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Team Story box art

Team Story

Game ID: GID0448567
Game Info
Players
2-7
Age
5+
Playtime
20 min
Collection
Rating
Mechanic profile
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Vibe profile
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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–1 of 1
Video EnD0K4jINm8 Rules Teach at 0:03 sentiment: positive
video_pk 66714 · mention_pk 162512
Team Story video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Brilliant victory point track design that turns scoring into a strategic decision.
  • Unique activation mechanic for cards that gives players more control and strategic depth.
  • Excellent combination of Machi Koro-style mechanics with main board interaction.
  • High replayability due to variable setup and building combinations.
  • Phenomenal game design, particularly the victory point track's impact on territory access.
  • Strong solo mode against a smart and challenging opponent.
  • Great potential for future designers to build upon the innovative mechanics.
Cons
  • Misinterpretation of scoring rules by the host initially regarding cactus and pistol pairs for end-game scoring.
Thematic elements
  • Town building
  • American frontier
Comparison games
  • Machi Koro
  • Settlers of Catan
  • Space Base
  • My Farm Shop
  • Carcassonne: The Castle
Mechanics (from transcript analysis)
  • action selection — Players choose from a set of available actions each turn, such as raiding, doing business, swindling the market, or getting a new license.
  • Area Control — Players interact with different towns on the board, and their position on the victory point track determines which territories they have access to.
  • Automa (solo mode) — The game features an automated opponent designed to provide a challenging solo experience with increasing difficulty levels.
  • Card drafting/selection — Players select cards from a common pool to add to their tableau.
  • Dice rolling — Dice rolls determine which buildings or cards activate on a player's board, with variations in how colors and numbers are used.
  • Resource management — Players manage resources like coins, cattle, and cowboys to perform actions and purchase cards.
  • set collection — Collecting specific pairs of icons, such as cactus and six-shooter, is important for end-game scoring via licenses.
  • tableau building — Players program and upgrade their player boards by adding new cards representing buildings, which have various effects and scoring opportunities.
  • Territory Movement — Progression along the victory point track moves players through different territories, each offering unique actions and opportunities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is my number five highest ranked game of 2025.
  • Every board game designer should copy this because it's freaking brilliant.
  • It's the combination of out Machi Koroing any Machi Koro ever and then coming up with the coolest victory point track in board game history that puts this so high in my esteem.
  • The fact that this game actually gives you the option. I don't know of any other games that say, 'Hey, when you score points, it's optional. You don't have to score those points if you don't want to.'
  • Piotr Deckert is a force to be reckoned with.
  • This is so much more engaging and that's it's the combination of out Machi Koroing any Machi Koro ever and then coming up with the coolest victory point track in board game history that puts this so high in my esteem.
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