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Assassin's Creed: Brotherhood of Venice

Game ID: GID0031171
Collection Status
Description

Assassin's Creed: Brotherhood of Venice is a co-operative miniature board game taking place in the heart of the Italian Renaissance through a story-driven campaign of 26 "memories" in Venice, in 1509. Choose your assassins according to their unique abilities, level up during the campaign, and unlock new skills for each of them.

Fight or stay incognito thanks to the equipment found in chests or manufactured by Leonardo Da Vinci. Evade your pursuers by climbing on roofs and towers, then synchronize to reveal new game elements. Bribe your enemies, use secret hideouts to escape patrols, and flip mechanisms to change the level layout. After each memory, fall back to your headquarters to heal your wounds, grow your brotherhood's fame, and craft special equipment. The game features a save system that allows the number of players to vary between each campaign and the level of play adjusts according to the number of players.

The retail edition of Assassin's Creed: Brotherhood of Venice features the same scenarios as the original Kickstarter release and therefore the same gameplay experience. What has changed is that all of the miniatures other than the five detailed assassin figurines have been replaced with standees, so the game includes 5 miniatures, 139 standees, 6 secret envelopes, 41 tiles, and more than 400 cards.

Many surprises await in the sealed envelopes. Meet the many famous personalities you've encountered in the Assassin's Creed video games as well as four unique ones created especially for this game.

Year Published
2021
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 3 · mix 1 · neu 0 · neg 1
Mentions per page
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Showing 1–5 of 5
Video 5L7xdjUJHdQ Three Minute Board Game game_review at 0:16 sentiment: mixed
video_pk 10914 · mention_pk 32144
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Overall sentiment (raw)
mixed
Pros
  • strong thematic feel that fits the Assassin's Creed universe
  • stealth-first design with meaningful tension
  • open campaign structure and loot/equipment progression
  • vibrant production with hay piles and rooftop action
Cons
  • very large box with many miniatures/options, costly
  • retail version uses standees, not miniatures
  • rulebook is messy, can hinder new players
  • can be mean/ punitive when alarm goes off
Thematic elements
  • stealth-focused assassination campaign set in the Assassin's Creed universe
  • Renaissance Venice, within the Assassin's Brotherhood
  • campaign-memory missions with open-ended objectives and loot progression
Comparison games
  • V-Sabotage
  • Batman Gotham City Chronicles
Mechanics (from transcript analysis)
  • Action Point Allowance — each assassin has three actions per turn, can be taken in any order
  • alarm escalation and reinforcements — alarm escalation changes tempo and increases enemy spawns, altering strategies
  • campaign/memory mission structure — 26 memory missions with objective-based win/lose conditions
  • concealment and alarm system — assassins conceal themselves; being spotted replaces concealed base with red; alarm triggers reinforcements
  • Dice-based conflict resolution — combat and stealth outcomes are determined by dice rolls tied to weapons and enemy stats
  • loot, gear, and equipment management — collect loot, equip gear, and activate abilities or save actions for future turns
  • tile-based movement with rooftop traversal — move orthogonally on tiles, climb rooftops, use ladders, and hide in water
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the best thing about this game is it really feels like Assassin's Creed
  • I'd recommend it most for one to two players who want to play through a full campaign with a heavy stealth and planning Focus
  • the rule book's a bit of a mess too
  • I really like the change in tempo on this game when the alarm goes off
  • it's a big box game with a ton of miniatures; therefore it's not an easy commitment to make in terms of money
  • and if you like the feel of Legacy games where you get open stuff but I hate destroying things this one could be for you
References (from this video)
No references stored for this video.
Video BlX2G4xoqTY Beyond Solitaire rules teach at 0:22 sentiment: positive
video_pk 6020 · mention_pk 17843
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Overall sentiment (raw)
positive
Pros
  • Immersive campaign structure with memory-based progression
  • Strong thematic flavor for Renaissance Venice and Assassin’s Creed motif
  • Varied movement options via parachutes and rooftop traversal
  • High component quality (minis, terrain tiles) and satisfying setup process
Cons
  • Steep initial setup and rulebook overhead for beginners
  • Campaign is spoiler-prone, requiring careful play to avoid revealing future plot
  • Memory 0.1 is intentionally simple but still introduces a lot of concepts
Thematic elements
  • covert infiltration, assassination, and heist-style missions within a campaign
  • Renaissance Venice; Ezio’s world with templars and the Brotherhood
  • campaign-driven memory episodes with episodic setup and envelopes
Comparison games
  • UV Commandos (V Commandos system inspiration)
Mechanics (from transcript analysis)
  • Campaign memory progression — Progress through memory chapters (memory 0.1, memory 0.2, etc.) with associated envelopes and booklets; progress unlocks rewards and future setup details.
  • Equipment and inventory management — Assassins equip from envelopes; gear slots and villa storage influence ongoing capabilities and recovery between memories.
  • Event deck and phase structure — Turns cycle through event phase, assassin phase, and end turn phase with special rules (corruption, dark knight, florins, etc.).
  • Hidden movement — Players move assassins covertly with limited information and use detection tests to avoid guards.
  • Modular map and tile placement — Setup uses indoor, street, and rooftop tiles that are oriented according to a map diagram; tiles are interchangeable but orientation matters.
  • Resource management with action cubes — Action cubes are spent to move, complete objectives, or deploy parachutes; cubes reset on new turns but can be managed between memories.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • nothing is true, everything is permitted
  • we're not going to play too far in
  • memory 0.1 there's no enemy phase
  • it's a campaign booklet so basically what you need to know is that the information you need for the actual missions is going to be in the campaign booklet
  • we're going to learn how to open envelopes, and get started with the rest
References (from this video)
No references stored for this video.
Video pbZV1tfmHek Beyond Solitaire rules teach at 0:00 sentiment: positive
video_pk 5616 · mention_pk 16678
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Overall sentiment (raw)
positive
Pros
  • Engaging stealth mechanics and tension
  • Clear memory-based progression with evolving rules
  • Dynamic equipment and threat management
  • Tower synchronization provides dramatic moments
Cons
  • Complex setup and rule interactions
  • Heavy bookkeeping to track incognito/exposed status
  • Rooftop movement and detection tests can be punishing
Thematic elements
  • Assassination, stealth, city intrigue
  • Medieval Venice during the Renaissance
  • Campaign with memory-based progression
Comparison games
none
Mechanics (from transcript analysis)
  • body hiding and searching — Rules for hiding bodies on squares and drawing equipment from the reserve; bodies can be searched to gain items.
  • dice-based combat resolution — Combat uses dice with hits, assassin results, and potential retaliation, influenced by character equipment.
  • event and equipment decks — Memory-specific event and equipment cards modify setup, provide tools, and drive objectives.
  • incognito / hidden movement — Players can remain incognito to perform actions and reduce detection, using special abilities to stay hidden.
  • tower synchronization — Moving to the tower, synchronizing, and revealing map information and potential rewards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • From the top of the tower you can see a well-guarded chest.
  • I think what we should try to do is let's sneak up in here and then try to kill this guy for free.
  • Hidden blade for zero
  • There are ladders on the board in some locations now
References (from this video)
No references stored for this video.
Video Tsj4XMxFCPY top_10_list at 5:30 sentiment: negative
video_pk 2192 · mention_pk 6400
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Overall sentiment (raw)
negative
Pros
  • Promises a big campaign experience with thematic setting and minis (standies).
  • Initial positive vibes in the early game session.
Cons
  • Dice tutorial poorly implemented; learning curve is confusing.
  • Rulebook formatting is unconventional (no standard page references).
  • Differences between Kickstarter and retail versions complicate learning.
  • Stealth can fail quickly; apprentice mechanic weakens core experience.
Thematic elements
  • Stealth/assassination
  • Venice, Renaissance
  • campaign/legacy-style progression
Comparison games
none
Mechanics (from transcript analysis)
  • campaign progression / legacy structure — Large campaign with scenarios and evolving content.
  • dice-based tasks with a tutorial — Dice tutorial is intended to teach but is hampered by implementation issues across versions.
  • stealth mechanics — Stealth status and alarms heavily influence mission outcomes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the rule book is just one of those uh cases where it makes you go through so much work learning it and there's just no reward
  • it's a very poor use of the IP
  • I hated that why don't you just let me keep using my assassin
  • this game is confusing to learn
  • these tiny epic games are not known for that
  • the rule book is atrocious The Learning Experience is atrocious
References (from this video)
No references stored for this video.
Video Xoi-6PK_dXw Beyond Solitaire playthrough at 0:00 sentiment: positive
video_pk 68 · mention_pk 152
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Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tension from the enemy phase and reinforcement dynamics
  • strong stealth/assassination emphasis aligned with the theme
  • dynamic use of memory/treasure mechanics with progression
  • high-quality miniatures and component presentation
  • diary/logbook progression that hints at campaign depth and XP tracking
Cons
  • rules complexity can be dense for new players
  • enemy movement and detection systems can create dead zones or stalemates if mismanaged
  • some mechanics (e.g., losing thrown knives on a successful attack) may frustrate players who value resource consistency
Thematic elements
  • assassination, espionage, stealth
  • Renaissance Venice, Italy
  • campaign-like memory chapters with evolving equipment, rivals, and objectives
Comparison games
none
Mechanics (from transcript analysis)
  • action economy (cube-based) — players manage action cubes to perform actions; ''save an action'' as a strategic option adds a future-turn boost.
  • detection tests and hunting — if an assassin is exposed, guards perform detection checks; hunted status creates pressure to escape or engage.
  • enemy phase with reinforcement and movement — turns feature an enemy reinforcement deck, movement rules tied to an event card, and limited combat windows.
  • equipment loot and inventory management — finding and using equipment (e.g., hidden blades, throwing knives, armor) affects health, actions, and capabilities.
  • Hidden movement — assassins can attempt to move unseen, using stealth and incognito checks to avoid detection and punishment.
  • objective-oriented memory/treasure incentives — players choose between memory objectives and can chase chests/treasures that grant advantages or new equipment.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I like chests
  • I'm an assassin's creed player I want that 100 sink man I gotta have it
  • the minis in this are really nice
  • I'm here to get in get out and survive
  • we're starting out by losing stuff
  • I’m going to save an action so if you spin one of your cubes you can spend it to this special spot on the board that basically gives you a fourth action for an upcoming turn
References (from this video)
No references stored for this video.
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