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Tuki box art

Tuki

Game ID: GID0368170
Collection Status
Description

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...

Year Published
2019
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 4 · mix 0 · neu 0 · neg 0
Mentions per page
Top
Showing 1–4 of 4
Video tKVUZDt12bw top_50_list at 18:27 sentiment: positive
video_pk 62972 · mention_pk 156159
Tuki video thumbnail
Click to watch at 18:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • gears mechanic is striking
  • many interesting wheel choices
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video uacc39cBrx0 Board Game Garden general_discussion at 18:38 sentiment: positive
video_pk 40667 · mention_pk 123292
Board Game Garden - Tuki video thumbnail
Click to watch at 18:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun, active play
  • Good for mixed-age groups
Cons
  • Can be chaotic in larger groups
Thematic elements
  • Fast-paced, physical interaction
  • Dexterity/party game
  • Lightweight, family-oriented
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video _pXKWgDJNbg The Brothers Murf top_10_list at 6:08 sentiment: positive
video_pk 13812 · mention_pk 114084
The Brothers Murf - Tuki video thumbnail
Click to watch at 6:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Iconic calendar gimmick that actually works and feels thematic
  • Tight euro-style design with elegant gear interactions
Cons
  • Theme is heavily gimmick-driven; may not appeal to all
  • Downtime can increase with the gear activation pace
Thematic elements
  • civilization progress via temple-building and resource management
  • Mayan civilization context centered on a calendar-driven mechanism.
  • gimmick-driven with timing-based gearing mechanic
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video NXYxHmfxxJk Adam Porter general_discussion at 9:54 sentiment: positive
video_pk 11993 · mention_pk 119965
Adam Porter - Tuki video thumbnail
Click to watch at 9:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever linkage between physical gears and actions
  • Solid table presence
Cons
  • May be fiddly for new players
Thematic elements
  • mechanized resource optimization
  • Industrial puzzle with gears
  • abstract/puzzle driven
Comparison games
none
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
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
Transcript Navigation
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