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
- Easy to learn and pick up
- Allows for satisfying combo turns
- Good for players new to pick-up and deliver games
- Slow start
- Can become chaotic towards the end
- Creating wormholes to deliver goods between planets.
- Space
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a limited number of moves per turn, and using wormholes does not cost a move.
- network building — Players create wormholes by placing pairs of discs, allowing for faster travel between connected points.
- Pick-Up and Deliver — Players pick up goods and deliver them to specific planets.
Video topics + discussion points
Quotes (from this video)
- The god cards are really cool because there's uh randomized right you only get a certain number of gods per game which adds uh unique abilities that you do over course of the game right I think there's 20 in the game or something like that I don't remember but yeah you're you're you're stilling their favor to activate them but if if you're not careful the priority of when those certain God powers activate if I steal enough favor then you said I'm going to use this God favor at this value it won't activate.
- The simplest thing you do can change strategy and can have ramifications.
- The resolution of how those actions resolve that's really really good.
- The ink was little very small pieces of cardboard and y'all I can't count the number of times Tony dropped ink on the floor that night it was so funny my big old sausage fingers trying to get in that stupid bag pulling out ink oh it was oh it was sad it was so sad I wish those had been wooden tokens or acrylic or thicker cardboard cuz they were kind of hard uh to pick up that is a nitpick.
- The goal of the game is to knock out two of your opponent's camps and then they win the game.
- The only issue I had when we were playing this was I was getting frustrated with some of the verbiage because I I couldn't get out of my head Marty that you I always felt like you had to go through those forces that you couldn't bypass them.
- The Art's amazing I I love the anime style art I love being able to create my own combo decks the limited resources the closed resources basically of the secure leaves and how they shift around and use for Shields or distance or life or activating cards I like that and the very small deck that creates the built-in timer that deals you damage over time.
- The game is built on a timer every time you have to reshuffle your deck you will take a damage which I also like that internal clock too which is going to take us back to where I talked about Hitler's right game reshuffling is the timer.
References (from this video)
- Second game from Peter McPherson (designer of Tiny Towns)
- Focuses on creating a network of wormholes for commerce and travel
- Using wormholes for commerce and travel, making money ('spacebooks') by building a network of wormholes.
- A peaceful galaxy where wormholes have been invented.
Mechanics (from transcript analysis)
- network building — Building a robust network of wormholes.
- Pickup and delivery — Wormholes is a pickup and delivery game.
Video topics + discussion points
Quotes (from this video)
- i know i say this a lot but there is genuinely so much tabletop news going on right now
- hawthorne is all about weaving narrative and adventure into his games
- you might as well embrace it
- what could possibly go wrong
- it looks right up my street
- i do love the theme of theme parks
- wake up sheeple
- i can't argue with sand number one it doesn't listen it's sand but also it's one of the most widely beloved play things ever
- and every day i truly like deep and in a meaningful way hate sand
References (from this video)
- evolves travel network with wormholes
- designed by a designer with prior acclaimed titles
- not a lot of information available yet
- pickup and deliver with wormholes
- planets in space
- competitive route optimization with wormholes
- Tiny Towns
Mechanics (from transcript analysis)
- Modular Board — board layout changes to increase replayability
- pickup and deliver — collect passengers on planets and deliver them to other planets
- wormholes — use wormholes to improve travel efficiency and compete
Video topics + discussion points
Quotes (from this video)
- i am a huge fan of title blades the art is gorgeous
- this is sky tier horde is a follow-up that is a completely different genre and this one speaks to me way more than the mobile one
- i cannot wait to find out more about this when the crowdfunding campaign launches
- it's going to be one of those ones that like it just every so often i'm going to be searching up being like so is this still on track for 2023
- i am super super pumped about this
- i cannot wait to get this on my hands
References (from this video)
- engaging concept with strong player interaction
- delivery and routing in space with wormholes
- two to five players; wormhole network
Mechanics (from transcript analysis)
- interaction through wormholes — You can use others' wormholes and they can use yours, scoring when others use yours
- interactive wormhole usage — Using others' wormholes yields points; points are earned by others using your wormholes
- pickup and deliver with wormhole creation — Create wormholes to link locations and move goods
- pickup and deliver with wormhole placement — Players place/activate wormholes to move across the board and score points
- two-sided interaction of wormholes — Players place and use wormholes that affect scoring and routes
Video topics + discussion points
Quotes (from this video)
- I can't wait to get my hands on this
- it's one of the most exciting things I've seen
- this looks stunning on the table
References (from this video)
- Technology allows space-faring vessels to warp
- Opens up possibilities for commerce and travel
- Players are captains of spaceships equipped with cosmic tunneling fabrication devices
- Make serious space bucks by building a robust network of gates
- Delivering cargo and disgruntled passengers
- Building a network of gates to deliver cargo and passengers across the galaxy.
- Future where technology allows space-faring vessels to warp
- Players act as spaceship captains making space bucks.
Mechanics (from transcript analysis)
- economic — Making serious space bucks.
- Pick-Up and Deliver — Delivering cargo and passengers.
- Route Building — Building a network of gates to the farthest reaches of space.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Interesting theme
- Economic gameplay
- Building a network of wormholes for commerce and travel
- Future space
- Players act as spaceship captains using wormhole technology to earn money.
Mechanics (from transcript analysis)
- economic engine building — Players aim to earn money and become successful captains by managing resources and expanding their network.
- Pick-Up and Deliver — Players deliver cargo and passengers to various destinations.
- Route Building — Players build a network of gates (wormholes) to connect different locations in space.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Interesting space-travel theme with multi-step planning
- Engaging interplay around wormhole building and passenger delivery
- space exploration and transportation
- space travel, planets, wormholes
Mechanics (from transcript analysis)
- build_and_use_wormholes — Wormholes are built and used to move efficiently back home, influencing route choices.
- End Game Bonuses — The endgame dynamic expands wormholes throughout the board, impacting decisions.
- Pick-Up and Deliver — You travel to planets and move passengers to destinations, earning money for deliveries.
- route_and_transport — You travel to planets and move passengers to destinations, earning money for deliveries.
- variable_endgame — The endgame dynamic expands wormholes throughout the board, impacting decisions.
Video topics + discussion points
Quotes (from this video)
- "we're silly"
- "this video is delicious"
- "it's a real time game"
- "it's coming to Kickstarter soon"
- "I love this game"
References (from this video)
- spacious, thematic travel experience
- nice map layout
- encourages planning and anticipation
- rules learning curve could be non-trivial for younger players
- space travel with set collection and route planning
- space exploration and wormhole traversal
- space opera lite
Mechanics (from transcript analysis)
- map traversal / take advantage of opponents' routes — interact with others' routes to score and block
- Network/Route Building — optimize routes via wormholes to maximize points
- Route planning — optimize routes via wormholes to maximize points
- Set Collection — collect passengers and wormholes to score
Video topics + discussion points
Quotes (from this video)
- winter is a new game from devere games
- it's a really nice puzzle
- it's not until it is exactly ... so this game is a very clever trick taking game
- traveling through space and reaping the benefits of wormholes
- it's a high energy game it's got a lot of laughs a lot of giggles
- the box is also very cute
- experience is the right word here
References (from this video)
- Innovative mechanics
- Fast-paced movement
- Strategic depth
- Space
- The Underground
- Tiny Towns
Mechanics (from transcript analysis)
- Pick-Up and Deliver — Players pick up cards and drop them off at planets.
- Route Building — Players build routes using wormhole tokens that anyone can use.
- Set Collection — Includes small bits of set collection on cards.
Video topics + discussion points
Quotes (from this video)
- there were a number of different ways to engine build and work towards you know you could get lots of large workers so you had lots of choice of actions or you could get lots of incomes but it ended up being a really tight battle on that tile placement the Army Warrior placement board
- it's the type of Cooperative that no Alpha player can take control
- the way you draft them here you've got so many things to think about
- it's a brilliant release
- this is the best real-time game there is because there's very few rules and that means you don't have to stop and ask each other the rules all the time
- it's highly interactive you look at other opponents what they are close to you can also steal one of their
- this is actually going to sound like quite an understated review because there's nothing there's not much new here this is a five action Euro it's got a map it's got a um you know it's got a track it's got all the sorts of things said collection nothing really new
- the dice drafting you mentioned before each die that you take it's going to have a color which tells you how many resources which tells you what resource you get it's going to have a number which tells you how many of that resource you'll get and it dictates what action the dye is connected to and the action points you'll get is equal to 7 minus the number on the die
- the map is really tight once people have built in locations it really blocks others out and that's a lot it's a lot tighter than I'm used to seeing these days on Euro map boards and it was what made it stand out
- what I like about this is that it's combo your egg combo your actions of other players back of cards
- you've always dropped like the risk yeah you've always got the risk if you're just waiting for that one little extra thing to come into someone's hand you've got that risk that they all get
References (from this video)
- Intriguing dynamic; repeatable play with different planets/holes
- Complex; long; not a strong fit for casual sessions
- Pieces/text-heavy; learning curve steep
- Space logistics; dynamic board setup
- Space/galactic passenger transport via wormholes
- sci-fi/space opera
- Tiny Towns
- Fit to Print
Mechanics (from transcript analysis)
- Route optimization via wormholes — Move passengers through wormholes; scoring depends on routing and efficiency
Video topics + discussion points
Quotes (from this video)
- I'm going to go over right now the list of games that I've acquired in 2024
- I've decided to get rid of the bottom three
- it's sunk cost fallacy and I don't need to hold on to this
- the three I mentioned are Admirals, Rosio, Rap Gods
- this is one of those 'it's the wrong theme for today' moments
- I don't want to be gaslit into justifying my position in the comments
References (from this video)
- Visually impressive.
- Cool concept.
- No luck factor.
- Bone dry.
- Very rigid.
- Transparent strategy.
- Left the host wanting.
- Lacked creative spark.
- A bit boring and mundane.
- Wasn't a very fun game at all.
- Building Corinthian columns.
Mechanics (from transcript analysis)
- abstract strategy — Described as a 'twoplayer only abstract strategy game'.
- Area Majority — The objective is to have the majority of your color in each column, with rewards for opponent contribution.
- Resource Management — Players manage a strict capacity of stones (resources).
Video topics + discussion points
Quotes (from this video)
- This one is just simple to the point where it's boring.
- In reality, it was bone dry.
- I think this is more of an activity than a good game.
- You are as good as the cards in your hand.
- This game completely caught me by surprise because I wasn't quite expecting it to be as good as it is.
- One of the standout things which I cannot praise enough about this game is how tense it is from the very start.
- This one just completely throws it on a side. It adds in that battleship feel to it and it's just a a totally fresh design.
- It is a true point salad, but the game is actually pretty rapid.
- All in all, it just ticks every single box that I want um from a Euro.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "a new Twist on Route building"
- "it's quick to learn and a lot of fun to play"
- "it's really quick and easy"
- "go and buy it if you haven't"
- "The nearest thing this can remind me of was on the Underground"
- "I think this is really smart twist"
- "we opened with the tagline a new Twist on Route building"
- "it's highly recommended from both of us"
References (from this video)
- quick to learn and quick to play
- light and approachable, not overly thinky
- clever new twist on route building
- fast play with a satisfying network dynamic
- highly recommended by both hosts
- a lot of randomness
- initial confusion about how the mechanics come together
- pickup and deliver across a space network using wormholes
- planets in a Galaxy with wormholes; sci-fi theme
- The Underground
- Ticket to Ride
- Gaia Project
- Tiny Towns
Mechanics (from transcript analysis)
- Board obstacles and special hexes — Board includes asteroids, nebula, photon cannon, and other special spaces affecting movement.
- Deck management and draw limit — You draw up to four cards, but you can only draw once per turn; space station can replace drawn passengers.
- Drop-off and compensation — Delivering via wormholes can drop off for free; players earn points when others use their wormholes.
- End Game Bonuses — The game ends when every planet has a wormhole next to it; three final turns then tally points.
- End-game condition — The game ends when every planet has a wormhole next to it; three final turns then tally points.
- Instant travel via wormholes — When matching wormholes exist, you can travel instantly across the galaxy along the route.
- Movement limit per turn — On a turn you have three actions and can move up to three spaces.
- Movement Points — On a turn you have three actions and can move up to three spaces.
- Network/Route Building — Players place wormholes with numbers; matching numbers create a travel route that anyone can use.
- Pick-Up and Deliver — Delivering via wormholes can drop off for free; players earn points when others use their wormholes.
- scoring and end-game bonuses — Points come from wormholes placed, passengers delivered, and end-game bonus points for diversification.
- Wormhole placement and matching — Players place wormholes with numbers; matching numbers create a travel route that anyone can use.
Video topics + discussion points
Quotes (from this video)
- "a new Twist on Route building"
- "it's quick to learn and a lot of fun to play"
- "it's really quick and easy"
- "go and buy it if you haven't"
- "The nearest thing this can remind me of was on the Underground"
- "I think this is really smart twist"
- "we opened with the tagline a new Twist on Route building"
- "it's highly recommended from both of us"
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- after playing it i'm pleasantly surprised and i really liked it
- it's chaotic mess that is five different sets of five wormholes
- i enjoy this game
- it just didn't spark my fancy
References (from this video)
- Short to medium playtime (roughly 20-30 minutes for two players), quick to table
- Easy to teach but offers depth and strategic decision-making
- Lots of mobility and free actions create a dynamic, emergent feel
- Strong sense of travel and route planning with satisfying combos
- Low component count but high variability in setup and play experience
- Two-player experience did not spark the hosts' interest as much as higher player counts
- RNG elements can make certain turns feel lucky or unlucky (e.g., card draws)
- Some players may struggle with spatial planning; endgame pacing can feel abrupt depending on end conditions
- wormhole-based space exploration
- space travel across the galaxy with wormholes
- Forbidden Island
- Mariposa
Mechanics (from transcript analysis)
- endgame trigger — The game ends after the connected wormhole token is revealed (all planets have wormhole tokens), finishing the current round plus three more.
- energy-based movement — Each player starts with three energy tokens; the energy is spent to move your ship to adjacent spaces (except blocked ones).
- free_actions — On a turn, players can perform free actions like placing wormhole tokens, warping through wormholes, dropping off passengers, and using map features.
- Hand Management — End of turn includes discarding and drawing passenger cards from planets or the space station with specific draw rules.
- hand management and drawing — End of turn includes discarding and drawing passenger cards from planets or the space station with specific draw rules.
- map features and photon cannon — Map feature tokens (e.g., photon cannon) grant special movement abilities as free actions.
- Passenger Management — Players can drop off passenger cards at adjacent planets, face-down in a stack, worth points at endgame; drawing/discarding passenger cards is part of turn management.
- wormhole activation and use — Once two wormhole tokens are placed, they are flipped to active and can be used to warp between matching tokens without spending energy; using an opponent’s wormhole grants the owner a point.
- wormhole placement and adjacency rules — Free actions include placing wormhole tokens with rules about adjacency (no more than one token adjacent to the same planet by the same player; different players can share adjacency).
Video topics + discussion points
Quotes (from this video)
- after playing it i'm pleasantly surprised and i really liked it
- it's chaotic mess that is five different sets of five wormholes
- i enjoy this game
- it just didn't spark my fancy
References (from this video)
- Excitement tied to the designer and connection to Tiny Towns
Mechanics (from transcript analysis)
- unknown — Mentioned as an exciting upcoming title by Peter McPherson; no mechanics stated
Video topics + discussion points
Quotes (from this video)
- Carnegie that's my favorite of 2022 so far by a significant margin
- corrosion i had really high hopes for and i didn't just it didn't really meet my expectations so that was extremely boring
- we're married
- we're going to the us on sunday for three weeks
- pre ordered horseless carriage so i'm looking forward to play that
- castle burgundy there's there's many yeah there's so many absolutely like every time i say it's a forever keep in our videos
- lofoten i have heard about it
- Everything Everywhere All at Once
- Severance
- Troll Hunter
References (from this video)
- 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)
- 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