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Up or Down? box art

Up or Down?

Game ID: GID0373818
Game Info
Year
2024
Players
2-6
Age
8+
Playtime
30 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

In Up or Down?, you build ascending and descending rows of cards, trying to place as many cards of the same color in a row as possible

To set up, shuffle the deck, deal each player a hand of three cards, reveal six cards and place them in a ring from low to high, then split the deck in half and place these piles in the center of the ring, one face up and the other face down. The deck contains cards numbered 1-126, although you adjust the deck based on the number of players.

On a turn, place a card from your hand between the surrounding numbers in the ring, e.g., 37 between 34 and 52, then you take one of the cards surrounding your just-placed card and add it to your display, either starting a new row or adding to an existing row. (If your card is lower than the lowest number or higher than the highest, place it between the lowest and highest card, then add one of those cards to your display.)

You can have up to three rows in your display. When you place a second card in a row, you must decide whether the cards in that row will be placed in ascending order or descending, and you stack the cards accordingly. If you cannot or do not want to place a card in a row — following the ascending or descending order you set up — take all the cards in a row of your choice, flip them face down into a personal discard pile, then start a new row with your current card.

To end your turn, draw a card from either pile inside the ring. Once all the cards in the game have been played, score your rows. For each row, multiply the number of cards in that row by the number of cards in the most common color in that row. For each card in your discard pile, score 1 point. Whoever has the most points wins.

Description

In Up or Down?, you build ascending and descending rows of cards, trying to place as many cards of the same color in a row as possible

To set up, shuffle the deck, deal each player a hand of three cards, reveal six cards and place them in a ring from low to high, then split the deck in half and place these piles in the center of the ring, one face up and the other face down. The deck contains cards numbered 1-126, although you adjust the deck based on the number of players.

On a turn, place a card from your hand between the surrounding numbers in the ring, e.g., 37 between 34 and 52, then you take one of the cards surrounding your just-placed card and add it to your display, either starting a new row or adding to an existing row. (If your card is lower than the lowest number or higher than the highest, place it between the lowest and highest card, then add one of those cards to your display.)

You can have up to three rows in your display. When you place a second card in a row, you must decide whether the cards in that row will be placed in ascending order or descending, and you stack the cards accordingly. If you cannot or do not want to place a card in a row — following the ascending or descending order you set up — take all the cards in a row of your choice, flip them face down into a personal discard pile, then start a new row with your current card.

To end your turn, draw a card from either pile inside the ring. Once all the cards in the game have been played, score your rows. For each row, multiply the number of cards in that row by the number of cards in the most common color in that row. For each card in your discard pile, score 1 point. Whoever has the most points wins.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 12
This page: 12
Sentiment: pos 9 · mix 2 · neu 0 · neg 0
Mentions per page
Showing 1–12 of 12
Video wzB_IutvIVM Review at 0:15 sentiment: positive
video_pk 68061 · mention_pk 164392
Up or Down? video thumbnail
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful art on every card.
  • Simple mechanisms with tons of depth.
  • High depth to complexity ratio.
  • Engaging puzzle with a high cognitive load.
  • Ability to set yourself up for future turns.
  • Choice to draw face-up or face-down cards.
  • The game is great for gamers and can be played casually or with focus.
Cons
  • Setup can take time depending on player count.
  • The last few turns can be punishing, forcing discards.
  • Higher player counts primarily add downtime.
  • Can be a little hard for newer players to grasp initially.
Thematic elements
  • Elevator
Comparison games
  • Ohanomy
Mechanics (from transcript analysis)
  • card drafting — Players take a card from a display of six cards, or a random card, to refill their hand after placing a card.
  • Card placement — Players place cards in between two numbers, deciding if the card should go up or down in order.
  • Column building — Players build columns of cards, deciding the direction (up or down) once the second card is placed.
  • Discarding — If a player cannot play a card, they can flip a column over into a discard pile, worth one point each.
  • hand management — Players have a hand of three cards and on their turn, take a card and place it.
  • set collection — Scoring involves multiplying the total number of cards in a column by the count of the most frequent color within that column.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game has simple mechanisms but tons of depth and that's what I look for in a game.
  • My depth to complexity ratio.
  • It's so much more crunchy because you're playing a card not from your hand not because you're placing because you want to place it right now like you wouldn't know how to draft a card, place a card.
  • The last few turns after the piles run out. So you see you have three cards left. You still got to play through those and then all that stuff. It can be pretty punishing sometimes because you might be forcing to to not be able to play something and forcing yourself to discard one of those columns you have.
  • Higher player counts, they don't really add much other than downtime.
  • And for all those reasons, uh, this game is staying in my gaming library, so it's getting a saxophone serenade.
References (from this video)
No references stored for this video.
Video vP1IP8yvd80 Playthrough at 32:01:52 sentiment: positive
video_pk 66862 · mention_pk 162675
Up or Down? video thumbnail
Click to watch at 32:01:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It's fun.
  • It's really good.
  • I was pleasantly surprised.
Cons
  • Had a problem with the colors, where yellow and peach were similarish.
  • The German version has clearer colors.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Board Game Arena — The game is available on Board Game Arena, which is noted as being a better implementation.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The rules warn you all over the place that this is like flip the table game.
  • It's like all I could do was hate you.
  • The deck is not going to me for sure.
  • We're going to build the observatory.
  • We actually have gold now.
  • This is no mercy after all.
  • It's pretty hard.
  • I never ever got any cards.
  • The aggressive 'take that' mechanics can be frustrating.
  • There's no clarity on that.
References (from this video)
No references stored for this video.
Video Xm8v72Ovxlo Unknown Channel Top 10 List at 2:34 sentiment: positive
video_pk 65809 · mention_pk 159672
Unknown Channel - Up or Down? video thumbnail
Click to watch at 2:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting and complex pacing
  • Aha moment once learned
Cons
  • Can be space-hungry; table space is a consideration
Thematic elements
  • order management
  • Elevator motif, building piles in ascending/descending order
  • clever, mechanical
Comparison games
none
Mechanics (from transcript analysis)
  • card placement into three piles — Each pile can only go in one direction (ascending or descending) and you play into a six-card center area.
  • scoring by color dominance — Your color majority in a pile determines scoring via multiplication by pile size.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video kqNxS2nl0ZA Ryan and Bethany Board Game Reviews Review at 0:12 sentiment: mixed
video_pk 63754 · mention_pk 157270
Ryan and Bethany Board Game Reviews - Up or Down? video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Mechanics are smooth and seamless.
  • Two options to refresh your hand provide strategic choices.
  • Card art inspired discussion and storytelling.
  • Drafting the right card at the right time feels very satisfying.
  • Two-player variant slightly easier to obtain desired cards.
  • Short version reduces frustration.
Cons
  • Frustration from being thwarted in getting needed cards and feeling unable to plan.
  • Social dynamics can feel adversarial as players take cards others need.
  • Long version can feel lengthy; recommended to play the short version.
  • Overall play can be punishing and story-focused rather than purely strategic.
Thematic elements
  • elevator-based number drafting and scoring
  • elevator ascent/descent in a building
  • card art-driven, interpretive storytelling around elevator passengers
Comparison games
none
Mechanics (from transcript analysis)
  • draw pile setup — At game start, the draw pile is cut in half and half of it is placed face-up to provide information.
  • Hand management and drafting — Players have a hand of numbered cards, place a card onto a board between gaps, then draft a card from the left or right to add to their tableau.
  • scoring by color and column size — At game end, each column scores by multiplying the count of the most frequent color by the number of cards in that column; leftover discard cards are worth 1 point each.
  • tableau with monotone columns — Up to three columns that must continue increasing or decreasing; if a new card cannot fit, a column is discarded and a new one starts.
  • two draw options to refresh hand — At end of turn you can draw from either the face-down draw pile or the face-up draw pile.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oh my gosh, it feels so good.
  • I had so much more fun creating a story with the card art than I had actually playing the game.
References (from this video)
No references stored for this video.
Video u8pKVkCvjrM Stonemaier Games Analysis at 0:08 sentiment: positive
video_pk 62612 · mention_pk 155330
Stonemaier Games - Up or Down? video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever scoring system that makes you feel good about what you add to a stack
  • Each card added to a stack matters for scoring, creating meaningful decisions
  • Open drafting provides interesting decision space without excessive complexity
  • Lightweight and accessible, but with strategic focus on color specialization
  • Tension between starting extremes and building toward color emphasis
Cons
  • Decision space can be limited at times, with not a lot of control over available cards
  • As a lighter, accessible game, it may not satisfy players seeking deep complexity
Thematic elements
  • Array
  • Abstract
  • expository
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players draft a card after giving up a card and add the gained card to one of three stacks.
  • closed drafting — Drafting occurs from an exposed pool, with the decision space influenced by which cards are available.
  • color-majority scoring — Each stack is scored based on the most common color in that stack, multiplied by the stack size.
  • Compound Scoring — Each stack is scored based on the most common color in that stack, multiplied by the stack size.
  • open drafting — Drafting occurs from an exposed pool, with the decision space influenced by which cards are available.
  • Stacking with Elevators (ascending/descending progression) — Cards are added to stacks and must continue in a chosen direction (ascending or descending), creating an elevator-like progression.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I like this idea that every card that you add to a stack matters for the scoring, but you also have this one specific thing that you end up focusing on for each stack.
  • this neat scoring system and how it affects the cards that you choose when you're doing the open drafting part of the game.
  • a clever scoring system that makes you feel good whatever you add to that stack
  • it is a lighter game
References (from this video)
No references stored for this video.
Video aR1PLEsqbJM Board Gaymes James Rules Teach at 0:00 sentiment: positive
video_pk 62056 · mention_pk 154653
Board Gaymes James - Up or Down? video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique rondelle-style card drafting mechanic
  • Color-based floor scoring creates strategic depth and planning
  • Clear endgame tension around elevator capacity and discards
  • Host expresses clear enthusiasm for the game
Cons
none
Thematic elements
  • Array
  • Elevator-themed city-building puzzle
  • Analytical, instructional
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players place or play a card into a central area (rondelle) and then draft a card from the left or right on subsequent turns, creating a drafting sequence that influences color and floor choices.
  • End-of-round / end-of-game discard scoring — If a drawn card cannot be fitted into the lobby due to elevator capacity, the entire elevator is discarded; those discarded cards still provide points at game end.
  • Rondel — A circular track governs card selection, where players interact with a rotating or circular system to acquire cards in a set order.
  • Rondelle / roundel mechanic — A circular track governs card selection, where players interact with a rotating or circular system to acquire cards in a set order.
  • set collection — Elevators score based on the largest color count you have within that elevator; color contiguity is not required.
  • Set collection by color — Elevators score based on the largest color count you have within that elevator; color contiguity is not required.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • up or down. This is an elevator building game where we are trying to set collect essentially our cards in order to score the highest amount of elevators.
  • These elevators must go up or down.
  • play a card into the rondelle and then take a card from the left or the right.
  • there's this little intermediary that can cause a lot of strategy
  • largest color that you have does not need to be contiguous
  • be very careful, especially near the end of the game
  • Published by Capstone Games. Thanks for sending that on. I really love this game.
  • You can pick it up now in retail stores
References (from this video)
No references stored for this video.
Video cHLvM57dv5k Jamie, Tabletoptiktok Review at 0:02
video_pk 61400 · mention_pk 154076
Jamie, Tabletoptiktok - Up or Down? video thumbnail
Click to watch at 0:02 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • card sequencing and color multipliers drive scoring
  • Array
  • Elevator-themed card game in a modern setting
  • Array
  • Array
  • Array
  • positive
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 a clever card game, Up or Down
  • it's a lot of fun and it's just numbers, so you can play it with a variety of people without there being a huge rules overhead
  • this is a very tactical game
  • at 5 to six, it feels a little bit long
  • it's clever and it is a great game to pull out
References (from this video)
No references stored for this video.
Video kaDRNFEIdxA Tantrum House Review at 0:23 sentiment: positive
video_pk 38982 · mention_pk 117536
Tantrum House - Up or Down? video thumbnail
Click to watch at 0:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging push-your-luck style decisions with clear, tight constraints
  • Aesthetic art and color palette that remains readable and appealing as the elevators grow
  • Good flexibility across player counts (2-5) with scalable length
  • Accessible introductory rules with depth for experienced players
Cons
  • Potential downtime at higher player counts (6) due to awareness of others' choices
  • Outcome can hinge on which cards are available at the table, creating some unpredictability
  • Color differentiation, while generally workable, could pose minor challenges for color-blind players, though icons help
Thematic elements
  • stacking, color matching, risk vs reward
  • A modern urban skyline where elevators connect different floors, with color-coded stacks and playful interior scenes visible as elevator doors open.
  • abstract puzzle with light thematic framing
Comparison games
  • Oh Hanami
Mechanics (from transcript analysis)
  • card placement under constraints — On your turn you must play a card that fits between two cards on the table, then choose one of the two to add to your tableau.
  • draw from options — End of turn draws from either a face-up or face-down pile, influencing future options and planning.
  • endgame decision points — When a column is maxed or no higher card fits, players may be forced to discard an entire elevator, which yields one point per card but sacrifices multipliers and color clusters.
  • scoring multipliers by color — Elevators score by multiplying the number of cards in the elevator by the highest number of matching color cards within that elevator.
  • set collection / pattern building — Players collect color-mavorable elevator cards to build three vertical columns (elevators) that must rise or fall in ascending or descending order.
  • variable play length — The game length can be adjusted by adding or removing cards from the deck to suit player count.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Let us know if you're color blind and you'd be curious.
  • The art for this game is actually super enjoyable.
  • There are lots of little decisions that you have to make over the course of the game.
  • Up or Down has been an enjoyable experience on our table.
  • We've played this as a family. We've played it with some friends.
References (from this video)
No references stored for this video.
Video gbM2ciXGDSY Meeple University Rules Teach at 0:00 sentiment: positive
video_pk 28770 · mention_pk 84437
Meeple University - Up or Down? video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy to teach
  • Clever, unique take on card-drawing and tableau-building
  • Fun with 2-3 players
  • Low-count play offers tactical decisions and planning
Cons
  • Less control at higher player counts
Thematic elements
  • Stacking and color distribution as a core of scoring
  • Urban skyscraper construction, circular city planning with color-coded stacks
  • Array
  • Abstract puzzle
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — On your turn, you select one of two cards to add to your tableau.
  • End-game scoring — Score based on stack length times the most common color in that stack.
  • multi-stack tableau — You manage three stacks and must optimize their growth and color distribution.
  • order-constraint stacking — Cards must be placed between existing cards to maintain ascending or descending order within a stack.
  • Stacking and Balancing — Cards must be placed between existing cards to maintain ascending or descending order within a stack.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is really fun and really easy to teach.
  • It's a nice clever different take on a card draw and tableau building game.
  • Most points wins.
References (from this video)
No references stored for this video.
Video EVu0p1MauEM The Dice Tower Review at 0:00 sentiment: mixed
video_pk 13049 · mention_pk 107068
The Dice Tower - Up or Down? video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Fast to learn and play
  • Tight decision making and tension
  • Beautiful production and card art
  • Scoring system adds meaningful depth
Cons
  • Divisive among players; some find it mind-melting
  • Setup and card division across counts can be tedious
  • Some players feel limited control during play
Thematic elements
  • Numeric ladder optimization with color-based scoring
  • Tabletop card game with three elevators representing up/down sequences on a central grid
  • Abstract puzzle with scoring emphasis
Comparison games
none
Mechanics (from transcript analysis)
  • Adaptation to player count — Setup and card distribution adjust for 4 players, affecting pacing.
  • card drafting — On a turn you draw and then decide which side card from the display to add to an elevator.
  • Drafting and card choice — On a turn you draw and then decide which side card from the display to add to an elevator.
  • Elevator closure and re-opening — You may close an elevator and start a new one to influence future options.
  • Elevator-based tableaux — Three vertical columns where players place cards in increasing/decreasing order to build elevators.
  • End-game scoring with color multipliers — Points come from discard piles plus color groups, with the largest color group multiplied by its count.
  • Sequential order placement — Cards must fit within the current bounds of an elevator, enforcing ascending or descending order.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's not deceivingly simple
  • the scoring is what elevates the game
  • divisive on who likes a game and who doesn't
  • easy to teach
  • great production, great artwork
References (from this video)
No references stored for this video.
Video BotaOb9jQPw TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews Top List at 1:08 sentiment: positive
video_pk 7541 · mention_pk 111638
TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews - Up or Down? video thumbnail
Click to watch at 1:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever twist on sequencing with a circular wheel
  • easy to teach, hard to master
  • strong color-majority scoring that rewards planning
Cons
  • initial grasp can take a moment
  • art style may not appeal to everyone
Thematic elements
  • order, sequencing, and spatial organization
  • abstract, circular card wheel with ascending/descending stacks
  • puzzle-focused, mechanistic
Comparison games
  • None mentioned
Mechanics (from transcript analysis)
  • card drafting — after placement, you may take the card to your left or right to add into your tableau
  • card drafting from neighbors — after placement, you may take the card to your left or right to add into your tableau
  • circle/ wheel placement — play a card and insert it into a circular sequence in the correct ascending or descending position
  • multi-column tableau with color majority scoring — three columns where each column’s score is its height times the color you most control
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Great ladder climbing game.
  • This is a quick, clever, simple family game with lots of depth, and lots of fun to win.
  • This is the reason why I'll never play Scout again.
  • It's all sort of randomized because you're going to shuffle your deck and flip random cards every round.
  • It's better for mass market crowds. It's simpler than Scout, but yet it still has a ton of depth.
References (from this video)
No references stored for this video.
Video MHCqMqfJAHg The Dice Tower Discussion at 8:04 sentiment: positive
video_pk 1519 · mention_pk 108183
The Dice Tower - Up or Down? video thumbnail
Click to watch at 8:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cozy and sociable
  • easy to learn, with thinking flavor
Cons
  • can be not deeply strategic for some players
Thematic elements
  • numerical strategy and social play
  • abstract number-placement with stacked piles
  • cozy, conversational, laid-back
Comparison games
none
Mechanics (from transcript analysis)
  • number placement — place a number between two others and claim one placed in between
  • opponent-reading — read opponents to time your plays and optimize placement
  • stack management — three stacks move up and down; busts reduce options
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is a ton of theme involved.
  • The theme is super there. And if you love this idea of a game, go for it.
  • it's cozy. It's one of those games that has some cool thinkiness to it.
  • placing a number in between two other numbers and collecting one of those numbers that you placed in between of.
  • I think that it offers a nice balance between thinking and social interaction.
  • the balance and the cool synergies of the engine
  • this is one of those cozy games where you can hang out and talk with people
References (from this video)
No references stored for this video.
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