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All's Well That Ends box art

All's Well That Ends

Game Info
Year
2026
Players
1-4
Age
Playtime
Publisher
11:44 Games
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

All’s Well That Ends is a fantasy, campaign-style adventure game for 1 to 4 players. Together players form a party of reckless profiteers and wayfarers exploring the untamed reaches of the Western Wildlands. Your goal is to hunt down a roving band of slavers and killers, and to exact a bloody revenge.

Throughout the campaign you will uncover clues as to the nature and whereabouts of these villains while fighting against countless hostile forces, not stopping in your pursuit until justice – as you understand it – has been served.

The story plays out over several chapters, each of which draws you deeper into the Wildlands as you discover clues, add allies to your roster, and become increasingly deadly with new abilities and equipment.

You can also play individual combat scenarios for a quicker, bloodier gaming experience.

—description from the designer

Description

All’s Well That Ends is a fantasy, campaign-style adventure game for 1 to 4 players. Together players form a party of reckless profiteers and wayfarers exploring the untamed reaches of the Western Wildlands. Your goal is to hunt down a roving band of slavers and killers, and to exact a bloody revenge.

Throughout the campaign you will uncover clues as to the nature and whereabouts of these villains while fighting against countless hostile forces, not stopping in your pursuit until justice – as you understand it – has been served.

The story plays out over several chapters, each of which draws you deeper into the Wildlands as you discover clues, add allies to your roster, and become increasingly deadly with new abilities and equipment.

You can also play individual combat scenarios for a quicker, bloodier gaming experience.

—description from the designer

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 12
This page: 12
Sentiment: pos 7 · mix 2 · neu 0 · neg 1
Mentions per page
Showing 1–12 of 12
Video cKstQR0z3eE Rob's Tabletop World Review at 0:26 sentiment: positive
video_pk 157610 · mention_pk 437852
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Click to watch at 0:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very interesting game
  • Prototype is done so well
  • Supplement maps are a nice feature
  • Rule book is very well written
  • Combat without dice is well executed
  • AI works very well
  • Opponent reactions are interesting
  • Nice game overall
Cons
  • Can be tough if iconography bothers you
  • Requires a lot of symbols to figure out
Thematic elements
  • The game includes story elements to read and narrative choices.
Comparison games
  • The Seventh Continent
Mechanics (from transcript analysis)
  • Campaign play — The prototype includes 'a couple of campaigns' or chapters, with more in the full game.
  • card drafting/hand management — Combat and actions are driven by playing cards, such as 'tactic cards' and 'intent cards'.
  • cooperative play — The game can be played solo or 'co-op with a bunch of friends'.
  • Modular board/tiles — The game uses 'supplement maps' and 'adventure tiles' that are placed on a mat, with icons indicating placement.
  • no dice combat — The game explicitly states 'no dice chucking here', with combat being card-driven.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And be sure to check out Trading Card Market, the very best in sports cards, trading cards, trading card supplies, Legos, and so much more.
  • Um, it is All's Well That Ends.
  • And to be honest with you, I just don't have time to put three hours into this one.
  • Now, don't mind my my my beautiful C map here. has nothing to do with the game or anything like that, but you can go over to uh a GameStop uh Kickstarter and get one of these beautiful mats.
  • There's no dice chucking here. This is all all determined by by playing a certain amount of cards to attack.
  • This has a, you know, you're going to have your your your mode here where you're going to do your combat, but there's also, which is very interesting, this um type of like seventh continent feel to it because when you're adventuring, there's going to be certain things that you're going to be looking up and going through and and and negotiating throughout this.
  • I I really didn't want to go too far into this because there's so much uh to it, but I'm trying to explain as much as I can.
  • So, definitely check this out and definitely check out the Kickstarter page and see if this is for you.
  • I'm really loving what they're doing nowadays with games with the books that open up and there's your map and everything that you need, where you got to put everything and so forth and so on.
  • If you're a big fan of combat without dice, boom. I mean, this does it all.
  • The AI works very very very well here. um and and and and how uh your opponents react to you are are very very interesting.
  • This is coming to Kickstarter. You're going to want to back it.
  • This one here. I wanted to make sure that all the people that that follow this channel uh knew about this and um um and support this this this is a nice nice game here.
  • I believe October 24th.
References (from this video)
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Video VhtPFJX9AVg Hungry Gamer Top List at 3:55 sentiment: positive
video_pk 157568 · mention_pk 437716
Hungry Gamer - All's Well That Ends video thumbnail
Click to watch at 3:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Really enjoyed it
Cons
none
Thematic elements
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And so, as always, this is your first time watching one of these. The way I do my top games is what games got played the most in the previous month.
  • It just integrates seamlessly. really nice expansion. Really enjoyed it.
  • Really cool Monala system. It's a riff on Trajan and for my money is better than Trajan.
  • It's a game that should not be a legacy game, it should not work as a legacy game, but I had such a great great time with it.
  • It's a crunchy crunchy crunchy Euro has the theme that I hate the most and that is you're like gods taking an exam. I hate that. But clever game, fun game.
  • It's so weird, but weird in the best way.
  • This is one of those games that I have that I love that is a flawed, flawed game.
  • It is such It's a guilty pleasure game for me.
  • I had such a good time. It turned my whole day around
  • It's a great game that I think doesn't get the love it deserves.
References (from this video)
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Video d5-pIr2UGKQ Hungry Gamer Top List at 15:52 sentiment: other
video_pk 153480 · mention_pk 427900
Hungry Gamer - All's Well That Ends video thumbnail
Click to watch at 15:52 · YouTube ↗
Overall sentiment (raw)
Excited
Pros
  • Cool story elements
  • Exploration mechanics
  • Cool card play
Cons
none
Thematic elements
Comparison games
  • The Seventh Continent
Mechanics (from transcript analysis)
  • Card Play — Really cool card play.
  • exploration — It has a little bit of kind of seventh continent exploration going on.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is one that actually I'm playing with Mrs. Hungry Gamer tonight that we love.
  • It's a riff on Can't Stop, where you are moving up these different columns and getting points in your goat, and you're bonking people off the top when you get there, but the legacy version has this beautiful, beautiful art by Sandara Tang, and it slowly introduces new mechanics, but you have maybe one new mechanic, and then the next game it goes away, and you have something new, and it's light and fast and easy.
  • Y'all, Drillers is so good. It is such an amazing game
  • Now, I think it is one expansion away from being one of the best games I've ever played.
  • I'm not leaving this game cuz it is that freaking good. I love Drillers.
  • And oh, it is such a good game.
  • It is just such a clean game that has more depth than you think it does.
  • It is so clever and so unique and does such cool stuff when the aliens show up, and I just all about Seti.
  • this is a game that I actually played a TTS demo of maybe 18 months ago. And I was like, 'Wow, that's really cool.'
  • It has some cool story stuff that's going on. It has a little bit of kind of seventh continent exploration going on. Really cool card play.
  • As I said last month, I got new batteries, which does not sound sexy at all, but oh my gosh, new batteries really matters.
References (from this video)
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Video 4iuDwWqPZv8 Hungry Gamer Review at 0:09 sentiment: positive
video_pk 151379 · mention_pk 425053
Hungry Gamer - All's Well That Ends video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Card play is really interesting and cool.
  • The way card surges work is fun.
  • Character variety is fantastic, with good card variety and cool special abilities.
  • The story has good promise and is interesting enough to keep players engaged.
  • The AI is easy to operate and interesting as enemies change behavior when wounded.
  • The initiative system is clean, simple, and works well.
  • The test system is very clever.
  • There are many bite-size story bits on cards and interactions.
  • The game has an incredible amount of promise and could be a standout.
Cons
  • Difficulty scaling between two and four characters seems off, potentially easier at four.
  • Map interactions don't scale down well with fewer characters.
  • Some interactions are unpredictable and the outcome is unknown beforehand.
  • The 'Seventh Continent' style exploration may be a negative for some players.
  • Players have to play bad impulse cards, leading to self-debuffs.
  • Trauma accumulation can lead to a 'weird competition' or semi-coop dynamic.
  • There are a lot of icons in the game.
Thematic elements
Comparison games
  • Seventh Continent
Mechanics (from transcript analysis)
  • AI Opponents — Enemies are controlled by an AI that changes its actions based on different statuses (e.g., wounded, frightened).
  • Card Play — Combat is done by cards, with players having cards in hand and playing them. Special 'bloodlines' on cards allow for bonus actions if taken in order, and a 'surge' can be achieved by lining up actions.
  • character decks — Each character has their own unique deck of cards.
  • Difficulty scaling — Difficulty scales with the number of characters, with the game potentially being easier at four characters due to potency changes and map interactions.
  • exploration — Features exploration similar to 'Seventh Continent', involving moving around, exploring, and flipping over new cards.
  • iconography — The game has a lot of icons, though it includes a good iconography guide.
  • Impulse Cards — Each round, players choose an 'impulse' card that can provide a boost or a debuff.
  • Initiative tracking — The initiative system starts random and then adjusts based on action types.
  • Map Books — The game makes use of map books for exploration and interaction.
  • Skill Tests — Players undertake 'tests' by flipping cards to match symbols and gain benefits.
  • special abilities — Characters start with unique special abilities.
  • Trauma — Players can gain 'trauma' at the end of scenarios, which is a negative effect.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The AI is easy to operate, I think for the bad guys, but particularly interesting the way that it works in the sense that as you wound them, they're going to do different things. I love that. It's easy to track. It's easy to figure out what's going on. I just think that is spectacular.
  • This is one of those games that I am really hyped to get a final copy of this and see where it goes. I think it could be one that just knocks it out of the park for me.
  • I think it's doing some stuff that's interesting and unique in the space
References (from this video)
No references stored for this video.
Video mkKuzJWZrUY Tantrum House Analysis at 6:48
video_pk 151305 · mention_pk 424912
Tantrum House - All's Well That Ends video thumbnail
Click to watch at 6:48 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Humanity starting over among the ruins after civilizations were swallowed by oceans and wiped out by ice ages.
  • Western wildlands, frontier, transformed world
  • The story unfolds across multiple chapters as you track down a group of slavers and killers while discovering clues, gathering allies, and gaining new abilities and equipment along the way.
Comparison games
none
Mechanics (from transcript analysis)
  • Ability/Equipment Acquisition — gaining new abilities and equipment along the way.
  • Ally Gathering — gathering allies.
  • Asymmetric Player Powers — You choose one of the four asymmetric characters.
  • Storytelling — The story unfolds across multiple chapters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • October 2026 is shaping up to be a big month for board game crowdfunding with some really interesting games coming to Kickstarter and Gamefound.
  • This is sort of the game Bang and that meets the Werewolf theme.
  • This takes the Nemesis universe into a full legacy campaign with interconnected scenarios, irreversible decisions, character customization, narrative twists, and consequences that carry from one session to the next.
  • This is an epic strategy game based on Brandon Sanderson's Stormlight Archive with asymmetric factions, heroes, diplomacy, card play, and battles for control of Roshar.
  • The movement and puzzly nature of pattern creation makes this a unique game in the two-player space, and the alien ally cards create cool new combos to explore from game to game.
  • This tabletop adaptation is being designed by David Gordon and Tam, with players battling it out in the arena using the characters and troops from Clash Royale.
  • If you like smaller, quirky games that don't require 3-hour commitments, then Gatera is one worth checking out.
  • This is a remastered version of the classic 2005 Arkham Horror second edition with updated artwork, graphic design, components, and some rules clarifications, and quality of life improvements.
  • You're exploring the western wildlands, frontier in our own world, but so far in the future that the world we know has been completely transformed.
  • If you're a fan of collecting fossils, building a paleontology exhibition, and turning that theme into a strategic board game, this is definitely one to put on your October watch list.
References (from this video)
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Video O9w5I0c9ar4 Tabletop Tolson Review at 0:05 sentiment: positive
video_pk 128389 · mention_pk 365199
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Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Guided first game experience is incredibly helpful and efficient.
  • Asymmetrical characters with unique skills and cards.
  • Tactical hexagonal map combat.
  • Intelligent and surprising enemy AI.
  • Clever dual-deck system (impulse and tactics cards).
  • Dynamic turn order system.
  • Narrative integration with plot armor and changing story entries.
  • Engaging journey phase for challenges and information gathering.
  • Intense, hard, and rewarding tactical combat.
  • Scales well for fewer players due to potency adjustments.
Cons
  • Gaining trauma and calling tokens isn't the most compelling part and doesn't always make sense with the cooperative nature.
  • The story and lore can be a mouthful, with unfamiliar fantasy language, locations, and complex sentences that can be difficult to comprehend.
Thematic elements
  • Storytelling in a rich, well-developed universe.
  • Western Wildlands
Comparison games
  • Kinfire Chronicles: Night's Fall
  • Gloomhaven
  • Far Cry Escape from Rook Islands
Mechanics (from transcript analysis)
  • asymmetrical characters — Everybody has someone that they are really playing with that has very, very different approach to fighting and to succeeding.
  • cooperative play — Players play together to accomplish a common goal, with characters having unique skills and cards.
  • Dual-deck Card Play — Players use both impulse cards (chosen for the round) and tactics cards (drawn based on resolve) to perform actions.
  • Enemy AI Deck — Enemies have a deck of cards that dictate their actions based on their current condition (wounded, rattled, etc.).
  • Guided learning — The game teaches how to do it by running through all the actions and guiding the very first two rounds, then taking the training wheels off.
  • Initiative system — Players and enemies are ordered based on playing fast or slow cards, determining turn order for the round.
  • Journey Phase Challenges — Tests during the journey phase that require players to flip cards from their deck to meet a certain value or requirement.
  • loot cards — Cards gained from defeating enemies that provide benefits like health or special actions.
  • Order Action — An action allowing a player to have an ally perform their action, potentially gaining a calling token.
  • Plot Armor — A mechanic gained during the journey phase that can provide advantages in future encounters.
  • Rampage Action — An option to play multiple tactics cards in sequence for a powerful turn, at the cost of becoming slow.
  • Scenario-based progression — The game progresses through chapters and journeys, with story entries that influence gameplay.
  • Surge Bonus — Bonus effects gained when performing connected actions on tactics cards.
  • Tactical combat — Hexagonal map-based tactical combat with character actions, enemy activations, and initiative tracking.
  • Trauma and Calling Tokens — Mechanics related to gaining trauma during the game, with calling tokens used to discard trauma.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, I've got tons of stuff on my channel about Kinfire and that whole world.
  • The game teaches you how to do it by running you through all the actions and guiding your very first two rounds in a game and then taking the training wheels off and saying, 'You've pretty much learned the game. Now, go and review back, um, to the rule book when needed.'
  • This is the initiative track. So, this is what's really, really cool about this game.
  • So, I think the enemies are incredibly intelligent and somewhat predictable, but also really, really surprising at times with what they do.
  • The journey part of the phase, which is after this entire encounter is resolved, is a place where it's really low-key.
  • So, the impulse paired with your tactics is a really clever double deck uh feature and selection in this game specifically that I've seen not elsewhere.
  • So, if you get to this, you can play all three cards, only discarding the last one, um making yourself slow cuz you went on a rampage and it took a whole lot out of you...
  • So, there's so many great choices about these tactics cards, and you're trying to figure out which one's going to be the best...
  • And so, I want to talk just a little bit about that journey phase, which is going to be after you clean all this up, and then you move into a group.
  • And so, this kind of reminds me of that back and forth where you've got your encounter and then you go into your journey phase, which again is a lot like yeah, a little less stressful, but still has that challenge that uses your tactics deck.
  • Um, so, it's like really clever when it comes to character development.
  • So, there's like this weird uh disincentivization to to like not work with each other because then Marika might get more calling tokens, and then she'll be less traumatized.
  • And I feel like I read a lot. I feel like my husband reads a lot. We're we're readers, you know? We're we're English teachers.
References (from this video)
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Video KHiEhcplEz0 Board Games UnLocked Review at 0:16 sentiment: mixed
video_pk 122121 · mention_pk 351296
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Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Radically different and asymmetric characters.
  • Unique and thematic enemy health management (rattled, wounded, dead).
  • Interesting initiative system (fast/slow cards).
  • Satisfying 'rampage' system for powerful turns.
  • Cool combo abilities between character cards.
  • Characters are the coolest aspect of the game.
Cons
  • Wickedly unbalanced, especially at lower player counts.
  • Frustrating and fiddly mechanics.
  • Overwhelmingly negative effects from plot points.
  • Cheap and hard difficulty.
  • Incoherent and context-lacking story.
  • Journey phase is unbalanced and lacks meaningful reward or consequence.
  • Enemies can feel too similar due to shared intent deck.
  • Lack of ways to heal or avoid damage for characters.
  • Death throws can be thematically inconsistent or frustrating.
  • Plot armors can be punishing.
  • Journey phase round track removes player freedom.
Thematic elements
  • The core thematic concept is not explicitly stated.
  • Earth after a catastrophic event sent everyone back to the medieval ages
  • Assumes prior knowledge of the lore, provides little context about characters or world.
Comparison games
  • Gloomhaven
  • Seventh Continent
  • Tainted Grail
  • Kingdom Death Monster
  • Aeon Trespass Odyssey
  • Oathsworn
  • Madara
  • Spirit Island
  • Stars of Akarios
Mechanics (from transcript analysis)
  • Death Throws — When an enemy is killed, a 'death throw' card is drawn, which usually has a thematic effect, but can sometimes be frustrating (e.g., an enemy surviving with a wound).
  • Enemy Intent Deck — A single deck determines enemy actions, which the reviewer suggests could be improved by having individual decks for each enemy type.
  • Fast/Slow Initiative — Cards have a 'fast' or 'slow' designation that determines turn order, with a caveat that going fast one turn might lead to going last the next.
  • Impulse Deck — Players draw two impulse cards at the start of a turn to influence their strategy, deciding whether to discard or hold cards for later use. These can be upgraded.
  • Journey Phase — A separate phase for story progression and exploration, involving checks and decisions that are described as unbalanced and rushed.
  • Plot Points/Plot Armor — Plot points introduce negative effects each round, while plot armor tokens are meant to mitigate these but are described as situational or punishing.
  • Potency — Potency is the primary stat that influences attack, defense, healing, and other actions. Its effectiveness is noted to be diminished in lower player counts.
  • Praxis Tiles — Starting tiles for characters that can be changed and tied to leveling up, potentially influencing their impulse deck and stats.
  • Rampage — A special turn where players can string together an 'opening,' 'sustain,' and 'closing' card for a powerful, multi-part action sequence.
  • Rattled, Wounded, Dead — Enemies progress through these three states rather than just having a health pool. This system is praised for its thematic integration and clean management.
  • tactics cards — Players draw tactics cards based on their 'resolve' (hand size) and choose actions from them, which can be combined for powerful effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's no way to sit here and go, 'I'm playing it at two just to show that it's it's severely unbalanced.'
  • The biggest issue is this game is wickedly unbalanced.
  • Unless you know exactly how the scenario works, I'll take the prologue again for example. If you know exactly, oh, in plot point two, this is going to spawn. I know how to prevent it from spawning, so I'm just going to rush to that. You know, you metagame it.
  • The characters are easily the best part.
  • I don't know if any of my complaints or suggestions are going to be taken into consideration at all cuz I'm just one guy.
  • And I would say, if none of that is fixed, I will be hard passing on this game.
References (from this video)
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Video 7pemEFlVAmQ Board Games UnLocked Review at 0:21 sentiment: negative
video_pk 122123 · mention_pk 351298
Board Games UnLocked - All's Well That Ends video thumbnail
Click to watch at 0:21 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Potentially cool mechanics like rampages.
  • Visuals seem okay.
  • Interesting concept of managing resources and combat.
Cons
  • Significant balancing issues.
  • Lack of inherent healing and difficult resource management.
  • Mechanics are described as 'dog shit' and frustrating.
  • The 'plot armor' mechanics are seen as useless and punishing.
  • Difficulty in playing characters effectively due to missing tokens or required actions.
  • The game seems to consistently lead to a 'fail forward' state rather than success.
  • Two-player setup may not showcase the game's intended design.
  • The encounter design is described as bringing in more enemies with no way to shut them down, leading to inevitable loss.
Thematic elements
  • Following slavers, rallying people of violent means, pushing west
  • Wildlands, frontier town
Comparison games
  • Gloomhaven
Mechanics (from transcript analysis)
  • Character Abilities/Actions — Characters have unique abilities and actions like 'rampage,' 'plow,' 'backhanded slap,' and 'crush the will' that form the core of gameplay.
  • Combat — The gameplay involves direct combat between player characters and enemies, with actions like attacking, defending, and dealing damage.
  • Deckbuilding/Card Play — Players utilize a deck of cards that dictate their actions and abilities, with mechanics like drawing tactics cards and managing hand size.
  • Encounter-based scenario — The game is structured around completing specific encounter objectives within a set number of rounds, with primary and secondary victory conditions.
  • Health and Resolve — Characters have health and resolve, which can be reduced, and mechanics exist for managing these resources.
  • Loot and Coin System — Players can gain loot and coin, which may be shared or individual, and are used within the game, although the utility is questioned by the reviewer.
  • Movement — Characters can move across the encounter map, with certain actions allowing for movement through difficult terrain or over enemies.
  • Narrative Choices/Plot Points — The game incorporates narrative elements and 'plot points' that influence the game's progression or outcomes.
  • Tokens (Defense, Augment, Brace) — Various tokens are used to represent game states like defense, temporary buffs (augments), and readiness (brace).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • That is actually just dog shit.
  • This needs so much fucking rebalancing
  • it's fail forward but I mean might as well just be fail every mission
  • I have literally lost all motivation
  • I'm really glad I showed this game at two because it just showcases so many balancing issues.
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Video jvXCTAaqZ_8 Board Games UnLocked Rules Teach at 0:16 sentiment: positive
video_pk 122040 · mention_pk 351109
Board Games UnLocked - All's Well That Ends video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting narrative snippets and flavor text.
  • Modular design with distinct phases (journey/combat).
  • Meaningful choices with potential consequences.
  • Variety in encounters and rewards (loot, plot armor, coin).
  • Mechanics like card drawing and icon matching offer strategic depth.
Cons
  • Potential difficulty or impossibility of certain actions if specific characters are not in the party (e.g., needing Gnomman for a task).
  • Confusion regarding rules for supporting actions and icon requirements.
  • Some rewards, like 'plot armor', might be redundant if already achieved.
  • Failures in the journey phase can sometimes result in simply 'continuing the journey' with no gain, which can feel anticlimactic.
Thematic elements
  • Survival and journey through a dangerous, fractured world.
  • Post-apocalyptic wildlands with elements of dark fantasy.
Comparison games
  • Stars of Aarios
  • Tainted Grail
Mechanics (from transcript analysis)
  • action selection — On a turn, a player can choose to 'scout', 'quest', or 'rest'.
  • Card drawing — Players draw cards to perform actions, with the number of cards drawn often related to their 'resolve'.
  • Icon/Symbol matching — Actions require specific icons or symbols on cards, and characters may have unique icons (e.g., the 'plow' icon or 'insight' icon) that enable certain actions.
  • Loot/Reward system — Players can gain 'loot cards', 'coin', or 'plot armor' as rewards for succeeding in certain encounters or actions.
  • Narrative Event Resolution — Players draw cards or encounter text prompts that present narrative choices and outcomes, sometimes leading to gaining 'plot points'.
  • Phase-based gameplay — The game is divided into distinct phases, such as a 'journey phase' and a 'combat phase'.
  • Resource management (Resolve) — Players gain or spend 'resolve' which affects how many cards they can draw and actions they can perform.
  • round tracker — The journey phase has a limited number of rounds (e.g., 12 rounds) within which objectives must be completed.
  • Set collection (Icons) — Some quests require specific combinations of icons or stats, and players may need to draw cards or utilize character abilities to meet these requirements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We are now on one B instead of one.
  • America crashes between the dark bowls of prim trees.
  • I'll mend those who need it. She barks. And in return, you'll answer to me from here till we reach hell.
  • So, this is supposed to be earth just post-apocalyptic in some way.
  • The land here has been chopped and changed more times than you can count since. Quakes, tsunamis, rampaging demons, and terraformers.
  • So, we're just going to go ahead and have Lambic move uh go ahead and scout ahead.
  • The skeletal limbs of these long dead trees scratch as you brush past. You realize that they're hard as stone. Petrified.
  • Mamaconda Mameandas is a god.
  • The jewel enters Mamakanda's eye. Blinding light washes the whole world clean for the briefest instant before shadows once again pool and reform below the entities that cast them.
  • The whole story still has Anyway, I'll talk about that in my final discussions.
  • Kill me. Stay a while and listen.
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Video -wQHMrp2xLE Board Games UnLocked Review at 0:19 sentiment: positive
video_pk 122042 · mention_pk 351113
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Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Narrative-driven campaign game
  • Fail forward system is excellent
  • Interesting use of slow/fast actions on the initiative track
  • Asymmetric characters add variety
Cons
  • Prototype components (standees)
  • Mechanisms like 'practice tiles' are disliked
  • Death throws for enemies can be thematically inconsistent
Thematic elements
  • Survival in a harsh, desolate environment, facing unknown threats and potentially untrustworthy fellow travelers.
  • A woe-begotten frontier, a sump at the well bottom of the world, cursed hinterland, treacherous marsh and pitted canyon, a nameless forest.
  • The game presents narrative through flavor text and encounter descriptions presented during gameplay.
Comparison games
  • Tainted Grail
  • Gloom Haven
  • Seventh Continent
Mechanics (from transcript analysis)
  • Area control/Interaction points — Players need to reach interaction points on the map (e.g., by the ladder, tree line) before being overwhelmed.
  • Asymmetric Player Powers — Each character has unique abilities and their own set of cards.
  • Campaign play — The game is described as a 'narrative-driven campaign game' with multiple chapters and a 'fail forward' system.
  • Card-driven actions — Characters use a set of cards with different effects, and players choose one card to play each round, similar to Gloom Haven.
  • Combat — Involves attacking, defending, dealing damage, and managing character health. Enemies have potency for damage and movement values.
  • Enemy AI decks — Enemies have their own decks (impulse decks) that dictate their actions, with specific cards determining their behavior based on conditions like range and health.
  • Initiative/Round tracker — A 'ready track' is used to determine turn order, with actions being 'slow' or 'fast' influencing placement on the track.
  • Objective Completion — Players must complete objectives, with both primary and secondary victory conditions mentioned for the encounter.
  • Resource Management — Players manage 'resolve' and 'brace tokens', which can be spent for effects or to regain health.
  • tokens — Various tokens are used, including void tokens, brace tokens, dazed tokens, and augment/affliction tokens.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, All That Ends is, like I said, a narrative-driven campaign game
  • this is a fail forward nar uh campaign game, which is 100% how every single campaign game should be.
  • The good news, unlike Gloom Haven, is uh this is a fail forward nar uh campaign game
  • Everything you see here is prototype.
References (from this video)
No references stored for this video.
Video -X7cgu0TNIg One Stop Co-op Shop Analysis at 0:03 sentiment: mixed
video_pk 120566 · mention_pk 343673
One Stop Co-op Shop - All's Well That Ends video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Good amount of replayability
  • Mechanics can set up future turns
  • Interesting world-building
  • Plot armor tokens are fun
  • Exploration is engaging
Cons
  • Confusing narrative and world-building
  • Unclear player balance
  • Skill test system can be challenging and not always make sense
  • Initiative order feels unnecessary
  • Drawing cards to do nothing isn't always interesting
Thematic elements
Comparison games
  • Ant Trespass Odyssey
  • Seventh Continent
  • Seven Citadel
  • Gloomhaven
Mechanics (from transcript analysis)
  • assist actions — One character can assist another on a skill check by flipping cards from their deck to add to the test's value, discarding the revealed cards afterward.
  • Card Resolution — Players choose one card to resolve, which determines their initiative for the next turn, and can optionally place another card on top of their deck for future use.
  • character actions — Characters can scout sides of a card to reveal new locations, interact with question mark icons, or attempt challenges.
  • exploration cards — Square cards are used for movement and exploration, each with potential interactions like skill tests or choices.
  • Plot armor tokens — Tokens gained through gameplay that can mitigate negative events in future encounters.
  • Skill Tests — Players draw cards from their deck to match required icons and values for challenges.
  • token management — Uses success and failure tokens to track outcomes of actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My biggest knock is the exact same knock I have against the combat. It just seems a little bit weird how they're doing the player balance.
  • I feel much more confused than I am drawn in.
  • I think the writing could be a little bit uh clearer. I mean, I, you know, maybe talk down to the audience a little bit, explain things a bit more, give a bit more exposition.
  • This is very much a wait and see.
References (from this video)
No references stored for this video.
Video sGwry3zu6HQ One Stop Co-op Shop Rules Teach at 0:03 sentiment: positive
video_pk 119028 · mention_pk 335315
One Stop Co-op Shop - All's Well That Ends video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever initiative system
  • Dynamic player turn choices
  • Varied and dynamic enemy activation system
  • Simple yet engaging enemy AI
  • Clever player turn structure with limited but meaningful options
  • Good mix of combat and objectives
  • Interesting concept of gaining trauma
Cons
  • Player count balance is not right
  • Enemy activation can be swingy
  • Lower player counts are significantly tougher
Thematic elements
  • Campaign adventure game with a fantasy setting that is long in the future.
  • Earth after a huge apocalypse, putting it back into the dark ages and creating monsters.
Comparison games
  • Oath Sworn
  • Aon Trespass
  • Kingdoms for Lore
  • Spirit Island
  • Gloomhaven
Mechanics (from transcript analysis)
  • Brace Tokens — Tokens that can be used to modify initiative or swap items, and can be spent for other bonuses or effects.
  • Calling Tokens — Tokens that contribute to a competitive element at the end of combat, influencing trauma.
  • Campaign — Described as an 'upcoming campaign adventure game.'
  • Enemy activation deck — Enemies activate based on drawing from a single deck of cards, which influences their actions based on their status.
  • Hex-based combat — The game features battles on a hexbased grid.
  • Impulse Cards — Characters have a deck of impulse cards that determine their actions, with a system for holding and resolving them over several rounds.
  • initiative track — Features a dynamic initiative system where player actions influence their turn order in subsequent rounds.
  • Narrative exploration — The game includes narrative exploration adventure sections.
  • Player scaling — Potency and other stats adjust based on player count to attempt to balance gameplay.
  • Rampage Turn — A special turn that allows for a sequence of actions if specific card combinations are met.
  • surge actions — Certain action combinations can trigger a 'surge' for bonus effects.
  • Trauma — A system that influences character endings at the end of the campaign, acquired based on performance in combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think the initiative system is really clever.
  • I don't think the player count balance is right at all. Like, not even close.
  • The core combat mechanics, the scenario design, the enemy activation, the player activation, I think all of that is really cool, really working well for me.
References (from this video)
No references stored for this video.
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