The Looking Glass has shattered, madness is being drained from the inhabitants, and war has come to Wonderland. Alice, Mad Hatter, Red Queen, Jabberwock, and Cheshire Cat must gather all that they can while playing nice at the Hatter's Tea Party before going to battle!
In Wonderland's War, 2-5 players take the role as a faction leader who has been invited to the Hatter's tea party. Drink tea and eat cake as you move around the table drafting cards to gather your forces, build your towers, upgrade your leader, and recruit Wonderlandians to your cause — but one must be careful as shards of the Looking Glass are spread throughout Wonderland. Once all the plates are empty, the Tea Party is over and war begins. Use the forces you gathered to battle your enemies in familiar locations, but make sure not to draw your Madness chips or your supporters will abandon your cause and you will be out of the fight. Can you muster enough strength to win the battle, or will you just try to complete Quests instead by meeting the right conditions such as gaining region bonuses and set collection throughout the game?
After all the battles have been fought, a truce is called and everyone meets back at the tea party to plot their moves for the next fight. After three rounds, the faction with the most points will be crowned as the new leader of Wonderland!
- Rich flavor and asymmetry
- High replayability via roster variety
- Expansion naming confusion noted in video
- Potential incompatibility with Duel expansion
- Fantasy intrigue with factions and leader abilities.
- Multiplayer area-control game with Wonderland theming.
- Whimsical, fantastical
- Wonderlands War Duel
Mechanics (from transcript analysis)
- Area Control — Region control via tokens and battles.
- Asymmetric leader abilities — Leaders provide different powers shaping faction play.
- asymmetric player powers — Leaders provide different powers shaping faction play.
- Deck/tile interactions — Chips, allies, and wonders influence board and resources.
Video topics + discussion points
Quotes (from this video)
- Madness is a feature, not a bug.
- The core loop is tense, the decisions matter, and the production looks lovely.
- Eyes open. If you want cousins of this design space, Warchest for a lean, deterministic bag builder duel without push your luck.
References (from this video)
- Stylish, thematic artwork by Manny Trombley
- Clear rule book and ample play aids
- Strong central rondelle for card drafting
- Asymmetric leaders and ally powers add variety
- Good two-player tweaks and scalable design
- Downtime during battles at higher player counts
- Some disconnect between the big battle theme and the whimsical Wonderland setting
- Non-deluxe edition lacks faction-specific supporters
- Alice in Wonderland-inspired political intrigue and whimsical warfare
- Wonderland, with six locations, across three rounds in which factions vie for influence and control
- thematic mechanics described elsewhere; see top-level game_mechanics for details
- Quacks of Quedlinburg
Mechanics (from transcript analysis)
- ally_powers — four groups of allies with distinct powers that can be mixed and matched
- Area Control — an area-control style mechanic that uses a battlefield track and madness mechanics instead of direct combat
- area_control — an area-control style mechanic that uses a battlefield track and madness mechanics instead of direct combat
- asymmetric_leaders — five leaders with unique powers and play styles for variety
- bag building — draw and manage tokens from a bag that determine battle strength and resources
- bag_building — draw and manage tokens from a bag that determine battle strength and resources
- card drafting — central tea party rondelle to draft cards that add supporters, benefits, and powers
- card_drafting — central tea party rondelle to draft cards that add supporters, benefits, and powers
- madness_mechanic — madness shards contribute to scoring and influence battle outcomes
- quest_cards — quest cards provide bonuses and progress toward scoring
Video topics + discussion points
Quotes (from this video)
- it's an interesting take on area control that replaces direct head-to-head combat with a competitive luck pushing
- for a game about nonsense a lot of thought has gone into keeping players on the right path
- a big part of the draw for wonderland's war is its style and it has it in spades
- the central tea party rondelle is a terrific way to draft cards
- artist manny trombley brings the wonderful madness of wonderland to every corner of the game
- there is a smidge of a disconnect between the big battle theme and the silly if slightly sinister world of wonderland
- there is a fun game to be found down this rabbit hole and a heck of a pretty one
References (from this video)
- Exciting concept with higher stakes later in the game
- Can be punishing and not always favorable
- Rolling Realms
Mechanics (from transcript analysis)
- risk-and-reward number placement
Video topics + discussion points
Quotes (from this video)
- it's exactly the same as the original Rolling Realms but there is a bunch of stuff that's different
- I feel like one of the big reasons this game even exists is because it's kind of the big box for Rolling realm
- I will say that it is not waterproof we learned that the hard way
- this is our first one back in London so let's see if this sticks or not
- what we're going to do from now on is I think just mix it in with the rest of the Rolling Realms
- Meadow has this terrific drafting mechanism where you're putting your little number arrows
- Planet Unknown is probably my favorite of all the games represented
- this would have been in the fourth category but we played it just recently again and it grew on me
- I like this one a lot
References (from this video)
- table presence and theme are strong
- two-phase design adds variety
- Alice in Wonderland
Mechanics (from transcript analysis)
- area_control_and_bag_building — tea party phase and a separate area-control phase with bag-building
Video topics + discussion points
Quotes (from this video)
- this is specifically for two players
- it's moving cubes around um it's like chits that are hidden
- the panda you're moving and you're chomping away at the bamboo
- it's a great theme
- it's just such a beautiful relaxing game
- two players so i think basically everything on our list does work pretty well for two
- this is a terrific gateway game absolutely
- you can feel his pain as the panda continues to gobble up all of his bamboo
- it's a 10 minute game that does tend to take us half an hour
- it's so pretty and i think the standard edition still is really pretty as well
References (from this video)
- strong theme and production
- high variability with many characters and fortunes
- heavy for a party-like experience; longer playtime
- thematic, heavy-up fantasy battle with drafting and pushing luck
- Wonderland with Tea Party and a bag-building phase
- story-driven, highly thematic
Mechanics (from transcript analysis)
- two-phase play (drafting then bag-building) — first phase builds a hand; second phase uses a push-your-luck bag-building mechanic.
- Unique player powers — different Wonderlandians grant unique abilities each game.
- variable character power — different Wonderlandians grant unique abilities each game.
Video topics + discussion points
Quotes (from this video)
- it's such a good Gateway game
- the art on the cards looks fantastic
- it's one of those simple flip and write games that you just want to play again and again
- the lazy Susan is genius
- Planet Unknown just knocks our socks off
References (from this video)
- Bag-building games
- Rondelle mechanics
Mechanics (from transcript analysis)
- dual-phase round structure — Rondelle card drafting followed by bag-building combat.
Video topics + discussion points
Quotes (from this video)
- this is really interconnected worker placementish game.
- it's surprisingly smooth for how many moving parts there are.
- it's a game of inches where every space matters.
- there's way too many moving parts to explain here, but it is very very satisfying.
- you can definitely not just follow one thing and focus on one thing.
References (from this video)
- large number of minis for a big campaign
- suitable for painting quickly with speed paints
- unknown publisher/designer
- limited public information
- massive minis in a campaign scale
- fantasy board game in a Kickstarter campaign
- campaign style with many minis to paint
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign progression — ongoing progression across installments
- miniatures-based combat — large number of minis used in combat scenarios
- Track advancement — ongoing progression across installments
Video topics + discussion points
Quotes (from this video)
- pure liquid Talent
- one coat and done allinone base coat wash and highlighting solution
- speed paints have turned my desires of one coat coloring book painting into a reality
- i cannot recommend Army Painter speed paints enough
- this sounds way too good to be true
References (from this video)
- Kemet
Mechanics (from transcript analysis)
- Combat with reactive elements
Video topics + discussion points
Quotes (from this video)
- reactive card play is because it feels so one-dimensional when you're playing a game that involves cards where all you do is play one card in your turn and then your opponent has no way to react
- it increases the level of strategy 10fold because then you have to think about timing.
- the reactive card play is definitely a lot more intuitive when it comes to combat games cuz not all games need that kind of reaction type
References (from this video)
- Structures the teaching flow clearly (homework, rolling teach, example rounds)
- Use of simple, repeatable phrasing to reduce cognitive load
- Inclusion of tangible aids (player aids) and visual references
- Encourages audience participation and questions
- Reliance on a long, possibly overwhelming rulebook as a reference
- Humor and showmanship can distract if not moderated
- Some examples may assume familiarity with heavy games
- Whimsical conflict with strategic competition
- Fantasy Wonderland where factions compete to manipulate artifacts
- Playful, hands-on demonstration with showmanship
- Virgin Queen
- Nemesis
- SETI
- Elder Scrolls
Mechanics (from transcript analysis)
- Action selection with non-repetition constraint — On a turn you may perform two actions; you cannot perform the same action twice before performing a different one from the set, creating a rhythm and strategic decision making.
- Score-based victory points — Victory points are accumulated through actions and end-of-game scoring conditions.
Video topics + discussion points
Quotes (from this video)
- This simple trick takes off all the pressure from teaching heavy games like Virgin Queen.
- What does the symbol mean? That means that you can take this chip and add it to your bag.
- If you forget everything else, just remember this one thing.
- It's just a game, bro. Why you have to be mad?
- TMI, man. TMI.
- Transformer Autobots roll out.
References (from this video)
- immersive theme and large-table presence
- great for groups and thematic play sessions
- long playtime
- heavy weight may deter casual players
- fantasy warfare with a fairy-tale twist
- Wonderland-inspired battle to control districts
- thematic, chaotic, large-scale interaction
- Blood Rage
- Vindication
Mechanics (from transcript analysis)
- Area Control — players vie to influence and control regions on a shared board
- deck-building / hand management — cards drive actions and combat outcomes
- multiplayer interaction / player conflict — high interaction between players with direct competition
- Positive player interaction — high interaction between players with direct competition
Video topics + discussion points
Quotes (from this video)
- I absolutely loved Gen Con I absolutely loved Level Up but this I really got close with a lot of people and just the bond and the friendships that were built on this trip just I I just I love so so much so yes it was a fantastic trip
- they have a new campaign coming out for Mythic Mischief volume two the beginning or like closer to mid-september on September 12th
- Blood Rage which was fantastic
- Vindication I don't really know exactly Tableau building I guess it's a very unique game and has a lot of unique things to it that I really enjoy so
- Wonderland's War was fantastic it was just long
- we played a ton of Monikers and it's really nice to have everyone come together and play a game instead of like everyone breaking off into different groups
References (from this video)
- Adds high-stakes battles to the line-up
- Strong thematic flavor
- Battle timing can add pressure; may feel punishing
- fighting monsters to gain stars
- fantasy war with battles at rounds four, five, seven, eight, nine
- thematic battle progression
Mechanics (from transcript analysis)
- Combat: Dice — battles occur at set rounds; compare dice to defeat monsters to gain stars and resources
- end-round battles with dice — battles occur at set rounds; compare dice to defeat monsters to gain stars and resources
Video topics + discussion points
Quotes (from this video)
- This game is so fun.
- This is like one of the games that I often like lose myself in, if that makes sense.
- Rolling Realms Redux is a really good addition.
- I got a score of 41.9.
- Meadow is really fun because you are writing a number one through four on any of these little fences here.
References (from this video)
- tight footprint relative to theme
- great shelf appeal
- space requirements may constrain layout
- Area control with fantasy themes
- Fantasy battle across a whimsical land
- Thematic and visual storytelling
- Parks
- Ark Nova
Mechanics (from transcript analysis)
- Area Control — compete for influence across zones
- Card-driven actions — cards enable actions and combat outcomes
Video topics + discussion points
Quotes (from this video)
- these shelves are too cool to suggest anything
- i'm drooling and looking at games
- i really like the looks of it
- best looking arrangement shelf
- i want this collection as well
References (from this video)
- high production value and thematic cohesion
- great for teaching and playing with mid-sized groups
- engages social dynamics and bluffing in a vivid setting
- rule complexity may require careful teaching
- length can grow with player count
- political power struggles and factional intrigue
- Alice in Wonderland-inspired fantasy realm
- thematic, story-driven order-fulfillment and conflict
Mechanics (from transcript analysis)
- area_control — compete for control areas to gain power and bonuses
- asymmetric_powers — different abilities and pathways for each player
- card-driven_actions — cards drive actions and influence outcomes
Video topics + discussion points
Quotes (from this video)
- it's the easiest thing in the world i should just get better at my job
- "the storyteller's job isn't for either side to wins almost like a dm in a dnd session; their goal is to make for an epic conclusion"
- i'm elbow deep in bloodstone tidal blades 2 banner festival
- you're basically space Uber or space lift
- cash grab means that you put no or little effort into a product and then you over price it
References (from this video)
- Thematic flavor and production are stunning
- Engaging battle system with bidding interactions
- Highly replayable with different strategies per game
- Complexity may challenge newer players
- Production heavy components may increase setup time
- Fairy-tale conflict with strategic territory control and battles
- Fairy-tale world of Wonderland, dynamic battle across lands
- Cheeky, whimsical, battle-driven with thematic flavor
- Quacks of Quedlinburg
- Fort
- Root
Mechanics (from transcript analysis)
- Area control / battle track — Compete for territories with a battle track that advances and resolves conflicts
- Asymmetric powers — Different factions with unique abilities influence battles and strategy
- bag-building / drafting — Players draft and draw chips from a bag to fuel battles and actions
Video topics + discussion points
Quotes (from this video)
- the production is insane it is so highly overproduced
- the theme is amazing
- the battle tracks are really cool
- it's like a card crafting system
- you can be good or bad in this game
- this is an adorable little tile placement objective based game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- no board games were harmed in the making of this video
- stickering video
- this video is chaotic but it's kind of fun to watch
References (from this video)
- Lavish production and thematic flavor
- Engaging multiple phases with meaningful choices
- Character abilities add variety to each run
- Complex to learn due to multiple interacting systems
- Production-forward games can be costlier/less accessible
- Bag-building with character-driven powers and area control
- Alice in Wonderland-inspired fantasy conflict across regions
- High-fantasy whimsy with puzzle-like combat
- Quacks of Quedlinburg
- Foundations of Rome
Mechanics (from transcript analysis)
- Area Control — Resolve battles region by region with layered abilities
- area control and region-based battles — Resolve battles region by region with layered abilities
- bag building — Drafts and builds a bag of chips for actions and battles
- bag-building — Drafts and builds a bag of chips for actions and battles
- tea party phase and madness mechanic — A thematic phase that influences how many resources you commit
Video topics + discussion points
Quotes (from this video)
- this die instead of the just a normal looking die you've got swords and arrows
- it's cooperative so you you can't talk
- the production is beautiful
- the tutorial mission walks you through learning the game
- it's a beast to learn
- gosh Mage Knight is just so dang fun when you finally click
References (from this video)
- described as a fantastic shelf option and a centerpiece
- implies strong thematic appeal
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think this is a fantastic look.
- it's a fantastic collection almost I want it.
- I still don't have eclipse.
References (from this video)
- Amazing game with fun mechanics mashup
- Cool characters from Alice in Wonderland
- Bag drawing creates interesting decisions
- Area control for victory points
- Card drafting for abilities
- Tea party drafting mechanic
- Super fun overall
- Great mechanics combination
- Out of stock for over a year
- Fallen in rankings due to unavailability
- Backed version not yet received
- Alice in Wonderland
- Fantasy
- Whimsical characters
- Tea party
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- there's so many games you will never have time to play all of them
- thematically it's so well represents the theme it feels amazing
- it's one of the most unique designs I've ever played
- don't trust your friends
- every time you win or lose you always feel satisfied about with this game because this is what I build
- what else you want from board games got good times and good stories
- it's Simplicity is what amazes me
- one of my favorite games because of the experiences it gives you
- no two games were the same which I really loved about it
References (from this video)
- Cheshire Cat faction provides a strong cat-themed anchor
- Engaging bag-building with thematic area control
- Bright, evocative Wonderland theme
- Thematic fluff can be dense for some players
- Variety can lead to longer teaching times
- tea tables, factions, and epic battles with a Cheshire Cat motif as an eventful faction
- A magical war-torn Wonderland where factions vie for control and bag-building resources.
- thematic, colorful, and competitive with a playful whimsy
- Root
- Calico
Mechanics (from transcript analysis)
- area control / bag-building hybrid — Control of regions is decided by bag-drawn outcomes and strategic placement of units.
- bag-building / push-your-luck — Draw tokens from a bag to determine actions and interactions during region battles.
- teaparty tokening — Token collection and bag reveals influence encounters and scoring in various rounds.
Video topics + discussion points
Quotes (from this video)
- This is an essential cat game.
- This is a cat game because cats and kittens boop on beds.
- Calico is an extreme puzzle brain burn kind of game.
- You are making quilts to appease the cats.
References (from this video)
- Thematic flavor and art direction that evoke Wonderland
- Multiple viable strategies due to asymmetry and card drafting
- Tension in battles with area control and troop placement
- Varied scoring paths via quests, forges and castles
- High complexity and learning curve for new players
- Rule interactions can be nuanced and require careful reading
- Live stream audio issues can distract from play
- Alice in Wonderland-inspired faction combat and area control
- Wonderland, a whimsical war-torn Tea Party setting with factions vying for control
- thematic, narrative-driven battles with card drafting and bag-building
Mechanics (from transcript analysis)
- Area control / region battles — Players place supporters to contest regions; battle outcomes determine VP.
- Asymmetric powers — Each faction (e.g., Mad Hatter, Red Queen, Jabberwock) has unique abilities affecting strategy.
- Bag-building / resource management — Chips and tokens are collected and stored in a personal bag and drawn during rounds.
- drafting — Players draft cards to add Wonderland-specific cards or chips to their bag.
- Forge chips and forge track — Chips can be forged to upgrade abilities; there are forge locations on the board.
- Quest cards — Quest goals provide VP or multipliers for completing conditions during battles.
- Shards as penalty scoring — Drafting and certain actions grant shards that subtract VP at game end unless mitigated.
- Wager cards — Before battles, players wager chips on outcomes to influence scoring and engagement.
Video topics + discussion points
Quotes (from this video)
- we are going to be playing Wonderland's War on Kickstarter; it's live with a couple days left
- each one of us gets to play a different faction
- this is incredibly powerful
- the audio is popping and crackling a little bit
- we're in Arkansas... noodles
- it's going to be an epic battle
References (from this video)
- stunning artwork and components
- high player interaction and tension
- great table presence and story immersion
- heavy production level may overwhelm casual players
- multiplayer pacing can be lengthy
- Alice-inspired chaotic conflict with whimsical factions
- Alice in Wonderland themed world with bag-building
- Rich theme integration with dramatic presence
- Root: Marauders expansion
- Described as a bag-building battler with heavy theme
Mechanics (from transcript analysis)
- bag-building — players draft and bid from a bag to activate abilities and combat
- miniatures and table presence — highly visual, thematic components
- push-your-luck and area control — tension between bag pulls and battlefield outcomes
Video topics + discussion points
Quotes (from this video)
- Wonderland's War is not only one of my favorite games of 2022. Definitely one of my favorite games of all time.
- This is a cottage game this is a cottage game this is a cottage game.
- I love bag building and I love tile placement and I love collecting honey.
- Wonderland's War the table presence of this game is 10 out of 10.
- Applejack is the other one that I just want to keep playing over and over and over.
References (from this video)
- Every decision feels meaningful with broad, appealing options on each card.
- The Wonderlandian components (chips, region effects) provide strong thematic flavor and variability.
- Individual games can run long for some player counts; pacing depends on number of players and familiarity.
- Potential analysis paralysis with many cards and choices in early plays.
- Whimsical faction-building and card-driven engine optimization in a looser, fast-paced arena.
- Wonderland-inspired kingdoms with regional control through card-driven actions.
- Character-driven chips and region-based scoring with thematic Wonderland flavor.
- Elders Scrolls: Betrayal of the Second Era (in thematic scope and engine-building vibe)
- Karuka
Mechanics (from transcript analysis)
- area control / region scoring — Strategic placement and timing determine who controls regions and accrues victory points.
- bag-building / chip placement — Players add chips to their bag and place figures in regions to gain effects and points.
- card drafting — Players draft cards that determine actions and opportunities around the table.
Video topics + discussion points
Quotes (from this video)
- the exploration in this game, Ryan, it is so so good.
- it's just a fun experience with Wonderlandians and the cards that come up.
- the dopamine hit of exploring and flipping and deciding how you're going to orient.
- This is probably the top one on my list of games in my collection that you haven't played.
References (from this video)
- strong theme and art direction
- fast-to-learn yet deep strategic choices
- asymmetry adds variety and replayability
- some players may find scoring mechanics opaque over time
- can escalate in session length depending on player decisions
- Wonderland characters in a competitive duel for action advantage
- Wonderland-themed party/tableau where players collect gems and execute actions
- fairy-tale whimsy with strategic depth
- Malala (inspiration reference)
- Wonderland-themed dueling games
Mechanics (from transcript analysis)
- Area/Region Scoring — scoring tied to board regions and gems gathered
- asymmetric characters — each player controls a unique character with special abilities
- dueling / head-to-head play — duel-like interaction with competing action economies
Video topics + discussion points
Quotes (from this video)
- "bubble wrap... that's amazing"
- "it's like an area control type of game but everybody plays as an asymmetrical character"
- "two-player only game... sneaky fun"
- "I freaking loved it"
- "it's quick to play but it's really strategic"
References (from this video)
- Beautiful production; thematic and tactile components
- Engaging battle mechanic; everyone involved
- Rulebook could be clearer; can be heavy to learn
- Asymmetric characters and battle for control
- Alice in Wonderland-inspired battle across Wonderland
- Bag-building and territory battles with a strong fairy-tale theme
Mechanics (from transcript analysis)
- Area Control — Battle phase to determine control of territories
- Area control / battle track — Battle phase to determine control of territories
- asymmetric player powers — Different characters offer unique abilities
- bag building — You build a bag of chips to perform actions in battles
- bag-building — You build a bag of chips to perform actions in battles
Video topics + discussion points
Quotes (from this video)
- this is probably my favorite real-time game this has been my favorite real-time game i've ever played
- it's chaos and it is so much
- the production is incredible, the box is literally a grimoire
- this game looks amazing; i just want to admire the art
- it's so smooth it's so cut throat with sandra being involved
- i love this game i love everything about it
- obsessed literally love it so much
- star wars villainous is the new installment of villainous
References (from this video)
- intriguing Wonderland-inspired theme
- strong thematic appeal
- fantasy conflict and territory control
- Alice in Wonderland-inspired setting with whimsical factions
- story-driven battle/game-in-the-theme
Mechanics (from transcript analysis)
- unknown — not described in the transcript
Video topics + discussion points
Quotes (from this video)
- This is a luxury item like this is not a necessary item at all for you to be a board gamer
- Dexter is the happiest camper
- This is something that we like to discuss once a year just for full disclosure for a community
- we are going to finish the second half of season two of Pandemic Legacy
- If you are interested the link is always in all of our video descriptions
References (from this video)
- Beautiful table presence
- Fun bag-building push-your-luck
- Works well at 2-players despite criticism
- Magical gaming experience
- Not optimal at 2-player count
- Push-your-luck can be frustrating
- whimsical fantasy
- area control
- bag building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Star Wars in a box
- We are talking about objectively the best games in the whole wide world
- The limit does not exist
- As mean as a game as you can play
- I love not knowing what's going to happen
- It's perfect
- Root is my type of game
- Most played game of all time
- This is phenomenal
- If you're in a horror movie is not everything dependent on luck
References (from this video)
- lavish production
- multifaceted design with many interacting systems
- fun experiences
- complex for new players
- not always a perfect synergy of parts
- bag building feeding into drafting and area control
- fantasy tea party battlegrounds with whimsical factions
- lavish, thematic, kitchen-sink design
Mechanics (from transcript analysis)
- Area Control — battle around regions via a battle track driven by bag draws
- bag building — drafting chips/factions into a personal bag to draw later
- card drafting — selecting drafting choices to influence bag contents and scoring
Video topics + discussion points
Quotes (from this video)
- it's a big lavish production
- absolute classic
- this game is a dopamine hit
- it's comfort food
- this goes to Earth
- the end experience is greater than the sum of its parts
- it's a game that nails the gateway/accessible space
References (from this video)
- Amazing production
- Over-produced
- Alice in Wonderland theme
- Alice in Wonderland
- Licensed
- Fantasy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- moments during board games that formulate memories that you'll never forget
- there's just something for everyone
- it's all about the people
- the board gaming space has allowed me to just have so many incredible fun moments that i'll never forget
- it chose us via christy
- we're gonna have it at jeff's parents basement everybody's coming
- agricola sucks and everybody else seems to love it
- arnak is severely overrated
- i don't think gloomhaven should be number one on the list anymore
- humans are not good at rating things
- my nine is different than your nine
References (from this video)
- Excellent bag building mechanic derived from Quacks of Quedlinburg
- Smooth and simple drafting system
- Wide variety of powers to experiment with
- Customizable faction abilities
- Tense and exciting combat with high variance
- Stunning visual design
- Brilliant gambling mechanism that keeps neutral players engaged
- Neutral players can bet on battle outcomes
- Some character balance issues requiring updates
- Bag building mechanic may feel random to some players
- Not everyone enjoys luck-based token drawing
- Lewis Carroll's Alice in Wonderland
- War/Battle
- Tea Party
- Factions led by Wonderland characters
- Military strategy
- Array
- Array
Mechanics (from transcript analysis)
- Area Control
- bag building
- Battle resolution
- Betting and bluffing
- Betting/gambling
- drafting
- Token drawing
- Unique player powers
- Variable player powers
- worker placement
Video topics + discussion points
Quotes (from this video)
- Kia ora koutou and welcome to wonderlands war in about 3 minutes
- War has come to Wonderland with armies marshalling behind luminaries such as the hatter, the cheshire cat and Alice
- can you win the war while still playing nice at the Tea Party
- Wonderlands War takes the bag building of quacks of quedlinburg and makes it into a war game and that's a core mechanic I find absolutely fantastic
- the combat is tense and exciting as each bag pull becomes another point where the result could pivot suddenly
- just look at it, Marvel at it what a stunning looking game this is
- the best thing about this game is the gambling, keeping neutral players engaged in other people's battles is brilliant
- fundamentally it's no different of drawing cards from a deck but to some it feels way more random, if that's you avoid the game
- wonderlands War, off with the heads, gold medal game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a beautiful kind of story
- you need to play with the right group
- it's not cute
- it's like comfort food games
- the rules are simple
- oh my god it's so good
- it's a ramp... chaos
- this is an easy one to just flick some discs around
References (from this video)
- strong thematic tie-in
- potential for family and gamer play balance
- rules and balance may be a challenge for new players
- faction-based area control and drafting flavor
- Alice in Wonderland-inspired conflict with factions
- fantastical, competitive, thematic
Mechanics (from transcript analysis)
- Area Control — Control zones on a board to gain points and resources
- drafting / bag-building — Draft cards or resources; influence actions and scoring
Video topics + discussion points
Quotes (from this video)
- the most anticipated game of 2022 for two players two one
- please like, subscribe and see you next time on the next video
- it's cute and perfect for a family game to get introduced somebody
References (from this video)
- bag building-centric mechanics
- area control integration
- card drafting elements via rondelle
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love this game it's a bag builder
- it's so good
- the characters feel I mean so thematic
- this is going to be good
- this is family friendly but it's not kid's game
References (from this video)
- very satisfying drafting and engine-building
- highly thematic with engaging decisions
- rules can be a bit complex at first
- some players may find it heavy for quick game nights
- Classic fairy-tale world with fantastical factions
- Wonderland-themed area-control with drafting
- Thematic, story-rich with mechanical depth
Mechanics (from transcript analysis)
- Area Control — Control zones on a modular board using tokens and actions.
- area-control — Control zones on a modular board using tokens and actions.
- card drafting — Carefully chosen cards fuel powerful combinations.
- card drafting and engine-building — Carefully chosen cards fuel powerful combinations.
- drafting — Players draft options each round to build a strategic hand.
Video topics + discussion points
Quotes (from this video)
- the story is fantastic
- production wall used through the roof
- tons to do if you're a sucker for Space theme
- it's a huge campaign game
- it's the only game you can't really get right now because it was just on Kickstarter
- my favorite solo game hands down this year
- it's a two-player card game
- the odds are always in your favor
- it's a drafting game
- every action does that
References (from this video)
- Strong visual identity and theme
- Engaging for players who enjoy skirmish feel without heavy rules
- Miniatures-style combat with whimsical aesthetics
- Alice-in-Wonderland-inspired battle narrative
Mechanics (from transcript analysis)
- Tactical combat and skirmish with thematic modules — Dynamic board states and unit interactions
Video topics + discussion points
Quotes (from this video)
- there are no rules there are no rules there's nothing I was trying to say it's our Channel we get to do whatever we want
- Green Team Wins is the king we're talking Tom Brady the goat of party games
- Hands down the best racing game I've ever played
- the coziest board game
References (from this video)
- Lavish production and thematic flavor
- Engaging bag-building and area control blend
- Rich variability through character powers
- Large box and setup can be cumbersome to transport
- Not ideal for casual players due to depth and theme
- Personal heroes with unique powers navigating a chaotic landscape
- Wonderland with bag-building and area control
- Thematic, high-production, combat- and bag-building driven
- Quacks of Quedlinburg
- Quacks? (bag-building influence elsewhere)
Mechanics (from transcript analysis)
- Area Control — Fight for territories and manage resources to score
- area control / battles — Fight for territories and manage resources to score
- bag building — Collect and place chips from a bag to influence outcomes
- bag-building — Collect and place chips from a bag to influence outcomes
- character upgrades / rewards — Improve your Wonderland and gain bag-building advantages
Video topics + discussion points
Quotes (from this video)
- the dynamic map element, which that's unique to Catacombs, the other ones just have a static board, is a huge part of the fun of the experience.
- it's a game that allows as much thinking as you want.
- there's nothing like it.