Sherlock Holmes is dead! And with London's greatest detective out of the way, those with villainous minds decide to wreak as much terror as possible on the populace — and you are one of those dastardly no-goodniks!
While Europe sits unprotected in Victorian Masterminds, you and other players send your henchmen to different cities to use their varied abilities, collect material for your steampunk-inspired contraptions, destroy buildings, and complete missions. At the same time, the Secret Service follows your path of destruction. Every contraption is unique and allows you to take different actions, leading to highly strategic, asymmetric gameplay.
In more detail, during the game, players take turns placing one of their five agent tokens — Henchman, Machine, Saboteur, Pilot, Number 2 — face down on one of the five action spaces. As soon as three tokens are on a space, those tokens are flipped and activated, first in first out, with each agent carrying out its individual action in addition to whatever takes place in that space. When an evil mastermind completes their contraption or the Secret Service brings this villainy to a halt, the game ends, and whoever has generated the most victory points wins.
12 Days of Giveaways - Ep 1
- Unique worker placement and resolution mechanic
- Strategic depth and planning involved
- Engaging take-that element with the saboteur
- Beautiful components and presentation
- Multiple paths to victory
- Ambiguity in mission card symbology and rulebook explanations
- Potential for confusion regarding special abilities or contraptions
- Early prototype rules may have differed from final version
- Villains building contraptions to take over London.
- Victorian England
- Starcraft
- Forbidden Stars
Mechanics (from transcript analysis)
- Area Control (minor) — Claiming buildings in cities which are worth points at the end of the game.
- Engine Building — You've got these engine parts that you're trying to put together and that's why you actually place your agents out on the board. You're trying to collect pieces you're trying to collect bolts and sheet metal because each little piece of the engine requires a certain number of bolts or sheet metal.
- Set Collection (Resources) — Collecting pieces like bolts and sheet metal to build engine parts.
- Stack Resolution — When there are three agents stacked in a city it flips over and it's not the top one that goes first, it's the one on the bottom.
- Variable player powers — There are five different agents, each with unique abilities like the engineer, the henchman, the gunner, the saboteur, and the scientist.
- Worker Placement — You're placing your henchmen out on a board and you're placing them in certain locations facedown.
Video topics + discussion points
Quotes (from this video)
- It's just funny how things you're right it has changed over six years.
- I knew it was gonna be a beast to get that and fall car and all the press islands back into the box from which it came.
- Well, you called this a worker placement game what immediately caught my eye about this game Marty was the fact that it had a mechanic in it that you and I both really enjoyed back from our Starcraft.
- Unless Marty's explaining the rules to you shot on no no you misunderstood.
- The largest and really only major gripe I have about the game is that the rule book as it comes packaged is super muddy and vague.
- This is not your typical Games Workshop game.
- At its core this is just a co-op dungeon crawler.
- It's sort of like a mix a hybrid between your traditional kind of board game and the legacy games that are hot and popular now.
References (from this video)
- Hooked after first play
- Engaging action selection mechanism
- Highly recommended
- Not out yet, but should be soon
- Players as villains competing to be the greatest villain after Sherlock Holmes' death.
- Victorian London
Mechanics (from transcript analysis)
- Action Denial — Each player has a saboteur that can negate the action of the chip lower down on the pile than them.
- End game trigger — Game ends when a player completes a contraption or the Secret Service stops everyone.
- Set Collection — Collecting materials for contraptions, knowledge, and destroying buildings.
- Worker Placement — Players place workers face down in locations, with actions resolving from top to bottom after a certain number of workers are placed.
Video topics + discussion points
Quotes (from this video)
- each month I produce a video that tracks the top 10 hottest board Cardon tabletop games but inevitably there's additional games that catch my eye but they just don't rank hot enough to make it onto the official top 10 so I never get a chance to talk about them but this series I'm gonna discuss five of those recent games that even though they didn't make it into the official top 10 still piqued my interest and caught my eye
- if you haven't yet seen or tried out just one well my advice to you is go give this game a try try it just once
- and again to be honest when I first heard about this game it didn't really register on my radar but when I saw it demoed at BG Con and saw how it works and what it has to offer this what really got it to spark my attention
- you don't want to work together you want to be the one person who saves it because that makes sense regardless
- so there you go there are five games that recently caught my eye and why I'm wondering if any of them have been on your radar as well
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This game sounds good. We're bringing it out at Mother's Day and we're going to play that with my family.
- The production is amazing. The little tiles, we got the little eyes on them. They're so cute. So, yeah, this is this is a fun one.
- I love deduction games, so I love Got Five.
References (from this video)
- code-breaking and logical deduction
- classic abstract strategy puzzle from the 1970s
- Array
- Mastermind
Mechanics (from transcript analysis)
- Code guessing with feedback — Players attempt to deduce a hidden color code; feedback indicates correct color in the correct position and correct color in the wrong position.
- Pattern Recognition — Players attempt to deduce a hidden color code; feedback indicates correct color in the correct position and correct color in the wrong position.
Video topics + discussion points
Quotes (from this video)
- Super Decoder is a portable digital twist on the classic board game Mastermind.
- There's no setup, no mess. Just pick it up and play.
- 600 puzzles packed into one pocket-sized device.
- Easy mode includes 100 levels and uses direct hints.
- Advanced mode includes 500 levels and uses what's called indirect hints.
- Duo mode turns this solo brain teaser into a head-to-head codereing showdown.
- The built-in AI in this little device handles everything.
- It verifies guesses, tracks the timer, and provides feedback after each attempt.
- There's no app, no internet, just pure hassle-free gameplay anytime, anywhere.
References (from this video)
- Looks really cool
- Unwrapped but never played
- Strategy and planning game
- Victorian era
- Strategic gameplay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you can recruit monsters to your army that give you super powers
- it's a beautiful scary, it's a beautiful looking game
- this game is just a mini explosion, it's great
- gizmos is a lot of fun so we're giving this away our very first giveaway gizmos
- this little box the game when you see it it's not very pretty but it's so fun
- blood rage is a fantastic game
- massive Darkness two is freaking amazing
- the origami zombie side black plague is by far our favorite zombie side
- if you're gonna buy any zombie side game off the shelf Black Plague favorite one favorite one
- Cthulhu death may die is absolutely fabulous
- we can't stop playing this game
- zombie side Gear Up is getting another board game coffee seal of approval this game is so much fun
References (from this video)
- strong thematic flavor for a light to medium game
- variety of strategies across factions
- some viewers felt there were pacing or balance issues
- the theme and mechanics may not be for everyone
- gadgetry, intrigue, and competing agendas
- Victorian era with masterminds planning schemes
- thematic, somewhat steampunk vibe
- Seven Wonders
- Lords of Waterdeep
- Stone Age
Mechanics (from transcript analysis)
- area of control / drafting — multiple factions vie for influence with their own agendas
- take-that elements — intentional disruption and interaction with opponents
Video topics + discussion points
Quotes (from this video)
- the druids expansion is a must-buy
- it's not difficult to teach because what if essentially does it gives you more of the same but with a slight twist on top of it
- the biggest decision you're gonna have to make in this game
- it's a take that element and balance it out
- all in all it's a decent game, a alliance of convenience and towers, but at the end of the day everybody's got their own agenda
- Neon has kind of only just hit the market and most people don't have a clue what it is
References (from this video)
- strong theme and clever mechanisms
- thematic density can be off-putting to some
- villainous masterminds and intrigue
- steampunk Victorian era
Mechanics (from transcript analysis)
- engine-building — develop circuitry and plans to outmaneuver opponents
Video topics + discussion points
Quotes (from this video)
- they are kaput they're gone
- the rights of the game has reverted back to the designers
- this expansion sounds neat
- expansion fatigue
- as long as I get to just shout boy all the time then I'm good to go
- I'm looking forward to cool things happening in the board gaming community