Sky Team is a cooperative limited-communication game, exclusively for 2 players, where you play a pilot and co-pilot at the controls of an airliner. Your goal is to work together as a team to land your airplane in different airports around the world.
From Montreal to Tokyo, each airport offers its own set of challenges. Watch out for the turbulence, it could end up being bumpy ride!
★ Cooperative game for two players only, which requires a lot of trust and clear communication between pilot and co-pilot.
★ Unique components and stunning illustrations add to the immersive gameplay that makes you want to take to the skies.
★ Progressive difficulty levels with various airport tracks that provide different challenges based on the airports' real life characteristics.
Contents
• 1 Control Panel
• 1 Airplane Axis disc
• 8 dice
• 2 Player Aid screens
• 1 Altitude track
• 1 Approach track
• 17 tokens
• 3 markers
• 10 switches
• Additional content
• 3 booklets
- One of the best two-player games played in ages.
- Rich, nuanced game that oozes theme.
- Components have great thematic resonance.
- Delivers on gameplay.
- Short, challenging game.
- Develops sympatico with partner through non-verbal communication.
- Variability in challenges and angles.
- Fast-paced at 20 minutes per scenario.
- Methodical, contemplative, and thrilling.
- Switches are a bit fiddly.
- landing a plane
Mechanics (from transcript analysis)
- cooperative play — Two players cooperatively are trying to land a plane at one of several airports.
- dice placement — You and your partner are just alternating placing dice without absolute assurity of what the other player is doing.
- worker placement — It's kind of an abstract dice worker placement game where you and your partner are just alternating placing dice.
Video topics + discussion points
Quotes (from this video)
- Team the 2024 Spiel winner where two players cooperatively are trying to land a plane at one of several airports each with their unique challenges and distances and tribulations that you're going to have to face this game is one of the best two-player games that I have played in ages and that's accounting for how many Buck Wild two-player games have come out in the last several years it is just such a rich Nuance game that oozes theme in everything that you do the components have such a great way of imbu thematic resonance into the actions that you're taking even though ultimately it's kind of an abstract dice worker placement game where you and your partner are just alternating placing dice without absolute assurity of what the other player is doing from the acrylic radial dial used to indicate the tilt of the ship as you're both trying to pull the steering in One Direction or another based off of the strength of the dice that you're both having to place mandatorily every turn to the different switches and yeah those donkey little switches are a bit fiddly but they do imbue a lot of fun and playfulness in the Tableau that you're interacting with but for all that I'm a gameplay guy and it completely delivers at worst it's a short challenging game where you are just worker placing dice back and forth trying to complete the mandatory objectives and time everything right so that you land at the airport at the same time that you are pulling in that distance based off of a number of rounds but at its best you develop a sort of sympatico with your partner where you're able to communicate so much information without being able to say anything based on off of the dice that you're placing and there are a lot of levers that you can pull both within the game that you can strategically anticipate challenges that you can do preventative work but also levers that you can pull in the variability of the game different difficulties different challenges different angles that you have to sweep the plane in to land perfectly to different distances to the airport so you have to be careful about how fast or slow that you're managing as you're dropping out of the freaking sky for how fastpac of a game this is taking only about 20 minutes for any given scenario it feels methodical contemplative but altogether thrilling Sky team is one of my favorite games
References (from this video)
- One of the best two-player games played in ages.
- Rich nuance game that oozes theme.
- Components have a great way of imbuing thematic resonance.
- Gameplay completely delivers.
- Short challenging game.
- Develops sympatico with partner.
- Variability with different difficulties, challenges, and angles.
- Donkey little switches are a bit fiddly.
- Landing a plane
Mechanics (from transcript analysis)
- cooperative play — Two players cooperatively are trying to land a plane at one of several airports.
- dice placement — It's kind of an abstract dice worker placement game where you and your partner are just alternating placing dice.
- worker placement — It's kind of an abstract dice worker placement game where you and your partner are just alternating placing dice.
Video topics + discussion points
Quotes (from this video)
- Sky Team is one of the best two-player games that I have played in ages.
- It is just such a rich Nuance game that oozes theme in everything that you do.
- At its best you develop a sort of sympatico with your partner where you're able to communicate so much information without being able to say anything based on off of the dice that you're placing.
- Sky Team is one of my favorite games
References (from this video)
- Really clever
- Really enjoyed it
- Mechanically simple
- Really clever
- Really cool
- Fun
- Cooperative plane landing
- In the air during plane landing
Mechanics (from transcript analysis)
- cooperative play — The game is designed for two players to work together to achieve a common goal: successfully landing the plane.
- dice placement — Players roll dice and place them on specific spots on the board corresponding to their color or shared spots to manage different aspects of the landing.
- hand management — Players manage a hand of dice, choosing which ones to place and when to use special abilities like coffee or rolls.
- No Communication — Players are forbidden from communicating about the game state while placing dice, adding a layer of challenge to the cooperative experience.
- scenario-based play — The game features different scenarios with varying challenges and objectives, such as training an intern or dealing with a fuel leak.
Video topics + discussion points
Quotes (from this video)
- I love this game
- It's stupid simple but it's so clever
- This game is tempo based
- This is really clever
- We're going to talk less than we did during Sky Team a game famous for its no talking rule
References (from this video)
- Clever design
- Tight decisions
- Good cooperative experience
- Engaging puzzle
- Thematic integration
- Cooperative air traffic control and landing simulation
- Piloting an airplane
- The Mind
- War of the Ring
- Star Wars Rebellion
- Blitzkrieg
- Dog Fight
- Othello
- Battle Line
Mechanics (from transcript analysis)
- cooperative play — Players work together to achieve a common goal (landing the plane) and cannot talk about specific numbers, relying on strategic discussion and the honor system.
- dice placement — Players place dice on various tracks to manage the plane's status, such as flaps, altitude, and clearing planes from the runway.
- hand management — Players manage a hand of tiles (in Caesar) or dice rolls to influence game states and achieve objectives.
- set collection — In Caesar, controlling adjacent regions and collecting Senate tokens contributes to winning.
- Simultaneous action selection — Players often place their actions (dice) simultaneously or in quick succession, leading to strategic interplay.
- track movement — Various tracks represent game states like altitude, fuel, or control, which players manipulate with dice or tiles.
Video topics + discussion points
Quotes (from this video)
- Oh, captain, my captain.
- So, this is one and we count up.
- We don't want to cheat.
- Sorry. Space four. So, this is one and we count up.
- We have some time to manage this.
- There's no way of avoiding those.
- These are the only ways to get rid of those planes.
- We can't talk numbers like oh, if you roll a six, you must do this. It's more setting priorities.
- Maybe early on we know we're going to want to double move once and then manage it.
- So, maybe we try to sandbag you on the flaps that way we can stay in easy double territory.
- If you hear some really weird noises, um, it is uh I'm not going to make the cyclone joke cuz one of our viewers, G, is dealing with a cyclone today. So, stay safe, G. Uh, but it is incredibly windy.
- I'm 6'2" 240, bro.
- You're just small.
- Otherwise, let's maybe get some coffee on the board, maybe get some early interns done. Clear some planes.
- So, stress, these have to get placed.
- We would just lose.
- Let's do this.
- War of the Ring let's play. It was epic.
- Rose City Genmaicha. Uh, it's my new favorite.
- That's what I'm talking about, Sam.
- The Rose City Genmaicha is the best tea in the world.
- You have the right to be wrong.
- War of the Ring play through was great. I only cheated a little bit, but it made for a good story.
- So, now again, the only questions I will ask are rules related in this.
- Air traffic control, if we could get some of these damn planes out the way, that'd be great.
- You need a four to clear that.
- One tempo thing in the game where dice some contextual dice matter.
- Change and change value effectively, right?
- Air traffic control, if you could get some of these damn planes out the way, that'd be great.
- Yeah, we got X number of souls on board, which is always how pilots talk, which I find really disconcerting.
- The FAA reasonably acknowledging the existence of the human soul.
- I'm so excited I get to play that again.
- So, you know what? Let's just go ahead and pull that trigger.
- So, yeah, just So So going a little banking to the left to come in towards for final approach.
- Getting a beautiful view of the Atlantic Ocean.
- My toggle switches are 3D printed.
- Hey, Mr. Intern, why don't you go climb down in the bottom of the plane and stick out that there leg. gear.
- Wow. Okay.
- So, by the way, uh real landing gear is just one handle and then you get three lights that they're down and locked. Hopefully, you get three lights.
- Facts.
- Shh. Uh air traffic control, if you could get some up if you could get some damn planes out the way, we would greatly greatly appreciate it.
- No, I don't think an intern would say with that much gravitas and confidence.
- Please help. Please. 1 2 3 4 5 Excuse me. Excuse me, Mr. Tower, please move a plane, please.
- So, now we have a second reroll. So, I mean It's It's the It's the potions in video game problem. It's like save it for when you really need it. It's like, when's that? When will I know?
- We rolled that one. Right at the I mean it makes sense. Yeah, sure. It'd have been a four, five, or six, it also would have just gone. It'd have been a three, yeah. Okay, all right, so we're done with that now.
- Wait till I have Kyle's attention.
- Okay. So, good news. Yep. Ticks the center. There we go. I I I couldn't tell you, but hey, you also had that, right?
- Oh, no. I was planning to use it immediately, and then I went when you placed the two, I went, "Okay, well, we're good. We'll move one." Yeah. And then And then I was like, "Okay, I'll make myself a coffee. Oh, I also needed here." Then you put a six here, and I went, "Oh, I lose that coffee." Just worked out. I didn't actually need to reroll my four sixes.
- The final round begins when the airport image appears in the current position and the airplane image appears in the current altitude. Yeah, this is common sense.
- Oh. Oh, level. We have to be Oh, okay. All right. That good thing we Good thing we had this conversation.
- We need low dice. Well, these are all done. These are all done. These are all done.
- These have to be ones. A two, three, four, five, six has to be a one to clear these.
- I I I understand.
- Let's go. We're ready. And then we have to end it So, we need the same number there. Yep. We These have to sum These have to be between eight They have to sum to six or less.
- Oh, okay. So, this is six or less. Okay, got it. Yeah. So, no ones.
- Oh, but that does.
- You know what? This isn't what I was planning on doing, but I think this works.
- This will just be on the honor system.
- I don't know which is the smarter or better play at this point.
- Don't look at chat. Don't look at chat.
- I'm going to use a reroll.
- I could reroll any number including zero.
- Moment, let me think.
- Okay. All right. Final approach is clear.
- Ladies and gentlemen, welcome to Hotlanta. Ladies and gentlemen, we have arrived in the ATL.
- Please remain seated at this time. Put your tray tables up. Mobile devices may come off of load at this time. Have a nice day.
- That is honestly impressive to win not the base scenario with someone we've never played it together.
- I love this game.
- You are allowed to This is America and you are allowed to applaud when a plane lands.
- I have recently picked up there's an expansion called Turbulence, which adds just more scenarios, more landing tracks. Okay. It also adds the cutest little uh penguin markers, which in the Arctic scenario replace the planes.
- This 3D printed insert I ordered offline. Um, it has this little organizer which can come out and if you need all the different bits and bobs, dice go here.
- This is we have to manage our fuel. This adds the intern. This adds special powers.
- I love it. I love I haven't got there yet.
- This is fan ones that use the pre-existing components and they say, "Hey, play this landing track with these complications and these changes." That's awesome.
- Yeah, so I love this game.
- It's mechanically simple. Yep. It it's on the honor system like if you're cheating, you're cheating yourself. And why would you? It makes the game what it is.
- So, next up after And by we, I mean Kyle, cuz he knows how he wants his game played out.
- We're going to bust out Caesar.
- Caesar, baby. Okay.
- I'll probably lose horribly, but it'll be entertaining. That's why we're here. Right.
- Play fast, lose fast. Okay.
- This game is a tempo based not that you can slow it down because you will always place and the game will always advance. It's tempo based on when you close, how you close.
- We're going to talk less than we did during Sky Team, a game famous for its no talking rule.
- That was rude.
- Tempo tempo tempo.
- Fight for fight for the capital. Usually uh Usually how these start.
- Game has no theme. I mean, this could just be colors on an abstract board, but it gives it a little flavor, um, which I don't mind.
- Oh, shoot.
- It's okay.
- Okay, that actually is a positive.
- Gladius.
- Wow, that is a There we go. That was one of the moves of all time.
- It's a risk, but to me it's worth it now
- So was crossing the Rubicon, says Caesar. Little history.
- So, I closed that. It? You? So, Dalmatia.
- You will take a turn immediately after this one. Right. Who controls it? You. Put out one control marker. Draw from your bag to finish your turn. then I take and now I take another turn. Correct? Yeah, this is clever. I dig this.
- And now For my next trick It is a risk. But it to me it's worth it now
- Dude, once these are done they're they're not relevant, but it's nice to see it's also especially for the increased hand size one. It's nice to remember that why do I only I two? I should have three, cuz I have a a vase.
- Also, before anyone gets mad at me, I took these in a weird order from you. I know someone else is going, "Why did he take the outside?"
- Yeah, cuz if I had let you take that, you would have put one there, one there, and one there. Yeah, and I'd be on the verge of winning.
- This is really clever. Yep. It blows my mind how designers design games, like how they come up with the stuff.
- It's almost taking Othello, but like in a taking it from an abstract.
- About there? Wow. Go ahead. Sorry. Close Sicily. Go ahead. Go on.
- I get what I deserve.
- THAT'S THE GAME.
- OH, AND AND I SHOULD HAVE ACTUALLY HAD ANOTHER TILE. I FORGOT. RIGHT.
- I Okay, I am super keen on this game. Not because I won it.
- You want to run it back?
- No, and the reason is because I I the shorter the stream, the more views it'll get from uh why did that take 3 hours to
- From that standpoint, just for me. We've been at 90 minutes, which like two-player games, chit-chatting, that is That feels good. That feels good.
- I love this one. This is clever.
- I prefer it to Blitzkrieg.
- But it's just tracks. It's a couple like literally it's six or seven tug-of-war tracks,
- The way that this actually presents on a map, which this could just be abstract shapes, but the fact it's a map, and it even has the set dressing, gives it a little more Cuz you have Pompey. And You have Caesar.
- I can see, right? Caesar's crossed the Rubicon. We're in the Roman Civil War. You're building up a power base. I've tried to cut you off at the sides. Like you can see the maneuvering a little more. I'm not so I'm not selling the theme of this game. But No. No, the fact that look, it's Rome, so everybody knows it's Mediterranean, right?
- It's set I mean, it gives that I get it. I get it. It's very It is abstracted, but but I I think it the mechanism it again, it's stupid simple, but it's oh, clever.
- Senate tokens is interesting. You want to focus those to be the person that wins them.
- I really like this game. This is really clever.
- Fred says makes you think about Rome. I was already thinking about Rome.
- The production quality is kind of cheap. Not going to lie.
- This is an 8 by 8.
- Apparently it has a solo as well. I've never tried it. It's you play against the bot that does things procedurally. Okay. It's probably interesting enough. I don't know. I've never played it. But super clever.
- Yeah, and hey, if you're a patron or want to become one and come to Heavy Card and beat me at this, I'm happy to bring it with me. There you go. So, there's that.
- It makes you think about Rome. It's quite affordable. It's a small footprint and it travels easy. Like winning.
- Rome is a trap that I fell into because I didn't draw the shields that I needed to close.
- And you it's a calculated gamble. You know that if you do that, you better be able to draw Yep. well.
- I start and I wagered that I would get a shield and I drew neither laurels nor shields. I drew all boats and swords. So, I used that to close. Yeah, that's Yeah. Good call.
References (from this video)
- Good for two players
- Components are sturdy (recessed board, screens not getting wet/ruined)
- Relaxing
- Player screen might blow away in the wind
- Trying to land an airplane safely
Mechanics (from transcript analysis)
- cooperative play — It's a cooperative dice puzzle challenge.
- Dice rolling — Dice rolling is done behind a player screen.
Video topics + discussion points
Quotes (from this video)
- We are doing our top 10 games to play outside.
- Sky Team is fantastic. It's a wonderful game. It's one of our favorite two-player games.
- These big chunky pieces, if it's a little windy, that's not going anywhere.
- This is one of our favorite travel games and it's a perfect one to play outside.
- This is a game I can actually say from experience. I've played this outside and it works great.
- It is a great silly like I said campfire style game.
- This is a game where there's not a lot of components. You don't need a table for this. You can kind of just be in the same place just just hanging out with this game.
- The monster parts lock into place, preventing them from being knocked over.
- So, it almost works if you're doing there's lots of kids around and you put it on a table in between dealing with the small children, you can come back to that game and it's going to be totally fine.
- It is a wonderful beer and pretzel styles game, playing this around um a campfire or around a table, whatever the case is.
- This game is the reason why we came up with this list, and that is Hive.
- These have those big chunky acrylic tiles. They are not going to get ruined. It is okay if they face the elements. Nothing is going to happen.
References (from this video)
- Incredibly tense and engaging
- Requires perfect communication and teamwork
- Challenging and rewarding puzzle
- Unique and innovative mechanics
- Satisfying to successfully land the plane
- Can be very frustrating if communication fails
- High difficulty curve
- Cooperative Flight Simulation
- Airplane Cockpit
Mechanics (from transcript analysis)
- Communication restriction — Players cannot directly communicate the exact values of their cards.
- cooperative play — Players work together towards a common goal.
- hand management — Players manage a hand of cards representing pilot and copilot actions.
- set collection — Players need to play cards in specific orders or combinations to manage the plane's status.
Video topics + discussion points
Quotes (from this video)
- It feels like a classic card game just in terms of like the you you're you bid the number of tricks you're going to win, but you have to be you have to be exactly right.
- Thematically I think it doesn't land like there
- It still feels satisfying to get a good engine going.
- It's just like, fun, lighthearted competition.
- Sky Team is absolutely incredible. It is so tense. It is so good.
- It's a game where you feel like you've earned your victory.
References (from this video)
- Highly recommended two-player cooperative game
- Grew on the reviewer with more plays
- Good sense of tension due to limited communication
- Scales well in difficulty with added content
- Landing an airplane
- Airplane cockpit
Mechanics (from transcript analysis)
- cooperative play — Players work together to achieve a common goal (landing the plane).
- Dice rolling — Roll dice and assign them to various spots on the board.
- Simultaneous action selection — Players roll dice behind privacy screens and assign them to tasks.
- variable difficulty — Difficulty can be adjusted by adding extra elements or scenarios.
Video topics + discussion points
Quotes (from this video)
- This process has shown me why I haven't done this before because I've been so stressed out.
- I have lost sleep over the last couple nights thinking about this top 10 video, you know, because you're constantly like, 'Well, how do I leave that game out? I love that game, but I got to leave that game out.'
- So, these are my top 10 uh two-player games of all time.
- And then my number one two-player game of all time is sort of a slash pick because it is Lord of the Rings Duel for Middle-Earth slash Seven Wonders Duel.
- I still have 7 Wonders Duel in my collection and it will never leave.
- I would love to hear uh what you love in the comments and stuff.
- What What are your favorite two-player games of all time?
- Next month will be my top 10 cooperative games of all time.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's just going to be the winner of this tournament because we've done some randomization here with some of the games that we've matched up.
- kind of a popularity contest each time.
- there I don't think there is a single pairing where to me it's just an obvious choice. These are all going to be tough choices.
- Again, they're all two player games, so we won't belabor it by telling you that every single time.
- I don't mind stepping my foot on the scales as much as I possibly can, as much as you even care, but come on, Quarto.
- I do love Crokinole, but It would have been too easy he thinks if Crokinole was on the list. Clear winner.
- Maybe my favorite two player game. So, I mean, I it is my probably my favorite
- It is addictive. Once I started playing it, I just kept playing it.
- It's so good.
- It is like one of the greatest two-player game experiences.
- If you don't know what Zenith is, give Zenith a try.
- This is a toss-up. This is going to be a jump ball for sure.
- If there's a game that I think more unanimously will get uh votes other than War of the Ring, it might be Star Wars Rebellion.
- Boop is so well loved that I think Pagan might have a uphill battle, but Pagan is a little newer.
- Splendor Duel is worth trying for sure.
- It is such a great two-player game.
- Fugitive is probably uh even more so than Pagan my pick for like two-player deduction
- Twilight Struggle I think was number one for for years. Like you forever. Like for a very very long time.
- Lost Cities. People that have been in the hobby long enough at this point.
- Make sure everyone has fun at the table
- We are going to do a bracketed tournament for two player games culminating in not what I would say, it's not going to be the best two player game necessarily. It could be. It might be, but it's just going to be the winner of this tournament because we've done some randomization here with some of the games that we've matched up
- You can fill out your own brackets, but you are also going to be picking the winners cuz we're going to be running polls on our Discord for each and every match up so that it's I mean, for lack of a better way of putting it, kind of a popularity contest each time.
- I think Twilight Struggle was the game that popularized the two-player experience, at least as far as I'm concerned.
- Oh, for a long time. Forever.
- it is what a lot of people think of when you say when you say, 'Name a two-player game.' Lost Cities.
- These These do have the the downside of being a little older games.
- go to our Discord cuz as you're watching this right now, you can go to our Discord and go to the two-player March Madness channel on Discord. You'll be able to download the brackets. You'll be able to participate in all the polls that we're doing there.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The games that you have played at least once that you are the most excited to play again.
- One thing I think I'd like to mention is that I still think it's fairly unique that in Scythe, the resources that you earn, the the the wheat, the wood, the the ore, the oil, that they are all kept on the board itself.
- I love the interactions that happen here. It's one of my favorite types of interactions in games.
- I think what I will say is uh I'm kind of amazed that it uses such a clever dice selection mechanism. And I'm kind of amazed that other games haven't tried to use this.
References (from this video)
- Challenging, high-tidelity cooperative puzzle
- Good for couples or two-player pairs
- May be too tight for some players due to limited communication
- limited communication cooperative puzzle
- Two-player space/flight coordination scenario
- shared objective with constrained dialogue
- Open Season
- Forest Shuffle
Mechanics (from transcript analysis)
- dice placement — Turn-by-turn dice placement determines plane level, speed, and path clearance.
- Dice placement to control flight path — Turn-by-turn dice placement determines plane level, speed, and path clearance.
- limited communication — One pilot and one co-pilot must coordinate without long chatter once the dice are placed.
- Two-player co-op with restricted communication — One pilot and one co-pilot must coordinate without long chatter once the dice are placed.
Video topics + discussion points
Quotes (from this video)
- "it's gorgeous"
- "it's cooperative"
- "they put everything back in the boxes and dismantle the puzzle"
- "the dial the spinner for us didn't work great"
- "Open Season which is about monsters hunting"
- "Cascadia landmarks this is in both of our top 10 the original of all time"
References (from this video)
- Great two-player game
- Thematic
- Modern classic
- Evergreen recommendation
- High replayability
- Adds more missions with expansions
- Missions can have randomized abilities for further replayability
- Can get aggressive (bloody nose incident)
- Going straight to the hardest difficulty can be challenging
- Landing a plane
- Super thematic with all of the things that they do.
Mechanics (from transcript analysis)
- cooperative play — It's a twoperson game. You're a team.
- Dice rolling — Got to really work together with using some dice.
- modular missions — All the different modules and things that you can try and... The base already comes with so many.
- Randomized abilities — Even within some of the missions, there's varants like you get to the ones that you start getting to take an ability... you randomly get one of those abilities. So, even that same mission is going to be different.
Video topics + discussion points
Quotes (from this video)
- I suck at the Ryan really nice way to say this.
- how much childhood trauma I have from a gricola.
- It takes time. It really does. It takes time to get good at it.
- It really nails the semi-ooperative experience. I think it just strikes that
- And so you're kind of like paranoid about it.
References (from this video)
- Described as a two-player cooperative airline-piloting game.
- Demo at Essen suggests early visibility and hands-on previews.
- The host expresses clear excitement and anticipation.
- Two-player cooperative game about piloting an airline
Mechanics (from transcript analysis)
- Dice-driven actions — Dice are used to determine flight actions and to control areas necessary to fly the plane.
- limited communication — Players coordinate with restricted communication to achieve objectives.
Video topics + discussion points
Quotes (from this video)
- two-player Cooperative game piloting an airline
- seen the demo at Essen
- so very excited for this one
- it's got that it'll have some early availability probably yeah with a retail release coming more around the essence
- limited communication
References (from this video)
- High replayability due to many scenarios and modular options
- Strong value for money; price mentioned around 33 CAD
- Compact, fast rounds (~20 minutes) with a tense, challenging feel
- Quality components and insert features (e.g., double-walled slots for cards)
- Two-player-only design limits audience and table time for larger groups
- Not easy to teach; learning curve can be steep, especially with modules
- Storage considerations: no included bag for organizing pieces
- Module sequencing guidance (e.g., avoid modules until after Montreal landing) may complicate first plays
- Cooperative competition against a dynamic runway environment; scenario-driven flight operations with modular expansions.
- Aviation-focused landing scenarios in which two players coordinate as pilot and co-pilot to navigate a series of challenges toward a safe landing.
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- In Sky Team you play the role of a pilot and a co-pilot; each of you has a set of dice that you're going to roll at the start of your turn and place throughout it.
- There are 20 other scenarios; I can see why this won the Spiel des Jahres and I can see why it's been nominated for the German Spielpreis, although I still think White Council might pull through.
- If you want to clear the runway, if you're going to descend a lot or a little, and whether or not you're going to go make coffee.
- The price point is really good, it was only cost me about $33 Canadian dollars for this game and there's a ton of replayability in it.
- Rounds are about 20 minutes each, so it does play nice and fast.
References (from this video)
- engaging two-player experience
- fun dice placement
- effective use of limited communication
- high replayability within short sessions
- Unknown
- Unknown
- Unknown
- The Crew
- Groundhog Day
Mechanics (from transcript analysis)
- dice placement — Players place dice to perform actions and progress their objectives.
- limited communication — Communication between players is constrained, influencing how they coordinate.
Video topics + discussion points
Quotes (from this video)
- the limited communication really makes it work
- I liked it a lot
- it's was a lot of fun I agree we do like
References (from this video)
- Engaging two-player cooperative play with equal importance to both pilots
- Strong thematic integration of flight operations
- Clear, meaningful dice-driven decisions and coordination
- Radio mechanic adds interaction with external planes
- Support for dice modification via reroll and concentration tokens
- Short playtime (15-20 minutes) fits many sessions
- Limited to two players (no official multiplayer), potentially limiting table size
- May want expansions or variant rules for more players
- Cooperation and precise teamwork to land a plane safely
- Airline cockpit/airport landing scenarios around the world
- Procedural/operational simulation
Mechanics (from transcript analysis)
- Axis dice control — The axis dice determine the airplane's angle for turning or maneuvering.
- Briefing period and communication signaling — Before each round, players brief and signal plans; dice placements help convey intent.
- Communication constraint during rounds — Players cannot talk during the round, increasing reliance on signaling and planning.
- dice placement — Each player rolls four dice and places them on action locations to drive plane actions.
- dice placement and allocation — Each player rolls four dice and places them on action locations to drive plane actions.
- Engine dice and approach track movement — Engine dice determine how many steps you move on the approach track toward the airport.
- Landing gear and flaps adjustments — Actions tied to landing gear and flaps to slow and prepare for landing.
- limited communication — Before each round, players brief and signal plans; dice placements help convey intent.
- Radio action — Communicate and clear other planes by removing airplane tokens on the approach track.
- Re-roll tokens and concentration tokens — Tokens allow rerolling dice or adjusting values for better outcomes.
Video topics + discussion points
Quotes (from this video)
- This is one of the best cooperative games that I've played in a very long time.
- No quarterbacking; no player that can run the game by themselves.
- The game lives up to the anticipation that I've been hearing about and the excitement that I first seen at Gen Con.
- The only weakness would be that it's a two-player game.
References (from this video)
- Array
- Array
- A tense mission to land an airplane without direct communication
- Array
- Two-player cooperative air-landing scenario
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- geometry in the game is amazing
- oh so so good
- it's such a beautiful game
References (from this video)
- Compact footprint and small table footprint
- Solo variant works well and provides a solid solo experience
- Fast rounds and easy to fit in a lunch-break or quick session
- Solo play can feel punishing due to ongoing dice randomness
- Balancing dice outcomes may require patience and strategic luck
- Depth may be limited for players seeking heavier interaction
- Array
- Aviation
- Solo narration with instructional commentary
Mechanics (from transcript analysis)
- Airplane Removal and Track Movement — Airplane pieces are removed or moved along a track, with position affecting safety and progression toward airports.
- dice placement — Dice results must be placed into one of four sections, guiding movement and actions; strategic placement affects balance and progression.
- Dice placement / allocation — Dice results must be placed into one of four sections, guiding movement and actions; strategic placement affects balance and progression.
- Dice rolling — Players roll dice to generate outcomes for pilot and co-pilot actions each round.
- Resource Modification (Coffee Cup) — Coffee cup tokens modify dice results to change outcomes (e.g., converting a die to a desired value).
Video topics + discussion points
Quotes (from this video)
- this is not an easy game to play solo
- the solo variant works very well
- this probably the quickest game of Sky Team ever but that's how it is
- look how little space this takes up
- you can kind of squeeze this in during a lunch break
References (from this video)
- Excellent components and immersive board design with readable dice and unique physical pieces.
- Strong player interaction and signaling even when not talking.
- Very high replayability via many maps/modules and affordable price.
- Theme and mechanics align to create a convincing flight-emulation experience.
- Accessibility for hearing-impaired players and non-English speakers.
- Multiple variants, including a real-time mode, add variety.
- The base size is physically small; storage and handling of small pieces can be fiddly.
- Some components and switches can be fiddly; coffee insertion can be tedious.
- Rulebook would benefit from an index for easier navigation.
- Turbulence expansion adds randomness; some players may not find it worthwhile.
- Not all modules feel distinct; some variants feel repetitive.
- Limited head-to-head tension; would like more direct competition or different pilot roles.
- Content could offer more compelling storytelling or scenario variety.
- Array
- Air travel
- emulation
Mechanics (from transcript analysis)
- Cooperative Game — Two pilots work together to land the plane under strict constraints.
- cooperative play — Two pilots work together to land the plane under strict constraints.
- Dice manipulation (+1/-1, rerolls, intern slot) — Players can modify dice values, reroll dice, and even pull dice from the board via the 'intern' space.
- dice placement — Players place one die per round into action slots (steering, engine, landing gear, etc.) with outcomes based on die faces.
- Hidden information / signaling — Two dice are hidden from your teammate, requiring deduction and signaling through placement.
- modular maps / scenarios — The game supports multiple maps and modules to vary difficulty and requirements.
- real-time — A 60-second real-time variant adds a high-tension, fast-paced mode.
- Real-time variant — A 60-second real-time variant adds a high-tension, fast-paced mode.
Video topics + discussion points
Quotes (from this video)
- This is Sky Team, a game all about landing a plane safely.
- you and a buddy play as two pilots trying to get your passenger airplane to the airport by placing dice in slots while adjusting for flight speed, meeting a break threshold.
- The plane must be horizontal, aka straight on its axis.
- In Sky Team, you and your teammate... you can't talk during the dice placement phase.
- Sky Team is also easy to get into.
- The game is a flight emulator for two people, 20 minutes where you're silently putting down dice and then later on you can talk.
- This game has some great interaction.
- Sky Team deserves very high praise.
References (from this video)
- Gorgeous components and color scheme
- Thematic and tense cooperative play
- Limited communication adds challenge and tension
- Two-player only limits group size
- Dice can be capricious, leading to potential failures
- Cooperation under time pressure in a flight-land scenario
- Aerial landing/cooperative plane operation
- Array
- The Crew
Mechanics (from transcript analysis)
- cooperative dice management — Players manage dice pools to perform landing actions.
- limited communication — Players cannot reveal numbers behind the screen and must coordinate actions conceptually.
- Two-player teamwork — Two players work as the pilot and copilot to land the plane.
Video topics + discussion points
Quotes (from this video)
- These are games I wanted to show my friends I could play and win with after we tested them together.
- Sky Team is such a gorgeous game with that limited communication that really adds tension.
- Senjutsu is a beautiful duel with a clever simultaneous combat mechanic.
- Summoner Wars is a brilliant game with deep factions and a great digital implementation.
- Wizards of the Grimoire is easy to teach and highly portable, which I love.
References (from this video)
- unique cooperative experience with strong thematic coherence
- campaign-like variability and multiple modules offer replayability
- accessible two-player dynamic with clear cooperation cues
- two-player constraint may limit broader audience
- campaign structure could add perceived complexity for some players
- cooperative aviation safety and teamwork under varying module challenges.
- Aerial operations across diverse airports; two players coordinate as pilot and co-pilot.
- Array
- Captain Flip
- harmonies
- Trio
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's really cool to see
- but it's the production value of this is so high every little detail here there's so much educational value here too which is really cool to see
- it's got a bit of push your luck to the game of course because you are drawing from the tiles and then making that decision of whether or not you're going to flip is always interesting
- Sky team is a silent Cooperative game where you are playing as a pilot and co-pilot attempting to land your plane safely in a variety of different airports
- there's buckets of joy in that game you never know the tile that it's going to come out
References (from this video)
- innovative two-player cooperative design
- ample content and modular scenarios
- tight tension with a lighthearted feel
- specific two-player audience
- may require careful turn-by-turn coordination to avoid mistakes
- two-player cooperative dice placement
- aviation/airplane landing scenarios
- real-world stakes with light-hearted tone
- Hanabi
- The Crew
Mechanics (from transcript analysis)
- Cooperative Game — pilot and co-pilot coordinate to complete landing sequences.
- cooperative play — pilot and co-pilot coordinate to complete landing sequences.
- dice placement — each player places dice on labeled spots to land the plane safely.
- modular airports — base game plus multiple airport modules with increasing difficulty.
- Modular board — base game plus multiple airport modules with increasing difficulty.
Video topics + discussion points
Quotes (from this video)
- This is something that's a living document, which is really, really cool.
- It's driven by y'all.
- Dominion put deck building on the map.
- Sky Team won. That's incredible.
- It's truly one of the most replayable games ever.
References (from this video)
- strong two-player purity and tension
- variety of scenarios with increasing challenge
- thematic, tactile dice mechanic
- most complex of the three
- less accessible to families or casual players due to two-player constraint
- competitive aviation operations
- aviation, aircraft approach and landing on an airport runway
- tactical, highly thematic, two-player-only
- Captain Flip
- In the Footsteps of Darwin
Mechanics (from transcript analysis)
- dice drafting — each player rolls dice privately, places them onto the grid with various placement constraints
- dice drafting/placement behind screens — each player rolls dice privately, places them onto the grid with various placement constraints
- Scenario-based progression — multiple scenarios provide increasing challenge and complexity
- two-player asymmetric interaction — no direct communication; decisions driven by hidden dice and board state
Video topics + discussion points
Quotes (from this video)
- it's 20 to 30 minutes light game
- the turns are fast
- it's the kind of game where you get to talk to each other while you're playing
- the theme is a knockout
- really fits the theme
- not just one scenario so if you finish this scenario you will move on to other scenarios
- two players are going to not communicate with each other
References (from this video)
- Strong two-player cooperative feel
- Short playtime with emergent tension
- Silent communication adds thematic punch
- Depends heavily on partner coordination
- May be too luck-influenced for some players
- cooperation, non-verbal communication
- Two pilots landing a commercial aircraft across multiple airports and weather conditions
- tense, intimate teamwork expressed through silence
- Wingspan
Mechanics (from transcript analysis)
- dice placement — A die placement mechanic governs aircraft actions like speed and landing adjustments
- Silent teamwork — Non-verbal coordination between players drives success or failure
Video topics + discussion points
Quotes (from this video)
- Sky Team is a cooperative two-player game where you and your partner are pilots trying to land a commercial aircraft safely, guiding planes through different airports and conditions as you roll dice, manage flaps, adjust thrusts, and engage in an endless stream of disastrous non-verbal communication.
- What makes Sky Team brilliant is how perfectly it captures real teamwork in such a short period of time.
- Thunder Road is gleefully and unapologetically loud, dumb, and brilliantly fun.
- Hegemony is an asymmetric political economic game where each player controls a different social class in a modern country pushing their own agendas through laws, markets, and a lot of very loud table arguing.
- Arcs and the Blood Reach tells this like super messy and overly dramatic space opera that you will remember far longer than how many points you scored in the latest euro.
References (from this video)
- unique silent-cooperation mechanic
- high tension and satisfaction when you land successfully
- strong two-player coop experience
- nonverbal coordination may be frustrating for some
- depends on partner chemistry and communication style
- precision coordination under pressure
- Airline cockpits around the world; cooperative piloting
- silent, nonverbal teamwork in a tense flight scenario
Mechanics (from transcript analysis)
- Cooperative Game — communication is nonverbal; players must infer and coordinate without speaking
- cooperative nonverbal play — communication is nonverbal; players must infer and coordinate without speaking
- dice placement — place dice into cockpit stations to align actions and keep the plane level
Video topics + discussion points
Quotes (from this video)
- Now, this is a real good one.
- I like it at two player and I like that the theme really shines.
- It's Tableau building.
- It's not rulesheavy.
- This little thing here will give you some frights.
- The Regular White Castle is an excellent game. We love it.
References (from this video)
- very short setup
- high replayability due to different airports
- tight two-player co-op experience
- cooperative flight management
- airplane cockpit
- procedural teamwork
Mechanics (from transcript analysis)
- Cooperative Game — two players work behind screens to avoid a crash
- cooperative play — two players work behind screens to avoid a crash
- dice placement — rolling dice and assigning them to cockpit areas (speed, altitude, etc.)
- Dice placement / allocation — rolling dice and assigning them to cockpit areas (speed, altitude, etc.)
- fast setup with high replayability — short setup and varying airports drive replayability
Video topics + discussion points
Quotes (from this video)
- Cascadia has been one of my favorite games lately it's so easy to put on the table and having more to play with is just great
- it's gonna add more way of scoring points and more tiles more cards yeah more end game bonuses
- you can add a fifth and a sixth player to your table that's just amazing because it's such one of those wonderful party games that even people that never play a board game will pick it up in seconds
- if you liked Cascadia this is Cascadia but with more and what's not to like about that absolutely more Cascadia more Cascadia
- it's a two-player Co-Op where you basically need to fly and land the plane
- every airport where you need to land is a different challenge
- the production looks magnificent
- Endless Winter Paleo-American ... absolutely spectacular
- it's going to be a heavy Euro
References (from this video)
- Clear demonstration of the official solo rules by adapting a 2-player game
- Elegant and simple solo method that feels faithful to the full game
- Accessible learning curve with step-by-step procedural explanation
- Good use of physical components (tokens and boards) to illustrate rules
- Official solo rules are fan-made; sole reliance on fan variants can introduce ambiguity for some players
- Some details may be glossed over in a single viewing; replay may be needed to fully absorb setup nuances
- Air travel, balance, risk management, and precision timing
- Air traffic control environment focused on landing a plane via cooperative play
- Tutorial-style solo variant demonstration with a 2-player baseline setup
Mechanics (from transcript analysis)
- Coffee tokens (concentration/mitigation) — Coffee tokens modify dice results, enabling +/- adjustments to dice values or enabling substitutions.
- dice placement — Placed dice must occupy specific blue engine/axis slots that influence movement and outcomes.
- Dice placement and action locations — Placed dice must occupy specific blue engine/axis slots that influence movement and outcomes.
- Dice rolling — Both pilots (or solo main player and faux-opponent) roll dice to determine actions and resolutions.
- end game bonuses — In the final rounds, the engine sums must be kept low and axis spots must be balanced to achieve a perfect flat landing with gears and flaps engaged.
- Endgame landing requirements — In the final rounds, the engine sums must be kept low and axis spots must be balanced to achieve a perfect flat landing with gears and flaps engaged.
- Flaps and brakes management — Activating flaps and brakes slows the plane and is required to land; must be unlocked in a top-to-bottom sequence.
- Radio action / airspace clearance — A communication action clears planes from space, enabling safe landing progression and removal of obstacles.
- Stacking and Balancing — After placing dice, the pilot and co-pilot totals determine a tilt of the plane toward one side; a precise balance is required to avoid crashing.
- Tilt/balance mechanic — After placing dice, the pilot and co-pilot totals determine a tilt of the plane toward one side; a precise balance is required to avoid crashing.
Video topics + discussion points
Quotes (from this video)
- these rules are so simple and so elegant and they work so well that I thought I'd show them off today
- now in the process I'm also going to be teaching you how Sky Team plays at two because very little changes
- this is the starting scenario basically like a tutorial
- we're going to be landing this plane and we don't want it tilted in any way
- there's all sorts of different scenarios that you can play and you can use the solo variant in those
References (from this video)
- Tight, elegant design with scalable difficulty
- Great production value and approachable rules
- Expands well with expansions
- Limited player count may constrain experimentation
- Difficult to convey optimal dice placement without experience
- a space/flight voyage with limited communication
- Aboard a futuristic aircraft spanning multiple planets
- cooperative-leaning, puzzle-like
Mechanics (from transcript analysis)
- cooperative / competitive tension — Players must coordinate moves to safely return the plane, with competitive underpinnings in a two-player structure.
- Dice allocation — Each round, players secretly roll dice and place them on a shared cockpit board.
- progressive scenario complexity — Scenarios ramp up in difficulty, adding new rules and challenges.
- Scenario / Mission / Campaign Game — Scenarios ramp up in difficulty, adding new rules and challenges.
Video topics + discussion points
Quotes (from this video)
- This game is so clever. It's so quick to play.
- Rebirth was our game of the year in 2024.
- What a game.
- Ego is a tremendous game by a famous designer called Rhina Cania who we also saw in Rebirth and we may see again in this category.
- Quest for El Dorado is going to introduce you to basically deck building combined with racing.
- Ra, we talked about auction bidding already with Ego, but if you wanted something that takes that idea and distills it down to its bare essentials, you are just bidding.
References (from this video)
- Innovative two-player cooperative design tailored for nonverbal play
- Tense, satisfying coordination with high replayability due to many scenarios
- High-quality production with clever use of cardboard and tokens
- Accessible to aviation enthusiasts and a solid entry point for co-ops
- Can be punishing at higher difficulty scenarios
- Limited to two players, not ideal for larger groups
- Nonverbal signaling may be opaque for some players early on
- Cooperative two-person flight operations; precision landing and coordination
- Airports and flight operations with a focus on landing a passenger-laden aircraft under varying conditions
- Scenario-based challenges with escalating difficulty and tactile components
- The Crew
- Pandemic
- Star Captains
Mechanics (from transcript analysis)
- Cooperative Game — Two players must align their actions to manage speed, altitude, flaps, landing gear, and other systems.
- Cooperative problem solving under pressure — Two players must align their actions to manage speed, altitude, flaps, landing gear, and other systems.
- dice drafting — Each player rolls dice in secret and places them to execute actions, requiring strategic allocation.
- Dice drafting/placement — Each player rolls dice in secret and places them to execute actions, requiring strategic allocation.
- limited communication — Players communicate intent through dice placement and resource choices rather than spoken words.
- Module-based complexity — Additional modules introduce fuel management, wind effects, and temperature considerations.
- Nonverbal coordination — Players communicate intent through dice placement and resource choices rather than spoken words.
- real-time — Pilot acts first, then co-pilot; turns descend along a tracker leading to landings.
- Resource and constraint management — Planes, wind, fuel, and other factors constrain feasible actions.
- Resource management — Planes, wind, fuel, and other factors constrain feasible actions.
- scenario-based replayability — Box contains numerous airports with color-coded difficulty levels; replay value is high.
- Tactile production elements — Double-thick boards, wooden aircraft dice, and clever cardboard components enhance immersion.
- Turn-based with tight tempo — Pilot acts first, then co-pilot; turns descend along a tracker leading to landings.
Video topics + discussion points
Quotes (from this video)
- it's a two-player Cooperative game I don't know that many of them that especially not ones that are this good
- the non-communication is really fun
- this is not is a scenario based game
- it's perfectly done
- five out of five
- it's an excellent game
- this game gives a really wonderful sense of stress
- it's not too long either it's just about small enough to take with you
- I think it's fantastic in that respect
- it's an absolute triumph
References (from this video)
- strong cooperative feel
- challenge from limited communication adds puzzle depth
- limited communication may hinder clarity for some players
- airplane routing and landing coordination
- Aviation/air traffic coordination
- cooperative puzzle with limited communication
Mechanics (from transcript analysis)
- Cooperative Game — players work together to achieve a common objective
- cooperative play — players work together to achieve a common objective
- limited communication — communication channels are constrained, adding a puzzle element
Video topics + discussion points
Quotes (from this video)
- number 10 is Disney's loracana which is a collectible card game think Magic the Gathering but a more family-friendly version that's more accessible
- nine is Sky team which is a Cooperative limited communication game where you're working together to get your airplane all right to be able to land safely
- Barcelona is a euro game where you're building streets and trams and trolleys and you're trying to interact with all the other players to work off what they've done to get points yourself
- world wonders is a polyaminal game where you can be building all sorts of different wonders in a Tetris style getting points going up tracks and trying to build the best city
- Federation Deluxe by eagle Griffin games is a worker placement game we have double-sided workers that allow you to do different things like fun projects to work with other players lots of little mini games going on as well
References (from this video)
- great two-player experience
- innovative design for coordination
- stressful and fun for couples
- requires two players
- dice result visibility can be tense
- pilot/co-pilot coordination under limited signals
- aviation/mutuary mission context
- real-time teamwork with a tense edge
- The Crew
- Deception: Murder in Hong Kong
Mechanics (from transcript analysis)
- Cooperative Game — Silent communication and shared objectives drive the game.
- cooperative puzzle — Silent communication and shared objectives drive the game.
- dice placement — Players place dice to coordinate actions as a team.
Video topics + discussion points
Quotes (from this video)
- it's the weirdest thing about Hanabi, the communication is so layered that you feel like you still have control over the table even when you can't see your own cards
- it's basically poker without gambling — that's the clever bit
References (from this video)
- cooperative
- space
- Tag Team
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It is legitimately one of my favorite cooperative games, not just for being a game that uses a standard deck of playing cards, but it's just one of my favorite cooperative games, period.
- For a game that costs $100 is a pretty big let down
- There's an okay game here with a really interesting but unfulfilled promise out of the gimmick
- Board games facilitate a level of safe conflict
- It felt very wide without being deep
References (from this video)
- tight team tension and coordination
- strong thematic alignment with flight operations
- accessible to teach and quick to play
- edge depth might be shallow for some players
- component quality not specified in the transcript
- Cooperation, mission-critical decision making, teamwork under stress
- Two-player cooperative air mission simulation where pilots work as a team to land a plane under time pressure, set in a modern airspace context.
- immersive, cinematic, experiential
- World of Warcraft: The Card Game
- Magic: The Gathering
- Star Wars: Unlimited
Mechanics (from transcript analysis)
- asymmetric planning with limited communication — Players coordinate actions to achieve goals while masking or limiting direct communication, simulating cockpit teamwork.
- cooperative play — Players share a common objective to land a plane successfully, with limited individual rewards.
Video topics + discussion points
Quotes (from this video)
- Sky Team is one of the best themed games I've played in a long time.
- I absolutely loved it.
- Disney Lorcana line at 5:30 a.m. was insane.
- The fatigue and memory deck interactions in Elder Scrolls feel like a natural evolution of deep strategy card games.
- The line chaos around Lucasfilm's property is something we must watch for, but it's exciting for the hobby overall.
- We could deck build in 30 minutes for Sky Team, which is exactly what we need for quick meetups.
- QR codes and print-on-demand card options could reshape TCG ecosystems.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not even a game it's just like a story
- why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
- the bane of my freaking life this horrible game
- I just want to feel like right I can do this I can do this
- just design one good game one good game one good mode
- why can't I tell you
- they just made them a lot worse
- it's a red flag to the game is going to suck
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we had a wonderful friendsgiving with some wonderful friends
- this is one of my favorite conventions to attend
- we had a big huge table of 10 eating at Papados
- we are going to have our ugly Christmas sweater episode again
- one of the highlights of the convention was meeting the designers
- Alan Moon was so nice, down to earth
References (from this video)
- distinct dual-role system for pilot and co-pilot
- scalability with modules and difficulty options
- hidden information about dice can complicate planning
- dice placement within a flight/landing simulation
- not specified in transcript
- none
Mechanics (from transcript analysis)
- dice placement with shared modules — pilot and co-pilot manage separate and shared actions; dice values and tilts drive outcomes.
- dice tilting and module interaction — tilt between pilot and co-pilot drives plan tension; modules add varied challenges.
Video topics + discussion points
Quotes (from this video)
- it's a banger.
- this is a game where every value of dice can be useful.
- I really enjoy Creature Caravan, for me at least, came out of absolutely nowhere. And I just think it's a banger.
- the tension with dice placement is just really really fun.
- it's a sandbox to explore in, and it never gets old.
References (from this video)
- Engaging gameplay
- Relies on teamwork
- Progressively challenging
- Dynamic experience
- Cooperative aircraft landing
- Airplane cockpit
- Progressively challenging missions
Mechanics (from transcript analysis)
- cooperative gameplay — Two players work together as pilot and co-pilot
Video topics + discussion points
Quotes (from this video)
- It's a thrilling experience that truly showcases the power of cooperative gaming
References (from this video)
- great co-op for two players
- scales well with increasing replayability
- requires good nonverbal coordination
- rules can be a bit dense at first
- cooperative two-player air travel
- Aviation teamwork and flight
- playful, cooperative
- Everdale
- Ticket to Ride: Legacy
Mechanics (from transcript analysis)
- cooperative play — Two players work together to plan actions and coordinate to land a plane first.
- dice/panel-based actions — Each player uses dice-backed actions to resolve decisions without verbal communication.
Video topics + discussion points
Quotes (from this video)
- gadia is a game that is super simple quick with simple rules and yet fun absolutely
- it's a deck building game which means we all have a small deck of cards that we will play and get new cards as the game goes by
- definitely great if you want to try deck building which is one of the if not the best por gaming
- Legacy takes it to the next level if you ever wanted to play a legacy game your family that's the one to go for
- Seven Wonders is a drafting game one of the first ones that ever did it
- Clank is a deck building game where we each have a character that is going deep underground to steal an artifact from a dragon and get out before the dragon eats you
- Everdale is a tableau building game take a people place it on the board get resources for that and then use these resources to play out cards
- Wingspan yeah Birds we have games already similar to Splendor duel here and Wingspan I think or is an original
- Tick ride Legacy tick generally is a great family game Legacy
- Harmony is a game where you collect trains and animals and all the animals like specific places to live
References (from this video)
- Cooperative tension with nail-biting conclusions
- Distinct thematic intuition that guides players through mechanics
- Some players may find the system understated visually
- cooperative, tense operational maneuvers
- airline operations, coordinating teams to land planes
Mechanics (from transcript analysis)
- cooperative engine-building — Players coordinate actions to achieve safe landings under constraints.
- Limited action economy — Turn order and resource constraints drive decision-making.
Video topics + discussion points
Quotes (from this video)
- "this is the completely biased unadulterated Jack's personal top 10 list of 2024"
- "it's a wonderful year to be a gamer with the partner gamer in your life"
- "Leviathan Wilds is a midweight game that doesn't take a lot to get to the table"
- "Harvest is a game that got me into gaming in the first place"
- "this year has been bonkers... I'll remember forever"
References (from this video)
- fun two-player co-op feel
- short playtime
- ambiguous rules for new players
- aircraft navigation and landing mechanics
- aviation scenario with a pilot and co-pilot
- light, family-friendly theme
- Hanabi
Mechanics (from transcript analysis)
- asymmetric roles — pilot and co-pilot have different tasks
- dice placement — dice dictate actions like movement and landing
Video topics + discussion points
Quotes (from this video)
- Forest Shuffle is a super quick good good looking game
- it's actually a really really good Bard game
- War of the ring this is the most thematic board game ever created
- quick easy to teach game
- this game can end if Mr Nixon wins by stalling
- it's almost like a Miniatures game where you have a board
- it's hot right now that we only have the expansion box
- you are playing a pilot and a co-pilot and trying to land a plane
References (from this video)
- Unique gameplay unlike other games
- Won the Spiel des Jahres
- Huge amount of content and replayability
- Multiple difficulty levels through different airports
- Tons of modular content
- Small box with massive amount of game
- Every game feels different
- Great base game before expansion
- Cooperative plane landing challenge
- Airplane cockpit during landing
- Humorous cooperative roleplay
Mechanics (from transcript analysis)
- Communication restriction — Limited communication during critical moments
- cooperative gameplay — Both players work together to land plane safely
- dice placement — Players place dice for tasks but cannot talk during placement
- Multiple airports and modules — 20+ airports with increasing difficulty plus many modular challenges
- role specialization — Pilot and co-pilot have different responsibilities
Video topics + discussion points
Quotes (from this video)
- Listen here anyone who wants to play games at more than two players are suckers
- These are for two people
- We play pretty much exclusively two-player at least on this channel
- This list could have been 100 games long realistically there's so many good games
- We want you to subscribe because you are inspired to
- I know we do a lot of really silly things to try to get you to subscribe but realistically we want you to subscribe because you feel like it's worth it
- Cocol is the best dexterity game out there
- I think there's always something you could do differently to like get a little bit more out of what cards you play
- Beer and Bread is a game I like more and more and more every single time I play it
- There's something about this game that I absolutely love
- War of the Ring is Lord of the Rings in a box
- We're not afraid to say that we're Uwe Rosenberg fans
- It's not the prettiest game it's not the most exciting theme but it is very very good game
References (from this video)
- Cooperative two-player gameplay
- Interesting communication mechanic (can't communicate until after assignment)
- Mind-reading gameplay element
- Dice rolling mechanics
- Less targeted conflict than competitive two-player games
- aviation
- piloting
- cooperation
- communication
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- tight two-player cooperative experience
- high replayability with scenarios and modules
- shared table energy and moments of cleverness
- depends on familiarity with trickier dice-logic
- less accessible to very casual players
- teamwork and communication under time pressure
- cooperative aviation adventure
- cooperative, puzzle-driven
Mechanics (from transcript analysis)
- dice placement — Roll dice behind a map and place on a shared board to affect actions for the team.
- limited communication — Limited or no direct inter-round communication; players infer intent from dice and board state.
- Silent communication — Limited or no direct inter-round communication; players infer intent from dice and board state.
Video topics + discussion points
Quotes (from this video)
- it's just it is that quick card drafting. You know, the simultaneous play keeps everyone engaged.
- scouting, which is taking one of the outermost cards on the set that's currently out and taking it into your hand and slotting it anywhere.
- you can't communicate what each of you have outside of in between rounds.
- it's all around, you know, you're rolling these dice behind your little map and then using, you know, dice placement out on kind of a shared board to ultimately try to fly the plane successfully.
- Tumbling Dice had a way of getting to his heart.
- Sausage Sizzle is just absolutely knocked it out of the park in that regard.
- This is the definitive filler game.
- Escape the temple for 10 minutes of excitement and fun.
References (from this video)
- Fast and tense cooperative play (about 15 minutes per game)
- Clear physical presentation with a tactile control panel
- Accessible entry point with scalable features via scenarios and modules
- Strong emphasis on teamwork and communication within a tight mechanic loop
- Rules depth can be intimidating and long to explain for new players
- Dice-driven randomness can lead to variability in outcomes
- Fiddliness of some components may not appeal to all players
- Aviation teamwork and precision in landing
- Airports worldwide; landing a passenger aircraft
- Procedural puzzle with cooperative play
Mechanics (from transcript analysis)
- Altitude and approach tracking — Altitude track and approach/descent track determine consequences and landing success.
- Coffee token dice modification — Concentration spaces allow tokens to modify dice values before placement.
- Cooperative coordination — Captain and co-pilot must coordinate actions and communicate with control tower while keeping dice values hidden.
- Dice placement (hidden behind-screen) — Players roll dice and secretly place them on the control panel to influence axis, engine, and other controls.
- Optional modules (wind, kerosine, wind-related effects, wind/terminal modules) — Advanced rules add new modifiers and constraints to the core system.
- Resource/marker management — Landing gear, flaps, brakes, and engine power are managed via markers and control panel spaces.
- Scenario-based difficulty and modular features — Easy/Medium/Hard/Very Hard scenarios add setup tweaks and additional mechanics.
Video topics + discussion points
Quotes (from this video)
- this is how you can play this very addictive game called Sky Team
- the game is played over a series of seven rounds
References (from this video)
- strong thematic alignment with co-op design
- tight design process and editorial oversight
- two-player focus may limit broader player count
- team-based decision making under pressure
- two-player cooperative scenario
- cooperative/tense
- Resist
- Watergate
Mechanics (from transcript analysis)
- cooperative / semi-cooperative — players work together to achieve shared objectives
Video topics + discussion points
Quotes (from this video)
- Resist was the game changer for us.
- Conventions are key for promotion.
- Queen of Spice is the next one.
- Watergate was a bigger box and it was a fantastic game.
- I would love to do a game of Alcatraz, escape from Alcatraz.
References (from this video)
- Strong thematic integration of aviation and cooperative play
- Tension from hidden dice and timing in landing tasks
- Encourages team communication and planning
- Potential luck factor due to dice, which can affect outcomes
- Learning curve to master cockpit actions and landing controls
- Air travel, teamwork, precision landing
- Airline cockpit with global airports, landing scenarios
- procedural, task-driven coordination
Mechanics (from transcript analysis)
- cooperative_coordination — Captain and Co-pilot must coordinate to deploy landing gear, adjust flaps, power, and leveling.
- dice_placement — Players roll dice and place them on actions on the plane's control panel to execute landing tasks.
- hidden_information — Pilots' dice are kept hidden until actions are resolved, adding tension and coordination challenges.
- round_descend — Each round ends with the plane descending toward the runway, increasing pressure to land correctly.
Video topics + discussion points
Quotes (from this video)
- they alternate turns placing one die on spaces of the plane's control panel to land the plane
- the plane steadily descends when it finally touches the ground
- they have successfully landed in Sky Team
References (from this video)
- High-energy multiplayer tension
- Engaging team dynamics
- Rules clarity not confirmed in transcript
- Potentially chaotic without clean playtesting
- Team coordination and strategic risk-taking
- Futuristic competitive team-based game ecology
- Competitive with dynamic turn structure
Mechanics (from transcript analysis)
- area influence — Control of board zones yields resources or scoring momentum.
- team-based action drafting — Teams draft actions to optimize synergy and cover weaknesses.
Video topics + discussion points
Quotes (from this video)
- we will make independent board game reviews, they will be biased by things like our mood and how annoyed our friends were when we asked them to play the same game for the seventh time
- we don't accept sponsorships from anyone, we don't even accept review copies
- if you can afford it please consider supporting us on patreon
- two voices subliminally influencing you to buy more board games
- we film, edit, write everything ourselves
- whatever we end up making this year whatever we succeed or fail at I can guarantee you one thing we will always take time to look after ourselves
- we are developing a new series that is exclusive for Patron only called only €
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think five shorts in the can is a momentum, it's going to be a priority.
- The YouTube algorithm is fickle because we don't want to tailor our content to it, but we have to consider it.
- PAX Unplugged could be a great place to do interviews, but we have to be mindful of publishers' time and not be overly intrusive.
- Yokohama is a really interesting game with an interesting history, and I wanted to capture that in the review.
- Desperate Oasis is a small game and the Shorts performed reasonably well for it.
References (from this video)
- quick to learn, fast rounds, accessible for lighter gamers
- interesting pilot-analyzer approach that players can relate to
- some players may crave more narrative depth or asymmetry
- edge cases in dice interaction can feel opaque
- aviation, strategy, battle simulation
- air combat and flight-school-initiative themes
- mechanics-forward with thematic cues
- Watergate
- Trick Draw
Mechanics (from transcript analysis)
- dice-based resource allocation — each turn you roll and allocate dice to drive actions and movement on a map.
- engine-building via dice and cards — you optimize die placement to unlock maneuvers and upgrades.
Video topics + discussion points
Quotes (from this video)
- Match of the Century is a clever, fast-paced two-player card duel with a historic theme.
- The lantern mechanic keeps the board interesting and ensures no two games feel the same.
- This is one of those social deduction games that leans heavily on card play and strategic tricking instead of pure accusation.
- The life deck and resource deck in One Piece add a surprisingly engaging tempo to damage and play economy.
- Watergate is a tight two-player duel with strong tension and readable decisions.
References (from this video)
- pleasant solo play
- good for quick sessions
- not as widely supported as other titles
Mechanics (from transcript analysis)
- Solo Play — solo variant and occasional in-person play with others
Video topics + discussion points
Quotes (from this video)
- I love Wingspan. As you know, it's my number one board game of all time.
- My number one game this year is Date of Merchants.
- This is like one of my most favorite games ever.
References (from this video)
- easy to teach and quick to play, making it a good two-player filler
- great for relaxed, cooperative play without heavy crunch
- compact, well-presented components with a cohesive theme
- levels add variety and allow tailoring to player taste
- dice and coffee mechanics provide meaningful choices without crowding the experience
- can be stressful for players who dislike dice-placement pressure
- not as crunchy or deeply strategic for players seeking a heavier co-op
- theme is light and may not satisfy those seeking realism or simulation
- Air travel coordination with a light, non-simulation vibe.
- Two pilots coordinating to land a passenger plane at a chosen airport in a cooperative, time-bound flight scenario.
- Light-hearted, practical, and approachable; emphasizes teamwork over realism.
- Clever
- The Crew
- Honeymoon
- Million Ways
Mechanics (from transcript analysis)
- axis control via dice — One die (the 'D') determines the airplane’s axis/tilt, influencing flight stability.
- coffee/fuel/dice modifiers — A coffee mechanic allows modifying dice to improve outcomes, adding a tactile layer to decision-making.
- level-based difficulty with timed rounds — Four difficulty levels with dedicated tracks; harder levels introduce a one-minute timer and fuel constraints.
- minimal components, maximal feel — A small box with a clean presentation that still conveys a strong flight theme.
- radio/action to influence play — A die can remove obstacles (planes) from the flight path, simulating air traffic clearance.
- secret dice placement — Each round, players roll four dice and place them to control actions without revealing results to the partner.
- speed and distance management — Dice values contribute to engine power and forward movement; overshooting the destination is a failure condition.
Video topics + discussion points
Quotes (from this video)
- it's a calm and chill experience
- this is a perfect game for two people who are looking for something that you just don't want to invest a lot of time in learning
- it's a small box full of gaming goodness
- it's my go-to two-player filler for a considerable while
- it's easy to teach
- the levels help with that and we really enjoyed