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
Images
- Small, fast game in the Tidal Blades universe
- Interesting decisions and choices
- Plays quickly
- Appealing aesthetic and vibe
- Leverages brand IP for lightweight games
- Requires explanation of multiple parts (rotating suits, trumps, winner/loser/middle actions)
- No solo mode
- merchants scoring profit tokens
- Tidal Blades
- Heroes and Tricks
Mechanics (from transcript analysis)
- Area Majority — Players compete for majority in board regions at the end of each round to score profit tokens.
- Card play abilities — Cards played have special abilities or events that trigger based on the player's position (winner, loser, middle) or board state.
- Rotating Trump Suit — The value and power of suits change based on the position of the 'gate' on the board.
- Set Collection — Players collect fruit tokens, with a bonus awarded for having the most when all fruits are collected.
- Track Advancement — Winning hands allows players to move their character's boat to the gate, progressing on a track that awards profit.
- Trick-Taking — Players play cards simultaneously to win rounds, with a winner, loser, and middle player determining different outcomes.
Video topics + discussion points
Quotes (from this video)
- this is the review copy and i rose my hand on social media because title blades was this huge game and i couldn't get it to the table enough so the idea of a small fast game in the title blades universe to me was super exciting and he sent it along and not disappointed
- you know you weren't the winning card you weren't losing cards you're going to look at the cards you played
- there's a lot of little things you have to explain and teach you know for a game where you're basically just it's a a trick taking game where there's a winning loser middle and this idea of the rotating suits and rotating trumps like you have to explain all these different parts but once you get it going i i like the decisions i like the choices you're making it plays pretty quick
References (from this video)
- High production value and attractive components
- Intuitive yet engaging trick-taking foundation
- Multiple viable strategies across player counts
- Strong tie-in to the Tidal Blades IP and world-building
- Clear rulebook and accessible learning curve
- Luck of the draw can influence many rounds
- Some players may crave more dramatic moments than a classic trick-taking loop
- Less appeal for players who dislike abstracted area control or heavy throughput pumping
- Array
- Array
- merchants competing for prestige through banners, fruit, and jet-ski style movement; a blend of craft, commerce, and racing
- Array
- Naveri market docks in the Tidal Blades universe, with a focus on merchant activity and colorful locales around a circular track
- Array
- Array
- Array
- positive
- Tidal Blades
- Tidal Blades: Heroes of the Reef
Mechanics (from transcript analysis)
- Area Majority — Banner tokens are placed on the nearest matching space, shaping quadrant control and end-of-round points
- Area majority scoring — Banner tokens are placed on the nearest matching space, shaping quadrant control and end-of-round points
- Compound Scoring — Points can be earned via banners, fruit, and jet-ski progress, giving multiple routes to victory
- Dummy card (2-3 players) — In smaller player counts, a dummy card is revealed to provide information and balance the round
- Dynamic suits — Suit values shift depending on the trade gate token, altering card strength and scoring dynamics each round
- End-of-round fruit timing — Fruit supply runs down after a set number of rounds, triggering additional scoring opportunities
- Low card action — The player with the lowest card executes the action for the round and places the trade gate for next round
- multi-path scoring — Points can be earned via banners, fruit, and jet-ski progress, giving multiple routes to victory
- Trick-Taking — Players play one card per turn; the highest value card wins the trick and drives a jet ski around the circle toward the gate
Video topics + discussion points
Quotes (from this video)
- Banner Festival is a two to five player game that is kind of a trick taking game but with a bunch of twists
- this game looks terrific
- the rule book adds just enough Snippets of story you want to know more about these quirky merchants
- there are nice nods to the larger tidal blades world
- the layout and iconography is all super clear there are no complaints here at all
- there is a certain Simplicity to it and a bit of luck of the draw
- it does have a bit of that Comfort game quality of something you can pull out with just about any group and have everyone leave feeling good about the experience
- if you like card games and trick taking but want something with a few more bells and whistles and a bit of production this island could be worth a visit
References (from this video)
- Catan
- Ticket to Ride
Mechanics (from transcript analysis)
- betting at a watercraft race — Players place bets during a watercraft race to unlock additional actions.
- multi-use cards with trick-taking — Quoted as 'multi-use cards and a dynamic trick taking system' and described in the context of profit and actions.
- Trick-Taking — Quoted as 'multi-use cards and a dynamic trick taking system' and described in the context of profit and actions.
Video topics + discussion points
Quotes (from this video)
- it's survival of the fittest
- you good at making predictions I knew you'd say that
- care for what you wish for
- the game where blank minds think alike
- "Sabika implements three interrelated rondelles"
References (from this video)
- profit, supply, and social interaction in a trading environment
- floating market trading house
Mechanics (from transcript analysis)
- multi_use_cards — Cards with multiple uses in a dynamic market/race setting
- Multi-Use Cards — Cards with multiple uses in a dynamic market/race setting
- trick_taking — Dynamic trick-taking system to drive actions and profits
- Trick-Taking — Dynamic trick-taking system to drive actions and profits
Video topics + discussion points
Quotes (from this video)
- first published around a thousand years ago in 1981 axis and allies depicts World War II at a grand scale full Global level up to five players can play on two different teams
- the Cheshire Cat when you drink the Hatter's Mercurial tea
- multi-stage campaigns varying from short three-stage tours all the way up to 21 stage grand Tours
References (from this video)
- Beautiful components and color palette, visually appealing
- Multiple avenues to earn points, not a single-die or swingy winner
- Family-friendly, easy to explain to younger players
- Compact playtime (~30 minutes) with quick rounds
- Not a traditional trick-taking experience; information about opponents is limited
- Enjoyment increases with more players; 2-player game uses dummy NPC banners
- Flavor of trick-taking is non-traditional, which some players may find odd
- spectacle, competition, banners, crowd engagement
- tidal world, festival-style competition around a water track with banners and banners-based scoring
- Array
- competitive, crowd-pleasing performance motif with multiple scoring avenues
Mechanics (from transcript analysis)
- Area Control — Players vie for majority on board halves via banners and towers to gain points.
- gate movement and power resolution — The trade gate moves based on the lowest card played; it influences next-turn actions and card abilities.
- multi-path scoring — Points come from fruits, banners, track position, and end-of-round bonuses, not from a single action.
- racing track — Jet ski tokens race around a central track; laps and positioning contribute to scoring.
- Trick-Taking — Players select a card face-down; cards are revealed simultaneously and ordered by rank and suit to determine actions.
- trick-taking (simultaneous reveal) — Players select a card face-down; cards are revealed simultaneously and ordered by rank and suit to determine actions.
Video topics + discussion points
Quotes (from this video)
- Banner Festival is a light game and maybe you can tell from the board that this is very clearly a title blades game
- not a traditional trick taker
- we enjoyed this one despite that one disappointment
- it's great for a family when the grown-ups can have fun with it
References (from this video)
- Nothing wrong with the game
- Still a fine game
- Somewhat forgettable
- Not super compelling
- Didn't get super invested in trying to win, lose, or come in medium
- Off With Their Heads
Mechanics (from transcript analysis)
- Trick-Taking — It is described as a trick-taking game where players play a trick wanting to come in high, low, or medium.
Video topics + discussion points
Quotes (from this video)
- Publisher ranking videos are where I take a look at the entire catalog that a publisher has, and then I took a look at the subcategory of that catalog, the ones that I've played within that, and then I rank those games from worst to best, going through them, telling you what I think overall, very quick notes. I'm not really going full reviews and all that. I'm just giving you the hierarchy of how I feel about a publisher's collection, publisher's catalog, catalog of games.
- Druid City Games does across the board. They always make their games incredibly high quality from the production standpoint.
- It's just way too long of an experience. I feel that three players doesn't feel as good as four players. Four players feels better. At five players, I will never do again. Four players is probably the best player count, but even at four players, it's slightly longer than I want. A three player game is right about the right length, but not enough player interaction. And a four player game is the right amount of player interaction and not and and too much length.
- Games do get points for being unique in a crowded spaces. And we very much live in a crowded tabletop space.
- Anyways, that has been my ranking of Jue City Games. Let me know in the comments down
- Bloodstone, which I am very excited about.
- I liked both modes of the game, but I liked the fact that the game gave you both.
- Great miniatures, great art, great gameplay. That is Bloodstone.
- We were really enjoying ourselves. We were having a lot of fun and the gameplay stalled which means I need to either make that happen or alternatively go back to the drawing board with a new group that will actually get a table or even just a two-player game or even a single-player game because I really enjoy Tidal Blades 2 Rise of the Unfolders.
- It gave you great deck building, a fun little grid system over here like this little grid the way you activate this grid gives you kind of vibes and elements of Monumental but in a faster game that overall is a very enjoyable campaign system.
- Bloodstone or Tidal Blades 2 Rise of the Unfolders. I am excited to dive into it and complete it.
- Rating is not being given on this or Bloodstone or One Night's War duel because they all need significantly more time with them before I would give them a rating.
References (from this video)
- fun gameplay with Libertalia-like vibe
- simpler entry with fewer powers
- bright, appealing art and color palette
- three-round structure with dynamic card order
- five-player mode is more random and less strategic
- edge cases and rule explanations can be complex
- not a direct Libertalia replacement
- two-player variant can be awkward
- competition and scoring through banners, towers, and fruit
- a festival setting with watercraft racing around towers and banners, around a gate
- Libertalia
Mechanics (from transcript analysis)
- fruit pool scoring — Fruit tokens are earned via card effects; when the fruit pool runs out, the leader with most fruit scores points, others score half their fruit, then fruit is reset.
- movement via laps — Highest card initiates laps around a water-park circuit; completing laps advances toward the gate and eventually yields scoring opportunities.
- quadrant/banners and towers scoring — Players place banners in the current quadrant; towers count toward two quadrants; banners and tower effects drive scoring.
- scoring by laps — End-of-round or end-of-day points scale with laps (e.g., seven laps equals 28 points).
- Simultaneous card play — All players secretly choose one card to play; cards are revealed; highest/lowest/middle ordering depends on quadrant.
- Simultaneous Reveal — All players secretly choose one card to play; cards are revealed; highest/lowest/middle ordering depends on quadrant.
- two-player variant with dummy — Two-player mode uses dummy banners and cards; not recommended for two players.
Video topics + discussion points
Quotes (from this video)
- it's a pretty fun game
- it's the five it's very libertalia vibe
- the cards are unique they're in the four different colors they range from zero to nine
- highest card you start to do laps of the water park
- not Community it's not cumulative
- I like the color palette it's got a good presence here
- teal oh yeah teals and oranges always are nice
- this one is a more entry levels but lighter
- let us know in the comment sections
References (from this video)
- adds a summery, festival feel to the Tidal Blades world
- colorful and thematic expansion
- expansion may require base game understanding
- festival of banners and competition
- mythic world tied to Tidal Blades universe
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a light drafting racing game but it definitely has some summer vibes
- it's six different little mini timers
- it's bright and it's colorful and you are trying to defend the islands from oncoming monsters
- Banner Festival is a really interesting trick taking game
- it's all based on slasher movies
- the Heat is in the title
- Fireball Island ... the Curse of Volcar
- you flick marbles
References (from this video)
- lovely production
- interesting twist on trick-taking
- suited to mid-to-large player counts
- can be a bit fiddly to explain
- trick-taking with asymmetric incentives
- world of Tidal Blades
- quirky, adventurous
Mechanics (from transcript analysis)
- area market influence — participate in markets and influence economic flows based on tricks won.
- Trick-Taking — play tricks to activate actions; outcomes depend on card positioning.
- trick-taking with variable outcomes — play tricks to activate actions; outcomes depend on card positioning.
Video topics + discussion points
Quotes (from this video)
- it's such a good Gateway game
- the art on the cards looks fantastic
- it's one of those simple flip and write games that you just want to play again and again
- the lazy Susan is genius
- Planet Unknown just knocks our socks off
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think that is a Feast for Odin
- it's season two though
- Clank that's yep I was opening my mouth I just didn't blurt fast enough
- it's paladins of the West kingdom
- Underwater Cities is that the name of that game
- Scout I'm quick at blurting
- tital blades Banner Festival
- Kaleidoscope the board game is the best guess I have at this point is there an actual board game called cope
- harmonies there you go what a strange filter yes for sure also love the game
- it's a space game called arcs it is I can see it now yep I think you're right
- my favorite game in the west kingdom series is architects of the West Kingdom
- revive y nicely done
References (from this video)
- 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