game
- mind bug well that's freshy this is a really freshy