Bloodstones is a fantasy wargame for 1-6 players featuring six different races, each with its own specific powers and its own mix of units, represented by domino-shaped tiles. Some of these units will be unique to that race, such as dragons to the Dragon Riders and giants to the Hill Folk.
The aim of the game is to have the most victory points, which can be gained by building your own villages and raiding those of other players and by winning battles.
At the start of the game, players arrange their tiles in stacks. From these, they draw a starting hand of nine. Players then decide where to place their citadel and which tiles will be placed with it. The tiles are multi-use. When placed on the board, they become units, with the type indicated by the symbol in the center. In your hand, tiles can be used to build other units, move units, improve your combat strength, build villages, and raid villages.
The main part of the game proceeds with player turns. On your turn, you can perform as many actions as you wish, although some actions have restrictions as to when you can perform them. After you have completed your actions, draw back to your hand size of six tiles. If you exhaust your stock of tiles, then shuffle your discarded ones to make a new draw stock. You also score victory points for villages you have on the board.
The game ends when each player has scored points a number of times. With two players, this will be three times; for three or more players, two times.
—description from the publisher
- Rich faction asymmetry with distinct tactical options for each race
- High thematic integration with mechanical depth (villages, battles, sea/surface control)
- Multiple maps and terrain types increase replayability
- Clear emphasis on planning, timing, and battlefield positioning
- Complex rule set may be intimidating for new players
- Strategies can be heavily dependent on player count and map choice
- Tile economy and combat resolution can feel chaotic without careful management
- Racially diverse fantasy warfare with dungeon-like unit variety, raiding, and village-building as core objectives
- Fantasy war game on a map with multiple terrains and six races vying for control and victory points
- Procedural, strategic, tile-driven with asymmetric factions and modular maps
Mechanics (from transcript analysis)
- asymmetric factions — Six races have unique powers and unit sets that influence strategy and balance.
- Battle tiles and modifiers — During battles, players draw battle tiles and may substitute tiles; battle modifiers influence outcomes.
- Pip economy and movement — Movement and combat rely on Pips on tiles; players manage tiles in hand to maneuver and engage.
- Regroup track and end-game timing — A regroup track advances as tiles are used; end-game scoring is triggered by reaching certain thresholds.
- Tile-based units with multi-use tiles — Domino-shaped tiles act as units on the map and can be repurposed in hand to build/move/battle.
- Village building and scoring — Players build Villages to score Victory Points; end of game is triggered after a set number of Village scores.
Video topics + discussion points
Quotes (from this video)
- Bloodstones is a Fantasy war game for one to six players
- Tiles are multi-use in the game and used in several ways
- Dragon Riders gain plus4 in battle
- Ships movement is very powerful
- You should not feel that you have to charge into battle as soon as possible
- The game ends after a player has scored their Villages a certain number of times
- This is Brody with litz table at where we get games to the table
References (from this video)
- War game theme noted
- May deter players who dislike war themes
- war/conflict
- war game
Mechanics (from transcript analysis)
- unknown — Not detailed; described as a war game
Video topics + discussion points
Quotes (from this video)
- five games that you should come and play
- this is tile placement with tips of the leaves
- I need someone to come play it with me
- you would think that those cool little wooden sculptures in the game would make them want to play with me but who knows
- bloodstones I think when I mentioned that it is a war game no one is going to go and play a war game with me
- all right guildies of Valeria I think there might be maybe a little bit too much for them in this
References (from this video)
- Array
- Array
- Faction warfare with resource management
- Array
- War game with multi-use tiles and villages
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- geometry in the game is amazing
- oh so so good
- it's such a beautiful game
References (from this video)
- Crunchy yet elegant combat system the entire game revolves around
- Six maps and six distinct factions with thematic variety
- Nice table presence and components (embroidery on bags, detailed map details, linen booklets)
- Fast setup and easy to start (high accessibility for newcomers)
- Ships enable unusual strategy and long-range movement across the map
- High replayability across maps and solo scenarios
- Balance concerns among factions; some are clearly stronger (Horse Lords) and others weaker
- Tile bags can become unwieldy as the game scales; bags feel too small for many tiles
- Rulebook has errors/typos and some rules are unclear (e.g., cavalry withdrawal, ship retreats adjacent to ships)
- Lack of meaningful progression; limited a la carte upgrades or named locations; repetitive feel over long play
- Endgame can be lengthy, especially at 4-6 players; combat pacing and downtime can be heavy
- Limited diplomacy and negotiation; area control feel can be dry and one-dimensional at times
- Array
- Fou world, high fantasy setting with dragons, undead, and various factions
- Tactical, battle-focused, asymmetric warfare
- Twilight Imperium
- Tiger and Euphrates
- Dune: The Board Game
- War of the Ring
- Sidereal Confluence
- Rising Sun
- Blood Rage
Mechanics (from transcript analysis)
- Area Control — Capture villages and citadels to gain points and control the map.
- asymmetric faction powers — There are six factions, each with unique units and asymmetrical abilities.
- asymmetric player powers — There are six factions, each with unique units and asymmetrical abilities.
- bag building — Tiles drawn from a bag determine units and actions; you can replace tiles from your hand when you draw.
- bag-building — Tiles drawn from a bag determine units and actions; you can replace tiles from your hand when you draw.
- Combat with Tiles and Combat Bags — Combat resolves by drawing tiles from a combat bag, selecting the highest values, and adding to unit stats.
- End-of-Round Regrouping — When the bag empties, players regroup; the game ends after regrouping occurs.
- hand management — Players hold a hand of tiles each turn and manage plays from that hand.
- Movement points — Movement of units is paid with Pips printed on tiles; different terrain affects movement costs; ships provide extended movement paths.
- Movement using Pips — Movement of units is paid with Pips printed on tiles; different terrain affects movement costs; ships provide extended movement paths.
Video topics + discussion points
Quotes (from this video)
- the dragon is incredible at flying over the map and just burning down citadels
- dick swinging contest of whoever has the biggest army
- bloodstones discourages deathballing
- bloodstones is extremely easy to get going
- this is a tight war game with the fantasy theme
- the game feels old school, like an older styled game
References (from this video)
- Asymmetrical factions with distinct abilities
- Area majority plus multi-use tiles creates depth
- Tactical decision-making with meaningful choices each turn
- Strong thematic flavor and dynamic interaction
- Potentially long playtime at four players
- Learning curve for new players
- Tabletop Simulator version can add to perceived time
- Area majority with multi-use tiles in an asymmetrical war game
- Fantasy realm featuring Hill Folk, Dragon Riders, and Necromancers vying for villages and citadels
- Strategic, faction-driven fantasy conflict with area control and multi-use actions
Mechanics (from transcript analysis)
- area majority — Scoring based on control of villages and key board areas by the leading force
- asymmetrical factions — Each faction has unique abilities and win conditions (Hill Folk, Dragon Riders, Necromancers, Horse Lords)
- Combat & casualties — Battle outcomes remove units; different factions have special combat incentives; cavalry dynamics affect retreat rules
- Combat: Damage Based — Battle outcomes remove units; different factions have special combat incentives; cavalry dynamics affect retreat rules
- Movement and terrain — Units move over hills, forests, and water with faction-specific movement rules
- Tile drafting / bag draw — Six tiles drawn each turn; chosen tiles are used for movement, placement, or combat
- tile placement — Place or capture villages to gain points, with multi-use tiles contributing to actions
- Village placement and capture — Place or capture villages to gain points, with multi-use tiles contributing to actions
Video topics + discussion points
Quotes (from this video)
- Martin Wallace has made some great games that I like but I wasn't sure this style was for me per se but after playing it wow I'm super impressed with it all
- Dragons are really really powerful in this game
- The fact that you gain points for places in our Villages and not just attacking
- It was a war-like style with a highlight of area majority and multi-use tiles
References (from this video)
- Visual and component quality described as solid; robust race diversity
- Aesthetics described as dull by the host; unclear core loop from the Kickstarter page; niche appeal toward war-game audiences
- war strategy with fantasy races and territory control
- fantasy war with multiple races on a map with tiles
- race-driven powers on a modular map
Mechanics (from transcript analysis)
- Area Control — Players compete to control villages and territories on a map using race-specific powers.
- combat resolution — Battles determine control and bonus points, shaping strategic play.
- tile-based components — Domino-shaped tiles represent different races and powers, used for actions and interactions.
Video topics + discussion points
Quotes (from this video)
- this is basically a fantasy war game for one to six players featuring six different races each with their own powers
- three hundred dollars for this it's ridiculous
- it's not cheap
- this is insane
- dinosaurs are cool
- it's basically pandemic vibe with the dice game
- it's a Mario Kart–style racing game that just had cards and wacky abilities
- beige dungeon crawler you do not want beige to be a name associated with your dungeon crawler
- amygdala i think is how you pronounce this this is uh was it game brewer
References (from this video)
- Deep, asymmetric character design with unique dice-driven play
- Strong narrative backbone with a world bible and companion novel
- Two distinct modes (co-op and PvP) offering varied experiences
- High-quality art direction and minis with optional ink-wash
- Transparent Kickstarter framework enabling ambitious scope
- High price point and reliance on crowdfunding for access
- Retail availability may be limited or retail price higher
- Large table footprint and 8-player PvP can be space-intensive
- Long development timeline and production costs pose schedule risk
- Power, resurrection, conquest, and the struggle of diverse cultures within a single powerful artifact (Bloodstone).
- A fantasy world with Bloodstone, featuring Stormwrath, Everwood, and a central arena conflict where champions from various cultures are gathered under Venara's power; world-building is foregrounded by a connecting novel and a world bible.
- Cinematic, lore-forward, with a companion novel and a 52-page world bible guiding character backstories and culture.
- World of Warcraft
- Diablo
- Dark Souls
- Scythe
- Grim Forest
- Title Blades
- Wingspan
- Tainted Grail
Mechanics (from transcript analysis)
- Arena hazards — Dynamic arena elements (fire panels, chains, etc.) affect movement and strategy during PvP battles.
- Asymmetric champions — Each character has unique abilities and custom dice, creating highly diverse and uneven matchups.
- Co-op campaign vs arena PvP — Two play modes: cooperative boss battles and competitive arena battles with interchangeable loot mechanics.
- Dice chunking and singles/doubles/triples — Base attack is a roll of three dice; doubles unlock certain abilities, triples unlock an alt; determines tempo and power.
- Exile mechanic — Certain cards can be exiled from hand for counterplay or special effects, adding risk-reward decisions.
- initiative deck — Multi-use cards determine turn order and trigger abilities, adding strategic tempo decisions.
- Ink-washed minis (stretch goal) — Premium visual treatment to minis to enhance depth and presentation.
- Loot/monster trophies — Bosses drop equipment or cards that unlock new content for PvP and upgrade options.
- world-building integration — A world bible and accompanying narrative inform character abilities and lore cohesion.
Video topics + discussion points
Quotes (from this video)
- bloodstone's mine
- this is going to be a very expensive game
- ink wash minis
- epic final boss
- daily narrative reveal
- kickstarter-only project
References (from this video)
- Charming production
- Accessible for family play
- Not staying in the collection for the current purge
- patterning seashell-esque gem collection (thematic framing)
Mechanics (from transcript analysis)
- pattern-packing — Pattern collection with approachable family-friendly design.
Video topics + discussion points
Quotes (from this video)
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- Barcelona is being added. I really enjoyed it and want more plays.
- Leaders is replacing Pillars of Fate. Pillars of Fate is my favorite from the Fate series, but Leaders offers a different two-player experience.
- Recall is subject to more plays. The review still hasn't gone up.
- Galactic Cruise is great, but I feel a little guided by what the game asks you to do.