Game Info
Year
2024
Players
2-4
Age
8+
Playtime
30 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Tile-placement strategy game where you arrange donut tiles in a shared display case scoring points for connecting matching types and boxing groupings to fulfill orders
Featured Videos
Ask a Rules Question
Images
GID0452112.jpg
GID0452112_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video pWy3DECngRQ
The Hunger Gamer Review at 0:11 sentiment: positive
video_pk 65830 · mention_pk 159758
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Charming old-school donut shop theme
- Easy to learn, quick to play
- Delightful, visually appealing components and production
- Relaxed, low-stress gameplay with short rounds
Cons
- End game can feel anticlimactic
- May feel longer than ideal with two players
Thematic elements
- Donuts, orders, display, and packaging under time-limited scoring
- Old-timey donut shop with display cases and conveyor belt in a modern casual gaming setting
- Whimsical, charming, light-hearted
Comparison games
none
Mechanics (from transcript analysis)
- Compound Scoring — Score money for each donut that matches an order type when placed.
- draw_variant — On your turn you draw a tile and choose between a visible order or a blind draw, blending information and chance.
- end_game_and_round_resolution — Game ends when the donut tile stack or the order stack is empty; players get one final round.
- endgame_scoring_focus — Final tallies emphasize total money accumulated and completed orders.
- order_fulfillment_and_boxing — Box up donuts to fulfill orders, with different box sizes and bonuses.
- scoring_by_type — Score money for each donut that matches an order type when placed.
- tile placement — Place donut tiles so they connect to existing tiles; tiles cannot be split or stacked.
- tile_placement — Place donut tiles so they connect to existing tiles; tiles cannot be split or stacked.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's such a relaxing little game it's so low stress because you're not being filled with tons of choices
- it's a very pleasant just kind of sit down play
- Donuts are pretty to look at
- Charming about this old school donut shop
- Whimsical and silly and that's always a win for me
- if you're looking for something deep and heavy this ain't it
- it's a very clever production
- delightfully fun about selling all these donuts
References (from this video)
No references stored for this video.
Video yUfhc5zviFc
Ryan and Bethany Board Game Reviews Review at 0:14 sentiment: positive
video_pk 65829 · mention_pk 159757
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Delightful, tactile presentation with an adorable donut-display theme.
- Engaging shared board that invites planning and interaction rather than solo play.
- Pacing feels quick and approachable, making it accessible for families and casual gamers.
Cons
- Theme and scoring options can feel light or optional rather than core to strategy.
- Opponent blocking on a shared board can slow you down or disrupt plans.
- Setup can require some space to appreciate the full tableau and box-up mechanics.
Thematic elements
- Light, whimsical bakery/set-collection and tile-placement competition with toppings and display boxes.
- A donut shop environment where donuts are displayed, boxed, and sold from a shared shop floor.
- Playful, tactile presentation emphasized by physical donut tiles, napkin dispensers, and donut displays.
Comparison games
- Garden Bow
Mechanics (from transcript analysis)
- box up for points — Donuts are boxed into different sized containers for cash value and victory points.
- card-toppings bonuses — Toppings on cards provide additional scoring opportunities when boxes are formed with compatible donuts.
- End-game trigger — The game ends when donut tiles or cards run out, and final scoring determines the winner.
- pattern scoring / adjacency bonuses — Points are earned by connecting tiles of the same type and triggering matching bonuses from cards.
- set collection / tableau building — Players arrange collected donuts to maximize scoring based on type adjacency and card effects.
- tile drafting — Players draft donut tiles and cards from a central layout or from face-down draws to build their display.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a mouth-wateringly good as we were playing this game.
- I'm really liking how they went above and beyond in this game.
- You have to plan ahead, the donuts don't just fall into place.
- There are always a variety of donuts, so you need to adapt your strategy.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2