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
- Good amount of replayability
- Mechanics can set up future turns
- Interesting world-building
- Plot armor tokens are fun
- Exploration is engaging
- 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
- 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
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)
- 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
- Player count balance is not right
- Enemy activation can be swingy
- Lower player counts are significantly tougher
- 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.
- 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
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.