In a post-apocalyptic world, the tribes of the wind are going to rebuild the world on the polluted ruins from the past.
Players will have to plant forests, build new villages and temples, and decontaminate surrounding areas.
They will be able to play cards from their hand. But be careful! The effect or even the possibility of playing the card may vary depending on... the back of your surrounding opponents' cards.
Players may also send their wind riders to explore the area, plant forests, or build villages and temples using all the gathered resources.
As the game progresses, you strive to complete objectives that will allow you to unlock your guide's special abilities, and to improve your tribe's powers.
When someone builds their 5th village, the end of the game is triggered. The player with the most points, depending on pollution, villages, temples, layout of their forests, and other various objectives, wins!
—description from the publisher
- tactical and highly interactive card-dynamics
- two-player interaction particularly strong and meaningful
- beautiful, evocative art that complements the theme
- iconography can be heavy and not immediately intuitive
- four- to five-player games are less engaging and less optimal
- the experience hinges on players being willing to engage with the mechanic depth
- elemental balance, temple and village-building motif with a Studio Ghibli-esque vibe
- Village-building with elemental influences; power and bonuses come from arranging tiles and cards
- tile-placement meets Hanabi-inspired card mechanics with hidden information
- Hanabi
Mechanics (from transcript analysis)
- card-driven power — Element cards determine power level and synergy; effects depend on the mix of elements you hold.
- hidden information / simultaneous reveal — Cards are placed face away to signal which powers are active, with neighbors' elements impacting decisions.
- tile placement — Players place village and temple tiles to gain bonuses and shape the board.
Video topics + discussion points
Quotes (from this video)
- it's one that I do like to bring out every now and again
- it's basically a hand management game
- the meat of the game is the fiddly rules
References (from this video)
- Beautiful artwork by Vincent Detroit
- Solid production quality
- Nice wooden components
- Good pictorial rulebook
- Wind tribes
- Card play
- Cooperative elements
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 artwork
- Challenging but approachable
- Not as widely available
- Birds and ecosystems
- Nature/airborne habitats
- Beautiful artwork and diverse components
- Aqua
- Life in Ter
Mechanics (from transcript analysis)
- set collection — Collect different bird/element sets for points.
- tile drafting/placement — Draft and place tiles to shape habitats.
Video topics + discussion points
Quotes (from this video)
- Everybody lies.
- Don't trust nobody.
- We love doing the streams but keep on coming back.
- It's a beautiful game.
- Paint the minis.
- The robots are cute.
References (from this video)
- Deep, puzzly weight with high strategic density
- Asymmetric abilities add depth and variety
- Satisfying end-game scoring with multiple paths to victory
- Can feel heavy or slow for newcomers
- Longer playtime; better with experienced players
- environmental stewardship and community-building with a mystic, nature-forward vibe
- a mythic forest world where players build forests, transform them into villages, and manage pollution
- story-driven forest civilization with a strong emphasis on timing and strategic play
- Honu Honu
- Hokkaido
Mechanics (from transcript analysis)
- asymmetric player boards and guide cards — Each player has a unique guide card granting a strong, theme-fitting ability; these drive diverse strategies and replayability.
- deck of elements with hidden information — Each card shows an element on one side and an action on the other; players position their cards on a personal stand to influence others' decisions.
- element-based actions and neighbor interaction — Actions depend on the elemental balance of your hand and the elements held by your left and right neighbors, incentivizing awareness and timing.
- pollution management and scoring — Clearing pollution and achieving forest/village configurations provide end-game scoring, reinforcing durable strategy layers.
- tile placement to build forests and villages — Players place forest tiles that offer bonuses, then convert them to villages, guided by temple and village placement goals.
Video topics + discussion points
Quotes (from this video)
- it's very light but still with enough strategy
- the art is very nice
- Unique because in most trick-taking games you have to follow the leader
- I think it's very puzzly and that's the sweet spot for me
- the look of the board when you're placing out fire it's scary
- it's quiet; a tense environment knowing there are dire consequences for these cats
References (from this video)
- Carnival drafting concepts
- Area majority
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- spreading the gospel of board games
- it's a must-have
- don't sleep on this
- we love talking about gateway games
- we're taking the game out to people
References (from this video)
- Beautiful artwork and component quality
- Takes Hanabi mechanic and does something new with it
- Pure tactical gameplay
- Excellent artwork
- Strong replay value
- Great for two to three players
- Innovative mechanics
- Fairly dry game
- Replay value not 100 percent
- Four players not ideal player count
- Initially gave 10 out of 10 but revised to 9
- Tribal wind riders managing elements and building civilizations
- Wind and elemental themes with spiritual elements
- Abstract tactical puzzle game with elemental management
- Arc Nova
- Precognition
- Hanabi
Mechanics (from transcript analysis)
- Area Control — Moving wind riders around map and polluting areas
- Hanabi-style Card Play — Playing cards to trigger multiple effects based on card type and hand composition
- hand management — Managing cards with specific color and type requirements
- Objective Fulfillment — Building map tiles and completing specific objectives
- Push Your Luck — Temple building mechanic that can reset hand resources
Video topics + discussion points
Quotes (from this video)
- Well the heavy Euros weren't pulling their weight this year so the question is what did this is the top 10 games of 2022
- Where's the innovation where's the new stuff where's something to really grab me
- It was a decent year it was certainly better than 2020 and 2021
- Only one game on my list managed to get honestly a 10 out of 10 rating in a review and even then it's kind of dropped a tiny bit since then
- I gotta give props to games that use some kind of innovation in their games it doesn't always work but I respect the publisher for trying
- Pure tactics through and through you cannot strategize in this game but I love these games
- I do better at games where I have to adapt to a situation
- Days of Wonder finally back on form
- Frostpunk is a fantastic game
- I've only played the physical copy of this game once and you're like hey how can it be on your list
- These games work for me I like they even when they're heavy I feel like I can understand what they're doing
References (from this video)
- gorgeous artwork; Vincent du Tree’s aesthetic is highlighted
- clever twist on a Hanabi-like action system with thematic depth
- excellent two-player variant
- not as strong solo play option
- some balance concerns with higher player counts
- team/leaf aura control through elemental cards
- Fantasy world with forested regions and elemental forces; shares Hanabi-like card placement with a wind-forest theme
- stylized, art-forward with a light cooperative/competitive blend
- Lacrimosa
- Evergreen
- Hanabi
Mechanics (from transcript analysis)
- Hanabi-like_card_mechanic — Actions are based on element cards; players coordinate actions without full private knowledge.
- two_player_variant_focus — Great two-player dynamics with a strong two-player variant; supports up to five players with some caveats.
Video topics + discussion points
Quotes (from this video)
- winning does not mean everything in the game
- the experience of playing is always more important than winning
- I would rather give my friend Neil the victory in argument Consortium
- you should try to win … not Kingmaker
- it's such a nice little nice little thing
- Vincent's art is gorgeous; Vincent du Tree's covers are some of the best
References (from this video)
- smooth to learn
- beautiful visuals
- thematic depth could be stronger
- aesthetic, elegant card/board interplay
- fantasy world with floating treetop villages
- thematic but abstract
- Everdell
- Tribes of the Wind itself
Mechanics (from transcript analysis)
- card_play — cards provide actions and resources; card backs reveal information used as currency
- set_building — build towards goals via card-driven effects
Video topics + discussion points
Quotes (from this video)
- Magic the Gathering is a fantastic card game. It's a very complex card game.
- This is a rock solid game. It just has it has gone through some seriously tumultuous growth.
- Sea Salt and Paper... a delightful little card game that has really adorable origami art.
- Dune Imperium is a very stressful game. It's a game that after I'm done playing, I need a break.
References (from this video)
- Beautiful game components
- Tile placement mechanic
- Post-apocalyptic rebuilding theme
- Endorsed by respected players
- rebuilding civilization
- post-apocalyptic
- exploration
Mechanics (from transcript analysis)
- Resource gathering — Send wind riders to explore, plant forests, build villages and temples using gathered resources
- tile placement — Players place tiles to build the world
Video topics + discussion points
Quotes (from this video)
- it was one of the coolest experiences I had at Pax
- anything that involves tile placement I am here for
- it is just a freaking blast
- the mechanics are just so good that none of the other stuff really kind of like matters to me
- I've fallen so much in love with undaunted
- if you put a cute cover on a game I will buy it I will play it and there's a very good chance that I will love it
- it looks incredible
- final girl is definitely one of my favorite games of all time
- the cover art drew me in it reminded me of like old war propaganda posters
- if anyone out there wild has red red ball or seen the red wall artwork this game is that