In a peaceful galaxy, a new technology has been invented: wormholes. They allow ships to warp from one point to another, which opens up countless possibilities for commerce and travel. As the captain of a passenger spaceship newly equipped with a wormhole fabricator, you can make some serious space bucks by building a robust network of wormholes. Link the farthest reaches of space while delivering passengers to become the most successful captain in this golden age of spacefaring. It’s time to bend space and go fast.
In Wormholes, players collect passengers from planets, each of whom have specific destinations they aim to reach. However, this pick-up-and-deliver process can be quite different once you establish wormholes between different points of the galaxy — and like any good business, your service can be used by other players...at the cost of a few points.
—description from the publisher
- Unique mechanic allowing opponents to benefit your infrastructure
- Creates interesting dynamic of competition and cooperation
- Good for players wanting something heavier and more unique
- Ticket to Ride vibes but next level of complexity
- Complex mechanics might overwhelm casual players
- Space travel and interstellar commerce
- Space/Science fiction
- Abstract
- Ticket to Ride
Mechanics (from transcript analysis)
- Benefit from opposition — Gain victory points when opponents use your wormholes
- Connection building — Connect different spaces on map to create wormholes
- Shared infrastructure — Other players can use wormholes created by opponents
- Speed-based points — First player to create connections gets points
Video topics + discussion points
Quotes (from this video)
- we each gonna present to you five games we have almost never talked about
- really nice filler game for the whole family
- I think the best rolling right cover I've ever seen
- this is one of the most narrative driven War Games I've ever played
- very cinematic is the word I'm looking for
- one of the first tens I gave to a game ever
- it's actually a different game altogether it's absolutely different game except name is the same
- Super stressful but in a good way
- I get ticket Drive vibes from it but like next level
- this is the one you'd like the most because you don't have to play with me because it's a solo game
- if you like Euro games but find them boring because there's not a lot of interaction that's me then this might be for you
- the writing here is very good very good I mean sleeping God's level of good if not better
- very accessible it's very colorful it has nice components
References (from this video)
- easy to teach, quick to play
- pleasant production
- variance in player experience
- some players may crave more depth
- networking across a map via wormholes
- space travel and wormholes; pickup-and-deliver flavor
- light, approachable sci-fi
- Wingspan
- Radlands
Mechanics (from transcript analysis)
- pick up and deliver / route planning — build wormholes, transfer goods, score through routes
- shared deck / discard capabilities — draw from common pool; use cards for effects
Video topics + discussion points
Quotes (from this video)
- The planning phase is the shining part of the entire game.
- This is one of the most unique trick taking games I've ever seen.
- It's a paradox.
- Fast playing two-player game.
- Wingspan is a great engine-building game.
References (from this video)
- quick play
- gateway-friendly
- artwork may be underwhelming
- theme not as immersive as hoped
- space logistics and route planning
- space travel and wormhole trades
- lightweight gateway experience
- Portal
- Galaxy Trucker
Mechanics (from transcript analysis)
- set collection — collect planets and wormholes to score
Video topics + discussion points
Quotes (from this video)
- we are raiding our last 16 games yes from 2022
- we slept on that one too
- it's a gateway game
- I love the little wagons
- I love the Terracotta soldiers
References (from this video)
- Cool mechanic of using wormholes and space routing
- Potential for dynamic player interaction
- First impression felt lackluster; may depend on player count
- Luck of cards/deals may influence balance
- space travel via wormholes; hex-grid movement
- Santiba
- Through the Ages
Mechanics (from transcript analysis)
- route/teleport network — Place wormholes to connect spaces; moving through wormholes affects scoring and strategic options
Video topics + discussion points
Quotes (from this video)
- this is a game that anybody can play with a standard deck of cards
- the real awesome part of this game is taking those cards from the Tableau
- Carnegie is right up there and I've played it dozens of times
- I strongly recommend it I don't think it's necessarily going to blow you away and be the best game you've played this year but I found it fresh I found it interesting and very enjoyable
- it's a really smart Super Fresh really easy to teach game that everyone can play
References (from this video)
- Clear, hands-on tutorial that explains core mechanics
- Dynamic interaction with wormhole ownership and opponent usage
- Short play time fits casual and family groups
- Varied board setup and branching strategies
- Mechanics can be intricate for new players
- Setup and tracking wormhole tokens may slow down lighter sessions
- Wormholes as strategic movement and control mechanisms within a race-style route-building framework
- Interstellar space travel; a passenger spaceship delivers travelers to planetary destinations using wormholes
- Expository/tutorial emphasis that teaches core rules and play flow
Mechanics (from transcript analysis)
- Movement — On a turn you may move your ship up to three hexes. Movement uses energy tokens (you start with three). You may perform free actions before, during, or after moving by spending energy. Impassable hexes (dark background) block movement, so you must route around them.
- Orbit and Nebula tiles — Some hexes form an orbit around the space station or the big ring planet. If your ship is on a dotted-line hex (orbit), you may spend one energy to move to any other hex on the same circular orbit. Nebula hexes let you move again for free after entering and stepping onto a nebula, though you must pay energy to move onto the nebula in the first place; you do not pay energy to move off it.
- Planet and passenger management — When adjacent to a planet, you may, as a free action, discard any number of cards from your hand and draw replacement cards to maintain a hand of four. You place passenger cards into a personal area and draw from the general supply, with planet and dock rules governing how many cards you may draw depending on whether you draw from the planet pile or the space station docks. Delivering passengers to planets yields points and fuels endgame scoring via tokens and the exploration stack.
- Warping through wormholes — If your ship is standing on an active wormhole, you may warp to its paired location for free, consuming no energy. You may warp multiple times in a single turn. You can also use wormholes owned by opponents; whenever you do, the owner immediately gains a victory point.
- Wild wormholes and black holes — Wild wormholes depict a number; if you are on a hex that aligns with another wormhole of the same number and the wormholes are active, you may move for free to that matching wormhole. Black holes flip and discard the top passenger card from the deck and instantly move your ship to a valid adjacent hex; this card is then sent to the docks.
- Wormhole placement and activation — Wormhole tokens are placed on empty hexes adjacent to your ship. Tokens are double-sided with inactive and active sides. Initially you place the token on the inactive side. After placing a new token, you adjust the board so there are at least two spaces between planets, and you rotate the token as needed. Pairs of wormholes become activated when their partner is on the board and aligned; once activated, the pair allows free movement along connected paths and adjacency rules apply (no more than one wormhole token adjacent to the same planet or space station). If a player places a wormhole token around a planet first, they gain the top exploration token from the stack.
Video topics + discussion points
Quotes (from this video)
- how to play the game wormholes
- the game is for one to five players and plays in under an hour
- the Only Rule is that there must be at least two spaces between two planets
- a player can warp through a wormhole if the player ship is standing on top of an active Wormhole the player can move to its spare for free
- each time you use an opponent's Wormhole however the owner instantly gains a victory point
- the first player that places a wormhole token around the planet gains the top exploration token from the top of the stack
- There must always be a route from the space station to every single planet on your board
- these are nebula hexes once a player steps on a nebulous Pace they can move again for free to any adjacent hex
- these are wild wormholes and they depict a number corresponding to a normal Wormhole pair
References (from this video)
- beautiful production; octagonal world
- tight, accessible engine for 2-4 players
- some may find it medium-light volume
- efficient routing with wormholes
- Space exploration / warp-delivery
- space-pioneer vibe
- Williamson-style logistics games
- Small space trucking titles
Mechanics (from transcript analysis)
- Efficiency optimization — Place wormholes strategically to minimize travel time
- Pickup and delivery — Deliver goods via wormholes on a modular board
Video topics + discussion points
Quotes (from this video)
- this is the epitome of an incredible party game
- we opened up space so let's talk about another game that is really hard to explain
- it's a hard game to explain, but I highly recommend Soul Forge
- you could win the gen con exclusive bigfoot roll and smash and a lanyard
- I love reconnecting with friends and meeting people in person after two years
- this is a rolling-right that scales incredibly well