As an architect in Welcome To..., you want to build the best new town in the United States of the 1950s by adding resources to a pool, hiring employees, and more.
Welcome To... plays like a roll-and-write dice game in which you mark results on a score-sheet...but without dice. Instead you flip cards from three piles to make three different action sets with both a house number and a corresponding action from which everyone chooses one. You use the number to fill in a house on your street in numerical order. Then you take the action to increase the point value of estates you build or score points at the end for building parks and pools. Players also have the option of taking actions to alter or duplicate their house numbers. And everyone is racing to be the first to complete public goals. There's lots to do and many paths to becoming the best suburban architect in Welcome To...!
Because of the communal actions, game play is simultaneous and thus supports large groups of players. With many varying strategies and completely randomized action sets, no two games will feel the same!
- Compact, travel-friendly
- Laminateable pads (practical for reuse)
- Requires pads; may need lamination or replacement pads
- neighborhood development and planning
- 1950s suburban planning
- roll-and-write
Mechanics (from transcript analysis)
- Flip/Roll and Write — Players fill out pads with choices to optimize a neighborhood's growth.
- roll-and-write — Players fill out pads with choices to optimize a neighborhood's growth.
Video topics + discussion points
Quotes (from this video)
- this is a co-op game where you're going to be trying to ascend the mountain
- I like this small box it's nice and pretty
- there is a lot of math involved with this and a lot of thinking
References (from this video)
- Appealing, approachable family-weight game
- Solid online representation (BGW/BGA)
- Some editions/remixes can add complexity
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a big topic and it probably requires a couple of episodes
- I love the action queue in Ark Nova
- the upkeep of the score for you
- it's chill but surprisingly strategic
- it's the perfect gateway game for many people
- the admin is done and it makes it smoother
- you can play from the same IP address
- the tactile nature of moving the cubes up and down
References (from this video)
- Can be played by a large number of players
- Everyone has something to do each turn
- city planning / neighborhood construction
- neighborhood development via cards and sheets
- abstract/puzzle-like drafting
Mechanics (from transcript analysis)
- card drafting — Players draft cards that drive actions and scoring via their sheets.
- Pattern Building — Players mark patterns on their sheets to achieve scoring combinations.
- pattern-building — Players mark patterns on their sheets to achieve scoring combinations.
Video topics + discussion points
Quotes (from this video)
- This game has been around forever. In fact, this is the 25th anniversary edition.
- The more people you have playing, the better the trades are.
- In the super low player counts of two or three, I don't think it's as fun.
- This is one I think you definitely want five to six players to have a really good time with.
- This is the original. I still love it. I think it's a great play.
- You can play this with actually it says up to 99 players, but as long as everyone has a sheet and can see the sets of cards in the middle.
- Camel Up is this wacky camel racing game
- you are trying to predict which camel is going to win the race, but they move in unpredictable ways.
- This plays up to eight players, I believe.
- I love Camel Up.
- you definitely want five to six players to have a really good time with.
- what you are doing is you are building a castle, one to the right of you and one to the left of you.
- you can't neglect one or the other because you only score your lower scoring castle.
- You're drafting tiles and then placing those tiles into your castle.
- this is one of the games that plays much better at the higher player count.
- If you're wanting a similar feel but not wanting it in a board game, look into the card game Splitto.
- World Wonders. This one does top out at five, but it's one of those games where you don't necessarily know how long the round's going to be because people are going to be allocating their money.
References (from this video)
- innovative twist on a roll-and-write format using cards
- highly engaging with multiple ways to score
- some rule explanation is necessary to grasp special actions
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this time on allies or enemies we are counting down our top 10 small box games for two players
- these are great games at low cost that don't take up too much room
References (from this video)
- high replayability from many maps
- easy to learn and quick to play
- some maps feel similar after repeated plays
- flip-and-write city-building cards
- neighborhood development via residential planning
- map-like progression with multiple maps
- Parade
Mechanics (from transcript analysis)
- flip_and_write — players draft numbers to fill in a city grid
- Flip/Roll and Write — players draft numbers to fill in a city grid
- map_variants — eight distinct maps provide varied challenges
- variable map — eight distinct maps provide varied challenges
Video topics + discussion points
Quotes (from this video)
- Clank is a great deck builder that you're going down into the caverns and you're trying to gather as much stuff and then come back up before you get killed by a dragon basically
- the story lines work really well on this but even without that part and sometimes we'll just play with just the cards that have no story
- it's a heads down euro-y experience and I love how the systems interact so tightly
- it's immediately fun and interesting and it's got this really cool mechanic where you're putting down dudes and the more dudes on a thing the more of whatever that resource trees or rocks whatever you get
- eight totally different maps that all use the same system so it all uses the same deck of cards and then kind of three different sets come out and simultaneously you have to pick which one you're going to use
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the bones of the game are so simple
- I love bag Builders
- the tracks are so continuously rewarding
- you can see so much of kind of the DNA of Clank
- it's so satisfying to slide those workers into that Mech
- this feels like a Dungeon Crawler but with Euro systems
- I love horror movies
References (from this video)
- Short play time (~25 minutes)
- Accessible to families
- Clear baseline rules with optional advanced rules
- Scoring can be fiddly with multiple endgame conditions
- Advanced rules add complexity
- city planning and housing estate development
- 1950s suburban America
- flip-and-write style with number placement
Mechanics (from transcript analysis)
- advanced rules enhancements — Optional rules like advanced city plan cards and roundabouts add additional goals and scoring.
- card drafting — From three decks, players choose a pair of cards to influence placement.
- Card drafting / selection — From three decks, players choose a pair of cards to influence placement.
- city-plans scoring — Endgame scoring based on completed city plans and estate values.
- estate building — Construct estates on streets using numbers, with constraints on order and adjacency.
- flip-and-write — Players write numbers on their sheets based on the revealed card effects, with numbers needing to ascend left-to-right within streets.
- Flip/Roll and Write — Players write numbers on their sheets based on the revealed card effects, with numbers needing to ascend left-to-right within streets.
Video topics + discussion points
Quotes (from this video)
- to show you how to play welcome to
- an American architect in the 1950s trying to complete city plans and build an Isis housing estate to win of course by gaming the most points
References (from this video)
- Fast, accessible, and highly replayable
- Strong puzzle feel with clean scoring
- Can feel repetitive without varied expansions
- city-building via flip-and-draft
- 1950s American suburban neighborhoods
- light, puzzle-like with crunchy decisions
- Sagrada
- Duelo
Mechanics (from transcript analysis)
- Flip/Roll and Write — Players draft neighborhoods by selecting street plans and leveling up suburbs.
- roll-and-write / flip-and-draft — Players draft neighborhoods by selecting street plans and leveling up suburbs.
- simultaneous action planning — Players plan turns in parallel to optimize scoring tracks.
- Simultaneous Actions — Players plan turns in parallel to optimize scoring tracks.
Video topics + discussion points
Quotes (from this video)
- This town is filled with friends.
- Dragons and sleeping, and there's a dragon hopefully being asleep.
- Delusions of grandeur require a leap, but playing the fool is his full-time job.
- Africa—read me the lyrics.
- Twilight Imperium, you are correct.
- I thought I nailed it.
References (from this video)
- high accessibility and fast teaching curve
- strong retro theme that feels cohesive
- great social experience and replayability
- luckier card draws can dull strategic depth
- some players may crave heavier thematic integration
- retro suburbia and neighborhood-building expressed through numeric placement
- 1950s suburban utopia; building a city by filling in houses along three streets
- nostalgic, playful, and approachable
- Quinto
- Pretty Clever
Mechanics (from transcript analysis)
- Bonus economy — Bonuses provide additional scoring opportunities and influence subsequent moves.
- card drafting — Use a deck of double-sided cards; each shows a number or a bonus. Flip three cards per round, pick a number to write, and claim the associated bonus.
- card drafting with numbers and bonuses — Use a deck of double-sided cards; each shows a number or a bonus. Flip three cards per round, pick a number to write, and claim the associated bonus.
- grid/row completion scoring — Fill in numbers on three streets, with constraints that encourage strategic placement and planning.
- thematic consistency — Theme is realized through the retro suburbia aesthetic and house-building decisions rather than through complex mechanisms.
Video topics + discussion points
Quotes (from this video)
- kwinto is devious if you keep rolling all three dice which people are inclined to do when they start playing it you'll run out of space for high numbers and will start to take penalties it's kind of like hitting your face into a brick wall getting annoyed and then doing it all over again
- it's the perfect illustration of the difference between complex and complicated
- this sheet is a minefield of bonuses no matter which strategy you pick
- it's the oldest Pavlovian trick in the book in fact I believe there's a passage in Deuteronomy that says bestow them with a free bonus Oh thou designer and they shall play your game or something like that
- I ruin rolling rights for myself with this game because I played it first
- it's the deepest sense of strategy but somehow it still melds it with a thematic experience
- it's the most solitary the most contemplative and undeniably the most quiet
- Rollin' Right games have excellent titles that make perfect sense and are pretty clever
References (from this video)
- Very accessible and straightforward
- Bonus actions build depth without complexity
- Expansions broaden the concept with thematic streets
- Theme and art are light
- Filler length could vary with player count
- Street planning with numeric cards and bonuses
- Mid-century suburban neighborhoods
Mechanics (from transcript analysis)
- dice placement — Flip cards with numbers 1-15; place on streets in ascending order; choose paired bonuses to enhance rounds.
- Number-placement with bonus actions — Flip cards with numbers 1-15; place on streets in ascending order; choose paired bonuses to enhance rounds.
Video topics + discussion points
Quotes (from this video)
- 'this is a rolling right I was going to say a Rollright version of TI4'
- 'a flicking disc crokinole style is fun'
- 'it's super duper fun'
- 'we are huge Lord of the Rings fans'
- 'Draft & Write Records is my favorite roll right right now'
References (from this video)
- easy to teach
- high replayability
- scales well for many players
- can feel repetitive over time
- dream houses, weekly numbers, and real estate ambitions
- suburban neighborhood planning
- puzzle-like drafting with a light storytelling through sheets
- Ticket to Ride
- Dixit
Mechanics (from transcript analysis)
- drafting — players pick numbers and plans for future weeks
- drafting/selection — players pick numbers and plans for future weeks
- Flip/Roll and Write — players roll dice and fill in weekly plans on a score sheet
- roll-and-write — players roll dice and fill in weekly plans on a score sheet
Video topics + discussion points
Quotes (from this video)
- What's the best entry-level board game? Wrong question. There is no best entry-level board game. There's only the chart.
- This is the chart chart.
- Don't optimize too hard. We aren't playing scythe right now.
- This is the gateway to an entire genre.
- For entry-level gamers, you want to have that fun to admin ratio heavily tilted towards fun.
- If someone has real enthusiasm for a game, just play it.
- Trust on your group, trust on your instinct.
- It's the gateway game that opened the floodgates to the modern industry.
References (from this video)
- City Building
- Neighborhood Development
Mechanics (from transcript analysis)
- Simultaneous Actions — Players work on their own boards at the same time
- Simultaneous Play — Players work on their own boards at the same time
Video topics + discussion points
Quotes (from this video)
- Christmas and gifts are not only to please the people around us but primarily they give us an opportunity to convince them to start playing board games
- One great thing about picking smaller board games apart from the fact that they are cheaper is that they can fit anywhere
References (from this video)
- clever drafting system
- accessible for casual players
- beautiful design
- repetitive for longer play sessions
- home-building, neighborhood planning, scheduling puzzles
- Post-1950s American suburbia; small-town housing development
- drafting puzzle with light narrative flavor
Mechanics (from transcript analysis)
- card drafting — players draft action cards to fill in building plans and optimize scoring
- card_drafting — players draft action cards to fill in building plans and optimize scoring
- Pattern Building — players aim to match patterns on cards to maximize points across rounds
- pattern_building_and_scoring — players aim to match patterns on cards to maximize points across rounds
Video topics + discussion points
Quotes (from this video)
- it's my favorite Legacy experience so far
- the product design is immaculate with great presentation and it's an exemplar of diversity and inclusion to boot
- this is not a game which you're going to play to show off your economic Wilds
- I don't play many war games but this one really connected with me
- the rules are super simple and clear, the artwork was always of a high standard, but this fresh coat of paint is much more modern and appealing
References (from this video)
- High-quality roll-and-write experience
- Great if you want a quick, satisfying puzzle
- Rules nuances around scoring categories can be tricky in groups
- neighborhood development
- rolling right / flip-and-write
Mechanics (from transcript analysis)
- Flip/Roll and Write — players roll to generate numbers and write blocks on a grid to build neighborhood streets
- roll-and-write — players roll to generate numbers and write blocks on a grid to build neighborhood streets
Video topics + discussion points
Quotes (from this video)
- an ultra streamlined deduction Style game that's definitely different to your traditional kind of logical deduction games
- I really like this one
- guaranteed some laugh out loud moments
- it's just a very charming, breezy, enjoyable game
- one of the best abstract games that I've played this year
- this game is as good as an abstract game can get in my opinion
- massive brain burner puzzle as you trying to optimally place every single card
- it's such an easy game to teach and learn
- this is one of the best simple dice games that I have
- ratings for this game have just gone up and up and up
- my favorite Uwe Rosenberg game
- The Network's become pretty big actually
- this game is almost perfect
References (from this video)
- gentle, approachable puzzle
- low downtime and quick rounds
- highly accessible for new players
- pontual scoring can feel grindy for some
- thematic depth is light
- city-building through card-driven choices and numerical planning
- Suburban neighborhood development
- feel-good, light-hearted planning
Mechanics (from transcript analysis)
- Compound Scoring — score by aligning house numbers along streets and meeting condition cards
- Flip/Roll and Write — flip cards to determine street-building options and write numbers in ascending order
- pattern/sequence scoring — score by aligning house numbers along streets and meeting condition cards
- roll-and-write — flip cards to determine street-building options and write numbers in ascending order
Video topics + discussion points
Quotes (from this video)
- it's an amazing game especially if you're traveling around quite a lot
- the rules are not that uh complex
- you are farmers and you're planting a garden
- the biggest unique thing about this game is its chain reactions
- it's really a party game kind of game that will give you the most emotions for sure