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Underwater Cities box art

Underwater Cities

Game ID: GID0371764
Game Info
Year
2018
Players
1-4
Age
12+
Playtime
150 min
Collection
Ratings
Expansions & Family
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

In Underwater Cities, which takes about 30-45 minutes per player, players represent the most powerful brains in the world, brains nominated due to the overpopulation of Earth to establish the best and most livable underwater areas possible.

The main principle of the game is card placement. Three colored cards are placed along the edge of the main board into 3 x 5 slots, which are also colored. Ideally players can place cards into slots of the same color. Then they can take both actions and advantages: the action depicted in the slot on the main board and also the advantage of the card. Actions and advantages can allow players to intake raw materials; to build and upgrade city domes, tunnels and production buildings such as farms, desalination devices and laboratories in their personal underwater area; to move their marker on the initiative track (which is important for player order in the next turn); to activate the player's "A-cards"; and to collect cards, both special ones and basic ones that allow for better decision possibilities during gameplay.

All of the nearly 220 cards — whether special or basic — are divided into five types according to the way and time of use. Underwater areas are planned to be double-sided, giving players many opportunities to achieve VPs and finally win.

Description

In Underwater Cities, which takes about 30-45 minutes per player, players represent the most powerful brains in the world, brains nominated due to the overpopulation of Earth to establish the best and most livable underwater areas possible.

The main principle of the game is card placement. Three colored cards are placed along the edge of the main board into 3 x 5 slots, which are also colored. Ideally players can place cards into slots of the same color. Then they can take both actions and advantages: the action depicted in the slot on the main board and also the advantage of the card. Actions and advantages can allow players to intake raw materials; to build and upgrade city domes, tunnels and production buildings such as farms, desalination devices and laboratories in their personal underwater area; to move their marker on the initiative track (which is important for player order in the next turn); to activate the player's "A-cards"; and to collect cards, both special ones and basic ones that allow for better decision possibilities during gameplay.

All of the nearly 220 cards — whether special or basic — are divided into five types according to the way and time of use. Underwater areas are planned to be double-sided, giving players many opportunities to achieve VPs and finally win.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 132
This page: 50
Sentiment: pos 35 · mix 2 · neu 4 · neg 0
Mentions per page
Showing 51–100 of 132
Video LM20DNo_cxg Rules Teach at 0:01
video_pk 70464 · mention_pk 167454
Underwater Cities video thumbnail
Click to watch at 0:01 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Building underwater cities and infrastructure
  • Planet earth topside is ruined, humanity is expanding underwater
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Players play cards alongside actions. If the card color matches the action color, the card is added to the player's tableau.
  • Engine Building — Players build an engine through cities, buildings, and tunnels that provides benefits during production cycles.
  • Route Building — Players build tunnels to connect cities.
  • Tableau Building — Cards played to the tableau contribute to the player's engine.
  • Worker Placement — Players simultaneously claim action spaces on a common board.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 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.
References (from this video)
No references stored for this video.
Video GHvkzOAgsyM Rules Teach at 0:02 sentiment: positive
video_pk 70465 · mention_pk 167455
Underwater Cities video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simultaneous claim of action spaces and playing cards.
  • Building an engine that runs multiple times.
  • Variety in city and building types.
  • Upgrading tunnels and buildings to increase their value.
  • Thematic integration of resource management (e.g., feeding cities kelp).
  • Metropolis tiles guide strategy from the beginning.
  • Action cards add depth and strategic options.
  • Special cards offer end-game bonuses and unique abilities.
  • Federation track influences turn order and provides benefits.
  • The game offers a solo mode.
  • Double-sided player boards provide alternative strategic paths.
Cons
  • Action cards are the most confusing part of the game.
  • Discarding cards to maintain hand limit can be difficult.
  • Forgetting to feed cities can lead to point loss.
  • Some components are limited.
  • The 'always available' space requires discarding a card and does not match colors.
  • The insult from the assistant cards was noted.
Thematic elements
  • Leading the expansion of humankind into the almost final frontier by building underwater cities.
  • The expansion of humankind into the almost final frontier by building underwater cities.
Comparison games
none
Mechanics (from transcript analysis)
  • Action Drafting — Players select action spaces on a common board.
  • Engine Building — Players build cities, tunnels, and buildings that provide resources and points during production phases, creating an engine.
  • Hand Management — Players have a hand limit of three cards and must discard down to this limit. Some actions and cards allow drawing more cards.
  • Resource Management — Players collect and spend resources (kelp, steel plast, science, money, biomatter) to build structures and upgrade them.
  • Route Building — Tunnels are built to connect cities, and there are rules about where tunnels can be placed and how they must trace back to the starting city.
  • Set Collection — Having specific combinations of upgraded buildings or connected cities and tunnels can lead to bonus points.
  • Tableau Building — Matching action space and card colors allows players to claim cards and add them to their tableau, providing ongoing benefits.
  • Worker Placement — Players place workers on action spaces (green, red, yellow) which have varying power levels. Matching card color to action space color allows claiming the card.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you'll simultaneously claim action spaces and play cards three each per round in order to build two different types of domed cities the three different types of buildings that support them and the two different types of tunnels to connect them all while building an ever powerful engine that you'll get to run three times during the game
  • the unique mechanic going on here is that there are three groups of worker replacement spots green red and yellow the green spaces are kind of sucky the red ones are decent and the yellow ones are really powerful
  • if the color of the action you select and the card you play match you get to claim the card and put it out in front of you
  • biomatter is not easy to come by biomatter can act like a wild resource when you're building something
  • an upgraded farm gets you an extra point during production
  • if you can't pay a kelp you can pay a bile matter but ouch
  • cities that aren't connected by tunnels won't pay out during the production phase
  • we found the action cards to be the most confusing part of the game
  • you get to claim that card and put it out in front of you but you don't actually get to do what's on that card
  • if you have a pair of upgraded buildings servicing the same city two boosted farms next to the same city will pay out an extra kelp and an extra point
  • whoever has the most points wins and turn order breaks ties
  • take a hike you sanctimonious sex pest
References (from this video)
No references stored for this video.
Video 9BdoM1fGvzQ Analysis at 0:04
video_pk 70472 · mention_pk 167463
Underwater Cities video thumbnail
Click to watch at 0:04 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Building an underwater civilization
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i say nuts to that!
  • So enter the saviour of the situation: Laserox!
  • And this is a necessary step! You DO have to glue these boxes together.
  • But i'm not going to do that in this video because, that is... boring.
  • So now that i have all the boxes built, there's just uh one final instruction on the paper about how to sort of, like, arrange them all in the bottom of the box, and then i'm going to rely on this picture - woo hoo! - on the other side, uh... for putting all the components back in the box.
  • Uh-oh. Underwater Houston, we have a subnautical problem.
  • So... i don't know. Does that bug you? It might... it might tweak me just a tiny bit. i won't lie.
  • Whoa-ho-ho-ho-ho! i can't even grab it without it flying away. The stack of cards is that thick.
  • Uh... the biggest problem about this insert is... me.
  • i'm just a dumb monkey!
  • And now, i know kind of how it feels to be on a... high-tech assembly line. ...NOT THAT THOSE PEOPLE ARE...
References (from this video)
No references stored for this video.
Video yAbmwcLPHRQ Review at 0:57 sentiment: mixed
video_pk 70473 · mention_pk 167464
Underwater Cities video thumbnail
Click to watch at 0:57 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Recessed player boards are nice and glossy, keeping components in place.
Cons
  • Repeated artwork on cards from the base game.
  • Cards are described as underwhelming.
  • The artwork style is noted as similar to Race for the Galaxy, which the host wasn't impressed with.
  • Questions about the number of player boards included for a 1-4 player game.
Thematic elements
  • null
  • Underwater
  • null
Comparison games
  • Underwater Cities
  • Race for the Galaxy
Mechanics (from transcript analysis)
  • Card Play — The expansion adds a new deck of cards, described as having 'fewer cards' than the base game and featuring some repeated artwork.
  • Chits — Small square chits in orange, purple, and blue are included, potentially matching player colors.
  • Player boards — The expansion includes new recessed player boards, described as 'triple layer' with a 'shiny mylar undercoat'.
  • tiles — New hexes and rectangular tiles are included, some of which feature artwork from the base game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It took many many hours, and i'm tired now.
  • So... strap in, because something absolutely phenomenal happens, uh, when i open this box.
  • Box Fart-O-Meter... NIIIINE!
  • WE DID IT!!
  • i commented in the, uh... in the other video that everybody on the cards looked like super dorks.
  • My gosh.
  • SHE's back: lady with the... with the bedhead.
  • The extreme bedhead!
  • You're gonna buy an expansion and there are REPEAT cards?
  • Maybe the deadline was approaching, and the artist (or the artists) didn't have a whole lot of time?
  • They were the cheap... go watch the video. Oh, yeah. i got it right here.
  • Get out of here, flimsy other things.
  • It's just upside down. Meh-heh-heh-ha! Dork.
  • Why are there eight of them, when this is not - i believe - an 8-player game?
  • If you've played, you're again screaming at your computer. "Aaaah!" and leaving me an angry comment.
  • C'est tout! C'est tout! That is it! Box is empty!
  • i would say that the word "new" in the title is a little bit of a misnomer, because there's a lot of repeated artwork that you get.
  • Neither of those are as bodaciously cool as the Tiger Sharks.
  • But really, what is? What is?
  • If you do become a supporter on Patreon, um... you ARE cooler than the Tiger Sharks.
References (from this video)
No references stored for this video.
Video cc2Ndv765A4 Discussion at 0:00 sentiment: positive
video_pk 70405 · mention_pk 167361
Underwater Cities video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game features interesting cards, including one with a humorous celebrity likeness.
Cons
none
Thematic elements
  • Building an underwater city
  • Underwater
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — There are lots of different cards to choose from.
  • city building — Players are constructing tunnels and domes to build out an underwater city.
  • Tableau Builder — Players construct a tableau of cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • my favourite card of the game is this one, for no other reason than it's obviously a picture of Xzibit, the rapper.
  • i mean, this one was just hilarious to me. Xzibit out of nowhere.
  • if you can think of other games where the artist pulled this stunt and got clearly celebrity faces into board games without, probably paying any likeness rights, let me know in the comments
References (from this video)
No references stored for this video.
Video x2Fn5VLNnEQ Meeple University Review
video_pk 70214 · mention_pk 167117
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Would I play with data era again? Definitely yes.
  • This is a nice little additional feature for underwater cities.
  • Now you can build more and more card engines and really drive the benefit from them.
  • The data cities can be a much more interesting limited resource than the symbiotic cities.
  • It does look like it makes a number of aspects of the game more forgiving, but only if you invest in data, since it does give you flexibility on resources.
References (from this video)
No references stored for this video.
Video HioBUUjv5vU Meeple University Rules Teach
video_pk 70131 · mention_pk 167032
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Underwater Cities is played in 10 rounds split into three eras era one two and three
  • the above-ground world has become overpopulated and so players are competing to build the best city they can under the sea
References (from this video)
No references stored for this video.
Video 6bvoAx-cYOc Meeple University Review
video_pk 70155 · mention_pk 167056
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Network building where a placement and resource management
  • double layer player boards which is super handy to keep your components in place
  • metropolis race and museum were both great as they open up more benefits for expanding your networks quickly and without necessarily filling the gas with cities
References (from this video)
No references stored for this video.
Video HioBUUjv5vU Meeple University Rules Teach at 0:37 sentiment: positive
video_pk 70131 · mention_pk 244027
Meeple University - Underwater Cities video thumbnail
Click to watch at 0:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, step-by-step rule explanation
  • Includes tips and setup guidance for beginners
  • Covers core mechanics including action selection, card types, production, and endgame scoring
Cons
none
Thematic elements
  • building an interconnected network of underwater cities with tunnels and buildings
  • the above-ground world has become overpopulated and players are competing to build the best city they can under the sea
Comparison games
none
Mechanics (from transcript analysis)
  • action spaces around the board — players choose an action space, mark it with a marker, and it is unavailable to others until next round.
  • building options and costs — you can build white city or symbiotic city with different costs; tunnels are built as well; substitutions with biomatter allowed.
  • card play and color matching — each turn you play one card from your hand; if its color matches the action space, you resolve both, else you discard the card.
  • card types and resolution order — five card types with designated icons; only instant effects resolve immediately; other cards go to tableau for later effects.
  • cloning tile (four-player variant) — cloning tile allows using another player's action space in same round; only one per round per game.
  • Contracts — variants include government contracts with objectives and a different side of the player board with surcharges.
  • end-of-game scoring — scoring based on metropolis objectives, end-game objective cards, building variety, and resource conversion.
  • Federation track and turn order — advancing on the Federation track affects turn order and yields resources.
  • government contracts and variants — variants include government contracts with objectives and a different side of the player board with surcharges.
  • Matching — each turn you play one card from your hand; if its color matches the action space, you resolve both, else you discard the card.
  • metropolis and tunnels — blue/red metropolis tiles unlock, with conditions (filling adjacent tunnels) and effects.
  • Multi-Use Cards — five card types with designated icons; only instant effects resolve immediately; other cards go to tableau for later effects.
  • production and upgrade matrix — production steps determine resources and production; upgraded structures yield more.
  • production phase steps — production consists of resource gain, feeding, end-of-era card refresh, and scoring.
  • Resource Management — five basic resources: steel, kelp, biomatter, credits, science; occult as well.
  • Resource types — five basic resources: steel, kelp, biomatter, credits, science; occult as well.
  • special cards and deck — center deck of six special cards; you can draw, keep, or swap; costs paid with credits; some count toward hand limit.
  • upgrading buildings and tunnels — place a second disk to upgrade; upgraded structures modify production; you cannot stack beyond two upgrades.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Underwater Cities is played in 10 rounds split into three eras era one two and three
  • the above-ground world has become overpopulated and so players are competing to build the best city they can under the sea
References (from this video)
No references stored for this video.
Video NpX3KUfR4Xg Top List at 18:45 sentiment: positive
video_pk 69611 · mention_pk 166229
Underwater Cities video thumbnail
Click to watch at 18:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cool worker placement combined with cards
  • Satisfying engine building
  • Great with upgraded components
Cons
  • Theme can trigger submechanophobia for the host
Thematic elements
  • Building an underwater city
  • Underwater
Comparison games
none
Mechanics (from transcript analysis)
  • city building — Players build domes, roads, and smaller buildings in an underwater city.
  • Hand Management — Players use cards from their hand that match the color of the worker placement spot.
  • Resource Management — Collecting and spending resources to build and perform actions.
  • Tableau Building — Players build ongoing ability and tap ability cards.
  • Worker Placement — Players place workers on colored spots.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • currently right now because I will say that these will probably and most definitely will change for sure
  • This is my first time doing this and I will say right now I am enjoying it very very much
  • I really do want to play this one again cuz I absolutely love it
  • Remember you are somebody's reason to smile
References (from this video)
No references stored for this video.
Video ArJdEqsM4BU Playthrough at 2:59 sentiment: positive
video_pk 67557 · mention_pk 163686
Underwater Cities video thumbnail
Click to watch at 2:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Crunchy, heavy, and strategically deep gameplay.
  • Opportunistic card play and minimal hoarding.
  • Player interaction and blocking potential.
  • Satisfying structure and mechanics.
  • Good flow and minimal downtime.
  • Flexible hand management with discard down to three at the start of turn.
  • Expansion adds flexibility with data discs for resource swaps and building on expansion sites.
  • Dual-layer player boards from the first expansion are a nice upgrade.
  • Clear rulebook.
  • The game has stood the test of time and is still played seven years later.
  • The second expansion (Data Era) is considered essential by the host.
  • The data disc mechanic offers flexibility and helps players get out of resource shortages.
  • Ability to build on expansion sites is a key positive change from the expansion.
Cons
  • Theme feels generic ('could be anything').
  • The first expansion (Museum) rules are not remembered by the host.
  • Expansion might make the game longer due to additional options.
  • Potential for analysis paralysis due to many choices.
  • The rulebook for the Museum expansion might be complex.
  • The game can be long (4 hours for new players).
Thematic elements
  • Building an underwater city
Comparison games
  • Arknova
  • Tyrants of the Underdark
  • Anacrony
  • Voidfall
  • Talisman
  • Delicious Games games
Mechanics (from transcript analysis)
  • Area Control — Players build cities and tunnels to expand their network and connect to metropolises.
  • Card Drafting — Players manage a hand of cards and choose which to play for actions, with a mechanic for drawing extra cards and managing hand size.
  • Resource Management — Players manage various resources like kelp, steel plast, science, credits, and data discs.
  • Set Collection — Players aim to collect sets of different building types in cities for scoring.
  • Tableau Building — Players play cards that contribute to their personal tableau.
  • Variable player powers — Players receive asymmetric player boards and personal assistants that offer different starting abilities or ongoing benefits.
  • Worker Placement — Players place action tiles on the main board to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't remember how to play this game. I remember it being very good.
  • One of the clever parts of this game is that you actually get way more cards than you need, but you only discard down at the start of your turn.
  • So, when we when we play cards, are we going to be putting them down here? Yeah, you're going to be making some kind of tableau.
  • The chat is probably shouting at me. The credit is to play the card.
  • Yeah, it's a permanent ability from now on.
  • It's just a build. It's just a standard build.
  • So, many undos.
  • There's a space here to build a tunnel.
  • I'm not sure that's of any benefit whatsoever. Maybe it is.
  • The expansion actually adds a lot.
  • The data disc mechanic offers flexibility. It gets you out of that situation where you're just one kelp short of a forest.
  • The rulebook is really good. It's written by Jason Halt.
  • This one has stuck around. This one is still around and still being played now.
  • It's such a good game. Looks nice. It's a nice.
  • I think it's his heaviest game, but it does flow well.
References (from this video)
No references stored for this video.
Video PtKT06JRUe0 watch it played Store Preview at 2:02 sentiment: positive
video_pk 67369 · mention_pk 163464
watch it played - Underwater Cities video thumbnail
Click to watch at 2:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • two new assistants named (Cooper the contract specialist dog and a flexible friend)
  • promo and expansion content described as cool and appealing
Cons
  • host does not understand some symbols and can't explain their function
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • assistance_tiles — Promotional assistants are introduced as new components, implying a potential helper mechanic in gameplay context (not explicitly described).
  • none — Discussion centers on promo components and assistants; explicit gameplay mechanics are not described.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a classic uve rosenberg game that i'm never a hundred percent sure that i'm pronouncing correctly
  • what the bgg team does with these geek bit sets is really impressive because they retain the aesthetics of the game that these go with
  • i have no idea what any of these symbols mean so i can't tell you what they do
  • this looks like a pretty cool expansion
  • this booster pack which is meant to give you eight more of each of the resources to ensure you have enough to replace the cardboard ones that come in the european expansion
References (from this video)
No references stored for this video.
Video E_ClsyveJXg Allies or Enemies Top 100 List at 8:00 sentiment: positive
video_pk 65806 · mention_pk 159654
Allies or Enemies - Underwater Cities video thumbnail
Click to watch at 8:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • dynamic worker-space interaction
  • strong thematic cohesion
Cons
  • can be dense and punishing
Thematic elements
  • oceanic civilization building
  • Underwater city-building with domes
Comparison games
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Worker Placement — workers placed on spaces to activate matching cards; spaces compete for power
  • worker placement / card synergy — workers placed on spaces to activate matching cards; spaces compete for power
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a very cozy game
  • this game can be so so mean
  • it's like Pandora's box of but like a good Pandora's Box
  • the theme and mechanics mush together like magic
References (from this video)
No references stored for this video.
Video 5KGkpdo27TY Allies or Enemies Top 100 List at 10:05 sentiment: positive
video_pk 65803 · mention_pk 159620
Allies or Enemies - Underwater Cities video thumbnail
Click to watch at 10:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong puzzle feel
  • well-made components
Cons
none
Thematic elements
  • infrastructure and network building
  • underwater city development
  • tight puzzle-like design
Comparison games
none
Mechanics (from transcript analysis)
  • card-slotting — cards played into color-matched slots to enable actions
  • Tile Placement — build domes and connect them for scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My number 100 is In the Footsteps of Darwin.
  • this is a stone cold classic.
  • it's just really lovely.
  • Just super silly, super fun.
References (from this video)
No references stored for this video.
Video 6IgBt4Wt5do watch it played Discussion at 3:49
video_pk 64906 · mention_pk 158500
watch it played - Underwater Cities video thumbnail
Click to watch at 3:49 · YouTube ↗
Pros
  • includes the biodome promo card
  • includes a green plastic dome/bowl with the promo
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hey everyone welcome to watch it plays
  • you can see it here on screen again it's awesome in the description when you use this it doesn't talk to you anything more but portion of the proceeds come back to support watch it played and we really appreciate that so thank you and thank you BoardGameGeek
  • if you've played terraformers with them and then you try playing it without them you will miss it
  • just remember this is a promo set for forum Trajanum, or true janam however you say it doesn't matter it is not promos for this game Trajan by the same designer similar name but different not confusing at all
  • I haven't played this one but I have heard good things
  • that is pretty fantastic
  • it seems that what this promo is saying is that if you're a game designer you have the skills necessary to perform any job sounds about right
  • not only are you supporting the great website BoardGameGeek but also you're helping support watch it played which we really appreciate
References (from this video)
No references stored for this video.
Video BR59LALvD8c Meeple University Review at 0:04 sentiment: positive
video_pk 64673 · mention_pk 158168
Meeple University - Underwater Cities video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Many options and two end points for strategic flexibility
  • Good table presence with domes and tokens
  • Competitive without being annoying
  • Not too hard after the first couple productions
Cons
  • Some paper components are flimsy
  • Initial resource scarcity makes early turns challenging
Thematic elements
  • Underwater city-building with tunnels and infrastructure
  • Underwater cities
Comparison games
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Card-driven actions — Play a card to perform the space action or the card action if the card color matches the space.
  • End-game scoring via city/tunnel/building upgrades — Points come from building cities, tunnels, and upgrading structures with resources.
  • network building — Listed as a core mechanic in gameplay.
  • Network/Route Building — Listed as a core mechanic in gameplay.
  • Resource Management — Managing resources to build and upgrade structures.
  • Turn order dynamics — Turn order can be modified during play.
  • Worker Placement — Players place their tokens on action spaces to take actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think game goes for 10 rounds
  • I like how it has a lot of options two end points
References (from this video)
No references stored for this video.
Video 6_HCzo_HAYI Getting Games Playthrough at 0:02
video_pk 63536 · mention_pk 156965
Getting Games - Underwater Cities video thumbnail
Click to watch at 0:02 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • building and connecting underwater cities to maximize points
  • an underwater city network
  • tutorial and playthrough
Comparison games
none
Mechanics (from transcript analysis)
  • building and tunneling mechanics — Players build cities, tunnels, and buildings; tunnels must connect to starting city and can upgrade.
  • card color matching — When a played card's color matches the activated space, its effect is evaluated; if not matching, the card is discarded.
  • End Game Bonuses — Special cards provide ongoing or immediate effects and some grant endgame points when certain conditions are met.
  • era/round production phases — The game progresses through eras with multiple rounds and production phases per era.
  • Federation track — A central track determines turn order and grants bonuses when a player advances.
  • Matching — When a played card's color matches the activated space, its effect is evaluated; if not matching, the card is discarded.
  • special cards and endgame contracts — Special cards provide ongoing or immediate effects and some grant endgame points when certain conditions are met.
  • Track Advancement — A central track determines turn order and grants bonuses when a player advances.
  • Variable Phase Order — The game progresses through eras with multiple rounds and production phases per era.
  • Worker Placement — Players place action markers on board spaces to gain resources and trigger card actions when the card color matches the space.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the green cards have the most powerful effects in the game but the green locations are the weakest
  • production happens after the fourth round as well as the seventh round and tenth rounds of the game
  • gathering resources is going to be good for us now that we have fully evaluated all of our actions
References (from this video)
No references stored for this video.
Video OtFgfgzz6Ds Getting Games Discussion at 8:38 sentiment: positive
video_pk 63356 · mention_pk 156710
Getting Games - Underwater Cities video thumbnail
Click to watch at 8:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • described as an excellent game by the speaker
  • enjoyed by the speaker and his wife
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)
  • it's been a few months since we played it and i still love that game it is so good
  • arc nova is a game that i really like it's it's honestly one of the best games to come out last year
  • spoiler alert i loved space station phoenix i can't wait to play that game more
  • i was pretty frustrated playing unfathomable
References (from this video)
No references stored for this video.
Video lH74-UYxgQo the mill Rules Teach at 2:10 sentiment: positive
video_pk 62860 · mention_pk 155632
the mill - Underwater Cities video thumbnail
Click to watch at 2:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Path drawing and city marking — Use ones and twos to draw paths between cities, and use threes, fours, and fives to mark the cities and gain benefits. Connect from the start path, and a six allows drawing double paths.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this one looks fun looks very thematic doesn't seem too hard to me but we'll see
  • Underwater Cities is a top 10 game for me so I'm really excited to play it in the realm version
  • I'm excited for this one
  • one of my wife and I's favorite game to play with each other
  • we're going to do three rounds
References (from this video)
No references stored for this video.
Video kO8mGxgqKd8 DaniCha Discussion at 7:27 sentiment: positive
video_pk 60913 · mention_pk 153332
DaniCha - Underwater Cities video thumbnail
Click to watch at 7:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich spatial/pattern-building puzzle
  • Strong solo-play potential (solo gamer audience)
Cons
  • Rule comprehension may be challenging for new players
Thematic elements
  • Array
  • Underwater city-building in a future or near-future world
  • Abstract-engineering theme with infrastructure focus
Comparison games
none
Mechanics (from transcript analysis)
  • Adjacent-bonus scoring — Gains benefits from buildings adjacent to outlined cities when connections exist
  • Compound Scoring — Gains benefits from buildings adjacent to outlined cities when connections exist
  • Connection-based progress — Cities become connected to a starting city to unlock additional scoring/benefits
  • Outline/Pattern placement — Use a number to outline tunnels or outline a city; mark circles and gain benefits based on connected outlines
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'll probably do a playr with some of these Realms at some point
  • feel free to like comment subscribe if you're not already
  • apiary is such a fun one
  • use a number to either outline tunnels or outline a city
  • mark can gain the benefits from buildings that are adjacent to an outlined city
References (from this video)
No references stored for this video.
Video Ox0WPw3vRAE Allies or Enemies Top List at 11:07
video_pk 61019 · mention_pk 153419
Allies or Enemies - Underwater Cities video thumbnail
Click to watch at 11:07 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • multi-color action spaces — Three colored action spaces with card-color matching to trigger dual actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is really interconnected worker placementish game.
  • it's surprisingly smooth for how many moving parts there are.
  • it's a game of inches where every space matters.
  • there's way too many moving parts to explain here, but it is very very satisfying.
  • you can definitely not just follow one thing and focus on one thing.
References (from this video)
No references stored for this video.
Video fyKid_dkx1c Rolls in the Family Top List at 8:22 sentiment: positive
video_pk 41076 · mention_pk 124586
Rolls in the Family - Underwater Cities video thumbnail
Click to watch at 8:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • great two-player experience
  • strong tension and optimization on action selection
  • expansion content adds variety
Cons
  • twice-as-long setup and rules can be dense for newcomers
Thematic elements
Comparison games
  • Terra Mystica
Mechanics (from transcript analysis)
  • Card-driven resource management — use side cards and a limited hand to match colors and execute actions.
  • color matching action economy — you must match colors to take actions and progress your engine.
  • variable setup with expansions — expansion content adds variability and new boards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the central mechanic of pulling chips and push your luck is so much fun
  • it's a brain burner because everything is connected
  • the dice mechanism... it's tight and open information
  • the narrative tension of Final Girl keeps delivering memorable moments
  • the balance of speed versus efficiency in Great Western Trail is brilliant
  • Race for the Galaxy remains a fantastic quick puzzle with a strong core system
References (from this video)
No references stored for this video.
Video wI66Qx6GpT8 Board Of It Discussion at 19:11 sentiment: positive
video_pk 40569 · mention_pk 122980
Board Of It - Underwater Cities video thumbnail
Click to watch at 19:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong thematic tie to underwater cities
  • Relaxed yet strategic ritmo
Cons
  • Can be heavy on planning and setup
Thematic elements
  • Urban planning and resource networks beneath the sea
  • Underwater cities; future hydro-engineering
  • Futuristic, infrastructural
Comparison games
none
Mechanics (from transcript analysis)
  • Tile placement / engine-building — Lay out districts and develop city infrastructure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's ambient it's really cool
  • really ambient it's really nice to have on in the background
  • we saved the best for last
References (from this video)
No references stored for this video.
Video yWmCTWV-F_8 The Board Game Garden Discussion at 26:11 sentiment: positive
video_pk 39957 · mention_pk 120763
The Board Game Garden - Underwater Cities video thumbnail
Click to watch at 26:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • immersive theme
  • deep engine-building
  • expansion potential
Cons
  • rules complexity can be intimidating for newcomers
Thematic elements
  • underwater civilization and infrastructure
  • Submerged city-building and resource management
  • engine/tech-tree progression with modular boards
Comparison games
  • Gaia Project
  • Rising Sun
Mechanics (from transcript analysis)
  • Card Drafting — cards provide actions and resources
  • engine-building — develop an engine to generate resources
  • Tile Placement — place tiles to build underwater districts
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's it's happening again y'all
  • we're going board game shopping
  • I'm going to hold myself back but there are a lot of games that i want
  • Isle of Cats... the biggest box and the heaviest bucks
  • four full-size games... i'm surprised i didn't get any smaller games
References (from this video)
No references stored for this video.
Video zpN57Nhehms Totally Tabled Top 50 List at 5:22 sentiment: positive
video_pk 38811 · mention_pk 116953
Totally Tabled - Underwater Cities video thumbnail
Click to watch at 5:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong synergy of card and action selection
  • tactical depth
Cons
  • complexity may overwhelm new players
Thematic elements
  • engineering, city-building undersea
  • oceans and underwater urbanization
Comparison games
none
Mechanics (from transcript analysis)
  • Worker Placement — compete to activate the same color actions; heavy interaction through simultaneous planning
  • worker placement and card play — compete to activate the same color actions; heavy interaction through simultaneous planning
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Robinson Caruso is a masterpiece and easily my number one solo game of all time
  • this is the perfect travel game and really couldn't be any cuter
  • Friday remains one of the most Innovative deck building games of all time
  • The Unfinished Business expansion really elevates the Star Wars Outer Rim experience
References (from this video)
No references stored for this video.
Video xiigquky33E Totally Tabled Top 50 List at 5:51 sentiment: positive
video_pk 38616 · mention_pk 116378
Totally Tabled - Underwater Cities video thumbnail
Click to watch at 5:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic thematic integration and varied card power
  • Massive deck variety ensures replayability
Cons
  • Complex for new players
  • Rulebook can be dense
Thematic elements
  • aquatic infrastructure and development
  • Building an underwater city with domes and tunnels
  • thematic euro with clear world-building
Comparison games
none
Mechanics (from transcript analysis)
  • Deck Building — A large deck of cards provides actions and bonuses.
  • deck-building / hand management — A large deck of cards provides actions and bonuses.
  • Set Collection — Acquire and combine resources to build and expand the underwater city.
  • Set collection / resource optimization — Acquire and combine resources to build and expand the underwater city.
  • Worker Placement — Cards and worker placement spots use color matching to activate actions.
  • Worker placement with color-moded spots — Cards and worker placement spots use color matching to activate actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Concordia lets you develop how you score, not just what you score.
  • Concordia would be not much lower on the list if it weren't for that expansion; I’ve done a full playthrough using it.
  • it's a ton of fun
  • this is my favorite Star Wars game just because it captures exactly what you would want from that franchise
  • Iberia is my favorite iteration of the game; it's the pandemic game that I play regularly
  • I'm a huge fan of exploration and games, and Sleeping Gods does it better than almost any other
References (from this video)
No references stored for this video.
Video rfS4w4KK4CY Totally Tabled Top 10 List at 2:25 sentiment: positive
video_pk 38493 · mention_pk 115848
Totally Tabled - Underwater Cities video thumbnail
Click to watch at 2:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
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)
  • 2023 was an insane year for solo gaming
  • the Golden Age of solo board games is right here and right now
  • the last eight years of solo gaming have been the best eight years
  • what a year for solo gaming
  • this is a follow-up or companion video to a few previous lists on the channel
References (from this video)
No references stored for this video.
Video ER3QHYZIDfA Board Gaming Ramblings Top 10 List at 16:12 sentiment: positive
video_pk 38060 · mention_pk 114428
Board Gaming Ramblings - Underwater Cities video thumbnail
Click to watch at 16:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • heavy but highly engaging
  • strong theme and tactile city-building
Cons
  • longer playtime; heavy for casual sessions
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Worker Placement — Build an underwater city by placing workers and leveraging card synergies.
  • Worker placement / card drafting — Build an underwater city by placing workers and leveraging card synergies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a great mix of things I like and things I don't like
  • it's a very deceiving game because you are playing this pretty light child drafting game and then it's like oh you don't have stuff
  • ton of fun
  • one of the best narrative stories I have experienced in a game
  • it's fantastic you should play it
  • it's a heavy game and my brain melts when I'm playing it
References (from this video)
No references stored for this video.
Video prgjRxpE9Hk Board Game Garden Discussion at 28:50 sentiment: positive
video_pk 37775 · mention_pk 113482
Board Game Garden - Underwater Cities video thumbnail
Click to watch at 28:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep strategy
Cons
  • Steep learning curve
Thematic elements
  • Engineering and collaboration
  • Underwater city-building
Comparison games
  • Brass Birmingham
  • Concordia
Mechanics (from transcript analysis)
  • Deck Building — Develop powers
  • deck-building — Develop powers
  • Tile Placement — Build underwater districts
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I hate being mean to games I love pretty much all games
  • goodbye Splendor for a second time
  • this is the finished getting rid of collection
  • wind outside is insane
References (from this video)
No references stored for this video.
Video 0Nl2P4rLBWA Tabletop Turtle Top 10 List at 22:30 sentiment: positive
video_pk 37415 · mention_pk 112432
Tabletop Turtle - Underwater Cities video thumbnail
Click to watch at 22:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • visually unique and tactile
  • deep mechanics that remain intuitive
Cons
none
Thematic elements
  • engine-building, resource sharing, city construction
  • futuristic underwater metropolis management
  • tactile and visually striking with clear goals
Comparison games
  • Ark Nova
  • Five Tribes
Mechanics (from transcript analysis)
  • Tile Placement — place tiles and connections to create districts
  • tile placement and network building — place tiles and connections to create districts
  • worker placement and engine-building — place workers to activate actions and build engine
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • War of the Ring is a brilliant introductory war game.
  • Castles of Burgundy is a masterpiece in terms of board games.
  • Ark Nova is our favorite two-player board game of all time.
  • Five Tribes is easily one of my favorite… incredibly simple mechanically yet deeply complex.
  • Underwater Cities is deceptively simple, yet there’s a lot to think about on every turn.
  • Twilight Struggle is brilliant.
  • Watergate? I loved Watergate.
  • Roll for the Galaxy, but you don’t really like Race for the Galaxy.
  • Ticket to Ride and then it goes Five Tribes.
  • Conflict of Heroes is one of my favorite war games.
  • I hate it. I hate that game.
References (from this video)
No references stored for this video.
Video HT8cncAJJ6w The Board Game Garden Top List at 18:16 sentiment: positive
video_pk 36721 · mention_pk 110248
The Board Game Garden - Underwater Cities video thumbnail
Click to watch at 18:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong synergy between card actions and placement spots
  • Engaging spatial and resource planning
Cons
  • Complex to optimize; heavyweight teach
Thematic elements
  • Engineering, urban planning, and expansion beneath the sea
  • Underwater cities and submerged civilization
  • Strategic, resource-driven
Comparison games
none
Mechanics (from transcript analysis)
  • Tableau Building — Card-driven tableau that must align with worker placements for maximum efficiency.
  • tableau integration — Card-driven tableau that must align with worker placements for maximum efficiency.
  • Worker Placement — Three colors of worker spots; card actions sync with color to enable combined actions.
  • worker placement with color-coded lanes — Three colors of worker spots; card actions sync with color to enable combined actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the worker placement in Nova Roma is so cool.
  • Federation... it is such a fantastic game.
  • Darwin's Journey is absolutely fantastic.
  • Barcelona is my favorite currently from Danny Garcia.
References (from this video)
No references stored for this video.
Video y-GZBPRft84 Board Gaming Ramblings Top 100 List at 3:10 sentiment: positive
video_pk 36222 · mention_pk 108468
Board Gaming Ramblings - Underwater Cities video thumbnail
Click to watch at 3:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • multi-area engine with varied action synergy
  • interesting color-coded action spaces
Cons
  • can be table-hog and heavy for some players
Thematic elements
  • urban development under water
  • underwater civilization-building
  • calculated, resource-driven planning
Comparison games
none
Mechanics (from transcript analysis)
  • Tile Placement — placing buildings and connecting networks to optimize production
  • tile placement / network building — placing buildings and connecting networks to optimize production
  • Worker Placement — workers access specific actions and locations
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a work replacement game
  • it's a fantastic game
  • the expansion really elevates it
  • it's a very slow deck builder essentially in combination with the work placement
References (from this video)
No references stored for this video.
Video 7v5Xm5XIV3I Game Night Picks - Pair Of Dice Paradise Other at 14:18 sentiment: neutral
video_pk 35738 · mention_pk 106891
Game Night Picks - Pair Of Dice Paradise - Underwater Cities video thumbnail
Click to watch at 14:18 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
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)
  • The board game equivalent of No.
  • War of the Ring
  • Sleeping gods
  • The answer is Monopoly
  • The answer is Arkham Horror
  • Magic the Gathering
References (from this video)
No references stored for this video.
Video RP6JHCDqo8o Rolls in the Family Top 10 List at 10:29 sentiment: positive
video_pk 34531 · mention_pk 299979
Rolls in the Family - Underwater Cities video thumbnail
Click to watch at 10:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • adds meaningful variability without breaking core balance
  • new boards and starting aids feel fresh every game
Cons
  • high price and large footprint
  • expansion can be expensive relative to base game
Thematic elements
  • city-building with exploration and starting variability
  • underwater metropolis expansion
  • engine-building refinement with new starting conditions
Comparison games
  • Underwater Cities (base game)
Mechanics (from transcript analysis)
  • new_starting_resources — additional starting tiles and resources diversify early play.
  • Variable Set-Up: Player — unique starting aids and player boards create diverse starts.
  • variable_setup — unique starting aids and player boards create diverse starts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the Builder's the one that like gives you double turns
  • opens up that delivery phase ... there’s a network of cities
  • Prelude cards that give you good stuff
  • pivotal moments in Twilight Imperium games
References (from this video)
No references stored for this video.
Video _fPcKJePTaE Game Night Picks - Pair Of Dice Paradise Top List at 4:09 sentiment: positive
video_pk 32980 · mention_pk 97777
Game Night Picks - Pair Of Dice Paradise - Underwater Cities video thumbnail
Click to watch at 4:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fresh thematic twist on city-building
  • reasonable depth with accessible rules
Cons
  • tightly packed components can be fiddly
  • expansion content adds complexity
Thematic elements
  • engineering, resource gathering, and expansion under the sea
  • Underwater civilization expansion and city-building
  • engine-building with multi-module components
Comparison games
none
Mechanics (from transcript analysis)
  • Engine Building — develop production chains to generate resources
  • engine-building — develop production chains to generate resources
  • Set Collection — collect resources and construct city components for points
  • set collection / optimization — collect resources and construct city components for points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I've been Chaz Marlar from Pair of Dice Paradise.
  • This expansion funded in 20 minutes and raised 23 times the amount of its funding goal.
  • the King's dilemma by a horrible guilt in this interactive narrative and legacy experience
  • gaining a hundred and thirty-six spots to crown this month's biggest climber
References (from this video)
No references stored for this video.
Video XJHk7GOCnIM Board Gaming Ramblings Top 100 List at 5:29 sentiment: positive
video_pk 32152 · mention_pk 94920
Board Gaming Ramblings - Underwater Cities video thumbnail
Click to watch at 5:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever follow-up actions
  • Tight, economical engine with puzzle-like decisions
Cons
  • Expansions discussed but not owned or played in the segment
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Worker Placement — Color-coded action spaces and cards guide expansion and city building under water.
  • worker placement / resource orchestration — Color-coded action spaces and cards guide expansion and city building under water.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is heavy and tight euro game design, it crushes my brain
  • we will not play it again but frost haven is a better game
  • the rulebook is hard to get through but the gameplay is pretty good
  • it's a one-way street game and the campaign keeps things fresh
References (from this video)
No references stored for this video.
Video _zUmaVoEMsQ Rolls in the Family Discussion at 27:10 sentiment: positive
video_pk 31989 · mention_pk 94439
Rolls in the Family - Underwater Cities video thumbnail
Click to watch at 27:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast, card-driven turns with constant evaluation and pivot opportunities
  • tight, well-balanced resource engine
  • strong interaction through competition for limited actions
Cons
  • base game can feel light for some players without expansions
  • some players seek stronger thematic immersion
Thematic elements
  • Card-driven, city-building with modular actions
  • A submerged future where players build an underwater metropolis
  • Tight, tactical engine-building with evolving card interactions
Comparison games
  • Arc Nova
  • Gaia Project
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Card Drafting — Each turn you play a card and select an action; colors of cards tie to actions on the board.
  • card drafting / action selection — Each turn you play a card and select an action; colors of cards tie to actions on the board.
  • city-building / tiles — Build structures on water tiles to produce resources and scoring opportunities.
  • color-matching action-wheel — Card color determines action while board spaces have color cues; strategic timing is key.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the unique God Powers and just how powerful they are and how they interact with one another
  • these unique God Powers they're not just little things they completely change the entire scope of how you view the game
  • I think it's one of the best modern abstract strategy in that kind of category
  • it's Cooperative so that makes it even lower of a barrier
  • I cannot believe how meaningfully better it is with this Farmers expansion
  • the cards are so influential and so I have this little combo here
  • the end of the story was very satisfying
References (from this video)
No references stored for this video.
Video u3MZnGM_EVs No Pun Included Review at 0:24 sentiment: positive
video_pk 31320 · mention_pk 92247
No Pun Included - Underwater Cities video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight decision space with meaningful choices each turn
  • Strong rulebook and player reference sheet
  • Asymmetrical boards increase replayability
  • Theme integrated with mechanics; kelp world is imaginative
  • Multiple viable strategies thanks to diversification scoring
Cons
  • Long four-player games feel bloated; length can dull experience
  • Component quality and artwork feel dated or underwhelming
  • End-game scoring can feel like a bog-standard euro; some may find it underwhelming compared to thematic goals
  • Many cards are situational or powerful but color-restricted, which can create 'feel bad' moments
Thematic elements
  • Core theme centers on building an underwater urban infrastructure (kelp farming, desalination, labs, and symbiotic/factional city layouts) with a light, tongue-in-cheek presentation of quirky elements (kelp bread, kelp burgers, kelp cats).
  • An underwater civilization-building scenario where players develop cities connected by tunnels and manage a variety of factories and resources, all under an oceanic theme.
  • Card-based engine-building with a strong thematic through-line; the game leans into experimentation and optimization within a constrained production loop, delivering a drama of planning, blocking actions, and upgrading factories under a tight round structure.
Comparison games
  • Terraforming Mars
  • Brass
Mechanics (from transcript analysis)
  • asymmetrical player boards — Player boards provide asymmetry that encourages varied strategies and adds depth to planning and risk assessment.
  • Card-driven action selection — Each turn you start with three cards and must choose an action; playing a card of the same color as the action space grants the action, while color mismatch can negate or alter effects.
  • City and tunnel placement — You build cities and connect them with tunnels; each city has slots for different factory types and is a locus of production and scoring potential.
  • End-game scoring with diversity bonuses — End-game scoring awards points based on one, two, or three different factory types in each city, driving diversification and strategic planning.
  • Engine Building — Factories in cities can be upgraded to increase yield; two upgrades of the same type in a city provide a bonus, and end-game scoring rewards diversity of factory types.
  • Engine-building and upgrading factories — Factories in cities can be upgraded to increase yield; two upgrades of the same type in a city provide a bonus, and end-game scoring rewards diversity of factory types.
  • Resource Management — Resources (steel, plastic, science, biomatter, kelp, etc.) are produced and consumed across rounds, eventually converting into points through end-game scoring and production effects.
  • Resource management and conversion to points — Resources (steel, plastic, science, biomatter, kelp, etc.) are produced and consumed across rounds, eventually converting into points through end-game scoring and production effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • engine builder sexy words were never spoken
  • every time you take an action you block it off for the other players that round that is a new or exciting that's just worker placement
  • if you start playing and realize something it's not working then change it make this game your own
  • and with so much variability this is a box that you can dive into and find joy in again and again
  • probably one of the best rule books written for a euro game ever
  • it's like walking into an ice cream parlor and finding there's an option for more ice cream
  • Underwater Cities drew some obvious comparisons to terraforming Mars because both of these games are card based engine builders
  • card based engine builders where the goal is to set up an urban infrastructure in an inhospitable environment
  • it's slow it's dynamic it's tight
  • like a surfer coasting a wave and then crashing into a pile of glorious kelp
  • this box that you can dive into and find joy in again and again
References (from this video)
No references stored for this video.
Video mMXCwsYxeg0 Unknown Channel Discussion at 5:25 sentiment: positive
video_pk 29032 · mention_pk 85368
Unknown Channel - Underwater Cities video thumbnail
Click to watch at 5:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Distinct large domes and modular components
  • Engaging spatial planning
Cons
  • Rule explanations can be lengthy
  • Component count can be daunting
Thematic elements
  • underwater city development
Comparison games
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Resource Management — managing resources to expand the underwater metropolis
  • resource_management — managing resources to expand the underwater metropolis
  • Tile Placement — placing domes and infrastructure on a grid
  • tile_placement — placing domes and infrastructure on a grid
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • France, today we are going to piece together our board games. Literally.
  • I think that those are cubes from terraforming Mars.
  • I won on a technicality.
  • You earned those. You earned those.
  • It's better to have someone else be wrong than you be right.
References (from this video)
No references stored for this video.
Video qbuHaYk7Q-w The Broken Meeple Top 50 List at 9:13 sentiment: positive
video_pk 27797 · mention_pk 81169
The Broken Meeple - Underwater Cities video thumbnail
Click to watch at 9:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight card-play system with meaningful choices
  • great narrative feel for a heavy Euro
  • expansions (Data Era) add options without overwhelming base game
Cons
  • box can feel dense; setup lengthy
  • data era adds cards and rules that require tracking
Thematic elements
  • engineering and city-building undersea
  • Underwater cities with modular infrastructure and tunnels
  • mechanical, card-driven engine-building with thematic flavor
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven actions — Cards drive actions and engine development
  • Engine Building — Develop a city-building engine with card plays and placements
  • engine-building — Develop a city-building engine with card plays and placements
  • Network/Route Building — Create a network of tunnels to gain bonuses and victory points
  • tunnel/connection network — Create a network of tunnels to gain bonuses and victory points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the third of five videos we have got dedicated to this top 50 of updated 2026.
  • Galactic Cruise is still a really good, fun, heavy Euro.
  • Underwater Cities is the best Vladimir Suhi design that we have. Hands down.
  • The rules are dead simple. The app helps you with a lot of the rules.
References (from this video)
No references stored for this video.
Video ZWyioC6pAoc Game Night Picks - Pair Of Dice Paradise Discussion at 6:33 sentiment: neutral
video_pk 27689 · mention_pk 80866
Game Night Picks - Pair Of Dice Paradise - Underwater Cities video thumbnail
Click to watch at 6:33 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
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)
  • I think that is a Feast for Odin
  • it's season two though
  • Clank that's yep I was opening my mouth I just didn't blurt fast enough
  • it's paladins of the West kingdom
  • Underwater Cities is that the name of that game
  • Scout I'm quick at blurting
  • tital blades Banner Festival
  • Kaleidoscope the board game is the best guess I have at this point is there an actual board game called cope
  • harmonies there you go what a strange filter yes for sure also love the game
  • it's a space game called arcs it is I can see it now yep I think you're right
  • my favorite game in the west kingdom series is architects of the West Kingdom
  • revive y nicely done
References (from this video)
No references stored for this video.
Video Mhg31C7hYv4 Board Gaming Ramblings Top 50 List at 34:56 sentiment: positive
video_pk 27642 · mention_pk 80732
Board Gaming Ramblings - Underwater Cities video thumbnail
Click to watch at 34:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • crunchy, highly strategic decision space
  • great engine-building with tight pacing
Cons
  • long playtime; best with 2-4 players
Thematic elements
  • engineering and growth under water
  • underwater city-building
Comparison games
Mechanics (from transcript analysis)
  • city-building — players place leptons to construct infrastructures and networks
  • deck-building/hand management — cards grant actions and build engine under the water theme
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is my top 50 games right now so this will change
  • it's my top 50 games right now
  • it's a snapshot of my mind right there
  • the puzzle is amazing
  • it's a beast of a game
References (from this video)
No references stored for this video.
Video uhUr7duz_aE Peaky Boardgamer Rules Teach at 0:02 sentiment: neutral
video_pk 13453 · mention_pk 39415
Peaky Boardgamer - Underwater Cities video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Building an underwater civilization to optimize resources and scoring, emphasizing balance between growth, sustainability, and strategic infrastructure placement. The setting explores how technological and logistical ingenuity allows societies to flourish in an alternative habitat while navigating constraints and competition.
  • Underwater cities and tunnel networks beneath the ocean. In a near-future scenario shaped by Earth's overpopulation, civilizations push infrastructure and population centers below the sea to secure scarce resources and extend their reach in a hostile but strategically rich environment. The game presents modular components and a dynamic board state that evolves as players expand their underwater domains.
  • Strategic resource management and route-building across multiple eras, driven by concrete actions, card interactions, and spatial planning rather than a linear story arc.
Comparison games
none
Mechanics (from transcript analysis)
  • Action-space selection — Players choose one action space per turn, which determines the primary course of their turn. The color-coding of action spaces interfaces with card plays, creating a layered decision tree where timing and color synergy matter.
  • Card-driven effects — Cards provide benefits and bonuses only when their color matches the chosen action space. This coupling encourages careful deck management and sequencing to maximize impact and minimize wasted actions.
  • End-of-era scoring — Scoring occurs at the conclusion of each era, with a final scoring phase at the end of the game. End-of-era scoring rewards accumulation, diversification of building types, and the strength of your network, shaping mid-to-late game decisions.
  • Network/City building — The central map-building objective involves creating an interconnected network of cities, tunnels, and buildings. This network drives production, supports scoring criteria, and introduces strategic trade-offs between expansion and consolidation.
  • Network/Route Building — The central map-building objective involves creating an interconnected network of cities, tunnels, and buildings. This network drives production, supports scoring criteria, and introduces strategic trade-offs between expansion and consolidation.
  • Resource Management — A core loop where players balance cards, resources, and production outputs. Efficient management across eras influences expansion options and scoring potential, rewarding forward planning and adaptation.
  • Tableau Building — Special cards are played into a tableau and contribute to scoring via metropolises and other card-driven bonuses. This mechanism adds depth to deck construction and long-term planning.
  • Tableau cards and metropolises — Special cards are played into a tableau and contribute to scoring via metropolises and other card-driven bonuses. This mechanism adds depth to deck construction and long-term planning.
  • Tile Placement — Tunnels and buildings function as production units. They must be attached to cities to generate output, reinforcing a spatial strategy where connectivity and placement choices directly affect resource flow and scoring opportunities.
  • Tile/production placement — Tunnels and buildings function as production units. They must be attached to cities to generate output, reinforcing a spatial strategy where connectivity and placement choices directly affect resource flow and scoring opportunities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • in the game players are building an underwater Empire as a consequence of the Earth's overpopulation
  • the effects on their card however are only triggered if its color matches the action space
  • players will manage their cards as well as their resources efficiently in order to develop their underwater network of cities tunnels and buildings
  • tunnels and buildings are the main production units but need to be attached to cities in order to produce
  • players will be scoring points during the game
  • but at the end of the third era there will also be a final scoring
  • players will score victory points for having cities with different types of buildings
  • points from their connected metropolises and points from their special cards played in their Tableau
  • the player with the most victory points will win in underwater Cities
References (from this video)
No references stored for this video.
Video 1MZd0vGUgoA Getting Games Discussion at 29:55 sentiment: other
video_pk 13379 · mention_pk 39238
Getting Games - Underwater Cities video thumbnail
Click to watch at 29:55 · YouTube ↗
Overall sentiment (raw)
exceptional
Pros
  • deep, satisfying engine-building with high replayability
  • great card variety and thematic cohesion
  • strong component quality and art
Cons
  • long play time; not ideal for casual sessions
  • heavy for newcomers; learning curve is steep
Thematic elements
  • underwater civilization building
  • network of underwater cities with domes, tunnels, and kelp farms
  • robust engine-building with multi-era cards
Comparison games
  • Terraforming Mars
Mechanics (from transcript analysis)
  • action tokens and color-m matching — place tokens; match card colors to activate actions; cards can trigger bonuses
  • multi-era card-driven engine building — three eras; cards provide engine-building synergy and conditional bonuses
  • production cycles and scalability — three production cycles escalate resources and opportunities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the art is stunning it's got just a beautiful cover on the front
  • adorable art this game is called Q Birds
  • this might be the best game that I played this year
  • the way all of the stuff bounces around is incredibly satisfying on a tactical and strategic level
  • it's a lightweight set collection hand management style game
  • this is easily the best of this trilogy
  • Spring Meadow does it really well
  • Underwater Cities might be the best game that I played this year
  • Winner's Circle is still really good
References (from this video)
No references stored for this video.
Video sz5Dmz7xpbw Chairman of the Board Discussion at 2:31 sentiment: positive
video_pk 13314 · mention_pk 39041
Chairman of the Board - Underwater Cities video thumbnail
Click to watch at 2:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, satisfying engine-building
  • lots of variability and combos
Cons
  • can be heavy and long
Thematic elements
  • engine-building tableau construction
  • underwater future cities
  • tech-tree driven with grids and combos
Comparison games
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Engine Building — build a tableau of actions and synergies
  • engine_building — build a tableau of actions and synergies
  • Tableau Building — combinatorial score growth from card/board interactions
  • tableau_building — combinatorial score growth from card/board interactions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • probably my favorite tire placement game of all time
  • this one is like a companion game to el grande
  • Arc Nova certainly the hotness at the moment
References (from this video)
No references stored for this video.
Video nr94pOTSKlc Rolls in the Family Top List at 29:32 sentiment: positive
video_pk 13250 · mention_pk 38815
Rolls in the Family - Underwater Cities video thumbnail
Click to watch at 29:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clear card-color matching for actions
  • tight two-player experience as well as multiplayer
Cons
  • board can feel dense; planning is needed
  • expansions shift balance
Thematic elements
  • city-building and resource management undersea
  • underwater cities with color-morted card slots
  • strategic tableau-building with spatial placement
Comparison games
  • Terraforming Mars
  • Lorenzo il Magnifico
Mechanics (from transcript analysis)
  • Card Drafting — draft cards to enable actions and build a city network
  • engine-building — combo cards to maximize production and score
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • my number 10 is tachu
  • it's fun I mean plant and I mean so you obviously I would say do you like that kind of having to siphon through
  • the real MVP comment Micah down below
  • Kay's number one game of all time tune in next year geez
References (from this video)
No references stored for this video.
Video v9TzBCunB_s Rolls in the Family Top List at 22:58 sentiment: positive
video_pk 12606 · mention_pk 36774
Rolls in the Family - Underwater Cities video thumbnail
Click to watch at 22:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight optimization puzzle
  • breathes with tension and depth
Cons
  • theme not universal; some dislike card quality/visuals
Thematic elements
  • production optimization, multi-resource engine
  • Underwater future city-building
  • strategic planning and efficiency
Comparison games
  • Gaia Project
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Engine Building — place actions by color; matching color with hand to activate card play; production phases require careful timing.
  • engine-building / resource management — place actions by color; matching color with hand to activate card play; production phases require careful timing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is a lot of tension around the table with arcs; the tension is utmost.
  • This is one of the more polarizing games, but I enjoyed it.
  • Mechs versus Minions is pure fun; you are manipulating this mech by running your command line.
  • Race for the Galaxy which for both of us is our most played game from a physical play standpoint.
References (from this video)
No references stored for this video.
Video KJAyz0qnMWk Rolls in the Family Discussion at 11:12 sentiment: neutral
video_pk 12524 · mention_pk 36534
Rolls in the Family - Underwater Cities video thumbnail
Click to watch at 11:12 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
  • Tumble and Dice
  • Ark Nova
  • Ticket to Ride
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I landed on a bag called the Gorilla Grip heavyduty foldable reusable grocery bag.
  • It is rated up to 50 lbs.
  • 2 in gained here from 13 in to 11 in has completely solved that problem for me.
  • What better place to put my board game bag when I'm not using it than to fold it down, collapse it down, and just slide it into one of those slots.
  • I actually bought a three-pack of these. One cuz it had cost effectiveness. Two because I might sometimes want more than one of them.
References (from this video)
No references stored for this video.
Video _-_btQyHQpk The Cardboard Herald Discussion at 4:07 sentiment: positive
video_pk 12309 · mention_pk 35890
The Cardboard Herald - Underwater Cities video thumbnail
Click to watch at 4:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong thematic cohesion with other nominees
  • solid mechanical framework
Cons
none
Thematic elements
  • aquatic expansion and city planning
  • Underwater city-building landscape
  • n/a
Comparison games
  • Battle Lands
  • Mice and Mystics
Mechanics (from transcript analysis)
  • engine-building / network building — players develop networks to optimize resource generation and scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a book that claims to have a hundred different mechanisms and 100 different diagrams to go with them
  • I think this is going to be a great resource
  • they are big fans of magic
  • what is there there's like Jace and Chandra and Lilith and carne and chub toad
  • I'm not sure exactly what Snap is maybe that has to do with shuffling
  • I grew up playing Magic I was obsessed with it
  • yo there's this article but you should go and check out which could describe this so much better than I could
  • I really wanted to spend some time just emphasizing yo there's this article but you should go and check out
References (from this video)
No references stored for this video.
Video IKc0MTcOIjs Getting Games Discussion at 7:00 sentiment: mixed
video_pk 11787 · mention_pk 34550
Getting Games - Underwater Cities video thumbnail
Click to watch at 7:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Rich production phase with multiple income sources
Cons
  • Debate over whether income-centric design constitutes true engine-building
Thematic elements
Comparison games
  • Terraforming Mars
  • Lorenzo Magnifico
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • furnace hits the my definition of an engine builder.
  • it's a feeling not a mechanism.
  • Terraforming Mars as being like a quintessential engine building game to me.
  • Concordia... your hand in and of itself is an engine that you are building towards.
  • Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
  • Golem is where you stack the cards and then you keep reactivating them.
  • Darwin's Journey comes to mind.
  • Dominion is deck builders but can build engines; it sits in a spectrum.
  • Villages, vineyards, and aging workers can feel engine-like but not always.
  • income is not an engine.
References (from this video)
No references stored for this video.
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