Shrouded in myth and untold dangers, the vast ocean calls to those brave enough to explore its secrets. What marvels lie beyond the horizon?
In Adventurous, players sail across the mysterious ocean in this cooperative tile-laying game. Extend your route with path cards or discover a marvel by meeting its requirements. Take in the fantastical sights without facing too many encounters to safely complete your wondrous journey!
Each turn, the active player may draw two path cards, placing them in such a way that they extend the dotted line showing your ship’s journey. They may instead place one of two available marvels to cover up the specific set of required encounter icons shown on the marvel, adhering to any additional placement restrictions on the marvel.
When no further cards may be placed, the game ends. Count up the number of encounter icons of each type still visible: if they exceed the threshold for that type, you immediately lose. Otherwise, score your journey. Points are earned for each path segment, non-whirlpool icons, and whether all marvels were placed. Points are lost for unplaced marvels and visible whirlpools. Compare the final score to the included chart to determine the fate of your epic voyage!
For an additional challenge, you may use the journey effects found on the back of the ship card, adding complications that change throughout the game depending on the current active marvel. Overcome these odds and guide your ship to safety to prove yourselves masters of the sea!
- Really fun game
- Excited to play more
- Going on an adventure at sea while avoiding sea terrors and seeing sea wonders.
Mechanics (from transcript analysis)
- card laying — Players lay cards down connecting paths.
- Set Collection — Players need to avoid a certain number of perils and cover certain wonders.
Video topics + discussion points
Quotes (from this video)
- So, it's September. It's a new month, which means it's time for a new wall.
- I don't do solo games. Um, I tend to cheat too much.
- I feel like I want to do them. So, this one is Wonder Tales.
- I learned how to play this at the farmers market on a Friday night. So it can't be that difficult.
- The game is different every single day of the year and every year.
- This is quickly moving up my list of games uh from Butt Giant.
- Why Otter is very low scoring because you really are not scoring much.
- This one quickly became one of my favorite Buttonshy games.
- So, we did a demo on a game that is going to be hitting Kickstarter in Octoberish.
References (from this video)
- Keeping cuz it's tiny
- It's quick
- It's pretty fun
- Good time
- Definitely not a favorite for me
- Not one I would strongly recommend
- Building paths to overcome challenges
- Rove
Mechanics (from transcript analysis)
- card laying — Laying cards down and trying to build the best path forward to overcome challenges and earn the most victory points you can.
Video topics + discussion points
Quotes (from this video)
- So, let's see which of the games had Shelf Life.
- Queen of Spies didn't work that well for me.
- I'm super excited to get this one on the table whenever it's done. That is Radiance.
- It was a cull for me. But I think it's a solid game, and I am still interested in playing the smaller version.
- Boss Fighter QR is definitely a keep.
- So, that's a keep, Converge.
- Wild Gardens was a cull for me.
- For me it was a quick call. I really did not enjoy it and neither did my family.
- So, Onward is a big keep for me, definitely want to play it more, it's awesome.
- Micro Hero Hercules, a call.
- So, Civilution, definitely enjoy it.
- Adventurous and yet to keep cuz it's small.
- Peak Team, a call.
- Aberration was another call.
- It's a keep, Dragon to Vecna's Stone.
- That's a call.
- Valheim is also a call.
- So, not a bad month. Six games kept, almost half of them.
- Ryan Pickelsimer, I feel like you've won several times, Ryan. You're always in my head. Got a perfect seven out of seven, only person, and you are our contest winner.
References (from this video)
- Adventure
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Pantera that was Prototype so I'm able to be bought just taken or whatever a peaceful garden obviously the one that I showed and here is the um the wind farms in Argentina correct correct well not volcano I'd like to probably sorry if I was in Uruguay yes so for on a volcano we just feel like a Harding's game I like to try it still
- nucleum this is also a prototype that I saw this is coming David Torchy's next one yes yes by um by ball and dice so this is one that the same day is actually nuclear but they make it in the alternative world because otherwise you'll probably too controversial for nuclear
- and then the um Star Trek Discovery black alert team assistant yeah that'll be the first Star Trek game in the in the new discovery Universe yep I'll just be um Spore driving all over the place
- and then there's a game called armelo now this there is a video game called amelo and they're making the board game so it'll be exciting I don't know if you play have you played our Melo I haven't actually played I'm a lawyer yet myself have you okay it seems like a good like artwork as well it wasn't on Sega Mega Drive I probably haven't played it
- it seems like a good like artwork as well
References (from this video)
- Intuitive and easy to grasp rules for new players
- Quick to start playing
- Cool dice mechanics with weak and strong successes
- Player currency (momentum) adds choice
- Simple character creation
- Handy charts for treasure and loot
- Simple enemy mechanics with randomized attacks
- Wishes there were more charts specifically for solo play
- fantasy tabletop role playing
- fantasy
Mechanics (from transcript analysis)
- Bestiary and Tables — Includes a bestiary for enemies and handy charts for treasure rolling (common and rare treasures) and other game elements.
- Character creation — Simple character creation with basic stats (Strength, Deck, Will, Knowledge, Charisma), ancestries (Human, Dwarf, Elf), and classes (Warrior, Rogue, Wizard, Paladin, Hunter, Cleric, Warlock, Druid).
- D6 Dice Pool — Roll a pool of D6s, with 5s and 6s counting as successes. A single 5 or 6 is a weak success, multiple 5s or 6s are a strong success. Zero successes result in failure, which introduces a new twist.
- Momentum Currency — A player currency earned through gameplay that can be spent for benefits, such as rerolling dice.
- Success Levels — Differentiates between weak successes (one 5 or 6) and strong successes (more than one 5 or 6), impacting outcomes like damage.
Video topics + discussion points
Quotes (from this video)
- Loner is an RPG system for solo play that some people have been enjoying and this is a kind of mythical Japanese a Pan Asian kind of Asian fusion setting
- The Loner games they do use all AI art
- man this troa stuff is so clean it's so welld designed it's it's kind of the anti-bg
- this thing is gorgeous this is this is Elegance personified
- mothership is the award-winning sci-fi horror roleplaying game
- dungeon in the extradimensional spaces between every library in the universe
- I hope you enjoyed this kind of showand tell video all kinds of interesting things to look forward to
References (from this video)
- Really like this game.
- Could become one of my favorites.
- Really good.
- The puzzle aspect is really cool.
- It's a small game, it's a quick game.
- Host is nervous about getting rules wrong as it's new to them.
- Host mentions potential for rule mistakes.
- Host is unsure about long-term replayability.
- Building a route with a ship and finding marbles
- Hyperstar Run
- Last Light
Mechanics (from transcript analysis)
- Hand Management — Players choose between the top or bottom card from the map deck and manage placement conditions.
- Push Your Luck — Players must balance exploration with placement conditions, potentially leading to negative points if too many symbols are exceeded or marbles are left unplaced.
- Route Building — Players try to 'build out a little route that you're going with your with your ship.'
- Set Collection — Players are trying to 'find different marbles to look at' and have 'specific goals, like specific ways of putting marbles down.'
- Tile Placement — Map cards are placed on the table with specific conditions for connection and symbol coverage.
Video topics + discussion points
Quotes (from this video)
- This is like a a little puzzly game where you're like trying to build out um a little route that you're going with your with your ship and you're trying to find different marbles to look at, right?
- I've only played this I think twice so far, right? But I really really like this game.
- This game could become one of my favorites. It's it's a really good one. I really like this one.
- The puzzle aspect is really cool. I really really like this.
- This could become one of my favorites.
References (from this video)
- Engaging path-building and tile-placement puzzle
- Varied objectives with journey effects and Marvels
- Compact microgame with solo play potential
- Steep, finicky end-game scoring with penalties
- Prototype notices carry imperfect rules (typos), heavy rule lookups
- Challenging for solo players; can be punishing if spaces are tight
- sea exploration, discovery, and danger
- vast ocean exploration
- procedural, puzzle-like exploration through card tableau
Mechanics (from transcript analysis)
- active Marvel mechanic — Two action options each turn: draw/discover Marvel cards which add journey effects and constraints.
- card orientation and placement requirements — Marvel and map cards must be oriented and placed to satisfy waypoint coverage and path continuity.
- icon-based scoring with end-game constraints — Points from symbol types (kraken, shark fin, trident) and penalties from whirlpools; limits on symbol counts to avoid a loss.
- journey effects and difficulty levels — Difficulty affects Marvel deck composition; journey effects alter rules or scoring.
- tile/card placement with path-building — Players place map cards to connect a continuous route while covering waypoint icons, creating a navigable path.
Video topics + discussion points
Quotes (from this video)
- Playing a map card is exploring and playing a Marvel card is discovering.
- we weren't quite up for a seasoned voyage yet.
- This is a prototype version of the game.
- Oh, there’s so much to think about.
- First of all, every path segment is going to give us one point.
References (from this video)
- Highly replayable
- Addictive and puzzly
- Wallet-sized, compact production
- Great cooperative and solo experience
- Looks fantastic with strong variability
- No drawbacks discussed in the video
- Adventure and exploration
- A voyage aboard a ship through a stylized world using a tiny footprint
- Procedural storytelling via path-building and card-driven play
Mechanics (from transcript analysis)
- Compound Scoring — Points are tallied using an included chart to determine voyage success.
- Cooperative Game — The game supports cooperative play and solo play, ending when no further cards can be placed.
- Cooperative/Solo play — The game supports cooperative play and solo play, ending when no further cards can be placed.
- encounter_icon_coverage — A marble covers a specific set of encounter icons required by the marble.
- marble deck/markers — Players create a deck of marbles to guide progress and assign journey resources.
- path-building — Active player draws two path cards per turn and places them to extend the dotted line of the ship's journey.
- scoring_chart — Points are tallied using an included chart to determine voyage success.
Video topics + discussion points
Quotes (from this video)
- Buttonshy manages to pack richly thematic gaming experiences in their walletsized packages, making for some of the most efficient fun in the hobby.
- Quite a lot in quite a little package.
- It looks fantastic, has a lot of variability, and carries a sense of grandeur in just a handful of cards.
- to cram a highly replayable, addictive, puzzly little adventure into a wildly small production.
- Definitely check out their new Kickstarter for adventurers down below.
- Thank you for watching and always remember to play board games like an animal, even if that animal is coming out of the ocean to ruin your voyage.
References (from this video)
- puzzle-like placement provides engaging spatial reasoning
- short play time and small footprint fit many tables
- variety in scoring via different marbles and active marvels
- expansion support via Forgotten Worlds adds new content
- tight placement constraints can be punishing and punishes suboptimal layouts
- scoring can feel punishing if you miss a target
- thematic depth is light; may appeal most to fans of Button Shy formats
- Adventure, exploration, and resource/encounter management on a modular map
- Sea voyage exploring with mythic creatures and harpies
- Mythic-seafaring flavor with light storytelling framing
Mechanics (from transcript analysis)
- active marble management — manage marbles on the ship, with constraints on how many and which icons you can score
- difficulty modifiers — optional ship powers or restrictions to increase challenge
- hand-drawn map cards from top/bottom — draw and choose which map cards to place, revealing options first
- scoring based on icon coverage and penalties — points for icons, penalties for unplaced marbles and unused whirlpools; dynamics shift with difficulty
- tile/map card placement — place map cards to form a continuous journey that covers required waypoints
Video topics + discussion points
Quotes (from this video)
- It's incredibly quick to play.
- I enjoyed the aurora. That part was nice.
- It's mind-bendy as you want it to be to try to figure out how to put things in the best order possible.