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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 2 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–3 of 3
Video weDcShuzPXE
Unknown Channel Promotion at 1:55 sentiment: positive
video_pk 67370 · mention_pk 163471
Click to watch at 1:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- simple and easy to teach
- light strategy around reaching zero
Cons
- may be too light for some players seeking complexity
Thematic elements
- Zero-sum optimization
- Family-weight game where players build sets to reach zero
- playful
Comparison games
none
Mechanics (from transcript analysis)
- end-condition zero — You lose if you don't reach zero first.
- set collection — Build sets of cards to optimize options and aim for zero.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I love to that all of these games have a QR code on them.
- Winners will be announced on August 10th.
- Three three places to enter, three entries you can win, and one of you will be the lucky winner.
- They are all card-based, and they are all a good time.
References (from this video)
No references stored for this video.
Video 4NlcurBF7iM
JestaThaRogue Rules Teach at 0:01 sentiment: neutral
video_pk 41691 · mention_pk 126354
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Clear and accessible rule presentation with a strong twist on standard trick-taking
- Zero-to-hero endgame adds a dramatic finish and suspense
- Friendly tie rules ensure inclusivity and shared rewards
- Dynamic lead mechanism and trick flow keep rounds engaging
- Simple setup and repeatable hand structure aid teaching and adoption
Cons
- Edge cases around ties and non-leading suits can be nuanced and may require careful play
- The instant-win condition can feel swingy in longer sessions or with lead changes
- Scoring tokens and the left-to-right tile reveal can be easy to miscount for new players
Thematic elements
- risk/reward scoring, climb from zero to hero
- Abstract, multi-suit trick-taking with score tiles and a zero-to-hero scoring arc
- procedural, score-driven progression
Comparison games
none
Mechanics (from transcript analysis)
- hand structure — Four hands total, each with seven tricks; scoring tiles are revealed and consumed per trick
- lead rotation — Winner of each trick leads the next one
- Limited Points — Points cannot go below zero; losses below zero instead convert to positives to maintain nonnegative scoring
- point adjustment rule — Points cannot go below zero; losses below zero instead convert to positives to maintain nonnegative scoring
- score tile progression — Tricks determine rewards/penalties from a set of face-down score tiles laid left-to-right
- Trick-taking — Each trick is won by the winning suit with highest total value in that trick
- zero-to-hero mechanic — Starting at zero, players can reach five points to instantly win; zero-to-hero progression is tracked via tokens
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a trick- taking game where the winning suit is the one with the highest total value of tiles played in that trick.
- If you're on zero and lose two points, you'll actually gain two points instead.
- If a zero gets to five points at any time during the same hand, they flip their token to hero and win the game instantly.
- Ties are friendly. All players receive the full reward or penalty.
References (from this video)
No references stored for this video.
Video tfs0_MVy8lw
Just the Rogue Top 10 List at 11:19 sentiment: positive
video_pk 32583 · mention_pk 96445
Click to watch at 11:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fun twist on classic trick-taking
- clear and approachable core mechanic
- interesting risk/bonus dynamic with zero-to-hero
Cons
- some rounds can be won/lost via timing rather than skill
- could be unsatisfying if players rush to hero and miss strategy
Thematic elements
- Score by tricks, but with a twist: a zero-to-hero reward for reaching five points
- Abstract trick-taking with triangular, colored tiles
- light, puzzle-like, with strategic risk vs reward
Comparison games
none
Mechanics (from transcript analysis)
- Compound Scoring — Round-specific tiles influence scoring and strategy
- hero_marker_rush — Zero-to-hero edge condition triggers when meeting criteria
- special_round_scoring_tiles — Round-specific tiles influence scoring and strategy
- Trick-taking — Highest color total wins a trick; color-specific rules apply
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.
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Showing 1–3 of 3