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...
- 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)
- 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