Game Info
Year
2022
Players
2-4
Age
14+
Playtime
30 min
Complexity
2/5
Collection
Your Tier
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Mechanic profile
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Description
A competitive backyard card game where players build yards and compete for neighbor loyalty through strategic card plays and sabotage
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 3 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video H1ANbtWlofg
Brains On Games Discussion at 0:25 sentiment: positive
video_pk 90302 · mention_pk 321059
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic integration with lawn care and neighborly interaction
- Short playtime (about 20 minutes) makes it accessible
- Compact two-player design with meaningful choices
- Diverse card effects lead to multiple viable strategies
- Clear visual and tactile cues for stacking and scoring
Cons
- Some top-heavy stacking can crowd space on the board (oak/beanstock interactions)
- Take-that mechanics can be punishing and slow momentum if opponents counter frequently
- Limited one-on-one planning might feel repetitive after several plays
Thematic elements
- Lawn care, gardening, neighborly rivalry, and social interaction
- Residential lawn and neighborhood backyard scenario focused on lawn care and social competition
- Competitive tableau-building with take-that elements
Comparison games
none
Mechanics (from transcript analysis)
- barbecue_and_neighbor_sway — Grill and other social cards can sway neighbors for points, at a cost of coins.
- Card/Chit Market — A marketplace with five cards; players buy cards that improve their tableau; market replenishes after each purchase.
- End Game Bonuses — The game ends when the fifth neighbor is claimed (or removed) from the board, triggering final scoring.
- end_game_condition — The game ends when the fifth neighbor is claimed (or removed) from the board, triggering final scoring.
- marketplace_and_purchasing — A marketplace with five cards; players buy cards that improve their tableau; market replenishes after each purchase.
- Resource Management — Coins and the piggy bank track monetization; grass vs dirt, and the number of cards stacked affects points.
- resource_management_and_scoring — Coins and the piggy bank track monetization; grass vs dirt, and the number of cards stacked affects points.
- Stacking and Balancing — Plus signs on cards determine how many cards can be stacked and what bonuses are earned.
- stacking_and_bonuses — Plus signs on cards determine how many cards can be stacked and what bonuses are earned.
- start_of_turn_abilities — Any start-of-turn abilities may be played in any order before taking other actions.
- Tableau Building — Players stack and arrange cards to form a personal yard tableau, with bonuses for stacked cards.
- tableau_building — Players stack and arrange cards to form a personal yard tableau, with bonuses for stacked cards.
- take_that_cards — Pest-like cards can be played to affect the opponent's yard, sending cards back to the garage.
- trash_and_yard_management — Rake and other cards let you trash cards from your yard or the store; pests and moles can regress progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a super thematic game
- easy to understand and relate to
- it's coming to kickstarter very soon
- you can invite people over for a barbecue
- you've got a grill in your yard that all makes sense
References (from this video)
No references stored for this video.
Video 7fVr1T2O8So
Brains On Games Review at 0:23 sentiment: positive
video_pk 89358 · mention_pk 321058
Click to watch at 0:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic appeal with a playful Halloween motif
- Clever Home/Away mechanic adds depth and tension
- Accessible two-player design with quick play time (~20 mins)
Cons
- Two-player only
- Take-that elements can be frustrating for some players
- Market replenishment can introduce additional luck/risk dynamics
Thematic elements
- Halloween-themed turf warfare with decorations, trick-or-treaters, and Halloween-adjacent characters.
- Suburban neighborhood with yards and neighborly competition.
- Light, thematic, family-friendly
Comparison games
none
Mechanics (from transcript analysis)
- Deck Building — Drafting cards into your deck from the market and then playing them into a yard tableau.
- deck-building — Drafting cards into your deck from the market and then playing them into a yard tableau.
- home-away mechanic — You are either at home (defend and build) or away (sabotage and market actions); interruptions depend on where you are.
- market risk and drafting — Drafting from the market and replenishing it can open you to counterplays and risk from pests.
- Risk Management — Drafting from the market and replenishing it can open you to counterplays and risk from pests.
- Tableau Building — Playing cards into a yard tableau to earn points based on layout and synergy.
- tableau-building — Playing cards into a yard tableau to earn points based on layout and synergy.
- Take That — Pests and sabotaging cards can disrupt an opponent's plans by acting on their yard.
- take-that — Pests and sabotaging cards can disrupt an opponent's plans by acting on their yard.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Trick-or-treaters come to your door you give them candy or they play a trick on you
- the candy is really important because there are some new cards in the deck
- they kept that clever Home and Away mechanism
References (from this video)
No references stored for this video.
Video _p8UHpoFbbY
Meeple University Rules Teach at 0:44 sentiment: positive
video_pk 89356 · mention_pk 237135
Click to watch at 0:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- light complexity
- fast-paced with multiple scoring options
- expansion adds replayability
- thematic garden/neighborhood setting with tangible components
Cons
- negative effect cards can sabotage neighbor yards
- game can start slow but escalate
- prototype components and non-final rules in preview video
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- candies as a resource to sway neighbors — Candies are used to sway neighbors for points.
- end-game trigger via neighbor depletion — The game ends after all neighbors are gone.
- Engine Building — The game features engine building to enable actions and combos.
- market cards and expansion interaction — You can buy market cards; expansions add new cards and interactions.
- money resource and actions — Players can work to gain money and buy market cards; money converts into points via card effects.
- Resource Management — Players transform dirt into grass, place items on grass, and stack decor on top.
- Take That — There are cards that can affect an opponent's yard (negative cards).
- take-that / direct interference — There are cards that can affect an opponent's yard (negative cards).
- Tile Placement — Players place tiles to develop their yard.
- yard/dirt/grass resource management — Players transform dirt into grass, place items on grass, and stack decor on top.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "This little fast-paced game has different ways of getting points"
- "the game is of light complexity"
- "on your turn you choose whether to stay and build your yard or go to work to get money"
- "you are collecting points on your yard"
- "there are negative effect cards that you can throw into your neighbor's yard this spider"
- "the game ends after all neighbors are gone"
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3