Cloudspire is 1-4 player strategy game heavily influenced by both tower defense and MOBA (Multiplayer Online Battle Arena) games. Solo and Cooperative play are driven by a scenario book that chronicles the story of the game from the perspective of each individual faction. Players control one of four unique factions in a battle to destroy and steal source energy from their opponents. Send and defend against armies and minions, build towers to protect your base, and explore with your heroes in search of resources and powerful Relics to turn the tide of battle.
Taking place in the floating realm of Ankar, Cloudspire tells the story of a war to acquire a powerful and rare energy known only as "the source." Every race has their own unique units and heroes as well as the ability to bid and draft mercenaries for hire.
Armies are placed either individually or in stacks to conceal powerful units until the last possible moments. Heroes, in the meantime, are controlled individually and may join the tide of battle or choose to explore points of interest in search of numerous resources. Meanwhile, the event deck regularly changes the terms of the fight, making every wave exciting and unpredictable.
As armies and minions approach opposing bases, they'll need to contend with Spires - powerful defense towers that can be built around the board. Fight for control of build sites and acquire new spire schematics to build an impenetrable defense and hold off the enemy. Upgrade your home base to unlock new strategies and abilities. Level up your heroes and lead your armies into battle with advanced and upgraded skills!
—description from the publisher
- Rich thematic depth with highly modular strategy
- Cooperative and solo modes provide alternatives to competitive play
- Tactile components (neoprene spires, chips) enhance immersion
- High replayability through multiple factions and scenarios
- Diverse strategies and scenarios encourage creative problem solving
- Steep learning curve and opaque teaching process
- Event deck and wave mechanics can feel punishing or arbitrary
- Very long play times, often 3+ hours
- Production can feel cluttered and some naming conventions confuse newcomers
- Primarily appealing to deep hobbyists; less accessible to casual players
- MOBA aesthetics translated into a heavy, tactile board game with minions, heroes, and towers
- A fractured fantasy world where factions battle for source energy on a MOBA-inspired battlefield
- Abstract tactical with aspirational fantasy motifs; quirky faction names and eccentric terminology
- Gods of Atlantis
- Spirit Island
Mechanics (from transcript analysis)
- Chip-based health and movement — Health and unit status are tracked with poker chips; top-unit health central to combat resolution
- Dispatch platforms and upgrades — Units deploy platforms, upgrade spires, and promote units via a variety of card- and board-based actions
- Event deck disruption — At each wave, an event card can dramatically alter board state and strategy, injecting unpredictability
- Events — At each wave, an event card can dramatically alter board state and strategy, injecting unpredictability
- MOBA-inspired combat — One-vs-one or two-player faction battles featuring hero and minion interactions inspired by MOBA games
- Stacking/monolith mechanism — Players stack units to determine movement order; the stack’s configuration drastically shapes play flow
- Tactile neoprene components — Optional neoprene spires and tiles that influence handling, aesthetics, and spatial planning
- Wave-based play — Each game is divided into four waves; players manage CP and assemble waves through a structured sequence
Video topics + discussion points
Quotes (from this video)
- Cloud Spire is the most ridiculous one of them all.
- This is the first board game in the world that offers you neoprene or neoprene action.
- An elephant riding a bicycle... this should have never been a competitive game.
- Restriction breeds creativity.
- The cooperative and solo modes exist.
References (from this video)
- Great variety via three factions and many mini-heroes
- Spires mechanic is clever and thematic
- High strategic depth due to limited dice and positioning
- Occasional misprints in cards (e.g., recovery rules) and unclear rules
- High learning curve and potential for dice luck to swing turns
- Some players may find difficulty balance inconsistent
- faction-driven tower defense with dice-based combat
- Sci-fi tower-defense battleground with factions and Spires
- hero-based skirmishes with progression and boss encounters
- Tanglewood Roads
Mechanics (from transcript analysis)
- boss battler — Bosses have special effects, skull abilities, and stacking rules that alter flow
- Combat: Dice — Dice are loaded onto Spires to attack adjacent enemies; dice persist across rounds
- cycle/advance/engagement — Rounds include cycling enemies to bottom of deployment, advancing threats, and an engagement phase
- Deck building — Market draw, inventory space, and mini-heroes add strategic choices for upgrades
- Dice-based combat — Dice are loaded onto Spires to attack adjacent enemies; dice persist across rounds
- market/inventory/deck-building — Market draw, inventory space, and mini-heroes add strategic choices for upgrades
- mini-bosses and boss mechanics — Bosses have special effects, skull abilities, and stacking rules that alter flow
- spires as attackers — Placed Spires determine which enemies can be targeted; orthogonal adjacency matters
Video topics + discussion points
Quotes (from this video)
- I love the variety in that you have so many cards and every single one can be on your side or not.
- This is one of the coolest 20 strongs I've seen.
- I won on the highest difficulty, which I sort of expected to.
References (from this video)
- Mentioned as part of a spectrum of videos (from reviews to deep-dives), suggesting it is a recognizable title within the channel's repertoire
- Used to illustrate the depth the channel can bring to a topic when time allows
- not specified in the episode
- not specified in the episode
- not specified in the episode
- Sleeping Gods
- 18xx games
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hello my name is efka this is bessie and i'm elaine
- we have a little board game channel called nope included
- reviewing board games is the best thing i have ever done in my life
- our channel is supported by our patrons
- we've decided to simply ask you to support us at whatever level you feel is right
- narrative storytelling in board games through the lens of ryan lockett's sleeping gods
- sharp criticism like our videos for horizon zero dawn
- feel-good reviews like sprolopolis
References (from this video)
- Hybrid solo and multiplayer dynamics
- Strong for two-player co-op style play when planning together
- Complex rules and heavy components
- Rule learning curve could be steep for newcomers
- Skirmish combat, engine-building
- Competitive sci-fi/ fantasy city-building on a floating world
- Strategic and modular with variable maps
Mechanics (from transcript analysis)
- area-control / faction-based play — Players control factions on a modular map and build engines
- solo/multiplayer co-play — Solitaire and two-player co-op modes exist, emphasizing collaboration in some formats
Video topics + discussion points
Quotes (from this video)
- "Loving it, absolutely loving it"
- "I think Jaws of the Lion is a better all-round put together package"
- "it's one of the most complicated games out there; the learning curve is huge"
- "I rate the game I think like a 9.5 out of 10"
- "we played Star Wars Imperial Assault all day"
References (from this video)
- Massive variety due to mercenary options and upgrade paths
- Distinct island fortress motif with deep drafting and market interaction
- Strong thematic identity for the Uprising faction with synergistic traits
- Potential for high strategic depth and dynamic play around way gates and landmarks
- Notable complexity; steep learning curve for new players
- Lots of moving parts can lead to analysis paralysis during drafting and setup
- Requires multiple components and clear reference sheets for smooth play
- Asymmetric faction-based conquest and fortress-building with modular terrain and evolving capabilities.
- A planar, multi-archipelago environment where factions vie for control through mercenaries, gates, and towers.
- Tactical, crunchy, and flavor-rich with emphasis on unique faction identities and upgrade paths.
Mechanics (from transcript analysis)
- Covert Ops (Level 1-3 upgrades) — Low- and mid-risk special actions that grant rewards via targeted unit defeats and positional play.
- Draft Market Phase — A new zero-cost draft phase where players can select from market options up to three times, with the option to refresh the market.
- Market and Barracks Integration — Mercenaries and equipment purchased from the market go to the barracks, forming the core of a mercenary-led faction.
- Morale Die (Captain's Cabin) — A morale counter that increases CP when advancing or defeating units; fluctuates with combat and prep-phase actions.
- Unrevealed Landmarks and Hazards — Lookout range and landmark interactions provide combat and strategy leverage, with rewards tied to activation and discovery.
- Way Gates and Fortress Gate — An island fortress mechanic using four-way gate chips; gates and unrevealed landmarks interact with fortress positioning and defense.
Video topics + discussion points
Quotes (from this video)
- two new factions the uprising and horizons wrath
- you can purchase from the market it's zero cost
- four-way gate chips during setup
- you can pull up the plank
- the fortress is like an island it's not attached to the mainland
- you tick this die up by one by going to a maximum 5
References (from this video)
- strong tactical depth
- immersive production and minis
- complexity can slow first games
- set-up time may be lengthy
- sci-fi/fantasy clash of factions
- tower-defense-style skirmish on a modular map
- scenario-driven with ongoing campaign feel
- Sky Tier
- Blood Rage
Mechanics (from transcript analysis)
- faction-based combat — Each faction has unique abilities and a map-wide strategy.
Video topics + discussion points
Quotes (from this video)
- it's a solid game with like this it pulls you in each stream
- the tutorial format really helps you experience it differently
- we had this new evolution of our game group for a good three months
- betrayal legacy is still sitting on my shelf unplayed but I was intrigued
- it's slower at the beginning but picks up and it's a good overall experience
References (from this video)
- deep engine-building; rich faction diversity
- solo/co-op support is excellent
- time commitment; learning curve
- territory control and minimax skirmish
- MOA-style fantasy/conquest on towered map
- epic, strategic
- Dwellings of Elder Veil
- Eclipse
Mechanics (from transcript analysis)
- MOA (massive online army) style — minions and heroes; factions with different play styles
- solo/co-op options — strong solo and cooperative experiences; large content base
Video topics + discussion points
Quotes (from this video)
- Don't tell me theme doesn't matter. Yes, it does.
- This is one of those games where drafting out different teams could be really cool.
- It's a banger.
References (from this video)
- Keeps for now; potential solo scenarios
Mechanics (from transcript analysis)
- card-driven / modular map — Skirmish-style combat with layered strategy and map tiles.
Video topics + discussion points
Quotes (from this video)
- I will not be going through campaign games in this.
- I want to be more cutthroat than I ever have before.
- Quad Heroes is going. I hate it. I hate it so much.
- Monumental. If Monumental is still here in a year and hasn't been played, if next year's Purge, if I haven't played Monumental, it's going to go.
- Last Light can go. I'm not thinking off the shelf.
References (from this video)
- Excellent production values and premium components (notably weighty poker chips)
- Heavy emphasis on asymmetry, delivering distinct feel and playstyles per faction
- Deep strategic space with a blend of pre-planned actions and reactive hero movement
- Board manipulation, terrain and spire placement are central to winning
- High price point
- Steep learning curve due to numerous exceptions and unique unit skills per faction
- territory control and fortress building within an asymmetric tactical skirmish
- Ancar, a realm of floating land masses inhabited by warring factions
- fantasy/science-fantasy fusion with competitive warfare
- Dawn of the Zeds
- Captain is Dead
- Dangerous Planet
Mechanics (from transcript analysis)
- action programming — players plan actions for multiple units following pre-planned paths
- Asymmetric Mechanics — each faction has distinct units, upgrades, and play styles
- asymmetry — each faction has distinct units, upgrades, and play styles
- combat resolution — combat uses dice; hits remove health; top units may be exposed or defeated
- exploration and fights — exploration markers can trigger fights, influencing tactical decisions
- fortress upgrades — upgrades purchased via source and represented with pins on fortress boards
- hero units and non-hero pathing — hero units move freely; other units follow pre-set paths; terrain impacts movement
- market phase — source is spent to buy terrain tiles or mercenaries during the market phase
- range, damage, and defense tokens — tokens modify unit capabilities and defenses during combat
- spires and source wells — spires are built on wells controlled by a player and can expand influence
- turn structure and events — rounds begin with an event card; resource accrual increases over time
- unit deployment and stacking — units can be stacked for protection and have health, damage, speed, and costs
Video topics + discussion points
Quotes (from this video)
- Cloudspire is for people who want an intensely competitive and mentally challenging chess match of a game
- the asymmetry is off-the-charts
- production values are through the roof, in particular the poker chips are weighty and feel wonderful to play with
- you can manipulate the board and board positioning of spires and tiles is a huge part of winning the game
- the core gameplay isn't too complex, but the number of exceptions and special rules are a handful; learning curve is steep