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Catacombs is an action/dexterity-based adventure board game. One player controls the Overseer, controlling the monsters of the catacombs; the other player(s) control the four heroes who cooperatively try to defeat the monsters and eventually the Catacomb Lord. Each of the heroes has special abilities that must also be used effectively if they are to prevail.
The main mechanism of Catacombs is for the players to flick wooden discs representing the monsters and the heroes. Contact with an opposing piece inflicts damage, but missiles, spells, and other special abilities can cause other effects. When all of the monsters of a room have been cleared, the heroes can move further into the catacomb. Items and equipment upgrades can be purchased from the Merchant with gold taken from fallen monsters. The Catacomb Lord is the final danger that the heroes must defeat to win the game; conversely, the Overseer wins if all of the heroes are defeated. The game is designed for quick set-up and fast play within 30 to 60 minutes.
- movement of discs
- board game with folding boards and beveled edges
Mechanics (from transcript analysis)
- folding board/beveled edges — design feature affecting movement; used as prototype reference
Video topics + discussion points
Quotes (from this video)
- the ubiquitous little Cube these come in any color you can imagine
- one label per sheet these are easily purchased in any stationary store
- I dislike using the clunky interface
- prototype isn't about polished art
- there's a neat little demonstration that board game design isn't all about thinking of clever gameplay systems
- to create a prototype with a smooth surface to flick on which can be shrunk down to fit into a portable box to transport to trade fairs
References (from this video)
- Massive amount of content
- Multiple expansions available
- Diverse hero/monster variety
- Campaign structure with upgrades
- Varied special powers
- Immersive theming
- Multiple sized pieces for tactics
- Barriers and obstacles add strategy
- Overwhelming amount of content for newcomers
- Dungeon crawling
- Monster combat
- Fantasy adventure
- Flick Em Up
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- deep, thematic, and expansive for a dexterity game
- lots of expansions available
- can be complex for casual players
- a steeper learning curve
- fantasy adventure with flicking mechanics
- Fantasy dungeon crawl with a modular board and monsters
- theme-supported dungeon exploration with combat stylized by dexterity
Mechanics (from transcript analysis)
- combat and progression — defeat monsters and advance through dungeons with expanding content
- flicking with discs — use discs as characters and weapons to navigate dungeons
- map-based obstacles — blocks and holes create tactical obstructions and progress challenges
Video topics + discussion points
Quotes (from this video)
- Pitch Car is the best dexterity game ever made and it's the best dexterity game you can buy today
- Blocky mountains really innovative dexterity game
- Coconuts a bonkers dexterity game that is endearing and really really fun
- Flick is a wonderful dexterity game and it just keeps getting bigger and better
- Crocodile is one of the best dexterity games ever made
- this is an incredibly skillful game and it is a really enjoyable game
References (from this video)
- Unique physical interaction in a dungeon setting
- Flicking accuracy can affect fairness
Mechanics (from transcript analysis)
- Flicking/dexterity placement — Dexterity-based movement with some board interaction.
Video topics + discussion points
Quotes (from this video)
- Dice are not the answer in a first-time design.
- They are toxic. They destroy your first designs.
- Meaningful interesting decisions… the decisions have to mean something.
- Even if you have all sorts of other unique stuff going on in your game that roll for combat just overwhelms it.
- Monopoly has a bit of both, chaotic, entertaining momentarily but ultimately frustrating.
- Event decks can be devastating to your design if they wipe out progress or resources.
References (from this video)
- Dynamic and thematic flicking action
- Varied monsters and powers add depth
- Flick 'em Up
Mechanics (from transcript analysis)
- flicking / dexterity combat — flicking discs as projectiles; hidden threats; terrain-based tactics
Video topics + discussion points
Quotes (from this video)
- i absolutely love cockroach poker
- the big moments and the big swings are quite satisfying
- i find these games hilarious
- i really like the game huh or hein
- watching the value of things change
- the moment when that tower collapses it's exciting
References (from this video)
- dungeon
- Cube Quest
- Crokinole
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Formula D is really the epitome of roll and move games in the modern era
- Settlers of Catan which was perhaps the most significant euro game that really sparked this whole new wave of modern board games
- Yahtzee has become a mechanic in its own right
- epitomises dice games really and how far they've come
- this is a bit of a tricky one to learn, it's well worth the effort
- ridiculously more fun than it should be
- playing with children it's fantastical
- absolutely brilliant
- this is my top 10 different ways to use dice in wooden board games
References (from this video)
- dexterity-driven combat with a thematic overlay
- fantasy dungeon crawl
- cinematic and tactile
Mechanics (from transcript analysis)
- dexterity/physical interaction — tactile shooting and blocking with miniatures and discs
Video topics + discussion points
Quotes (from this video)
- I've been jack and I'll see you next year
- this is one of the best looking games in the biz
- thank you so much for supporting the cardboard Herald