Flags of all colors dance in the wind as Navirians converge to Trawl for the long-awaited Banner Festival.
Generate the most profits for your trading house by selling goods, befriending the right suppliers, and making bets at the watercraft race. Opportunities abound in the floating market, but only the keenest trader will prevail!
Each turn, aim to play the highest, mid, or lowest Merchandise card to unlock different actions.
Utilize multi-use cards in dynamic trick-taking bouts to gain an advantage over your rival merchants.
There are numerous paths to victory, but reading your opponents and timing your moves is the key to success!
All set in the glorious world of Tidal Blades created by Mr. Cuddington.
—description from the publisher
- Gorgeous artwork
- Gateway game quality
- Easy to learn
- Naming confusion with other Tidal Blades games
- Box feels oversized for content
- Island festival
- Competition
- Tidal Blades
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't normally do unboxing videos it's not normally my thing
- this is my game room there's a bunch of games and some of those are buried underneath other games
- I'm not going to fully unbox every single one of these games tonight
- the idea of a co-op version of Kinder Tokyo was enough to make me go yay
- this could be a good way to start playing Spirit Island
- the advanced guide to quantum physics is what Spirit Island is
- give respect to composers
- those tokens are very basic and they're really boring
- caberner is already a heavy game and forgotten folk made it a little bit more heavier
- not everything fits in the base box
- 80 euro is too much
- this is too many games
- I mean I've got North guard Vengeance roll and fight endless winter
References (from this video)
- beautiful components
- interesting timing decisions
- rules a bit dense for a lighter audience
- gladiatorial-style festival with banners
- ceremonial arena competition
- tournament-style scoring
- Flamecraft
- Sushi Go Party!
Mechanics (from transcript analysis)
- movement/board control — A central piece moves to modify suit power and scoring
- Trick-taking — Tricks determine score and effects; timing matters
Video topics + discussion points
Quotes (from this video)
- it's a really cool design and simple to play
- this is one of my go-to social deduction games
- it's simple you know doesn't take too long and still gives you like an interesting story with a lot of freedom
- it's Zen-like bag-builder
- it's a big engine builder with the mechs
- it's a very cool negotiation game
References (from this video)
- Beautiful artwork and high-quality production
- Tight, engaging tactical decisions driven by color hierarchy
- Fast teach and quick setup; compact table footprint
- Strong two- to three-player play experience; scalable but best at lower counts
- Sleeving recommended to protect the relatively small deck during play
- Clear, approachable rules with an excellent reference card and a well-structured rulebook
- Minimal table presence makes it easy to integrate into a larger game session
- Chaotic and less satisfying at four to five players due to banner management and scoring complexity
- Box is larger than necessary for the contents, contributing to packaging waste concerns
- Some card abilities feel repetitive or generic across the deck
- Final scoring can feel grindy when banners proliferate in a multi-player game
- Color ring around the quadrant indicator is not perfect for colorblind players; some nuance relies on icons
- Limited solo or stand-alone play options (no solo mode in this edition)
- mercantile competition, festival economics, and race-style progression
- Fantasy festival where merchants race across quadrants and compete for banners and profit, within the Tidal Blades universe.
- abstract, theme-light; no strong overarching narrative
- Dixit
Mechanics (from transcript analysis)
- Area majority scoring via banner tokens — Players place Banner tokens across quadrants; at interim scoring, majority in each quadrant yields points.
- Deck management and discard/replenish flow — Cards are discarded and drawn in rounds; the stock length and distribution influence decision making and reachability of key cards.
- Dynamic color-value shifts by gate position — The color ranking per quadrant changes with gate placement, forcing tactical adaptation mid-round.
- End-of-round and end-of-game scoring cadence — Three rounds per game, with interim scoring and final tallies; banners, fruit, and speedboat positioning contribute to the total.
- Resource management through fruit tokens — Fruit tokens appear in the middle; players collect fruit for scoring, with majority gaining a points boost.
- Simultaneous card play and resolution — Cards are played face down and revealed simultaneously, creating quick, tension-filled turns.
- Track-based movement and goal-oriented riding — The highest-trick player moves their boat around a track; repeated laps fuel more card plays and potential profits.
- Trick-taking with dynamic color hierarchy — Players reveal a card; the highest value (within the current quadrant's color hierarchy) wins the trick and moves a speed boat; the lowest may trigger a card ability.
- Two-to-five-player scaling mechanics — Player count affects pacing and complexity; more players increase chaos and decision density, especially for banners.
- Variable card abilities — Most cards grant generic effects (advance banners, place fruit, etc.); higher-value cards sometimes offer stronger or unique abilities.
Video topics + discussion points
Quotes (from this video)
- Banner Festival was an interesting little surprise for me
- Two to three players is definitely the sweet spot
- This is not your standard trick taking game
- It's a neat game
- I give this a solid 9 out of ten
- The artwork is beautiful
- The box could have been smaller
- Not a fan of the 4-5 player scale
- This is a very nice package and not that expensive to buy from my knowledge
- The setup is quick, the teach is quick, it's got a lot going for it
- If you're used to large groups this might not be ideal
- Not a lot of table presence, but the components are high quality
- Sleeving the deck is a sensible idea to keep it durable
- Two to three players is where the magic happens