Welcome to the Northern Expanse, a place where nature is still unexplored, mystical and dangerous. When the humans first arrived, they thought they found an unspoiled paradise, filled with bountiful forests, lakes swimming with fish and cold freshwater flowing from the mountains. But as their settlements expanded and the surrounding forests grew thinner, nature itself pushed back. Great creatures known as Beasts emerged, and with their fangs, claws and mystical powers, they proved an incredible threat to the humans. In order to protect the settlements, humans enlisted specialised hunters, tasked with tracking and killing the Beasts before too many of their kin perish.
The Beast uses a deck of direction cards to move over forests, swamps and caverns, using guile and deceit to hide its track from the hunters. However, whenever a hunter moves over a location where the Beast has previously been, a trail appears. Only when a hunter searches a location or the Beast itself attacks an unsuspecting target is the Beast's actual position revealed. More so, each hunter has but one chance of searching each round, making it a tense and difficult decision. Hunters seldom have full information whether the trail they’re pursuing contains the Beast’s actual location, or if the trail has already gone cold.
Each action you perform in this game is done by playing a card from your hand (up to a maximum of two cards per turn). This means that if a player wants to search, attack or move, they need to have a card in their hand that lets them do that. Before each round, both hunters and Beast participate in a draft for the most important cards. All action cards can be used by both Beast and hunters alike.
In order to win this game, you either need to cooperate every step of the way if you play as a hunter, or skillfully outmaneuver your opponents if you play as Beast. On their own, hunters are never stronger than the Beast. Only when hunters communicate, strategize and combine their actions can they bring down the Beast before it’s too late.
—description from the designer
World's Least Awkward Board Gamer
- great racing feel with modular weather rules
- high replayability with modules
- quality production by the same team as Flam Rouge
- a lot of rule nuance may require setup time
- hot summer, speed, weather dynamics
- summer racing atmosphere
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a light drafting racing game but it definitely has some summer vibes
- it's six different little mini timers
- it's bright and it's colorful and you are trying to defend the islands from oncoming monsters
- Banner Festival is a really interesting trick taking game
- it's all based on slasher movies
- the Heat is in the title
- Fireball Island ... the Curse of Volcar
- you flick marbles
References (from this video)
- tight, cinematic racing feel
- moments of dramatic catch-ups
- looser racing pace may disappoint players seeking tighter inches-of-victory tension
- racing strategy with gear cards
- retro racing circuit
- cinematic, fast-paced
Mechanics (from transcript analysis)
- multi-map variability — four different maps create different race dynamics.
- racing with card-driven actions — play cards to gain speed and perform actions on a track.
- variable map — four different maps create different race dynamics.
Video topics + discussion points
Quotes (from this video)
- it's such a good Gateway game
- the art on the cards looks fantastic
- it's one of those simple flip and write games that you just want to play again and again
- the lazy Susan is genius
- Planet Unknown just knocks our socks off
References (from this video)
- Array
- Industrial Revolution
- Economic simulation
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- king of tokyo you pick that
- ti4 has too much dice rolling
- we're playing betrayal tonight you better not betray me
- hey come over here we're playing scythe
- oh yes we are playing this game
- you know what they say my house my rules
References (from this video)
- Engaging economic engine
- Historic setting themes
- Strategic depth
- Possible confusion during setup and explanations in a casual video
- Array
- Industrial Revolution
- Historical economic simulation
- Brass
Mechanics (from transcript analysis)
- bag building — Components are drawn from a bag to determine available actions and outcomes.
- bag-building — Components are drawn from a bag to determine available actions and outcomes.
- Card-driven actions — Actions are selected from a hand of cards that determine what players can do.
- economic engine — Players develop industries and infrastructure to generate income and victory points.
- hand management — Players manage a hand of action cards to trigger builds and sales.
Video topics + discussion points
Quotes (from this video)
- I've never seen Michael Jordan this good
- this video is brought to you by Game Theory tables
- Dude holy yeah so we have uh guys once I get it out I think you'll understand
- we're playing brass right wait I'll teach you guys the game
- oh my god oh what oh okay what's happening
References (from this video)
- Rich economic simulation and strategic depth
- Strong thematic flavor tied to industrial growth
- Fits 2-4 players as described in the transcript
- High complexity and steep learning curve
- Potential ambiguity in variant maps (e.g., Pittsburgh reference) if not using official editions
- Economic development via industry, networks, and market dynamics
- Industrial Revolution-era England (Lancashire; transcript references Pittsburgh as a thematic nod)
- expository/summary description of game concepts
Mechanics (from transcript analysis)
- hand management — players manage a hand of action cards to build industries and connect networks
- income — earn income from industries and shipments as the board develops
- market — market dynamics influence prices, demand, and development opportunities
Video topics + discussion points
Quotes (from this video)
- Brass Pittsburgh plays two to four players with mechanics such as hand management, income, and market.
- The game is of heavy complexity.
- decisions like overinvesting in steel, underinvesting in oil, and the only way out of my debts is bankruptcy.
- Well, whiskey is the true fuel of the industrial revolution.
References (from this video)
- Deep strategic planning with interaction via market and networks
- Elegant integration of economic engine with route building
- Complex rules can be intimidating for new players
- Downtime in longer plays
- economic development and industrial expansion
- Industrial England during the early Industrial Revolution
- economic simulation with historical flavor
- Wavelengths
Mechanics (from transcript analysis)
- economic engine-building — players develop industries and connect them for profit and scoring
- engine building — players develop industries and connect them for profit and scoring
- Network/route building — building a network of coal mines, cotton mills, and canals to maximize income
- route/network building — building a network of coal mines, cotton mills, and canals to maximize income
- tracking/debt mechanics — managing flip-side scoring and demand shaping via the market
Video topics + discussion points
Quotes (from this video)
- the thing about horoscopes is they're daily
- we only got one out of 12
- horoscoping out
- maybe somebody out there matches and wavelengths way better with me than Ilia does
References (from this video)
- Iconic, dense industrial strategy
- Classic weight for advanced players
- Steep learning curve
- Can feel punishing to newcomers
- Economic development and industry growth
- Industrial revolution England with coal and iron tracks
- Dense, highly strategic with multi-step planning
- Barrage
- Brass Birmingham
- Concordia
Mechanics (from transcript analysis)
- economic engine — Upgrade resources and manage income and demand
- network-building — Build a network of towns and industries with diamonds in the map
- Network/route building — Build a network of towns and industries with diamonds in the map
Video topics + discussion points
Quotes (from this video)
- it's a wonderful starter game for nearly anyone.
- how have I not played dominion
- when I played Dominion I just felt like an absolute idiot
- the quintessential racing game out there
- it's an absolutely brilliant game
- the best network builder of all time
References (from this video)
- Deep, rewarding economic engine
- Presents tough strategic decisions with meaningful competition
- Learning curve can be steep for newcomers
- Rule complexity can slow onboarding
- economic development and city building through networks
- Industrial Revolution England (Lancashire/West Midlands overlap)
- economic simulation with historical flavor
- Age of Steam
- Food Chain Magnate
Mechanics (from transcript analysis)
- engine-building / network optimization — Players develop industries and networks to optimize revenue and scoring.
- variable leverage / player interaction — Competition for coal, iron, and city tiles with direct competition.
Video topics + discussion points
Quotes (from this video)
- This town is filled with friends.
- Dragons and sleeping, and there's a dragon hopefully being asleep.
- Delusions of grandeur require a leap, but playing the fool is his full-time job.
- Africa—read me the lyrics.
- Twilight Imperium, you are correct.
- I thought I nailed it.
References (from this video)
- fun guessing challenge
- energetic banter
- unclear real identity of the game
- speed and adrenaline
- car racing or high-speed competition theme
- vibe-driven
- Joy Ride
- Car Wars
Mechanics (from transcript analysis)
- vibe-based deduction — Identify a game based on photo vibe rather than concrete mechanics.
Video topics + discussion points
Quotes (from this video)
- Ding.
- Absolutely right.
- I went off of vibes.
- We both get a point.
- Star Trek.
References (from this video)
- deep, intricate decision space
- strong economic tension
- heavy and lengthy
- steep learning curve
- Economic development and market cycles
- Industrial Britain during the early railway era
- historically grounded, euro-style strategy
- Ark Nova
- Wingspan
Mechanics (from transcript analysis)
- engine building — players build an economic network across coal, iron, ships, and markets
- engine-building — players build an economic network across coal, iron, ships, and markets
- multi-use actions — cards and actions can be used for multiple purposes depending on play
Video topics + discussion points
Quotes (from this video)
- these are games like wingspan or Ark Nova in general these games are a lot of fun
- the designer's intent is that over the course of the game the luck is going to balance out
- it's up to the player to make calculated risks and mitigate for bad luck
- it's those times where the games can get really frustrating for me
- the remedy for players who like me don't like bad luck due to cards
References (from this video)
- appeals to racing/game night crowds
- not loved by speaker personally; some players adore it
- racing, competitive dynamics
- car racing
- Hot Streak
Mechanics (from transcript analysis)
- Race — Racers move around a track with thematic elements; positioning and speed influence outcomes.
- racing — Racers move around a track with thematic elements; positioning and speed influence outcomes.
Video topics + discussion points
Quotes (from this video)
- Shallow Sea is my king.
- The production is insane. It's very expensive and I don't think the bang for the buck is there.
- Bomb Busters is a deduction game where you and your fellow bomb busting experts are trying to snip wires on a bomb so you and your friends don't blow up.
- Ready Set Bet is another crazy racing game.
- Shackleton base is a space-based euro that has a ton of depth and replayability.
References (from this video)
- Supports energetic, social play in a group
- Easy entry for new players
- Group social interaction, party-style gameplay
- Not explicitly stated in the discussion
- N/A
- Twilight Imperium
Mechanics (from transcript analysis)
- party_game — Light, social gameplay designed for group enjoyment.
Video topics + discussion points
Quotes (from this video)
- we could have just kept at the fivepoint category
- it's not for us and that's fine
- the Board Stupid Seal of Excellence
- we're going to move away from our fivepoint category to make it more modern
- we want you to watch an enjoyable review of the game
- this is not a job, this is a side hustle for us
References (from this video)
- Tight puzzle with meaningful decisions
- Excellent component quality and production
- Beast mechanic adds meaningful tension and variability
- Early-beast draws can end games quickly
- Can be intimidating for new players due to depth
- beast-driven escalation with four suits and beast cards
- Fantasy dungeon with escalating beasts and procedural tension
- Cooperative puzzle with competitive scoring twists
- Enthrone
- Covenant
Mechanics (from transcript analysis)
- Beast escalation and resolution — Beasts move through the columns; players cooperate to scare beasts away and manage threats.
- Beasts and column restrictions — Beast cards prevent playing certain suits in their respective columns until defeated or maneuvered.
- Card drafting and column progression — Draft cards and place into columns, advancing towards higher totals while beasts appear and restrict play.
- Endgame and Scoring — Deck and hands finite; scoring via progress, beast management, and column control.
- Negative scoring for incomplete goals — Endgame penalties for unfinished columns and missed objectives.
Video topics + discussion points
Quotes (from this video)
- Tony just absolutely rocked this game
- This is Covenant, Tony’s Euro of the year
- There are four actions on your board, and each action can trigger multiple effects
- The beasts are going to restrict which suits I can play
- The teach is easy, but the combos make it deep
- You can rotate the tiles and still score heavily if you plan well
References (from this video)
- productions and concept are appealing
- some variants make the chase feel dynamic
- balance/tactility can be frustrating
- card-driven balance can dull the chase
- cat-and-mouse chase
- mythological beast on the run
Mechanics (from transcript analysis)
- card_driven — actions and movement are driven by drawn/played cards
- Hidden movement — the Beast moves secretly while hunters try to track it down
- hidden_movement — the Beast moves secretly while hunters try to track it down
Video topics + discussion points
Quotes (from this video)
- "This is a deck deconstruction game where you want to be the first player to abandon all of your artichokes"
- "hidden movement games are a strange one for me"
- "it's a very light game it's very quick bit of silly fun"
- "the more weird a theme is the heavier the game is"
- "Revive is such a great card driven Euro"
- "best game from 2022 No Doubt"
References (from this video)
- strong theme and atmosphere
- cooperative play with alternative approaches (team play)
- heavy and potentially intimidating for casual players
- one-versus-many; hunt to capture a beast
- hunt and beast mythos; heavy exploration
- immersive, theme-forward
- Dracula
Mechanics (from transcript analysis)
- card drafting — card drafting elements influence actions and hunts
- cooperative play — hunters cooperate in teams to track and defeat the beast
- Hidden movement — the beast moves secretly while hunters search
Video topics + discussion points
Quotes (from this video)
- Realm of Reckoning is a card drafting game for two to five players set in a dark, vivid afterlife torn apart by civil war and forgotten glory.
- With each shifting objective and everchanging strategies, no two plays are the same.
- Beast I've been uh interested in for a very long time.
- It's a one versus many game where the many are hunters who cooperate in an epic hunt to track and kill the beast.
- The stars are shining on the red carpet.
- You are the photographer. You are using your phone to take pictures.
References (from this video)
- mechanics flow naturally from the racing theme
- tightly integrated theme and play experience
- occasional breakage of spell due to heavy math optimization
- Speed and racing dynamics
- Old-timey Formula 1 racing
- Coherent, race-focused experience
- Brass Birmingham
- Everdell
Mechanics (from transcript analysis)
- card-based position and probability — hand management affects decision quality; risk-reward calculations
- gear-based pacing — gears determine number of cards played and pace
Video topics + discussion points
Quotes (from this video)
- The theme is fundamentally pasted on to the gameplay loop.
- the mechanisms flow from a theme in a very natural way.
- the theme and the mechanics are so tightly interwoven that if you try to reimagine this game with a different narrative, it just wouldn't create the same emotional resonance.
- You're not just moving pieces on a board. You're enacting the power struggles, the betrayals, the alliances of Herbert's universe.
- Great theming isn't about fancy art or impressive miniatures. It's about creating an experience where every card played, every token moved, and every decision feels like a natural extension of the world you've temporarily inhabited.
- The best themes don't just look good, they make you forget that you're playing a game at all.
References (from this video)
- strong production expectations due to initial release praise
- appealing aesthetics
- hidden movement can be frustrating if not executing smoothly
- Hunter vs hunted in an atmospheric pursuit
- Unspecified setting with a monster/hunt theme for a hidden movement game
- mystery/pursuit with asymmetric information
Mechanics (from transcript analysis)
- Hidden movement — A player moves unseen while others try to deduce location or approach
- one-versus-all — One player faces multiple opponents in a competitive setup
Video topics + discussion points
Quotes (from this video)
- hidden movement games are something that I I'm kind of interested in but I've not really found the one for me
- I love bidding games
- the more people in this queues the more money you have to spend
- this is one of my most anticipated games from last year
- this is basically a game within a game
- it's lightning quick too it only takes around 15 minutes to play
- you can get a three-player game of this done in about an hour
- it's a passion project with some good historical context
References (from this video)
- Interesting theme with beast stalking prey
- First Kickstarter by new publisher
- Asymmetric gameplay concept
- Hidden movement barely exists in practice
- 90% of actions reveal beast on map
- Essentially dudes-on-a-map rather than true hidden movement
- Poor rulebook clarity with many FAQ moments
- First Kickstarter quality issues
- Character balance problems
- Some character powers too weak while others overpowered (Seer)
- Upgrade economy is tight and restrictive
- Some characters feel boring
- Game favors hunters over beast
- Needed more development time before release
- Color card restriction feels unnecessary and clunky
- One versus many hidden movement game
- Wilderness hunt
- Scenario-based asymmetric gameplay
Mechanics (from transcript analysis)
- card drafting — Players draft cards before each round with simultaneous reveal
- Color restriction — Must play red and blue cards in pairs, restricting options
- Hidden movement — Beast tries to hide from multiple Hunters (limited effectiveness)
- scenario-based — Different objectives and rules for each scenario
Video topics + discussion points
Quotes (from this video)
- I really enjoyed it clean you just take the cards you move up the prices
- I didn't really know much about this game because I missed a Kickstarter
- I am hyped for this game hegemony has probably been my best game I've played of the year so far
- You need to temper your expectations a bit for this game
- trade show it's just it's kind of irresponsible really
- I'm getting sick of it
References (from this video)
- Appealing art and components
- Tense moments when escalating numbers
- Clear core concept of counting and suit restrictions
- Beast mechanic can feel extremely swingy and luck-driven
- Table-talk rules can be confusing
- Solo variant adds little depth and can feel underwhelming
- Beasts and a numerical puzzle
- Abstract, cooperative card game with numbers
- Cooperative puzzle-solving with escalating difficulty
Mechanics (from transcript analysis)
- beast_cards — Beast cards add difficulty by forcing players to play certain suits and impacting progression; if triggered, they moved to a higher place and restrict future plays of that suit.
- Cooperative Game — Players see others' progress and attempt to manage order and avoid dead ends; solo variant adds memory considerations with face-up beasts.
- cooperative_play_and_memory — Players see others' progress and attempt to manage order and avoid dead ends; solo variant adds memory considerations with face-up beasts.
- discard_tokens — Three tokens allow discarding that many cards before playing, to managehand quality.
- hand management — Each player has a five-card hand and must play cards to increment a three-digit number without decreasing it.
- hand_management — Each player has a five-card hand and must play cards to increment a three-digit number without decreasing it.
- suit_leveling_and_number_construction — Players choose a suit and place cards into one's chosen place values (ones, tens, hundreds) to increase the total.
Video topics + discussion points
Quotes (from this video)
- it's incredibly swingy
- Beast is fine, but nothing special, nothing to write home about, just okay
- I don't find the strategy very taxing or very challenging
- This is not a very complicated solo mode
References (from this video)
- Innovative, multi-use cylinder mechanic that drives several subsystems (turn order, bluffing, majorities, and market influence).
- Dynamic, fluctuating scoring that punishes stagnation and rewards strategic market timing.
- Short, snappy four-round structure with tight interaction and meaningful decisions.
- Strong, balanced player powers via palace/king's region cards that add flavor without being game-breaking.
- Accessible to casual players while offering deep strategic decisions for euro players.
- Aesthetic production may feel dated to modern tastes; this mid-2000s beige/primitive art could be off-putting.
- Base game supports 3–4 players; five-player variant requires expansion (limiting player count for some groups).
- Some players may find bluffing elements occasionally punishing or opaque if others bluff aggressively.
- Commodity speculation, area majority, bidding with bluffing, and market manipulation
- Mid-2000s commodity trading environment; board organized into quarters and market tracks
- Eurogame-driven market simulation with competing incentives across regions and commodity types
Mechanics (from transcript analysis)
- area control / majority — Players compete for regional majorities within each quarter and sub-areas to claim bonuses and influence gem values.
- auction / bidding with bluffing — Players select two cylinders (one face up, one face down) to bid for turn order and to commit to placements, with zeros used to bluff and mislead opponents.
- end game bonuses — Cylinders placed into the king's area contribute to end-game scoring and grant special powers or bonuses that affect scoring later in the game.
- king's region / end-game powers — Cylinders placed into the king's area contribute to end-game scoring and grant special powers or bonuses that affect scoring later in the game.
- market manipulation / dynamic market — The market track and gem values shift over the game based on placements and row/column scoring, creating fluctuating incentives.
- Market Pricing/Manipulation — The market track and gem values shift over the game based on placements and row/column scoring, creating fluctuating incentives.
- set collection / gems as scoring resources — Gems of different colors have varying values depending on majority control and market position; black and white gems act as fixed and wild values respectively.
- turn order resolution / tiebreakers — Turn order is determined by revealed cylinder values, with ties broken by unused cylinders and, if still tied, original order.
Video topics + discussion points
Quotes (from this video)
- Commodity speculation is quickly becoming one of my favorite elements of these type of games.
- The flow of this game is fantastic and the pacing is superb.
- I adore this game so certainly gets a strong shield of quality for me.
- There’s a real tug of war going on between holding back powerful pieces for turn order and using them to win majorities here and there.
References (from this video)
- excellent theme
- strong artwork
- better balance than similar games like Mind MGMT
- thematically satisfying
- hidden movement asymmetrical gameplay
- wilderness hunting
- thematic confrontation
- Mind MGMT
- Mr Jack
Mechanics (from transcript analysis)
- asymmetrical gameplay — beast vs hunters with different objectives
- Hidden movement — one player secretly moves beast while others hunt
- track observation — hunters use tracks to locate the beast
Video topics + discussion points
Quotes (from this video)
- it's not just like how good is this game it's like how is our experience playing it
- a lot of these ranking lists people rank for different criteria mhm our criteria is primarily around fun fun and experience
- it might be my favorite polyomino game
- I love the theme I love that it's like this magical Library
- the mechanisms match the theme so well
- it gave me slay the Spire feel feelings
- my favorite solo button shy game ever
- chaos incarnate
- one of the best gaming experiences I've had this year
- if you love puzzles if you love those deduction style games like I think you'll love this
- I am a big fan of area control um and games that can do two-player area control well are very rare
References (from this video)
- Generated interest among viewers; discussion indicates curiosity about the game
- No concrete gameplay details provided in the transcript
- Beast-centered game concept
- Beast-themed game, discussed as a current topic
- unknown
Mechanics (from transcript analysis)
- unknown — Not described in the transcript
Video topics + discussion points
Quotes (from this video)
- Arboretum was designed by Dan Cassar with art and illustrations from Beth Sobel
- it's a very interesting balance
- this is a lovely game that has an effect on friendship
- the goal is to create a path starting with a one Maple and ending with an eight Maple
- a lovely game that has an effect on friendship
- 127 funded yes yes that is awesome that's awesome
- QT is our newest family member—the cat from Cat In The Box
- Hello fall, hello fall
- we love you bye now
References (from this video)
- Cooperative
- Really dig it
- Interesting mechanics
- Haven't played enough to review
- Beasts
Mechanics (from transcript analysis)
- Beast cards — Beast cards restrict playing certain suits in certain locations
- Card sequencing — Cards with numbers, three-digit slots, numbers must go higher
- Cooperative — Cooperative game where players work together
- Suit management — Choose suit, play all cards of suit
Video topics + discussion points
Quotes (from this video)
- This is so much to my taste and I played it a half dozen times really dig it and it's got fewer than 100 thumbs on the preview it's just like your tastes are not necessarily going to match up with anyone else's
- The perfect thing is something you're only going to find through repeated play. It's not going to hit you instantaneously
- It's more about playing something, liking it, you play it again, you play with different people, you want to introduce it to people, and over time it becomes the thing you love
- The good and bad of this job is that you play something, review it, do a video, and then never touch it no matter how much I like it
- You can do anything in games
- I value sleep there more than I value getting a post out
- It's just the cover the cover seems pretty funny to have around and just show people
References (from this video)
- Unique gameplay
- Role transformation
- Predator vs Hunter
- Hunt scenario
Mechanics (from transcript analysis)
- Role switching — Beast becomes Hunter during gameplay
Video topics + discussion points
Quotes (from this video)
- We're going to rate some shelves
- Keep these friends in your life forever
- This is a heavy Euro game with a lot of moving parts
References (from this video)
- fast-paced and accessible to mixed groups
- scales reasonably with different player counts
- strong immediate feedback and tension
- not as deep or heavyweight as some racing euro designs
- box size and component quality can be a consideration for travel
- racing and speed
- compact, competitive racing focus
- Libertalia Winds of Galerest
- Scout
- Joyride
Mechanics (from transcript analysis)
- direct competition — Players interact through blocking, timing, and competing for limited advantages.
- hand management — Players curate cards or resources to optimize movement and engine choices.
- racing / track progression — Players compete to reach checkpoints or complete laps, balancing speed with risk.
Video topics + discussion points
Quotes (from this video)
- This collection's bloated and ugly and I heard it struggling to perform on game night. There's no sh there's only some shame in it.
- If you want me to answer your collection concerns, then become a patron of the channel. I would love to soothe your shelves and caress your callax until all your pain is gone.
- It's about trying to play to the situation, finding games that you like that these people would play.
- Sleeping Gods is like a epic kind of narrative driven thing, and that's not something that really exists in a compact format that you can teach in 15 minutes.
- Like Sleeping Gods... you got to set that aside possibly selling them because it's unlikely you're going to get that experience that you want right now and investing in games that you can play.
- This video is sponsored by Hule and I'm going to make myself a meal right now.
- Top tip for anyone, just buy one of these crime games, finish it, then move on to the next one because you've also got like five boxes of Chronicles of Crime and then there's the expansions down the bottom.
- If you're new to the hobby, don't just be buying the new stuff that they're pitching to you at GenCon because that is not the best games.
References (from this video)
- cooperative play
- interesting discard token mechanic
- strong table discussion
- requires careful communication
- potentially punishing if mismanaged
- Cooperative card-based strategy
- Fantasy world with beasts
- Tense, puzzle-like decision making
Mechanics (from transcript analysis)
- card-driven play on multiple tracks — Players play cards on three digit tracks, increasing values.
- cooperation and discussion — Players must communicate to coordinate actions and avoid bad plays.
- discard tokens — Three tokens to discard a card from hand to alter options.
Video topics + discussion points
Quotes (from this video)
- IP and the mechanisms do match pretty well.
- The progression of your character, that sort of slow motion deck building aspect.
- The biggest strategy is to conserve those discard tokens.
- This is not the top 10, it's the top 10 worst Christmas gifts we've ever received.
References (from this video)
- interesting drafting dynamic
- two-player tension when matched well
- not streamlined; setup is bulky
- balance is off; Seer upgrade can be overpowered
- rulebook and teaching are not strong
- survival and pursuit dynamics
- Hidden movement pursuit with Beast vs Hunters
- thematic tension; card-drafted actions drive play
- Fury of Dracula
- Whitechapel
Mechanics (from transcript analysis)
- card drafting — Both sides draft action cards that shape turns for Beast and Hunters
- Hidden movement — Beast moves and is intermittently hidden; hunters attempt to locate
Video topics + discussion points
Quotes (from this video)
- it's bone dry
- I cannot think of a single thing that it is
- this rolling right is a sweet game
- I actively thought that this was a bad game and I did not like my play of it
- prepare to die
- I think I should have given it a seven