In the five centuries since the Wound was closed, the kingdoms of Kalar have struggled to rebuild their shattered societies. A resurgent Empire spread across the great sea, bringing civilization to the untamed eastern continent of Kheros. But Lilith, one of the immortal sorcerers responsible for the Worldwound, arrived first, preparing the way for the return of her dark mistress. For nearly six hundred years she has plotted and schemed. In 588 (2023 Gregorian), the wait is over.
Burning Banners: Rage of the Witch Queen is a fantasy wargame for two to six players. Fast playing and intuitive, a whopping 29 scenarios range from short campaigns with 2 Kingdoms and one map, to the entire 12-year war, in which 6 kingdoms battle over four maps. The rules include a quick-playing Basic Game as well as an Advanced Game which introduces Magic, Heroes, and Monsters guarding powerful treasures.
March 1” Armies and Heroes through huge, lovingly detailed hexes. Explore a vast, detailed fantasy world encompassing four mounted game maps with six unique kingdoms and dozens of troop types. Designed and illustrated by acclaimed fantasy artist, Christopher Moeller!
—description from the publisher
1000+ Board Game Collection Tour
- Gorgeous game.
- Did something unique in the wargaming space.
- Loved the storytelling.
- Fell in love with the artwork.
- The prototype copy might be considered a finished version, but it was received as a prototype.
- storytelling
Mechanics (from transcript analysis)
- Storybook — Includes a story book.
Video topics + discussion points
Quotes (from this video)
- hold on to things that are unique that tell a story that you enjoy that give you pleasure and get rid of all the other stuff
- this is an industry built off of passion and love
- this is like Lego building bricks except for an RPG
References (from this video)
- Dune: War for Arrakis
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It was fantastic. It was just there was so much stuff going on that was really enjoyable.
- Well, I think there's that one Warhammer guy that syn There's some synthesizer show synthesizer synthesizer shows that I watch that have been around for a long time.
- We must slay them.
- Thanks for nothing, Danny Nunan.
- It's like, Oh, honey, I'm so sorry.
- This is the longest running weekly live stream thing held on YouTube 10 years or so in a row.
- Americans don't even like America.
- It's not like we're keeping track here yeah, who's keeping score
- Oh, really? Runner up code names.
- You don't make a podcast.
- I mean, the definition I don't even know what you're saying.
- You're just making up words.
- So defeist.
- Yeah, that gumballs.com. They suck.
- This is not a good website.
- The two eyes are swords.
- It's like, how does anybody know this guy exists?
- I'm always impressed when things like that exist.
- Oh, yeah. I guess you can. Yes, you can. But that's not the same because podcast is a different
- It's like, oh, you know, use use use non like you have didn't make this game colorblind uh friendly.
- Be excellent to one another as Bill and Ted would say.
- The fact that the dice rolls were so unlucky against me.
- I love the game, but it's when those dice rolls don't go your way.
- It's like, Oh, you know, should he fight the wolves or should he run away?
- This is the most evil, most powerful terrorist organization in the world that never wins.
- It's like, 'No, nobody's died. This is realistic.'
References (from this video)
- One of Compass Games' most popular games.
- Available at a significant discount during the winter sale.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If it plays as well as it looks, this is going to be spectacular.
- I really like these. Actually, I've been dabbling in game design. This is the game I was thinking on designing.
- This looks juicy. Looks very very juicy.
- This is very different than a Forlone Hope that we looked at, right?
- It's got a number three in the bottom. So maybe each one of the the maps and missions have each one of the missions have a little bit of a different map to it.
References (from this video)
- very interesting game
- Very cool
- works in a lot of different ways
- has different scenarios for different player counts
- War Game
- Fantasy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Our board game collection has surpassed the 1,000 board game mark.
- It feels like it's time to do another collection tour.
- This is Tiny Epic Galaxies. It's a really fun dice rolling, resource management, engine building kind of game.
- Terraforming Mars. This is a classic.
- The feeling of terraforming Mars is just epic.
- Too Many Bones. This game has some of the coolest dice I've ever seen.
- It's a cooperative adventure game with really satisfying combat.
References (from this video)
- Stunning and immersive art, especially the map art.
- Clever idea of a fantasy historical reenactment game.
- Multiple maps that piece together to form a giant board for some scenarios.
- Appreciates the world-building.
- A little long for a game to return to often.
- Doesn't gravitate towards games focused on fighting or combat.
- reenactment of key moments in a fantasy world's history
- fantasy historical
Mechanics (from transcript analysis)
- Combat — Mainly combat focused where you take a long turn using units and fighting other players.
- scenario-based play — Plays scenarios that can be shorter or longer depending on player count and setup.
Video topics + discussion points
Quotes (from this video)
- As a game designer myself, I am in awe that someone would have incredible game design skills paired with these incredible illustrative and artistic skills they've honed over many, many years.
- The art is all beautiful if they're on this list.
- I am in awe of designers who are also illustrators, but I'm also it's also like I have a slight disappointment whenever I find a game where I like the art this much because I want to work with Pablo as an artist, but I know that Pablo, if he's this good of a designer and he's a good publisher as well, that I won't ever get to work with him, which is unfortunate.
- I hope you do [mention games in the comments].
- I'd love to hear your pick of your favorite game where the designer is the same person as the illustrator.
References (from this video)
- beautiful and thematic map
- engaging combat focus
- not the central focus of the session; limited detail in this excerpt
- combat-centric fantasy warfare
- fantasy historical reenactment
- map-based combat with thematic narrative
Mechanics (from transcript analysis)
- combat-focused engine — gameplay emphasizes individual combat interactions and battlefield control
Video topics + discussion points
Quotes (from this video)
- legacy game where you are cooperatively building a village together
- very little rules overhead
- onboarding into the game was really easy
- retail release for Wingspan Americas and Vidiculture Bordeaux is this Friday
- the Nesting Box is designed to hold all Wingspan and Viticulture contents
- I love that you asked the question. Jim, I appreciate that
- Momentum is an amazing motivator
- One thing that I've found is that progress, even tiny, adds up
References (from this video)
- Stunning map art and map integration
- Spell cards mitigate luck and add depth
- Theme is strongly integrated with the maps and worldbuilding
- Maps can be combined to form a larger board
- Designer and artist collaboration yields cohesive design
- Long turns and significant downtime
- Complexity may deter casual players
- May require a large table and time commitment
- Historical reenactment within a fictional fantasy universe
- Fantasy world with historical reenactment vibe
- Maps and world-building units tell stories that evoke a fictional history
Mechanics (from transcript analysis)
- Dice combat resolution — Combat is resolved with dice; hits require high rolls (five or higher) on exposed units.
- Hand Management — End of round discard phase replenishes up to three spell cards; discard count tied to magical world state.
- hand management and replenishment — End of round discard phase replenishes up to three spell cards; discard count tied to magical world state.
- map-driven play and narrative through maps — The game uses multi-map boards that can merge; maps provide thematic storytelling and strategic depth.
- spell cards as luck-mitigation — A large pool of spell cards lets players mitigate dice luck and gain other powers.
- world magic tokens and dynamic magic — Tokens representing magic per round affect how many cards can be discarded; magic presence fluctuates each turn.
Video topics + discussion points
Quotes (from this video)
- This is a historical reenactment game but in a fantasy universe.
- I love the world. I love how the theme is integrated into this game.
- the maps lived up to my expectations and even exceeded them.
- my favorite mechanism in the game has to do with the spell cards.
- the game not only gives you a way to mitigate that luck, but also the game gives you a lot of spells.