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Episode 171: Cerebria The Inside World, Yokohama and a Short Topic Extravaganza

Chris is back from his trip the UK and talks about his games he played with our English Cabalists. Then we feature the newest Mind Clash game, Cerebria The Inside World. Then we take a look back at Yokohama from TMG one year later. After Tony T gives us the greatest news segment in all of board gaming, the gang hosts another short topic extravaganza in which we talk about our shelf of shame and getting better at board games.

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Episode Time Stamps

  • Games Played: 7:08
  • Games of Yesteryear: 37:29
  • Cerebria Overview: 53:40
  • Cerebria Review: 58:30
  • Lookback of Yokohama: 1:30:37
  • The News with Tony T: 1:39:00
  • Short Topic Extravaganza: 2:18:50 

Opening Banter and Reviews

Games of Yesteryear

Feature Review: Cerebria: The Inside World

Cerebria is a dynamic, team-based, objective-driven area control game, where players play as Spirits, powerful entities representing Bliss or Gloom. These opposing forces - the two sides of human nature - struggle to control and shape the Inside World, the metaphorical representation of an evolving personality. Cerebria introduces a unique theme and numerous innovative mechanisms. The game is centered around the player-controlled Spirits, and the Emotion cards controlling Cerebria’s areas, each with their own stats and abilities. The Spirits can perform up to three actions on their turn. These include moving between Cerebria’s Realms and Frontiers, using the specific powers of the Realms, invoking and upgrading Emotion cards, removing opposing Emotions, and building Fortresses to consolidate their influence on certain areas. The Actions cost Willpower, gained primarily by absorbing from the Origin’s Spheres in the middle of the board. Both Bliss and Gloom also have a rare shared team resource, Ambition, enabling them to use the game’s most powerful effects. The teams can score points either by accomplishing publicly known minor objectives (the Intentions), or completing their major objectives (the Aspirations), which change dynamically during the course of the game. Scoring Aspirations allows players to add Bliss and Gloom Fragments to the Identity, built in the middle of the board. These are key moments in the game: Cerebria’s state is in constant flux, but the Fragments are permanent imprints of a game state during the scoring events. The game is won by the side with more influence over the finished Identity, thus becoming the dominant force in Cerebria.

Designed by Richard Amann, Viktor Peter, István Pócsi, Frigyes Schőberl, Nick Shaw and Dávid Turczi

Published by Mindclash Games

BoardGameGeek.com Entry

Lookback Review: Yokohama

Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it's becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants. In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.

Designed by Hisashi Hayashi

Published by TMG

BoardGameGeek.com Entry

Founder’s Update

Gaming News by Tony T

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