Conan, designed by Fred Henry and based on the Conan universe by Robert E. Howard, is a scenario-based semi-cooperative asymmetric miniatures board game. One player is the Overlord, playing the opposition forces, and the other players (1 to 4) play Conan and his companions: Shevatas the thief, Hadrathus the Priest/Sorcerer, Belit the pirate queen, Valeria the warrior, etc. The game is based purely on Robert E. Howard's novels and short stories (and not the movies or other non-Howardian material). The publisher has hired Patrice Louinet, a Howard expert, to make sure the art and the scenarios are compatible with Howard's vision.
Each game is a scenario, played on a map. There are 4 maps included in the retail copy of the game, and each map can have several scenarios set on it. The game is fast, one hour approximately. It's possible to play several scenarios in a campaign, but you can also play each scenario individually. There are 9 scenarios in the base box.
At the beginning of a scenario, players choose their team (Conan and two or three other heroes). The Overlord gathers all the miniatures (picts, Necromancer, skeleton warriors, monsters, etc.), tokens, and cards from the chosen scenario. The game usually plays in a limited number of turns (ten, for instance). Each scenario can have very different objectives: find the princess captured by picts and hidden in a hut and leave the camp before the pict hunters return; find the magical key to open a sealed door, steal the jewel and leave; kill the Necromancer by the end of turn 10; survive by the end of turn 10; escape the prison; etc.
During their turn, the heroes can activate or rest. If they activate, they can spend "gems" from their energy pool to do all sorts of actions: move, fight (melee or distance), defend, pick a lock, reroll, etc. If they rest, they can move a lot of gems from their "spent" pool box to their "available" pool box. When they take an action, they throw a number of dice equal to the number of gems they put in their action. There are three different kinds of dice: yellow (the weaker dice), orange (medium) and red (strong). Each character has a color based on their specialty: Conan throws red dice in combat while the Sorcerer throws yellow dice in combat; the thief throws red dice in Manipulation actions, while Conan throws orange dice; etc. Each player can have equipment cards (armor, magic potions, weapons, etc.) which give them bonuses on their dice rolls.
The Overlord plays differently. He uses a board with eight slidable tiles, plus his own Energy gems. Each tile corresponds to one unit (1 to 3 miniatures) on the game mat, and all of the miniature abilities are written on this tile (movement, armor, attack, special abilities). The tile position on the board corresponds to the numbers 1-8. The Overlord has a pool of energy gems and each time he activates one unit, he needs to spend a number of gems matching the tile placement: tile#1 costs 1 energy gem, tile#2 costs 2 gems, etc. Whatever tile the Overlord chooses to activate, he spends the corresponding energy cost (moving his energy gems from the available pool to the spent pool), then takes the tile out and moves it to the end of the sliding track: If he wants to activate this unit again, it will cost him 8 gems, because the unit is now on position 8. The Overlord can activate a maximum of two tiles, and he regains only a certain number of gems each turn (depending on the scenario).
In a typical scenario, the heroes need to accomplish something and the Overlord wins if the heroes fail to reach their objective — but in some scenarios, the Overlord has his own objectives and the Heroes win if they prevent him from accomplishing his goal.
- Strong Conan IP and story integration with familiar art
- Tactical boss encounters and rich flavor
- Rule complexity and setup can be non-trivial
- Action-management and party-based dungeon crawling
- Conan the Barbarian universe; sword-and-sorcery fantasy
- epic fantasy with familiar mythic storytelling
- Batman: Adventures
- Descent
Mechanics (from transcript analysis)
- action management / energy cubes — Players allocate actions to perform dungeon-crawling encounters; energy affects flow.
- boss dungeon / cooperative play — Adventuring party vs dungeon master-style overlord with escalation.
Video topics + discussion points
Quotes (from this video)
- El Grande is the Godfather of the area control games
- the longevity of Pandemic uh this can't be denied
- it's basically descent with Star Wars slapped on
References (from this video)
- Card cycle and pacing issues
- Two-player/smaller groups not ideal
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
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- the story was pants in all honesty
- I love space Hulk and so that one will always be staying
- Bloodborne the board game is terrible
References (from this video)
- strong Conan theme
- tactical and cinematic combat
- miniatures-heavy, potentially costly to collect
- tactical combat, narrative scenarios
- Conan the Barbarian fantasy universe
- story-driven, cinematic
Mechanics (from transcript analysis)
- miniatures-based tactical combat — scenario-driven fights with modular maps
- scenario-based campaigns — campaigns with varied missions and outcomes
Video topics + discussion points
Quotes (from this video)
- this one is sort of a pure version of Rising Sun
- you get a hand of cards
- I can't beat the miniatures in the box
- I happen to like Norse mythology so I think this one just fits me a little better than Rising Sun
- it's such a heavy theme of like you're you get you have this attachment to your brothers in arms
- City of Iron is my absolute favorite
References (from this video)
- strong flavor of Conan source material
- high storytelling potential across varied scenarios
- numerous minis add to immersion
- can be pricey
- miniatures and set-up may be heavy for casual play
- sword-and-sorcery pulp fantasy with episodic missions
- Robert E. Howard's Conan universe; modular adventure scenarios
- novel-like progression with varied characters and independent adventures
- Conan Stories (Robert E. Howard)
Mechanics (from transcript analysis)
- story-driven scenarios — Each mission presents a different setup and cast, allowing narrative progression.
- team-based adventure with modular missions — Players cooperate through different mission goals with evolving stories.
Video topics + discussion points
Quotes (from this video)
- Conan really captures the essence of those Robert E. Howard stories
- it's like a Conan story is playing out even to the fact that many of the characters are different in every story you listen to
- there's a ton of storytelling potential
References (from this video)
- epic scope and IP crossover potential
- high production value
- heavy rules and long playtime
- fantasy / epic adventures
- Conan the Barbarian universe / Beyond the Monolith
- story-driven co-op / competitive scenarios
Mechanics (from transcript analysis)
- cooperative / semi-cooperative play — teams work against the scenario board / monsters.
- hidden movement / variable player powers — numerous scenarios with asymmetric capabilities.
Video topics + discussion points
Quotes (from this video)
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- the more subs we get actually helps us more grow and then if we grow we can do more of these and get stuff to you
- donate to Sick Kids it’d be great help just to help the little ones
- Encore is a rolling right game.
- Star Realms is simple to teach and always fun to play.
- Flick of Faith is a rolling right game.