Game Info
Year
2023
Players
3-5
Age
9+
Playtime
35 min
Complexity
1.5/5
Collection
Your Tier
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Description
Superhero-themed cant-follow trick-taking game where players avoid paradoxes that end hands early
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 4 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video XsYdBcLymRk
Foster the Meeple Top List at 2:32 sentiment: positive
video_pk 84664 · mention_pk 215293
Click to watch at 2:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
- Villains vs. Heroes in a trick-taking context
Comparison games
none
Mechanics (from transcript analysis)
- Trick-Taking — A trick-taking game where players aim to win tricks to score points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- So, if you love Marvel, it's excellent. If you love Da Run, it's excellent. And it plays so well solo.
- And it was probably the pinnacle of my gaming experience. I don't think I'll ever hit that threshold again. It was amazing.
- Pax Penning is probably one of the most interesting games I've ever played.
- It is this cascade. It's so unique and so fun.
- For a game that comes in like the standard salt and pepper size box, it's so much game.
- It's fine at two.
- But it's not memorable, too.
References (from this video)
No references stored for this video.
Video ShHiMGOK4lQ
Top List at 16:32 sentiment: positive
video_pk 66594 · mention_pk 162283
Click to watch at 16:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Innovative trick-taking and drafting mechanism.
- Engaging scoring system that encourages strategic drafting.
- High player interaction and potential for sabotage.
Cons
- Can lead to players getting in each other's way.
Thematic elements
- Superhero-themed game where players draft cards from tricks to build sets of suits for scoring.
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — After a trick is resolved, players draft cards that were played to that trick.
- Must not follow suit — Players must play a suit that has not yet been played in the trick if possible.
- set collection scoring — Points are scored based on collecting cards of certain suits, with different scoring for single high-value cards versus multiple cards.
- Trick-Taking — Players play cards in tricks, but with a twist on the usual rules.
- Trump suit — A supervillain suit has much stronger cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Wow, straightforward.
- One of the best mechanisms ever and and most everlasting.
- This is just like seriously one of the like most bafflingly amazing mechanisms ever created for games.
- Keep making new ones. How?
- It's fantastic.
- The scoring in this game is nuts.
- It was one of the greatest like board gaming experience of my life.
References (from this video)
No references stored for this video.
Video Un-0CeoevZM
Tricky Dojo Review at 14:22 sentiment: positive
video_pk 66411 · mention_pk 161700
Click to watch at 14:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- High strategic depth and tension throughout
- Innovative scoring and the no-follow variant creates interesting decisions
- Strong thematic integration with a compelling villain/hero dichotomy
Cons
- Rule overhead can be substantial and intimidating for newcomers
- Longer playtime may deter casual players
Thematic elements
- Time-travel-esque combat of misfortune and celebration with dramatic moments
- Hero-vs-villain arc with a time-crisis twist; no-follow rule variations
- Tension-driven crescendo toward a climactic end
Comparison games
- Skull King
- Dog Tag Trick
- Inside Job
- The Crew
Mechanics (from transcript analysis)
- Catch-up and suspenseful finale — Scoring structure creates mounting tension as players approach the 40-point threshold, with potential dramatic shifts.
- End-game scoring with duplicates and mid-range cards — Scores hinge on end-of-round totals; duplicates cancel; mid-range cards gain importance as the round closes.
- No-follow rule and villain/hero suits — You cannot always follow suit; a villain/hero dynamic then governs trick resolution.
- Special cards and nuanced scoring — 13 or Infinity cards can trump all; end-of-round scoring with unique modifiers affects strategy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Skull King creates this escalating tension each round of Tricks becomes more and more interesting and harder and harder to predict
- I think Skull King is the Victor
- Skull King to the table over and over again
- replayability is higher in Skull King
- Inside Job has a very interesting mechanic in that hidden Trader
- dog show and when you play cards you have a choice of two different options
- thematic implementation all also puts it just a level above Skull King
- it's a really interesting way to think about a trick-taking game
- the main event and sub event and tying that to a dog show
- this game is so good
- highest card does not win nor does the lowest card it's the second highest card
- you cannot always follow suit in this instance that's not the case
- the thematic implementation all also puts it just a level above Skull King
References (from this video)
No references stored for this video.
Video f9Z156kzkh4
Tabletop Tolson Review at 4:59 sentiment: positive
video_pk 41018 · mention_pk 124432
Click to watch at 4:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Innovative not-following-suit concept creates brain-bending yet rewarding decisions.
- Clear spectacle of hero/villain tension and the time paradox payoff in scoring.
- Scales well for the three-player format and provides meaningful decisions per hand.
Cons
- Complex to teach; several interacting rules can slow first-time players.
- Learning curve for tracking who’s leading what, and when the final suit may change strategy.
Thematic elements
- Heroes vs. villains; time paradox as central mechanic
- Three-player trick-taking with hero/villain alignment; time-shift storytelling in a playful setting.
- Cartoonish, lighthearted superhero/foil dynamic with time-travel-ish twists
Comparison games
- Hen House
Mechanics (from transcript analysis)
- cards drawn into play area — Winning a hand can push cards into a player area, affecting scoring and available options in later hands.
- Compound Scoring — Players are grouped into hero or villain teams; scores are accumulated by team rather than strictly by individual hands.
- not-following-suit with multiple suits — When a lead is played, subsequent players can play anything not yet played; the last player must play the final remaining suit, creating a time paradox feel.
- suit variety — Three suits with thematic nicknames (e.g., hero, villain, time) that interact with the not-follow rule.
- team scoring by hero/villain — Players are grouped into hero or villain teams; scores are accumulated by team rather than strictly by individual hands.
- time paradox round end — The round ends when the paradox resolves, and scoring occurs with a dynamic tally that can shift with each hand.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Beautiful cards, really, really nice design.
- it's clever, maybe a little bit too clever for my brain.
- That's the trick. That's the whole pitch.
- I love a game that asks you to guess how many tricks you're going to win.
- Solar Eclipse does something similar to Three Tricky Pigs, which is why those are the two top ones.
- It's really cool. I like it. I like cooperative games. And I like the twist on the playing out your cards and not knowing what your number is.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4