This game is based upon Richard Borg's Command and Colors system. The world of BattleLore meshes history and fantasy together - putting players in command of an array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.
Drawing on the strengths of Memoir '44, this Days of Wonder game takes the time-tested Command and Colors system to a new level and offers gamers of many backgrounds a chance to fight medieval battles with a dose of epic fantasy.
In this fantastical re-imagining of the Hundred Years War, French and English armies are supplemented with Goblins and Dwarves mercenaries and even some creatures like the Giant Spider and the Earth Elemental! Just as important as the armies you have, though, are the Lore Masters you choose to aid you: Wizards, Clerics, Warriors and Rogues can all aid you with unique powers and spells in ways role-playing gamers will find familiar.
- pretty good at letting you know with a few symbols the complexity of those new characters
- one of them that is on the lower end of that complexity that that is easier to plug in
- battle system
Mechanics (from transcript analysis)
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Quotes (from this video)
- And I love that we talk about everything but games when we start the show that makes me so happy not talking about games just talking about everything else
- And then when we finished we felt that great shame and the pain in the belly and it was wonderful.
- Overall topic that I was thinking about today. So, I had game night this past Wednesday.
- And I realized as I was teaching Orton's story that I I really appreciate and I really love expansions that seamlessly integrate with the core game so that you can teach it to anyone
- Should we call those plug-and-play expansions? They seem like they're plug and play.
- On the surface, you think you're bringing in just a new character, same rule set. Uh, you play the game the same. the the turn order is exact exactly the same, but it gets a little complicated when you're bringing in new characters to Dice Throne
- But it is it is nice when a game already works pretty darn well and you're just adding more cards in there and more tiles.
- And I think it's worth if you're if you're a designer or a publisher uh listening, I think there's there's value in that.
- So, the board game designer you'd most like to collaborate with and haven't had a chance to collaborate with.
- Um, but I think I have to go with Vantage because Vantage is kind of the culmination of some of the things that I've talked about here. It was it's the most passion project of all of my passion projects.
- If your body could magically handle playing hockey right now and you had the chance to play hockey for a year and just go and and travel and do that and all the things that come with it, would you would you choose to do that at this point in your life?
- Of all the podcasts that you've hosted, not been a guest on or listened to, but of all the podcasts that you've hosted on a weekly basis that have lasted for more than 60 episodes, who's your favorite co-host?
References (from this video)
- worked well over Skype
- Village
- T.I.M.E Stories
- Zombiecide
- Android: Netrunner
Mechanics (from transcript analysis)
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Quotes (from this video)
- Love letter she loves love letter
- The first game doesn't mean anything don't worry about it you might mess up a couple of rules worse comes to worse next time you play the game you fix it
- I think the most complex game I've ever played is Empires and Arms
- but munchkin is a game that I've played where it's it's going on on like and on and on and it's because of the luck factor and it's also because of the beat up on the leader
- I think the most played app would be suer Wars I've played like over 300 games of that
- cheaters or jerks that's what we always say
- I don't underestimate the number of people who might be interested in attending don't underestimate the amount of work it's going to be
- I want to win too believe me like I want to win the game that that's fun but um I don't get wanting to win that much that to me seems dangerous or scary
References (from this video)
- Good
- Good
- Good
Mechanics (from transcript analysis)
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- This is just a really solid deck builder.
- It's one of those games that if you're going to bring something to a table that's got a lot of new players, I think it's a fantastic choice.
- It's probably going to take you about 15 minutes to set up.
- But it's a game that feels substantial and it feels like you've accomplished something.
References (from this video)
- Fun car combat
- Variety of weapons
- Can exit cars to attack
- Hasn't been reprinted in a long time
- Car combat
- Car Wars
- Judge Dredd: The Game
Mechanics (from transcript analysis)
- Area Control — Players try to destroy opponents' cars by targeting specific sides and weapons.
- Dice Rolling — Used for movement and combat actions.
Video topics + discussion points
Quotes (from this video)
- it's Shadows over Camelot yeah
- one of you may be a dirty filthy traitor and you'll be working against the other players trying to make bad [__] happen without getting caught
- credited as being one of the first hidden traitor games
- it's lighter and easier to play and quicker than games like battar Galactica
- the component quality is fantastic this comes from an era when desel Wonder actually made quality games
- this is Memoir 44
- the reason I was Al and earin but sticking this on the list is because I own almost everything that's been produced for this game
- the only problem I've got with Memoir 44 it's getting to the point now where it looks as stuffy as a geriatrics [__]
- if it was made sort of compatible with the existing stuff you sort of edge your way into it you know sort of wean yourself off of the old stuff and gradually buy the new stuff as it come along then maybe they could make this game feel like more modern have updated components
- something like 20 years old it's about time that we all admitted to ourselves that there needs to be a reprint of this a refresh it needs to be brought up to date with the current fantastic high quality standards of modern board games
References (from this video)
- highly regarded as a classic in the BattleLore/CMO family
- influential subsystem for later games using the Command & Colors framework
- scaling and rule depth may challenge new players
- fantasy theme may be a barrier for players seeking a strictly historical game
- epic conflict with heroic units
- fantasy world with medieval-fantasy battles
- scenario-driven battles with a narrative backdrop
- Battleore
- Memoir '44
Mechanics (from transcript analysis)
- Area Control — control zones or advantageous positions on the battlefield
- Combat: Dice — combat resolution uses dice with modifiers from units and terrain
- command & colors system — cards or commands drive orders and combat phases in a tactical setting
- Dice-based combat — combat resolution uses dice with modifiers from units and terrain
Video topics + discussion points
Quotes (from this video)
- This is definitive. It is not just our opinions, okay? This is now this is it.
- We will debate in a healthy manner to whittle down and come to our shared agreement of our top 10.
- Pillars of the Earth is out of print and yet I know all about it.
- Through the Ages: A Story of Civilization. Boom. Mutual pick. Instant classic.
- Niroshima Hex has had three different iterations of it.
- On the Underground was made and then reprinted again as On the Underground.
- Battle Lore is fully on my list. This absolutely, I think, should be a classic from 2006.
- This has to be on the list.
- Mass market darling Bananagrams.
References (from this video)
- Cross-game terrain integration adds flavor
- Amplifies battlefield aesthetics
- Cross-game references may cause some confusion if not familiar
- Array
- Fantasy wargame in a mythic-war context
- Epic, fantastical battles
- Settlers of Catan
Mechanics (from transcript analysis)
- Miniature wargame terrain usage — Terrain elements and flags contribute to battlefield feel
- Variable Map — Terrain elements and flags contribute to battlefield feel
Video topics + discussion points
Quotes (from this video)
- Insane. Insane in the best way possible.
- This is a literal 3D board where you will place tiles right here and move around little corridors here
- Look at that alien right there in the corridor. I mean, it's already scary, just the board itself
- Way back when, 3D printers were not as accessible as you think.
- What I really like about people when they're coming up with upgrades for games is how innovative and funny they can be.
- All it's missing is like voice over AI talking, 'Please select your deck.'
- I think I would upgrade it to bring the game from 10 to 11.
- The pieces are giant. Look, that's a real human hand right there on a giant meeple.
References (from this video)
- Favorite Command & Colors game
- Great gameplay with cards and dice
- Fun addition of magic
- Lots of variety in units and armies
- Easy to get into
- Offers hidden deployments and scenario objectives
- Has a cool campaign mode
- Grail game for a quick but big army battle
- Tactical combat is fun
- Not in print
- Fantasy battles with armies
- Fantasy setting
- Scenario-based campaigns possible
- Memoir '44
- Command & Colors: Ancients
- Command & Colors: Napoleonics
- Samurai Battles
Mechanics (from transcript analysis)
- Army building — Can draft mercenary units beforehand.
- card-driven — Play cards to activate units on different lanes of the map.
- Command and Colors system — Uses the 'Command and Colors system' with lane-based activation.
- Dice Rolling — Roll dice for combat outcomes.
- Hidden Deployment — Allows for hidden deployments and revealing scenario cards.
- Magic System — Includes a magic system with spells.
Video topics + discussion points
Quotes (from this video)
- it's just really tight this game is a game that if you invest time in it it's relatively straightforward and simple mechanically
- it's just a fantastic amazing game two player only
- 1989 is almost like the epilogue Twilight struggled
- it is just a majestic piece of ancient design that somehow Reiner canizia dug up from the substrate of the human subconsciousness
- the game feels like it was originally designed during the time that it takes place
- it's like a Euro game with direct conflict
- every time I crack it open and play it I like feel like there's sand coming off of these tiles
References (from this video)
- Ante system provides tactical choices and bluffing.
- Card combos are fun to create and execute.
- Huge fighter variety makes each character feel unique.
- Devastation of Indians set offers great value with many modes.
- Solo and cooperative battle quest mode is cool and exciting.
- Solo/co-op modes feel underdeveloped, with limited components (standies, writing on paper).
- Perfect information can be intimidating for new players.
- Not ideal for players seeking a quick, simple fighting game.
- Solo co-op play is a questionable primary draw.
- 1v1 fighting
- Exceed
Mechanics (from transcript analysis)
- Ante system — At the end of every round, players will get at least one force from this pool. And before the core combat of each round, they get to take turns going back and forth anting by spending this force to give themselves bonuses to speed or power or defense or even using other tokens that are unique to their character.
- Base and Style Cards — On each player's turn, they combine a base card, a basic attack with a style card unique to their character to determine their range, how quickly they're attacking, how much damage they're doing, and how much they move around the battlefield to jockey for position.
- combos — It is so much fun to just put together your own attacks because you have a ton of these styles, which are unique to each character. And you have these base strikes that are the same for pretty much everybody. But figuring out which one to use when, which style best combines with which base to achieve what you want, and all the cool abilities and movement and bonuses makes this very exciting as a combat system.
- perfect information — You know exactly what bases are available to each player. You know exactly what styles they can use. There is no luck or randomness of card draw here.
- Solo/Co-op Mode — One to four players, depending on the dungeon, goes through a series of levels trying to complete challenges, fighting a variety of different enemies, and eventually having a big boss fight.
Video topics + discussion points
Quotes (from this video)
- The disclaimer that I got a review copy of this one and to be specific, I'm mainly focusing on Devastation of Indians, which is the biggest box and includes a solo co-op mode to justify it being on the channel.
- It's great to have so many options. and Devastation of Indians gives you so much value and so many things to play with, but at the same time, it does feel like they just threw a lot of stuff at the game without fully developing it.
- So, there's a lot of tension and bluffing and tit-for-tat strategy here.
- But on the negative side, it can feel really intimidating, especially as a beginner player, just to kind of figure out what even you should do with your combos, let alone what the other player might be doing.
- It's an intense, visceral, yet cerebral combat system, and I just love it.
- So overall, if you like 1v1 fighting games, I think BattleCon is one of the best out there.
- And also, if you're buying this game primarily for solo co-op play, I think that's a bit of a questionable decision.
References (from this video)
- Spectacular new design
- Refined gameplay
- Brand new 28mm minis
- Fog of war
- Unique scenario system for high replayability
- Strategic, tactical warfare with mythical units
- Fantasy medieval battlefield
- Scenario-based play with varied armies
- Battle Lore (Original)
Mechanics (from transcript analysis)
- fog of war — Limited information to increase strategic tension
- Hidden Deployment — Limited information to increase strategic tension
- Left, center, right (three-branch battle system) — Command structure dividing the battlefield into three zones
- Mini-Games — Brand new 28mm minis and refined gameplay
- Miniatures upgrade — Brand new 28mm minis and refined gameplay
- Scenario-driven replayability — Unique scenarios for varied games and armies
Video topics + discussion points
Quotes (from this video)
- If you're familiar with Arkham Horror, Eldritch Horror is a sister game to Arkham and Eldritch Horror takes your fight against the Ancient Ones to a global scale.
- The investigators now are going to travel around the globe and the mechanics are brand new.
- The point is not to close gates but to solve the mysteries that are unique to each ancient one.
- It's filled with narrative, it's filled with personality and story, and a desperate struggle that investigators continue to fight.
- Essentially a miniatures unit combat across a field of battle for two to four players, but instead of miniatures, we have flat discs and those discs are flipped on the board as you activate units.
- It's very portable and it's got four factions in the box.
- It's a spectacular new design based on the Battle system.
- You've got the left, center, right sections
- Brand new minis that are 28 millimeter.
- The GL gameplay has been refined.
- There's fog of war.
- There's a unique scenario system that has you playing different games every single time with different armies.
References (from this video)
- fantasy adventure war game with impressive minis
- card-driven twists add variety
- over time, the speaker notes loss of ownership post-purge
- fantasy warfare with mythical creatures and heroes
- fantasy realm with epic battles
- epic quest-like skirmishes
- Red Alert
- Samurai Battles
- Memoir 44
Mechanics (from transcript analysis)
- faction cards and minis — Upgraded minis and special abilities with card-driven modifiers, plus fantasy-themed elements.
Video topics + discussion points
Quotes (from this video)
- There' s just be some random carnage before the game played out.
- dragon cards... there were like a whole another deck of cards that can throw monkey wrenches into what you know your opponent's trying to do.
- it's such a great system and we ended up playing seven or eight games that night.
- I absolutely love the Napoleonic era, Napoleonic warfare.
- my number one Commands and Colors game of all time. That is Memoir 44 with the Overlord expansion.
References (from this video)
- Coherent alternative to the standard COH system
- Extensive scenarios and campaigns
- Fantastic miniatures and components
- Can be heavy for new players
- Some players dislike DLC-like element of expansions
- Strategic battlefield command with epic narrative
- Fantasy WWII-like themed battles with medieval fantasy units
- Hollywood-blockbuster tabletop skirmish with campaign feel
- Command & Colors
Mechanics (from transcript analysis)
- command & colors system — cards and actions activate different flanks; miniatures on the board
- Hand Management — draw and play orders for different units
- hand management with orders/draw — draw and play orders for different units
- miniatures and terrain setup — great visuals, table presence
- Scenario / Mission / Campaign Game — various objectives and campaigns available
- scenario-based play — various objectives and campaigns available
Video topics + discussion points
Quotes (from this video)
- the cards can actually become the terrain, you're creating the battlefield as you play
- it's organic, not like rigid and sterile landscape
- Splendor starts with everyone just silent, then the game escalates into intense negotiation
- you can play cards to become the terrain so you're building the battlefield as you go
- you can kind of bluff and read each other with the command and colors system
- it's a pure and accessible civ-like experience that scales well with人数
- the negotiation and hotel-dynamics in Lords of Vegas create a very social table
- Age of Steam-level purity with Steam's maps adds a refreshing clarity