Game Info
Year
2026
Players
2-4
Age
10+
Playtime
8 min
Complexity
1/5
Collection
Your Tier
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Mechanic profile
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Description
A simplified trading card game where players cast emotions at each other competing to win three rounds
Featured Videos
Rules Teach
We Played MOOD SWINGS for the FIRST TIME!
Playthrough
SUPER Close Mood Swings Matchup! (Early Look)
Ask a Rules Question
Images
GID0453288.jpg
GID0453288_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 9
This page: 9
Sentiment:
pos 5 ·
mix 2 ·
neu 1 ·
neg 1
Showing 1–9 of 9
Video 9HEKRqXU8tY
The Dice Tower Review at 0:17 sentiment: mixed
video_pk 110384 · mention_pk 317600
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- The winner not drawing a card provides a small catch-up mechanism.
Cons
- The collectible delivery system makes no sense for this type of game.
- The game is too random with very little strategy.
- There are not many choices for players to make.
- The common cards are boring and many cards have similar effects across different colors.
- The game feels like a Magic the Gathering spin-off but lacks the depth or interest expected.
- The artwork is described as unfinished sketches.
- The collectible aspect is irritating rather than appealing.
- The game lacks agency for the players.
- It takes too long to design for the simplicity of the game.
Thematic elements
Comparison games
- Magic the Gathering
- Love Letter
- Flux
Mechanics (from transcript analysis)
- Card Drafting — Players draw cards from a common deck, and the collectible nature implies a randomized assortment of cards.
- Hand Management — Players play cards from their hand, and some card abilities involve returning cards to hand or discarding cards.
- Set Collection — Players aim to win three rounds by having the highest total card value in each round.
- Take That — Some card effects allow players to affect other players' hands or scores, contributing to a 'take that' element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- What a ridiculously weird delivery system for this kind of game.
- The collectibility makes no sense.
- This is a game much like think Flux from someone whose entire point of reference is only Magic: The Gathering.
- It is Flux. It is basically Flux.
- If this is what it takes 28 years to design, I don't want to see what you design in a year.
- This is sort of Magic the party game in a way.
- So, for me this is a five out of 10. I just can't recommend it. I don't know who it's for.
References (from this video)
No references stored for this video.
Video nhf-o_HZ8ic
The Dice Tower News at 21:36 sentiment: negative
video_pk 81167 · mention_pk 200205
Click to watch at 21:36 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- looked okay
- fun little card game
Cons
- publishing it like a collectible card game when it's not
- selling random cards
- 28 years to make a 133 card game is not a brag
- hoping there are no duplicates
- people will buy them because they sometimes go up in value
- not tournament legal
- blatant 'give us your money' tactic
Thematic elements
- mood swings
Comparison games
none
Mechanics (from transcript analysis)
- Card game — A little card game with 133 cards, but you get 45 random cards.
- random card distribution — You get 45 random cards, with a distribution of commons, rares, and mythic rares.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- He ran the GameCabinet, which I was showing you a shot of here. And this is what I looked for when I first started playing the new modern games.
- So, Osprey Games, you might think, oh, they only board games? No, they used to and still do a bunch of war game or war books.
- But now the original people Chris Badell and Paul Bender have it back along with the Sentinels of the Multiverse IP.
- It's from the two people that invented that, Homestar Runner.
- Companies Companies are now realizing that they're going to take every popular video game and turn them into board games because it's working.
- So, I'm assuming it's a lot stronger now. It wasn't one of their earliest if not technically the first one and I'm sure by now they've developed it quite a bit.
- If you don't know what Teburu is, it is the big giant board.
- If you don't know what Mark Rosewater is, if you're in the board game world, but if you are a Magic the Gathering player, you know who he is because he is probably the most important person in Magic the Gathering history, even more so than the designer Richard Garfield.
- If you took 28 years to make a little 133 card card game, it's one of two things. You suck at it, right, and you should never do it, or your game is you you put in 3 minutes a week.
- The stretchiest of stretches.
References (from this video)
No references stored for this video.
Video wiYHUFiP2Os
Good Time Society Review at 0:05 sentiment: positive
video_pk 80853 · mention_pk 198349
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
- Engaging theme of moods
- Interactive gameplay
- Catch-up mechanics
- Variety due to card selection
Cons
none
Thematic elements
- Moods
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Players draw from a shared deck of cards.
- Catch-Up Mechanic — The 'hurt feelings' mechanic allows players with the lowest score to play two cards the next round.
- Hand Management — Players manage cards in their hand to play moods and influence scoring.
- Set Collection — Players aim to have the highest value between their cards at the end of each round.
- Variable player powers — Each card played represents a mood and has unique effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- My name is Ray Raiberg and uh the most recent mood I experienced was shame.
- Hi, my name is Bailey Myers and the most recent mood I experienced was confusion.
- Hi, I'm Matt and I take a medication to control my mood and I forgot this morning.
- So, you may be asking why we're talking so much about moods because Mood Swings is a game in which you try and uh have the highest value uh between all of your cards at the end of each round.
- The first player to win three rounds wins the whole freaking game.
- Your box might contain any 45 of those 133.
- If you win a round, you go first the next round, which is generally worse, but you don't get to draw a card.
- And if you come in with the lowest score of the round, you get hurt feelings. Which sounds bad, but it lets you play two cards the next round, so it's pretty good.
- Usually when my feelings are hurt, I don't get anything from it.
- It's a very personal game.
- I did stack this deck specifically of what I think about you guys.
- This is why you like going last, folks.
- I will eat plastic.
- My feelings are hurt.
- I got it all. It's mine.
- I don't know if my feelings are more hurt or
- Your feelings aren't hurt. Get over it, Ray.
- And now it's time to combo off.
- I would decline. Block. Counter spell.
- Counter mood.
- I feel compelled to help you.
- I'm so firmly in last place, it's crazy.
- It's not your fault.
- I remember it differently that I got it.
- I wish I had a card to play and see.
- My goodness. I don't have any more happiness now.
- It's really poetic, right?
- Paranoia, find your bliss.
- Triple your cynicism
- Yeah, no, Bailey's right there.
- I didn't. I lost the game.
- I will be playing happiness, which will come in flipped because Becca controls both a red and white mood.
- So, I can change which one every time we score.
- If I had another one of the same color.
- And you know what? 20 is not as much of 21.
- If someone wants to get rid of my red card and leave my white card, that would be great.
- Sounds like I know exactly what I want to do.
- I think that the first thing that I'm going to play is the card that I was gifted, chivalry, which comes in at five cuz I did not go first.
- And in the game I also get to go again for unrelated reasons.
- I get two points.
- Seems good.
- So, uh, we're going to play self-loathing.
- I'll lose rebellion, cuz then I'll still go up to six.
- And six will give me the win.
- Oh, Bailey, do you feel better now that you had to discard?
- I actually kind of feel like my feelings are hurt a little.
- Who's to say though?
- That's so interesting, cuz I also feel like my feelings are hurt, but I have a feeling that because I went first.
- Yeah, because Yeah, I went last, so I get them, huh?
- So, Ray, your feelings aren't hurt.
- You have to be okay with it.
- Everybody else draws a card.
- And I go first?
- Yes.
- Okay. Because of hope, I'm going to play two cards. First, I will play patience, which will come in at just one. And then, I will play zeal, and I can't do the other cool effect.
- I will just take the three points going up to 10.
- Oh, man. I'm in trouble.
- It seems only appropriate for me to play cynicism.
- It's worth three, except I'm going to put a card from the discard pile into an opponent's hand, so that I can make it a six.
- which if you give it to me then I'll have another card in my hand.
- Do you think that's fair?
- any cards in my hand. I have zero points.
- You can steal the hurt feelings from me, which makes me not want to give it to you.
- Look, I'm being chivalrous.
- god, thank you.
- Yay.
- I should have looked at what the card did.
- It was your card.
- Just get more points if you don't go first.
- Yeah, that's good. I shouldn't have given that to her.
- I will be playing happiness, which will come in flipped because Becca controls both a red and white mood. Uh so it's worth eight.
- Ooh.
- Brings me to 13.
- Well,
- cuz I'm really patient.
- Um and then I have hurt feelings, so I get to go again.
- Um
- And what about in the game?
- And in the game I also get to go again for unrelated reasons. I am going to play benevolence for two.
- After playing this mood, you may play an additional mood this turn if it doesn't share a color with any of your moods.
- So I get to do a third mood. And I get two points.
- Yeah. And then what I'm going to do is I'm going to be so freaking generous.
- After playing this mood, choose an opponent. They may play an additional mood on their next turn. I pick Becca.
- No, great call, Rae.
- My hand's empty.
- I just thought that I was getting a gift back, but I guess that does make sense.
- I actually won't be able to use it.
- Nice.
- Thanks, bud.
- Uh all right, I grab a game win.
- Yeah, ties go to the first player in turn order. Less opportunity to get messed with. That means Ray, your feelings are finally hurt like you wanted.
- All right, everybody else draw a card that's not Matt.
- Okay.
- I will play insecurity.
- After playing this mood, I may play an additional mood this turn. If I do, after scoring, put that mood into your hand if it's still in play.
- I will then at me.
- play instability.
- After playing this mood, you may choose two mo- two moods from the same opponent. If you do, they choose one of those moods and give it to me, and then I can give them one of my moods.
- So, I am going to choose patience and self-loathing.
- But then you play it or you just take it?
- take it. So, you'll probably want to give me patience cuz it'll be worth one
- I had to do a lot to get through the the hoops of self-loathing.
- And then I will give you denial.
- But it doesn't count as playing.
- I'm sure what some pharaoh said to somebody else at some point in time.
- Uh no, they're not played. And that would it would take away the white and red combo, but now you have it.
- And what is that white and red combo again?
- It makes this guy large.
- So, it can destroy both a red mood and a white mood. That's so interesting.
- and gain more motivation to
- The mid-turn.
- And then after scoring, instability goes back to my hand. So, go ahead.
- I'm going to play compulsion.
- After playing this mood, choose another player. If that player chooses a card from their hand, they give it to you.
- Matt, how many cards are in your hand?
- Just one.
- I will take that. Thank you.
- I choose that one and I get three points.
- Good luck, first place guy.
- All right.
- I just realized I could have given you instability and it would have returned to my hand after scoring.
- Well, you didn't.
- You must be envious of all my cards. To play this card, put one of your moods into the discard pile. Hope is great, but I just don't have cards in hand to take advantage of it and it's worth zero on its own.
- So, I'm wondering if that's the move. Denial's also only one, so I will keep hope actually.
- I'll lose denial. Okay. Envy says this mood's value increases by two for each mood your moodiest opponent has, which is mapped.
- Yikes.
- So, four, six, eight, 10. And that would increase again if you played another card.
- So, I'll take 10, 16, 19.
- in the lead. Don't come after me.
- All right. I am going to play bliss. In order to play it, I must discard a card from my hand. That will be paranoia, which is a black card.
- That actually works together.
- Yeah.
- Really really charming.
- because I will score each of my moods that share a color with the discarded card two extra times.
- Cynicism will be scored three times for 18. Bliss will take me to 20.
- But I do
- Just for scoring this round though, I believe.
- Cuz that's what scoring would be.
- While in play.
- Uh well, if I had another one of the same color. Uh and you know what? 20 is not as much of 21.
- So, I'll just play faith as my second mood uh for three. After playing, I may discard a green or blue card from my hand. If I do, suppress any mood it remains suppressed for as long as I have this mood. I'm not going to do that. I'm just going to take the three and uh the round win.
- Wow.
- Hurt feelings really looks good on you.
- You know who else it looks good on them?
- All right. Uh, it's interesting that we just keep trading this back and forth. And I will draw.
- And I'm going to draw.
- I only have the one card. Okay, first to go is red.
- instability returns to my hand. I am not going to draw.
- That means I go down two because you are my moodiest opponent.
- And that flips happiness as well. No, it doesn't cuz it's right over there. Hmm.
- I, unfortunately, must pass.
- I'll decline to play the mood in my the card in my hand.
- Interesting. If I don't uh, get more points than Ray, will either one of you be able to keep him from winning?
- Possibly. I have to remove cynicism.
- I will play joy. If I play this mood, I may play an additional mood on my next turn.
- I think that was a bad play, but uh, we've done it.
- You told me that you had to remove cynicism before I played my card.
- Oh.
- I'll have to think about that with a lot of self-loathing.
- Well, unfortunately, you've triggered my card that I wanted to play. I play joy and happiness.
- And insecurity and indifference.
- I think what I'm going to do
- Hey, I get two points.
- Oh, yeah.
- Thanks.
- I'm going to have delight. And you know what? I'm going to just preemptively flip it like this cuz I just need to discard after I I'm not going to flip it cuz I have to read it. Oh, reading's hard. Reading's hard, kids. Don't do it.
- of mood swings.
- After playing this mood, you may discard a card from your hand with a one, three, or five in its top right corner. If you do, this means value becomes five.
- And so, what I am going to discard is condescension.
- Into the pile it goes. Are you capable? We'll find out.
- Or if I And then I get to play another one because of
- That mean thing I just said?
- Because of that mean thing you just said.
- Okay, so sorry, who has color things going on right now? I'm just wondering.
- I do.
- What is it?
- If someone has a white and red mood, this guy is very very strong. I also have color color things going on. If you were somehow to change the color of cynicism, I could no longer triplet, I believe.
- I am going to be getting rid of happiness and cynicism on my turn.
- allow them in this place either.
- Well, I think I'm going to play imagination for three points and make every card blue.
- Now, is that all active cards blue? Every mood?
- While in play, all moods are the chosen color and no other colors. Everything is blue.
- Not the things in the graveyard that I discarded.
- I'm down to 16 now.
- So, happiness is no longer a problem.
- Unless imagination goes.
- I will go down to 11.
- Okay, my turn.
- I do believe I'm your moodiest opponent at this point. For the record.
- No, no, we we both we both know her feelings is not a mood.
- Yes, her feelings is not a mood. I just had them. Despite all that, I still have spite.
- I will gain one.
- And after playing this mood, choose up to two players. For each chosen player, put one of their moods with an even value into the discard pile. I thought I got to do it for everyone. So, maybe those two things wouldn't have gone away. I'm definitely getting rid of generosity.
- Oh, that's interesting. I used it to help you.
- Indifference would be the biggest that you could pull.
- use the ability.
- The biggest.
- But hold on, she's my moodiest opponent.
- Exactly, you probably wouldn't want to affect this.
- I also uh can play two next turn. In case I change your calculus. I don't know if it would.
- Yes, you'll become moody.
- That was a real double reverse. I was like, 'Oh, look at how nice he is, helping him.'
- Declaring himself as a valid opponent. Nope. Nope. That's exactly what I was doing.
- All Ray has to do is remove imagination to make cynicism an 18 again.
- And happiness will then flip into an eight when imagination's gone. So, it only makes sense to get rid of imagination, I think.
- care. I think it's not even.
- Yeah, and it also benefits you. So.
- Yeah, I do have to get rid of generosity just to win the round.
- Wow, okay.
- And a point feels good.
- So, you lose six going to 18 and I lose two.
- I don't know which is better between these two if you're looking at me. This is four. This is could be eight if imagination goes.
- But, that's that's an if. So, I'm not I actually don't know.
- Two of you are motivated to remove imagination. So, I feel like happiness should never enter this building.
- Destroy all happiness.
- but
- I will say uh I don't No, I don't want to make this argument because I unfortunately I think it would benefit me for you to get rid of happiness because if that comes back online, chances are cynicism comes back online, which is worth more points 10 more than happiness.
- So, you're saying Blow up indifference.
- I don't understand your argument. I was going to get rid of happiness. What do you think, Bailey?
- Getting rid of happiness would be very, very good for me.
- I think happiness is maybe the worst of happiness, cynicism, and indifference. Maybe.
- Cuz if happiness is good, cynicism's better.
- Personally, I would not have targeted me since I have no wins on the thing and I would have just blown up both of those. Let's get rid of Ray's because he's got two wins overall.
- Well, that is
- I didn't even about that.
- Shouldn't have said anything.
- Uh
- Just don't open your mouth.
- And I'll take my gem.
- Uh okay, I win the round, so you guys get to remove
- on, Rae, how many how many uh what's your total value? How many points do you have?
- Oh, it's five, okay.
- Wow, your feelings must be really hurt.
- They are hurt. Look at how low that is.
- Hey, get a card, everybody.
- You're first?
- I'm first, but I cannot play. Bummer. Take a round off.
- You know what? I'd rather get the point now.
- Well, that's crazy.
- The highest card I have is only worth three.
- Be better at the game, I guess.
- Um man, this is five.
- target of my removal. Fury.
- Yes, fury.
- Everybody removes their most powerful mood. Well, highest value?
- Highest value. Value, yeah.
- So, I was so angry and shaking that I couldn't get the words out right.
- Yeah, so my envy is gone.
- My patience is gone.
- I've run out of patience for you, Raymond.
- You've removed envy from my life, so that's actually a beautiful thing. I'll lose 10.
- welcome.
- I'm going to lose chivalry, since that five is pretty conditional.
- And here's the thing, it does apply to me, too. So, I've expressed my fury. I'm glad we were able to work this out. It's gone.
- Yeah, that's great.
- This feels a little weird.
- I will play another mood, and I'm just wondering, uh who has cards in hands?
- Me.
- Three, two. All right, I'll play curiosity, and I will choose Bailey.
- Bailey, reveal a random card from your hand. If the revealed card shares a color with any mood, this mood's value becomes six. Can you shuffle this up for me?
- That's so interesting, because I do think that it will share a color, right?
- Because if Well, no, because if it's in my hand, and it's not blue.
- Oh, wait, they're all blue.
- Only moods, though, not cards.
- Yeah, the cards in my hand aren't blue yet cuz they're not on the table yet. Okay, so it has to be blue for Ray to get six. Otherwise, curiosity is only three. Going to be honest, I have a feeling it won't be.
- That's fine.
- It's bitterness.
- YEAH, HARD FEELINGS CAN DO THAT. WELL, I hope no one reads the text of that card.
- I still go up to eight, which is not enough.
- Okay, bitterness. Delightful.
- That makes it Matt's turn.
- Yeah, so I'm looking for continuous effects. We obviously have all cards are blue. We have play two moods a turn.
- What's Faith up to?
- I will not have anyone draw cards. It's too early to
- I'm just trying to figure out what we got available.
- a continuous effect that I did not activate. So, it's just a pure three.
- Bliss is mythic. Oh, that's right.
- amazing.
- That's the one that cared about black cards.
- Yeah, if somebody hadn't ruined it.
- But you'd have to find and play more black cards in order for Bliss to get back online. And then you triple it.
- And you both have no cards in hand?
- No cards.
- That's hilarious.
- It's tricky to draw cards.
- I mean, I'm I'm going to play instability.
- So, I will choose two moods from the same opponent. And then uh that opponent will give me one of those moods. It might have to be Becca. Cuz Ray has very little going on.
- Ouch.
- Bailey's in the lead.
- No, we can't win.
- Yeah, so uh Becca is going to be using me self-loathing and zeal.
- Leaving you with hope and spite. And I'll just give you insecurity.
- Okay, I went down one.
- Yeah, not too crazy and I went up three, cuz this guy as well. Joy is what I played last round. Excellent.
- Uh so I can play one more. I'm going to play confusion.
- After playing this mood, choose left or right. Each player chooses a card from their hand and gives it to the next player in chosen direction. I'll choose right.
- Okay, I have a great card for you and I think you're really going to like it.
- I will.
- The bitterness?
- Yeah. Hey Hey Matt, do you So you're going to pass a card to me or
- Ray, can I have a card?
- You can't. Well, I got uh this one.
- did you have?
- Which finger was that?
- You can't You can't tell.
- Now, do you like that card, Matt?
- I I do a lot.
- There you go. Enjoy it.
- Um that's very, very funny.
- Bailey's turn.
- It's my turn.
- That's fantastic.
- I need is a game win. Just the one. I just need a one. I don't know how long it'll last cuz I know exactly what's in Matt's hand.
- I'm going to play disgust. It comes in for six because it's value is three if there are two or more green and or white moods. And as you all know, there are only blue moods.
- That's so funny.
- For now.
- And I will be I believe taking that victory since I went last. So
- that's for me.
- Look at this even spread. That's so nice. Everybody's got gems on the board. I love that. I love that for me.
- Um and so everyone draws except for me.
- That's fine cuz I have a card in hand. So I can play something.
- I'll just keep this. Prob- probably for the rest of the game I'll just keep this.
- Hurt feelings?
- Yeah, it's not going to help me with one card in hand.
- No, same. Bailey, you're up first.
- I'm going to pass.
- You're going to pass?
- I will play enthusiasm. While scoring, you may score one of your moods an extra time.
- There aren't decisions when you only have one card, Ray.
- Oh oh, but there are.
- Well, I suppose I can tell you I'm playing arrogance. It's worth two on its own, but after playing it I may choose an opponent. If I do, they choose one of their white or blue moods. That's all of them. Uh and it becomes mine. After this mood is no longer in play, I will give the mood I took back to them if I still have it.
- Disgust seems good.
- You choose. The player chooses, unfortunately, who has nothing terrible they can give me.
- Instability is just a two now.
- You It seems like you'll just get a two.
- Benevolence is just a two.
- It absolutely is.
- Man, I was so excited cuz I thought that I got to choose, but if you get to choose I suppose I got to take it away from Bailey.
- Really? Okay.
- got the most points.
- Here you go. Have some benevolence. Mine's two for me.
- I can really feel the benevolence.
- Yeah, you should.
- Anyway, it's Matt's turn.
- I have a very interesting choice to make here.
- still.
- Man, do I want to wipe the entire board?
- If I were you, I'd do that before playing your other card.
- I'm last, though.
- Yeah, that's super interesting, right?
- So, I'll pass.
- Any other good board wiping hands?
- That's what bitterness does.
- Uh-huh.
- It uh you find Bitterness, the thing about it is no one's read this card out loud, but now three of the four of us have seen the text of it. So, essentially it is
- I got it.
- Yeah, he means to
- Calculate the most common color or colors among all moods.
- It is blue.
- Put all other moods that share one of those colors into the discard pile.
- It's a total board wipe. Except for itself.
- Which is a zero card.
- it's a zero, so
- Hilarious.
- I still would have won.
- really funny to hand to him.
- It was. It's great. I win.
- You going to board wipe?
- No, I passed.
- Well, next round, let's let's all draw a card.
- Getting toward the bottom of the deck.
- I dare you.
- Nah, I'll play vanity.
- Vanity is great for me.
- is worth one point for each mood that I control.
- A cool 25.
- I wish you had some bitterness right now, Bailey.
- I got nothing. Okay. If I discard a card, it's just a card. It's not a mood.
- Correct.
- Sucks.
- Well, I'm just going to play triumph and take three points.
- Whatever.
- We're in trouble.
- There's nothing I can do.
- Unfortunately, there's only one card that I've once again gotten hand. So, we're going to play repentance. After playing I'll gain two.
- At least you'll repent before you destroyed and sent to the netherworld.
- I can do something. After playing this choose a number. If you do suppress all other moods with the chosen value, they remain suppressed until the end of this round.
- Okay, this is something. So,
- I'm thinking twos or fours.
- Mood Swings is a game in which you try and uh have the highest value uh between all of your cards at the end of each round.
- there are 133 possible cards in the first edition of Mood Swings and your box might contain any 45 of those 133.
- if you come in with the lowest score of the round, you get hurt feelings.
- Which sounds bad, but it lets you play two cards the next round, so it's pretty good.
References (from this video)
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Video jEplbdnFqbg
Good Time Society Discussion at 5:24 sentiment: positive
video_pk 80722 · mention_pk 197534
Click to watch at 5:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- had a lot of fun talking about our feelings
Cons
none
Thematic elements
- feelings
Comparison games
none
Mechanics (from transcript analysis)
- Hand Management — The game is about "weaponizing" feelings against each other, implying a strategic use of 'feeling' cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game is confounding.
- Wow, that's going to be hard to beat.
- Wow, friends. So, what are the final scores?
- This was cool. Like, this is a first time for all of us, and I liked how we all went to different things.
- The Elder Scrolls: Call to Arms is a game that you can find yourself diving deep into.
- The Elder Scrolls: Call to Arms has a lot of replayability.
- I love building stuff.
- The Elder Scrolls: Call to Arms is a game that will appeal to fans of the video game series.
- Can you flip the top down so they can kind of see the cards a little better?
- I don't fully understand this game, but I feel like I'm winning.
- No takesies backsies.
- Wow, okay. Freaking
- This is an interesting game, right?
- Wow. That's interesting. I was just thinking about it.
- Dang it. Well done. That cost me the game.
- I quit playing board games forever.
- Wow, that's going to be huge.
- Holy cow, that's going to be
- Wow, Bailey.
- Oh, man. Uh, so I was trying to do some math here of like how many cards are in the deck and I did know notice in the rulebook it's 54 and there's six suits. So, I assume it would be nine each. But then Bailey made the point of like, 'Well, there's got to be at least 10 sculptors.' And then I forgot that some bunch of these are double-sided.
- Oh, man.
- Wow.
- So, what are the final scores?
- GG, friends.
References (from this video)
No references stored for this video.
Video mcqkIzCm4PY
The Dice Tower Unboxing at 7:12:32 sentiment: neutral
video_pk 80336 · mention_pk 195435
Click to watch at 7:12:32 · YouTube ↗
Overall sentiment (raw)
neutral
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)
- Hey everybody, I'm Tom Vassal. Welcome to the most boring unboxing on the planet Earth as we take a look at stuff that comes to the Dice Tower and we mess around and see what it is.
- This is the most boring unboxing in the world.
- I know that they're I mean, I bought these before they announced that they're making their own upgrades for Settlers of Catan, but for now, I can use these.
References (from this video)
No references stored for this video.
Video dNoxbYexvl0
Playthrough at 0:00 sentiment: positive
video_pk 77751 · mention_pk 187932
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Pretty fun
- Having a ton of fun with this game at the office
Cons
- I do regret that [being too generous]
Thematic elements
- emotions and moods
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Players draw cards from the same deck, influencing the available options.
- Hand Management — Players draw cards and play one mood per round, with decisions impacting their hand and available moods.
- Set Collection — The value of a mood is dependent on whether the player has an odd or even number of moods in play.
- Take That — Certain cards allow players to directly impact opponents by forcing card discards or gifting cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- When was the last time you felt ambivalence?
- Choose another player, that's you. That player chooses a card from their hand and gives it to me.
- I would like to compel you to with compulsion.
- I go to three points, which means I win this one.
References (from this video)
No references stored for this video.
Video TYrLgj9RB1w
Rules Teach at 0:00 sentiment: positive
video_pk 77752 · mention_pk 187933
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Exciting gameplay with twists and turns.
- Close game with a back-and-forth feel.
Cons
- Uncertainty about optimal strategies early on.
Thematic elements
- playing moods
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Players draw cards from the same deck.
- Hand Management — Players hold cards in their hand and decide when to play them, sometimes choosing not to play cards to hold them back.
- Set Collection — The value of moods can change based on the number or color of other moods in play, implying a collection aspect to maximize scoring.
- Take That — Some cards allow players to make opponents discard cards or return cards to their hands.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Excitement. We each draw five cards from the same deck. You can play one mood per round.
- The bomb card of the deck is generosity.
- I was literally just packing up giveaway stuff.
- I don't like that.
- So, you have six value. I have three. So, you get the point.
- Hope back to my hand. And ambivalence is now flipped over. And I have a value of 13 on the board.
- All right, I'll draw a card. And you are going first, Jimmy.
- Oh, close game.
- Yeah, that was really back and forth.
- Muchings is a secret layer.
References (from this video)
No references stored for this video.
Video n7KVkBl1Uic
Playthrough at 0:00 sentiment: positive
video_pk 77753 · mention_pk 187934
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Simple rules, easy to learn
- Quick gameplay
- Engaging player interaction
Cons
- Can feel a bit random at times
Thematic elements
- Moods
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Players draw cards from a shared deck.
- Hand Management — Players draw cards and choose which mood card to play each round, managing their hand to optimize their plays.
- Set Collection — The game revolves around accumulating 'value' from played mood cards.
- Take That — Some cards allow players to directly affect their opponent's played cards or hands.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- All right, let's play the new game Mood Swings.
- I'm going to play Doubt, which lets me put any number of cards on the bottom of the deck, so I can get rid of my entire hand, and I'll draw four cards to replace them.
- I'll play Compulsion. I'd like you to give me a card from your hand.
- I'm going to play Vulnerability, which is just one on the board, but it goes to seven if a card was put into the discard pile this round.
- I'm going to play Joy. That means next turn I can play an additional mood, but it also means I have five value right now.
- I'm going to play Disregard, and then I guess I'll play Generosity. You can play an additional mood now on your next turn.
- I am going to play Repentance, and I will suppress all moods with six value.
- I am going to play Discipline, which is six value as long as there aren't two black or red cards in play. My total value is 12.
- I'm going to play Self-Loathing, and I am going to discard my own Repentance, which flips my Vulnerability up to seven. It also flips my Discipline back to three.
- Uh-oh, on my turn, I am going to play guilt and I will suppress your self-loathing.
- So, now my value is 16. Mine is only 13 without my self-loathing.
- Well, I have one card in hand, so I will play the one card I have, which is not good. It's benevolence.
- Well, this isn't going to win the game, but I might as well play a condescension. And I'm going to have it come in and Josh, I'll give you a card. How about a little patience?
- So, I'll get the point and I will win the game.
References (from this video)
No references stored for this video.
Video kxi0fDWd7M0
Review at 0:20 sentiment: mixed
video_pk 77749 · mention_pk 187930
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Great introduction to TCG play styles.
- Easier to pick up for younger or less intense gamers.
- Good gateway game.
- Flavor of abilities is spot on.
- Creates fun mini-game of embodying emotions.
- Cool look into artistic process of Magic art.
Cons
- This particular deck feels low power.
- Limited interaction leading to longer games.
- Hopes for future releases with more traditional booster packs or easier access to a full set of cards for curated decks.
Thematic elements
- Managing emotions
Comparison games
- Magic
Mechanics (from transcript analysis)
- Card Play — You play one card per turn and resolve its abilities.
- Deck construction — Duel, in which each player brings a constructed deck of a minimum 45 cards to draw from and maintain their own discard pile.
- Drafting — Draft, in which players draft a minimum 12 card deck to play against each other. Winston Draft, a draft variant involving pile drafting rather than hand drafting.
- Hand Management — Each player draws a hand of five cards from the same deck and shares a discard pile.
- Tableau Building — Once a card is in play, it is a mood, no longer a card, and the player with the high score wins.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Mood Swings is a take on a TCG devised by Mark Rosewater 28 years ago, and iterated on for nearly three decades of his time as a designer at Magic the Gathering.
- He describes Mood Swings as his love letter to TCGs, and also as a game he designed for his mother to play, since Magic is a little too intricate for her taste.
- The flavor of the abilities paired to the moods they represent is spot on and creates really fun little mini game of embodying the emotions as you play the cards.
- Also, the art for all of these cards are sketches for existing magic cards or earlier versions of them. So, it's a really cool look into the artistic process for designing magic art.
References (from this video)
No references stored for this video.
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