In the Inuit language, "tukilik" is used to define an object that carries a message, and the northern landscapes are densely populated with such objects. The most well known of these are the inukshuk, that is, structures of rough stones traditionally used by Inuit people as a landmark or commemorative sign, with the stones often being stacked in the form of a human figure.
During each turn in Tuki, you attempt to construct an inukshuk based on the die face rolled using your stones and blocks of snow. Players have only a limited number of pieces with which to construct the inukshuk, so you'll need to be creative and use the three-dimensional pieces in multiple ways, such as to counterbalance other pieces or even build on top of existing pieces. A solution always exists — you just need to discover it!
You can choose from two levels of difficulty when playing Tuki to level the playing ground between newcomers and experts. Be swift, yet precise, and transform your stones into messengers of the north...
- Found myself enjoying passing the time.
- Missing a couple of cards for the game.
- The challenge cards that dictate groups of symbol cards to use are pre-determined and fixed.
- The game is very similar to Sprawlopolis and not nearly as good.
- Cannot be recommended because games don't exist in a vacuum and Sprawlopolis is a better alternative.
- Sprawlopolis
Mechanics (from transcript analysis)
- card laying — Players are building these in front of you, can play cards on top of other cards, offsetting them, and placing them next to each other to make groups, build a grid, or cut things off.
- cooperative play — The game is described as cooperative, though the speaker questions this classification or its execution.
- Set Collection — Trying to make groups of cards.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Surprisingly cutthroat and serious.
- Excellent combo potential.
- Fast playing and easy to learn.
- Thematic characters are well-designed.
- Good as a filler game.
- Cards explain themselves well, minimizing rulebook referencing.
- Can be mean to younger players if they lack 'tough skin'.
- Building a garden and acquiring bamboo
- A garden
Mechanics (from transcript analysis)
- Card Play — Players play cards from their hand.
- Hand Management — Managing cards in hand and deciding which to play or discard.
- Player Elimination (indirect) — Players can attack each other's characters or steal resources, making it cutthroat.
- Set Collection — The goal is to have the most bamboo at the end of the game.
- Variable End Game — The game ends when the second 'season' card is drawn from the deck.
Video topics + discussion points
Quotes (from this video)
- My name is Marty this is Tony and I'm if this title doesn't fit us I don't know what does
- I always want to come back and if I make a mistake somebody finds a mistake we just tell we we pay out usually it's silly things like pronunciations or something
- So yes the guy who wrote the song for TCC his wife asked him one morning at breakfast why don't you ever say I love you he said because if I said I loved you every day it would lose its meaning
- So yes I was totally incorrect on that that me and Vanessa has had this discussion before
- I mean you know it's either morid way to do it but it is but it's a way for you and I to reminisce on like we did you know
- I don't know that I've played it if I have I totally forgot I think it is a really cool fast streamlined game of Seven Wonders
- I don't know if that's going to if it's going to be a game I'm going to play long goal so I don't know if I need all the game genic stuff
- I do not like playing decks built for me the fun of these type of games are for me to build a deck to be honest with you I could care if I win or lose in this as long as I see how well a deck I get more enjoyment out of seeing how well my deck performs then did I win or lose
- The rule book was hard for us to follow and jump around and find certain things that we were looking for and then having two documents to go back and forth just made learning the game a little bit tougher.
- I'm the luckiest man on the face of the earth is that I think so like that
- The game itself is not cute anymore it is right Ron dog eat raccoon dog world playing with young kids I mean you can play eight and up on this game but they better have some tough skin because you will be attacking one another
References (from this video)
- Very fast and fits short play sessions (around 15 minutes).
- Educational value through rapid symbol recognition and basic quantitative reasoning.
- Five different representations of the same numbers promote cognitive flexibility.
- Accessible to kids 7+ and supports up to five players.
- Compact box and simple setup.
- Pace can be chaotic with multiple simultaneous stacks and fast turns.
- Heavily dependent on quick reflexes and pattern recognition, which may be challenging for some players.
- Junk pile/discard mechanics can slow decision making if moves aren’t readily available.
- Speed, numeric recognition, and flexible representation of numbers
- A fast-paced counting race using individualized decks, played simultaneously.
- abstract, puzzle-like sorting and counting
Mechanics (from transcript analysis)
- Compound Scoring — At the end of a round, points are awarded for cards in the score pile and penalties apply for leftover junk/deck cards.
- Hand Management — Each player maintains a hand of up to three cards and draws as needed to maintain options.
- scoring by completion — At the end of a round, points are awarded for cards in the score pile and penalties apply for leftover junk/deck cards.
- Simultaneous Actions — All players act at the same time, attempting to place cards onto stacks as quickly as possible.
- Simultaneous Play — All players act at the same time, attempting to place cards onto stacks as quickly as possible.
- Stack building — Players start stacks at 1 and play cards that are 1 higher or 1 lower, with constraints depending on two-player vs. larger player counts.
- wild card — Ratuki card acts as a wild that can help claim a stack in advantageous ways.
Video topics + discussion points
Quotes (from this video)
- ratuki is a game you can play with between two and five players
- it's it's okay for kids age seven and up
- everybody is playing at the same time
- it's a crazy race to claim as many of those cards as possible
- rapid automatic naming
- the numbers are represented in five different ways
- you start counting up your points
- it's a super quick game
- this is clearly a game where you're doing some rapid symbol translation
References (from this video)
- Unique gameplay
- Must-play for hobbyists
- Well-loved and highly regarded
- Gears and resource management
- Formage
Mechanics (from transcript analysis)
- Resource Management — Collecting resources like corn, skulls, stone, wood, and gold is central to the game.
- Set Collection — Players acquire tiles that provide bonuses and victory points.
- Track Advancement — Players advance on multiple tracks, such as statue tracks, for scoring.
- Worker Placement — Players place pawns/workers on gears, with costs increasing for later spots.
Video topics + discussion points
Quotes (from this video)
- It's called something old, something new, something borrowed, something blue.
- We're just thinking we've played uh this old game or we've played this new game and they seem to have some similarities.
- I do think we live in a time where everything new and shiny, that's what people want.
- And if you haven't played it, you have to. Yeah, it's so good.
- So, you do need one person who can be committed to doing that.
- Quantum is one of my favorite games, uh, ever.
- Cosmic frog is just a big beat him up.
- I am a frog and I am in space. And that's kind of cool.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Tureaki was awesome.
- I love Aleif. He's like my favorite Euro designer.
- Darwin's Journey. I actually love this game.
- It's definitely the best pandemic ever, and it is definitely extremely thematic.
- I hardly ever play old games.
- Boop, love it.
- it's not going to hit the table anymore.
References (from this video)
- Great feedback from parents playing with kids.
- Tanukis are Japanese raccoon dogs dressed up like samurais and ninjas.
Mechanics (from transcript analysis)
- Take That — Players try to get rid of gardeners to generate bamboo, while playing cards like bandits to steal other people's gardeners or ronin to destroy them, and samurai to protect their own.
Video topics + discussion points
Quotes (from this video)
- It's hard to find that sweet spot. Yes, that balance.
- It's just, you know, it can you can stretch it with a lot of different mechanics if you want to make a big 4X game. But, if that's not your goal, then it gets muddy.
- The thing about pitching online is the most important thing if you're going to do it online... would be a 3 minute or less overview video.
- It is love it or hate it. There's just as many people that would be jumping up to get it off the shelf...
- So, yeah, it's like you said, it can be a little hard to learn, but if these if asymmetric area control fighting games are what you like, then then you won't be that guy. You'll be wanting to buy it.
References (from this video)
- Provides a satisfying tactile experience with its spinning gears.
- The mechanic makes players feel powerful.
- The host dislikes games with excessive 'bitsy work' or upkeep, which Zulkin avoids with its gear mechanism.
Mechanics (from transcript analysis)
- gears — Features gears that can be spun, providing tactile satisfaction.
Video topics + discussion points
Quotes (from this video)
- The game isn't like, 'No, no, no.' The game's like, 'Whoa, you're beating me so well. Well done.'
- This thing had me opening it up on my laptop on the couch. I never have played TTS on the couch before. That's how I know that this is an absolute banger.
- The rule I said the rule it's it's the idea that I said of like every rule that I add needs to be 10 times more fun than it adds.
- It is so important that you do follow the order of operations.
- I love that as a player. And to to full circle of what we were talking about earlier of like what is fun I don't know. I only know what I enjoy. So I lean into that and hope that other people enjoy that thing as well.
- The dice in this are obviously the equivalent of the deck building in Bolatoro.
- I I I love making stuff. So, yeah.
- The rabbit holes end up being my most profitable thing.
References (from this video)
- gear mechanic with the workers
- emergent issues that affected strategy
- difficulty changing strategy as the game evolves
- Zulkin (and earlier mentions of stock/rail games in the Cube Rails family)
Mechanics (from transcript analysis)
- gear mechanic with workers — gear interactions with workers is a notable element
Video topics + discussion points
Quotes (from this video)
- I've been really impressed with it
- the museum board is a big thing
- I would probably prefer to play Merv over a T-series game
- the Crew is easily my favorite trick taking game
- Through the Ages is a solid game
References (from this video)
- gears mechanic is striking
- many interesting wheel choices
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- blue lagoon is a great game
- it's got so colorful so much fun
- there's this great moment in blue lagoon where you just realize that you've got a certain island secured
- it's a sandbox style pirate game
- i'm going to buy this for myself 100
- Ethnos is an awesome very simple area majority game
- Ticket to Ride Europe
- Nidavellir
- Dune Imperium
- Code Names is just so great that it's word games are just easy for no i shouldn't say they're easy for everyone to get into
References (from this video)
- Fun, active play
- Good for mixed-age groups
- Can be chaotic in larger groups
- Fast-paced, physical interaction
- Dexterity/party game
- Lightweight, family-oriented
Mechanics (from transcript analysis)
- dexterity / dexterity-based tasks — physical components or balancing challenges
- Stacking and Balancing — physical components or balancing challenges
Video topics + discussion points
Quotes (from this video)
- My heart is set on Miyabi it's happening
- Paint the Roses is gonna win
- Seize the Bean that's the winner
- I think I'm going with Katan y'all
- I think Cascadia is still going to be my choice
References (from this video)
- Engaging, quick plays with intuitive rules
- Great as a social add-on for game nights
- May feel lightweight for heavy gamers
- Dexterity can lead to repetitive turns over long sessions
- Dexterity, construction of shapes
- Light, family-friendly, tactile
- Kabuto Sumo
Mechanics (from transcript analysis)
- dexterity construction — Players build shapes with physical components to form structures.
Video topics + discussion points
Quotes (from this video)
- Lawson's varnak is such a fantastic game it's one of our favorites.
- Roxley sent us Brass Birmingham to try—huge shout out to them; this game is great.
- I'm getting really into solo gaming and it's just so therapeutic to me.
References (from this video)
- Iconic calendar gimmick that actually works and feels thematic
- Tight euro-style design with elegant gear interactions
- Theme is heavily gimmick-driven; may not appeal to all
- Downtime can increase with the gear activation pace
- civilization progress via temple-building and resource management
- Mayan civilization context centered on a calendar-driven mechanism.
- gimmick-driven with timing-based gearing mechanic
Mechanics (from transcript analysis)
- resource acquisition — Gather wood, stone, gold, and other resources to activate cards and gears.
- Resource Management — Gather wood, stone, gold, and other resources to activate cards and gears.
- timed gears (calendar wheel) — A central calendar gear turns each round, influencing all other gears and actions.
- Worker Placement — Place workers on gears to perform actions; stronger effects accrue the longer a worker stays.
- worker placement on gears — Place workers on gears to perform actions; stronger effects accrue the longer a worker stays.
Video topics + discussion points
Quotes (from this video)
- We absolutely adore this game. It's super super fun.
- the big Mayan calendar in the middle
- you can place a worker on the symbol that matches the god card.
- This is a big deck building game where you are going to have a different nation.
- Every game I feel like is a little bit different because the board map will change.
- Civolution is very good.
References (from this video)
- Clever linkage between physical gears and actions
- Solid table presence
- May be fiddly for new players
- mechanized resource optimization
- Industrial puzzle with gears
- abstract/puzzle driven
Mechanics (from transcript analysis)
- gear rotation puzzle — Gear-driven progression unlocks rewards
- Worker Placement — Place workers on plastic gears, actions occur when removed as gears rotate
Video topics + discussion points
Quotes (from this video)
- the aesthetic appeal of a product plays a big part in its commercial success
- placeholder art is more than adequate to give publishers a feel for what the game could look like
- publishers are no longer afraid of looking childish
- as a game inventor the visuals are unlikely to be at the forefront of your mind when you're ideating prototyping and testing your game
- let me know in the comments which games have gone above and beyond with their aesthetics
- standout component is very desirable in a prototype