Game Info
Year
2024
Players
2-5
Age
8+
Playtime
30 min
Complexity
1.4/5
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Quick drafting game of whale-fueled chaos where players collect Krill Kred while avoiding the hungry Whale Plush
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 1 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video OSMO-8kbTY4
Litz Table It Review at 0:13 sentiment: positive
video_pk 66127 · mention_pk 160738
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Hands-on, tactile element with the whale plush
- Family-friendly theme and simple rules
- Accessible for kids while still offering some strategic decisions
- Replayable through card variety and market randomness
Cons
- Some randomness can affect outcomes
- Certain cards can hinder players and slow down the game
- Scoring complexity may feel fiddly for very young players
Thematic elements
- Whales eating krill; card collection and scoring through discard/eat mechanics
- Underwater/ocean environment with a whale motif
- Lighthearted, family-friendly
Comparison games
none
Mechanics (from transcript analysis)
- card drafting — Players select one face-up card from the Ocean Market each turn.
- Discard to whale / eat mechanic — If a chosen card shows a shark, it triggers an immediate action and goes to the player's discard area; otherwise, it stays for scoring.
- end game bonuses — When the final Killing Time card is revealed, the game ends after a final scoring phase.
- Killing Time / endgame trigger — When the final Killing Time card is revealed, the game ends after a final scoring phase.
- set collection / scoring via cards — Players gain points from their collection of Krill-related cards, with some cards providing bonus points or special actions.
- Tactile storage / discard with whale plush — The whale plush acts as a physical discard/holding area, adding a hands-on element.
- Whale mechanic / target-based effects — A rotating 'Target' (the whale) influences actions via revealed Kraken/SR cards and Market interactions; the whale can influence who is affected by actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a family card game contained within this whale stuffed animal
- it's a game of collecting the right cards to score you the most points
- my kids have kept wanting to play this game over and over again
- it's a cute card game about whales eating Krill
References (from this video)
No references stored for this video.
Video p82VLedMFqQ
Unknown Channel Review at 0:07 sentiment: mixed
video_pk 35684 · mention_pk 106674
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Amusing theme with a stuffed whale wearing a tie
- Card-drafting mechanic paired with a playful whale movement
- Humorous presentation that is approachable for casual players
Cons
- Feels random and luck-dependent at times
- Take-that elements can be seen as annoying
- Complex rule set relative to short play time; not very deep in strategy
Thematic elements
- Drafting and set collection with a whale as a moving, feeding mechanic
- Underwater world featuring krill, sardines, and a whimsical whale in a card-driven draft
- Humorous, lighthearted, pun-filled and whimsical
Comparison games
none
Mechanics (from transcript analysis)
- card drafting — Players draft cards from a set of available cards to optimize scoring opportunities while manipulating the whale mechanic.
- Compound Scoring — Starting kelp has negative points; management of negative values matters to final scoring.
- Negative scoring tokens — Starting kelp has negative points; management of negative values matters to final scoring.
- set collection — Cards have point values and synergies; players assemble sets to maximize points or avoid negative values.
- Set collection / scoring cards — Cards have point values and synergies; players assemble sets to maximize points or avoid negative values.
- Take-that / player interaction — Actions can push cards toward opponents via the whale movement, influencing others' options.
- Whale mechanic / variable end condition — A whale token moves around the table and must be fed when targeted; end-game is triggered by whale-related cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- who's going to argue against a stuffed whale wearing a tie?
- just a five out of 10 for me.
- it's really kind of random.
- the concept of drafting a card to get points and then moving the whale around sounds interesting
- So, I want this whale to pass from me.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2