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Nippon: Zaibatsu

Game ID: GID0452370
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
90 min
Collection
Your Tier
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Description

Control conglomerates of companies driving Japan's economy in this modern edition of the classic Nippon game

Description

Control conglomerates of companies driving Japan's economy in this modern edition of the classic Nippon game

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 22
This page: 22
Sentiment: pos 16 · mix 2 · neu 1 · neg 1
Mentions per page
Showing 1–22 of 22
Video v1UsqaQ-B_I Grant Lyon Other at 14:09 sentiment: positive
video_pk 82055 · mention_pk 205863
Grant Lyon - Nippon: Zaibatsu video thumbnail
Click to watch at 14:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Heaviest weight game of the month
  • Upgraded components, art, and design
  • Reworked gameplay features for modern trends
  • New solo mode
Cons
none
Thematic elements
  • economics, industry, building
Comparison games
  • Nippon
Mechanics (from transcript analysis)
  • action selection — You will be doing this action selection system. There at the top of the board there are like nine different actions and you can select one of those actions on your turn. But then you will get a worker above that action and the different colored workers will act in different ways during this income phase, during some, you know, future phases of the game.
  • Resource Management — You will invest in new industries, you'll build factories and railroads. You're going to produce goods to saturate local markets and fulfill contracts.
  • solo mode — And the game also now has a solo mode which it didn't have before.
  • Worker Placement — Take a worker, assign it to your board, then do the action that you selected.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hello, I'm Grant with Grant's Game Rex.
  • So, if you go to UKGE, I would love to see you at the show.
  • So, yeah, fun little quick game.
  • Wow, round of applause. Uh 40 years of Tales of the Arabian Nights.
  • So, while it does play one to six players, you would need to purchase some of the additional solo content if you want to do it solo.
  • This is distilling the classic game Diplomacy down to a card version of the game.
  • So, you can get it down to a couple of hours or less depending on how many people you are playing with.
  • So, if you like Risk and you want to try a new version of it, then check out GI Joe Special Missions.
  • And it's very silly and energetic and fun.
  • So, those are 15 new additions coming to retail here in the month of March.
References (from this video)
No references stored for this video.
Video 5Bw3_XemfQk Going Analog Analysis at 20:52 sentiment: positive
video_pk 81719 · mention_pk 204172
Going Analog - Nippon: Zaibatsu video thumbnail
Click to watch at 20:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful production; streamlined version of an older title
  • Engaging color-coded worker combinations
Cons
  • Designer and some rule details are not specified in the transcript
Thematic elements
  • Factory empire building with trains and factories
  • Industrial Japan
  • color-coded workers and heavy combos driving bonuses
Comparison games
  • Goong and the White Castle
  • The Great Library
Mechanics (from transcript analysis)
  • Area Control — Area majority across various industries/regions.
  • Worker Placement — Choose and add workers from pools to perform actions; colored workers combo for bonuses.
  • worker removal — Choose and add workers from pools to perform actions; colored workers combo for bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this might be the best brass yet.
  • it's not extremely heavy. I would say it's not one of Lord's heaviest games.
  • the theme works so well that it adds to the gameplay for me.
  • this is better than normal barrage like a normal four player even brush. The two-player one was really tight.
  • the no glare board is a really cool upgrade they offer.
References (from this video)
No references stored for this video.
Video pSUR2QiSKIk Game Night Picks - Pair Of Dice Paradise Top 10 List at 15:46
video_pk 81665 · mention_pk 203846
Game Night Picks - Pair Of Dice Paradise - Nippon: Zaibatsu video thumbnail
Click to watch at 15:46 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arkham Horror: The Card Game, which is Okay, this has been around for a decade, but recently the game has seemed to be on a campaign to reintroduce and revitalize itself with a revised core set, which introduces several quality-of-life improvements for ease of play, support for up to four players with just a single copy of the game instead of having to get multiple copies for four players, plus new player cards, new investigators and mechanisms, better organization for storage, and an improved rulebook while still remaining 100% compatible with all the game's previously published material, which there is a lot of.
  • Mindbug is a two-player card battler where powerful creatures, replete with game-warping abilities, do battle, including the mindbugs themselves, which can be used to immediately take control of an opponent's creature.
  • Nippon Zaibatsu is a fast-paced economic game that's full of challenging decisions for one to four players, set during a crucially important time in Japanese history when the empire sent emissaries to foreign nations to bring in technicians and scholars from the west to build and work on a network of railroads to power a rapid industrial revolution.
References (from this video)
No references stored for this video.
Video slssRBBW3oU Brains On Games Review at 0:00 sentiment: positive
video_pk 81497 · mention_pk 202761
Brains On Games - Nippon: Zaibatsu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • interconnected systems of engine building and area control
  • high interactivity among players
  • beautiful components (dual-layer boards, metal coins, wooden crates, deluxe Emperor's edition)
  • replayable due to random setup and rotation of elements
  • tight, decision-rich gameplay with meaningful choices
Cons
  • long play time and potential analysis paralysis
  • rules can be intimidating to new players
  • some dual-layer player boards were slightly warped; minor balance considerations
  • availability of the deluxe Emperor's edition and expansions may vary
Thematic elements
  • engine building with area control and influence
  • 19th century Japan
Comparison games
  • Concordia
Mechanics (from transcript analysis)
  • Consolidation — discard all money and coal saved on your turn to reset and potentially trigger top/bottom worker activations
  • contracts and end-game scoring — spend produced goods to fill contracts for immediate benefits and end-game points
  • Drafting — draft a limited set of factories; some factories interact with other players' choices
  • drafting factories — draft a limited set of factories; some factories interact with other players' choices
  • Influence Points — place influence tokens in zones to gain points and resources; influence can be challenged by other players
  • influence track / area control — place influence tokens in zones to gain points and resources; influence can be challenged by other players
  • Resource Management — gather coal and money; use steel and other resources to upgrade factories and produce goods
  • resource management and production — gather coal and money; use steel and other resources to upgrade factories and produce goods
  • upgrades and factories — upgrade spaces on your board to earn victory points and improve production
  • Worker Placement — place a worker on the player board to activate an action from that board section
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this might be one of the most perfectly balanced euros I have ever played.
  • this is a perfect game.
  • Every choice, every decision so fantastic.
  • I can't think of a way that this thing could be improved.
  • it's a beautiful game.
  • I absolutely love it.
References (from this video)
No references stored for this video.
Video R1IHEwFVA6s Gaming Rules! Discussion at 41:48 sentiment: positive
video_pk 81481 · mention_pk 202661
Gaming Rules! - Nippon: Zaibatsu video thumbnail
Click to watch at 41:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • improvement on the original Nippon
  • solid, enjoyable game
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love Voidfall. I think it's a great game.
  • The Gang works brilliantly.
  • The digital version of Talisman fifth edition actually has more content than the physical version.
  • This is not any kind of criticism on the game itself. It's just my expectations going into it based on the artwork.
  • Horror on the Orient Express has a lot going on, but the experience is special.
References (from this video)
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Video NcrmypYR1Fs Totally Tabled Other at 1:52 sentiment: mixed
video_pk 80673 · mention_pk 197188
Totally Tabled - Nippon: Zaibatsu video thumbnail
Click to watch at 1:52 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The simple solo system works really well.
  • The game includes a solo mode in the new edition.
Cons
  • Rules have changed slightly in the final version from the crowdfunding playthrough.
  • The solo mode is a simple bot, not an Automa-style mode which some players prefer.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority/Influence — The bot competes for influence on the map.
  • Objective Completion — Random goals must be completed by the end of the game in order to win.
  • solo mode — Includes a solo mode that uses a simple bot for opposition.
  • Worker Placement — The bot competes for workers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The push and pull really works well.
  • I should warn you that I've heard the rules have changed slightly in the final version.
  • The Lord of the Rings: The Two Towers trick-taking game is the standalone sequel to The Fellowship of the Ring trick-taking game
  • The twist is there's a third opponent faction controlled by the game itself that is also competing for area and scoring points.
  • A solo mini Cyclades sounds really interesting to me, so I'm very excited for this one.
  • It's a little difficult to tell these tile placement games apart. A lot of them are starting to look quite similar.
  • The production looks like one of the best of the year.
  • I know the card play of Revive is not in Recall, so that alone seems like enough of a difference despite some of the surface level similarities.
  • Given the mixed reviews this game has received on BGG, I'm concerned.
  • I also think it just looks amazing on the table.
  • This sounds like it might improve the solo game as long as controlling the bot doesn't become too complex.
References (from this video)
No references stored for this video.
Video lkNylgmiHVA Man vs Meeple Unboxing at 0:06 sentiment: positive
video_pk 80456 · mention_pk 195842
Man vs Meeple - Nippon: Zaibatsu video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful wooden components
  • Nice player handbooks material
  • Included player trays for each color
  • Includes a help guide
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have the deluxe edition here and I cannot wait to rip this open.
  • Oh man, beautiful wooden components.
  • Okay, I absolutely love the presentation here.
  • I love when they include a little uh help help guide um that tells you how to do this.
  • Like I said, this is the like deluxe edition that should be available on the campaign.
  • because this is a game I love quite a bit.
References (from this video)
No references stored for this video.
Video hm301lVDQIY Board Gaming Ramblings Preview at 0:07 sentiment: positive
video_pk 80415 · mention_pk 195679
Board Gaming Ramblings - Nippon: Zaibatsu video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds a new layer of scoring and bonuses.
  • Increases player interaction.
  • Provides significant variability with different generals.
  • Cleverly adds both positive bonuses and negative effects.
  • Makes the game tighter and pushes players towards scoring opportunities.
  • Makes the game very, very good.
  • Can help overcome economic hurdles in the base game.
Cons
  • Does not shorten the game time and may increase it.
  • Elevates the complexity by a little.
  • Not recommended for first-time players or beginners.
  • Can be a tough play for new players.
  • May not be for players who find the base game already complicated and long.
  • Not an automatic inclusion every time, depends on the player group.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — The generals have similar scorings to the areas on the board, with the player having the most envelopes getting first player.
  • Resource Management — Delivering resources (crates) is necessary to place envelopes on general spaces. Players can also use produced resources to fulfill contracts or gain bonuses.
  • Set Collection — The expansion adds a layer where certain combinations of delivered resources or completed contracts might lead to specific bonuses or scoring opportunities.
  • Worker Placement — Players place influence markers on the board and can choose to interact with generals by placing envelopes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the upcoming Nippon Saibatsu expansion.
  • This expansion adds kind of a new layer of scoring and bonuses by adding two generals to each game.
  • It adds a bit to that a There can be a some combos, but mostly it's just like adds a a layer of thinking and a layer of gameplay choices.
  • I feel like this is one of those expansions that I would not add in the first time I play with beginners.
  • Nippon Saibatsu is a great game by itself. I like it more and more.
  • This is one of those expansions that you should get if you already know the game and like the game and you know you will be playing it and you need a variability.
  • If I'm playing Nippon, I would not add it automatically every time because it really depends on who I'm playing it with.
  • This is like a a tough play for new players.
  • If you think like Nippon is hard like it's hard work hard work already to play this game. This is complicated and it's long enough as it is, I would say that okay, maybe this is not an expansion for you.
  • But if you don't want Nippon become a little longer game and a little more complicated game, this is not an expansion for you. But if you're fine with that, I yeah, I recommend this expansion.
References (from this video)
No references stored for this video.
Video Y60DHX2Rf8w Man vs Meeple Analysis at 0:02 sentiment: positive
video_pk 80305 · mention_pk 195211
Man vs Meeple - Nippon: Zaibatsu video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds significant depth without changing the core gameplay.
  • The expansion's 'mini-games' are complex and engaging.
  • The expansion integrates well, adding a dynamic layer to existing actions.
  • Provides many combinations to explore.
  • Even new players can handle the added complexity.
Cons
  • Slightly increases rules overhead.
  • Penalties can stack and make things significantly harder.
Thematic elements
  • Advising the emperor and shaping Japanese government
  • Meiji period Japan
Comparison games
  • Kanban
Mechanics (from transcript analysis)
  • Area Control — The base game scoring is based on area control, and this is still a component of scoring in the expansion.
  • Delivery — Delivering goods to markets is how players place delivery markers and score points in the base game and expansion.
  • Pick-Up and Deliver — Delivering goods to markets is how players place delivery markers and score points in the base game and expansion.
  • Rondel — The legislator expansion uses a variable rondel where a piece moves, and landing on spaces grants bonuses or imposes penalties on actions.
  • Set Collection — The law keeper expansion's tiles have bonuses, and placing tiles next to each other can create opportunities for further bonuses.
  • tile laying — The law keeper expansion involves tile laying on the board to cover up bonuses and gain them.
  • Tile Placement — The law keeper expansion involves tile laying on the board to cover up bonuses and gain them.
  • track movement — The enlightener expansion features tracks that players climb, reducing penalties and potentially covering up bonuses for others.
  • Worker Placement — The regulator expansion can lock worker spots, reducing the number of workers a player can take.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Each one of these uh has crazy, like almost like full-on mini-games that happen.
  • Like these are the kind of expansions I really enjoy when a game doesn't change the basic mode the game plays, but tweaks one area and blows it wide open.
  • So, someone else, another player at the table could go here and go, "I want to go there. I don't really even care about the bonuses. I'm going to go here and affect that so that when Ryan consolidates, he's not getting the bonus."
  • This one is very heavy on player interaction and manipulating these different tracks, for sure.
  • No, cuz it's just it's a ton of fun.
References (from this video)
No references stored for this video.
Video vr8OnVebd3E The Board Gaming Doctor Discussion at 0:06 sentiment: positive
video_pk 80179 · mention_pk 194692
The Board Gaming Doctor - Nippon: Zaibatsu video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • As good as its previous iteration
  • Added features make it more flexible
  • Had fun playing
Cons
  • Changes from original version were not noticeable to the reviewer
Thematic elements
  • economic conglomerates
  • Japan's industrial age
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Utilizes an 'interesting action selection mechanism of choosing colored resources or workers'. This determines bonuses during a consolidation phase.
  • Area Majority — The game incorporates an 'area majority game'.
  • contract fulfillment — The game is described as 'contract fulfillment'.
  • Set Collection — There are 'new and varied contracts and factories to build' which implies set collection.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I feel like this game was one that I should have played years ago.
  • But I really do appreciate the variability that comes with the different monsters.
  • And so I felt like the disasters really did feel targeted. They felt pretty punishing even though it said it was light.
  • I definitely prefer the theme and mechanisms of those other games. they're more enticing to me.
  • I would say Noosu dice was my preferred of the two.
  • It felt very streamlined and yet really strategic with how the dice drafting and playing of cards felt.
References (from this video)
No references stored for this video.
Video YklseJ6Dkhw Board Gaming Ramblings Discussion at 3:53 sentiment: neutral
video_pk 80031 · mention_pk 194073
Board Gaming Ramblings - Nippon: Zaibatsu video thumbnail
Click to watch at 3:53 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We played games again this month. Maybe Yes, but almost a couple of months ago we almost didn't play games.
  • The longest trick taking Two Towers trick taking game.
  • I had so much fun playing Flip 7 the other day.
  • My biggest letdown was Luna.
  • My biggest surprise this game also was like a really strong contender for most fun experience because we couldn't stop like laughing when we played this game.
  • My number three was the Lord of the Rings: The Two Towers trick-taking game.
  • My number three was Lands of Ever Shade.
  • My number two is Architects of the West Kingdom.
  • My number one is Rosalee.
References (from this video)
No references stored for this video.
Video UvhRAL9awjc Playthrough at 0:00 sentiment: positive
video_pk 79562 · mention_pk 193055
Nippon: Zaibatsu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Genro expansion adds interesting strategic layers with unique penalties and bonuses.
  • Worker management aspect provides a challenging and engaging decision space.
  • The game offers a good mix of action selection and area control.
  • Machines enhance production and provide valuable ongoing benefits.
  • Variable player powers through Genros add replayability.
Cons
  • Worker placement can be punishing if not managed carefully.
  • The cost of machines can be high.
  • Managing resources and worker colors requires significant attention.
Thematic elements
  • players take on the roles of industrial magnates
  • industrial Japan
Comparison games
none
Mechanics (from transcript analysis)
  • Action Drafting — Players select actions by retrieving workers from action columns.
  • action selection — Players select actions by retrieving workers from action columns.
  • Area Control — Players compete for influence in four different regions of Japan.
  • Engine Building — Building factories and machines enhances production and provides ongoing benefits.
  • Hand Management — Players manage resources like coal, money, silk, and iron to perform actions and build factories.
  • Resource Management — Managing money, coal, silk, and iron is crucial for performing actions and achieving goals.
  • Set Collection — Collecting sets of goods is necessary to satisfy demand tiles and place influence markers.
  • Unique Player Powers — The Genro expansion introduces unique adviser powers that affect gameplay.
  • Variable player powers — The Genro expansion introduces unique adviser powers that affect gameplay.
  • Worker management — The color and number of workers taken influence bonuses and the timing of consolidation actions.
  • Worker Placement — Workers are taken from action columns and placed on player boards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is an action selection game by way of retrieving these workers from the various action columns
  • This is primarily an area control game
  • Timing is very important in the game
  • This worker management is actually going to guide which type of actions you can take.
  • The heart and soul of Nippon Zybatsu.
  • If you have it, you spend it.
  • You have to manage your influence markers well.
  • I regret this. I really do.
  • The game keeps you honest.
References (from this video)
No references stored for this video.
Video WMAUZ_Adlrk Review at 0:02 sentiment: mixed
video_pk 79456 · mention_pk 192875
Nippon: Zaibatsu video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Interesting area control with strong player interaction.
  • Actions and resource choices are rewarding for clever play.
  • The worker track and goal locking mechanic is a clever combination of systems.
  • Immediate bonuses from placing influence tokens.
Cons
  • Solo mode is a mix for the reviewer's taste, being a 'beat your own score' mode and lacking modules.
  • Can feel repetitive, especially in solo mode, and due to lack of strong asymmetrical powers.
  • Upgrades can feel samey, with players often maxing out tracks.
  • Factory powers don't always significantly change gameplay.
Thematic elements
  • economic
  • Japan
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players use goods to place influence tokens and trains in different parts of Japan to score points based on majority.
  • Engine Building — Players build factories that can provide bonuses and upgrade tracks like R&D, coal, and revenue.
  • Goal Setting — Players can build personal goals into their player board for extra end game scoring, and can also lock in personal objectives during the game by reaching certain spots on their worker tracks.
  • Resource Management — Players manage resources like money, coal, and iron to perform actions and build factories.
  • Set Collection — Players aim to collect sets of worker colors on their personal board to manage refresh costs and gain bonuses.
  • solo mode — Solo mode involves achieving specific end-game goals and dealing with automated bot turns that resolve actions by taking workers.
  • Worker Placement — Players take turns taking workers from action spaces to resolve actions underneath them. The game is described as a 'reverse worker placement game in a way because you're pulling workers off of spots instead of placing them down on them'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a competitive and solo economic Euro.
  • This is really interesting. It's the most strong player interaction in the game.
  • So, there's more going on here than just basic area control and either way it's a very tense and enjoyable aspect to the game.
  • This is kind of like a reverse worker placement game in a way because you're pulling workers off of spots instead of placing them down on them and then you can perform the actions underneath.
  • So, if you can get your timing right, you can do triple of what the action would give you otherwise, really rewarding clever play.
  • And then for one more element that I think is just genius, whenever you pull your workers back, you get to take one of these tokens, whichever one you've reached, and lock in a personal objective on the side of the board.
  • All this is a super clever combination of resource generation, finance management, end game scoring, just lots of really cool things in one core mechanic.
References (from this video)
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Video 8XwovNGtuco Before You Play Rules Teach
video_pk 69808 · mention_pk 166661
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Timing is everything in this game.
  • Everything is expensive.
  • That was a brain sweat, man.
  • You know, all that matters is the journey.
  • So, all that matters is the journey. And this was quite a journey.
References (from this video)
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Video R4a7rWcOHvw Playthrough at 2:49 sentiment: positive
video_pk 67427 · mention_pk 163551
Nippon: Zaibatsu video thumbnail
Click to watch at 2:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Better version of the original game
  • Tight and fast-paced gameplay
  • Engaging solo mode that plays like a multiplayer game
  • Smooth, elegant, and simple to resolve solo mode
  • Clever AI that mimics human player interaction
  • High variability from factories, demand tiles, and random placement/rotation
  • Tactile metal coins
  • Thematic representation of Japan's industrialization
Cons
  • The solo scoring might be too high ('unessential' score of 150)
  • Potential for rules confusion due to the number of variations and rules (e.g., blocking spaces in a two-player game, tie-breaking rules).
Thematic elements
  • Modernization and industrialization of Japan
  • Japan during the age of industrialization
Comparison games
  • Lost Ruins of Arnak
Mechanics (from transcript analysis)
  • area control/influence — The host talks about placing influence markers on the board and competing for control in different regions.
  • contract fulfillment — The host discusses completing contracts by spending goods to gain bonuses.
  • Engine Building — The host discusses building factories and using coal to power them, as well as automating factories.
  • Goal Achievement — The host mentions the need to build five factories and reach knowledge level six to avoid losing the game.
  • Set Collection — The host mentions consolidating workers of the same color and the cost associated with different colored workers.
  • Worker Placement — The host discusses taking workers from different colored spaces and their priority order.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Don't watch that video because that was when the game was crowdfunding and they've actually changed a number of things.
  • This video is not sponsored, so I'm not being paid any money tonight to play this game or create this video.
  • All of the advertising revenue, as always, goes to charity.
  • This is a better version of that game.
  • I really like the game.
  • This is a really thematic Euro.
  • It's so tight, it's so fast.
  • The solo game I really like.
  • It is smooth, it is elegant, and it is actually really simple to resolve.
  • This is the genius part of the solo mode.
  • There are some people who watch my solo play throughs who are not solo gamers, but they like watching me go through the process.
  • If you like the content that I create, and you want to help me continue to make videos like this, you can do so at patreon.com/gamingrules.
References (from this video)
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Video CFkKudI0SqQ Broken Meeple Review at 2:56 sentiment: negative
video_pk 67329 · mention_pk 163295
Broken Meeple - Nippon: Zaibatsu video thumbnail
Click to watch at 2:56 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Rules are relatively straightforward and supported by a helpful player aid
  • Deluxe version offers tangible components (dual-layer boards, organizer) and more factories
  • Notably interactive for a Euro game, more so than many peers
Cons
  • Hyper-restrictive and punishing economy that can drain income quickly
  • High price point; deluxe version feels expensive for what it adds
  • Solo mode is unfair and not enjoyable; AI is exploitative and too strong
  • End-game scoring heavily favors map control; board bonuses feel secondary
  • Limited replay variety; game arc can feel the same across plays
Thematic elements
  • industrial expansion and regional influence to gain victory points
  • A period in Japan where they were getting sick and tired of overseas goods and decided to make their own stuff
  • economic/industrial Euro-style game
Comparison games
  • Terraforming Mars
  • Great Western Trail
  • Great Western Trail New Zealand
  • Ark Nova
  • Sanctuary
Mechanics (from transcript analysis)
  • Area Majority — End-of-round territory scoring where the most influence in a region yields high points; scores escalate across periods.
  • Area majority scoring — End-of-round territory scoring where the most influence in a region yields high points; scores escalate across periods.
  • Consolidation — Consolidating lets you cash in workers for money and bonuses, with costs depending on the colors in your worker column.
  • Engine Building — Factories, trains, boats, and machines can be built/upgraded to produce goods and access bonuses.
  • favor tokens and end-game scoring — Employing workers unlocks favor tokens that provide end-game scoring VP bonuses; tokens have tiers.
  • production and upgrading — Factories, trains, boats, and machines can be built/upgraded to produce goods and access bonuses.
  • round/period structure — Five rounds split into three periods, with a final extra turn; end of round occurs when worker queue runs out.
  • Worker Placement — Players take a worker from an action space and place it on their board, then choose one of two actions; a queue replenishes as spaces empty.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In bird culture, this is considered a dick move.
  • Groundhog Day again.
  • The scoring in this game is definitely skewed towards the end.
  • YOU GET NOTHING. YOU LOSE. GOOD DAY, SIR.
  • The AI is playing on beginner mode now.
References (from this video)
No references stored for this video.
Video uDUUpvFQQfo Top List at 19:32 sentiment: positive
video_pk 66861 · mention_pk 162672
Nippon: Zaibatsu video thumbnail
Click to watch at 19:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Always heard such good things about Nippon.
  • Spruced up mechanisms, art, and components.
  • Looks really nice.
  • Component upgrades look really nice.
Cons
none
Thematic elements
  • Companies and industries growing rapidly, influencing the country's direction.
  • Japanese Industrial Revolution
Comparison games
  • Nippon
Mechanics (from transcript analysis)
  • Area Majority — Players influence different regions or sectors in Japan.
  • contract fulfillment — Players engage in contract fulfillment as part of gameplay.
  • economic strategy — Focuses on navigating a growing industrial landscape and accumulating power.
  • Investment — Players invest in different companies and industries.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's time for the Golden Geek Awards where you, the people, get to vote on your favorite games of the year.
  • The nominations are open right now, so you can go vote on those.
  • This is quite possibly my favorite time of the year, the time where the artist series comes out with Board Game Geek.
  • It's just really, really fun. I like Settlers because each individual action that you can do in Settlers is pretty darn simple.
  • I love that concept for a game.
  • It's just got like a really cool art style and I think it's in the Hokkaido area of Japan but one thing that's really cool is there's these like those crates are made of wood and stuff.
  • This is Brass: Birmingham. This is the third installment in the Brass series.
  • The stakes are very real.
  • This is just like a game where you could like really make a hybrid build and kind of engine for yourself. That was super duper cool.
  • It's worker placement, but there's no blocking.
  • If you can have some flair along with your function, why the heck not?
  • The best inserts, of course, help your games go into the box nice and neat and stuff.
References (from this video)
No references stored for this video.
Video muRuE3rtYS8 Rules Teach at 0:03 sentiment: positive
video_pk 66761 · mention_pk 162564
Nippon: Zaibatsu video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Really good Euro game.
  • Satisfying engine building with machines.
  • Variable setup adds replayability.
  • Engaging solo mode with challenging bot interference.
Cons
  • Paying money for workers of different colors during consolidation can be costly.
  • The solo goal for R&D track and factories requires focus.
Thematic elements
  • Trading and building an empire
  • Japan
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Choosing actions from available worker spots.
  • Area Control — Players compete for control of different areas on the map by placing influence tokens.
  • contract fulfillment — Completing contracts to gain bonuses.
  • Engine Building — Upgrading factories and research tracks to become more efficient.
  • Resource Management — Managing coal, money, and various goods for actions.
  • Set Collection — Collecting specific sets of goods or fulfilling contracts.
  • solo mode — A bot opponent with configurable difficulty provides goals and interference.
  • Variable player powers — The starting tile choices offer different initial resources and abilities.
  • Worker Displacement — Described as a variation of worker placement where workers might displace others.
  • Worker Placement — Players take workers from action spaces to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And disclaimer, I did get a review copy of this one.
  • So Nippon is an economic Eurogame with sort of worker placement except it's kind of more like worker displacement or worker grabbing.
  • It tends to be pretty quick in two-player and solo play.
  • But because, just noting, because I took from the factory and the leftmost most crowded spot was this one instead of that one, I stopped them from putting a train down here.
  • And my current plan is to go in here and supplant their one cotton.
  • But, crud, if somebody takes the ship action, that's the end of the round and we're scoring.
  • Uh, they get a boat and machine action and there's red and gray, so they prefer their gray and I just consolidated.
  • All right, so I do go here, which gets me four victory points from uh triggering my little uh bonus there.
  • And yeah, now they're winning by a lot there.
  • All right, these guys fill in.
  • Uh, let's go ahead and get that cuz that's getting max pointage.
  • Uh, so, I could do a three red to kick out their four with my own five here.
  • All right, so we've got 8 10 versus 8 10. We tie for first.
  • Which gives me a grand total of 220, which is the exact same level I got last time, really.
  • And again, I could have played on hard mode where I would have had a third goal to meet.
References (from this video)
No references stored for this video.
Video Hs8ngJmxNJE Getting Games Discussion at 30:56 sentiment: positive
video_pk 66528 · mention_pk 162129
Getting Games - Nippon: Zaibatsu video thumbnail
Click to watch at 30:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • updated components and mechanics to modern trends
  • automa solo mode
Cons
none
Thematic elements
  • colored workers and map-based growth
  • Japan; industrialization
Comparison games
none
Mechanics (from transcript analysis)
  • colored workers with action placement — on-your-turn worker placement with color-matching cost dynamics; map-based industrial expansion.
  • Worker Placement — on-your-turn worker placement with color-matching cost dynamics; map-based industrial expansion.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Like, they've made a lagoon here. That's cool.
  • I love the elegance of one card turns.
  • This game is incredible. It's incredibly mean.
  • I would happily continue to play it.
  • Look at this artwork. Look at this box cover. Oh my gosh, that absolutely meets the aesthetics that I love in art.
References (from this video)
No references stored for this video.
Video plrNXhTmuRI Board Game Dad Review at 0:00 sentiment: positive
video_pk 37730 · mention_pk 113299
Board Game Dad - Nippon: Zaibatsu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The blend of luck and strategy is remarkably balanced: the worker pool shuffle can dramatically alter options, keeping everyone on their toes.
  • Despite a compact ruleset, the game delivers substantial depth in the long arc of decisions, with meaningful consequences that evolve as the board state changes.
  • Interaction is thoughtfully integrated: there is tension from color competition and displacement in region scoring, but it is balanced by recovery mechanics and limited marker availability that prevent runaway chaos.
  • The progression from an open-board phase to a more narrowed, strategy-focused endgame feels elegant and satisfying, rewarding foresight and timely adaptations.
  • Color-driven resource management creates a dynamic where you must anticipate both your own needs and the evolving desires of opponents, fostering lively pivot moments.
  • The design rewards attention to opponents’ plans without requiring constant negotiation, preserving Euro-style control while still offering meaningful interpersonal friction.
Cons
  • Some players may find the interaction level a touch cutthroat, especially when critical colors are contested and the cost of disruption compounds quickly.
  • For players who prefer a purely solitaire engine-building experience, the social pressure and competitive tempo can feel distracting or excessive.
  • The weight, while moderate, verges on the heavier end for players seeking lighter Euros, due to the interplay of multiple systems (colors, upgrades, region scoring, and R&D).
Thematic elements
  • Resource allocation and strategic development under evolving constraints, with a thematic emphasis on color-coded labor, consolidation, and regional influence that drives endgame positioning rather than a heavy narrative focus.
  • A competitive Euro-style economic framework built around a shared pool of colors and workers, where players progressively lock in a strategy by placing and consolidating workers, expanding influence across regions, and building a representative industry through ships and upgrades.
  • Mechanics-driven theme with a light overarching story: players narrate their expansion plans through tangible decisions on a single board, while the flavor comes from the tension of color choices, upgrades, and region scoring rather than from explicit storytelling.
Comparison games
  • Nepon (original, 2015)
Mechanics (from transcript analysis)
  • Action depth with a compact rule set — Although the game revolves around nine core actions, each action has multiple consequences and potential payoffs that ripple through future rounds, producing layered decision trees without a sprawling rulebook.
  • Color-based resource management — The color of workers matters: colors determine which bonuses you receive and influence the costs of actions. When others take the colors you need, your plans can be undermined, forcing adaptive pivots and strategic re-evaluation of the current engine.
  • Consolidation phase — Consolidation triggers once a player's board fills, forcing a reevaluation of priorities and the costs/benefits of previously acquired workers. It is the moment where accumulated actions reveal their true value in income and future opportunities.
  • Interaction via region/influence scoring — Region scoring and influence markers introduce direct competitive pressure. Players can displace others by placing higher-value markers, but marker availability is bounded, forcing planning and occasional denial of opponents' zones.
  • Open board to focused strategy progression — At the start, almost anything is possible, but as players make choices, their boards progressively restrict the viable paths. This generates a natural arc from exploratory play to targeted optimization.
  • R&D track unlocking — Advancement on the R&D track unlocks additional markers and bonuses, offering a mechanism to recover from losses, expand options, and add depth to long-term planning.
  • Resource Management — The color of workers matters: colors determine which bonuses you receive and influence the costs of actions. When others take the colors you need, your plans can be undermined, forcing adaptive pivots and strategic re-evaluation of the current engine.
  • Track Advancement — Advancement on the R&D track unlocks additional markers and bonuses, offering a mechanism to recover from losses, expand options, and add depth to long-term planning.
  • Upgrade tokens on Ewokura mission — Placing ships and upgrading with color-linked worker costs unlocks enduring bonuses for the rest of the game. These upgrades create a persistent thread that influences every future consolidation and income calculation.
  • Worker Placement — Players recruit workers from a shared pool and place them on their personal boards to perform actions. When space runs out, players consolidate, triggering the balancing act of benefits and costs tied to each color worker and the order in which actions pay off.
  • Worker placement / pickup — Players recruit workers from a shared pool and place them on their personal boards to perform actions. When space runs out, players consolidate, triggering the balancing act of benefits and costs tied to each color worker and the order in which actions pay off.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The best way to articulate why a game really strikes a chord for me is to look at the perfect board game formula.
  • for the three things that this game really does best, we're going to look at one, strategy, namely how it has just the right amount of luck to keep you on your toes.
  • There are only nine actions.
  • There is so much depth in just one little decision.
  • The interaction is beautifully done for a Euro game like this one.
  • Tickles my brain in just the right way.
  • So, that is Nepone Zybatsu.
References (from this video)
No references stored for this video.
Video Wi4_3WYdhkk Board Game Dad Rules Teach at 0:00 sentiment: positive
video_pk 29578 · mention_pk 86883
Board Game Dad - Nippon: Zaibatsu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep strategic depth.
  • Long-term planning with color and resource management.
  • Objective-driven scoring via favor tokens.
  • Color-based decisions create meaningful tension between rounds.
Cons
  • Potentially high cognitive load due to long-term planning.
  • Complex scoring and color economy may intimidate new players.
Thematic elements
  • resource management, long-term strategy, color-based scoring
  • Japan, focusing on industrial development to please the emperor
  • mechanistic, strategic
Comparison games
none
Mechanics (from transcript analysis)
  • Color-based resource collection — Workers come in different colors; color choices affect future bonuses and income.
  • End-of-round consolidation — After each round, any unspent money or coal is discarded and zyatu is consolidated.
  • End-of-round income pricing — Income is earned and players must pay 3,000 yen for each distinct color collected in the previous round.
  • Favor tokens and objective scoring — Favor tokens designate end-of-round objectives that are scored at the end of the game.
  • Resource Management — Players manage money and coal and pay costs for each color collected.
  • Worker Placement — On each turn, a player places a worker to perform one of nine actions and gain the associated benefits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, while the color of a worker might not have an immediate effect, there's a lot to think about for the future.
  • Are your actions in line with the favor token objectives you've selected?
  • In summary, Nepon Zatu is a deeply strategic game with far-reaching consequences in everything you...
References (from this video)
No references stored for this video.
Video Yn8QkEZh09g The Board Gaming Doctor Review at 0:00 sentiment: positive
video_pk 29538 · mention_pk 86754
The Board Gaming Doctor - Nippon: Zaibatsu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging worker placement with layered decision points
  • New edition adds interesting twists (silk resource, Iwakura board bonuses)
  • High interactivity due to area majority and shared incentives
Cons
  • Relatively difficult to teach and learn
  • Limited variance between games can affect replayability
  • Heavier weight for players seeking lighter experiences
Thematic elements
  • industrial production, regional influence, and infrastructure development
  • Japan, four regions, central Iwakura mission board; trains and ships interacting with a regional map
  • puzzle-driven euro with strong strategic planning and area control
Comparison games
  • Caverna: The Cave Farmers
  • Terramystica
Mechanics (from transcript analysis)
  • area majority / area control — Gain points by having the most influence in four regions, driving competition and positioning
  • Consolidation phase costs — Managing money and the color variety of workers affects consolidation costs and subsequent actions
  • Contracts — Fulfill contracts to secure income and endgame scoring resources
  • Contracts and income — Fulfill contracts to secure income and endgame scoring resources
  • Iwakura mission board interactions — Ships/trains interacting with a central board grant bonuses and expert workers when deployed
  • Resource Management — Produce goods, convert them to income or influence, and manage money via worker costs
  • resource management and conversion — Produce goods, convert them to income or influence, and manage money via worker costs
  • Track Advancement — Advance on production, income, and influence tracks to unlock capabilities and scoring opportunities
  • Track progression — Advance on production, income, and influence tracks to unlock capabilities and scoring opportunities
  • Wild/resource substitution (silk) — Silk acts as a flexible resource usable as money or to temporarily upgrade R&D to build more advanced factories
  • Worker Placement — Choose workers of various colors to perform actions on your board, with color affecting costs and bonuses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of my favorite mechanisms from this game
  • the biggest point of this game is kind of an area control area majority type of game
  • the bottom and top action or worker that you have during the consolidation phase you get certain bonuses
  • I really enjoyed the worker placement selection
  • this game is very interactive because of the area majority aspect
References (from this video)
No references stored for this video.
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