Game Info
Year
2025
Players
1-5
Age
14+
Playtime
90 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Worker placement and investigation game set in the 1970s where players lead investigative journalists covering events from Vietnam to Watergate competing to publish the Pulitzer-worthy story
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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This page: 1
Sentiment:
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mix 1 ·
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Video 2PnYo4zkR-0
The Dice Tower Review at 0:09 sentiment: mixed
video_pk 65901 · mention_pk 160056
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Stellar production quality and art.
- Strong, immersive theme with historical flavor.
- Hidden-value worker placement with bidding adds tension.
- Impressive table presence thanks to the red string visualization and cork-board components.
- Engaging for players who enjoy bid-based strategic decisions and round-based play.
Cons
- Evidence collection feels excessively luck-based due to randomized card draws.
- Certain dual-icon evidence cards lack meaningful penalties, reducing strategic tension.
- Eight rounds feel longer than necessary; pacing can drag for some groups.
- Readability issues with light-colored meeples in certain lighting.
- Overall more luck than skill in determining end results, which may frustrate some players.
Thematic elements
- exposing corruption through evidence trails and reporting
- 1960s–1970s investigative journalism
- hidden information with tethered evidence visualization
Comparison games
none
Mechanics (from transcript analysis)
- card drafting — Drawing evidence cards drives options and routing; some cards impose future penalties if used to mitigate choices.
- card-driven draw with potential penalties — Drawing evidence cards drives options and routing; some cards impose future penalties if used to mitigate choices.
- hidden information with bid/secret placement — Workers are placed face-down or in secret configurations; later revealed and rearranged to create bidding and bluffing dynamics.
- majority/area control scoring — End-of-round and end-of-game scoring based on holding majority in rows and columns, yielding bonuses and points.
- overtime cards / flexible draws — Overtime cards grant extra draw options and immediate or future benefits, adding strategic flexibility.
- Resource management — Money and tokens regulate access to spots and actions, balancing risk and benefit across the eight rounds.
- resource management (money and tokens) — Money and tokens regulate access to spots and actions, balancing risk and benefit across the eight rounds.
- set collection — Players collect pieces of evidence connected by a red string to form end-game scoring potential; evidence cards determine what can be pursued.
- set-collection / evidence trails — Players collect pieces of evidence connected by a red string to form end-game scoring potential; evidence cards determine what can be pursued.
- worker placement — Players place workers in various board areas to gain actions and resources; some placements are revealed or resolved in phases.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I really like the worker placement. I really like the bonuses you can get.
- This game does have some detractions.
- Collecting the evidence is so lucky.
- Eight rounds of gameplay feels a little long.
- I cannot recommend the game ultimately because collecting the evidence is so lucky.
References (from this video)
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