Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.
During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.
The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...
How to Play Tzolk'in: The Mayan Calendar
Images
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we need like a little intro fade in thing that would be good
- we've got a game on the table I had no idea that we were going to be doing
- we finished our near and far right our near and far playthrough
- we plan to have a near for our promo
- I feel like I'm I'm falling back in the group I'm coming down I'm losing some of my like Panic which is good
- it's a push your luck game because you're going to be constantly removing your equipment
- the biggest challenge honestly would have been early on realizing I really want to do this
- that's why I say frequently I always feel like a great deal of gratitude that I've been able to keep working on this show
- the games in my opinion are getting better all the time
- Streamlining does not equate to dumbing down; it's about efficiency and elegance
References (from this video)
- The rotating gears create a sense of progression where rewards become more valuable the longer a worker stays.
- The mechanic of placing workers and then removing them to take actions is central to the gameplay.
- The game offers strategic depth through technology tracks, temple tracks, building construction, and monument building.
- The starting player mechanism with accumulating corn adds an interesting layer of interaction.
- The ability to speed up time by taking the starting player action offers a unique way to manipulate the game's pace.
- The game provides various ways to gain victory points through resources, monuments, and temple standings.
- The rules for dummy workers in 2-3 player games help to create a more crowded board.
- If your worker rides a gear for too long, you may get bumped off and go home empty-handed.
- Burning down a forest to get to corn angers the gods, potentially causing players to move down temple tracks.
- The architecture track iconography can be confusing.
- The rule about not using technology track perks to help build a monument can be a point of confusion.
- The rule about not being able to speed up time if it would pop workers off the last space or skip a food day adds restrictions.
- It can be embarrassing to have to use the last resort action when you can't afford to place a worker.
- compete to gather resources and please the gods to earn victory points
- the heyday of Mayan civilization
Mechanics (from transcript analysis)
- action selection — On a turn, a player must either place or pull workers.
- Building Construction — Players can construct buildings by paying resource costs, which provide various benefits.
- feeding workers — Workers need to be fed corn at the end of certain rounds, with penalties for not being able to do so.
- gear rotation — The main Tzolk'in gear rotates at the end of each round, moving smaller gears and advancing workers on their tracks.
- monument construction — Players can construct monuments, which offer meta-scoring bonuses at the end of the game.
- Resource Management — Players gather and spend resources such as corn, wood, stone, and gold.
- Set Collection — Collecting crystal skulls is important for certain actions and scoring.
- technology tracks — Players can advance on technology tracks to gain special perks and abilities.
- temple tracks — Players advance on temple tracks to worship gods and gain points and prizes.
- Variable player powers — Starting wealth tiles and technology track perks can lead to different player abilities.
- Worker Placement — Players place workers on gears to take actions. Workers can be placed on small gears or removed from them.
- worker removal — Players can remove workers from gears to take actions. This is the primary way to gain rewards.
Video topics + discussion points
Quotes (from this video)
- Place or pull.
- The longer your worker stays on a gear, the more valuable the rewards become.
- If your worker rides a gear for too long, you may get bumped off and go home empty-handed.
- The game ends after the round where the Tzolk'in gear reaches the blue tooth for the second time.
- I haven't lost yet!
References (from this video)
- Gathering resources and pleasing gods to earn victory points
- Mayan civilization
Mechanics (from transcript analysis)
- gear rotation — A central gear rotates smaller gears, changing the available actions or rewards on the board.
- Worker Placement — Players place workers on gears to gain rewards.
- worker removal — Players pull workers off gears to gain rewards.
Video topics + discussion points
Quotes (from this video)
- It's Ryan from Nights Around a Table, and this is Tzolk'in, a worker placement/worker removal game for 2-4 players.
- If you want to learn more about the rules of the game, click the link at the end of this video or in the description below to watch my complete How to Play video, which includes the overview segment you just watched.
- And if you like what i'm doing, click the badge to subscribe, and the bell to get notifications.
References (from this video)
Mechanics (from transcript analysis)
- Resource Management — Players are dealt starting wealth tiles which determine the stuff they get off the top of the game. Resources like corn and wood are also mentioned in relation to jungle spaces.
- Set Collection — Players are dealt starting wealth tiles and keep 2 out of 4, returning the other 2. The tiles kept determine initial resources.
- Worker Placement — The game uses workers which players pick a color and take. Dummy workers are also placed on the board to make it more crowded in 2 or 3 player games. These dummy workers stay on their spots for the entire game and don't get pushed off when they go past the last space.
Video topics + discussion points
Quotes (from this video)
- Hi!
- It's Ryan from Nights Around a Table.
- And now, we dance!
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Painting is not my medium AT ALL. i'm no good with it i prefer markers... i prefer pixels, really, to paint with.
- The things that i would like to paint, if i were able to paint, go in this order, i think, of preference: first, the little items in Tiny Epic Quest.
- The drawback that i heard is that you get all these different colours of paint, but the one that's missing is red.
- i WAS worried as i was applying this darker colour that i was sort of muddying up the model and it was looking a little too dingy, but i guess this is the step that corrects that.
- Figure painting is not for people with bad eyesight. It's not for people with Parkinson's or arthritis in their hands. It's not for people prone to seizures, or people who have just had multiple cans of Dr. Pepper, like i have.
- i think i may have caught the bug, and i think that this book and this product has given me enough confidence...
References (from this video)
- Cool game with neat gears on it and a rondel mechanic.
Mechanics (from transcript analysis)
- gears — The game features 'neat gears on it'.
- Rondel — Mentioned as a mechanic in the base game.
- worker removal — Described as a worker removal game where workers are taken off gears after letting them ride around.
Video topics + discussion points
Quotes (from this video)
- My microphone wasn't on!
- That's the wooooorst.
- It's taken my entire life to admit that to myself!
- My friends... said that it only makes an already challenging game way harder!
- They said the only thing it adds is stress and strife and difficulty!
- Calamities!
- Let me know in the comments below what that shape is called, because i'd love to be able to... to name it.
- Hopefully, you should be coming to have fun... and to feel the skulls of your enemies crushed beneath your mighty feet.
References (from this video)
- Unique implementation
- Interlocking gears that move
- Actions get sweeter the longer you stay on a gear
- Mayan Calendar
Mechanics (from transcript analysis)
- Rondelle — You're putting workers on the wheel, the wheel acts kind of like a conveyor belt because it physically moves. The wheels are all interlocking gears, there's five of them I believe on the board. When you turn one all the rest of them turn on the board and your pawn moves with the rondelle. There are different actions printed outside the rondelle, outside the gear, and the longer your worker stays on the gear the sweeter the action spaces get and that's when you take your worker way that you get to do the thing.
Video topics + discussion points
Quotes (from this video)
- it's a circle and this is a very loosely defined thing there's no set in stone way to do a rondelle in a game but it's a circle
- what a rondelle does in this particular implementation is it discourages me uh from taking the same action multiple times in a row i have to sort of like spin around the circle doing other things before i can do this one thing
- it's not a hard and fast rule all this mechanic is not set in stone because with game design it's constantly evolving and we're constantly finding out uh new and better ways to have fun
- you don't have to be uh you don't have to have a like a circle a geometric circle drawn on the board for a game to have a rondelle mechanic
- it's neat all kinds of implementations all over the board
References (from this video)
- The cogs are actually quite useful.
- It's one of them games that continues to give you rewards all the time.
- It's not just a gimmick.
- It's just a bunch of tracks and stuff.
- The cogs end up being like a track of some sort.
- Mayan calendar
Mechanics (from transcript analysis)
- Worker placement on cogs — Putting your worker around to one of these cogs, and cogs are going to move throughout the game, and you'll just be deciding when you're going to take your worker off for the cog to gain a certain reward.
Video topics + discussion points
Quotes (from this video)
- we'll be taking control of a plantation you'll be growing crops it'll be harvested in the crops sending them out to far off markets to get points
- but they [__] the game up yeah the boards were all [__] up nothing fitted in the box or something or other and it was just a complete and utter [__] show
- I'm sort of sick to death of Marvel six the death of [__] Star Wars and all that crap
- Pax Premiere second edition can shove itself up its own [__] and consume itself before I even think about playing this Abomination pile of dog crap ever again
- it looks like it's been penned by a three-year-old who's been given a king-size Crayola set for Christmas
- sometimes I think spot or a trolling people you know they keep releasing these games that have got no artistic Merit but when you're actually playing you start to be convinced that they are actually worth their weight in gold
- somebody's proudly displayed this phallic Tower of expansions that they're never ever going to use
- this is a fantastic game can be a little bit complex but it's one of the rare occasions where a Euro game actually Blends well with its theme and its mechanics
- it's just a fantastic game it's one of those sort of games that is quite leisurely it's not taxing or demanding in rules or mechanics and you could just sit back and just feel like you're pissed out your face sort of thing
- this is our favorite solo game ever made
- it's a bog standard Euro game with a little bit of a Twist which is why we find it a little bit more interesting than some of the others
- a lot of people want to live out their sylvanian families incest fantasy
- all the owns is a super fantastic game
- number 31 is everdale this is a card driven game where you'll be placing your workers out of board to take actions playing cards it's going to give you actions as well building up your to blow with these cutesy little Woodland creatures and you get the bonus of owner big [ __ ] off cardboard tree in the middle of the [ __ ] table
- it's okay I'm not going to masturbate over this game too much but yeah it's an average game
- it's number 30 on this list is a game called all he owns
- in all the owners you'll be doing right things you'll be moving your dudes around the map collecting cheese and stuff you'll be reaching into your bag to pull out your workers placing them on a map you might send them off permanently to sit in a chapel or something
- this game uses the same artwork as Tua in it so like a medieval bio tapestry style it's a super duper bag building game
- get the deluxifier components it makes the game easier to handle and all the owns is a super fantastic game
- tell us what you think of our opinions of these games so far are you upset with my critique of everdale as my analysis of pax Premiere giving you a new set of hemorrhoids to deal with tell me in the comments below and I will gladly send you some anusol for your trouble
- we're going to come back probably with the final bit I don't know I might do 20 more and then 10 because I am feeling a little bit knackered but if I could find some maybe we'll crack it all off in one go
References (from this video)
- Liked the puzzle of the main board
- Enjoyed how actions were selected
- Gathering resources and placing them in spots made for an interesting puzzle
- Liked the way dice were used
- Had a really fun time playing the game
- Would love to approach again in digital form
- Euro things
- Europe
Mechanics (from transcript analysis)
- action selection — I enjoyed how actions were selected as well.
- Dice usage — I liked the way that the dice were used in this game as well.
- Resource Management — Gathering resources and placing them in certain spots.
Video topics + discussion points
Quotes (from this video)
- Woodcraft was the latest Game of sui before evacuation came out and this game you know feels it's it it hits pretty right you know for the weight that I enjoy about 3.75 and the mechanisms in this game that I really enjoyed was the puzzles of the puzzle of figuring out your dice whittling them down no pun intended into you know smaller dice with smaller Pips and and using that to um you know increase your engine or spend resources on Etc lots of good Euro goodness in this game some of it felt a little overwhelming but I really enjoyed the dice play as well as how actions were determined on this Central action selection mechanism in kind of a Rondell system that sui is known for I think this game yeah it it hit a lot of the right spots for me and it would be a game that I really look forward to diving a little bit deeper into um and it holds a high place in my heart among sui games like underwater cities and missina 1347 are some of my favorites and so I think this has a chance of being up there for me as well
- Number two might be a surprise to you if you know the podcast and it's Adwa this was the U Rosenberg game released last year there were a lot of not I mean criticisms I guess about how Samy this game might feel and I think I I beg to differ a little bit I do agree that the game play itself may feel like you are doing the same things at the same times um if you do play a lot of Rosenberg games there is that theme and I go into this in my latest podcast as well um where I blog about Rosenberg games where there are certain arcs that are established in pretty much all of his games they're it's pretty easy to understand what the early game looks like the mid game and the late game and that is no different in this there are slight variabilities to make this game feel different such as the order of these uh action cards or worker placement spots that shift per round as well as in the order in which these terrain cards come out but those small variances make this game feel a little bit different every time and it helps you and I think there is plenty to explore in this game where you focus on different things maybe you know the overall goal is to follow the breeding strategies listed underneath these um worker placement tiles however I think there is wiggle room to to explore other avenues to see how well um those strategies pan out I've played this solo I've played this multiplayer everyone that I've played it with really enjoyed it um it's it's still you know easy enough to to teach in one night and play in one night like a weekday night um it's heavy enough that it offers uh a lot of good decisions to play uh the solo campaigns or the solo scenarios are I think where this game shines I still feel that is true although I really enjoyed playing the multiplayer and I think that really shot this game up for me and so it is definitely a game that I think is underrated a lot of people didn't um consider this game very highly last year and I think I mean if you were an Rosenberg fan then I think you already know but if you're not uh this is a great mediumweight game to introduce a lot of Euro style Concepts and mechanisms while still adhering to the theme of of you know promoting uh bats and and you know renaturing Etc uh and so I I really enjoyed that integration as well but this was a this is a great game this is a great game and I really enjoyed edwa
- And that is Mosaic a story of Civilization by Glenn drover so this game was kickstarted two years ago officially released last year and this game is civilization simulation with a central board in about two hours I have played this game with five people I believe I don't think I got to six quite yeah I haven't gotten to six but um it did play in a a weekday night as well and just really you know this reminds me of Age of Empires you know playing that computer game back in the day um it's something that I always looked forward to and I was hoping to find in a game a board game nowadays when I don't have access to you know computer games like that or have the time to do so um lots of monuments here um but yeah so so the civilization game has a lot of the civilization tropes that you're hoping for there's area majority not a lot of direct combat but you're more it's more of like a cold war Style just uh trying to get more military units into these different regions of the map it's primarily a card based card-based Tableau building icon collection game very similar to terraforming Mars Ark NOA Etc and uh and so and this game plays really quick the turns are really Snappy you spend re gather resources or spend them to draw cards from these different piles and there are a lot of different avenues that you can go down you can you know f focus on Military and building your presence on this board you can collect icons and get you know science or economy scoring types of of benefits build one building wonders claiming achievements you name it um I feel like at a five or six player game a lot of those strategies are utilized a lot of Technology cards come out which can steer your strategy in a certain direction which made this game feel uh deep and feel intense and feel variable uh all the times that I've played it and yet it still accomplishes all of that within a reasonable amount of time for how big a box and how much of a rules explanation this offers there are a few uh criticisms or setbacks that I do have about this game including uh you know the setup of these tiles on the main board as well as the lack of a solo mode in the retail version however um I still think about this game I love pulling this out I want to play this more and I want to play the expansion as well see how that uh integrates and yeah this is just an amazing civilization themed game that is probably my favorite go-to game on top of others that I enjoy like Through the Ages um age of civilization as well there are some great Civilization games out there that I have played but I think this one kind of checks off all the boxes for me and so yeah if you haven't had a chance to play this game I highly encourage you to do so
References (from this video)
- Good game
- Requires the player to be in the right mindset to play
- Calendar, civilization building
- Mayan civilization
Mechanics (from transcript analysis)
- Resource Management — Players manage various resources to build their civilization.
- Worker Placement — Uses unique gear-based worker placement where workers on gears advance over time.
Video topics + discussion points
Quotes (from this video)
- The Gambler is correct such a good song
- The Gimper used as a plot hole in a certain film
- Spotify DJ is amazing like it's super cool AI driven
- hey here's some new artists that we think are really going to be about your style
- wow you phone does that my phone yeah
- I'd hold a gun to its head and say shut the [ __ ] up I don't that's scary
- have you never seen Terminator
- well we have some after dark stuff to talk about anyway
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The older games are less as more and the newer games are more as more
- I really don't like Katan at all so I wouldn't know what to suggest in terms of expansions or house rules
- normally my favorite games have a good ratio of low rules overhead in comparison to the complexity and decks or so more of the depth of the game
- I like games that are kind of 90 minutes maximum
- I don't like using computers to play board games
- I generally like games that have a degree of uh incentive building
- I love supply and demand you know and kind of know Buy Buy Low sell high that kind of thing
- my thoughts are pretty neutral um I'm pretty numb about the subject to be honest
- for me it just felt like a generic deck building game and but instead of having more cards you are just boosting up the cards you already have
- I like point salad style games and I don't really see it as a matter of you know being a point salad I just see it as you know you get eight points on your turn I get three points on my turn therefore you've gained five points and I haven't
- games with a heavy setup is quite a big um deterrent for me
- I would say you can get a really good collection in 10 to 20 games
- I don't have a lifestyle game um I like dipping in and out of tons of different games rather than doing a deep dive into one particular game
- I did like the the dice system in tetum you know either choosing a dice for the resources or for the action strength I thought that was a cool mechanism
- I reckon this is kind of a p kind of a perfect storm really
- it's a face Toof face um social activity rather than being behind a screen
References (from this video)
- Complex enough to give a brain ache and simple enough to make it accessible.
- An everpresent euro in our collection.
- Workplace Euro game
Mechanics (from transcript analysis)
- Card Drafting — You'll be getting cards to give you more scope to take different actions.
- Dice Rolling — You'll be rolling dice and arranging them in the town square to take different actions.
- Worker Placement — Implied through taking different actions.
Video topics + discussion points
Quotes (from this video)
- remember if your favorite game of all time isn't on this list that's because a we haven't played it or B we think it is complete another dog
- Castles of Burgundy is a masterpiece of design that never gets old.
- it's just complex enough to give me a [__] brain ache and simple enough to make it accessible
- Jamie should stay off the [__] wine mate
- Escape curse of the temple set the bar that high for these Real Time games
- Blocky mountains a sleeper hit in our house.
- Scythe is a fantastic production it's a fantastic game
- We are there solely for the story
- Can't Stop is one of the best push luck games you can get today
References (from this video)
- Great way to get back on track for the T- series of games.
- Pulled back and maintained what it wanted to be being a crunchy but elegant Euro.
- Love the dice drafting system, simple system again that resources and action ability busting heads with each other and knowing what to pick at the right time.
- Previous games in the series went a little bit too skew and started to add too much into the games.
- Dice driven Euro with actions based on dice values and colors.
Mechanics (from transcript analysis)
- Dice Drafting — Drafting dice from the main board for two different reasons: the pit value and the color of the die. Taking a die gives you a certain amount of resources depending on the color and an action based on the number.
- Set Collection — Building up people onto your own player board to complete rows and columns and get special abilities.
- Worker Placement — Travel around the board visiting different locations.
Video topics + discussion points
Quotes (from this video)
- one of my favorite engine building game
- such satisfying combos you can build up uh with these cards you're collecting through this worker placement system where you have Columns of cards and basically the the higher up the columns these cards sit means the stronger worker you need to get that card
- the strength of your workers is determined by a random roll of a D6 and that might sound pretty um you know pretty cheesy but it's actually not because those dice are going to determine the colors of those workers for all of the players
- loads of different strategies you can go for here like do you want to build up your Green Engine or your or your Yellow Engine and where you are activating a certain spot on the board and those cards you collected are spitting out and churning out resources at really high high rates or are you going to collect you know blue cards to give you just pure scoring or purple ones that will give you discounts and things
- not enough time to do everything which is one of the things that keeps me coming back to Lorenzo IL magnifico
- it also has a fantas fantastic expansion where you can start with unique abilities and even bid for the ones that you really want
- this is kind of the big box version of you know Russian railroads American railroads German railroads and I think there's even another one in there
- this is such a fun worker placement game that just is super satisfying because each round your generating huge amounts of points by climbing up these tracks
- the turn Ang or the worker placement in my opinion is super high in this game and for me that is kind of one of the essentials that you need in a good worker placement game there needs to be that kind of uh turna when it's not your turn and someone's grabbed the spot that you want um there's got to be that frustration there's got to be that that again that real sense of urgency to get the spots that you want and for me um ultimate railroads really has that
- I love the variability on the different ways you can play game um especially love the ones where you can update or upgrade your personal player board to get some unique track on there so when you reach certain check points you'll get some abilities that only you can get and nobody else can
- this is just such a rewarding and fun game that every time just feels amazing
- the only nitpick I'd have with this game is that if somebody does start running away with things earlier in the um in the phases then it's quite hard to make up that lost ground because know generally speaking it's a game where you constantly picking up momentum rather than falling behind again so again if you fall behind too early it can be difficult to create to bridge that Gap
- it scales extremely well actually I actually really like this game at two players um but it also works every other player count too
- it's just such a well um polished and well iron out design that is Ultimate railroads
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If my score is higher than their cumulative score, then the studio, the channel, and the Murfs themselves belong to me.
- How well do these brothers know each other? If they don't, their souls are mine.
- I chose I play I chose my least favorite game on the planet, which is London.
- The point is I want Squishy Fruits. But we all had the right idea.
- I would say that he thinks C is the best letter for board games. The letter C.
- It's between C and T. T.
- Your souls belong to me.
References (from this video)
- Original favorite game
- Mini games happening on the board
- Gets super actions
- Often "peters out" in the last quarter
- Consistent second place streak
Mechanics (from transcript analysis)
- action selection — Players move items on a mancala to determine actions.
- Set Collection — Implied through gathering components for actions.
- Worker Placement — A central Mayan calendar mechanism where gears dictate action availability.
Video topics + discussion points
Quotes (from this video)
- This is so streamlined it's so easy
- it is a really cool game each time you play it is different because of the way the cubes drop out
- this is a much lighter Feld it's a very cute game
- this is just such a classic Cooperative game
- there's never a time where I've played this game and there hasn't been some event that's come out of it that gets brought up years and years and years to come
- we're not going for a high scoore anymore we are simply going for having the most amount of fun talking through these cases in a funny British accent
References (from this video)
- Interesting take on civilization building from a publisher known for economic simulations.
- The 'highwayman' mechanic detracts from the otherwise pleasant puzzle of the game, making it spiteful and ruining opponents' plans.
- Civilization building
- Ancient Mayan civilization
Mechanics (from transcript analysis)
- Worker Placement — Utilizing a worker placement system.
Video topics + discussion points
Quotes (from this video)
- It make me to have a lot of fun because when I'm playing the board game, I always laugh.
- I'm learning something because when we are playing board game, we used to speak in English.
- whenever I learn a board game and not only learning some other times I get time to teach the board games to other people. I feel that I achieve a lot in my life.
References (from this video)
- Mayan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I very rarely very rarely want to play the big old Euro at the full six player count.
- Power Grid is the game that's so popular, so successful, but still feels like an underdog when compared to other games.
- The auction here is very tense at six players.
- Cursed Court is a fantastic betting game that really shines at higher player counts.
- Lifeboats. H you want to play a game with six friends but you don't necessarily want six friends at the end of it.
- Zu Vardis, that's a fantastic game where everyone's trying to help each other get to the top of the board, the zoo in Zuardis. But you also want to be the person who gets to the very top the first.
- The jazzy pattern, which doesn't always make for great cognition of a board and what the heck is going on.
- It's an incredibly dark board. I think they reprinted it with a lighter board, just they already did this. It's like no one can This is very dark. No one can see what's happening.
- I did learn that if you mix red wine and white wine together, that's how you make rosé. That's fact according to Viticulture.
- the main thing that I've learned from games is that little insight into different worlds all around the world and beyond because of board games.
- I've learned that from board games. And while I can't say I've learned a bunch of hard facts, I think board games have kind of opened up the world to me a little bit from my table.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is my worst pick. This is actually the pick my lowest pick on this whole list.
- I feel like this one's going to be pretty good.
- That dropping down to your eighth pick is wild.
- Oh my god, that's not good.
- Again, that is what I expected. That is your lowest pick of your draft.
- For a nine pick, that's a gift.
- That's a solid score for a nine.
- Wow, that's low for your nine.
- That's a really great Your nine and 10 were really solid.
- For a total of 54,000.
- Helge, if you're watching this, you screwed me over, damn it.
- Multiple in the top 100, yeah.
- It came down to three.
- The worst designer? Yeah, who's got the worst bottom seven?
References (from this video)
- the prizes get better and better
- you stand to get richer the longer you wait
- Mayan Calendar
Mechanics (from transcript analysis)
- Rondel — Placing workers on a rondel which is another game mechanic that we'll talk about in one of these videos.
- Worker Placement — Placing workers on a rondel and removing workers from these circles. The longer you let them ride the circles, the better the prizes get.
Video topics + discussion points
Quotes (from this video)
- What is a worker placement game?
- This looks really really dumb and basic and simple, and why... why wouldn't everybody just choose 4?
- unless there are sort of a bunch of rules, and unless your final goal is abstracted a little bit, it's not a very interesting game at all.
- And that's why when you pull one of these off the shelf, and you see there's all kinds of stuff going on, that's the reason :a worker placement game sort of needs a whole pile of rules to make it interesting and fun!
- If you're sort of slumming it watching this video and you already know all about worker placement games, tell me: what is your favorite worker placement game?
- Nights Around a Table is the only place you can earn your pH B in board games.
References (from this video)
- Promise of this game is really really simple
- The game seems to Branch out and your head seems to cave in halfway through the game
- Fantastic game
- Can't really figure out why it's so infring with such a simplified rule set
- If you don't like that feeling then you're not really going to get on the zulin roller coaster
- Mayan calendar and resource management
- Mayan civilization
Mechanics (from transcript analysis)
- Resource Management — Gathering resources like corn to feed workers or crystals.
- Track Advancement — Moving up multiple different tracks on the board.
- Worker Placement — Placing workers on gears or taking them off to perform actions.
Video topics + discussion points
Quotes (from this video)
- if your favorite ball game ain't on this list that's because a we ain't played it or B we think is complete and a dog [__]
- The promise of this game is really really simple you either going to be placing a worker on one of the gears or you'll be taking them off
- Yes if you ain't got it you're a [__] idiot
References (from this video)
- Introduces five interchangeable modules for high replayability.
- Priests and Priestesses add variable player powers.
- Seasons of Progress create a dynamic game state.
- Height of Development offers a new temple track with strategic benefits.
- Architecture and Development provide alternative building mechanics.
- Includes new sideboard for decorations and season tiles.
- Pimped out worshipper pieces.
- Mayan calendar progression
- Mayan civilization
- Tzolk'in
Mechanics (from transcript analysis)
- event cards — The 'Seasons of Progress' module uses season tiles to introduce global effects that change periodically.
- Modular Board — The expansion is modular, offering five interchangeable modules that can be combined in various ways.
- Resource Management — Players manage resources like gold and wood for building actions.
- Tile Placement — The 'Architecture and Development' modules alter how players acquire and place decoration tiles and build pyramid tiles.
- Track Advancement — The 'Height of Development' module introduces a new temple track with associated benefits.
- Variable player powers — The 'Priests and Priestesses' module grants players unique abilities.
- Worker Placement — The game involves placing workers (dice) on action spaces, with some module changes affecting how many workers can be used or where they can be placed.
Video topics + discussion points
Quotes (from this video)
- Hi, it's Taran and Stella from University. We bring you a variety of quality board videos.
- So, if you're new here, please consider subscribing and do hit the bell to be notified of when we post new videos.
- And that's how to play Tatu Wakan late pre-classic period expansion. We hope that you enjoy this video and we hope that you enjoy playing.
References (from this video)
- Visually striking
- Innovative gear-driven timing mechanic
- Pronunciation challenge noted by speaker
- calendar-driven worker placement
- Maya civilization
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Ooh, it's a box in a box in a box.
- Ah, it's Oriflamme. This is the Devir version of it.
- This is the new version of Arkham Horror: The Card Game, like a second edition of sorts.
- I like Star Wars Unlimited.
- Oh, be still my heart.
References (from this video)
- Innovative use of gear mechanics
- Tight, strategic depth
- Thematic clarity can be opaque for newcomers
- Time/resource management with gear-driven action
- Maya civilization
- Strategic, abstracted thematic veneer
- Grand Austria Hotel
- El Grande
Mechanics (from transcript analysis)
- Gear-driven worker placement — Workers are placed on rotating gears to gain actions/resources.
- Resource Management — Resources are accumulated and spent to advance on objectives.
- Time/round sequencing — Gear rotations influence turn order and actions.
- Worker Placement — Workers are placed on rotating gears to gain actions/resources.
Video topics + discussion points
Quotes (from this video)
- what is the name of the Dome shaped clear plastic button encasing the dice in trouble
- an instant workshop with infinite possibilities featuring an Innovative blend of card crafting and set collection within a real world spatial game environment
- the player who completes the most optimized sets of constructs from among the chaotically cascading CS wins the game
- we are going to pick sale as this episode's game night pick
- two-player trick-taking game is quite the you know tricky needle to thread there
- I think you'll have pulled ahead of me now probably right with your wager there that's how it's done
- El Grande is a good older classic game that's what made me choose it
- top secret spies to me sounded like the oldest game on the list
- which of these regions has the most action spaces i.e. the biggest gear
- what you know what actually all you need is your your Dome just bring your brain
References (from this video)
- big plastic gears
- complex gameplay
- popular at the time
- reviewer never picked up a copy
- many people owned it so reviewer didn't
- hasn't seen it around recently
- Mayan
- calendar
- gears
Mechanics (from transcript analysis)
- action selection
- gear rotation
- Worker Placement
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- tight engine with interesting timing
- beautiful component design
- steep learning curve for new players
- routines/planning with a rotating gear wheel
- ancient Mesoamerican civilization
- strategic planning with temporal pressure
- Gaia Project
- A Feast for Odin
Mechanics (from transcript analysis)
- rota gear/tile placement — workers placed on a shifting rondel to gain resources and advance actions
Video topics + discussion points
Quotes (from this video)
- probably the greatest party game of all time
- it's a betting racing game
- this is basically one huge massive rondell of a game
- I hate painted miniatures