In Trash Pandas, players are raucous raccoons, tipping over trash cans for food (and shiny objects). Players push their luck to acquire more cards, but must stash them in order for them to count as points at the end of the game. When the deck runs out, the game ends and players compare their stashes to see who has the majority for each card type and score points accordingly. The player with the most points wins!
In more detail, on a turn the active player rolls a die in the hope of gaining the benefit of the roll result. With each roll, the player decides to keep rolling or stop and activate the dice results. However, with each additional roll, the odds of busting (getting a duplicate result) increase further and the player risks losing the progress they've made that round. When activating the dice results, the player will draw cards, steal cards from other players, and stash cards. Cards in hand may be used for their listed ability, but they count as points only when stashed.
—description from the publisher
- interactive and tense push-your-luck mechanic
- fun party vibe with friends; strong table energy
- not a game person would necessarily seek out for long-term play
- downside in larger groups due to downtime and potential frustration
- sneaky scavenging and stash management
- raccoon thieves digging through trash for stash points
Mechanics (from transcript analysis)
- interaction and theft — you can steal from opponents and manipulate their stash; endgame scoring via majority stacks
- push-your-luck — you roll a die to determine which action you take each turn; you may stop or roll again
- stash management — you stash different types of trash to score points for specific types
Video topics + discussion points
Quotes (from this video)
- I love it
- the fact that the game has you making a long-term strategy and really thinking lots of turns ahead but forcing you to reconsider your plans at every step of the way
- I was not expecting to like this game at all what happened is that I not only liked it but I loved this game
- this is dominating all of my desires to play games over this last month
- it's a very light style game
- this is absolutely a puzzle style experience
- the randomness of input adds freshness
- the beating heart of this game is the bag
References (from this video)
- fast, satisfying push-your-luck loop
- family-friendly with cartoonish theme
- can feel light for some players seeking deeper strategy
- collecting trash and stashing it away
- racoon-themed trash collection
- light, humorous, chaotic
- Can't Stop
Mechanics (from transcript analysis)
- bust risk — rolling a side you already have busts and ends turn
- Dice Rolling — roll dice to collect discs; can stop anytime to stash
- dice rolling and risk — roll dice to collect discs; can stop anytime to stash
- Stashing — stash collected discs; endgame when stash thresholds reached
Video topics + discussion points
Quotes (from this video)
- I think this is really interesting and so much fun.
- This game is so unique and so much fun.
- The push your luck aspect in this comes in determining what you're going to do with your disc.
References (from this video)
- Cute art and meeples
- Fun cartoony vibe
- Variable track setup
- Adjustable game length (1-3 laps)
- Good ways to mitigate luck
- Gets requested by kids
- Racing
- Mario Kart
Mechanics (from transcript analysis)
- Card drawing — You're drawing cards.
- card play for actions — You're using those cards to move, to attack, to avoid attack, different things like this.
- combat/attacks — Little attacks and the little things you can do.
- Laps — You can do one, two, or three laps around the track.
- luck mitigation — It has some really good ways to mitigate some of that luck, too, because of those attacks and things.
- variable track setup — Variable track setup. So each time you can do one of their suggested setups, you can do a setup of your own.
Video topics + discussion points
Quotes (from this video)
- So, no more keeping games that are okay. No more keeping games cuz we feel bad that we bought them. No more keeping games because they're not just exactly what we want, but they're close.
- We are being super brutal and making sure that we have the best collection for us that is possible.
- This just it's it's like our version of Comfort Food or that book that you're going to pick up every year or two and just keep rereading.
- The production is amazing. This the gameplay's not there.
- Um, and again, it's that optimization of how to build this as quickly as you can yet in such a way that you can keep everything to the end and use it the best.
- We have played 45 games from our collection and that's probably an eighth about an eighth of our collection.
- And we are at right around 30% of the games have been cold and so I'm happy with that.