StoryLong time ago in the land of rising sun, spirits and demons known as Yokai were harming human lives.
Yokai did not directly attack people, but they were causing supernatural disasters: Yokai caused farmlands to burn, rivers to flood, thunders to roar, and diseases to spread.
One day a chieftain of the nearby village visited you, an Onmyoji, a practitioner of Japanese esoteric cosmology. Through your knowledge of astronomy and occultism, you discover the only way to help save the village. It is simple: the more Yokai you manage to capture, the less the menace caused by these demons. After a few months in the village, you are successful in your efforts; the Yokai menace is completely eradicated in that village!
Then, word reaches you of the havoc being wrecked by the Yokai on your own village. In your absence, the village chieftain has consulted another Onmyoji to help save your village. This is an affront because this is your village and the people under attack are your people. It is your job to save the day! Do not let another Onmyoji save the day and go down in history as the greatest there ever was and the Savior of your village at the time of need.
Compete against your rival Onmyoji and capture as many Yokai as you can!
Gameplay OverviewIn Yokai Septet, your goal is to capture high scoring Boss Yokai by strategically playing cards from your hand. Each turn, players play a card from their hand following the rules of the "trick taking games."
After everyone has played a card, the player who played the strongest card matching the lead suit takes all the cards played this turn. A new turn continues until one of the round's end condition is met. At the end of the round, the winner of that round is determined.
In a 4-player game, the game is played as a team battle of two players versus two players, whereas in a 3-player game, all players play individually competing. The winner of the round is the team that captured four or more Boss Yokai in a 4-player game, and three or more Boss Yokai in a 3-player game.
The winner of the round scores points based on the Boss Yokai they captured. New rounds are played until the game's end condition is met, which can be either 2 points for a basic game, or 7 points for an advanced game.
Components
49 cards (7 suits, 7 cards each)
18 scoring tokens
4 player aids
1 lead player card
- Team-based play adds strategic depth and social fun
- Distinct seven-suit design and unique art
- Acts as a gentle, accessible trick-taking game for families
- Points are earned from bosses, not the trump suit, which creates interesting decision pressure
- Short playtime encourages quick repeat sessions
- Limited to 3 or 4 players, reducing group size flexibility
- Seven suits can be hard to manage for new players due to sorting complexity
- Three-player game lacks teammate dynamic; four-player mode is preferred
- competition and teamwork centered around capturing discrete boss cards while managing varied suit values.
- A social trick-taking card game featuring seven suits and seven boss cards in which players try to capture those boss cards to score.
- light, instructional, family-friendly
- Hearts
Mechanics (from transcript analysis)
- boss_cards_capture — Seven boss cards (one per suit) determine scoring; players aim to win these cards to gain points; trapped cards can end rounds.
- Hand Management — Players sort hands by suit to manage seven suits and identify available plays, especially with diverse card values.
- hand_sorting_and_management — Players sort hands by suit to manage seven suits and identify available plays, especially with diverse card values.
- Memory — Remembering played cards helps plan future plays and predict when bosses are likely to appear.
- memory_and_card_tracking — Remembering played cards helps plan future plays and predict when bosses are likely to appear.
- round_end_conditions — Rounds end when a team or player achieves the required number of boss captures or a set number of tricks without bosses have been completed.
- team_play — In four-player games, players form two teams across the table; teamwork adds strategic coordination across hands.
- Teams — In four-player games, players form two teams across the table; teamwork adds strategic coordination across hands.
- trick_taking — Lead and follow-suit; highest card in the lead suit wins the trick, with trump selecting outcomes.
- Trick-Taking — Lead and follow-suit; highest card in the lead suit wins the trick, with trump selecting outcomes.
- variable_suit_values — Each suit has its own numeric range, affecting which cards are valuable for scoring; e.g., green runs 1-7, purple runs 2-8, etc.
Video topics + discussion points
Quotes (from this video)
- This is a trick taking card game.
- Seven is the magic number.
- Let's play that again.
- I love teaming up with one of my kids.
- Team play would be more strategic.
References (from this video)
- Had a lot of fun with it
- Kind of hard to find right now
Mechanics (from transcript analysis)
- Trick-Taking — A team-based trick taking game.
Video topics + discussion points
Quotes (from this video)
- this is going to absolutely take me out of my comfort zone since I don't usually Express personal favorites
- if you force me to declare my favorite game of all time right now after much resistance I would say it's this
- I'm expressing probably in this video more personal opinions about games than I have over the entirety of this Channel and I'm not sure how I feel about it
- I just don't get any joy out of explaining why I don't like something when I know it might be something another person could possibly absolutely enjoy
- I have to admit it's kind of fun
- I probably won't do it again for another 10 years
References (from this video)
- Engaging team play where players must coordinate.
- Unique objective of winning sevens without taking too many tricks.
- Interesting card mechanics with variable suit ranges.
- Beautiful art and components.
- The passing mechanic adds a layer of interaction.
- Provides a smooth and enjoyable gaming experience.
- Host Tyler finds the scoring punishing and hasn't achieved a solid win yet, preventing it from making his personal list.
- The goal of collecting sevens can sometimes backfire if not managed correctly.
- Yo-kai
Mechanics (from transcript analysis)
- card passing — Players pass cards to their teammates.
- Objective Fulfillment — The primary goal is to win sevens, but not too many tricks overall.
- team play — Played in teams, requiring coordination and communication.
- Trick-Taking — Players take tricks.
- Variable suits/numbering — Suits range from 1-7 and 6-13, adding complexity.
Video topics + discussion points
Quotes (from this video)
- The Lord of the Rings is something that I really, really enjoy.
- In most instances, you are playing out your entire hand in this game.
- The packaging and the product design of this game is also just phenomenal.
- It's that one thing that's like everybody's trying to push their points up a little bit more like they want to, but you don't want to do it too much because everybody starts to gang up on you.
- The scoring because you do better if other people do worse. And don't meet their bids.
- Every time I played this game, it just has tickled my brain in the best way possible.
- It takes this simple idea, I guess, and then elevates it just enough that it feels like Ilia said classic, but also doesn't um pull away from the uniqueness of this game.
- It does have grand moments, which I love in games, as many of you know by now. You can be so confident that you're not going to take another trick and you're sitting at 25 and bam, you did. You've busted. Eat it.
References (from this video)
- beautiful art
- engaging take on a familiar mechanic
- may require a learning curve for new players
- mythic yokai and trick-taking mechanics
- Japanese folklore trick-taking setting
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Aircon is the UK's second largest board game convention.
- they run these events and last year we attend them we love them
- it's the first time we'd been recognized
- this amazing shared experience that for the rest of the weekend any time I ran into any of those folks as part of the game it was like we were friends
References (from this video)
- Clever balance around the seven in each suit
- Good tension and teamwork in 2v2 play
- Moderately complex for new trick-taking players
- Requires familiarity with suit/value ranges
- folklore and trick-taking
- A deck-building trick-taking setting with yokai-themed suits and a cooperative-leaning 2v2 variant
- mythic and competitive with hidden collaboration
- Other trick-taking games
- Yokai-themed games
Mechanics (from transcript analysis)
- team-based play — In the 4-player variant, players form two teams and coordinate without full disclosure.
- Trick-Taking — Players play cards in tricks with seven as a key high-value card; 2v2 teams can influence outcomes with limited communication.
Video topics + discussion points
Quotes (from this video)
- It's so good. This is a fun one to bring out.
- Two teams trying to figure out the words each other's words by using numerical codes.
References (from this video)
- tense, strategic, and thematic trick-taking
- relative accessibility for new players
- rules-heavy for newcomers
- mythic creatures and changing trump by round
- spooky yokai-themed trick-taking with boss figures
- boss cards switch trump and values per round
- Skull King
- Five Cucumbers
Mechanics (from transcript analysis)
- boss-driven scoring — sevens are powerful; end condition tied to boss collection
- Compound Scoring — sevens are powerful; end condition tied to boss collection
- Trick-Taking — trump changes by round via flipped cards and 7s
- trick-taking with changing trump — trump changes by round via flipped cards and 7s
Video topics + discussion points
Quotes (from this video)
- "one of the most underrated, most thematic trick-taking games out there"
- "cooperative trick taking game, but there's a hidden trader"
- "neat connection between its theme and its mechanisms"
- "this is not a persuasive essay to convince you that arcs is a trick-taking game"
- "Skull King is one of those games where every round has a big moment"
References (from this video)
- Innovative team play
- Vibrant artwork
- Complex scoring with sevens
- Requires good team coordination
- Team trick-taking with sevens and color suits
- Japan-inspired yokai spirits, color-coded suits
- Playful and strategic
- The Crew
Mechanics (from transcript analysis)
- Passing and color suits — Passing at the start; sevens determine end.
- Team-based trick-taking — Will try to win sevens across teams.
- Trick-Taking — Will try to win sevens across teams.
Video topics + discussion points
Quotes (from this video)
- it's one of the first trick taking games that I would think of bringing out to show somebody
- I would give this an S
- A for me
- I give this one an A
- the theme is great but still a D
- Gummy Trick is fantastically fun
- Vivo is a sleeper hit for me
References (from this video)
- Plays best at 4 players
- Easy to find 3 other people at convention
- Super easy to carry around
- Not a huge time commitment
- About 20 minutes to play
- Allows running off to other activities
- Knowing when to win vs lose tricks
- Strategic depth
- Feel smart making good decisions
- Tricky and fun
- Played it 4 times at Aircon without getting old
- Yokai (Japanese spirits/monsters) competition
- Japanese folklore
- Competitive team trick-taking
Mechanics (from transcript analysis)
- Boss Cards — Yokai cards with value 7 that contain special powers and are worth winning
- Losing Tricks — Sometimes winning a trick is bad - players must strategically choose when to lose
- team play — Played in teams of 2v2
- Trick taking — Players play cards to win tricks
- Trick-Taking — Players play cards to win tricks
- Variable Suit Values — Boss card position changes by suit - might be high, low, or middle value
Video topics + discussion points
Quotes (from this video)
- I've seen enough 90 sitcoms to know it's never a good idea to try to be in two places at once
- conventions are the perfect place to play a game that requires a larger group
- at a convention the people who signed up to play probably really want to be there
- I'm easily distracted at a convention it's a lot of stimulus and it's overwhelming
- it's quick and shouty and silly and it always goes over really well
- it's unreasonably fun and lovely and feels really good to play from a pure really tactile perspective
- it's wacky high energy dexterity silliness and that's honestly everything I want while at a convention
- I mean no accomplishment feels as good as that
- it's so simple and so good and it makes me laugh with my friends
- knowing when to try and win a trick and when to try and lose a trick makes me feel so dang smart
- it's fascinating that depending on the style of the people I'm playing with the game can feel really different
- it's just it's dang good y'all
References (from this video)
- Strong trick-taking appeal for fans
- Accessible for a range of players
- Availability may be limited at events
- Trick-taking with a yokai motif
- Fantasy Yokai world
- Light-hearted, humorous
Mechanics (from transcript analysis)
- Team/partner dynamics (implicit social play) — Players may coordinate with partners or leverage remembered cues to optimize tricks.
- Trick-Taking — Classic trick-taking play with a yokai-themed twist; hand management influences who wins tricks.
Video topics + discussion points
Quotes (from this video)
- this is the first time we're bringing out cabo deluxe deluxe
- it's the easiest thing to grab on the shelf
- this is the physically biggest one that we have
- not alone without location powers
- Parade plays up to six
- Jack's Friends is a streamlined Not Alone with different locations
References (from this video)
- upgraded components and foil sevens are visually striking
- tightly designed with accessible rules for quick play
- slightly tactile components; new print boasts improvements over earlier version
- requires coordination with players to optimize timing
- collecting sevens; ceremonial duels for points
- Japanese folklore inspired Yokai
- light, whimsical
- The Mind
- Codenames? (not used in transcript)
Mechanics (from transcript analysis)
- hand_management — manage a hand to time when to win the seven cards with foil/seven emphasis
- set_collection / scoring — collect sevens to maximize score; the seven cards carry special value
- simultaneous_card_play — players play cards to influence which Yokai cards win; sevens are critical
Video topics + discussion points
Quotes (from this video)
- it's basically it's an auction tiling game
- it's a classic Euro but with fresh mechanics that you don't really see in newer games
- the best scoring that you can get is one building amongst all these things is is four points
- I really liked it I think the very first uh work that I scored I took it all as money and I thought like this is great I'm gonna have so much money for the rest of the game but I think that hurt me in the end
- it's mean that it was comical
- it's a very silly game
- it's a strong mix of chaos and strategy
- it's better with higher player counts
- it's one of those games where there's very limited communication; it's fully cooperative
References (from this video)
- Beautiful production
- Buzz around the title from outlets
- Difficult to count and manage with asymmetric decks
- Not everyone enjoys the complexity
- asymmetric deck design with seven suits
- Supernatural yokai themed world
Mechanics (from transcript analysis)
- Asymmetric deck / seven suits — Sevens counting as the primary scoring mechanism with high card mixed into play.
Video topics + discussion points
Quotes (from this video)
- I'm really curious to see how people react to it.
- The idea is that maybe I do this near the end of a month and then the update vlog obviously is a week later.
- It was a really fun time; it was a blast.