Game Info
Year
2026
Players
1-4
Age
10+
Playtime
45 min
Complexity
2.5/5
Collection
Your Tier
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Description
Strategic game where flying whales ferry citizens and cargo around the growing city of Windcrest for prestige
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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 5 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–7 of 7
Video ZvlOb4PgCAI
Review at 0:00 sentiment: positive
video_pk 67262 · mention_pk 163227
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Satisfying turns
- Ramps up significantly
- Encourages focus on scoring
- Multiple scoring paths
- Challenging but rewarding
- Tight economy
- Good for people who liked Mistwind
Cons
none
Thematic elements
- Mistwind universe
Comparison games
- Mistwind
Mechanics (from transcript analysis)
- Action leveling — Each one of these actions has a level. As you do certain things in the game, as you move across this runell or as you deliver some of these export goods, you'll be able to level up these actions. And as you do, you'll get to do a better and better version.
- action programming — The order that you play the cards really does matter because like I said they kind of build on on each other. Maybe you want to play a card early that gives you resources that you'll use later because after you play a card, you're going to get to take one of the four primary actions in the game.
- action selection — You'll be able to take one of the four primary actions in the game. [...] You're always moving this disc. You can never take the same action twice in a row.
- Area Control — When you build a bridge out of the board, you're adding a citizen onto it. [...] once you build a bridge, you put a citizen on it, that's yours. He's waiting for your taxis. No one else can come mess with that.
- Card Crafting — There's a light almost like card crafting mechanic that's happening here. [...] When you build these buildings, they're going to come out onto the board. [...] slot it in, and now everyone that drafts this card in the future is going to get whatever was printed there plus the new action that you just added.
- Card Drafting — So, at the beginning of every round, you're dealing out these cards to everyone's hand. You're choosing the ones you want to keep. You're going to end up with a hand of five, of which you're going to play four over the course of the round.
- Multi-purpose cards — Multi-purpose means that when you play it or more importantly when you draft it, you want to pay attention to not just the one thing, but also the other thing because a lot of these actions or like Ryan said, a lot of the resources that you just get to collect can be very appealing.
- Pick-Up and Deliver — You're moving around your whales trying to pick up passengers and deliver them. And at the same time, you're moving your supervisors over these bridges so they can come to different areas and collect goods.
- Route Building — It's kind of like a route building game to an extent because what you're really doing is you're moving around your whales trying to pick up passengers and deliver them.
- Set Collection — If you can match it up to like, for example, I want to deliver somebody that's this dark blue color, you know, right now because I'll get the bump on the Rondell if I do that and I'll get to cash them in. When you cash them in, you get to place them on some of these spots that are going to increase multipliers for in-game scoring.
- Worker Placement — You're moving your supervisors over these bridges so they can come to different areas and collect goods.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- spoiler alert, flying whales.
- It's definitely north of medium and uh I want to be specific about that. It's not heavy in terms of mechanically how you play it.
- It's giant. It's a giant. I would say we talked about this whether it's multiuse. I'd rather say that it's multi-purpose because multi-use generally implies that you're going to use a card, but then you're not going to use it for something else.
- You have to very systematically go, so for instance, I'm right here. If I wanted to move up two spaces on this, I'd need to move my whales.
- Everything is kind of a process that moves slowly at first and then really, really ramps up.
- So many different ways to get resources, but yet the game feels tight because building stuff just requires so many resources, too.
- If you're looking for a medium plus euro and if you liked Mistwind or those kind of games, I think this game is something you'll want to check out.
References (from this video)
No references stored for this video.
Video iCAbpzfgIa8
Meeple University Rules Teach
video_pk 39366 · mention_pk 166713
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)
- In Canals of Windrest, players are property and transport entrepreneurs looking to earn the most points by constructing buildings and structures, attracting investors, and using their whale taxis to transport passengers and export goods.
- Moving whales can get you in position to meet demand tiles. It can move you on the rondelle.
- Running a property and transport enterprise requires a lot of coordination, probably mental power.
- First, let's take a look at the setup and components.
- You'll need employees.
References (from this video)
No references stored for this video.
Video mBlOlUNTJtQ
Good Time Society Discussion at 22:33 sentiment: positive
video_pk 34187 · mention_pk 101779
Click to watch at 22:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- crunchy Euro feel
- unique flying whale theme and meeples
Cons
- heavy for casual players
- learning curve due to multiple interlocking systems
Thematic elements
- crunchy euro; resource management; pick up and deliver
- Fantasy world featuring flying whales as core transport pieces
- playful, in-sunshine commentary
Comparison games
- Root
Mechanics (from transcript analysis)
- Pick up and deliver — core loop of gathering resources and delivering via flying whale meeples
- Pick-Up and Deliver — core loop of gathering resources and delivering via flying whale meeples
- Resource Management — converting and upgrading resources to move goods
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a grownup gaming show, everyone.
- I love flying.
- This is a game of deck building and push your luck.
- Flying whales.
- The Michelin Cup is whoever has had the longest flight up to that point.
- Asymmetric. I'm in.
References (from this video)
No references stored for this video.
Video kSWVM6fRu6k
The Dice Tower Discussion at 26:54 sentiment: mixed
video_pk 33220 · mention_pk 98656
Click to watch at 26:54 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- visually appealing theme and world-building
- interesting card crafting mechanic
Cons
- theme re-theme to Venice can feel derivative
- some concerns about similarity to other canal/merchant games
Thematic elements
- merchant/trade with a fantastical amphibian/fauna twist
- Venice-like canal city with whales as a whimsical transport motif
- light, thematic exploration with a charming world
Comparison games
- Ducks in a Row
- Snow Tales
Mechanics (from transcript analysis)
- Card Crafting — players upgrade cards to gain new actions
- card crafting / upgrading — players upgrade cards to gain new actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a deck building game and all the different decks are asymmetrical.
- you’re buying cards and putting them in your deck, just like you would do normally
- it’s kind of a mix between a deck building game and a tactical war game
- Extraction is a top shelf cooperative board game
- This is Labyrinth Chronicles from Awaken Realms. This is a funky one from them.
- Cyberpunk Streets of Rome. I think that this wins the theme of the week.
References (from this video)
No references stored for this video.
Video eR73T3dZifg
Tantrum House Playthrough at 1:37 sentiment: positive
video_pk 32835 · mention_pk 97314
Click to watch at 1:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Engaging engine-building with multiple paths to points
- Dynamic tableau and cargo production chains
- Prototype content demonstrates ambitious design
Cons
- Prototype components and rules may be unfinished or confusing
- Endgame scoring relies on an appendix not present in the prototype
Thematic elements
- engine-building, logistics, and infrastructure development
- Windrest city, canal-based transportation and trade
- prototype-focused playthrough with crew banter
Comparison games
- Mystic Veil
- Dead Reckoning
Mechanics (from transcript analysis)
- deck-building / tableau building — Players draft and play cards to build a personal tableau that yields actions and resources.
- End Game Bonuses — Points accrue from delivered goods, upgrades, and endgame bonuses.
- endgame scoring based on goods delivered and upgrades — Points accrue from delivered goods, upgrades, and endgame bonuses.
- movement of whales (taxis) and passenger delivery — Whale taxis move to pick up and deliver passengers, driving scoring and resource flow.
- resource conversion / manufacturing — Goods like purple, brown, green barrels are manufactured and exported for points.
- Tableau Building — Players draft and play cards to build a personal tableau that yields actions and resources.
- Worker Placement — Players place tokens (passengers, workers) on bridges and board locations to activate actions.
- worker placement on bridges and locations — Players place tokens (passengers, workers) on bridges and board locations to activate actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Tonight we've got Sarah, Melissa, and Kevin. And we are doing a playthrough of Canals of Windrest from First Fish Games, which is currently on Kickstarter.
- This is a prototype. Thank you. So all of the components are prototype quality, not finished production.
- We're using prototype rules also.
- Prototype rules—it's a prototype, not final production values.
References (from this video)
No references stored for this video.
Video RXazOjkQh28
Unknown Channel Top 5 List at 16:02 sentiment: positive
video_pk 30374 · mention_pk 89412
Click to watch at 16:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- deep engine-building that remains accessible
- tight integration of placement, upgrading, and delivery mechanics
- well-regarded Mistwind lineage with cohesive design
Cons
- prototype status and crowdfunding context may mean imperfect balance
- steep learning curve for new players to the Mistwind family
Thematic elements
- economic engine-building with bridges and waterways
- Mistwind universe; route-building and city-development
- Euroengine with route-building emphasis
Comparison games
- Mistwind
- Brass Birmingham
Mechanics (from transcript analysis)
- Engine Building — buildings upgrade to unlock stronger actions and scoring potential
- engine-building and upgrading buildings — buildings upgrade to unlock stronger actions and scoring potential
- grid-based map with bridges — players place bridges and buildings to block spaces and create scoring multipliers
- location card drafting — players draft location cards that grant actions; the chosen action effects are limited by the location and round
- Pick up and deliver — delivery mechanics drive points and synergies with bridge placement
- Pick-Up and Deliver — delivery mechanics drive points and synergies with bridge placement
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's gateway level game and the rules are simple, but the decisions can be surprisingly tense.
- The engine build is strong and the routes are rewarding in Canals of Windrest.
- Eight fate tokens zip around the table, and whoever holds the strongest fate can pull ahead in Soothsayers.
- Post-apocalyptic wasteland rebuild and a fairly conventional worker placement core in Phoenix New Horizon.
- Tile drafting city-building type of game with a push-your-luck feel in Solar Garden.
- Mob and police come into each district and you have to fight them in Speak Easy.
References (from this video)
No references stored for this video.
Video NM3iD6IVcX4
Rahdo Runs Through Playthrough at 0:06 sentiment: positive
video_pk 27756 · mention_pk 81059
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Express mode shortens play time by about 25%, making the game more accessible for busy players
- Two-player design with meaningful tension and decisions via card drafting and routing constraints
- Strongly thematic Mistwind universe with cohesive art and production values
- Multiple viable victory paths and a robust drafting/upgrade loop that rewards long-term planning
- Card upgrade and novelty of souped-up building cards add depth and strategic variety
Cons
- Closed drafting in two-player can create friction or analysis paralysis for some players
- Full three-year cycle can still feel long and heavy for casual players despite the express mode
- Loose rule interactions and a few complex interactions may require careful learning and occasional house rules
Thematic elements
- pickup-and-delivery economy powered by canal-based whale taxis and district development
- Floating cloud-world city Windrest in the Mistwind universe
- epic fantasy-industrial with a city-building, logistics-forward premise
Comparison games
- Mistwind
- Terraforming Mars Prelude expansion
Mechanics (from transcript analysis)
- building and bridge construction — Players build utility and scoring buildings and bridges, which modify costs, unlock abilities, and shape endgame scoring chains.
- Card Crafting — Some cards upgrade when paired with other components; upgraded cards grant ongoing powers and new endgame objectives.
- card crafting / upgrade system — Some cards upgrade when paired with other components; upgraded cards grant ongoing powers and new endgame objectives.
- Closed Drafting — Each round, players look at five district/location cards, keep one, and pass the rest to the other player; similar to Seven Wonders drafting.
- closed hand drafting — Each round, players look at five district/location cards, keep one, and pass the rest to the other player; similar to Seven Wonders drafting.
- district/location deck construction and drafting — Cards correspond to districts on the board; drafting cards determines where and how you can act and what resources you gain.
- End Game Bonuses — Sponsor cards grant ongoing powers and end-game scoring, while decree tokens introduce bonus rewards and choices mid/late game.
- end-of-year sponsor/decree tokens and objectives — Sponsor cards grant ongoing powers and end-game scoring, while decree tokens introduce bonus rewards and choices mid/late game.
- passenger delivery and package spaces — Passengers sit on bridges; delivering them to specific zones yields bonuses, and landing on package spaces advances on the rondelle for free bonuses.
- Pick-Up and Deliver — Passengers sit on bridges; delivering them to specific zones yields bonuses, and landing on package spaces advances on the rondelle for free bonuses.
- production and delivery of trade goods — Trade goods (barrels, canned goods, dyes, etc.) are produced and delivered for points; some actions discount future builds or create end-game bonuses.
- Rondel — A central rotating track that advances various worker/taxi pieces to trigger actions, bonuses, and endgame scoring opportunities.
- Rondelle movement — A central rotating track that advances various worker/taxi pieces to trigger actions, bonuses, and endgame scoring opportunities.
- worker tokens: supervisors and whale taxis — Supervisors move on the board to activate buildings; whale taxis carry passengers, deliver goods, and interact with the rondelle for rewards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a sequel to the excellent worker placement pickup and delivery game Mistwind.
- Yes, more Euro games need to do this cuz we don't all have that much time to play.
- Mist Wind world is getting bigger and better.
- There are multiple paths to victory.
- The draft of these cards gets very tensionfilled.
- We enjoy the pick up and deliver here.
- You've got another banger on your hands.
References (from this video)
No references stored for this video.
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Showing 1–7 of 7