Game Info
Year
2025
Collection
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description
No description available.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 43
This page: 43
Sentiment:
pos 33 ·
mix 3 ·
neu 4 ·
neg 1
Showing 1–43 of 43
Video ntle4nH8QOg
Rules Teach at 0:00 sentiment: positive
video_pk 67812 · mention_pk 164079
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Solo mode plays well.
- Can be challenging.
- Can be pretty swingy, but it's also fun.
Cons
- Can be pretty swingy.
Thematic elements
- superhero
- origin story
Comparison games
none
Mechanics (from transcript analysis)
- hand management — Players manage their hand of cards, deciding which to play and which to discard or use for abilities.
- Resource management — Stamina is a resource used to activate card abilities.
- set collection — Winning specific numbers of tricks or collecting certain card combinations can lead to bonus victory points.
- Trick-taking — Players play cards to win tricks, with a system for following suit and using trump cards.
- Variable player powers — Story cards grant unique abilities that alter gameplay or scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- And if you like the content on the OneTop Co-op Shop, consider supporting us through Patreon.
- The basic idea of Origin Story is it is a trick-taking game, a competitive trick-taking game for two to five players.
- You play five rounds in the game. each round consisting of eight tricks.
- You're either choosing to be a hero where you gain one victory point per trick you win or a villain where you get four victory points if you take zero tricks.
- But the whole superhero theme that's added on to this and the thing that changes things up quite a bit is that you're going to be getting these story cards that give you special powers that let you change up how the trick taking works or give you bonus victory points for doing certain things.
- In the solo mode, you're going against two bots called Vanguardians.
- So I'm playing on difficulty three out of five. Maybe a little bit too high because I did barely beat them on some lower difficulties.
- The game's pretty straightforward, especially if you know trick takers.
- And I got four for getting zero tricks and two more for brainwash. So, I'm back to six.
- The solo mode plays well. It can be challenging uh and it can be pretty swingy, but it's also fun.
References (from this video)
No references stored for this video.
Video ip0Hdet7N7U
Review at 0:02 sentiment: mixed
video_pk 67811 · mention_pk 164078
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Adds variety through hero mats, event cards, and superhero cards.
- Hero/villain choice and zero-trick scoring option changes gameplay and feel of drawing a bad hand.
- Solo mode is generally a pro, with bots that are not entirely predictable.
- The story cards offer a unique element with many variations and combo possibilities.
Cons
- Extra elements like hero mats, event cards, and superhero cards are not used that often and don't feel game-defining.
- Villain choice can feel swingy, too difficult, and not rewarding enough compared to other games.
- Solo mode can be swingy, with random options sometimes being 'super dumb' or providing the exact cards needed to win.
- Eight-card hands make trick-taking less impactful compared to games with larger hands.
- Story cards can feel horribly misbalanced, leading to frustrating chaos and imbalanced powers.
Thematic elements
- Becoming a superhero or villain
- Superhero origin story
Comparison games
- Spades
- Hearts
Mechanics (from transcript analysis)
- drafting — Players draw three story cards each round and pick one.
- set collection — Superhero cards are drawn at the beginning of the game and picked at the end, providing something to work towards.
- Trick-taking — Regular trick-taking gameplay where players play eight tricks with an eight-card hand, trying to get as many tricks as possible for victory points, or aiming for zero tricks to turn into a villain.
- Variable player powers — Story cards provide special powers to break basic trick-taking gameplay, offering unique abilities each round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Origin Story is a competitive trick-T game for two to five players with a solo mode.
- My number five point, the least important to know of the five, but still important or I wouldn't mention it are some of the extra elements in the game.
- My number four point is a mix for my taste, and that's how the game is scored and the hero or villain choice each round.
- My number three point focuses on the solo mode by the Automa Factory. And this is generally a pro.
- Speaking of the trick taking, that's my number two, and it's actually a mix for my taste.
- My number one point is one final mix, and that's focus on the story cards in the game.
- So overall, if you want to play a trick taker with a really smooth playing solo mode that has tons of combo possibilities and lots of variety playtoplay, Origin Story might be for you.
- But on the other hand, if chaos and imbalanced powers and sometimes feeling like you're out of the game pretty early sound frustrating, you might want to avoid this one.
References (from this video)
No references stored for this video.
Video gN0iNUxTrjU
Rules Teach at 0:02 sentiment: positive
video_pk 67818 · mention_pk 164084
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Excellent blend of comic book theme and trick-taking mechanics.
- Innovative two-player mode with sidekicks adds significant depth.
- High replayability due to a variety of powers, events, and hero reveals.
- Satisfying character progression and backstory development.
- Stunning and unique watercolor art style.
- Strong thematic integration of powers and narrative.
- Solo mode is well-regarded.
Cons
- The aggressive, confrontational nature of trick-taking is amplified, making it less suitable for players who dislike direct player-vs-player conflict.
- The visual style, while beautiful, might not be perceived as traditional comic book art by some.
Thematic elements
- Superhero origin stories
- Superhero world
- Players develop their hero's origin story over five rounds of trick-taking.
Comparison games
- Marvel Champions
- Sentinels of the Multiverse
Mechanics (from transcript analysis)
- end-of-round scoring — Players score points based on their alignment (hero or villain) and the number of tricks won.
- Events — A single event card is drawn mid-game, which significantly alters the rules or game state for the remainder of the playthrough.
- hand management — Players manage their hands of cards, deciding which to play and when, and can sometimes discard and draw new cards to improve their hand.
- set collection — Some powers involve collecting cards of specific suits or types to gain points or trigger effects.
- Trick-taking — The core gameplay involves taking tricks, with standard rules for following suit and trump suits. Special powers and events modify this core mechanism.
- two-player variant — The game emulates a four-player game in a two-player setup, where each player controls a hero and a sidekick, adding complexity and strategic depth.
- Variable player powers — Players choose and develop unique powers throughout the game, which significantly alter gameplay and strategy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If you love comic books and you love trick- games, it's like the folks at Stonemire Games have literally parted the skies and delivered to you the perfect game.
- This delivers on both of those in every way imaginable. a really solid trick- taking game and some really wonderful innovations on the form.
- The only reason I would say this is not worth checking out is if you vehemently despise superheroes and want nothing to do with them, or if you fundamentally don't like tricking.
- The aggressive, in-your-face, confrontational thing. Um, you know, and while Jen and I were really enjoying this and all the satisfaction of leveling up our characters and trying to score points, the first time Jen went super villain and I knew, oh, okay, I have to make sure she wins once and just once so she loses everything she put into that. That's when I realized, yep, like any trick taker, this isn't for me because all my thought is bent on denying you and everybody else around the table what you work so hard to achieve.
- It's more interactive if such a thing is possible.
- This game throws so much extra stuff into the mix that it will constantly be making you re-evaluate what a trick taker is.
References (from this video)
No references stored for this video.
Video 9Fodej0bVkw
Review at 0:05 sentiment: positive
video_pk 67822 · mention_pk 164088
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The story cards offer tons of variability and allow players to shape their gameplay.
- Synergizing story cards can make players feel increasingly powerful.
- The alignment choice each round adds interesting strategy.
- The integrated player aid on the back of superhero cards is a clever design choice.
- Event cards add significant changes to a round, providing replayability.
- The game is enjoyable at higher player counts (3-5).
Cons
- It can be difficult to keep track of all player powers and abilities, even one's own.
- The art style, particularly on the box, does not strongly convey the superhero theme.
- Players who prefer a lot of control and planning might get frustrated by the randomness.
- Assembling the score trackers can be tricky and lead to errors.
- The two-player mechanism was not considered worthwhile by one reviewer.
Thematic elements
- Superhero
Comparison games
none
Mechanics (from transcript analysis)
- engine building — Players activate story cards and powers on their player boards using stamina, building up their abilities over rounds.
- hand management — Players manage a hand of numbered cards and choose story cards to play.
- Role selection — Players choose to be either a hero or a villain each round, which affects scoring.
- set collection — Collecting certain combinations of cards or activating specific powers could be seen as a form of set collection.
- Trick-taking — The core gameplay involves playing cards to win tricks, with a lead suit and trump suit.
- Variable player powers — Story cards and superhero cards grant unique powers that affect gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Origin Story is an engine building trick-T game for one to five players that is designed by Jamie Stegmire and Pete Whistinger.
- Heroes will get a victory point for each trick they win during the round, and villains will get four victory points if they manage to earn zero tricks that round.
- It can be a little chaotic and a little bit for people to really wrap their minds around, especially if they're not familiar with trick-taking games already.
- The art style doesn't work for the game play. It's not that I don't like the art style. I think it's that the art style with what I'm expecting in the game. I want more comic book art in that.
- The story cards, the special powers that you're going to be playing down onto your board. There are tons of them.
- So, in conclusion, we really haven't talked about player count. We actually have played this at two, three, four, and five player count.
- This one I would bring out when I have people who are experienced with trick taking so that they wouldn't get super overwhelmed by all of the powers and the changes to the game from round to round.
References (from this video)
No references stored for this video.
Video hBj0UxIQ9eA
Review at 0:11 sentiment: positive
video_pk 67804 · mention_pk 164071
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The story cards are the secret sauce and make the game unique.
- The hero/villain alignment adds an interesting layer of decision-making.
- Deciding which story cards to charge after seeing your hand adds tactical depth.
- High replayability due to different card combinations and strategies.
- The two-player variant is thoroughly enjoyed, even more than other player counts.
- The game has a great arc, becoming more complex and offering more options as it progresses.
Cons
- It can be hard to keep track of all active abilities with higher player counts, leading to chaos.
- Some characters and abilities feel imbalanced or not created equal.
- The scoring for winning zero tricks should be scaled based on player count.
- Some story cards are better suited for specific player counts.
- The art on normal playing cards could have more variety.
Thematic elements
- superhero development
Comparison games
none
Mechanics (from transcript analysis)
- card drafting — One event, 'team selection', forces players to draft cards for the round.
- engine building — Players develop their character by choosing and charging story cards that provide ongoing abilities.
- secret goals — Players secretly choose an alignment (hero or villain) and a superhero that grant points based on different conditions.
- tableau building — Players develop their character by choosing and charging story cards.
- Trick-taking — The core of the game is trick-taking with familiar lead, follow, and trump rules.
- Variable player powers — Each character starts with a special ability, and story cards grant additional powers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Hello my friends. Today we are going to be characters going through a story and developing ourselves into some superhero powers.
- The story cards are the secret sauce. This is really what makes the game what it is in my opinion a good game.
- Quite honestly, this two-player version of this game is my favorite version of this game because of those reasons. It's even more thinky tricktaking and uh it's less chaotic. It's honestly two-player is my favorite.
- It can be really hard to keep track of all the active abilities.
- Some of these do not feel like they are all created equal.
References (from this video)
No references stored for this video.
Video Q_k5nVg35AA
Review at 0:04 sentiment: positive
video_pk 67767 · mention_pk 164031
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Adds interesting twists, turns, and chaos to trick-taking.
- Building unique power sets is a favorite and unique part of the game.
- The hero/villain choice adds an interesting dynamic.
- The sidekick mechanic in a two-player game adds information and makes it feel like a four-player game.
- The way you can build combos with abilities is really unique.
- Interesting event cards can significantly change gameplay.
- Powers can be very wild and create interesting combos.
- Varied powers and event cards make for a different game each time.
Cons
- Going villain can be tricky and hard to achieve.
- Misplaying cards can be costly.
- Some powers are hard to execute (e.g., winning all cards of a specific suit).
Thematic elements
- building your own origin story
Comparison games
none
Mechanics (from transcript analysis)
- bluffing/deduction — The hero/villain choice and imperfect information encourage deduction about opponents' hands and intentions.
- card drafting — Players choose superpower cards to add to their abilities.
- event cards — A special event occurs mid-game that affects all players.
- hand management — Players manage their hands of cards, including drawing and discarding.
- hand-building — Players add superpowers to their player board, creating a unique power set.
- set collection — Some powers involve collecting cards of a specific suit or value.
- sidekicks — In a two-player game, sidekicks act as dummy hands that can participate in tricks.
- Stamina resource — Stamina is used to charge and activate superhero powers.
- Trick-taking — The core mechanic of the game involves playing cards to win tricks.
- Variable player powers — Players select and power up unique superhero abilities that alter gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If you're a tricktaking fan, we've got we've got good news. If you're a superhero fan, we've got even better news.
- This is the part that makes the game very unique to me. You're you're building your own power set basically.
- This is a very clever, tricky game. No pun intended.
- These sidekicks make it interesting.
- Immediately gain seven points. Then take the top card of the superhero deck or the story deck.
- When revealed, temporarily reveal your hand and choose a suit. Gain VP equal to the low the value of the lowest card in that suit.
- Very, very different game every time you play.
References (from this video)
No references stored for this video.
Video EgRuaIanJ6g
Unboxing at 0:14 sentiment: positive
video_pk 67681 · mention_pk 163862
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Fantastic artwork
- Unique combination of mechanics (trick-taking and engine building)
- Engaging event cards that add twists
- High production quality
- Character-specific abilities
Cons
none
Thematic elements
- Superhero
Comparison games
none
Mechanics (from transcript analysis)
- engine building — It's basically a tricktaking game. And it's also an engine building game.
- Trick-taking — It's basically a tricktaking game. And it's also an engine building game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This entire game, everything in here just looks fantastic. But it's also Stonemire Games and their production quality and everything they do is through the roof.
- This game looks absolutely fantastic. I love the artwork in it. I love the theme of it, the look of it. It just sounds really good. I can't wait to give this one a play.
References (from this video)
No references stored for this video.
Video y9Uh5D6EQ0U
Review at 0:35 sentiment: negative
video_pk 67678 · mention_pk 163859
Click to watch at 0:35 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- The artwork is nice.
- The variety in the powers is pretty high.
- The core trick-taking mechanic is easy to understand.
- The rulebook for the main game is not particularly big.
- The two-player variant offers a tiny bit of extra strategy.
Cons
- The back of the box has a piece of paper instead of being printed.
- The rulebook doesn't cater to all potential interactions between powers, leading to confusion.
- Frequent FAQ moments occur during gameplay due to unclear rules.
- The trick-taking part is not particularly special.
- Dealing only eight cards per round is low and doesn't mitigate bad hands.
- The starting ability for players is often lame and unused.
- There's a lot to keep track of with multiple abilities per player, especially in later rounds.
- The game feels better with fewer players; five players can be too much.
- The two-player variant is not the best way to play.
- Stonemire Games has a track record of balance issues.
- Some powers are unbalanced and vary greatly in effectiveness depending on player count.
- Luck of the draw significantly impacts gameplay, potentially leading to a player being unable to win early.
- The event deck in round three feels like a throwaway mechanic.
- The solo mode is swingy, random, and difficult to manage.
- The game feels flat and like a chaotic mess.
- Player scaling is non-existent, leading to games where players are knocked out early or one player is too powerful.
Thematic elements
- Superhero
Comparison games
- Alice in Borderlands
- Wingspan
- Vidiculture
- Scythe
- Tapestry
- Expeditions
- Fox in the Forest
- Niet
- The Crew
- The King Boru one
- Lord of the Rings Trick Taker
- Badger Badger
- Nikosu Dice
- Diamonds
- Banner Festival
- Four Northwood
Mechanics (from transcript analysis)
- Alignment dial — Players can set an alignment dial to hero or villain mode, affecting scoring based on winning or losing tricks.
- Deck building/upgrade — Players upgrade their superhero boards with various bonuses and special abilities drawn from a large deck of cards over five rounds.
- event cards — An event card is drawn in round three, introducing special conditions for that round.
- player powers — Each superhero has unique powers and special abilities that build up throughout the game, influencing gameplay.
- Trick-taking — The game features a standard trick-taking mechanic with three main suits and one trump suit.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The problem is that the rule book does not cater for all the potential interactions that this deck of cards can have.
- This is probably the trick the the trick taking game I've played where I've had the most questions asked during the game.
- The main issue I have with these powers though is the main problem that befits every single Stone Mar game in existence.
- It feels like with the design of this game that somebody just basically went right let's just copy how trick taking works in every other game ever right we don't need to design that and now let's just come up with as many different ideas for powers as we can brainstorm in one big session with a couple of drinks that's what the design of this game feels like.
- But nothing in this game scales with the player count. It just gives you a bunch of powers and just says play it with as many players as you like and see what happens.
- And that's not a good feeling when you feel like you've basically been pseudo knocked out of the game in an early stage because somebody just got lucky with their powers.
- This one just feels like a bit of a chaotic mess.
- All in all, this one just kind of feels flat.
- The chaos factor is too high here. The player scaling is non-existent.
- This one for me gets a four out of 10.
References (from this video)
No references stored for this video.
Video DNmG-vmxayY
Discussion at 9:27 sentiment: positive
video_pk 67631 · mention_pk 163792
Click to watch at 9:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Creative trick taker
- Most theme of any trick taker played
- Works well for two players
- Works well in a group setting
- Appeals to families
- Appeals to hardcore gamers
Cons
- A little bit more on the chaotic side
Thematic elements
- Superheroes or super villains
Comparison games
- Skull King
Mechanics (from transcript analysis)
- Role selection — Before each round, players choose to be a superhero (wanting to win tricks) or a super villain (wanting to not win tricks).
- Trick-taking — It is the only trick-taking game on the list, where players win tricks.
- Variable player powers — Players gain superpowers over the course of the game that give them unique abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Sanctuary is kind of a new version of Arknova. It's not necessarily a sequel to Ark Nova at all, but what it's doing is taking a lot of what people loved about Arknova, especially like the zoo, building and collecting animals, and it's repackaging it in a what I would call maybe a little bit smaller, but more streamlined, faster tile placement game that takes a lot of what people did love.
- Orlone has continued to be my number one and it may still be my number one.
- With that said, this big box has everything you've ever wanted. It has all of the expansions included. It has nice storage trays. Has all sorts of deluxe bits.
- If you know someone who owns it and loves it, get them this big box because the storage solution for all things Arnac is fantastic. Plus, it does come with new content.
- It's heavy but in a very approachable way. They really did a great job with every aspect of this game.
- It does give us sort of vibes, but it's kind of like a stepping stone into that that heavier game.
References (from this video)
No references stored for this video.
Video W5QXeJcrTyo
Rules Teach at 0:01 sentiment: positive
video_pk 67562 · mention_pk 163691
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Engaging solo mode that feels different from multiplayer.
- Interesting theme of superhero origin stories.
- Strategic depth in trick-taking decisions.
- Variable player abilities and story cards add replayability.
- Leadership mechanic in solo mode allows for strategic point gain and influencing the game flow.
Cons
- The solo mode is described as the easiest difficulty, implying higher difficulties might be significantly harder.
- The host mentions that 'creative' ability didn't end up helping much in the playthrough.
Thematic elements
- superhero origin stories
Comparison games
none
Mechanics (from transcript analysis)
- Drafting (story cards) — Players draw 'story cards' and choose one to keep, which represents part of their superhero's origin.
- hand management — Players draw and play cards from a hand, making decisions about which cards to keep and which to discard, often through special abilities.
- Push Your Luck — The 'High Noon' card in the final round involves revealing cards from hand and comparing them to deck cards, with potential for significant point gains.
- set collection — AI opponents draw cards and keep cards that match suits currently in their hand, discarding others.
- Trick-taking — The core mechanic involves players playing cards to a central pile, with the highest card of the lead suit (or the highest trump card) winning the trick. Players must follow suit if able.
- Trump suit — The 'love' suit is designated as the trump suit, which can win a trick regardless of the lead suit.
- Variable player powers — Each playerboard has an innate ability, and players can charge and use special abilities throughout the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm going to be playing Origin Story, which is a trick taking game all about superhero origin stories.
- You can either be a hero wanting to win tricks. You get a point for every trick that you win. Or you can be a villain. You get four points if you win no tricks, but no points if you win any.
- It gave you a good idea of what the ultimate struggle mode is like.
- leadership, I think, more than anything, because I could engineer a situation in the solo game where I could try and win the trick.
References (from this video)
No references stored for this video.
Video EKNs-uA1ehY
Review at 0:18 sentiment: positive
video_pk 67523 · mention_pk 163646
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- High variety and replayability due to story cards, superhero selections, and events.
- Engaging and interesting game system that avoids being a dull standard trick-taking game.
- Great artwork and thematic presentation, particularly the player boards and card evolution.
- Fun and enjoyable experience, even for someone not typically fond of trick-taking games.
- Uncertainty in how tricks play out adds to the enjoyment.
Cons
- The host is not generally a huge fan of trick-taking games, which influences his overall enjoyment.
- Another player (Ray) enjoyed the game but felt satisfied after one play and wasn't eager to play more.
Thematic elements
- superheroes
Comparison games
- Arcs
Mechanics (from transcript analysis)
- card drafting — Players select one story card out of three dealt and later select one superhero card out of two.
- Push Your Luck — The choice between being a superhero (scoring for tricks won) or a supervillain (scoring if no tricks are won) introduces a push-your-luck element.
- Resource management — Players manage stamina tokens which can be spent to activate special abilities.
- set collection — Players collect tricks won throughout the round, which contribute to their scoring.
- Trick-taking — The core mechanic involves players playing cards in suits, with the highest card winning the trick, and hearts acting as trumps. Players score based on the tricks they win or don't win depending on their alignment.
- Variable player powers — Players choose a superhero at the end of the game which grants special abilities, points, or ways to earn points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Hello ladies and gentlemen, and welcome to the discriminating gamer.
- I recently had my toe amputated and I had a prosthetic put on there made out of a mint. I call it my tic-tac-toe.
- Now, this player board depicts different people who suddenly find they have superpowers.
- I am not generally a huge fan of trick taking games.
- Stonemare don't make crap.
- And they really made pains here to make this an engaging and fun and interesting system, which I really appreciate it.
- I'm not a huge trick taking fan and this game is not going to really change that for me. I like this game. I think this is a fun game. I enjoyed it. I didn't fall in love with it.
- If you love trick-T games though, there's no doubt in my mind you will eat this one up.
- So, with all that said, I'm going to go ahead and give Origin Story a seven on the coding scale.
References (from this video)
No references stored for this video.
Video HYc5-6a7gEU
Discussion at 7:12
video_pk 67045 · mention_pk 162990
Click to watch at 7:12 · YouTube ↗
Pros
none
Cons
none
Thematic elements
- Superheroes/Origin stories
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Now onto the video that I already filmed where I talk about sponsorships and maybe if I get to it if I have time, my ranking of my top 10 favorite Stonemaier games.
- No money was exchanged. We're just kind of a figurative sponsorship rather than a a literal one.
- Why build roads when you can go to space?
- What better way to tour Japan than from inside a giant mech?
- Making sure everyone's vantage is never blurry.
- I love that a rum company is the sponsor of our wine making game Viticulture.
- When you can't find enough friends to use as bait to tame real dragons, you can do it on the tabletop with much less bloodshed.
References (from this video)
No references stored for this video.
Video iYKQtjQjdEY
Discussion at 7:49 sentiment: positive
video_pk 67043 · mention_pk 162950
Click to watch at 7:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If I was a smarter man, Oh, Mitchell, you're the smartest man. You did it, but I just in case you didn't, I had to have a little voice giving up.
- What would a modern day like a proper modern hobby board game of life look like?
- The fact that you're horrified by King of Stone is another one.
- The end at the end of the day, it's more about the social experience and the social experience was so fun, so enjoyable, and so connected that as much as it would have been great to play a board game, it was like we didn't miss it.
- The Stonemaier Games logo with little cat ears.
- I say that because you'll see products being announced or here and I say oh we decided, you know, world peace. No, that's not happening anything now. We're doing this now you're not doing that we know so there's so many things that people put out there that are not, you know, real products or real things and I'm like aw, it's sort of like did you ever have a dream that something amazing happened cuz a lot of times I can tell when I'm in a dream.
References (from this video)
No references stored for this video.
Video 2FCjlEUPgD8
Watch It Played Rules Teach at 0:14 sentiment: neutral
video_pk 63804 · mention_pk 157312
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Clear separation of draw deck and discard pile is easy to visualize.
- Story cards provide varied powers and strategic choices.
- Alignment-based scoring adds thematic payoff.
Cons
none
Thematic elements
- Superhero origin, powers, talents, and alignment
- Personal origin stories of superheroes or villains
- Story-driven personal origin narrative
Comparison games
none
Mechanics (from transcript analysis)
- Alignment and scoring — End of round scoring uses the alignment dial; hero gains one VP per trick won; villain gains four points if no tricks won; otherwise no points for villain.
- Compound Scoring — End of round scoring uses the alignment dial; hero gains one VP per trick won; villain gains four points if no tricks won; otherwise no points for villain.
- deck management — If a deck runs out, discard pile is shuffled into a new deck before drawing; if there is no discard pile, you don't draw.
- end game bonuses — After five rounds, the player with the most victory points on their alignment board wins.
- End-game condition — After five rounds, the player with the most victory points on their alignment board wins.
- End-of-round resource handling — After scoring, all charged stamina is returned to supply; rounds progress to next dealer.
- Event cards (round 3) — Round 3 reveals an event card with effects during and at end of round; events still interact with hero/villain scoring.
- Events — Round 3 reveals an event card with effects during and at end of round; events still interact with hero/villain scoring.
- Megaphone icon charging — Certain charge abilities with a megaphone icon must be charged by all players before resolving.
- Round and tricks structure — Game consists of five rounds; each round includes eight tricks; winner of a trick leads the next.
- Stamina and charging — Stamina tokens are spent to charge abilities; a charged ability is resolved later; some costs involve removing stamina tokens; stamina tokens return to supply after use.
- Story cards and powers — Story cards provide powers, enemies, talents; from three drawn cards, players choose one to place on their playmat; others go to a shared discard.
- Suits and card values — Cards are four suits (brains/green, speed/blue, strength/red, love/yellow) with numbers 1-13.
- Trick-taking — Players take turns playing tricks; leader plays a card, others must follow suit if possible; highest value in the lead suit wins the trick, with a trump-like interaction for love cards.
- Trick-taking gameplay — Players take turns playing tricks; leader plays a card, others must follow suit if possible; highest value in the lead suit wins the trick, with a trump-like interaction for love cards.
- two-player sidekick variant — In two-player games, each player has sidekick cards; sidekicks cannot score and follow special rules; controller chooses which sidekick card to play each trick.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If you'd like to support us directly, you can join our Patreon team, which I'll have linked below.
References (from this video)
No references stored for this video.
Video BPbl0rS0_lw
The Mill Playthrough at 0:58 sentiment: neutral
video_pk 62807 · mention_pk 155505
Click to watch at 0:58 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- We brought along a few Stonemer games and filmed ourselves playing them.
- Origin Story in a yurt that's in the middle of nowhere with no cell reception.
- we thought we would try to challenge ourselves this year and see how remote we can take Stonemer Games and film a mill video.
References (from this video)
No references stored for this video.
Video -L1mS9MabYE
Ryan and Bethany Board Game Reviews Review at 0:16 sentiment: mixed
video_pk 62210 · mention_pk 154724
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Theme provides a narrative frame that complements the trick-taking mechanics
- Story progression across rounds adds depth beyond standard trick-taking
- Special abilities tied to stamina offer strategic choice
- Two-player sidekick variant exists and works reasonably
Cons
- Does not dramatically differentiate itself from other trick-taking games
- Two-player variant is not as strong as the four-player version
- Theme can feel forced or overemphasized compared to pure mechanics
- Best experienced with four players
Thematic elements
- Superhero origin, personal backstory creation, gadgets, allies, and a possible arch-nemesis
- A five-round trick-taking game where players build a superhero or villain backstory with gadgets and allies.
- Story-progressive with evolving abilities as rounds reveal more of the backstory
Comparison games
none
Mechanics (from transcript analysis)
- hidden selection with simultaneous reveal — Players secretly choose hero or villain at the start of a round and reveal simultaneously.
- Resource management — Activating action abilities consumes stamina, limiting how many abilities can be used per round.
- round-based progression with events — Each round introduces new events and additional abilities, gradually expanding gameplay and story elements.
- Simultaneous reveal — Players secretly choose hero or villain at the start of a round and reveal simultaneously.
- Stamina resource management — Activating action abilities consumes stamina, limiting how many abilities can be used per round.
- Trick-taking — Players play cards each round; hero scores 1 point per trick, villains score 4 points if they score nothing; simultaneous reveal of hero/villain before each round.
- two-player sidekick variant — In two-player mode, a sidekick accompanies the hero and participates in tricks; sidekick points do not count toward the player's personal score.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game kind of spoon feeds itself to you.
- The sweet spot is four players; this shines at that count.
- This was an okay trick taking game.
- Thematically you're kind of building your story as well at the same time.
References (from this video)
No references stored for this video.
Video iVM0L_YEPsE
Jamie, Tabletoptiktok Discussion at 3:19
video_pk 61354 · mention_pk 154034
Click to watch at 3:19 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this game is so creative because you get to play kind of each of your favorite games in it.
- the box is organized in such a way that each of the cards are separated by color.
- it's very fun to try and beat the courses and see how many um, attempts it takes you to do it.
References (from this video)
No references stored for this video.
Video Cd6SrrCa79c
Allies or Enemies Review at 0:10 sentiment: positive
video_pk 61004 · mention_pk 153391
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong, varied, game-breaking story cards that drive every game
- Thematic watercolor art and well-designed components
- Multiple play modes (2P, 3-5P, and solo) offering distinct experiences
- Memorable asymmetrical power ramps and exciting endgame twists
- Good player boards and dials for tracking scores and stamina
- Clear thematic integration that makes the tableau-building feel meaningful
Cons
- Complex tracking of many powers can be memory-intensive, especially at higher counts
- Some cards can feel overpowered or swingy, risking unbalanced outcomes
- In two-player mode, the villain option is less impactful and requires strategic adaptation
- Balance of superhero cards can feel uneven across different player counts
Thematic elements
- narrative-driven superhero competition with evolving abilities via story cards and events
- Superhero universe with a five-round trick-taking structure where players build a tableau representing their hero or villain identity
- story-arc progression through round-based powers and event-driven twists
Comparison games
- Riptide from the Marauders
- Multiple Man
Mechanics (from transcript analysis)
- allegiance selection — each round players choose hero (positive points per trick) or villain (points for failing to win any tricks); allegiance affects scoring
- event cards — one event card appears in round three that impacts all players with a game-wide effect
- Events — one event card appears in round three that impacts all players with a game-wide effect
- round-based progression — five rounds with increasing complexity; round three introduces a global event; round five reveals a final powerful power
- solo/two-player modes — distinct configurations for two-player and solo play, each with its own pacing and strategy
- stamina tokens — resources spent to power up abilities; higher-powered cards cost more stamina and reduce options for other cards
- Story cards — at the start of each round, players choose one of three story cards to add to their player board, granting ongoing or round-specific powers and effects
- Trick-taking — lead card; other players must follow suit if able; highest card in lead suit wins unless a heart (wild/supersuit) beats all
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the cards feel broken
- these are all incredibly useful and very variable
- three different games in this box
- I think a better game at more players
References (from this video)
No references stored for this video.
Video xozdf9UNHJY
JestaThaRogue Rules Teach at 0:01 sentiment: neutral
video_pk 34593 · mention_pk 103055
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Clear rules explanation and a well-structured five-round flow
- Strong thematic integration with hero/villain dynamics
- Two-player variant adds replayability and asymmetry
- Rich interaction through abilities and stamina economy
Cons
- Complex system with many moving parts could be intimidating for beginners
- Some interactions with sidekicks in two-player mode may feel limited or jarring
Thematic elements
- Heroes vs Villains and the tension of doing good (or avoiding winning) for points
- A superhero world where players discover powers across a five-round trick-taking game
- Competitive, role-based trick-taking with evolving powers and alignment
Comparison games
none
Mechanics (from transcript analysis)
- ability_charging — Charge various abilities by placing stamina on cards and dials, with some requiring multiple slots.
- alignment_mechanic — Each round, players reveal alignment (hero or villain) affecting scoring.
- card_value_modification — Abilities can modify card value or suit; tie-breaking favors earlier card.
- Compound Scoring — Points earned based on tricks won and alignment; end-of-round adjustments occur.
- event_card_mechanic — In round three, a one-time event card modifies gameplay rules.
- Events — In round three, a one-time event card modifies gameplay rules.
- hand management — Deal eight cards to each player and manage hand with charging of abilities.
- hand_management — Deal eight cards to each player and manage hand with charging of abilities.
- round_based_scoring — Points earned based on tricks won and alignment; end-of-round adjustments occur.
- stamina_resource — Stamina tokens are spent to charge abilities; unused stamina persists within round.
- Trick-taking — Eight tricks per round; lead suit rules; love is the trump suit.
- two_player_variant — A separate two-player setup introduces phantom sidekicks and altered play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- You're a superhero discovering your powers across five rounds of trick taking.
- Will you fight for justice or win tricks or go full villain and carefully avoid winning even one?
- Love is the trump suit.
- The winner of the trick will gather all the cards played and keep them in a stack in their play area and will lead the next trick.
References (from this video)
No references stored for this video.
Video tfs0_MVy8lw
Just the Rogue Top 10 List at 6:15 sentiment: positive
video_pk 32583 · mention_pk 96442
Click to watch at 6:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- accessible trick-taking core
- thematic progression feel through rounds
- asynchronous powers enhance replayability
Cons
- some powers can be confusing for new players
- timing rules can be tricky with multiple powers
Thematic elements
- Trick-taking with evolving story cards and alignment-based scoring
- Fictional city where would-be heroes and villains write their fate
- story-card driven evolution over five rounds
Comparison games
none
Mechanics (from transcript analysis)
- alignment-based scoring — Wins for heroes and losses for villains adjust per round
- Compound Scoring — Wins for heroes and losses for villains adjust per round
- story_cards — Round-specific story cards shape powers and scoring dynamics
- Trick-taking — Players win/lose tricks to score points per round
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Sweetlands looks like candy but punches like a brick.
- Nova Era is my game of 2025.
- Pandemic with extra steps, but walking is on brand.
References (from this video)
No references stored for this video.
Video OnbYX7Zkha8
kovray Rules Teach at 0:04 sentiment: neutral
video_pk 28976 · mention_pk 85147
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- Superhero origin stories with hero vs. villain alignment
- Superhero origin adventures across five rounds with engine-building and trick-taking mechanics
- story-driven progression through rounds with evolving abilities
Comparison games
none
Mechanics (from transcript analysis)
- Compound Scoring — score points from story cards and round-end alignment bonuses
- engine building — charge abilities with stamina tokens to activate powers and score points
- engine_building — charge abilities with stamina tokens to activate powers and score points
- event_card_effects — round 3 introduces event cards that modify scoring or round conditions
- hand management — choose one story card to play each round and manage two hero/villain cards
- hand_management — choose one story card to play each round and manage two hero/villain cards
- set_collection_scoring — score points from story cards and round-end alignment bonuses
- trick_taking — play eight tricks per round; lead suit rules; highest card wins; trump via yellow heart
- Trick-taking — play eight tricks per round; lead suit rules; highest card wins; trump via yellow heart
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Origin Story is played over five rounds where you'll discover your hero's origin story with cards through the mechanisms of engine building and trick taking.
References (from this video)
No references stored for this video.
Video gp60-URV_5k
Stonemaier Games Discussion at 31:31 sentiment: mixed
video_pk 28471 · mention_pk 83576
Click to watch at 31:31 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- rich theme, potential for expansions
- story-driven hero reveals
Cons
- wanted more superheroes at launch
- production packaging decisions caused issues
Thematic elements
- superpowers and destiny
- hero origin story with superheroes
- story-driven character reveals and upgrades
Comparison games
none
Mechanics (from transcript analysis)
- box art and packaging decisions — box design with two display options; back-of-box component list decision.
- co-operative work-in-progress with cards — players reveal a superhero; includes a deck of cards representing powers.
- mini-expansion potential — planning for more superheroes and villains.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- giving players some starting resources at the beginning of the game... we like to give players a little boost
- a tiny formatting thing that actually makes a big difference
- the back of the box content packaging decision required a separate sheet to show the component list
References (from this video)
No references stored for this video.
Video E0ddZQhKLOw
kovray Playthrough at 0:00 sentiment: positive
video_pk 28121 · mention_pk 82282
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clear, helpful reference card that guides play and rule follow-through
- Two-player mode with sidekicks provides a compact, interactive experience
- Strong thematic integration with narrative-driven scoring and alignment choices
- Charging abilities and ally/story cards introduce meaningful engine-building decisions
- Sidekicks add tension and opportunities to influence tricks via unique effects
Cons
- Rules and interactions are fairly rich and may present a learning curve for new players
- Scoring can swing dramatically based on superhero reveals and trick outcomes
- Thematic clarity depends on correct interpretation of charged abilities and event timing
Thematic elements
- origin of a superhero, power progression across chapters
- A superhero origin tale told through episodic rounds in a two-player duel with sidekicks
- episodic, chapter-based progression with a hidden final form
Comparison games
none
Mechanics (from transcript analysis)
- alignment_mechanic — At round start, players simultaneously choose alignment (hero or villain) with different scoring goals
- character_abilities_and_charges — Characters have abilities that can be charged with stamina and triggered to modify tricks or draw/discard cards
- deck_recycle_and_reveal — Some turns involve revealing cards from the deck or allies and potentially returning them to hand after effects resolve
- end_of_round_scoring — Scores are tallied at the end of each round, including stamina-based bonuses and trick counts
- Events — Rounds may include event cards that alter the landscape and scoring opportunities
- hand management — Players manage a hand of cards and sidekick cards, choosing which to play and which to replenish or discard
- hand_management — Players manage a hand of cards and sidekick cards, choosing which to play and which to replenish or discard
- round_events — Rounds may include event cards that alter the landscape and scoring opportunities
- sidekicks — Each hero has sidekick cards that must be played by the corresponding player and influence trick outcomes
- story_cards_and_charging — Each round begins with selecting and charging story/ally cards to modify abilities and scoring
- trick_taking — Players and their sidekicks play cards to win tricks; lead suit must be followed; a trump suit (color) can win tricks regardless of lead if present
- Trick-taking — Players and their sidekicks play cards to win tricks; lead suit must be followed; a trump suit (color) can win tricks regardless of lead if present
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is origin story.
- There can only be one.
- The best part about that is it's all on this handy dandy reference card right here.
- We are playing the two-player version.
- Origin Story is a two-player version.
References (from this video)
No references stored for this video.
Video Smy1WruvwYA
Stonemaier Games Playthrough at 0:00 sentiment: positive
video_pk 13758 · mention_pk 40217
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic integration with superhero origin storytelling
- Engaging solo mode with dynamic Vanguardian bots that provide strategic variation
- Clear and expressive trick-taking core mechanics with flavorful trump (Love) and lead-follow rules
- Story cards and built-in character abilities add narrative depth and replay potential
Cons
- Solo rules can be complex to learn and require careful setup (event deck, difficulty dial, leadership options)
- AI behavior is deterministic and may feel predictable over repeated plays
- End-of-round scoring and some interaction mechanics can be confusing without reference cards
Thematic elements
- origin stories, heroism, and competition between heroes and villains
- A superhero origin world explored through a solo trick-taking framework with Vanguardian opponents
- panel-based storytelling with story cards and leading Vanguardians
Comparison games
- Euphoria Worm Span
Mechanics (from transcript analysis)
- Alignment (hero/villain) and scoring — Players choose to be a hero (score points for tricks) or a villain (score differently, e.g., points if you win no tricks); alignment influences end-of-round scoring.
- boss battler — Autonomous opponents ( Automaton, Facreon, etc.) are revealed to have fixed behaviors and limited information that players must react to during each trick.
- Character boards and stamina resource — Each player has a character with a stamina pool that can be charged to power abilities; stamina can be spent to draw or alter hands and effects.
- Combat: Deck/Hand — Solo mode uses a special mini-event deck; players can adjust difficulty to alter the mix of events and impact the challenge level.
- Deck management and card replacement — After each trick, Vanguardians draw and replace cards from the deck, adjusting hands and available options as the round progresses.
- Lead nomination and ally/leader mechanics — The lead can be transferred or nominated to another Vanguardian, granting tactical points and shifting control of the next trick.
- Solo-event deck and difficulty adjustment — Solo mode uses a special mini-event deck; players can adjust difficulty to alter the mix of events and impact the challenge level.
- Trick-taking — Players lead tricks using a lead suit; there is a trump suit (Love) that can override lead suits; rounds consist of multiple tricks with scoring tied to alignment.
- Unique bot opponents (Vanguardians) — Autonomous opponents ( Automaton, Facreon, etc.) are revealed to have fixed behaviors and limited information that players must react to during each trick.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Origin Story, which is a trick taking game all about superhero origin stories.
- Love is the trump suit.
- There is brains, speed, strength, and love. Love is the trump suit.
- That's the superhero card revealed.
- Leadership like flight helped, telekinesis helped, and I could engineer a situation in the solo game where I could try and win the trick.
References (from this video)
No references stored for this video.
Video rujLg6Xp5WQ
Stonemaier Games Top List at 2:51 sentiment: positive
video_pk 12595 · mention_pk 36733
Click to watch at 2:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Meaningful progression and engine interaction
- Clear tension from stamina resource management
Cons
- Can be complex for new players
Thematic elements
- Progression through evolving power as the game advances
- tableau building and engine-building within a trick-taking framework
- Strategic, engine- and hand-management driven
Comparison games
- Vantage
Mechanics (from transcript analysis)
- Progressive trick-taking — You become stronger as rounds progress, influencing play through tricks.
- Stamina tokens to activate powers — Limited tokens per round constrain which powers you can use.
- Tableau building with engine-building — Your tableau grows and powers your engine over the course of the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Actions always succeed in Vantage; the challenge is how much time, morale, and health you lose along the way.
- the limited information of I can see something that you can't see and how that encourages communication and cooperation.
- one player is playing a card and that card has instructions that the other player must follow or you lose.
- if you roll seven bells on your turn, you just instantly win.
References (from this video)
No references stored for this video.
Video Vp6YqhGfoB8
Stonemaier Games Discussion at 7:23 sentiment: positive
video_pk 11876 · mention_pk 34793
Click to watch at 7:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong integration of trick-taking with tableau/story-building
- High replayability due to varied story cards and power cards
- Beautiful art by Clementine Campardau
- Unique two-box design concept adds visual appeal
Cons
- Potential complexity for new players
- Rulebook clarity could be a barrier for some groups
Thematic elements
- Origin stories, heroes and villains, identity building
- Modern city; superhero origin arc
- Story-driven tableau-driven progression
Comparison games
- Role Player
- Skull King
- Tapestry
- Sushi Go
- Sushi Roll
- New York Slice
- Seven Wonders
Mechanics (from transcript analysis)
- end_game_origin_reveal — Final round reveals the character you became and grants bonus points
- engine_building — Cards activate to develop your character's abilities over rounds
- hero_villain_rounds — Each round you choose to be a hero or a villain with different scoring rules
- tableau_building — Build a tableau of story cards that define powers and events
- trick_taking — Use a deck of cards to win tricks; core scoring via tricks won
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game is called Origin Story.
- This is an engine building, tableau building, tricktaking game where you are telling your own story as you become a superhero or potentially a super villain.
- Two boxes built into one, essentially.
- You start off creating a hero and then based on cards that become revealed you can turn into a villain during the game.
- In the final round, you reveal who you've become, the superhero that you've become.
- There is a symbiotic relationship between two parts of the game.
- The art is beautiful. Clementine Campardau did a wonderful job with this.
References (from this video)
No references stored for this video.
Video 0yIV-Wv5TlA
Stonemaier Games Top List at 30:00 sentiment: positive
video_pk 11179 · mention_pk 32871
Click to watch at 30:00 · YouTube ↗
Overall sentiment (raw)
very positive
Pros
- Deep engine-building with storytelling integration
- Strong superhero reveal moment that provides a satisfying payoff
- High replayability through varied hero choices and story outcomes
Cons
- Co-design aspect and IP familiarity may impact accessibility
- Complex rules may raise entry barrier for new players
Thematic elements
- story-driven hero development and identity reveal
- superhero tableau-building and trick-taking arc
- story-led progression with superhero reveal at the end
Comparison games
- Duel for Cardia
- Vantage
- Finsspan
Mechanics (from transcript analysis)
- level-up and reveal — players level up their superhero identity as the game progresses
- Simultaneous reveal — players level up their superhero identity as the game progresses
- Storytelling — player choices influence the narrative arc and superhero reveal
- storytelling progression — player choices influence the narrative arc and superhero reveal
- tableau-building with trick-taking — engine-building through tableau with trick-taking challenges and hero reveals
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- In the world of Vantage, nobody cares that I'm trans. I'm merely a passer by chatting with the Denizens, playing games, and participating in trials.
- Dispatch is eight scenarios. It's a little bit like a superhero animated TV show where you are making story choices.
- Inkorn is a deck builder in the style of Slay the Spire, but it adds a lot of things that aren't in Slay the Spire without overly complicating the game.
- Here Lies is a cooperative mystery solving game that does a brilliant thing with limited communication and limited information where one player has all the answers.
References (from this video)
No references stored for this video.
Video IU5kB51mCXI
Stonemaier Games Discussion at 30:23 sentiment: positive
video_pk 10788 · mention_pk 31839
Click to watch at 30:23 · YouTube ↗
Overall sentiment (raw)
very_positive
Pros
- strong thematic hook with superheroes
- interactive and teachable
Cons
- potentially steep learning curve for new players
Thematic elements
- heroic teamwork and strategic tableau
- superhero-themed trick-taking and tableau-building
- story-driven engine and trick-taking fusion
Comparison games
- KeyForge
- Dune: Imperium
Mechanics (from transcript analysis)
- engine_building — multi-layer action engine driving player choices
- tableau_building — build a personal tableau of powers and combos
- trick_taking — engine-building layered on trick-taking fundamentals
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- My job is to serve you. My job is to bring joy to your tabletop.
- Expeditions ... is a sequel very much mechanically and thematically.
- We are here to serve you and bring joy to your tabletop.
References (from this video)
No references stored for this video.
Video _M8cZZ9TdVA
Board Game Hangover Top List at 3:57 sentiment: positive
video_pk 10684 · mention_pk 94153
Click to watch at 3:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Trick taking with substantial additions around core mechanic
- Superhero/villain theme adds narrative depth
- Story cards create progression feeling
- Niche appeal for trick-taking enthusiasts
Cons
none
Thematic elements
- Superheroes vs villains with narrative building
- Superhero/Villain universe
- Story card development with player progression
Comparison games
none
Mechanics (from transcript analysis)
- Events — Thematic events add variety and excitement
- Powers — Each character has special powers affecting gameplay
- Role selection — Players become superheroes or villains, determining if they want to win tricks
- Story cards — Build a personal story by playing cards in front of you, enhancing moves and actions as game progresses
- Storytelling — Build a personal story by playing cards in front of you, enhancing moves and actions as game progresses
- Trick taking — Play card of same color as lead, highest card wins the trick
- Trick-taking — Play card of same color as lead, highest card wins the trick
- Unique player powers — Each character has special powers affecting gameplay
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's a boss fighting game with QR codes. In this game, you're going to get pick one of four heroes and then mix it with one of the four classes
- Every other page in the rule book has this info about how the mechanisms in the game relate to real life
- It's a dice placement game by Stefan Feld. What else do you need to know?
- It's basically trick taking game with a lot of things around it
- If you lose an auction, you also get some rewards
- Let us know which ones are you most excited to try down in the comments
References (from this video)
No references stored for this video.
Video EsMicHUceBE
Stonemaier Games Discussion at 20:00 sentiment: positive
video_pk 10585 · mention_pk 31183
Click to watch at 20:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Compact packaging and effective organization
- Encourages customization and inserts culture
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- inserts and box organization — Custom inserts and components designed to organize a game structure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- remove cards that add a take that element to an otherwise not take that kind of game.
- It is. And I use the word empowering.
- don't be afraid to remove that card
- pairing people up because when you think about it
- the 3D printing community is very open and sharing
References (from this video)
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Video EpW3nJZXsg4
Before You Play Top List at 26:23 sentiment: positive
video_pk 10335 · mention_pk 30507
Click to watch at 26:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- strong theme integration with origin-story progression
- highly customizable with a large pool of story cards and possible combinations
- great depth at higher player counts; engaging for trick-takers fans
Cons
- two-player experience is not as robust as multiplayer
- learning curve for new players due to many moving parts and story-card interactions
- balance of story cards can feel uneven for some groups
Thematic elements
- origin-story progression with trick-taking core
- five rounds to build a superhero from humble origins
- story-card driven progression with evolving abilities and alliances
Comparison games
- Other trick-taking games
- General origin-story themed deck-builders
Mechanics (from transcript analysis)
- Origin arc across five rounds — Two face-down potential final forms introduced in round five; reveal to determine final build
- Simultaneous hero/villain choice and round scoring — Before each round players decide to pursue superhero or villain scoring; round outcomes hinge on tricks and story card interactions
- Story cards and stamina as resources — Three story cards per round grant abilities; each card requires stamina to charge and activate
- Trick-taking core with a trump-like suit — Must-follow rounds with a single trump suit; scoring via tricks and strategic story cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "it's basically like a Cabo."
- "The arc is just right."
- "Love is the trump. Love trumps all."
References (from this video)
No references stored for this video.
Video wkxHYQajNsU
Board Stupid Discussion at 7:21 sentiment: positive
video_pk 9550 · mention_pk 28260
Click to watch at 7:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- wild, high-energy powers
- great production and thematic cohesion
- strong multiplayer potential
Cons
- could be heavy for casual players
- learning curve around powers and timing
Thematic elements
- origin stories, powers, and dramatic arcs
- comic-book superhero origin narrative
- pulsing, comic-book-inspired storytelling
Comparison games
- Tichu (as a comparison to trick-taking feel)
Mechanics (from transcript analysis)
- card drafting — draft powers and abilities to influence tricks
- Trick-taking — play tricks to gain power and progress in the story
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a trick-taking game that isn’t afraid to be completely wild.
- The production is stunning. Unreal, really.
- Heavy as balls, Matt—that's a serious Euro.
- One of the best two-player games of the year, no question.
References (from this video)
No references stored for this video.
Video qun0hi0iMVk
The Cardboard Herald Top List at 12:53 sentiment: positive
video_pk 9405 · mention_pk 27783
Click to watch at 12:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- cohesive, aspirational package comparable to Wingspan's quality for Stonem
- strong single-turn agency and hero-vs-villain dynamic
Cons
- trick-taking bubble in the current climate of many such games
Thematic elements
- development of heroes through evolving powers
- superpowered tableau-driven trick-taking with drafting
- thematic, high-energy, cinematic
Comparison games
- Wingspan
Mechanics (from transcript analysis)
- arc-based decision-making — decisions influence hero development and future options
- trick-taking with tableau-building — combine trick-taking with developing hero powers and tableau
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- 2025 was a banner year for gaming.
- pure uncut, unadulterated top 10 games of 2025.
- El Paso... production absolutely sucks and yet is still a really good game.
- Origin Story is a riff on trick-taking and tableau building.
- Kinfire Council is not just adaptation; it rethinks genre boundaries.
- It's not Pandemic. It's so smart. It's climactic.
References (from this video)
No references stored for this video.
Video rkl3EOldMR8
Stonemaier Games Discussion at 22:36 sentiment: positive
video_pk 9120 · mention_pk 26875
Click to watch at 22:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- engaging origin-themed theme
- fits well into family game night
Cons
- no explicit details available in transcript
Thematic elements
- origins and development of worlds
- Fictional world-building genesis
- mythic/legendary
Comparison games
- Vantage
Mechanics (from transcript analysis)
- card_drafting — Draft cards to influence the origin stories of your worlds.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- World Wonders is a polyomino game where you're placing mostly flat tiles, but every now and then you're placing a big chunky wonder and it has just a really good set of mechanisms.
- Fairy Ring was a really really neat twist on a drafting game where you're drafting cards like in seven wonders, but you were also moving a fairy around the table onto all the stacks of cards that other players have played.
- I love the joy of browsing without buying.
- It's unlike anything else we've ever played and we love it.
References (from this video)
No references stored for this video.
Video a66rQr_23ys
Stonemaier Games Discussion at 2:44 sentiment: positive
video_pk 8252 · mention_pk 24180
Click to watch at 2:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Dense content with thematic depth
- Strong integration of mechanics to mimic civilization growth
Cons
- Steep learning curve for new players due to depth and breadth
Thematic elements
- Origin and evolution of societies
- Fantasy world-building where civilizations arise through narrative-driven card play
- Story-driven with evolving era milestones
Comparison games
none
Mechanics (from transcript analysis)
- deck-building — Acquire and play cards to shape civilizations and actions.
- engine-building — Cards synergize to enable stronger future turns and more efficient resource generation.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Origin Story and Vantage again this past weekend and they are so so great.
- It was the best game of Flip Seven that I've ever had.
- I played Dave the Diver for about an hour last night and had a lot of fun with it.
- I've played Point Salad, but I have not played Point City.
- I run a board gaming club at my school in which I have been playing Obsession and Brass Lancashire.
References (from this video)
No references stored for this video.
Video 4dBAH4__gVA
The Dice Tower Top 10 List at 55:00 sentiment: positive
video_pk 8099 · mention_pk 23831
Click to watch at 55:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clever combination of trick-taking with evolving abilities
- Compact playtime for a dense card-driven experience
Cons
- Art and components may deter some players
- Mechanics require careful planning to maximize synergy
Thematic elements
- Origin and evolution of powers in a two-player or two-person-oriented setup
- Super-heroic adventure motif with deep, deck-driven interactions
- Campaign-like with evolving abilities and a strong hero-versus-hero flavor
Comparison games
- Revolver
Mechanics (from transcript analysis)
- engine building — Players assemble a deck that enables stronger actions as the game progresses.
- Resource-based engine-building — Players assemble a deck that enables stronger actions as the game progresses.
- Trick-taking — Powerful cards provide ongoing effects that change how rounds are played.
- Trick-taking veneer with evolving powers — Powerful cards provide ongoing effects that change how rounds are played.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Would you say that the main message behind this game is that only suckers take the bus?
- It's a masterpiece of a game.
- This is a big game actually. A roll and write, Tend.
- Aridia is a masterpiece of a game.
References (from this video)
No references stored for this video.
Video XagX1hVgKH0
The Dice Tower Top List at 6:01 sentiment: positive
video_pk 7757 · mention_pk 22901
Click to watch at 6:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- one of the more thematic takes on trick-taking
- clear sense of progression and character identity
- strong thematic flavor shining through mechanics
Cons
- trick-taking background can feel abstract to newcomers
- thematic weight may overwhelm lighter players
Thematic elements
- superhero fantasy, evolving identity
- Superhero world where players draft powers and equipment to flesh out alter egos.
- progressive alter ego reveal across five rounds
Comparison games
- traditional trick-taking games
- deck-building superhero games
Mechanics (from transcript analysis)
- power/equipment drafting — Draft powers and gear to shape your superhero’s toolkit.
- round-based progression — New powers unlock each round, culminating in a final alter ego reveal.
- Trick-taking — A thematic, twisty take on a classic trick-taking framework.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is Spooktacular. Definitely check it out.
- It's so asymmetric and the fact these monsters also have different difficulty.
- Origin Story really is one of the more thematic trick-taking games that I've ever played.
- This is a fantastic deck building game.
- There’s so many captains that you play in it feel so distinct. It really nails the Star Trek theme.
- Pandora's box. Oh, so fun.
References (from this video)
No references stored for this video.
Video ucInP6lxwH4
Board Stupid Top List at 19:51 sentiment: positive
video_pk 6523 · mention_pk 19339
Click to watch at 19:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Creative take on traditional trick-taking
- Interactive, narrative-driven experience
Cons
- Two-player dynamics can be less spicy than multiplayer
- Complex power interactions may overwhelm casual players
Thematic elements
- Power surges, hero-villain identity, plot twists
- Superhero origin story with power twists
- Heavy on interactive storytelling and powers as narrative engines
Comparison games
- Tales of the ARkham Horror trick-taking variants
- Power-drafting experiences (e.g., Unmatched with twists)
Mechanics (from transcript analysis)
- Plot twists and power selection — Power cards alter rounds and allow unusual play paths
- Trick-taking with powers — Trick-taking backbone augmented by hero/villain powers that change rounds
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This year was brutal for making a top 10; the quality was that high.
- This game will stay in the collection for the foreseeable future.
- It's a banger, mate. Absolutely a standout.
References (from this video)
No references stored for this video.
Video AoGl9E9qVi8
Stonemaier Games Discussion at 14:32 sentiment: positive
video_pk 5970 · mention_pk 17710
Click to watch at 14:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Interesting to reflect on origin and design process
- Provides context for how designers approach games
Cons
none
Thematic elements
- story-driven development and origin tales
- origin narratives; behind-the-scenes storytelling
- n/a
Comparison games
none
Mechanics (from transcript analysis)
- story-driven design exploration — discussion of the game's origin and design process; specifics not deeply described in transcript
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Here's my before we start, Jamie, and then I want to pass it to you.
- You're not the only one having a bad day, a bad shot, a bad hearing.
- I call it modern day chess where you have eight cards characters and you're playing them. You only have four at a time to choose from.
- Dragon Farle is a take on Farle the Dice game, which is very much like poker and in dice form with a lot of re-rolling.
- I love the peacock fan display on PCO.
- It's a bold choice to begin Yellow Jackets with a particularly creepy first scene.
- One more day—the urge to keep playing Dredge is real.
- Clash Royale—quick matches, modern day chess feel, and tower defense in a pocket-sized format.
References (from this video)
No references stored for this video.
Video pQ66WHCfDRY
The Dice Tower Discussion at 23:12 sentiment: positive
video_pk 5926 · mention_pk 17565
Click to watch at 23:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Unique mix of trick-taking and character progression
- thematic superhero flavor
Cons
- Niche appeal for trick-takers
- rule heavy for newcomers
Thematic elements
- slashtablob building and trick-taking
- urban superhero origin with evolving powers
- story-adjacent with developing arcs
Comparison games
none
Mechanics (from transcript analysis)
- multi-round arc (five rounds) — each round advances the superhero's story
- slashtablob style building — combine cards and abilities to shape the evolving hero
- Trick-taking — play cards to win tricks with strategic follow-the-leader
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Shrinkopolis is a citybuilding game, but it happens inside of a little matchbox world. It's a tiny little world, and we're all just ants in it.
- Gone to Gaia... blending immersive storytelling, tactical combat, branching decisions and they say it's their most ambitious project yet.
- This is inspired by video games like Hades, Vampire Survivors, things like that. It's going to bring the thrill of rogike adventures to the tabletop.
- You toss these weighted chips. If you've ever played the original one, you you know what we're talking about.
- The expansion is going to come in the form of booster packs. So, one of these packs is going to add cards to the base game with more deck building variety.
- For centuries, Earth's secret societies have waged a hidden war vying for control of the world's territories.
References (from this video)
No references stored for this video.
Video dbCf5KR9xjA
Tantrum House Playthrough at 1:43 sentiment: positive
video_pk 4757 · mention_pk 13912
Click to watch at 1:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Integrates superhero theming with classic trick-taking in a fresh way
- Deep customization through powers and story cards
- Strong four-player interaction with meaningful choices
- The art and components were praised in discussion
Cons
- Rules and interactions can be complex for new players
- Some powers can drastically swing rounds, potentially unbalancing in solo play
- Lengthy rounds and scoring can be confusing
Thematic elements
- team-based trick-taking with evolving powers and origin cards
- Superhero origin stories in a comic-book-inspired universe
- players craft origin stories through selected power/story cards and alignments
Comparison games
- Cascadia
Mechanics (from transcript analysis)
- alignment mechanics — Players choose hero or villain alignment; scoring varies by alignment and number of tricks won or not won.
- card drafting — Each round players secretly choose one of three power/story cards to add to their tableau, two are discarded.
- power cards and evolution — Character powers modify card values, allow draws/discards, or special effects tied to alignment and suits.
- stamina/resource management — Players allocate stamina to power up abilities; stamina is spent to activate effects while replenished between rounds.
- story cards and events — Story cards provide ongoing abilities; a round may include an event that alters standard trick-taking dynamics.
- Trick-taking — Four players compete to win tricks with a lead and follow rules, including a trump/suit mechanic.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Love is the trumpsuit for this game.
- Mass suspicion. An ongoing event.
- This is going to be played over five rounds.
- Oh, the art. Yeah, the art.
References (from this video)
No references stored for this video.
Video sIYAtUlb_LI
TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews Top List at 6:53 sentiment: positive
video_pk 3464 · mention_pk 10264
Click to watch at 6:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Flavorful powers that feel impactful
- Strong two-player trick-taking wrapper with evolving rules
- Clear end-game escalation and scoring variance
Cons
- Rule density due to multiple powers per round
Thematic elements
- superpowers and role-based scoring
- Trick-taking with evolving powers in a story-driven frame
- story-driven, with round-based power unlocks
Comparison games
none
Mechanics (from transcript analysis)
- Hero vs Villain scoring and bonuses — Decide whether to pursue hero or villain goals across rounds.
- Story cards and stamina currency — Choose one story card per round to grant special abilities, powered by stamina.
- Trick-taking with a twist — Lead/follow mechanics with a trump-like suit and special powers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The big Essen Spiel fair in Essen Germany is about to happen later this week.
- This one, in my opinion, is a better list, but it always gets less views than the other list.
- It's a simple easy game there but there's still a lot to think about.
- Gatsby is an amazing two-player 30-minute abstract strategy game.
- Mindbug orig is an amazing game. Now, it's my two-player game of the year.
- Take Time is fantastic.
References (from this video)
No references stored for this video.
Video e_vQG1WPv10
Stonemaier Games Playthrough at 0:00 sentiment: positive
video_pk 2562 · mention_pk 7565
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accessible yet deep trick-taking with asymmetric powers
- High player interaction and humorous, chaotic moments
- Strong thematic flavor with superhero narrative and card-driven storytelling
Cons
- Complex rules and many interactions can create a steep learning curve
- Heavy memory load to track powers, alignments, and timing of effects
- Potential downtime during planning phases and power selection
Thematic elements
- Power management, teamwork, and narrative-driven trick-taking
- Comic-book universe; superheroes with origin stories and powers
- Character-driven tableau with evolving powers and story cards
Comparison games
- Cascadia
Mechanics (from transcript analysis)
- Alignment / role system — Players pick hero or villain alignment, affecting scoring and end-of-round incentives
- Card drafting / power selection — Each round, players secretly choose among three story cards to add to their tableau
- deck manipulation — Story cards and power cards drive drawing/discard actions and hand shaping
- stamina/resource management — Stamina is allocated to charge powers; spending stamina allows drawing or triggering effects
- Trick-taking — Players play cards to win tricks; trump and suit-follow rules shape each trick
- Variable player powers — Each character has a unique ability that alters scoring or trick-taking dynamics
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Mass suspicion. An ongoing event.
- In clockwise order, each opponent may give me a yellow card.
- Origin Story is a crazy superhero trick-taking game.
- When charged, simultaneously exchange one card with a player directly to your left or right.
References (from this video)
No references stored for this video.
Transcript Navigation
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