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
- very accessible
- has a lot going on
- great theme
- great table presence
- great components
- great price
- really like getting to the table
- closeness in points is concerning
- could have benefited from an expansion
- building a doomsday machine
- Victorian era
Mechanics (from transcript analysis)
- action selection — kind of a action selection worker placement combination mechanism.
- Asymmetric Player Powers — there are different asymmetric player powers based off of the machine that you're building
- Stacking — you put them in stacks such that I might be the first person that puts it down in a certain city and then another person puts theirs down on top of it or I could put another one on top of it. Anyway, once you get to a stack of three, you flip it upside down
- Worker Placement — You're placing these gearshaped workers, and each worker does a a different thing.
Video topics + discussion points
Quotes (from this video)
- Seven Wonders is a classic game. It's been around forever, and it's got this simultaneous card drafting and playing to your to your own tableau that makes it a very accessible game, especially for families.
- My father's work is extremely thematic.
- This is an app-driven game. Uh I've got the app. I've also played it on through the website. Um, I I certainly hope that the app will always be um supported because without the app, this game is worthless.
- Boy, this game has I don't know why more people don't like it. I It's very accessible. It has a lot going on. It's got kind of a action selection worker placement combination mechanism.
- This is a game that has great table presence, has great components.
- the closeness and points is something that is a little bit concerning and I want to I want to investigate more to see if certain strategies clear that up or if that's just the case no matter what everybody's doing the same things.
- I've heard that this once been told by somebody. I think it's it's only one person that said it, but I can understand why is that this is Carcassone on steroids.
- The art is absolutely astounding.
- The table presence is really good. You feel like you're in a a garden, this curated oriental garden.
References (from this video)
- Liked the theme
- Unique action selection mechanic
- Production looks great
- Steampunk
- Victorian era
- Forbidden Stars
Mechanics (from transcript analysis)
- action selection — Unique action selection mechanic where cogs are placed on a location and resolve from the back when done.
- Engine Building — Includes a little engine-building mechanic.
Video topics + discussion points
Quotes (from this video)
- one of the actions that I love most from dreamscape with the insight and but now he's added a dice and everybody knows how much I love my dice
- my strategy didn't pay
- The more I played, the more I liked it
- Okay okay okay okay okay now I kind of see the appeal of it
- The rules that I didn't catch and you and Joel played again because I there are some rules I hadn't caught the price time through and it definitely made a big difference to our experience
- He said you don't know how much that means to a person when they and you don't know what's going on but I just wanted to thank you for just brightening up a couple minutes of my day every couple of weeks going through a rough time
- You just never know how you affect people
References (from this video)
- 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)
- Multiple paths to victory and scoring options
- Fast, snappy pacing; action management is engaging
- Deep strategic planning and counterplay against opponents
- Rich potential for tactical blocking and timing
- Solid integration of mechanics that feel coherent (even if theme is light)
- Theme is underdeveloped; little thematic integration with missions and machine powers
- Endgame lacks a dramatic climax or sense of final confrontation
- Some components and mission design feel disconnected from the world setting
- Potential analysis paralysis in tight play; can be tough for newcomers
- conspiracy, villain competition, heist-style objectives
- Steampunk-inspired Victorian era where master criminals vie to build a Doomsday Machine
- absent or minimal; abstract engine-building with limited storytelling
Mechanics (from transcript analysis)
- Action selection via a stack of cogs — On a turn, draw the top cog and place it in a city, triggering that city's actions when three cogs accumulate.
- City-based resource collection — Cities yield spoils (copper plates, bolts) used to build machine parts.
- Cooperative Actions — Kidnapped scientists spent to gain extra actions and effects (e.g., extra turns, choose cogs).
- Endgame/Scoring variety — Score via codex, missions, buildings, and machine completion; multiple routes to victory.
- Firepower vs. control mechanic — Gunner action allows capturing buildings based on firepower relative to Secret Service.
- Henchmen and scientists economy — Kidnapped scientists spent to gain extra actions and effects (e.g., extra turns, choose cogs).
- Pattern of multi-step activation — When a city is activated, multiple actions resolve in order (sabotage, extra spoils, mission completion, etc.).
- Sabotage and blocking — Saboteur can block the action of the card below; players can deploy henchmen to block opponents.
Video topics + discussion points
Quotes (from this video)
- it's a real pleasure to play and it's a real pleasure to explore strategies of it
- the gameplay is solid
- there's plenty of paths to victory
- it's a perfect heads-up game where you have to out think and outplay your opponents
- the theme is woefully absent in this game
- the ending is a letdown
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
References (from this video)
- beautiful visuals and impressive schematics for asymmetrical machines
- tight tempo and sense of forward propulsion
- strong thematic integration and engine-building depth
- scales well to number of players and maintains playtime
- variety in strategies via upgrade paths and different machines
- rulebook is difficult to navigate and lacks clear references for some powers
- ambiguous rules around mission cards and certain agent interactions
- no official FAQ at launch; reliance on community knowledge
- evil geniuses building mechanized monstrosities
- Steampunk Victorian era; five world capitals
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- look it may seem like there's a lot going on in this game but at its core in truth it's quite a simple game
- I really like Victorian masterminds
- it plays well on a table, it looks great on a table, it feels balanced, you have cool asymmetric powers
- there's a nice tempo and you always feel like you're being propelled forward
- I can't wait til I get to play it again