Game Info
Year
2023
Players
1-6
Age
14+
Playtime
60 min
Complexity
2.5/5
Collection
Your Tier
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Description
Space economic game where players manage interstellar corporations claiming planets and trading on a fluctuating market
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment:
pos 4 ·
mix 2 ·
neu 0 ·
neg 0
Showing 1–7 of 7
Video -kJy3KrOhb8
Rolling Dice & Taking Names Review at 31:51 sentiment: positive
video_pk 93439 · mention_pk 252778
Click to watch at 31:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The dynamic market is interesting.
- The trade mechanism is clever and prevents excessive manipulation.
- Event cards add challenge and variety.
- Easy to teach once iconography is learned.
- Flows well after initial learning.
- Set collection aspect is clear.
- It's not a strict stock market game, which is a positive.
Cons
- Couldn't plan turns in advance due to market refreshes.
- The refresh action can wipe out desired cards.
- The market could be manipulated by others.
- The reviewer initially expected a more direct stock market game.
- The market doesn't always go to extremes.
Thematic elements
- Space exploration and resource management
Comparison games
- Yokohama
Mechanics (from transcript analysis)
- Card Drafting — Players draft cards from available rows.
- event cards — Cards drawn each round introduce specific effects or changes.
- Market manipulation — Players buy and sell resources, affecting their value.
- Resource Management — Players manage various resources to purchase cards and take actions.
- Set Collection — Players collect sets of cards to score points.
- Tableau Building — Players build a personal play area with planet and development cards.
- Variable player powers — Players have unique abilities.
- Worker Placement — Players place workers to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The goal isn't to get the most victory points, actually, it is to make your way across an island and collect three treasures without getting trapped or cursed.
- You could take two actions related to manipulating resources, but you couldn't manipulate the same resource twice, which kept you from really manipulating the trade action for other players.
- The market was definitely part of the game and that definitely did determine what direction I went on what resources I got or maybe what planets I was going for but it's not like in a stock market game.
- I'm keeping this on the shelf instead of Codenames or something like that because I've played it so many times I want to pull this out here's something you already know how to do but it's a different goal.
- My boys play probably more old games than they do new games interesting is it because of the hard challenges it's the challenges and they're just classic games that they a lot of the games back then rtss and some some jrpg they just don't make that type anymore or these are the games that basically launched the whole that genre of video games and they just really kind of get into those.
References (from this video)
No references stored for this video.
Video o02rc90zQok
Meeple University Top 10 List at 9:12 sentiment: positive
video_pk 88958 · mention_pk 235551
Click to watch at 9:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- inventive engine-building with a market board
- puzzle-like decisions
- strong theme integration
Cons
- prototype not the final product; not typical for their content
Thematic elements
- engine-building with space/planets; puzzle-like drafting
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Draft cards from a common area to acquire what you need
- Engine Building — Draft common-area cards to build a tableau of Planet and building cards
- engine-building — Draft common-area cards to build a tableau of Planet and building cards
- Resource Management — Limited resources and a market board for exchanges on turns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a game called ecosphera rewilding the world
- it's language independent
- the transparent is not just a gimmick it's actually part of the mechanics
- Great Western Trail Argentina compared to the previous versions
- my number one for both of us was Great Western Trail
References (from this video)
No references stored for this video.
Video 0WYxvpwTgBU
Rules Teach
video_pk 69828 · mention_pk 166681
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)
- The purchase action is the heart and soul of the game. In order to grow your corporation you'll need to expand it by purchasing additional planets and building developments underneath those planets.
- Players can only have one card in their reserve and so players should decide before playing if you want to play with it face up or hidden.
- Each trade must be from a different row in the market and each row pertains to a specific type of resource.
- The final round offers an opportunity to clean up planets that still need cards to fulfill requirements.
- My corporation wanted me to have three planets from either a specific terrain type or a specific system.
- I'm such a legitimate venture.
- The steal from me card. I don't want that.
- You hate draft because I need it.
- This planet was just my dump planet. Just tossed stuff over there.
References (from this video)
No references stored for this video.
Video 0WYxvpwTgBU
Rules Teach at 0:00 sentiment: positive
video_pk 69828 · mention_pk 181608
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Offers strategic depth in building a corporation and meeting scoring objectives.
- The action selection system allows for flexibility and tactical choices.
- Variable player powers add replayability.
- The market mechanic provides an interesting layer of player interaction and resource management.
Cons
- Can be complex to manage all the different scoring conditions.
- The 'steal' mechanic on some cards can be particularly punishing in a two-player game.
- Some actions, like reserving a card that ends up not being useful, can feel like wasted turns.
Thematic elements
- Building galactic corporations
- Galactic
Comparison games
none
Mechanics (from transcript analysis)
- action selection — Players choose up to three actions from a list of six, with the ability to perform the same action multiple times within a turn.
- Card Drafting — Players purchase cards (planets and developments) from a central display or brand partnerships to build their corporation.
- Market manipulation — The trade action allows players to interact with a shared market where resource exchange rates fluctuate based on buying and selling.
- Resource Management — Players gain resources such as energy, minerals, gas, food, research, ships, and coins throughout the game to purchase cards and take actions.
- Set Collection — Players aim to collect specific combinations of resources, development types, or brand symbols on planets to meet scoring criteria.
- Tableau Building — Purchased planets and developments are added to a player's area, creating a tableau that generates resources and contributes to end-game scoring.
- Take That — Some development cards feature 'smuggle' actions that can be used on other players' cards or cards in the display, sometimes with a commission cost.
- Variable player powers — Each player has a unique corporation ability that can be used once per turn to influence gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The purchase action is the heart and soul of the game. In order to grow your corporation you'll need to expand it by purchasing additional planets and building developments underneath those planets.
- Players can only have one card in their reserve and so players should decide before playing if you want to play with it face up or hidden.
- Each trade must be from a different row in the market and each row pertains to a specific type of resource.
- The final round offers an opportunity to clean up planets that still need cards to fulfill requirements.
- My corporation wanted me to have three planets from either a specific terrain type or a specific system.
- I'm such a legitimate venture.
- The steal from me card. I don't want that.
- You hate draft because I need it.
- This planet was just my dump planet. Just tossed stuff over there.
References (from this video)
No references stored for this video.
Video 6YnSSLxPrKY
Review at 0:07 sentiment: mixed
video_pk 69453 · mention_pk 165968
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Really liked the market board and how it was tight.
- Lots of good decisions to be made.
- Lots of different ways to get resources and points.
- Turns are quick.
- Game does not overstay its welcome.
- Liked the theming.
- Set collection is cool.
- Market prevents runaway leaders.
- Big awesome cards offer scoring potential.
- Can see what others are working towards.
Cons
- Rulebook was a little rough and lacked needed information in accessible places.
- A lot of iconography that requires looking things up.
- Turn order track was deceiving.
- Components did not come together cohesively.
- Did not feel like a smooth game.
- Not a game Ryan will ask for often.
Thematic elements
- economic market style
- space
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Development cards can be added to planets to give special abilities or income during production phases.
- Card Reservation — Players can reserve one card for an action if they want to get it but don't have enough resources yet.
- Drafting — Players draft planets and add them into their network.
- Loans — Players can take out loans, but must pay interest each round if not paid back.
- market — A market where players buy and sell goods, causing prices to shift based on history. Players can only interact with a good type once per turn.
- Set Collection — Each planet has certain things it wants to become more valuable and worth points, and cards can also give points for collecting more of a certain type.
- Take That — Opportunities to steal a resource from another player, but it's limited to one resource at a time.
- Worker Placement — Taking three actions per turn, with options to gather resources, interact with the market, buy cards, or reserve cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I really really liked this Market board where you buying and selling things and the reason why I really liked it is if you've ever played a game like this where somebody just has a bunch of a type of good they buy or sell something and like the market is totally lopsided for a very long part of the game you actually can't do this in this game cuz every single time you interact with the type of good you can only interact with it one time per your turn the there's a um a dial on it not a dial there's a token and you flip it and there's an X so if you want to interact with the market again you actually can't interact with that type of good you have to interact with the different type of good and so I really liked that everything was tight but that nobody could just run away with it just getting you know a few lucky cards at the beginning of the game and totally tanking the rest of the game for everybody else I really liked that market board
- the rule book was a little bit rough um it didn't have things I wanted it to have in the places where I thought they would be when I need to reference them and there is a lot of things that you need to reference for another thing there's a lot of iconography in this game there's just tons of it and on the back there is kind of somewhat decent iconography layout but there's you're kind of being taken out of the game quite a bit because you need to look things up and figure things out the turn order track is kind of deceiving as far as how that works I had actually go to BGG and like see some notes from the um designers because it just didn't make any sense how it was like there was something missing in Translation there was just it didn't work and that was really frustrating um and yeah I think that BGG going to BGG helped having the iconography sheet on the back helped but this is a game that uh had some struggles especially with the rule book
- I mean this game had a lot of cool ideas in it right I like the set collection part of it I think the market was really neat the way that you couldn't really you know go crazy on the market and kind of and tank it that way has some really cool ideas I like the theming of it too but it didn't come together in a way that was cohesive I didn't I didn't feel like it was I don't know I didn't feel like it was a game that everything was smooth between all different comp components and it was a I'm noding my head like I agree but I do not agree
References (from this video)
No references stored for this video.
Video FoxmINUoEMk
Stella's Short and Sweet Review at 0:04 sentiment: positive
video_pk 66435 · mention_pk 161798
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strategic bidding mechanic not seen before.
- Helps with top decking and wild swings in luck.
- Offers a solo puzzle to work out.
- Includes options for variable player powers.
- Allows for longer games with more engine building.
- Team vs. Team game option for more challenge.
Cons
- Components are prototype, rules and artwork are not final.
Thematic elements
- Intergalactic business entrepreneurs building an interstellar donut company.
- space
Comparison games
none
Mechanics (from transcript analysis)
- Auction — Players can initiate auctions out of turn by placing resources on cards.
- Card Drafting — Mentioned as a mechanic, cards are drafted or purchased to score points.
- Engine Building — Players invest in planets and develop income-generating developments.
- market — The game features a volatile supply and demand market where buying and selling goods affects prices.
- Resource Management — Players gain resources like goods and credits, and need to manage them for purchases and exchanges.
- Set Collection — Players score points by meeting requirements on planet cards, usually by building certain developments.
- Stock market — Mentioned as a mechanic, likely related to the volatile supply and demand market for goods.
- Variable player powers — Asymmetric play power things like the ability to put more development for each planet or swapping a good ones button with other player.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- space the final frontier
- yes yes come in Admiral gem Creek we found some suitable planets to expand our Cosmic donut company we should try to build some developments and exchange with the locals to gain resources to further our goals
- very good Martian mellow flavored Donuts yum but vanilla donut
- um you need to find something more creative to be competing donut companies get back to work
- there's nothing like securing a deal with good old Goodwill uh donation
- the player with the most points has successfully conquered the galactic Market not just donut chains and is the best Star Tycoon
- you create your own destiny
- so thanks for watching folks check out star Tycoon project page I'll put the link in the description below
- the components featured in this video are prototype so rules and artwork are not fun
- you would help us buy like the video subscribe and hit the bell and comments below if you want me to make more of these videos I also share my board games Journey on Instagram hopefully I will see you there too thank you for watching bye
References (from this video)
No references stored for this video.
Video -bBI3Gk7P4I
Board Gaming Ramblings Discussion at 3:39 sentiment: mixed
video_pk 41602 · mention_pk 126145
Click to watch at 3:39 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- engaging resource management with multiple paths
- deep strategic potential
Cons
- notable randomness that can disrupt plans
- some players may dislike the level of variance
Thematic elements
- space exploration and development
- space-based engine-building with planetary development
- strategic, interdependent choices
Comparison games
none
Mechanics (from transcript analysis)
- Engine Building — acquire cards and actions that build a scoring engine over time
- engine-building — acquire cards and actions that build a scoring engine over time
- Resource Management — managing development to produce more in the future and balancing space/resource constraints
- resource/space development and market — managing development to produce more in the future and balancing space/resource constraints
- row/column card selection — on your turn you choose a card from a row, affecting future options in other rows
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's a very fun little game.
- We are going to keep it.
- This is a roll and write game. It was fine enough.
- I thought this was a fun resource management game.
- The core concept are very good. I do not recommend playing this game.
- It's so easy to teach. People understand it even though they haven't played a lot of games.
References (from this video)
No references stored for this video.
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Showing 1–7 of 7