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SPIEL 2026 | Kooperative Spiele im Überblick

Brettspielblog - Die besten Brettspiele im Test Oct 16, 2026
Transcript 1:04:34

So, hello and a warm welcome. Nice to have you here. Uh, pre-Spiel day X. Uh, in a few days the Spiel begins. It’s uh one week away, when for most of us the first day of the fair will already be coming to an end. And yes, we are looking at a few games again, and specifically, cooperative games are on the agenda today. Let's see what the Spiel has to offer there. It is definitely a bit different than in previous years. I've again divided the list into games I have already played and games that are still on my watchlist, for which I only have information I've read or where I’ve watched videos and have some impressions of the games. But, um, yes, I hope that I can give you a pretty good impression of them. For some games , I just saw, oh, it's from that designer, interesting that they are doing something different again. We'll get to that in a moment. And exactly, you can see it below, the Patreon October is currently running and I have to say, it is absolutely insane. It is super great how many people are participating. We are, it’s going very fast today. The goal is to get 333 monthly Patreons by the end of the month. If we could manage that by the start of the Spiel, that would be super great. We are already at 324. I think that is the record. I believe my channel once had, when we did the top 100, there were two fewer. It says 322 right here. I haven't reset that on the sign I have yet, but now I can practically increase the number again here. So, I can already say thank you, thank you to everyone supporting this,

and yes, maybe we'll get the 333 full by the time the Spiel starts. That would make me very happy, of course. Then we can increase this a bit again right here. And, um, yes, accordingly: Thank you for making it possible for me to create this content for you, because only thanks to this support is it possible in this form and depth. Because, if you don't just want to read the descriptive texts aloud, there is always a lot of work involved. But it’s just fun to engage with all these games, and especially to see that it resonates with you guys too—that it’s not just…because people always think: "Yeah, board gamers, that’s just all that heavy gamer stuff" and so on. No, you are also happy about, let's say, the small, entertaining games. Because depending on the situation, if you’ve just maybe become parents and don’t have time for the big co-ops anymore, you’re naturally happy to see what the small, quick things are, and we’ll have everything here. Although, I don't think there are any truly huge cooperative games this year at all. Let’s just start, and that is with Potemkin Villages. This is a cooperative trick-taking game, where we basically usually have a card and things lying underneath it. It’s a ship on which Catherine the Great sails through her Russia, and apparently it was always a facade that the world was nice and great and there were no problems, and you have to make sure she doesn’t sail past the edge of the map . After each round, it, well, moves one card forward every round, and if she ever, you know, sees the real world behind these cards, you lose immediately. That’s why you want to prevent that, but she just does it automatically every round. You can, well, basically play cards, have to follow suit, have to play a bit together. Of course it's cooperative

and, well, if you win a trick with a nine, then she even moves forward two spaces. If you win a trick there, then she also moves back one space, which can be good. And you see that, there is a character card in front of each player here. Everyone just has a special ability. When a person wins a trick, they can do something, like for example moving Catherine back, swapping positions. There are all kinds of scenarios and difficulty levels. I think it goes up to D, so A B C D. You start at A. At A, the numbers and colors on the cards in the middle don’t have any meaning yet. There, you just want to prevent Catherine from sailing beyond that point. But when you say, okay, we've played that now, that was a bit too easy, then you can increase the difficulty level and eventually both the color and the number on the cards, as well as the position of the cards, become important . Then you’ll definitely have much more to manage. I've heard from people who have already played it that it's supposed to be great. I'm very excited.

It sounds like a nice trick-taking game that we play cooperatively, and while it plays a bit differently than something like The Crew, I'm definitely up for it. Thanks for asking. I think I just had a bad day yesterday; after getting some sleep, I'm feeling fit again. I hope I don't get sick before the Spiel. Uh yeah, and accordingly, this is a game that will be released in German at the show, and I hope it arrives here this week; I think it was actually, let me check, in the package that it should arrive after the Spiel or with more luck...noted. The others are on their way, we have to receive them. Yes, Potemkin Villages is unfortunately only coming after the Spiel, but I hope it will be there for the after-show, and I'm definitely looking forward to that. Then Critical Codenames Critical Role Adventures, I’m really excited about that because I like Codenames. This isn't the most beginner-friendly Codenames, because it's not just sitting down, playing, and finishing; there's a lot more to it . We play completely cooperatively. One player is basically the Dungeon Master, who sees the dungeon and has to give clues to the other players. And here, for one thing, we have a campaign system included. There are three different campaigns where you play various missions, which are long, right ? Basically a normal Codenames session, but it changes the layout of the dungeon, the cards, it changes certain rules, and specific goals we have to achieve. Sometimes, as always, we want

to avoid the black cards or the black card, the assassin, but in the finale, that might also be the boss we have to find once we've leveled up enough. Now it’s also the case that we don’t just tap here and there, but we have characters and we always play as a team with three characters in total. We have to think about when to use which character where, because if the clue is correct, we are guaranteed to get some experience points. If not, I believe they also take damage, and they can then get special abilities that might affect surrounding cards over the course of the game, so we might not lose life if we give a wrong clue. That sounds exciting. I am very curious about it. I also talked to someone who has already played it, who said: "Yeah, it's simply the best Codenames," where I thought: "Okay, well, 'best' is of course relative," because the nice thing about normal Codenames is its absolute accessibility, that you can play it very quickly with anyone, but I'm really looking forward to this. It has been sitting in the game store in English for 3 weeks now. I could actually play it, but since it is also a game that you can play with a very large number of people, I would prefer to have the German version of it. My image keeps cutting out here. Um, that should hopefully be a bit more stable now, or maybe not. I will try to find out what the reason is and try to keep an eye on it. But you only need to hear me, you don't need to see me. And yes, the version of Codenames also has Crit, or Critical Role—for those who know what that is, that's the big thing in D &D—they were once the biggest earners on Twitch by streaming role-playing

sessions, and they have, well, they can probably get by quite well without it now and are making money hand over fist . So, the dream of every role-player, but um, yeah, I'm really looking forward to it, I definitely want to play it. It just combines a word game with D&D. You can also reach a lot of people who might have had issues with one or the other before. So Codenames is right at the top of my agenda. Just like Gibberish. I have—it is, so what is it? Gibberish is a game where we create a language. And maybe you have already heard of it from Pegasus and have heard reports that said it's great or total trash. I haven't played Gibberish yet, which is why it's in this part of the video. I've had it here for a year. It was recommended to me, it was pitched to me. I said it sounds super awesome. I then got the English version of it, where you basically buy the Japanese version and then get the extra kit, meaning all the cards in English added to it. That means I sorted out all the Japanese cards, packed in the English cards, and now it's just annoying. I haven't played it for a whole year and now the German version is coming out. I will definitely pick that one up too. But here is a game where, unlike in Daada, we aren't just forming categories and having to try and map them out using things like Hunk and Flunk and Hunk Flunk. Here, we are developing a language even more. A game here, if you play it with four or five people, can easily take 2 hours. It can take 2 hours, but if you're into that shared development of language, that collective way of communicating,

finding solutions together, and also creatively deciding which words we even want to create so we can communicate with them and find clues to reach the goal. And here you can see the whole thing set up. I have to say, if that isn't pre-printed, then someone in that group has some extremely awesome handwriting. We also have a new colleague at our cinema whose application I read. I thought, if that’s not a font that looks like handwriting, then it’s simply the most beautiful script I’ve ever seen in my life. It’s really crazy, but apparently there are people who can write like that, and well, here it’s the same; we’re essentially writing, we’re first coming up with, I think, 17 words that we need to be able to communicate with each other, in order to then explain other words to one another. And then the terms we have to explain are also always tied to a level of civilization, so it's actually a civ game too. At first, we’re basically in the Stone Age, with very simple words, but in the final round we might have to explain quantum physics or something. That will probably be a bit easier, but the difficulty of the items definitely increases. And it's also like that, you really do develop a language that consists of more—I mean , in Daada, there are only five words lying there, you can say "look there" or something, but you don't really know what's meant by that. Here you develop it. That’s why I think it’s actually a great game for a con.

Because if you play it on the first night and you’ve developed a common language, then you can just chat in that language for the rest of the con or the event and, yeah, have your own shared thing for the convention. It’s definitely—I think it’s a real shame I haven’t had it on the table yet, but you do need the right group for it. Ideally, I think I need five people who are keen to play something like this. Thank God I have a lot of friends who join in on a lot of things, and they would definitely play this too —I have no worries there—but I’d really love to have a few others who also say, "Yes, I’m super excited about that, I really want to try it out ." I know at least one, probably even two people I could get for it. But it just never worked out in the last few weeks that we played it, and there are about two or three new releases around right now. Still, it’s definitely high up on my agenda and has been for a year now, and I didn't touch it forever because I thought, "Oh, it's so complicated." But I’ve learned it now ; I don’t think it’s that difficult , you just really have to play it once and then it works out just fine. But as I said, it will definitely be played at some point. Uh, I also don't think anyone can write like that. Then Carnivoros, I'm curious about that primarily when you look at the designers. Inka and Markus Brand. And it will be published by Impatience.

They are the ones who did the Onirim series, right, Silvion and Aerion and Castellion, and I’ve had most of them , but unfortunately brought them to the table way too rarely. They were always really stylish, too. You can play them so nicely as solo games. Especially Onirim, when it came out 10 or 15 years ago, really had a huge solo game hype because there wasn't really much else out there. And with Carnivoros, it’s the same thing now, right? Gardener robots need to stop the rampant growth of deadly carnivorous plants. So, it's basically plants that go wild and break out of the lab, and we have to play together against them and try to prevent them from breaking out. Yeah, unfortunately you can't really see much here. There aren't really many photos of it yet. One to four players, ages 10 and up, lasts 45 minutes, by Inka and Markus Brand. It’s always exciting when those two do something other than an Exit game. And they’ve released a few games lately, haven't they? Rank My Day, for example. That’s also more in the direction of a party game. I think that’s really nice; I mean, with Exit , they make endless money, so I can understand why they do so many of those . But yeah, you're somehow doing other things on the side...probably interested in a thousand other ideas, and being able to actually implement those is definitely nice too. And we solo players had, and the Rim, we had Friday, we were happy. Yes, back then times were still simple. Exactly, but that, well, that's what it sounds like at the moment, right? There are these robots, uh, and these plants, and they're multiplying, and we're the robots who have to contain them somehow , and we take an action, then the plants move, do all kinds of things.

I'm relatively sure, or I hope, that there will obviously still be some kind of twist to it. People are already afraid here, oh, a Tetris tile-laying game. Nah, the main board, which you can't see here, just has rooms that happen to be arranged in rectangles and look like Tetris pieces. I think it mostly indicates where enemies spawn and how they move. No idea. I'll definitely take a look at it at the Spiel fair, or maybe just pick it up and show it after the Spiel, at the Nachspiel. 45 minutes playtime, you'll probably have learned it in 20 minutes, hopefully, and then we'll definitely show you what the new Inka and Markus Brand can do. Then we have ImproQuest, and I was just talking about the new game from Inka and Markus Brand. I don't know if I have that in here too. Rank my DK is also cooperative, and ImproQuest goes a bit in that direction . It's a game where we—well, I haven't played it, just read up on it —but the basic principle is, uh, we have a scene in a fantasy setting and we have to come up with a story or a description for it. Not complicated.

The author also wrote in the forum that he's had players who just said six words that didn't go together, told their story with that, and it actually worked. So everyone can make what they want out of it, and the game also offers a lot of narrative freedom. The clue here is that you have to roll a die or draw markers, and, well, here we can also take a look at the game components. So it seems to be a die, a d20, and it determines how well the situation turns out, how well we experience it, or how poorly. And we have to describe the situation there, and we shouldn't just write down, yeah, um, that all went sort of half-baked, and at halftime we were half-finished and I was half-asleep. Maybe you have a ten, right? So, that's one way you can play the game. If you think that's great, then that's up to everyone, but it would probably go against the character of the game. And then it's also like this: the other people then have to guess which range it's in or what value was guessed. And if they guess it, then it's somehow good, and if not, the story takes a twist and continues. And I don't know if you have to continue telling it yourself or if someone else continues telling it, but that sounds more—I generally like games where you tell stories. Itbrücke is for me one of the greatest games ever, and I've experienced there too that people rambled on forever and told big stories or that people built every four words into a sentence with six terms and that somehow worked too. So I think that is also something that is well-suited for watching. So actually absolutely perfect for the post-game show, right? Especially also when Karl

and Flo and all the people who engage a bit with role-playing are there and also know it and have perhaps even done it, but I don't think you have to. So I think playing Top 10 is enough too. Is it supposed to be a bit of a gateway, for people who say, role-playing, putting myself into other characters? That's not really my thing. I prefer looking at what stats I have and just crushing the enemies, and if you perhaps want a mix, it might lead you well toward learning how to just tell a little something. So I am curious about it. Then we have Cthulhu, which I didn't even have on my radar until Ragnar backed it because he found it quite exciting, and that's a Cthulhu roll-and-write where we have this board . We have to seal four seals or four gates on this board before the cultists summon Cthulhu or at least summon his tentacles, because that's just what cultists do. They summon some Great Old Ones, for whatever reason. And the exciting part about it is that it's a roll-and-write with a dice draft, where we then just roll dice. The dice have actions in different colors, and we can then record them on our game board. But we have to form certain action groups, because you can only use actions if they are adjacent to another, I believe same-colored, action, so you have to look at the situation on the board and figure out what we need to do. Which symbols do we need? Which colors? In which areas? Which enemies are there?

Who needs to move where? Use their special ability, how can we seal which gate before the time runs out, because you see that, right? More people appear on the board, something is constantly coming to an end. We have to plan for that while drafting at the same time. Okay, who does what, who has which requirement where, who can help us with which problem and how? And then we also see now: We have Nyarlathotep, but there is also Cthulhu, and there will likely be a few other Great Old Ones that will always change the game a bit, shifting the focus and the problems we face. And the whole thing is supposed to be playable in 45 minutes for two to four people. It says here it's best with one or two people, but not that many have rated it yet, as is often the case with new releases at this time. Yes, I'm always in for roll and writes, and if they do something new and have a Lovecraft theme, my god, I'm definitely curious. Exactly. We had a group for Gibas, nice to say hello to Germany.

Yes. Um, yeah, Boktor could, well, it has an 8.5. What I've read about it sounded like it's some kind of Karak for adults or older players, but I don't know that much about it. It also has an age rating of 10, but a weight rating of 2.38. Basically, the main hook of the game is that we also have heroes here. We discover the dungeon bit by bit, reveal rooms, consider where we put them and what we do there, although I don't know if you have to do that beforehand. I haven't played it, but as the hero whose turn it is, I can attack enemies. Everyone else can do things during my turn, but they can't attack the enemies. And so we have to consider: How do we position ourselves? How do we get closer to the goal? How do we take care of enemies? How do we collect experience points? But time is also running against us: When are we far enough along? That's why we're going to try and face the boss now. And yeah, it basically sounds like a very accessible dungeon crawler experience.

It has primarily good ratings on BoardGameGeek so far, hence the high ranking, but there aren't that many ratings yet, so, you know, with 44 comments and most of them being like tens or nines. Honestly, the game doesn't look like that to me. Accordingly, I'm a bit reserved about it, but I think good old Joker even has it already. Maybe he can, if I remember correctly, write a bit under the video about how it actually turned out once you've really played it. And yeah, if you say, you know, something like " Dungeon Fighter" appeals to me, but maybe a touch simpler, without such a huge, crazy flowchart of how to do what , when, and where, then Bocktor could definitely be something for you. If you say you like trick-taking games, then Yami might be something for you. I have , well, I’ve already introduced many of these games in my videos, some of which were two months ago, so here is another summary. Yami is also a cooperative trick-taking game, where we have 22 missions and it's a trick-taking tile-laying Tetris game. I don't think that exists very often, but here it's like this: We always have a task in the middle of the game board.

There’s some tile, some card there, that says, you know, we have to completely surround it so that every side is closed, and sometimes they have certain colors on the sides that require the corresponding color to be placed there. That means blue has to go here, yellow has to go here, where there are also the corresponding symbols for color blindness. That is very nice. And then we have a trick-taking game where the tricks consist of colors and shapes. And yeah, it'll probably be that the trick, or the player who wins at the end, the card determines which Tetris piece we are allowed to place. And we have to make sure we manage to place the right Tetris pieces, and the developers believe in it, too, right? Because it says here, well, AS is this campaign system. We have here exactly, right? this campaign sheet where all 22 missions are on, which always change the rules a bit, where there will likely always be a new twist and you'll be able to download new ones every month. That means they definitely still have at least 20 or 30 things up their sleeve. It also looks like the kind of game where you can pull something like that off quite well without any problems. But, personally, I like polyomino games, meaning tile-laying, Tetris-style games. Personally, I like trick-taking games, I like cooperative games. You do too, otherwise you wouldn't be here. Limited communication . Well, you already have that in trick-taking games, you shouldn't be talking about your cards there. I would say count me in, those 10 to 30 minutes , I’ll definitely try it out. I just sent a request for that as well, and we'll see if we can show it after the Spiel fair. The thing is, we already have more games here than I can show before the fair, and I’ve been

getting emails in the meantime where a few more things are being confirmed. They just replied about Yami. We’ll be able to take that with us and show it to you, too. I'll also be able to take a look at it at the new show. Great. So, we will definitely present that to you after the fair, and everything we pick up at Spiel, we will hold up to the camera in the evening. Then we will see The Crew, which of course already exists. Yeah, I think it's already in stores, you can buy it already, but maybe you don't have a game store nearby and you say, "I'm going to Spiel, I'll grab everything that interests me there." And The Crew: Mission Deep Sea is definitely not uninteresting, because we now have a little bit, just a tiny bit, of adventure vibes, in the sense that we move across a board, have to follow a route, have a timer that always runs against us, and depending on which space we are standing on, certain rules change, right? If we have a bicycle or something—I don't remember exactly— it might be that as long as our meeple is on the bike space, we can't give any hints while we have bikes in our hand, and those kinds of restrictions exist; there are all sorts of symbols that change all kinds of things. I haven't played through it completely yet, but I already liked it a lot. Although, those are the two sides that you see. There are two missions each that you play through, where you play a different number of cards to get from St. Moritz to wherever. And then there are sometimes special assignments that change the fundamental rules for that one mission, which you also play over several rounds. And I have to say, in

some cases we were just sitting there and didn't understand what exactly we were supposed to do. And when I think about it, we had already played two or three things; maybe it was just the time of day that we couldn't handle it, or we were just too blinded by routine to get it. Maybe other people are just smarter and understand it sooner. But we really had problems with that. I found that a bit of a shame, because that's not something I expect from The Crew, nor do I really expect it from a Kosmos game, as their editorial team is always really good. But as they say, the mistake often sits in front of the game, although it's naturally the art of a good editor to mitigate that, so that it happens less and less that the mistake is in front of the game. But ultimately, it's always people playing the game; if they just have a mental block, then you can do whatever great things you want. It doesn't work, but that's a minor thing, and I haven't played all of these extra missions yet anyway. In itself, we just have it again, right? So, for those who liked The Crew 1 and were addicted to it, who liked The Crew 2 and were addicted to it, and even said, "I like it much better than The Crew Part 1," then the question is, why not also play The Crew Part 3? Just sitting down with three or four people who are up for it and then just grinding through it is really fun again, really exciting. There are some nice challenges included that I think you can only try once, because maybe it becomes a bit too easy if you try them multiple times, but the few games I've played so far definitely brought me joy . Then, yeah, the heavy game here, Horror on the Orient Express, The Board

Game, weight rating of 3.9, and it already has 416 ratings, you know? Most people also really say it's medium heavy. It's that kind of game. We have to reach goals. In this case, we have to track down cultists on the train, and the game constantly throws a wrench in our plans; we have to walk through, interact with these passengers, and figure out if they are cultists or not. At the same time, when we are in a conversation with them, it functions like a push-your-luck mechanic where we draw tokens from a bag. We can say, okay, that's enough information for now , or we can say, yes, I'd really like to dig deeper, but then it's possible that the conversation escalates and people won't talk to us and start freaking out. Who knows. The dice lying there aren't dice we roll; they represent the passengers, and the different sides indicate their mood.

Good mood, stressed, or just about to snap. We obviously have to deal with that as well. Meanwhile, we face threats. We have vampires walking through the train and various monsters that pop up. With the vampires, we can always close the curtains or open them so they get scared off by the sunlight. But there too: the further the game progresses, the more markers go on this vampire progress track, and the less they care about the light. And our board is kind of the key to the game: we can activate actions there, always a main action and also a side action, and once an action is activated, it's used up. We actually want to get as much as possible out of these actions because a recovery turn—a refresh turn—isn't great since we don't do much and the game advances, but we can also upgrade those action tiles we have to make them better. So you have to find the balance between how much do I squeeze out of a turn or my options on the board, and when do I say, okay, I'll accept this trade-off so I can get better and it helps us out later, you know? So, I think it will play very, very differently than Pandemic, but pardon, it has those classic Pandemic vibes, right? We perform actions, we have way too much to do, right? It's like I'm feeling right before the game, and then extra problems pop up that you didn't account for. So it’s really like I feel before the game, and you have to solve them somehow so you don't end up with a game over. That won't happen to me, thank God, but I'm really looking forward to it. A few comments also say, and you can see this here when you look at the game board. Yes, it's good, but

setting it up and tearing it down takes time, which increases the total time you have to set aside for the game, and that doesn't necessarily help the game. I'll have to weigh that up. If any of you have already played this, feel free to write it in the comments. Then we have Batman Gotham City Crimes. I was hoping it would still arrive this week. With a lot of luck, it will arrive on Monday. I hope it doesn't arrive on Tuesday, because that would be fatal. Then I would be tempted to take a game with me to Essen, and as much as that entices and triggers me, because I think we could play it there and create content if that's the case. I won't do it because taking a game to Essen just doesn't make any sense, as we'd have to lug it back again, and we won't have that much on Tuesday, but from Wednesday or Thursday at the latest, we will have a lot that we can show you.

Maybe we won't get anything done on Wednesday, then we might just have to, yeah, see how we do it. Batman Gotham City Crimes is a game by Michael Menzel , right? Difficulty 3 of 5, luck 3 of 5 , adventure 5 of 5, team player 5 of 5, so also cooperative again. 60 to 90 minutes. We have this game board of Gotham City here and it's also the case that you always see little dots here and sometimes you see dots with an arrow on them. This means you can basically walk along here as Batman, zip zap, then you can climb onto this truck, which costs additional movement points. You can climb up onto a roof like that, which also costs more movement points. Getting down from a roof, right? You just jump down, that's a bit faster. And we have an action board here where we have different dice that we can place on these action spaces. Which we can probably also expand a bit during the game, and then we'll have to see, right? We just have some mission where we have to do something, catch the Penguin or solve some mystery somewhere, and then, you know, we have something to do at the start. have to go there and see how we can solve these problems. Whenever we reach certain points that have numbers on them, we can, much like what I've seen so far, similar to Cantaloop, we have a page with a lot of those red filter things. Then we just take this red filter—I think that's very cool —place it on there and see what happens, how the story continues, what tasks we have now, what we have to do somehow, and then we have to follow the story further. So, it really has some Robin Hood vibes, it has Cantaloop vibes, point-and-click adventure style,

even more so than we actually had with Robin Hood. And yes, if you say, I like the Batman setting, I like solving puzzle crime cases, then it's definitely pretty cool. It's supposed to have a plus mode again, so you can play every mission at least twice, but from what I've seen so far, you're done with it then. That means you'll be able to get about ten games out of it, no guarantees though, right? I will play it and then tell you if that's really the case. But what I've seen so far just tells me that you can generally experience these adventures once. Maybe they can have different outcomes, develop differently, maybe you can make different decisions so that you can actually play the same adventure two or three times. But it definitely sounds finite and also sounds more finite in terms of replay value than is the case with a game like Robin Hood. Although even there, I've played Robin Hood a few times, but not through and then through again and again and again.

Maybe some of you have done that. You can write how you, as someone who liked Robin Hood and played it a lot, felt about the replay value of Robin Hood, and then maybe we can deduce a little from that how it is here with Batman or Batman alone. The setting will definitely draw a lot of people in, I think. Michael Menzel's games definitely have their large fanbase as well. Here, of course, he's illustrated everything himself again. The point-and-click adventure style, the Cantaloop style, will also attract some people. I'm definitely looking forward to that as well. Then the cooperative games that I've already played, although there is a small caveat, namely that I've played The Gang. I haven't played the Deluxe Edition yet, but you can see here: we've got a nice mat, then we have these especially great cards—these will actually be real plastic cards that glitter, which is good because my copy of The Gang has worn out quite a bit—and, well, these tokens, like gold bars that we lay down , and some alarm markers that are somehow special. Hey, I don't know if there's a price here yet. Yeah. Well, give or take, it'll probably cost around 30. That's a fair chunk of change for sure, but in return, you get a very pretty Deluxe Edition of The Gang, and I mean, the game had its moment and was mega popular. It's still a very good game, which is why it will still be great to bring to the table. I think this is a game that—well, it's actually the kind of game that should be at every con. I hope that in 4 or 5 years, I won't just be doing Consum Hearts, but also be able to say: I'm hosting a Brettspiel Nordcon, a Südcon

, an Ostcon, a Westcon, and that we'll have a small library that you can pack into some rolling carts. Uh, basically like the Dor does, only much smaller. Uh, and then The Gang would definitely be a game that belongs in there because it can always hit the table well. And yeah, if you don't have The Gang yet and you say, "Oh, I really like my games pimped out," then you can now get The Gang in, uh, in, in style. Then there's Mechs vs. Minions, which is already 8 years old, and it will now— it's somehow still linked to the same story—but it will be available as a new version, a smaller version, if I recall correctly; not a version with thousands of these, uh, miniatures inside, but where there are just a lot of standees, where you have the game in a smaller box, and where a few things have been solved more elegantly than they were before. And that's basically also a game where we, you know, work together, we program our moves, move around, do things, and then the other players move in some way. And we can experience some tough restrictions as the game progresses: which slots we can still occupy, having to remove certain cards again, and that we can make things a bit worse. You really have to coordinate very well there. The game is mission-based. I don't even remember how many scenarios there were, 8, 10, 12 or so, where a few more rules are always added, where, of course, the setup changes a bit, and we have a different number of enemies here. And I don't think this is a fake setup here either. I think there is a scenario that really looks like this. Mechs vs.

Minions is, I believe, the world of League of Legends or something. I hope it says so somewhere here. So, it's based on something from the video game world that I'm just 5 years too old for ; it passed me by. But that was also a game where the studio, the publisher Riot Games, developed it, and they made it, and they just invited ten influencers, ten content creators, as they were called back then, ten YouTubers, ten board game people, and said, "Look, this is our game." And back then, it was still played against each other. And the majority of the people, including Tom Vasel, who was there, said, "That's cool, lots of good ideas in it, why don't you make it cooperative?" And bam, it became a cooperative game and was probably not significantly better. So it never hurts to just bring in people from the field who look at things like this and take a critical look at them, because that happens all the time, right? I mean, we so often have games on the table where something is off, something with the handling, where you think, didn't anyone playtest this? They must have noticed that this was a dumb idea and that it could have been done so much better. And uh, yes, I think it's good when publishers do that and when a game is changed to the extent that it changes its character, but becomes better because of it. A cool story for sure, then we have Eternal Decks. I think this will be the game where the line forms at Stromann; I mean, Stromann has several good titles, and the Inferno expansion alone is something a lot of people will want, and Gibberas, a few people will be eager for that too. But I think Eternal Dex is the game where I hope it’s there, where I hope they have enough of

it, because very, very, very, very, very many people will want to have that . So, if you see a line at Stromann, then quite a few people will probably be going home with decks. Also, another one that has just already experienced a super hype. Internationally, it has been around since last year. I know a lot of people who picked up the French version of it because the game itself is completely language-independent. You only need the English or German rules then. And um, it was explained here at our table. If you want to learn it, definitely feel free to watch the stream, because we had Markus from Stromann Games there, who explained it very calmly, very organized, and very detailed. We played it again in the summer, and we just did that because we somehow only had the French version there. I mean, like, um, we can just briefly, I think the stream was quite good, quite okay. I think it was pretty easy to follow. We turned it on, the explanation took about 20 minutes I think, but after that, we knew in principle immediately how to play the game again. So, a super explanation. I have to clip that out again and upload it separately somehow. And it is also a cooperative game, of course. We are in a coop video here, after all. Um, mission-based. We have cards, we essentially have three card rows here, where one to nine go up, nine to one go down, and this one is the target. And we then sort of always play cards, and in the top row, we have to play the cards in ascending order. That means, if the first person starts with a five, the next can only play a 6, 7, 8, or 9 there, and for others, it goes the other way around. If someone plays a nine there, someone could still play a seven there. Then lower than six, if a three is played there, a two can follow . Here then a one, and the cruise, we just have hand cards. We have a small

deck consisting of, I don't know, 6 or 7 cards, and once they're gone, they're gone, and if I can't play any more cards and it's my turn, I'm out. That's why whoever places the last card in a row gets the whole stack of cards, which is where those combo cards come in. It can be red or yellow or red and yellow, depending on why I place it, because normally I'm not allowed to place a red card next to another red or a one next to another one. A blue five next to no other blue or no other five. If I have one of these combo cards that’s mixed with blue and yellow, I could perhaps place the card so that the yellow side is now adjacent to the blue, but then a blue one lies there again, where someone else might not be able to play anything, or maybe they can. And these cards also always bring enemies into play, which act as limitations. That simply means that as long as the one on the left is in play, we can't play any more ones. That means we have to get rid of it somehow first.

There are also specific rules for how we can defeat it. And we have various goals. We need to obtain four of these markers that you can see here. We can achieve this either by filling up this row here four times, then we get one marker, or by simply discarding certain cards here in this flow, then we get a marker for that. If we just unlock things one by one here, the enemies end up up here. When we place the second enemy, we get this marker. And if we've placed three more here, we get the marker, and we also get a marker here, or rather, once we've defeated them. And that way you can think a little bit about what we're going to focus on in a game. And what I find a shame is that I've only played one mission of it so far, and it’s the kind of story where , if we are to play this game, it's already quite nice, where you have a good challenge, where you have to play well cooperatively, where you also have markers you can place on spaces where you say, "I can play really well there, " and then the others have to see what they make of it. And if it then turns out that in the next mission it means only even cards can be placed here and only odd cards can be placed there. I think then I would say, okay, the hype is not real, because honestly, that would be too little for me. The other scenarios hopefully offer more in the form of other enemies, different special cards that are added, or some other rule additions, because we are, of course, always playing on this same board. That means certain elements will always stay as they are. But everything controlled by cards can be swapped out, and you can, of course, place cards

over anything. Even back here, you can simply place a card over it that changes this element of the game. You can also place a card over this to change it. You are relatively free in that regard. So, perhaps a few of you have already played it and can tell me a bit more about what the later scenarios are like, but I would hope they offer more than just changing up the puzzle of how we arrange the cards. I don't know that yet, but I will find out. Then we have Neon Hope, definitely one of the biggest games on this list. I've already made a video about it, feel free to check that out. If you like games like Arkham Horror or Earthborne Rangers—meaning campaign-based, where you have a character you level up and various paths you can take. You have missions, you have scenarios that you need to solve, then Neon Hope is definitely a game you should look into. It is an indie project from Germany that was created by Dominik Schönleben and Francesco Grote. Robert Herzog, I believe, illustrated all the cards that are in it. And it's quite impressive that we have a product that really goes in a direction like Arkham Horror. Of course, on a completely different level , but actually, not even that different of a level. It really has many ideas from Arkham Horror, like having tokens that we use to determine skill tests.

That means we have it here now, what kind of scenario is this? Yes, right in the middle of it. We have various locations where we have different areas , where we have different spots we can move our characters to. Then we can perform various tests to clear off tokens or to defeat enemies. And when we perform tests, we use a character stat right here on our character. We can play cards that might boost them, with which we can get extra values under certain conditions, and then we take one of these face-down markers, flip it over, and that is the value that is added to or subtracted from the check. And in Arkham Horror, we have a bag where we keep throwing the markers back in, where we can repeatedly draw the red marker if we're unlucky. The last campaign with Flo that I played, where my character also died. I think I drew that marker six times in one game. That was really annoying. That can't happen here, because here the markers stay out once they're drawn. This means that at some point, you also know your probabilities relatively well. Although three markers are always out that you don't even know, you do know, okay, both -3 markers have been drawn, we can't get another -3 marker. The worst that can happen is just a -2 marker or a skull marker, where we simply have to reveal another card, or rather, another marker. And what’s special about this game is also, even if some people say, yeah, people have been playing Arkham Horror like that forever. You can do that, but it's just not as good because Arkham Horror isn't balanced to be played differently than the game intends. There are many mechanics in this game that work with this display, where you can change it, where you can manipulate it, and that’s one of the mechanical things that’s good. I also think the story is very good because it’s in the near future, so it’s

not really cyberpunk, but just before that, so a utopian—well, not a utopian world, it’s just that it could be set 20 or 30 years from now. It’s set in Berlin, which means you can suddenly walk around the Spandau weekly market and have many things that are simply related to Germany, where you also partially understand the references quite well. And these aren't just silly references, but rather make you think, "Ah, that's what you mean, okay, it makes sense in the context of the game," and I liked that. I didn't expect that we would finish it before the Spiel convention, because there is just so much to do. It is a campaign game and one mission takes two to three hours, and we had, uh, well, Mario, you know, was here relatively often after all. We just said, come on, we have so much to play here, but Mario was up for it, I was up for it, and we just went for it, and there is a huge amount of replay value in it. It’s not cheap; I think it costs € 100 if you order it.

Maybe there’s a special convention price, maybe 90, I can’t tell you, but it isn’t inexpensive. It’s just a two-and-a-half-man project from Germany. That is, of course, a completely different story than if you have a huge publisher behind it, but in my opinion, a game that’s worth it, that’s fun. Where I also, if I could, let's say, clone myself and network, then I would immediately play another mission, or a campaign, because so many things are asked of you where I think, can we even achieve that? It’s really good. Then on to Cat Tower, which is the complete opposite of that. A super simple cooperative building and stacking game. We keep flipping over cards that tell us which game pieces we have to place and where. Because they are different heights, certain inclinations arise in this Leaning Tower of Pisa. We also have to keep moving cats on this tower, and we just want to build as high as possible without knocking the whole thing over.

I think my mom sent me a photo where they built a tower on the table that was taller than my nephew, who was 11 or 12 at the time. 11, I think, back then. Um, yeah, it was already there at the last Spiel. It was completely language-independent anyway. My mom picked it up right away. As I said, my mom has a list of 29 games so far, and a few more videos are coming before then, maybe it’ll get a bit longer. I am very curious to see what my mother’s list will be then. We’ll probably look at that on Tuesday or Wednesday at the latest in our Late Night Talk, where I already set up the streams yesterday, and yeah, if you like cats, if you like dexterity games, if you like cooperative games, then this might be your thing. Then Spirits of Walenor, the new Fister Krenner. Yes , I’ve already talked about that several times. I also saw it again in another forum yesterday. Someone there also said if you want to play it with two people, keep your hands off it. At two players, it really is a total disaster. I don’t know why the publisher put a two on it, because it’s zero fun with two people, not at all. And often the error sits, as I said, in front of the game. But after I read the review from others, I thought, "Yeah, I perceived it exactly the same way." But the following day in a group of three or four, I had a completely opposite experience, where people said it was their highlight of the day, and we played some exciting new releases.

Also a game that will have a video here soon, which I find even better. Spirits of Walenor, maybe you know the game The Game. An old classic, super popular; I still recommend it to people at the game shop during the holiday season, because I say it’s a great game, you play cooperatively against the game, you have limited communication. My parents love it, play it all the time, and this is now basically a bit like The Game, just as a game not for hardcore gamers, but for people who don't just want it as basic as The Game , but want a bit more gameplay. Boom. Um, and that is, we have areas laid out . Similar to Bonanza, we have cards in our hand where we always have to play only the first one. Then we can play any card from our hand if we want. And we always draw cards after a round, specifically enemies and then a good card, an anti-threat card. And you just have to play the enemies to these locations; they have symbols on them indicating where they should go, and they also have to be played in ascending order, which leads to problems and discussions, simply saying : "Hey guys, there's still an enemy there, and he has quite a lot of health and we haven't done anything to him yet ." He has to be gone by the time it's my turn. He definitely has to be gone from there. No, he has to be gone. We have to do that. And then you are allowed to say, yeah, I can do a third of that. I can't put your cards down, but you can say, yeah, I can take care of that, I can prepare it, I can do that. Maybe you can trigger your special ability before your turn and so on. Yes, okay, we can manage it like that. But then the next player says,

wait, he has to be gone by the time you're up again. But uh, if it's my turn after that, he has to be gone then too, or we at least have to work on it a bit, so I just find it constantly problematic. Every character also has, as you can see here, a special—where is it—a special ability, right? Only on your turn, increase the defense card for the turn by two. Really great, it can truly save your skin, because when you defeat these enemies here, simply getting over 18 is awesome, then they're gone. But the card pool is limited. You don't want to play a 10 on a 17 that's already there and waste a value of nine, you'd ideally want to hit it exactly. If you hit it exactly, then you get to draw a card from this special deck here. You just get an extra card that you can play, which you can usually play almost anytime it's your turn. That's already very good.

And I can just use this special ability . But when I use it, I take it from my hand, put it at the very back, and once it has moved to the front again, it comes into play automatically. So, yeah , it just gets played without me having to do it, even during my fellow player's turn. And that is, um, also good, because that's the thing where it's better with more people. With more people, we simply have more cards in the game in general. We have more situations where we can say: "Okay, you only play your boss card now, but not your good card, because I can play mine there and can likely help you well so that you can prevent it somehow." And when it's your turn again, you don't have a boss in front of you, but a good card. That means we have two turns where we don't play a boss on you, and you can coordinate a lot there. You have many more special abilities that you can also coordinate when to best use. The people I played this with that evening found it better than The Beat, which comes later, which I also find really quite good and like a lot. I definitely want to play more of this.

The question is, this won't be the "The Game" killer, because "The Game" has an advantage there. It's super simple, I can recommend that to anyone in a heartbeat. I can explain it to anyone in 2 minutes in a heartbeat, so that you can sit down at home with my two-minute explanation and play the game immediately. That doesn't work here. This is more than that. That's why, what does it say on it? Connoisseur. Yes, it says Connoisseur on it. Um, this is for, well, for broader success, the Hagen, for people who like to play a lot and who already liked the game and also just have a lot of player groups, then it's probably more of a plus. Then, behind, purple, behind, the, don't know, what was that? Blue? Red? No idea which edition that was. In France, it became the connoisseur game of the year, actually game of the year. It won one of the two awards. In Germany, unfortunately, unfortunately not considered. It's a puzzle. Riddle game you–well, I can't , I'm not going to show anything big now, because you don't want to be spoiled, but you have three boxes in there with three different puzzles, and these puzzles are always double-sided.

You can basically puzzle one side together and um then you can flip it over and if the back forms a harmonious picture, then you are right. And this puzzle, it's just that it's not that easy. You can puzzle things together. You see, so they aren't just puzzle pieces you have to plug into each other , but are really just as a rule square, rectangular tiles that are all shaped the same. You have to see what fits where. And of course, it's designed so that there are often many possibilities . And in the puzzle, in what you see there, in what you put together, there's a riddle, there's a story where you have to consider why does what go where? And I really don't want to spoil a single element because they are all so different that you do it one way for one, and for the next you think: "Okay, now let's do this." Wait, that is actually, well, really completely different. And then you can have a lot of joy solving it. I think many Spieleburg customers have also gotten their hands on it because good old Paul , who works at Spieleburg, he is also very enthusiastic about it. I think he was also a strong advocate for it appearing at the Connoisseur Game of the Year and was, I think, a bit sad when that didn't happen. Um, yeah, maybe they can make up for it with the second part somehow. Here, too, I liked both cases quite a bit. The first one, I think I played them all at the Con, at the last one in November, because I thought the first part of Behind was so good that I saw at the last Spiel fair, oh, there's also Behind Purple in French and in English. Hm, whatever, I want to play that right now. So I got the English version and there’s also

a new Behind. I haven't found it on the list yet, but if the publisher already has the new Behind, I’ll get that in English again and play it. And that brings us to the crux of the matter, where I just hope that Stromann got it right, because the last riddle in here, this—I don't think it's from French, uh, the last riddle, number three— that’s in the original French game and it was just translated into English . And with that third riddle, that third puzzle, the text and the exact wording are so incredibly important. It might have been because we aren't native English speakers. It was almost impossible for us, because in my opinion, it was translated very, very poorly from the perspective of a non-native speaker. And as I already said in the video, Stromann will have seen that. Um, and they will know it too, hopefully, because we play-tested it, that this is the sticking point. It really takes a bit more than just us translating it one-to-one. The translator has to play it too. Actually , it really needs to be a French translator who plays the game in French , recognizes the joke, and then translates it well into German. And I’m really curious to see your first reports on it, because I won’t be getting it again. I’ve already played it in English. You eventually finish them all, right, once you’ve played a game like that. I mean, I could play it again at some point, because I just forget these things after 3, 4, or, well, after 10 years, definitely no problem at all. But if you say, I like puzzle games, I like mystery games,

then this is an awesome thing. Then Last Minute, I also played that this summer at Til's and yeah, one game is locked in here. We played I think 5, 6, 7, 8, 9 rounds because a round only lasts 10 minutes. Many were afraid last year when they saw the Bombuster cover, thinking "real-time? No, that's not for me," because there's a bomb squad on it and a countdown, so it's clear it's a real-time game, right? Actually, it's not. You can play it quite relaxed, calmly, and comfortably. Last Minute is exactly what many people feared they were getting with Bombuster. A real-time bomb defusal game where we have different bombs lying there. The background is a bit blurry, but you can recognize it. There are, well, the three cards at the top are the bombs we have to defuse. We have a minute and a half, two minutes, depending on how much time we want, and there's usually a number on it, like 60. This means we have to play cards down there that are smaller than 60; they have to be in descending order, and they must follow the order of...well, the middle one also has a 60, and I think there’s a red, I hope a red, a yellow, and a blue wire to be seen. That means the first wire we play must be red, the second must be yellow, the third must be blue.

Just like the one on the far right. Then on the far left, there has to be a , I don't know, a gray-green wire, then a red, then a yellow, then a blue, then a green, then a red. And we have to defuse all three bombs at the same time . We have cards in our hand, we can look at them and say, "Ah, I can play this or that here." So we play them there. Then you can draw cards, you can discard cards, you can draw new ones. You have to manage to defuse this bomb, or rather all three bombs, within those 60 seconds according to the rules. And there are different levels. At the beginning, we can just do it however we want. Then it's said, "Yes, here cards can only be played in ascending order." "This bomb here must be solved first."" This bomb here must be solved last." And we played some missions maybe 20 times until we eventually got better and learned how to play them effectively enough to solve the whole thing. I had a lot of fun with it.

It’s entertaining, it’s real-time; you have to want it and enjoy that style. But if you like these kinds of games, where you really learn while playing how to accomplish the task and how to get new challenges where you have to find slightly different ways again, then it’s a good thing. You won't play this for 10 years, presumably, because—I don’t know— it’s like having a mission generator. You play the tutorials in predetermined sets of bombs, and later it’s said: " You can put it together somehow on the hard level then." But yeah, well, I like it a lot; another nice cozy game. You can just play through it in 10, 15 minutes, play many, many games. I think it will see a game or two from me this year. Yes, then Dorfromantik South Seas is the absolute highlight for me. I have played 13, 14 rounds already, am far from finished. There is a lot to do , and I have binged Dorfromantik twice and thought it was really good, or one and a half times, and I started playing Dorfromantik Sakura and thought it was good too. But then I played it solo somehow, didn't play for three or four months, and then I thought, what is the goal here, which achievement do I already have. That was complicated for me to get back into after that time. I just didn't continue playing it, even though I would like to, Dorfromantik. I am curious. So, I will probably publish a video on it on Wednesday or Thursday and see how much I have played by then.

I have actually played so much already, unlocked so much, seen so many boxes, and in case of doubt, I'll just take a look, right? For a video review, it’s not that bad if I can't experience it properly, but already know it and can inform you about it. But I would naturally like to experience it gameplay-wise just like you and then be able to give you my gameplay feedback on it, and it’s like, you know, many things are similar: what used to be the train platforms are now the jetties. Only it’s not just the longest jetty that gives us points, but there are also huts at these jetties, and we get points for the huts. We have these water fish routes, they are basically like rivers, only they can also end in nowhere, but eventually fish markers will go on them. Then we can have boats , which we get later, go there and fish . We can get big fish, we can get all kinds of special pieces there. We can then also take tiles that we can't really do anything with and say, "Let's discard these," and then we head out with our boat to go fishing or travel to other destinations, because here, too, there is a lot you can unlock.

There are many missions and many achievements that you want to reach. Where new elements are introduced, and that's just fun; there's always something to do. You always have a few turns where you think, "Hey, you know what? We couldn't care less about the points right now." We just play for those three achievements we want to reach, then we unlock those things, and then we can score a whole lot of points next time. You always have a task, always plenty to do, and you can say, " Okay, we want to accomplish this, but we could also do that, or maybe that," and it is just endless fun. Every single game of Dorfromantik: Sakura that I have played so far has been a real blast for me. There are a lot of new releases coming out that do something new, something that feels fresh simply because you don't know it yet. And we’ve already seen Dorfromantik at least twice with Duel and the various other versions even more often, but I actually enjoy this version more than the base game, and I already really liked the base game.

That might also be because the base game was maybe three or four years ago, and yeah, for anyone wondering, "Do I need another Dorfromantik?" Mario. I brought it to the table with Mario, because Mario is nice and will play just about anything. But he also said, "Yeah, I've already played Dorfromantik , I liked it, but I don't really need it again," he thought, because he’d already seen it. And we played it, we started it, and it hooked us immediately. We ended up playing it a lot. I also played it with a colleague from the cinema who plays a lot of games, uh, we played it. That was also mega fun. We were already a bit advanced, but she is also experienced with games. That means she was into it right away, and we ended up playing one game after another. It was good that she joined in, because she constantly saw things I would have missed, and that was great. I continued playing with Mario even after we were already quite far along, because I said I wouldn't mix it with different campaigns. People can all play it. Uh, we’re playing this and trying to get as far as possible so I can give you a full review of it. I probably won’t manage that, but I will have played a lot by the time you see my final video, where I’ll tell you much of what I’m telling you now. And then we have The Beat. Ah, I don't even have an emoji of the day. Rockstars of the Galaxy. That’s a game where we once again play cooperatively together against the game. I’m just setting this up on the side here briefly. I have to check something here quickly.

There it is. And here you can also see the game set up. It reminds me a bit of Tag Time, and I just played Tag Time and also played the expansion and saw that, yeah, it’s pretty good, but I’ve really played a lot of Tag Time. I mean, I still think it’s great. I would still recommend it to a lot of people, but uh, I don’t know if I need to play tons more games of it, at least not the early levels. The clocks that I haven’t played yet, they really intrigue me. I would definitely like to play those, but uh, I’m also happy to have a similar gaming experience that is still quite different, just now with a completely new approach. What’s also nice here is that we have 26 missions to play. They always have a short introductory text, and this text is always made to be uh, good, entertai—I don’t know why the screen keeps going black. I hope that doesn’t happen too often.

Um, the game basically consists of us having a mission, what’s happening here? I’ll check, let me wiggle the cable once. So. Um, exactly. We have 15 cards, right? Each number from one to five, three times. We lay out three cards at the beginning. That means we already see which cards the other people cannot have in their hand. Then songs are revealed. With these songs, we have to reach a specific value. That means we all play one card face down, flip them over, and then we’ve either reached it or not. However, we’re only allowed to fail a certain number of times, so not achieve it. And if we hit the number exactly, we’ve played it perfectly. If we go over, we’ve played it too loud. And depending on the scenario, we might even want a certain number of songs to be a fail, or we want to hit a certain number of songs exactly, or we need a certain number of songs to be loud and we definitely need the last song to be loud, or we have to somehow hit four songs exactly and play four songs loud, and we only have five songs in our playlist, and if you can do the math, you know, some are missing. Whenever you reveal a one, you can always take an encore. But you have to play that, and you have other specific cards like the four, for example. If I’ve played it and it’s in my display, I can use it as a hint when I’ve played a card to say if it’s higher or lower than a four to the right or left of it. I can also always take cards back into my hand if I’ve received information from other people. If I’ve given information myself, I can’t do that.

And I played this with two people with Markus. We had so much fun with it from the start. I think we played nine missions right away, and we actually played some of them multiple times, and I thought to myself, okay, I understand why it works well with two people, because you can often hit the values exactly. What is it like when you play it with three or four people? That’s clearly much more down to chance and very random, and whether that works, I have no idea. And it worked wonderfully . It was also a lot of fun with three or four people. The game would be a bit more boring, I think, if this event deck didn’t exist, right? Here, only cards that are already in your stage area may be played. That can be varying degrees of tough, the one that hits really hard because you might have few cards at the start of the round or at the end. It actually doesn't matter to me at all, but these cards ensure that sometimes a song is revealed where you think: it’s actually quite easy, ah, but with this restriction here, it’s a bit more difficult. And also always, so in every round with every song, the way I think about my hand and how I think about the—pardon—how I think about the whole song, uh, is changed a bit, and I really like that. The deck is huge. There are 30, 40, I’d say about 30 at a rough guess. I don’t have it lying here right now. Cards in there and without them, the game would be super boring. With the cards, it’s exactly the right mix that you want to have. I have to say, I really like the illustration. I find the cover only somewhat appealing for sales, but I like all the allusions, I like the style, and I also like the ideas for the song names. That is definitely one

of my personal highlights for the game so far. But yeah, last year after Spiel it was Take It Time that really grabbed me, and as I said in the last video about this whole expert-enthusiast transition, those are the games that currently appeal to me more than all those heavy expert games. And it's the same here; often it's the smaller games that I think I'll have more fun with and play more often than those big things that aren't quite integrated, where I swap resources, build buildings , or have some exciting card mechanic. Yeah, but saying "wow, awesome, we're going to rock through this campaign," I'm a bit more into that, but that's just me, right? We are all very different here. [He] has his own individual wishes, and accordingly, he’s conjured something out of a hat on the side, namely—where is it? This . The emoji of the day is, of course, a guitar. That means if you’ve watched this far, please feel free to put a guitar emoji in the comments. I hope there was something in there for you.

They aren't exactly the massive blockbusters in the cooperative space, but I did think there were a lot of nice things that I’m excited about. The post-Spiel coverage should actually last two weeks. The good thing is, this year it will last a week and a half, because after the week following Spiel is over, Stefan will still be here until Thursday. That means there will be some post-Spiel content, and we'll be able to show you quite a bit more then, and yeah, I'm looking forward to it. I'm looking forward to seeing you at Spiel. If you have any of these games on your radar and have added them to your list, and you happen to pick them up at a booth, feel free to say hello from the Bretch Blog. And yeah, we'll see each other at Spiel. As I said, we’ll be there every day—I think I’ll post it in the community tab—from 1:30 PM to 2:00 PM at the Pegasus booth, we’ll be handing out the promo card for Bossfighters there, and we'll have them with us regardless.

But ideally, knowing myself, I won't even have it with me because I forgot it. Just come to the community meet-up if you want to get one. Afterwards, it will be distributed through Pegasus. I won't be able to mail this card to everyone who wants one. That just wouldn't work out logistically. So, it will work out somehow through Pegasus or the Spieleburg. Yes, and then I want to say thank you, thank you, thank you so much for watching. Feel free to subscribe. If you're interested in checking out Bean to Bar, which I also have around here somewhere, then tune back in in about half an hour, as we will most likely be playing that. I hope that we'll get around to finally playing Grinbleval this weekend, tomorrow or Sunday. That's sort of the insider tip that isn't really so secret anymore. And I have another game lying around here. I'm curious if that will be the secret tip I reveal to you on Wednesday, where I'll say, this is nice . Uh, you can take a look at it. And then I'll say thanks a lot for watching . Take care, see you soon, and bye. Bye .

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