Viceroy is a board game of bidding and resource management set in the fantasy universe of the famous Russian CCG Berserk. As the players struggle for control over the world of Laar, they recruit a variety of allies and enact various laws. These cards allow players to develop their state's military and magical might, increase their authority, and get precious gems they need to continue expanding their nation.
As the game progresses, each player builds their own power pyramid using character and law cards. Each card has its own effect that depends on the level of the pyramid where the card is played. These effects may give more resources, more cards, or victory points. The player who has the most power points at the end of the game becomes the ruler of entire Laar and the winner!
- cool pyramid-building engine
- interesting auction element
- auction mechanic feels somewhat tacked on
- pyramid-building engine with auction mechanic
- engine-building with auction mechanics
Mechanics (from transcript analysis)
- Auction mechanic — auction-based mechanic appears to be somewhat tacked on
- pyramid-building engine — engine-building system built around pyramids; auction mechanic included
Video topics + discussion points
Quotes (from this video)
- by far in a way the most important life-altering thing that's happened to me in the last month is that I proposed to my then girlfriend now fiance Jessica
- I'm getting married
- I am pretty excited that I just finished recording my first question and answer Vlog
- the last one was in Alien Frontiers
- Welcome to the dungeon is a great idea
- it's gorgeous but it's not the most engaging thing ever
- I prefer this over Race for the Galaxy
- it's a cool pyramid building engine building out the Wazoo game with an auction mechanic that seems a bit thrown on
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- please explain painting Optical camouflage on spaceships I know rule of cool I don't know it just looked neat I guess that's the same thing
- all the stls that you buy or whether you buy the stuff through uh only games like if you get them printed like if you don't have a printer yourself they can do print on demand as well with those with those same six figures basically it's a 50/50 split
- it's literally you take off the little silicone kind of cover that goes over the whole nozzle thing so you don't burn yourself on it I guess you take that off you pop off the plastic thing there's a little clip little metal clip you uncp it and then you pull the nozzle out and the nozzle is magnetized so it doesn't like fall out as soon as you uncp it
- I saw a thing on Facebook about a machine that you just dump all your old pla into and it'll melt it all down and then create a new pla spool which I'm like well that sounds like an awesome idea
- I think they're that scared of 3D printing I think they don't want to do it
- I don't think that's really that's not the point is to to beat Games Workshop
- you create a game like Vince and I do or like fat dragon games does or like lots of different companies you create a game because you want to do it you're not out there to be like the best you're out there to put out a game that you enjoy and then hopefully people will pick up and enjoy as well
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And that is why the littleformational icons on a board game's box that tell us the player count, estimated time length, etc. are so important.
- And they can be vital in the difference between making a sale and not.
References (from this video)
- nostalgic Kickstarter-era feel
- solid game with positive memories of play
- some expansions are appealing but not yet owned
- might not be a must-have for everyone
- Medici
- Orléans
Mechanics (from transcript analysis)
- Area Control — Players manage influence via tiles and scoring tiles with shifting priorities.
- area control and partitioned tiles — Players manage influence via tiles and scoring tiles with shifting priorities.
Video topics + discussion points
Quotes (from this video)
- it's so tight like if you play this with five players it would be probably horrible so three or four players is the best
- this week we played 22 games and three of those were not for the talents we played and then 19 games for this challenge
- i'm having fun so far
- this is basically the same designer so it has a lot of the same element
- the weirdest thing that has ever happened in a board game
References (from this video)
- simple yet cutthroat bidding
- high replayability with multiple routes to victory
- tight 45–60 minute playtime for deep decisions
- strong production and distinctive artwork
- color differentiation challenges for color-blind players
- theme can feel generic to some players
- not all strategies are viable in every session
- political intrigue and strategic development
- Courtly empire-building with resource management
- euro-style puzzle-driven progression
Mechanics (from transcript analysis)
- Auction / Bidding — secret, color-token bidding to acquire character cards; ties cost tokens and may require re-bidding.
- bidding — secret, color-token bidding to acquire character cards; ties cost tokens and may require re-bidding.
- Closed Economy — no new money enters; players must optimize with the money they have.
- Hand Management — managing a hand of character and lore cards that shape actions and scoring.
- pyramid placement — cards are built into a vertical pyramid with rewards tied to the level.
Video topics + discussion points
Quotes (from this video)
- Viceroy is broken into two very distinctive phases the first one being the bidding phase
- this is a simple bidding mechanism
- two thumbs up for me
- the replayability of this game is up there
- production is great looks fantastic
References (from this video)
- flow and tempo feel very smooth
- multiple pathways to victory with strong spacing of rewards
- production value and component quality are appealing
- niche appeal may limit broad adoption
- planning can be intricate for newcomers
- dynastic empire and resource advancement
- bidding for imperial cards to build a car pyramid
- clever, slightly whimsical
- Citrus
Mechanics (from transcript analysis)
- Auction / Bidding — four currencies represented by gems; you can only bid one gem at a time
- card drafting and pyramidal building — acquire cards and stack them into a rising pyramid for stronger effects
- color-matched synergies and income generation — matching gem colors yields near-free income to sustain bidding
- multi-currency simultaneous bidding — four currencies represented by gems; you can only bid one gem at a time
Video topics + discussion points
Quotes (from this video)
- this is a really interesting game
- one of the best examples of that mechanism being used correctly
- infinite replayability
- timeless, evergreen status
- flows wonderfully and rewards careful planning
References (from this video)
- Pure variety of scoring options with many viable paths
- Tight drafting that rewards careful planning
- Some may find the system punishing if you misread color options
- Requires tracking multiple interactions across turns
- Wealth, drafting, and governance
- Card-driven palace/royal court
- Strategic bidding and drafting
Mechanics (from transcript analysis)
- Card Drafting — Draft cards to enable future actions
- color-based blind bidding — Simultaneous color choice reveals draft options
- Set collection / engine building — Build a modular engine from drafted components
Video topics + discussion points
Quotes (from this video)
- it's a very smooth game and very little complication
- it's a lovely example of catering to a wide and versatile audience
- it's a fantastic example of a bidding game and a racing game
- this game is one of the most tense games I've ever played
- I cannot praise this game enough it's amongst my favorite games of all time
References (from this video)
- Multiple paths to victory
- Distinct visual/theme
- Good replayability
- Can be punishing for newcomers during bidding
- Theme may feel abstract to some
- pyramid construction and character-card economy
- fantasy-inspired pyramid-building world
- strategic, puzzle-like progression
Mechanics (from transcript analysis)
- Blind bidding — players secretly bid for characters; bids are revealed simultaneously and resolved; ties cancel out bids
- pyramid/set collection — building a pyramid of character cards to unlock bonuses and victory points
Video topics + discussion points
Quotes (from this video)
- there aren't that many euros that do take an hour or less
- tons of different ways to win this game
- it's a very nice looking game you know nice fantasy feel
- this has a very distinct gamer; nothing else like this in my collection
- Ra has one of the best time-to-depth ratios I've ever seen
References (from this video)
- abstract game with tons of character
- has disc tokens
- recreationable game
- recently played but didn't enjoy
- wasted design potential
- set collection not engaging
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm very Cutthroat here - I much rather save budget for a new game, save space for new games
- not all games are forever games - sometimes it's totally okay to buy a game with the expectation of playing it for about five years and then not wanting to play it again
- I can still respect I played a lot of Steam, but I just don't want to play it anymore
- there's so much hate on like oh you can't be like dipping your chosen to miniature games - but as adults there's so much hate on that
- when you own a lot of games there's a lot of rules up here and the tough thing is that when there's so many rules up here you need some games that you teach or play later to be a little intuitive
- the difficulty I have with it is that when I explain it to new players it's tough to explain - each player has a different ruleset
- I think that's one of the first games that if it didn't invent that concept at least popularize it
- if the game is going to warrant me having to do separate explanations for everybody, extra effort - it's got to be really damn good and Vast isn't really damn good