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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 1 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–3 of 3
Video ZlP256_qEjs
Meeple University Discussion at 29:32 sentiment: positive
video_pk 84934 · mention_pk 216714
Click to watch at 29:32 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
- Simple and perfect complexity
- Fun one vs many hidden movement gameplay
- Engaging cooperative element for astronauts
Cons
- Very basic tactical elements
Thematic elements
- HAL vs Astronauts
- Space
- One versus many
Comparison games
none
Mechanics (from transcript analysis)
- cooperative play — The other's kind of running around trying to fight fires in a co-opy type way.
- Hidden Movement — It's just one versus many with hidden movement.
- One vs Many — This is a one versus many game where Hal is trying to kill the astronauts and the astronauts are trying to kill Hal.
- tactics — This game has the most rudimentary tactics in it possible it's like once per game how can close each door and the humans can then play a card to open the door and then it's open forever
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Pola... it's like one of the most beautiful games I've seen.
- Paperia... it can actually end up being a bit of a aggressive little game when the right scoring things are in certain places
- 2001: A Space Odyssey... Phil Harding's design it tends to be like simple like things don't need to be complicated and we love it in this one. It's just perfect complexity.
- The working title is called gumball machine... this one is more kind of like a family game.
- It's a really simple family level trick taking game.
- Flip Sevens for everyone.
- We played the bubble tea game. It was very fun.
- It's not a new game. Let us know if you have played this, if you enjoy it, what you think of pass.
- They're great uh convention fillers.
- The second one is the killer whale who actually worked with human in the past for killing other whales.
- The third one is the pool that is made from natural. So that's kind of like in area from the sea and they made a pool. So it's like a natural pool from the sea water.
References (from this video)
No references stored for this video.
Video I5mj2HD760I
Meeple University Rules Teach
video_pk 70503 · mention_pk 167512
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)
- 2001: A Space Odyssey is an asymmetrical one versus many game of movement and cards.
- HAL is always watching and listening.
- Any communication among the crew member players must be audible to and understandable by the HAL player.
- In the iconic moment in the movie, Howell closes the pod bay doors and refuses to open them.
- The howl player wins the game immediately upon terminating the life support system or the other three systems simultaneously.
References (from this video)
No references stored for this video.
Video I5mj2HD760I
Meeple University Rules Teach at 0:09 sentiment: neutral
video_pk 70503 · mention_pk 216637
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- Asymmetrical one-vs-many gameplay with cooperative crew vs. AI, sabotage and repair dynamics centered on disabling HAL through logic sequences.
- A spaceship voyage to Jupiter where HAL 9000, the ship's AI, impedes the crew.
Comparison games
none
Mechanics (from transcript analysis)
- asymmetrical gameplay — One player acts as HAL to disrupt the crew while the others play as crew members cooperating to repair the ship and disable HAL.
- Communication rules — Open communication only; no whispering or secret signals to HAL; players may discuss openly but not reveal hidden cards.
- Deck Manipulation — Discard and draw rules, drawing from the appropriate deck, and shuffles when draw deck is empty.
- Doors and doors tokens — Players can play closed door cards to flip door tokens to the closed side, impeding crew movement.
- Drawing and deck shuffles — Discard and draw rules, drawing from the appropriate deck, and shuffles when draw deck is empty.
- End conditions — HAL wins by isolating life support or terminating three systems; crew wins by reaching HAL core and disconnecting with three sequences.
- Hand Management — HAL's hand is full and several cards are visible; crew hands have permissions not to reveal cards; cards can leave hand by play, trash, or discard with specific rules.
- Hand management and visibility — HAL's hand is full and several cards are visible; crew hands have permissions not to reveal cards; cards can leave hand by play, trash, or discard with specific rules.
- Limited Communication — Lipre is a status card; if lipre is visible among HAL's three face-up cards, crew cannot communicate.
- Lipre and communication restriction — Lipre is a status card; if lipre is visible among HAL's three face-up cards, crew cannot communicate.
- Logic cards and HAL core — Crew need to collect sequences of adjacent logic cards (1-12) to spend at the HAL core and eventually disconnect HAL.
- Malfunction cards and system termination — Malfunctions are played to terminate gravity, memory, and coms; life support requires seven malfunctions to terminate.
- Monolith mechanic and turn order — A monolith is given to a crew member; turn order alternates HAL, crew member with monolith, HAL, etc.
- Movement and board — Crew move around an eight-space board connected by doors; movement affected by system malfunctions and doors.
- Open doors and cancellation — Open doors require trashing an Open Door card; Cancel removes one of HAL's faced-up cards; Discard-cancel resets displays.
- Ordering — A monolith is given to a crew member; turn order alternates HAL, crew member with monolith, HAL, etc.
- Pod bay restrictions — Pod bay limits to one crew member at a time; only move and repair actions are possible there; you cannot take open door action from the pod.
- Repair actions — Crew can repair systems with matching or wild repair cards; specialized characters can heal more depending on their specialty; Jack of all trades treats all repairs as wild.
- Turn structure and phases — Crew turns have move, action, draw steps; each at most once per turn per type; movement triggers via doors; you can give cards to teammates in same space.
- two-deck system — HAL's deck and crew deck drive actions and determine available moves.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- 2001: A Space Odyssey is an asymmetrical one versus many game of movement and cards.
- HAL is always watching and listening.
- Any communication among the crew member players must be audible to and understandable by the HAL player.
- In the iconic moment in the movie, Howell closes the pod bay doors and refuses to open them.
- The howl player wins the game immediately upon terminating the life support system or the other three systems simultaneously.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3