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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment:
pos 4 ·
mix 0 ·
neu 2 ·
neg 0
Showing 1–8 of 8
Video nkcQCagUpQw
Crimsonboardgames Playthrough at 0:05 sentiment: positive
video_pk 85613 · mention_pk 219914
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- engaging storytelling objective
- solo mode with interesting map obstacles
- component quality in prototype
Cons
- crowded board and map drawing could be limiting
- relying on dice may restrict planning
- prototyping may change components before release
Thematic elements
- Adventure storytelling at sea
- Seafaring exploration across islands and seas, with adventure decks and ports
- Story-driven scoring through telling sea adventures at ports
Comparison games
- Cartographer
Mechanics (from transcript analysis)
- adventure deck — draw cards to determine events and actions
- cargo management and cannons — spend cargo to gain movement or buy cannons to increase strength
- Combat: Dice — determine speed and direction; wind affects movement cost
- combat/encounters with pirates and monsters — track enemy strength and resolve through cannons/cargo/dice
- movement dice/compass — determine speed and direction; wind affects movement cost
- port storytelling scoring — visit ports to tell stories and score points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The main goal that we have basically is we are trying to live an adventurous life, encounter as many obstacles actually as we can so we can make stories about our sea adventures.
- I love it to just jump right in and explain everything while we play.
- This is a prototype of the game. So, components might change, some rules might change.
References (from this video)
No references stored for this video.
Video nkcQCagUpQw
Crimsonboardgames Playthrough at 0:05 sentiment: positive
video_pk 85613 · mention_pk 321103
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- engaging storytelling objective
- solo mode with interesting map obstacles
- component quality in prototype
Cons
- crowded board and map drawing could be limiting
- relying on dice may restrict planning
- prototyping may change components before release
Thematic elements
- Adventure storytelling at sea
- Seafaring exploration across islands and seas, with adventure decks and ports
- Story-driven scoring through telling sea adventures at ports
Comparison games
- Cartographer
Mechanics (from transcript analysis)
- adventure deck — draw cards to determine events and actions
- cargo management and cannons — spend cargo to gain movement or buy cannons to increase strength
- Combat: Dice — determine speed and direction; wind affects movement cost
- combat/encounters with pirates and monsters — track enemy strength and resolve through cannons/cargo/dice
- movement dice/compass — determine speed and direction; wind affects movement cost
- port storytelling scoring — visit ports to tell stories and score points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The main goal that we have basically is we are trying to live an adventurous life, encounter as many obstacles actually as we can so we can make stories about our sea adventures.
- I love it to just jump right in and explain everything while we play.
- This is a prototype of the game. So, components might change, some rules might change.
References (from this video)
No references stored for this video.
Video 461DOvw5Qe0
Meeple University Top 5 List at 6:23 sentiment: positive
video_pk 85314 · mention_pk 218351
Click to watch at 6:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fun roll-and-write with a pirate theme
- live-telling of adventures via ports
Cons
none
Thematic elements
- adventure, storytelling at ports
- pirate exploration
Comparison games
- Roll-and-Write
Mechanics (from transcript analysis)
- area-drawing — draw shapes on your board; opposing shapes may be added by others
- port-tales — visiting ports and telling tales for points
- roll-and-write — dice rolls determine moves; write results on your board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Core mechanics of Snowonia but with a Cludo style of uh straightforward deduction.
- it's really fun.
- you need to do one action for one character and four actions for another characters, right?
- two-player battle game where there are also engine building to it and there's explosive endings
- you do two actions in your turn and then you can play cards, you can flip cards from in access to active sides.
- prototype by BA Games
- it's designed well for two player with cute artwork.
- lead and follow mechanic; choose to follow immediately or not; blocks the round
References (from this video)
No references stored for this video.
Video 461DOvw5Qe0
Meeple University Top 5 List at 6:23 sentiment: positive
video_pk 85314 · mention_pk 342446
Click to watch at 6:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fun roll-and-write with a pirate theme
- live-telling of adventures via ports
Cons
none
Thematic elements
- adventure, storytelling at ports
- pirate exploration
Comparison games
- Roll-and-Write
Mechanics (from transcript analysis)
- area-drawing — draw shapes on your board; opposing shapes may be added by others
- port-tales — visiting ports and telling tales for points
- roll-and-write — dice rolls determine moves; write results on your board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Core mechanics of Snowonia but with a Cludo style of uh straightforward deduction.
- it's really fun.
- you need to do one action for one character and four actions for another characters, right?
- two-player battle game where there are also engine building to it and there's explosive endings
- you do two actions in your turn and then you can play cards, you can flip cards from in access to active sides.
- prototype by BA Games
- it's designed well for two player with cute artwork.
- lead and follow mechanic; choose to follow immediately or not; blocks the round
References (from this video)
No references stored for this video.
Video yclgSDoObtU
BoardGameCo Playthrough at 0:12
video_pk 80562 · mention_pk 196425
Click to watch at 0:12 · 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)
- This is a prototype. All rules and components have to change.
- Honestly, I could do this with all of them. All of the chapters introduce new rules, mechanics, and ways to uh augment the challenge you're playing as.
- If you are not looking for any spoilers at all, then this is probably not a video for you.
- It's more just that each of these envelopes introduces new various mechanics and we'll be incorporating some of those mechanics to augment and improve the challenge and frankly make it more interesting.
- Overall, fun little game of just combining different abilities and restrictions around each row that change up how you approach them.
References (from this video)
No references stored for this video.
Video KvI5Mi440lA
Meeple University Rules Teach
video_pk 70514 · mention_pk 167523
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)
- Rolling Seas is a roll and write pen and paper game in which seafaring adventurers will sail forth in search of renown.
References (from this video)
No references stored for this video.
Video KvI5Mi440lA
Meeple University Rules Teach at 0:32 sentiment: neutral
video_pk 70514 · mention_pk 219395
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- renown and storytelling
- seafaring adventure on the seas
- story-driven with tales and renown
Comparison games
none
Mechanics (from transcript analysis)
- adventure deck (two card types) — two decks (smooth sailing and adventure cards) determine encounters and dictate shapes to draw on boards; initial setup creates a 25-card adventure deck for 25 rounds
- combat and ambush — combat with sea monsters or pirates; cannons and provisions determine outcomes; ambush uses dice to resolve battles and story points
- currents and wind in sails — currents move the ship automatically to a destination; wind-in-sails allows extra movement in any direction at a cost in wind points
- explore and land encounters — explore adjacent land to gain rewards from the exploration die; you can visit ports and convert story points to renown
- Flip/Roll and Write — players roll dice and write results on their ship and map boards; encounters drawn from an adventure deck influence shapes on the map
- movement and wind direction — during the sail action, players choose a wind direction via wind dice and move their ship; movement can be boosted by spending provisions
- Phase structure — each round consists of an adventure phase, a dice phase, and an actions phase
- port and upgrades — visiting a port allows telling your story to convert story points to renown and optionally spend gold on upgrades
- resource and hold management — tracking provisions, gold, wind in sails, and ship hold capacity; upgrades adjust ship/cannon capacity and hold
- Resource Management — tracking provisions, gold, wind in sails, and ship hold capacity; upgrades adjust ship/cannon capacity and hold
- roll-and-write — players roll dice and write results on their ship and map boards; encounters drawn from an adventure deck influence shapes on the map
- story and renown tracking — story points convert to renown; endgame scoring is influenced by renown and other earned points
- Variable Phase Order — each round consists of an adventure phase, a dice phase, and an actions phase
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Rolling Seas is a roll and write pen and paper game in which seafaring adventurers will sail forth in search of renown.
References (from this video)
No references stored for this video.
Video KvI5Mi440lA
Meeple University Rules Teach at 0:32 sentiment: neutral
video_pk 70514 · mention_pk 336102
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- renown and storytelling
- seafaring adventure on the seas
- story-driven with tales and renown
Comparison games
none
Mechanics (from transcript analysis)
- adventure deck (two card types) — two decks (smooth sailing and adventure cards) determine encounters and dictate shapes to draw on boards; initial setup creates a 25-card adventure deck for 25 rounds
- combat and ambush — combat with sea monsters or pirates; cannons and provisions determine outcomes; ambush uses dice to resolve battles and story points
- currents and wind in sails — currents move the ship automatically to a destination; wind-in-sails allows extra movement in any direction at a cost in wind points
- explore and land encounters — explore adjacent land to gain rewards from the exploration die; you can visit ports and convert story points to renown
- Flip/Roll and Write — players roll dice and write results on their ship and map boards; encounters drawn from an adventure deck influence shapes on the map
- movement and wind direction — during the sail action, players choose a wind direction via wind dice and move their ship; movement can be boosted by spending provisions
- Phase structure — each round consists of an adventure phase, a dice phase, and an actions phase
- port and upgrades — visiting a port allows telling your story to convert story points to renown and optionally spend gold on upgrades
- resource and hold management — tracking provisions, gold, wind in sails, and ship hold capacity; upgrades adjust ship/cannon capacity and hold
- Resource Management — tracking provisions, gold, wind in sails, and ship hold capacity; upgrades adjust ship/cannon capacity and hold
- roll-and-write — players roll dice and write results on their ship and map boards; encounters drawn from an adventure deck influence shapes on the map
- story and renown tracking — story points convert to renown; endgame scoring is influenced by renown and other earned points
- Variable Phase Order — each round consists of an adventure phase, a dice phase, and an actions phase
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Rolling Seas is a roll and write pen and paper game in which seafaring adventurers will sail forth in search of renown.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–8 of 8