In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space.
With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count.
The team completes a mission only if every single player is successful in fulfilling their tasks.
The game comes with 50 missions, with three additional missions published in spielbox 2/2020.
The Crew in about 3 minutes
- Cooperative trick-taking that creates genius-level plays
- simple core mechanic that scales with challenge
- The Mind
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is the game out of every single on the list i recommend the highest
- it's a tableau builder where you're sort of building up the strip on santa monica
References (from this video)
- Deepest decision space without heavy overhead
- Strong campaign structure with evolving challenges
- Complexity at higher player counts; may be less accessible to new players
- Two-player requires dummy hand; may feel burdensome
- cooperative trick-taking with mission goals
- space mission campaign
- campaign-driven puzzle
- Take Time
- The Mind
Mechanics (from transcript analysis)
- cooperative trick-taking — Players collaborate to win specific cards that fulfill mission requirements.
- task cards and campaign arc — Missions progress along a 50-mission arc with escalating challenge.
- Trick-taking — Players collaborate to win specific cards that fulfill mission requirements.
Video topics + discussion points
Quotes (from this video)
- The Crew clearly offered the most for repeated game nights. Between the mission variety and how different groups approach the same problems, we just kept pulling it out.
- If you only buy one small cooperative card game and you want it to last, buy the Crew.
- The mind is the stripped down two to four player game where you just have cards one to 100 and as a team you try to play them in ascending order without talking or showing your hands.
- The mind is the purest social interaction in a weird way.
- Take Time's depth was more about shared pre-planning, deciding which segments we wanted to sacrifice with low or high totals.
References (from this video)
- tight, fast gameplay; works well at 2 players; high feel of cooperation
- limited variability over time; some players may want more depth
- Cooperative mission planning
- Space, near-future exploration, missions to planets
- Playful, fast-paced
Mechanics (from transcript analysis)
- Card-driven actions — Actions are selected by cards you play, with limited information.
- cooperative trick-taking — Players work together to complete missions by playing cards to meet mission requirements.
- Trick-taking — Players work together to complete missions by playing cards to meet mission requirements.
Video topics + discussion points
Quotes (from this video)
- it's a really cool simple combo
- it moves so fast
- it's a two player version honestly works fine
- it's like 10 pounds like it's a very cheap game we got a lot of play out of it
- the monsters play very differently to how the ones in the original one do so i really like having both versions to play through
- it's a rondelle game where you've got workers
References (from this video)
- Very accessible cooperative abstract
- Delivers tension through constraints
- Can feel repetitive after many plays
- Cooperation with limited communication
- Space mission teamwork
- Mission-based, escalating difficulty
Mechanics (from transcript analysis)
- cooperative trick-taking — Missions rely on card-led actions with hidden information
- Mission-based — Sequential challenges with increasing complexity
- Trick-taking — Missions rely on card-led actions with hidden information
Video topics + discussion points
Quotes (from this video)
- this is our top 10 co-op games
- it's such a chill game
- we are so engaged in this very simple game
References (from this video)
- Cooperative play
- Space-themed missions
- Compact footprint
- Array
- Space
- Abstract / Mission-based
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to complete contracts across missions.
- cooperative play — Players work together to complete contracts across missions.
- Trick-taking — Players play cards to win tricks as per mission requirements.
Video topics + discussion points
Quotes (from this video)
- pack small box games they're easier to pack
- laminate two sheets and then we've got sheets that we can reuse and reuse and just clean off as we go
- we only play like two or three games a day
- souvenir games we always we always buy a game we always look at the board game store whatever city we're in
- they're gonna be in another language when you're in another country so good to keep in mind games that are either language independent
- space to bring back gloomhaven home from italy would be a real mistake
References (from this video)
- Accessible but with surprising depth for puzzle-solving
- Great for newer players and mainstream groups
- Fits Timmy/Joyful play with space-theme flavor
- May feel repetitive after multiple plays if players seek novelty
- Less appealing to Spike players who crave high-variance strategies
- Array
- Cooperative space mission with trick-taking constraints
Mechanics (from transcript analysis)
- communication restrictions — Players have constrained information sharing to enable puzzle-like coordination.
- cooperative trick-taking — Players collaboratively complete trick-taking challenges with limited communication.
- limited communication — Players have constrained information sharing to enable puzzle-like coordination.
- Sequential Communication Limits — Players have restricted information exchange to coordinate tasks effectively.
- Trick-taking — Players collaboratively complete trick-taking challenges with limited communication.
Video topics + discussion points
Quotes (from this video)
- "Patchwork, right? Very popular two-player game."
- "This game is actually a very spike game."
- "The Timmy is really into it because oh, the concept is oh we get to have a bunch of birds and they all have abilities and they have like Latin text on them."
- "There are a lot of ways you can pilot your faction"
- "negotiation is a big appeal for all three archetypes"
- "What better game to talk about negotiation than Twilight Imperium?"
- "Pandemic Legacy is the quintessential Johnny game"
- "The Crew cooperative trick taking game"
- "one straight line. There's one optimal way to solve it"
References (from this video)
- Potential for a tense cooperative puzzle with limited information
- Strong theme and trick-taking novelty
- Pacing feels repetitive and underwhelming across scenarios
- Does not ramp difficulty in a satisfying way
- cooperative trick-taking puzzle under constrained communication
- Space exploration missions with limited information
- Hanabi
- Beyond Baker Street
- Fox in the Forest
- Fox in the Forest Duet
- Welcome to Dino World
Mechanics (from transcript analysis)
- cooperative_trick_taking — Players cooperate to achieve mission objectives via trick-taking with limited information.
- limited_information — Clues and card placement provide constraints that guide the team.
- Scenario / Mission / Campaign Game — Multiple scenarios adjust difficulty and required targets.
- scenario_variation — Multiple scenarios adjust difficulty and required targets.
- Trick-taking — Players cooperate to achieve mission objectives via trick-taking with limited information.
Video topics + discussion points
Quotes (from this video)
- it's all about as flat as the leaves in the game box
- two turns into even the first phase I was already over it
- this game is unbelievably light
- the board is only about this big; the hexes are tiny and fiddly
- there you have it those are five more disappointing games
References (from this video)
- Accessible entry into the trick-taking genre with a cooperative twist
- Can feel luck-influenced or derivative to some players
- Not universally loved among trick-taking fans
- Cooperative trick-taking and puzzle-solving through shared goals
- Cooperative space-travel mission scenarios
- Inside Job
- Sale
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together to meet specific mission-based targets using a common hand.
- hand management — Careful play of cards to achieve mission goals while coordinating with teammates.
- Trick-taking — Players work together to meet specific mission-based targets using a common hand.
Video topics + discussion points
Quotes (from this video)
- Agricola is dated; it shows its age.
- The Crew I just can't recommend.
- A Feast for Odin after quite a few plays is a pretty decent game.
References (from this video)
- tight teamwork challenges
- excellent tension and communication
- surprisingly deep for a cooperative card game
- can feel abstract without group buy-in to the cooperative premise
- cooperative trick-taking with mission objectives
- space mission teamwork
- tight, time-pressured cooperation with hidden information
- The Mind
- Hanabi
Mechanics (from transcript analysis)
- cooperative trick-taking — players work together to fulfill mission objectives by playing cards in specific sequences
- Trick-taking — players work together to fulfill mission objectives by playing cards in specific sequences
Video topics + discussion points
Quotes (from this video)
- "tile placement and open market..., it's a smooth and perfect tile placement game"
- "Cascadia is a fantastic game that you can play with everyone"
- "endless winter paleo Americans is wide and thinky; a big, ambitious euro"
- "mind management is the best sort of one game you can buy"
- "production is insane—deluxe, beautiful components"
- "unsettled is a giant puzzle with every planet different"
- "Iki is a tremendous Euro game I absolutely love"
References (from this video)
- tight solo-coop design
- clever puzzle-like missions that scale well
- can feel puzzle-like rather than story-driven
- mission failure can be frustrating if not coordinated
- cooperative card-driven spacecraft missions
- Space exploration mission team-shared adventures
- episodic missions with objective-driven play
- Pandemic: First Contact
Mechanics (from transcript analysis)
- Cooperative Game — players work together to complete missions
- cooperative play — players work together to complete missions
- limited communication — restricted communication to maintain challenge and puzzle-like cooperation
- limited information sharing — restricted communication to maintain challenge and puzzle-like cooperation
- Trick-taking — cards dictate the order and success of tasks across missions
Video topics + discussion points
Quotes (from this video)
- I've been Chaz Marlar from Pair of Dice Paradise.
- This expansion funded in 20 minutes and raised 23 times the amount of its funding goal.
- the King's dilemma by a horrible guilt in this interactive narrative and legacy experience
- gaining a hundred and thirty-six spots to crown this month's biggest climber
References (from this video)
- some players dislike trick-taking
- cooperative pressure may reduce tension for some
- cooperative trick-taking with mission-driven goals
- space-themed, mission-based environments across diverse locales
- campaign-like progression with a logbook of missions that increase difficulty
- Euchre
- Hearts
Mechanics (from transcript analysis)
- campaign-like progression — a logbook of missions that scales in difficulty and provides a sense of advancement
- Cooperative Game — all players share a single goal and win/lose together
- cooperative play — all players share a single goal and win/lose together
- Trick-taking — players cooperate to win each hand and meet mission objectives
Video topics + discussion points
Quotes (from this video)
- the thrill of the chase
- it's one of the most unique games that i've ever played
- this game is not for everyone
- it's the game that got me into the hobby
- the mind management world is based off this graphic novel series from matt kindt
References (from this video)
- accessible cooperative puzzle
- great for introducing new players to card-driven collaboration
- some missions can feel restrictive if players are not aligned on strategy
- Calico
- Fort
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together as a team to complete specific tasks by playing cards in a sequence of tricks.
Video topics + discussion points
Quotes (from this video)
- diversity is extremely important especially for even our older community who may not be tech savvy
- it's the atmosphere at the table
- representation really matters
- we're the products of that student
- we want to keep their brain active and engaged; brain activity is important
- three big ones is Calico, Fort and The Crew
References (from this video)
- highly accessible while still feeling strategic
- great for teaching concept of cooperative play
- puzzle-like, satisfying when a mission is completed
- cooperation can feel restrictive for some players
- success depends on disciplined communication among players
- cooperation, communication, and puzzle-like card play
- Space exploration with a mission-driven objective to locate the ninth planet.
- cooperative and collaborative, with a shared sense of mission
- The Mind
- Hanabi
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together to fulfill specific trick-based tasks using a shared deck of cards.
- information sharing and constraints — Limited information requires careful discussion and strategic signalling to succeed.
- short, repeatable missions — A campaign of missions with escalating complexity, designed for a narrow window of playtime.
Video topics + discussion points
Quotes (from this video)
- I'm very scared I even like I had a nightmare last night I was like I know I'm going to do so bad
- Camel Up does in fact actually play up to eight players
- you didn't fail you job number two man if I gotten eight that would have been perfect
- ark nova but you did quite well
- Baron Park you can add three points and you are now at four points for the game so far
- takenoko the chibies EXP Manion because it's from a panda
References (from this video)
- Easy to teach and quick to grasp
- Strong cooperative feel and thematic production
- Fits well for groups with varying experience
- Requires group enthusiasm for trick-taking
- Missions and luck can influence outcomes
- Cooperation under shared objectives with a space exploration motif
- Cooperative space mission where players work to complete tasks by taking tricks
- Light, puzzle-like teamwork with hidden objectives
- Mage Knight
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
- hand management — Selective card play to meet mission constraints
- limited communication — Limited nonverbal cues guide coordination
- Silent communication — Limited nonverbal cues guide coordination
- Trick-taking — Players play cards to win tricks aligned with mission goals
Video topics + discussion points
Quotes (from this video)
- this die instead of the just a normal looking die you've got swords and arrows
- it's cooperative so you you can't talk
- the production is beautiful
- the tutorial mission walks you through learning the game
- it's a beast to learn
- gosh Mage Knight is just so dang fun when you finally click
References (from this video)
- Game of the con at Aircon 2020
- Stayed a top game ever since
- Small card game that's easy to carry
- Campaign narrative available
- Can play for just a few minutes or much longer
- Can pause and come back throughout the con
- Trick-taking with a cooperative twist
- One of the best games ever
- No accomplishment feels as good as completing a tricky mission
- Cooperative space mission
- Space exploration
- Mission-based cooperative play with limited communication
Mechanics (from transcript analysis)
- Cooperative Game — All players work together to complete missions
- cooperative play — All players work together to complete missions
- limited communication — Players have very restricted communication about their hands
- Limited Table Talk — Players have very restricted communication about their hands
- missions — Each round has specific mission objectives for players to complete
- Scenario / Mission / Campaign Game — Each round has specific mission objectives for players to complete
- Trick taking — Players play cards to win tricks based on suit and value
- Trick-taking — Players play cards to win tricks based on suit and value
Video topics + discussion points
Quotes (from this video)
- I've seen enough 90 sitcoms to know it's never a good idea to try to be in two places at once
- conventions are the perfect place to play a game that requires a larger group
- at a convention the people who signed up to play probably really want to be there
- I'm easily distracted at a convention it's a lot of stimulus and it's overwhelming
- it's quick and shouty and silly and it always goes over really well
- it's unreasonably fun and lovely and feels really good to play from a pure really tactile perspective
- it's wacky high energy dexterity silliness and that's honestly everything I want while at a convention
- I mean no accomplishment feels as good as that
- it's so simple and so good and it makes me laugh with my friends
- knowing when to try and win a trick and when to try and lose a trick makes me feel so dang smart
- it's fascinating that depending on the style of the people I'm playing with the game can feel really different
- it's just it's dang good y'all
References (from this video)
- clever, smooth integration of cooperative play with classic trick-taking
- short session lengths; adaptable to group size
- requires familiarity with trick-taking to shine
- cooperative trick-taking
- space exploration
- team-based, mission-driven
- The Quest for Planet Nine
Mechanics (from transcript analysis)
- cooperative trick-taking — Players follow trick-taking rules with shared objectives; communication is limited.
- Objective-driven hands — Each player has a mission requiring certain cards or outcomes to be achieved.
- Trick-taking — Players follow trick-taking rules with shared objectives; communication is limited.
Video topics + discussion points
Quotes (from this video)
- it's just it is that quick card drafting. You know, the simultaneous play keeps everyone engaged.
- scouting, which is taking one of the outermost cards on the set that's currently out and taking it into your hand and slotting it anywhere.
- you can't communicate what each of you have outside of in between rounds.
- it's all around, you know, you're rolling these dice behind your little map and then using, you know, dice placement out on kind of a shared board to ultimately try to fly the plane successfully.
- Tumbling Dice had a way of getting to his heart.
- Sausage Sizzle is just absolutely knocked it out of the park in that regard.
- This is the definitive filler game.
- Escape the temple for 10 minutes of excitement and fun.
References (from this video)
- Novel combination of trick-taking and cooperative gameplay
- Unique silent cooperative mechanic
- Silent play removes conversational comfort of trick-taking games
- Too easy for experienced trick-taking players
- Questions if truly cooperative without communication
- Better trick-taking games available
- Better cooperative games available
- Better hidden information games available
- Cooperative trick-taking adventure
- Space exploration searching for Planet Nine
- Silent cooperative with no communication
- The Mind
- Euchre
- Spades
Mechanics (from transcript analysis)
- Cooperative — All players work together silently to complete mission objectives
- Silent play — Players cannot communicate or talk about strategy during play
- Trick-taking — Traditional trick-taking game mechanics similar to euchre or spades
Video topics + discussion points
Quotes (from this video)
- Overrated has a very negative connotation but if i say something's overrated it means to me this game is ranked something on bgg and i think it's higher than what it should be
- Raiders of the north seas is just like has a really unique work replacement mechanism but all the actions are pretty boring
- The crew is not necessarily like a heinous game i don't think it's a 0 out of 10. i just i'm shocked that it's in the top 50
- Azul is the perfect entry-level game it's very easy to teach it's beautiful it's very quick to play
- Viticulture should be about making the wine right you should be making wine you should be fulfilling wine contracts to to win the game
- Gloomhaven is a dungeon crawler that was kind of a first adopter but it's almost been surpassed
- Losing gloomhaven sucks it sucks so hard because if you lose you gotta replay that mission if you lose you just spent four hours
- I think brass does things so well it's complex but it's not so complex that everybody can learn it
- This is maybe more of a me problem but i get kind of quarterback-y in gloomhaven because i don't want to lose
References (from this video)
- Objectively clever and meticulously designed
- Personal dislike of trick-taking games; limits enjoyment regardless of cleverness
Mechanics (from transcript analysis)
- cooperative trick-taking — Players work together to complete a sequence of tricks with specific objectives across scenarios of increasing difficulty
- Trick-taking — Players work together to complete a sequence of tricks with specific objectives across scenarios of increasing difficulty
Video topics + discussion points
Quotes (from this video)
- allegory is a game that really did intrigue me actually a very stunning looking game actually I love the artwork in this one
- there were too many negative cards in the game
- I wanted to like this one I thought there were too many negative cards in the game
- I thought that was a fantastic mechanism however I thought it was a bit hamstrung by the fact that the rest of the game was pretty light
- the potential was off the charts with this one but the rest of the game just held it back
- this was convoluted it was drawn out in a very long game for no reason you were constantly going bust often um you know without having made a single decision and it was just a frustrating mess of a game that I absolutely despised
- hierarchy is a tiny little micro game by button shy
- I remember it being at least a quality design
- the online digital implementation of it is better than the physical card game
- objectively this game is so clever it's very meticulously designed and if you like trick taking and you like co-op gameplay you're gonna love it
- I've played this one over a hundred times I'm just completely warm out on this game
- Village Green is a nice design, but the restrictions were a little bit debilitating
- every single placement is important here
- the fun part I thought decision wise there was almost nothing here
- it's one of those games where you never go to calculate scoring it's just a fun activity
References (from this video)
- Innovative merge of trick-taking and cooperative mechanics
- Short play time (20-minute filler) with quick teaching
- Campaign structure with multiple missions and replay value
- Allows strategic planning with limited communication
- Good entry point for trick-taking and co-op fans
- Limited player interaction due to silent play
- Best at 3 players; 4-5 players increases difficulty and duration
- No two-player or solo mode
- Aesthetics and component quality are modest; box can be flimsy
- Campaign can feel repetitive or constrained for some groups
- Cooperative trick-taking with space exploration flavor
- Space mission setting with Earth orbit and planetary exploration
- Campaign logbook with mission-driven progression and flavor text
- The Mind
Mechanics (from transcript analysis)
- campaign logbook — Logbook tracks progress across missions; flavor text is minimal; tasks are checked off as attempted
- cooperative campaign with personal objectives — Players collectively complete missions; each player has to fulfill specific tasks; campaigns can be played standalone
- limited communication — No talking during play; some information is revealed by face-up cards and markers to coordinate
- mission-based constraints — Missions impose task-based restrictions and must be completed in specific orders or with particular card requirements
- Trick-taking — Players play cards following suit; trump cards can win; higher value wins the trick; tasks constrain who wins each trick
Video topics + discussion points
Quotes (from this video)
- forget the whole thing about campaign mode
- I think this will impress other people
- it's a very healthy amount of tension
- not the most exciting game out there
References (from this video)
- Excellent gateway for newbies into trick-taking
- Very approachable with proper coordination
- Requires clear communication; otherwise mistakes happen
- Less depth than heavier trick-takers
- Team-based mission objectives through cards
- Space-themed cooperative trick-taking
- -light, puzzle-like teamwork
Mechanics (from transcript analysis)
- Cooperative Game — All players share a single objective and must coordinate
- cooperative play — All players share a single objective and must coordinate
- Trick-taking — Players collectively aim to win certain tricks to meet mission goals
Video topics + discussion points
Quotes (from this video)
- Spirit Island's fantastic it is one of my favorite co-ops of all time
- it's not for everybody
- I love teaching games
- I just want a nice Speedy game
- The Crew is a great trick taking game
- Scythe is not a fun one to teach
- it's got the most stuff in it which also makes it the harder one to play with Noobs
- ironically the first game I ever played at a board game club that got me into the hobby was Seven Wonders with leaders included where I actually won the game
- it's a fantastic fun game
- I've played this game a lot
References (from this video)
- Reinvented trick taking
- Quick rounds
- Spicy hidden hand co-op tension
- Theme is superfluous
- Experienced 500 players must override instincts
- Cooperative space mission
- Space exploration
- Sci-fi adventure
- 500
Mechanics (from transcript analysis)
- Cooperative — Hidden hand co-op tension
- Cooperative Game — Hidden hand co-op tension
- Trick taking — Reinvented trick taking with cooperative twist
- Trick-taking — Reinvented trick taking with cooperative twist
Video topics + discussion points
Quotes (from this video)
- Do not adjust your set
- This list is quite different to last year's and I think that mostly reflects what an absolute 2020 has been
- My subjective opinion is biased skewed irrational and probably wrong
- It is very political all war games are political
- So say we all
- What am I doing with my life
- Squishy squishy squish squish squish
References (from this video)
- best-in-class cooperative trick-taking
- clear objectives and meaningful tension
- works well at multiple player counts
- some missions can be punishingly difficult
- requires good communication and focus
- cooperative trick-taking
- space mission; cooperative puzzle-solving
- mission-driven, focused
- The Crew: Mission Deep Sea
- Heave-ho!
Mechanics (from transcript analysis)
- card drafting within missions — players select and play cards to achieve specific trick outcomes
- cooperative trick-taking — teams work together to win tricks to satisfy mission requirements
- hand management — manage a hand of cards to win required tricks
- mission-based progression — 50 missions provide a long-form campaign of increasing difficulty
- Trick-taking — teams work together to win tricks to satisfy mission requirements
- trick-taking (cooperative) — players cooperate to win specific tricks to complete a mission
Video topics + discussion points
Quotes (from this video)
- it's a really intense game
- this is the meanest tree game out there
- it's the best trick-taking game of all time
- the economy in this game is probably one of the most interesting parts
References (from this video)
- Ingenious innovative trick-taking game
- Cooperative gameplay
- 50 progressive missions
- Supports 3-5 players
- Good use of silent communication mechanic
- Compact stocking stuffer size
- Excellent replay value
- One of host's favorite trick-taking games
- Cooperative space adventure
- Space exploration
- Mission-based puzzle
- The Crew: Mission Deep Sea
- Hearts
- The Mind
Mechanics (from transcript analysis)
- Cooperative — All players work together to complete missions
- Mission-based — 50 progressively harder missions to complete
- Silent communication — Players communicate via tokens on cards indicating highest, lowest, or only card
- Trick-taking — Players play cards to win tricks, following suit when possible
Video topics + discussion points
Quotes (from this video)
- this is a bit of a different top five to what i'm used to doing because normally i do a solo top 10 or i do a collaboration with other people
- so you're getting 10 games for the price of five basically we'll call it a special deal because it's christmas
- palette cleanser you know i'm full i'm stuffed after that meal can we just do something simple now
- this is basically i got a big group of people at christmas most of them aren't gamers we just want something a little bit light
- you literally destroy pretty much every content in this box in order to finish the game
- for a tenner what does it matter you get yourself a good 90 minutes of solid puzzle solving fun
- this is a really cool twist on the love letter series
- this is a really ingenious innovative like trick taking game which is a cooperative game
- this is definitely the one that i put my stock behind in that sort of genre
- it's one of my favorite two player games in existence
- every time i teach this to people they go out and buy it it's that much of a success
- it's only a game bye for now
References (from this video)
- short per-round playtime that lends itself to quick sessions
- accessible entry into trick-taking for players new to the genre
- great variability across 50 missions
- compact, affordable package suitable for travel and casual gamers
- communication rules can feel restrictive or overbearing if not followed
- not a deeply thematic experience beyond mechanics and mission structure
- may not appeal to solo players or those disinterested in cooperative play
- cooperative trick-taking with limited communication and mission-based objectives
- space mission aboard a spaceship on a long quest to locate Planet Nine across 50 missions
- mission-by-mission progression with logbook-style tracking
- Diamonds
- Captain is Dead
Mechanics (from transcript analysis)
- Cooperative Game — the crew wins by meeting mission-specific objectives; misplay or letting a right card lose can cause failure
- cooperative win condition — the crew wins by meeting mission-specific objectives; misplay or letting a right card lose can cause failure
- limited communication — players can communicate limited information about their cards to influence play without over-sharing
- mission-based progression — 50 distinct missions, each with objective-card requirements and sequence-specific constraints
- restricted communication — players can communicate limited information about their cards to influence play without over-sharing
- Trick-taking — each round is a trick; players play one card, highest card of the leading suit wins; rockets act as trump cards
Video topics + discussion points
Quotes (from this video)
- the best thing about this game is those tense rounds when there are only a few tricks left to play and you narrowly squeak in the win
- it's incredibly short playtime for each round makes it a perfect game for lunch times and for breaks between other games
- to get the best out of the crew you really need to obey the communication rules. Too much information makes this game too easy
- it isn't a rich thematic game it's a great take on the trick taking genre
References (from this video)
- Engaging cooperative challenge
- Short, repeatable play sessions
- Good entry point for new co-op players
- High reliance on clear communication and planning
- Some missions can be unforgiving if mis-coordinated
- Cooperation to accomplish mission goals under constraint
- Space-based cooperative missions with teammates guiding a crew through tasks
- Mission-driven, task-focused
Mechanics (from transcript analysis)
- Cooperative trick-taking with hand management — Players collaborate to select cards to win tricks that satisfy specific mission requirements.
- Goal-oriented coordination — Players must align actions to meet mission-specific objectives without explicit instruction outside the mission.
- Trick-taking — Players collaborate to select cards to win tricks that satisfy specific mission requirements.
Video topics + discussion points
Quotes (from this video)
- thanksgiving is a holiday about bringing people together so i wanted to include games that make you want to high five instead of punch each other in the face
- every game on this list is a different variation on a cooperative game
- it's time to talk turkey
- Spirit Island features some amazing asymmetrical powers that really offer a plethora of gameplay options for all different kinds of players
- it's definitely a longer heftier co-op game unlike most in the genre
- the irony of putting a game on my thanksgiving list about driving colonists out of your native land is not lost on me but what better time than a colonizer's holiday to bring awareness to its origins and help write a new narrative of kindness to our indigenous peoples
- I love a game that makes you think and also sparks great conversations
- this has been a mighty suggested game production and i'm alex your board game sommelier signing off
References (from this video)
- Broke the market with cooperative trick-taking; highly replayable
- Innovative social play
- Can be challenging and may require coordination
- Cooperation under strict card-based constraints
- Space exploration; cooperative trick-taking challenges
- Mission book-driven, scenario-based challenges
- Wingspan
- Cgrapher
- The King’s Dilemma
Mechanics (from transcript analysis)
- cooperative trick-taking — players cooperate to fulfill mission constraints by taking or avoiding tricks
- Scenario / Mission / Campaign Game — a book of missions with different requirements and tricks
- scenario-based missions — a book of missions with different requirements and tricks
- Trick-taking — players cooperate to fulfill mission constraints by taking or avoiding tricks
Video topics + discussion points
Quotes (from this video)
- We do love a trick taker on the channel and the big craze for cooperative trick takers was born with this game.
- This is Daybreak... a fabulous game.
- Endeavor Deep Sea... definitely my favorite of all of the Kenes winners so far.