The LOOP is a quirky co-operative game in which you battle the evil Dr. Faux. Play a Temporal Agent in four different game modes, full of new challenges and replay value. Gather powerful artifacts, defy the Doctor's duplicates, and sabotage his maniacal machine. Make the most of your cards and master the LOOP to use them multiple times in impressive chains — but the Doctor isn't going to make this easy on you!
The evil Dr. Faux has built a terrrrible time machine! With the help of the duplicates of himself that he is creating through the ages, he aims to carry out his Omniscience 2000 project to become master of the universe. But the rifts that he is opening in spacetime will probably destroy quantum space way sooner...
Join the Agency in the shoes of one of its most legendary agents, and co-operate to foil the fiendish schemes of Dr. Faux, using quirky but still powerful artifacts.
—description from the publisher
- Nobody needed or wanted this movie.
- Made only $9 million domestically and $23 million worldwide on an $80-100 million budget, losing a ton of money.
- Made less than Borderlands.
- It's better to just watch the original Crow.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- oh that's a no-brainer that's gonna be awesome moana's also awesome yeah
- I'm willing to give Lilo and Stitch a try
- just by picking Superman at four
- did anybody even see Indescribable me for Despicable Me Despicable Indescribable wow Indescribable no I haven't and it's funny because for a movie that actually apparently made a lot of money I haven't heard any body say anything about it
- I did see my sleeper pick the um Moon movie about to the Moon flying to the Moon you saw that yeah and how was it I enjoyed it
- it's a romcom
- you didn't like Fall Guy
- I know Barbie was was amazing
- I did not like La La Land
- he was really good at new Blade Runner
- it is a fantastic movie it is also like the soundtrack is superb um it is a tight tight thing
- The Notebook
- the new unmatched the teenage M Ninja because we did talk to Justin Jacobson of Restoration Games on the last episode
- I love unmatched
- Milkman has been getting out to everybody
- the overwhelming response has been positive
References (from this video)
- Moose
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hey everybody welcome back to watch it played
- hopefully Pete's wised up and learned his lesson
- Dear Rodney I felt compelled to purchase this game for you I still can't figure out why but something told me this was the game for you
- Daniel Basset you are the winner of Relic Runners
- we have Batman a Batman head wait what is it's a Batman head okay it's just a normal Batman head okay cool
- I'm going to show everybody else and you guys whoever can figure it out first can post in the comments
- P.S tell Luke I'm sorry no fluffies this time I figure you are due for a break
- wow look at these legendaries and these are awesome that guy that's the Green Goblin wow
- Andrew needs to be picked up so we better run until the next episode thanks for watching
References (from this video)
- The Crow
Mechanics (from transcript analysis)
- Many versus One — It is believed to be a many versus one style of gameplay.
Video topics + discussion points
Quotes (from this video)
- there's not really going to be a lot of direct sales happening here I wouldn't say although there may be there may be some during the day of course there'll be also be seminars for retailers to attend as well including Premier presentations
- legendary one of their Premier games is going to be featured on tabletop and any game that is featured on tabletop sees an immediate boost in sales
- the Fantastic 4 one that one's being discontinued
- Secret Wars is the next big expansion announced for Marvel legendary
- the various universes of Marvel are colliding and when I say the various ones I mean like the traditional 313 Marvel Universe Ultimate Universe um the cartoon Universe like the X-Men cartoon so Wolverine from that cartoon be fighting The Wolverine from the 313 Universe plus the Wolverine from the Ultimate Universe
- upper deck which is really pushing and expanding their gaming line is going to be releasing a Euro right a traditional Euro although it has a rather unique theme it's called bring out your dead
- the legendary system has been quite popular for upper deck and they introduced the aliens world with an encounter set and this is uh a different style of play than maybe what you saw in our Marvel legendary series
- think of it like a living card game they can't call it that because that's fantasy flight's terminology but essentially that's the format that you're looking at here
- they also announced that they'll be releasing a crow board game now this is not within the legendary system or any of the other systems as far as I realized but a brand new board game property based on the crow intellectual property
- Firefly shiny dice an upcoming push your luck game in the Firefly Universe of course many people were excited about that
References (from this video)
- engaging loop-based puzzle
- solid cooperative design with strong theme
- growing solo support and expansions announced
- early beta rules for co-op version; solo rules evolving
- time travel, paradoxes, saving timelines
- time travel mystery where Dr. FoE causes timeline distortions
- cooperative puzzle with evolving rules
- Pandemic
Mechanics (from transcript analysis)
- Cooperative Game — players work together to stop Dr. FoE and reset timelines
- cooperative play — players work together to stop Dr. FoE and reset timelines
- time travel / timeline manipulation — players try to restore events by addressing time anomalies
Video topics + discussion points
Quotes (from this video)
- it's really really good
- this game is killer
- the loop is really really good
- it's a fantastic two-player asymmetric game
- familiar tales... I'm so excited for it
References (from this video)
- time travel through ancient eras
- Antiquity
- Above and Below
- Paris
- Perseverance
Mechanics (from transcript analysis)
- Cooperative Game — cooperative game through time
- cooperative play — cooperative game through time
- Time travel — back and forth in time limited to ancient times
Video topics + discussion points
Quotes (from this video)
- it's now or never
- paris, yes a tile placement game set in paris
- there aren't any dinosaurs in it
- it's a cooperative game through time
- this is my sort of game
- it's brutal
- there's no magic
References (from this video)
- tight, puzzle-like gameplay
- great for families and groups
- high replay with eras
- randomness from cube draws
- time loops, time travel strategy
- time travel era from past to future
- procedural storytelling via card-driven loop
Mechanics (from transcript analysis)
- Deck Building — three-card hand with three suits; draw and use cards
- deck-building — three-card hand with three suits; draw and use cards
- draft-like resolution — resolve missions by drafting cards from the era deck
- time loop mechanics — spend green cubes to loop actions and move through eras
- token-based pacing — use green cubes and tokens to power sequences
Video topics + discussion points
Quotes (from this video)
- Marvel Champions is a living card game by Fantasy Flight Games.
- it's the right amount of deck building because it's not very much deck building but at the same time the card play is so fun
- it's the game my wife and I started playing this new set and so I'm going at her pace for this one
- The Loop is very Tactical, super duper tactical
- Time Stories we did every mission of Time Stories
- Planet Unknown did an entire tournament on there
References (from this video)
- Easy to teach and play
- Pure chaos and fun
- Good for parties or family gatherings
- Elements of deduction and deception
- Quick playtime
- Not much strategy, relies on luck
- Can get stuck with cards you can't play
- Lying/Deception with card values
- Cards spread across the table
- Scout
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards from a central spread, aiming to build a hand of 12 cards.
- Hand Management — Players manage a hand of 12 cards and must strategically decide which cards to play and where to place them in their hand.
- Hidden Information — Cards have a revealed number/color and a hidden 'lie' on the other side.
- Push Your Luck — Players try to get rid of cards by playing higher numbers, but risk being stuck with cards they cannot play.
- Set Collection — Players aim to collect sets of same-colored cards to play higher values.
- Trick-Taking — Players play cards in sequence, with each player needing to play a card of the same color but a higher value than the previous card.
Video topics + discussion points
Quotes (from this video)
- If you can't correctly use a gas can, maybe you don't need to be on this earth.
- This is where I'm losing the translation.
- It's not as complicated as what we made it out to be.
- There's no strategy here. It's just have fun with these cards and and hope that you can um outplay your fellow players with uh making the right combos as you're building them.
- While the merry bells keep ringing, I thought there was something called a merry bell.
References (from this video)
- This gets an A.
- One of the best cooperative games ever.
- Really really good.
- What a clever design.
- The solo mode is really good.
- Host would not play this with more than two players, although it's possible.
Mechanics (from transcript analysis)
- Cooperative — One of the best cooperative games ever.
- solo — Works very well solo.
- two player — Works very well at a two-player count.
Video topics + discussion points
Quotes (from this video)
- this one is an abstract game that actually worked pretty well
- oh boy oh boy this is a game I don't have to think about it I I I could even think about giving it lower than a d but I will give it a d now
- the design doesn't work at all it's so specific there's like so much text on the cards it's i' I've I've never seen cards like that
- this is we have the suspicion that this is AI generated or at least some of it uh like what the regarding the rules in the design because wow this is really cumbersome
- it's a solid game this is like a game that is has a cool premise it works very well but it's nothing special but still I keep coming back to it because the Bame Marina implementation is so great
- Kaber of course uh this needs to be an S tier because it's my top three game in both my list solo and general
- Secret identity I will also give an a yeah it works really well
- it's very very tough but I like it it's always fun
- very good Abra game I can just I just recomend can recommend that to pretty much everyone
- Not turn I just reviewed on my channel uh I like this game I will give this a B I think B is fine uh it's a good game it has a very interesting Bing mechanism and a it has a few mechanisms that are very unique
- Missana uh I'm still really torn now that I played the cave of Gins which is really good um I might rank this higher I would also give this a B I don't know this game I think this game like will become even better like when you have more expansions right the base game is okay it's fine probably just a b Toc
- just one srank one of the best party games out there definitely srank uh I always like to pull it out it's one of my most favorite party games
- K grip also clear srank let me just put it up here clear srank game is one of my most most favorite portable solo games ever
- Kites Kites I will give a H A or B uh it's a very good game but I think I will give it a b it's also like a fun time you play like one two three four games and then you're over it and then you don't want to play it for a few weeks right at least that's how I feel but every time I pull it out it's very very fun I like it
- fun facts also clear S rank I like this a little bit more than just one uh but they're both incredible party games so definitely also S rank
- belati um a game that is not very well known I think internationally but a very cool deduction party game I also have to give this an S it's always a fun time like really really fun party games
References (from this video)
- Great action selection system
- Fun asymmetric god powers
- Tons of powerful situational effects
- Works well as a learning game for new players
- Ran very well at a convention
- The host got crushed when playing
- Forgotten gods reestablishing faith, building temples, casting miracles, summoning monsters
- Mythological
Mechanics (from transcript analysis)
- action selection — I think the action selection system is great.
- Area Control — This is an area control game
- Asymmetric powers — the powers of each of the gods are very, very powerful... where everybody has a broken power, but since everybody's got a broken power, nobody's broken
Video topics + discussion points
Quotes (from this video)
- And what a clever game.
- Really a clever clever game.
- I really think is an underrated title and it's one that's always gonna stay on my shelf.
- And that brings me to the number one game of the comp for me, and that was Theology.
- I think the powers of each of the gods are very, very powerful in that way that I love where everybody has a broken power, but since everybody's got a broken power, nobody's broken
- it has tons of situational effects, which I really like.
- It was such a wonderful first game of so many people who didn't play and I got crushed.
- But there you have it folks. That is Dundracon. my thoughts on it, what can be improved, and my top 15, really 16 games of the con.
References (from this video)
- adoring sentiment: 'I absolutely adore it.'
- wild card combos and a central cube tower add flavor
- time travel theme with zany artwork
Mechanics (from transcript analysis)
- central cube tower — features a central cube tower as a core mechanic
- Cooperative deck-building — cooperative deck builder with wild card combos
- Cube Tower — features a central cube tower as a core mechanic
- time travel theme — time travel theme paired with zany artwork
Video topics + discussion points
Quotes (from this video)
- And there you go. 10, 15, actually 17 solo games that I like way more than you.
- What are some games that you feel you enjoy more than other people? Please let me know in the comments.
- I absolutely adore it.
References (from this video)
- quirky
- cooperative
- thwart the evil Dr. Foe
- out of print
- expensive used copies
- thwarting the evil Dr. Foe
- space-time continuum
Mechanics (from transcript analysis)
- Area Control — Players control different characters and move around the different areas of the board. You drop off cubes in that plastic thing in the middle and it distributes them out randomly. I think if four cubes end up in one area, it creates a rift and too many of those happen, you lose.
- cooperative play — A quirky cooperative time traveling strategy game where one to four players become temporal agents working together to thwart the evil Dr. Foe.
- Set Collection — And it looks like you have to complete four of those missions around the outside of the board before one of those different end game condition hits or you all lose.
Video topics + discussion points
Quotes (from this video)
- Let me know what you think of these five time travel board games in the comments below.
- Necessity is the mother of invention, but invention is also the mother of invention.
- It's the heaviest game on the list, and it's also the most timey-wimey brain-burning.
- So you create a paradox.
- It's rated as the top 100 games of all time.
- Get it? Future.
- It sounds like a head-scratcher, like that tri-dimensional chess on Star Trek.
- It's chaotic, silly, and all about seeing how strange history can get when everyone is meddling with it.
- Everyone hates Bob.
- It's essentially a cop investigation where every reset makes you a little smarter about what you're going to do next time.
- I haven't played Temporum. Never heard of it. Stick a look on BGG.
References (from this video)
- A lot of fun
- Host would gladly play again
- Scout
Mechanics (from transcript analysis)
- Hand Management — The ability to 'flip your entire hand of cards' implies hand management.
- Shedding game — Described as a 'shedding game' where players generally play better cards than those on the table.
Video topics + discussion points
Quotes (from this video)
- In my opinion, I think they are trying to make the right amount of games for people, but uh print to demand or print on demand is is very different.
- We haven't discontinued Charter Stone. In fact, we haven't discontinued any of our games.
- If there if there is demand for a game, we will make more of it.
- I really love what Covenant is doing lately with these long form discussions that are available on their YouTube channel and also as a podcast.
- I wonder if maybe it was put in there because the designer thought the game was running a little long in general.
- My I've only played Deep Regrets once, but it lasted over 3 hours, which did feel a little long for the game.
- I think um getting uh quantity of blind playtesting with that asymmetry and variability, and also analyzing that data.
- I think it's a good question to ask yourself. Like how how much um if I'm putting a component that I think will cost quite a bit to make, how much value is that adding to the game?
- I do have a recent video about regrets. In fact, I have two videos about regrets, so you can see um the types of things that I regret about game design and product design decisions.
- If we can combine those two together for a seamless experience without increasing the price, we're happy to do that.
- I truly truly am not interested in using AI at all.
- I think the original Between Two Cities box, I think it was too small.
- People the contestants on Survivor have gotten really focused in my opinion of on trying to bring people to the finale that they think they can win against.
- "Human made no generative AI." We have that on the box of the the reprint of the Wingspan European expansion.
References (from this video)
- Shady People
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hey everybody, I'm Zee Garcia and welcome back to the world's most boring unboxing on the Dice Tower.
- This could be a weapon.
- All right, this is next. It feels empty compared to the last one especially.
- I don't think I've seen bubble wrap that's sticky before.
- Well, that's neat. Thank you to the person who sent this. I think I think Tom will enjoy that.
- The kitchen is chaos. Can you keep up?
- Well, that's going to do it, folks, for the world's most boring unboxing this week here on the Dice Tower.
- Hey folks, I'm Tom Vasel. Thanks for watching this video. Check out our channel. We have a lot of videos on our channel.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i like it i think it's a good cooperative puzzle
- looping i think that is really clever
- i do like a lot of cooperative games and my favorite part is the looping
- you don't you have your own cards it's not alpha to control everybody
- the art is very thematic
- four of these goals before you lose four regions to the vortex
- it's very thematic and it's got this levity in time travel humor
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love cooperative game
- I like the art style of this game
- gameplay seems simple and engaging
- the rules are pretty easy
References (from this video)
- Cooperative puzzle that balances deck-building with board play
- Looping adds depth and strategic layering
- Thematic and stylish art consistent with eras
- Promotes discussion and strategic planning at the table
- Not overly alpha-player driven; promotes collaboration
- Rules mistakes can impact gameplay and be easy to overlook
- Card randomness can frustrate planning and may lead to limited options
- Some runs can be frustrating if the right card types don't appear
- Time travel and preventing destruction of timelines
- Firefighting-style cooperative game across seven timelines/eras
- Deck-building engine with a time-loop narrative
- Pandemic
Mechanics (from transcript analysis)
- Bag Building — Enemies are clones of Dr. Foe drawn from a bag and placed on the board.
- clones drawn from a bag — Enemies are clones of Dr. Foe drawn from a bag and placed on the board.
- Cube Tower — Red cubes accumulate on spaces; more than three destroys the space, forming a vortex.
- Deck Building — Build a deck from time-themed cards to perform actions and enable loops.
- deck cycling end-of-turn rewards — End of turn you may add a card from the outer area to your deck.
- deck-building — Build a deck from time-themed cards to perform actions and enable loops.
- Modular Board — Move around a board with seven timeline wedges representing eras.
- movement on a modular board — Move around a board with seven timeline wedges representing eras.
- paradox and timeline destruction — Pushing a clone into its own timeline creates a paradox that destroys the clone.
- rifts and vortexes — Red cubes accumulate on spaces; more than three destroys the space, forming a vortex.
- time-looping energy economy — Spend energy cubes to loop cards and chain actions for stronger turns.
Video topics + discussion points
Quotes (from this video)
- i like it i think it's a good cooperative puzzle
- looping i think that is really clever
- i do like a lot of cooperative games and my favorite part is the looping
- you don't you have your own cards it's not alpha to control everybody
- the art is very thematic
- four of these goals before you lose four regions to the vortex
- it's very thematic and it's got this levity in time travel humor
References (from this video)
- Cooperative gameplay with open teamwork
- Accessible rules and integrated deck-building
- Strong thematic flavor with time travel and era progression
- Pleasing art style and production design
- Humorous banter enhances the fun atmosphere
- Early vortex can ruin setup and threaten immediate loss
- Some starter cards are weak and not highly impactful
- Freebie cards may be underwhelming in certain contexts
- cooperative battle to stop Dr. Fo by managing rifts, clones, and artifacts
- Earth is split into seven eras from antiquity through to the end of time
- story-driven table experience with era progression and time travel concepts
- Spirit Island
- Pandemic
Mechanics (from transcript analysis)
- artifact_and_mission_cards — artifact cards and mission cards appear; artifacts build decks and missions must be completed to win
- clones_and_paradoxes — enemies (clones) appear and must be destroyed by moving them into their era or using cards to push them; some effects create paradoxes
- Deck Building — the game is fundamentally built around cards in hand driving actions; many cards are single-use but can be looped for repeated effects
- deck-building — the game is fundamentally built around cards in hand driving actions; many cards are single-use but can be looped for repeated effects
- energy_and_looping — green energy cubes enable movement; looping cards costs increasing energy and enables repeated uses to avoid infinite loops
- era_and_rifts — the earth is divided into eras; red rift cubes are added per turn and can cause vortices; managing rifts is central to progression
- setup_and_randomization — initial setup involves random assignment of eras with missions and rifts, plus randomly drawn clones and artifacts
- team_coordination — players openly discuss plans and coordinate moves and loops to optimize outcomes
Video topics + discussion points
Quotes (from this video)
- I love cooperative game
- I like the art style of this game
- gameplay seems simple and engaging
- the rules are pretty easy
References (from this video)
- unique board
- limited communication aspect
- cooperative trick-taking
- pirates trying to break the Captain's curse and escape a cave
- a cave
Mechanics (from transcript analysis)
- card drafting/exchange — At the beginning of each round, each player will select and exchange one card from their hand.
- card play with effects — Each of the cards has different symbols on it. After the trick winner is determined, various effects are going to be triggered by the combination of patterns on the two cards.
- Trick-Taking — On your turn, you'll perform a trick. The lead player plays a card and the second player follows. Based on the colors and numbers of the two cards played, one of the players wins the trick.
Video topics + discussion points
Quotes (from this video)
- To break the Captain's curse, the Lion pirates continue their voyage and finally find the Devil's Whistle in Hamlin's cave.
- This is a two-player only cooperative trick-taking game where you are trying to get your ship to its destination out of the cave and back to safety.
- This ultimately is a limited communication game.
- Your aim is to try and navigate the ship out of the cave across this unique board. I love it.
References (from this video)
- Variety from modular encounter sets
- Thematic representation of criminal organization
- Worth getting for fans of street-level villains
- Can feel like being 'sandbagged' with held cards
- Frustrating 'top deck city' moments
- Leans analytical rather than thematic
- Can feel like a war of attrition
- Thematic inconsistencies
- Street-level villains don't differentiate much
- Considered the weakest scenario pack discussed so far
- villainous collaboration and ambition
- street-level
- Green Goblin
- Wrecking Crew
- The Once and Future King
- Sinister Six
Mechanics (from transcript analysis)
- Card draw/discard manipulation — The Hood's 'foul play' and 'unbridled ambition' cards can lead to a large number of face-down encounter cards being added or cards being discarded, impacting the encounter deck size.
- Minion swarm — The Hood can overwhelm players with high-health minions that require attention, even while the main threat advances.
- Modular Encounter Sets — The Hood uses a system where different modular encounter sets are randomly included in his deck for variety each game.
- Scheme acceleration — The main scheme advances, adding acceleration tokens, and reshuffling the encounter deck also adds acceleration tokens, creating a sense of urgency.
Video topics + discussion points
Quotes (from this video)
- It almost feels as if it's designed to have you basically always have two to three, four, maybe even four face down encounter cards, and I really don't like that as a system.
- It always feels bad whenever it's like top deck city when you could have when the game comes down to okay, I think we're going to win.
- So, it is the hood is kind of a it's it's a war of attrition and I feel like you're going to lose if you cannot deal enough damage to the hood quickly enough.
- And that's the first time you had to fight four different different villains all at once. Here, it's still just The Hood.
- I mean, so comparing this to Green Goblin, Wrecking Crew, I even like Wrecking Crew more just cuz at least there's four different They At least the four Wrecking Crew guys have a different gimmick about them.
- I don't think it's a bad scenario pack, but I can definitely tell you out of all the ones that have come out, I think it's the weakest that I've talked about so far.
References (from this video)
- The recommended set for the scenario is straightforward.
- Iceman's abilities are effective in controlling enemies.
- Venom has good potential for crowd control and damage output with upgrades.
- Iceman's opening hand is not ideal for the current situation.
- The scenario can become difficult quickly with multiple encounter cards being added.
- Some weapon upgrades for Venom are expensive.
- The 'Armored Guard' minion is a significant obstacle due to its toughness and guard ability.
- The Hood recruiting villains to unite them under one banner
- the city
Mechanics (from transcript analysis)
- Deck Searching — Players can search their decks for specific cards, such as attack events or weapon upgrades.
- Hand Management — Players discard cards from their hand to play other cards, a common element in the game's strategy.
- Modular encounters — The game uses multiple modular encounter sets that can be selected to adjust difficulty and gameplay.
- Status Effects — The 'Frostbite' status card is attached to enemies, reducing their stats and demonstrating a mechanic to hinder villains.
- threat management — Players work to remove threat from schemes, as seen when Iceman uses 'Chill Out' to remove threat.
- Villain activation — The villain, The Hood, has specific abilities like 'Foul Play' that trigger during the game, affecting players and the encounter deck.
Video topics + discussion points
Quotes (from this video)
- Viewer discretion is advised.
- I am doing a series called Marvel Mondays where I do something Marvel related every Monday until I run out of Marvel stuff, which is going to be a while.
- If The Hood is able to truly truly unite all of these criminals under one banner, he'll have a formidable empire that even the strongest of you will struggle against.
- So, Making Connections, The Hood is recruiting an army, convincing various villains that they are stronger together than they are apart.
- Seriously, dude, I'm all out of ice puns.
- Wow, he has a good opening hand. It's just not good right now.
- Damn. That's pretty solid to have.
- Damn. Has Iceman always been this strong in this game? Feels a little bit overpowered.
- I hate you. Armored Guard, he comes in. He has guard and he has toughness. That sucks.
- So, yeah, I think I have now won.
References (from this video)
- Significant value due to the inclusion of standard 2 and expert 2 encounter sets.
- Nine new modular encounter sets add immense variety and replayability.
- The 'foul play' mechanic and the way modular sets are integrated create a unique and challenging experience.
- The 'steady' keyword offers a new way to increase villain difficulty and counter specific player strategies.
- High value for money, providing a new scenario, many modular sets, and updated core encounter sets.
- The inclusion of the crucial standard 2 and expert 2 sets in a 'seemingly random' scenario pack might be a point of contention.
- Some players might have hoped for a more wildly unique scenario theme given the wait for new scenario packs.
- The Hood gathering super villains to create an empire, starting small and increasing in difficulty as he gathers more.
Mechanics (from transcript analysis)
- Environment Card — The 'Formidable Foe' card from the new standard set is an environment card that permanently grants villains the 'steady' ability.
- Foul Play — A unique ability where the Hood discards the top card of the encounter deck, and if it's not from his set, the player takes it as a face-down encounter card, triggering more often as more modular sets are added.
- Modular Encounter Sets — This scenario pack heavily utilizes modular encounter sets, allowing players to choose seven from their collection to be shuffled into the Hood's deck, and the pack includes nine new ones.
- Side Scheme — The 'Self-Experimentation' card is an interesting side scheme that prevents damage dealt to brute enemies from being applied, instead removing threat from the scheme.
- steady — A new keyword that requires two status cards of the same type (stun or confuse) to affect a character, making them harder to lock down.
- Treachery Cards — Cards like 'Field Recruitment' and 'Upper Hand' are treachery cards that contribute to shuffling more modular sets into the deck and triggering the 'foul play' ability.
Video topics + discussion points
Quotes (from this video)
- Fantasy Flight Games know that they are announcing these Marvel Champions pack packs too quickly. I can barely keep up.
- The biggest feature of this pack, in my opinion, is the fact that we are actually getting updated versions or advanced versions of the standard encounter set and the expert encounter set.
- I find it very interesting that we are getting those packs in a seemingly random scenario pack, The Hood.
- I honestly think that I'm sure there's going to be a little bit of discussion. Um I don't want to say controversy but there's going to be some discussion about, you know, the the need the fact that you have to buy seemingly a random scenario pack, the Hood, to get such a an important advancement in getting a standard two set and an an expert two set because both of those, you know, are going to change the way you play Marvel Champions a little bit.
- There's no better way to sort of refresh your Marvel Champions experience.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dark Tower is always fun to play. It's always enjoyable, it's a great group of people to play with.
- Dice Command is one of my all-time favorite two-player games.
- Weirdwood Manor is very very clever in how the day-based actions change the game.
- Tails from the Red Dragon Inn is great, light, quick, fast dungeon crawl.
References (from this video)
- Fast and interactive
- Surprisingly deep strategic decisions for a small box
- Clear tension between securing a majority and managing risk
- Accessible rules with meaningful depth and components
- Negative points for failing to secure a majority can be punishing
- High interaction may deter players who dislike cutthroat play
- Variants can add complexity beyond the base rules
- Majority-control competition using limited fish types across a shared reef
- Underwater reef/sea environment hosting a tournament of fish collections
- Combat card-game feel with bluffing and timing elements
Mechanics (from transcript analysis)
- Betting and Bluffing — Players infer opponents' hands and intentions to time takes and discards.
- bluffing — Players infer opponents' hands and intentions to time takes and discards.
- Compound Scoring — Points are awarded based on having the most of a given fish type at end of game.
- Drafting — A reef row is created from a dealt pool and is accessible to all players.
- End Game Bonuses — Deck depletion plus one final turn; final hand totals add to habitat scoring.
- end-game timing — Deck depletion plus one final turn; final hand totals add to habitat scoring.
- majority scoring — Points are awarded based on having the most of a given fish type at end of game.
- risk/reward scoring — You can gain or lose points depending on whether you secure the majority for a type.
- Set Collection — Players gather sets of fish cards to secure points by type.
Video topics + discussion points
Quotes (from this video)
- It's fast, interactive, and deceptively thinky for such a tiny box.
- Go big or go home.
- The margin of your wins are sometimes so small.
References (from this video)
- striking art, theme, and physical components; very appealing to families
- easy to teach, quick to pick up, and encouraging teamwork
- tight, tense co-op experience with meaningful choices and cooperation
- co-op focus may not appeal to players who prefer direct competition
- some players may find the game slightly light or brittle if not sharing a common group dynamic
- depends heavily on player interaction; solo experience is less highlighted
- temporal manipulation and doctor-faust-inspired experimentation
- time-traveling loop with visiting eras and scientists across timelines
- cohesive yet modular narrative built from mission cards and era arcs
- Wild Space
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to achieve shared mission goals under pressure.
- cooperative puzzle solving — Players work together to achieve shared mission goals under pressure.
- Deck-building / card-driven actions — Acquiring cards expands actions, symbols, and synergies for future turns.
- energy cubes and era-based actions — Energy cubes power movement and actions; eras shift how solutions are executed.
- pattern activation and planning — Players sequence moves to maximize outcomes while minimizing risks from time pressure.
- Programming — Players sequence moves to maximize outcomes while minimizing risks from time pressure.
Video topics + discussion points
Quotes (from this video)
- I think this is a really cool game
- I really like this game
- I think this balance is really clever
- it's a co-op game and I do not like this usually
References (from this video)
- Good puzzly feel from tableau-building
- Nice card/hand interaction balance
- None noted beyond personal preference
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Great games don't stay. Great games do leave. There's just too many games.
- I am a little behind on giveaways from this series. I'm trying to catch up.
- I'm Alex Radqu from Board Gameco. Hope you enjoyed this video and as always, I hope you have a good one.
- I love the progression that Dead Cells gives you, both in the video game and the board game, but I didn't like the gameplay.
References (from this video)
- Quirky and underrated, with satisfying mega-turns
- great planning and sequencing challenges
- Less enjoyable with larger groups due to planning conflicts
- quirky cooperative deck-building with time travel flair
- Time-traveling adventure against Dr Foe and his clones
- puzzle-forward, brain-burner style
- The Loop
- Mage Knight
- Voidfall
Mechanics (from transcript analysis)
- Deck Building — Build and optimize a deck to execute complex chains of actions.
- deck-building — Build and optimize a deck to execute complex chains of actions.
- solo-friendly planning — Planning becomes more difficult with more players; favoring solo/small groups.
- time-travel/theme-driven turns — Mechanics weave through eras with escalating tempo and mega turns.
Video topics + discussion points
Quotes (from this video)
- the puzzle is so light I'd personally rather just make the decisions myself
- it's all about Adventure and exploration
- I want to have the time to be able to think out each turn
- I want to be in control and chart my own path
- the buck stops with me
- these are great solo experiences they feel complete
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- 2023 was an insane year for solo gaming
- the Golden Age of solo board games is right here and right now
- the last eight years of solo gaming have been the best eight years
- what a year for solo gaming
- this is a follow-up or companion video to a few previous lists on the channel
References (from this video)
- deep combos and high interactivity
- stellar art and production
- one of the best integrations of drafting with base-building
- one of the more mechanically dense entries
- base-building via card drafting and power management
- moon base / space colonization
- sandbox with strong combo potential
Mechanics (from transcript analysis)
- Card Drafting — players draft cards and pass the remainder to opponents to build their moon base
- card drafting (pick and pass) — players draft cards and pass the remainder to opponents to build their moon base
- Hand Management — careful selection and timing of cards to maximize synergy
- Rondel — movement around action spaces yields different shop/board effects
- Rondell-like movement and action-taking — movement around action spaces yields different shop/board effects
Video topics + discussion points
Quotes (from this video)
- you live and die by your own strategy
- the more you learn, the more you want to play again
- it's one of the most sophisticated advanced games on this list
References (from this video)
- mega-turn design rewards planning and experimentation
- tight loop gives a satisfying sense of progression
- thematic clarity can be opaque without guidance
- solo and small-group play may emphasize puzzle-y aspects over narrative
- time-loop mechanic and emergent strategy
- cooperative puzzle-driven gameplay with looping turns
- story-like mega-turn sequences built through card interactions
Mechanics (from transcript analysis)
- Cooperative Game — players work together to achieve a shared objective
- cooperative play — players work together to achieve a shared objective
- Deck-building / card interactions — cards enable combos and untap/loop maneuvers
- Engine Building — mega-turns are assembled by chaining activations
- engine-building — mega-turns are assembled by chaining activations
- set-up mega-turns — carefully arrange actions to maximize throughput on a single turn
Video topics + discussion points
Quotes (from this video)
- very cool it means there's very little downtime you're always excited about what everyone is rolling
- Windrose system it's such a brilliant mechanism where dice are rolled and you're going to pick two of the dice
- I wish that windrose system was used in other games designer steal that please
- winning is not necessarily the best measure of how good you are at the game
- this might be the only game that I think that I'm actually good at
References (from this video)
- Thinky, tricky, and highly satisfying when you pull off a big combo
- One of the best cooperative experiences, with strong solo play potential
- Cube Tower mechanic adds tactile fun and tension
- Artwork/color scheme may deter some players who prefer different aesthetics
- Can be very punishing if you miss a critical sequence
- engine-building, cooperative puzzle with dynamic timing
- cooperative, thinky loop of actions with time-shifting effects
- clever, epic-turns oriented toward clever sequencing
- Sleeping Gods
- Welcome To The Moon
Mechanics (from transcript analysis)
- cooperative engine-building — players cooperate to trigger powerful, chainable effects.
- Cube Tower — a unique mechanic often involving a tower of cubes to resolve effects; enhances tension and satisfaction.
- solo-play emphasis — the game is celebrated for its strong solo experience and clever design.
Video topics + discussion points
Quotes (from this video)
- There’s an entire campaign built in here with I think eight different maps that are very different.
- Cascadia is a very approachable, family-friendly tile-laying game that I really like.
- This is a game that just keeps popping up on my list.
- The Loop is one of my favorite cooperative games; it plays best solo and is incredibly underrated.
- Final Girl is a solo-only game that nails the atmosphere and does so with cinematic storytelling.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we have no plans of making board games at this time.
- Just treat treat people kindly.
- Print Print and Play Arcade is closing its web store on January 29th.
- the more the more the smaller you are and the more likely a boycott or noise can affect change
- I love what I do.
- Dominion holds up.
References (from this video)
- variety in modes keeps sessions fresh
- thematic integration with time-travel hijinks
- complexity may vary by mode; onboarding could be lengthy
- heavy jokes around time-travel may not land for all players
- time travel, paradoxes, and heroic interference
- A time-tinkering adventure where the Doctor foe threatens history
- cooperative/competitive with multiple modes
- Don't Miss with Cthulhu
- The Crew
Mechanics (from transcript analysis)
- card-driven chaining — use cards multiple times to create powerful chains
- multi-mode gameplay — four distinct game modes to choose from
Video topics + discussion points
Quotes (from this video)
- this game takes place just after an evil overlord with ruthlessly poor decorating taste has died
- this is a flip and write game meaning that the active player reveals a card on their turn that has a polynomial shape and then everybody plays one of the monster cards
- llama land looks like a mixture of the game's gingerbread house and number nine
- the loop offers four different game modes in which altruistic agents gather powerful artifacts
- set in the whimsical world of alice in wonderland you and your teammates have been appointed as the new royal gardeners
- these objectives will bring players closer to the final showdown between the shadows and the shamans
References (from this video)
- Brilliant puzzle-like design with clever time travel loops
- Cooperative and deeply strategic with real puzzle moments
- Time agents stopping Dr. Foe from cloning history
- Time-travel multi-era cooperation
- Cooperative, time-bending
Mechanics (from transcript analysis)
- Cube Tower — Central tower reveals outcomes and drives tension
- cube tower gimmick — Central tower reveals outcomes and drives tension
- Deck Building — Each agent has a unique deck with abilities used to complete missions
- deck-building — Each agent has a unique deck with abilities used to complete missions
Video topics + discussion points
Quotes (from this video)
- Bag building is an underused mechanism. It's just so tactile and fun.
- There's a freedom of design that comes from not being shackled to multiple players.
- This is one of the best cooperative games and one of the best deck building games ever made.
References (from this video)
- innovative cube tower mechanic
- satisfying card loop for big turns
- fun cooperative vibe
- limited solo play in some variants
- some players may prefer heavier euros
- time-bending cooperation and puzzle solving
- Futuristic cooperative setting with modular sectors
- light-hearted, silly
Mechanics (from transcript analysis)
- Cooperative Game — players coordinate to achieve a common objective
- cooperative play — players coordinate to achieve a common objective
- Cube Tower — cube tower distributes cubes across three sectors; affects actions
- cube tower distribution — cube tower distributes cubes across three sectors; affects actions
- Hand Management — small hand where a type can be looped back into hand for reuse
- hand management / card looping — small hand where a type can be looped back into hand for reuse
Video topics + discussion points
Quotes (from this video)
- one of my absolute favorite cooperative games of all time
- this is another time travel themed game
- it's a ton of fun
- the solo mode is so quick and simple
- it's just a great worker placement Deck Builder
- the theme really works
References (from this video)
- one of the best solo-friendly coop experiences
- extremely satisfying looping mechanic when set up with teammates
- high degree of cooperative synergy and planning
- availability can be limited; it’s not always easy to acquire
- some players may find the loop mechanics repetitive over long sessions
- cooperative time travel mission completion with looping card mechanics.
- Time-travel crisis management with Dr. Foe as the antagonist across multiple ages.
- thematic, cinematic co-op with a strong loop mechanic and shared goals.
- Pandemic
- Time-looped co-ops
Mechanics (from transcript analysis)
- cooperative missions with multiple ages — Players coordinate across seven time periods to complete four missions before losses (vortexes).
- deck-building with looping — Each card shows a symbol; if you have multiple, you can loop and reuse cards using energy cubes.
- energy cubes as loop currency — Energy cubes let you 'buy back' cards with the same symbol to reuse effects.
- solo and multi-character play — Strong solo mode with good support for running multiple characters.
Video topics + discussion points
Quotes (from this video)
- After five years it's where you can really start to be like, 'Oh, is this game still around? Is this game still good?'
- The turns are slick and easy.
- It's sort of like a deck building game in slow motion where the cards that you're gaining and which ones are in front of you are going to be changing but not completely every single turn.
- You can actually play with all this stuff because it's a short, simple game.
- This looping mechanic is really, really cool and cooperative because you can set each other up.
References (from this video)
- Accessible, family-weight cooperative design
- Engaging looping mechanic that rewards planning and sequencing
- Strong thematic charm and charming artwork
- Multiple modes and mission variations boost replayability
- Two-player scaling lacks explicit rules for all mission types
- Can become chaotic and lengthy at higher player counts
- Luck in card draws significantly influences outcomes
- Time travel, stopping a mad scientist, cloning and era-based combat metaphors
- Across seven eras from the dawn of time to the end of time, where time agents attempt to stop Dr. Foe and his clones from destroying the universe
- Cooperative puzzle-brawler with light deck-building and time-hopping tableau
Mechanics (from transcript analysis)
- Asymmetric time agents — Each player has a unique Time Agent with a distinct power and starting deck that changes how they contribute.
- Cooperative Game — Players work together to complete missions before time/eras collapse due to rifts and vortexes.
- cooperative play — Players work together to complete missions before time/eras collapse due to rifts and vortexes.
- End conditions and vortex management — Lose by vortex formation or by exhausting cycles before completing four missions; critical to manage the board and timing.
- Looping and exhaustion system — Cards have symbols; looping can untap exhaust cards to reuse them, with costs that depend on symbols and card types.
- Mission tiles and artifacts — Rotating mission tiles around the board define objectives; artifact cards grant ongoing and situational effects that alter future turns.
- Resource Management — Green energy cubes fuel movement and actions; red rift cubes are the primary threat to stop from mounting.
- Time machine and rift cubes — Dr. Foe moves through eras producing red rift cubes; if an era accumulates too many, a vortex forms and some missions become impossible.
Video topics + discussion points
Quotes (from this video)
- The Loop: Dr. Foe Strikes Back — a fully cooperative time-travel epic.
- Two-player mode is challenging but rewarding with asymmetric powers.
- Thematic, wacky, and family-friendly — a charming co-op experience.
References (from this video)
- Production choices (wooden monsters) add a cool tactile aesthetic
- Simple turn structure that remains crunchy via plan-ful play
- Interesting thematic premise and tension around conversions
- Unpredictability can be off-putting and board state is busy
- Rules are memory-intensive and can be hard to recall under pressure
- Overall complexity may overwhelm casual players
- religion, conversion, and territory control
- Border hex grid with priests, conversions, and temples in a cult/religious theme
- asymmetric influence and ritual conflict with modular chaos elements (monsters)
- Dominant Species
Mechanics (from transcript analysis)
- action draft with non-repeat rule — On your turn you activate one of four actions and cannot perform the same action back-to-back.
- Action Drafting — On your turn you activate one of four actions and cannot perform the same action back-to-back.
- conversion majority to score — Majority control on hexes determines who converts who; races to accumulate temples.
- monster summoning and rule perturbation — Monsters enter play and can disrupt or alter core rules, adding unpredictability.
- presence tokens and border triggering — Place presence on borders of hexes to trigger conversions and expand influence.
- Race — Players race to reach a temple-based threshold under varying conditions.
- temple race / end condition — Players race to reach a temple-based threshold under varying conditions.
Video topics + discussion points
Quotes (from this video)
- The unpredictability with this one maybe a bit too much for my comfort level.
- The board state is very busy and hard to remember what each piece can do.
- Not for me, hence why it's number 10.
- Breezy this game is extremely easy to play.
- I love the way that you have to manage your resources.
- Everything in this game feels good.
References (from this video)
- Engaging cooperative tension with a deep engine-building core
- Innovative time-loop mechanic that rewards planning and timing
- Beautiful presentation and thematic cohesion
- Thematic complexity may demand a longer initial learning curve
- Some may find the time-loop mechanic laborious in longer sessions
- Time loop mechanics and time-travel drama
- Time-travel agents battling Dr. Fu across zones
- Cinematic, narrative-driven co-op with time-based objectives
Mechanics (from transcript analysis)
- Cooperative Game — Players work together toward big goals while dealing with Dr. Fu’s timed disruptions
- Cooperative objective-driven play — Players work together toward big goals while dealing with Dr. Fu’s timed disruptions
- Deck Building — Cards with symbols enable specific looped actions when drawn in a sequence
- Deck-building with icon matching — Cards with symbols enable specific looped actions when drawn in a sequence
- Time zone movement and time loops — Players move across zones in time and can trigger repeated hand effects via looping the same cards
Video topics + discussion points
Quotes (from this video)
- It's the castles of Burgundy. Oh my gosh, this is Euro perfection.
- Everything about Tiny Towns is fantastic. It's phenomenal.
- The Loop is a very pandemic inspired style game.
- This is the greatest cooperative fantasy deck building game of all time.
- The most powerful things we can do in this game is call a meeting between department heads.
- Earth is a masterpiece of positive player interaction. Really fun, tight, constrained tableau building and one of the best engine builders ever.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The two by the way was Kingdoms for Lauren which is actually I think liked by others but I felt that you had to break your teeth on the rules to get to a game that was a whole lot of messiness.
- I really did not love Kingdoms for Lauren but I respect that it's a game that will work for others.
- The highest the highest individual score given out in 2022. So that's the 3.5 is the most common rating given.
References (from this video)
- innovative twist on deck-building
- tight cooperation
- fast resolution of combat
- can be solitary in 2-player mode
- cooperative deck-building with time-loop mechanism
- Space-time continuum; time-travel theme
- thematic, Sci-Fi
- Dimension
- Meadow
Mechanics (from transcript analysis)
- cooperative objective-based play — Work together to complete missions against Dr. Foe across time sectors.
- deck-building with loop — Draw, exhaust and reset actions using green cubes to loop actions.
- randomized infection-like events — Dr. Foe's agents insert cubes to threaten sectors; randomization via card/tower
Video topics + discussion points
Quotes (from this video)
- I think this may be my favorite of the three iron rail series games that we've played
- Meadow is designed by Clemens Kalicki
- the loop is basically being able to take the same actions again during your turn
- Dimension this game had a lot a lot more attention to it than what i was expecting
- not innovative in the sense of what you're doing of collecting sets and turning them in but i do think adding in the co-op aspect of it