Assault on Doomrock is a co-operative adventure game set in a humorous fantasy world. Players start the adventure by generating random heroes from two cards. Combinations like sadistic paladin, stinky warrior, frustrated mage or impatient rogue are only few of the possibilities.
The unique party of heroes will venture forth into a randomly assembled world map. While gaining crazy abilities, and searching for gold and ridiculous items, heroes must face three increasingly difficult encounters. These battles play out in a grid-free, highly tactical battle system that uses character positioning, dice and ability cards.
The goal of the game is to defeat the third epic boss encounter. In order to do that, heroes must carefully exploit the map to grow as powerful as possible before they run out of time.
Feature highlights:
Fully cooperative board game, with card driven artificial intelligence.
Variable heroes and scenarios, generated from over 300 cards.
Grid-free, highly tactical battle system, with dice allocation planning phase.
Fully randomized adventure on the world map, with quests, events, shops and rewarding exploration.
6 Heroes with 8 random traits. 74 unique ability cards. 70 item rewards.
9 possible battle encounters, each with their unique artificial intelligence deck, which gives over 30 battle encounter combinations.
- Lot of build variety
- Large number of items
- Locations are fun to visit
- The time system in the journey phase is liked
- Extremely unbalanced
- Pure randomness with no control
- Bad rulebook
- Combat feels low-effort and is reliant on dice
- Enemies are too powerful
- No natural ways to heal
- Rely on luck of the dice for abilities
- Difficult to move in combat
- Game lasts too long for its randomness
- Abysmal experience
- Roguelike as a board game
- Doom Rock
- Dead Cells
- Hades
- Slay the Spire
- Ascension
Mechanics (from transcript analysis)
- character classes — Players choose a class and an adjective at the start, which determines an initial ability.
- Combat — Combat involves enemy cards with actions, health, shield, and armor, with players needing to manage positioning and damage.
- Deck Building — Players create a 'journey deck' out of locations to investigate and gather loot.
- Dice Rolling — Dice rolls are used to activate abilities and determine outcomes in combat.
- Loot System — Two types of loot, commons and rares, are available, with a large quantity of items.
- Roguelike elements — The game incorporates roguelike elements such as random builds, a journey deck, and the goal of reaching a final destination.
- Set Collection — Items have attribute requirements (e.g., agility, intelligence) that players need to fulfill to equip them.
Video topics + discussion points
Quotes (from this video)
- I have no more good things to say about this game.
- if you play this game correctly, you're not having fun.
- it is so unbalanced of an experience
- no good roguelike is designed to be impossibly difficult so that you never beat it.
- its rulebook is so incredibly bad that you even if you have questions or need clarification, it is not there.
- The positives are that there are a lot of There's a lot of [ __ ] in this game.
- This game does have a lot of build variety.
- the way that this game handles its combat is unique. I'll give them that, but it it is just it feels like the most low effort way to design combat in a game I've ever seen.
- terrible terrible game design.
- it's funny when we were playing this my friend while we were playing, he's like, 'Oh, yeah, they don't have to balance it if they say it's a roguelike.'
- It is laughably bad game design.
- you wasted your money.
- it's just an abysmal experience.
- the bones of this game are here and it could be a serviceable roguelike.
- the rulebook needs a complete overhaul to be it needs to be written by someone who is a professional rulebook writer.
References (from this video)
- Some people really like it
- Did not love this
- Too wishywashy
- Too messy
- Not one that I enjoyed
- fighting and attacking things
Mechanics (from transcript analysis)
- Cooperative — A cooperative game.
Video topics + discussion points
Quotes (from this video)
- I just don't think Planet B. I just think, uh, another Euro style game.
- Silly balancing dexterity game for kids.
- It was kind of disappointing to me that you have to go through box by box.
- This is essentially a Voltron style game where you are fighting for control of different factions, but you each have two of these gigantic robots that will show up at battles and fight.
- So, I guess I only played the original one. There's some silly fun to it, but it gets old a little quickly.
- This is a deduction adventure game in medieval Europe.
- You know he's evil because it's in the name and it's a decent lighter weight cooperative game.
- When I found you just connecting these different spots with groups of pirates, man, I didn't like this game.
- It looks bad. It's placing dice on these cards. It's just a mess.
- It's a smaller deck builder, so and I gave it a seven.
- Kings and Things. You look at this and there's a bunch of chits of different kinds of creatures on a grid-like map, a hexagonal map. It's one of the first ones to have a peaceable hexagonal map. In fact, it might be the first one.
- Silly, silly game.
- This is a a a uh very light deduction game. Maybe a little too light for me.
- Talk about trying to make a game that no one wants to buy.
- My favorite of this bunch is probably Starship Samurai.
References (from this video)
- Brilliant tactical combat
- Engaging adventure elements
- Great sense of humor
- High replayability
- Tactical Combat, Adventure
- Fantasy
- Humorous
- Clank! Acquisition Incorporated
Mechanics (from transcript analysis)
- Adventure Travel — adventury things, traveling from location to location
- Character progression — we're leveling up throughout.
- Tactical combat — brilliant tactical combat game
Video topics + discussion points
Quotes (from this video)
- Time Stories is a system to have adventures, and there are a ton of different expansions that let you have adventures in, um, you know, you know, ancient Greece or, uh, you know, the the Roaring 20s or in the future, all kinds of things.
- Every time you play, you get a new adventure. And, um, it's absolutely brilliant. the best some of the best storytelling I've ever seen in board games because this game forces players to become the storytelling...
- the original White Cycle, the I think it was 13 adventures in Time Stories is some of Jensen and my favorite adventuring gameplay we have ever seen and I highly recommend it...
- It is constantly under attack from wave after wave of bad guys.
- This is probably my most combat heavy game that I have talked about today and it's really saying something how good this is considering the combat is very dice roll to resolve which is something I normally don't like. But here the gameplay and the adventure uh and the replayability of the original Andor mission 3 had a really wonderful system...
- one of my favorite cooperative games of all time. Although of all of Andor, it's the original box is still the best.
- Runebound second edition, not third edition. Third edition is okay, but they made some big changes moving away from second edition. and second edition is where it's at.
- what always pulled me in was the adventure of travel. I have to admit travel is often my least interesting element of of an adventure game unless they do something really interesting. And this game's travel system is brilliant.
- you roll dice when you're going to move and all uh a bunch of different terrain types show up and every time you want to move it's a puzzle of right well with these dice what is going to be the way I travel through the world?
- they're the coolest dice you've ever seen. Big and chunky. And then solving that puzzle.
- the original uh Runebound Second Edition is absolutely phenomenal. one of the all-time greats uh for a true sense of adventures. We race against the clock to save a fantasy world and I love it to pieces and that would have been I believe uh my number four
- for honorable mentions, the one that didn't make it on my mind that Richard point out was Dead Reckoning. I really like that one.
- We just had an adventure, folks. The internet blew up on us.
References (from this video)
- Clever game.
- Far more satisfying and fun with new difficulty settings.
- Required a lot of time going back to the rules.
Mechanics (from transcript analysis)
- Act-based Play — The reviewer notes playing 'one or two acts' typically, but only one this time due to rule recall issues.
- Dice Placement — Mentioned as a core mechanic.
- Dice Tableau — Mentioned as a core mechanic.
Video topics + discussion points
Quotes (from this video)
- gimme and that is Dead Men Tell No Tales because we're going to go up and visit a friend of mine and his wife.
- this was my number two game of the year last year.
- Love the theme, love the look of it. I actually painted all the minis and I really, really enjoy it.
- This is just a fun tableau builder action selection game with a fun little gimmick bit of the minions that kind of hold the dice over their head and it's just really really fun, really clever, and I really do enjoy Collab
- Finally, thank you to Noble Knight Games the channel sponsor.
- Thank you to all of the channel members. I greatly appreciate that you are willing to not only give me your time, but give a little bit of money each month to help support the channel.
References (from this video)
- Still interested in playing
- Uncertain if play will happen
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I know the games I play. I know the games I love to play. And I know the games that I theoretically want to play but don't actually play.
- I need at least one of those two things in play - either high personal interest or good reputation
- Designers, reviewers, other people mentioned
- I'm going to be trying to be more mindful about reality as opposed to the desires that I have
- These tend to be less of a priority. Like occasionally I dive into an unplayed game that isn't a review copy, but more often than not if I'm diving into an unplayed game, review copies do take precedence
- I have so many euros I love and so many that I'm behind on