The Dwarven King has issued an order to the houses of each clan. It is imperative to reclaim Karrak-cüm-Kazar, the sacred mountain, ancestral home of the Dwarves since the first Age of the Beard. For too long it has been occupied by the poison of the dark lords, with their creatures defiling the halls that once housed the noblest of all Dwarves. The insult cannot last any longer. The Dwarves return to the mountain.
Covenant is played in turns over three ages. During their turn, players will assign the Dwarves of their clan to different tasks that will allow them to explore the ancient halls of the ancestors and drive out their enemies while rebuilding their ancestral home. Your dwarf tokens and tools will allow you to do all kinds of actions: dig into the mountain, defeat the enemies that live there, and build all kinds of buildings that will bring the legendary dwarf city back to life. At the end of the game, the clan that has accumulated the most glory will take the recognition of the monarch and the victory.
—description from the publisher
- Strong thematic integration with Euro-style action economy
- Tight action economy and upgrade path for dwarves
- High potential for combo-driven play (tracks, relics, tools, inlays)
- Clear teaching aids and individual player boards aid first-time players
- Production usability issues: crowded hall tiles and unclear track icons
- Rulebook clarity could be improved; finding needed information can be difficult
- Moderate randomness (hall flips, dice in skirmishes) may be higher than some players prefer
- Array
- Dwarven fantasy in a mountain realm
- informational review with thematic analysis
Mechanics (from transcript analysis)
- Action Expansion / Acquisition — Players can acquire additional action spots during the game, creating variations of base actions.
- Combat: Dice — Skirmish actions capture monsters; combat uses strength checks and dice, with rewards and a jail system.
- Dice/Skirmish Combat — Skirmish actions capture monsters; combat uses strength checks and dice, with rewards and a jail system.
- End-of-Track / Multi-Track Scoring — Players advance along several tracks that grant bonuses and drive end-game scoring through projects, relics, and tools.
- Resource management — Resources must be stored in a storage area and spent to perform actions, build, forge tools, and deliver goods.
- Tile/ Hall Tile Interaction — Flipped hall tiles spawn monsters and grant bonuses; hall layout influences scoring and building options.
- Track advancement — Players advance along several tracks that grant bonuses and drive end-game scoring through projects, relics, and tools.
- worker placement — Players place dwarves on action spots to perform actions; each round uses four dwarves and spots activate once per round.
- Worker upgrading — Dwarves can be trained/upgraded to strengthen actions; upgrades improve action strength over time.
Video topics + discussion points
Quotes (from this video)
- The theme for a straightup Euro game works really well in this game.
- The actions you're taking make perfect sense in terms of what you need to do and it's obvious which actions you need to take to get to it.
- This really is an efficiency puzzle to the game.
- If you're a fan of Thinky Euros, this is definitely one to check out.
- Just so many combos to be looking for.
References (from this video)
- Strong theme with dwarves and mining lore
- Engaging chaining turns that feel satisfying
- High production quality with distinctive acrylic components
- Solid learning curve: easy to teach but deep mastery is rewarding
- Solo mode is straightforward and enjoyable
- Mastery requires multiple plays and can be hard to reach
- Rule nuance can be easy to miss, leading to occasional misplays
- Monster/token art is hard to discern on the wooden cylinders
- Long turns can feel heavy at times, and background noise in video era can distract
- Array
- Dwarven clan mining kingdom in a mountainous fantasy world
- Mythic with humorous, characterful touches
- SETI
- Shackleton Base
- Deep Shelf
Mechanics (from transcript analysis)
- Resource management — Beer boosts dwarf strength; gems, relics, and tools contribute to build and forge actions.
- Resource Management and Bonuses — Beer boosts dwarf strength; gems, relics, and tools contribute to build and forge actions.
- tableau building — Actions chain into bigger effects via tiles and relics, enabling more powerful combos over the course of a round.
- Tableau building / engine building — Actions chain into bigger effects via tiles and relics, enabling more powerful combos over the course of a round.
- Tile Flipping / Reveal — Tiles flip to reveal rewards; back sides grant alternative effects or bonuses.
- Victory Point Scoring and Endgame Deliveries — End-of-round scoring conditions lead to endgame scoring; delivering mined goods to various places yields points, including impressing the king.
- worker placement — Players place four dwarves on one of four actions (dig, fight, build, deliver) each round, with action strength shaping results.
Video topics + discussion points
Quotes (from this video)
- On the surface, you're just going to do one thing. You put a thing down. Okay, I'm going to dig.
- The turns can chain together long things are intensely, intensely satisfying.
- spoiler, I enjoyed the game. And I definitely hope to play again.
- If you like dwarves and if you like the idea of these chaining turns and if you like the idea of a very tight economy because everything costs something, so it can be very hard to get everything you need, those ducks in a row so you can knock them all down.
References (from this video)
- Dynamic worker-space mechanic where ships can disappear and be restored, creating tension and planning depth
- Shorter playtime relative to other complex 4X-Euro hybrids, making it accessible to broader audiences
- Distinct Captain archetypes provide varied playstyles and strategic flexibility
- Strong thematic integration with the Voidfall universe, including house-driven influence and end-game multipliers
- Planetary exploration and random card draws boost replayability and variability
- Ability to rebuild ships and recover actions adds resilience and strategic choice
- High complexity and learning curve may overwhelm new players
- Indirect competition and lack of direct PvP may disappoint players seeking direct conflict
- Hidden agendas can introduce randomness that frustrates meticulous planners
- Rule density with multiple tracks and phases could invite analysis paralysis for some groups
- space fleet management, survival against a common enemy, political influence across houses
- Voidfall universe; space opera with Great Houses, fleets, and a shared mission to reach Lost colonies.
- shared-world background with modular, evolving story; no traditional campaign but with hidden agendas and shifting threats
- Battle Star Galactica
- Dune Imperium
Mechanics (from transcript analysis)
- asymmetric_captains — each Captain offers a distinct playstyle; symmetry exists at a structural level but with varied tactical options.
- card_play_and_bonus_actions — cards provide bonus actions or rewards; players may choose to play a card or forgo it to gain alternative rewards.
- common_enemy_reactive_competition — a shared antagonistic force attacks the fleet; players compete indirectly since all actions target the same objective.
- end game bonuses — points from tracks are multiplied by survivals of ships from each house; end-game multipliers add tension to protection decisions.
- end_game_scoring_and_multipliers — points from tracks are multiplied by survivals of ships from each house; end-game multipliers add tension to protection decisions.
- hidden victory points — players start with hidden scoring objectives that influence end-game scoring.
- hidden_agendas — players start with hidden scoring objectives that influence end-game scoring.
- hyper_jump_and_location_exploration — players can hyper-jump to new locations; each location brings planets with new worker spaces and drawn cards.
- indirect_competition — while players share a common foe, there is no direct PvP combat; competition centers on scoring, positioning, and risk.
- Influence Points — seven House tracks grant influence; higher influence yields more points and strategic leverage, with end-game multipliers based on fleet survivals.
- influence_tracks_with_houses — seven House tracks grant influence; higher influence yields more points and strategic leverage, with end-game multipliers based on fleet survivals.
- planets_and_random_card_draws — planets carry worker spaces; drawn cards introduce new strategic options and variability.
- Resource management — resources are allocated to build or repair ships and sustain the fleet through threats.
- resource_management — resources are allocated to build or repair ships and sustain the fleet through threats.
- Semi-cooperative — a shared antagonistic force attacks the fleet; players compete indirectly since all actions target the same objective.
- ship_rebuild_and_destruction — ships can be destroyed and rebuilt; rebuilding may require resources and can restore action spaces.
- tactics_track — a track that influences turn order and other benefits; tactical decisions shift as the track advances.
- worker placement — players place captain or cadets on ships; the ship determines the action/output, including resources or enemy interactions.
- worker_placement — players place captain or cadets on ships; the ship determines the action/output, including resources or enemy interactions.
Video topics + discussion points
Quotes (from this video)
- it's totally a competitive game
- the ships which are your worker spaces might not always be there
- it's reactive, it's very tactical decision
- the total game is like 12 actions right
- there's also a multiplier for those points based on how many ships you manage to keep alive
- Dynamic work placement game
- we are tremendously excited about this game
References (from this video)
- ambitious scope
- immersive gimmick with space theme
- high complexity that could overwhelm some players
- Fleet upgrades, captain progression, and space combat
- Spacefaring factional conflict with space battles
- Ambitious, gimmick-rich sci-fi adventure
- Battlestar Galactica
Mechanics (from transcript analysis)
- 3D/space-occupancy style worker placement — A large, multi-dimensional placement mechanic where actions are tied to token spaces that exist in space
- card play and upgrade cycle — Cards upgrade ships and captains to improve capabilities
- dynamic space-threat mechanism — Spaces spaces disappear or move, adding tension and difficulty
- worker placement — A large, multi-dimensional placement mechanic where actions are tied to token spaces that exist in space
Video topics + discussion points
Quotes (from this video)
- it's basically just cardboard tiles on a battlefield
- this is warham on cardboard
- it's a thing of beauty to look at and to play
- melted all of our brains at the end of the long Saturday
- amazing, amazing content coming from SP 2024
References (from this video)
- Deep, heavy strategy with strong asymmetric design
- Rich, modular ship and component variety
- Hidden influence and end-game scoring create meaningful tension
- Multiple phases and tracks offer varied strategic paths
- High complexity and long play sessions may deter new players
- Prototype status means potential changes before final release
- Steep learning curve for onboarding and rule comprehension
- space empire politics and defense
- Voidfall universe
- asymmetric, competitive with hidden objectives
- Voidfall
- Traron
- Ana Gr
Mechanics (from transcript analysis)
- Area/house influence tracks — seven houses have tracks that determine power, scoring multipliers, and resource gains.
- Asymmetric player boards — each player can choose sides (commander/admiral) with unique abilities and track layouts.
- Card-driven hand management — equipment, training, and support cards combine with hidden influence cards for strategic depth.
- Combat: Damage Based — voidborn ships, absorbers, corruption tokens, and Revenant damage tiles create strategic tension and board impact.
- Combat/damage and mitigation — voidborn ships, absorbers, corruption tokens, and Revenant damage tiles create strategic tension and board impact.
- Hidden influence and discovery cubes — players acquire hidden influence cards and discovery cubes that influence end-game scoring.
- Phase-based gameplay — play proceeds through sonar, action, recall, breach, and hyper jump phases over four rounds.
- Resource management — four primary resources (science, neutronium, energy, materials) are used to perform actions and upgrade components.
- Variable Phase Order — play proceeds through sonar, action, recall, breach, and hyper jump phases over four rounds.
- worker placement — players place three crew on ships to take actions, gain influence, and drive strategy.
Video topics + discussion points
Quotes (from this video)
- this is Revenant
- it's a heavy side game with deep strategy and asymmetric design
- this is one of the bigger games that I've done a preview on
- the aim of the game is four rounds and the player with the most victory points at the end wins
- set in the voidfall universe
References (from this video)
- rich space opera theme with seven houses and ship types
- multi-path progression via cards, upgrades, and captain/crew improvements
- interactive negotiations and bragging rights in semi-cooperative play
- presence of a dynamic endgame with final destination cards in later rounds
- compact core loop with worker placement and tactical decisions
- rules and components are prototypes; user-end experience may vary
- potentially heavy learning curve and scale sensitivity for 3-player games
- semi-cooperative mechanic can cause frustration if players betray trust
- scoring can be opaque and requires careful tracking of many resources
- house influence, alliance building, ship management in space
- void fall universe, space exploration with orange/pink ships, houses and influence tracks
- semi-cooperative with hidden agendas and strategic conflict
- Battle Star Galactica
- Nemesis
- Veiled Fate
- Mercurial
- Forage
Mechanics (from transcript analysis)
- absorbers and voidborn combat — voidborn ships damaged or destroyed; absorbers mitigate damage by placing tokens on sectors
- breach phase and hyper jump — per round breach phase damages ships; hyper jump relocates ships and resets certain tracks
- card upgrades and training — cards upgrade frigates, crew, captain and provide bonuses; training cards give ongoing benefits
- corruption and its penalties — corruption tokens accrue for corrupted ships; affects bonus actions and scoring penalties
- house influence multipliers — ships influence a house, increasing VP via multipliers on the house track
- Influence Points — ships influence a house, increasing VP via multipliers on the house track
- worker placement — players send crew to ships to take actions; limited to three workers per round
Video topics + discussion points
Quotes (from this video)
- Revenant is up on Kickstarter right now
- this is a semi-cooperative game
- we are going to hyper jump
- Battlestar Galactica is used as a comparison
- Veiled Fate feels like a social bluffing game
- Forage was mentioned as a potential play
References (from this video)
- puzzly, deep strategy
- solo play supported
- steep learning curve
- Dwarven fantasy
- Dwarven clan reclaiming homeland
- Heavy euro with long-term planning
Mechanics (from transcript analysis)
- long-term planning — Heavy euro with long-term strategy and efficiency.
Video topics + discussion points
Quotes (from this video)
- We are talking about our holiday gift guide and we’ve got the Battle List.
- Two Amanda — Town 77.
- Is it Cake? we watched the Halloween one and the Christmas special.
- Is this the Christmas talk? Yes, we are talking about Christmas.
- We’re going to have a con in Omaha next year.
References (from this video)
- Deep, interlocking engine with multiple routes to win
- High production value and clear teach
- Thematic cohesion between mechanism and theme
- Relatively long playtime for four players
- Steep learning curve to optimize interactions
- engine-building and multi-path victory via tracks, artifacts, and diplomacy
- Fantasy dwarven kingdom with court intrigue
- Euro-style strategy with thematic dwarven motifs
- Patchwork
- Positano
- Aisle of Cats Duel
Mechanics (from transcript analysis)
- Dwarf action engine — Four dwarf workers with strength levels perform actions (dig, transport, skirmish, build).
- End-of-round council and scoring — End-of-round events grant resources and drive scoring via cards/tracks.
- Modular tiles and terrain tiles — Tiles flip to provide new actions; terrain tiles affect future turns.
- Multiple win conditions and fixed turns — Game consists of 12 turns with four actions per round; several routes to victory.
- Resource tracking and tracks — Resource tracks and a king's coin system; track advancement influences scoring.
- Tool slots and forges — Acquire tools/forges to enhance actions; unlocks scoring and tracks.
Video topics + discussion points
Quotes (from this video)
- Tony just absolutely rocked this game
- This is Covenant, Tony’s Euro of the year
- There are four actions on your board, and each action can trigger multiple effects
- The beasts are going to restrict which suits I can play
- The teach is easy, but the combos make it deep
- You can rotate the tiles and still score heavily if you plan well
References (from this video)
- one of the most ambitious upgrade systems in the modern euro
- deep optimization with many viable paths to victory
- high production and thematic clarity
- complex setup and a lot of moving parts
- learning curve is steep for newcomers
- ancient dwarven reclamation with goblins and orcs opposing them
- dwarven tribe reclaiming a ruined homeland (Moros-like setting)
- character-driven, upgrade-heavy, highly thematic progression
- Ark Nova
- Gotham City Chronicles
Mechanics (from transcript analysis)
- endgame scoring via dungeon monsters — score via monsters stored in a dungeon and endgame inventory/skills.
- multi-layered action economy — you add tiles, gems, and inventory to maximize endgame scoring, with asymmetrical player powers.
- upgrading action spaces and resources — start with basic actions that can be upgraded with tiles and gems for added income.
Video topics + discussion points
Quotes (from this video)
- This is the epitome of like first round very short not a lot going on. Last round much much longer.
- You look bougie. Speak Easy is the new hot Euro game from Vital Lecerda.
- This is my number one game of the year: Covenant.
References (from this video)
- Mentioned as a noteworthy title from Deve
- Details about gameplay not provided
- Unknown
- Unknown
- Unknown
Mechanics (from transcript analysis)
- unknown — Unknown
Video topics + discussion points
Quotes (from this video)
- There's no solving it.
- It's a waiting game.
- We love her. She's great and she's going to grow out of this.
- Please let us know what you've been playing and what games you're looking forward to that are releasing this year.
References (from this video)
- Enjoyed demo experience
- Expensive Admiral Edition (€129)
- Expensive Captain Edition (£89)
- FOMO tactics with deluxe components
- Retail version has bare-bones components
- Adventure
- Exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm not as much of a completionist as I used to be
- I've got so much content in there already that probably still isn't played
- I've just kind of given up on Kickstarter
- Board game geek is kind of guilty for that
- I'm playing games to enjoy them and yes I play to win but I play to win in the spirit of the game
- Why am I spending this much money on a gamble it's not worth it
- These are the ones I like or these are Trends I don't like these are mechanics I don't like
References (from this video)
- Rich thematic vibe
- Solid production
- Potentially heavy
- monster invasion and reclaiming
- dwarven mountain kingdom defense
- fantasy
Mechanics (from transcript analysis)
- Cooperative/competitive play — work with others to defend kingdom
- deck-building — build a deck of hero actions
Video topics + discussion points
Quotes (from this video)
- it has all of the DNA of the big boy except for the dice
- We're pirates. You gotta raid.
- 24 hours. Y'all can play all night long.
- Omaha gaming convention
- Save yourself. Terascape 2 is now on Kickstarter.
References (from this video)
- Crunchy, dense decision space with lots going on
- Strong sense of progression and joy during play
- Engaging to explore and iterate on strategies
- Potentially heavy rules and learning curve
- Could be lengthy for some groups
- unknown
- unknown
- unknown
Mechanics (from transcript analysis)
- crunchy action system — multiple actions and upgrades with tracking on a core board that unlocks bonuses
- progression/track unlocking — advancing on tracks to unlock bonuses and opportunities
- Resource management — managing resources to enable actions and upgrades
Video topics + discussion points
Quotes (from this video)
- "This is something unique. I can't explain it. You should go and buy it now."
- "If you don't, you're going to be angry at me in a year that you didn't."
- "The mall of spiel. All the board games of the universe."
- "It's a catch all. It's a catch all."
- "This feeling is fun. This is fun. That's why I say all the time."
References (from this video)
- Excellent designer with strong track record
- Fast playing time compared to designer's previous games
- Euro gameplay with tight mechanics
- Limited information available
- dwarves
- underground kingdom
- mining
- Boku
- Menara
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm not here to talk about that I'm here to talk about games
- catch-up games has been on fire
- I love his Cooperative design sensibilities
- how does this game not already exist
- I want more games that tell in 2025 a positive story about how we can work in unison with nature
- 2025 might be the year of co-ops
- pure Feld simple Elegance that leads to deep challenging decisions
- Coming of age is by far my number one most anticipated game
References (from this video)
- Satisfying combo-driven design with thematic dwarven flavor
- Clear sense of progression and upgrade paths
- Vibrant art and tactile components
- Can be dense for new players
- Some may prefer more direct scoring methods rather than track-driven scoring
- dwarven industry and beastly ventures, beer buffs for temporary power
- dwarves mining, forging, and reviving a mountain stronghold
- combo-driven, dwarven fantasy with tactile beer buffs
Mechanics (from transcript analysis)
- Beer buffs — Temporary boosts to a dwarf's abilities via beer mechanics.
- Combo-driven action economy — Players chain actions and bonuses along tracks to maximize efficiency.
- Dwarf customization and card-driven bonuses — Upgrade and modify dwarf power through tracks and abilities.
- Temporary buffs via beer — Beer cards provide temporary power boosts to the dwarf and allow stronger moves.
- Track-based progression — Players advance along tracks to gain better rewards and scoring power.
- Track-based progression and upgrades — Dwarves climb tracks to unlock better actions and scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- BGcon is the highlight of my year.
- The BG library is huge; 99% of your time is spent playing games.
- We ran the board game quiz show live at BGCon in the fall in Dallas, Texas.
- This is not a pipe. This is a game about a pipe.
- The double wheel system of selecting actions is just fantastic.
- Take Time around the clock is a great mind-share battle; it makes you yell at each other in good fun.
References (from this video)
- Deep, dense engine with limited turns
- High replayability via asymmetry and combos
- Iconography and rules can be heavy/confusing
- Not as accessible to new players
- fantasy dwarves; mining; tribute; monster
- dwarven clans reclaiming mines and defending a king
- dense, iconography-heavy
- Limits
- Ember Heart
Mechanics (from transcript analysis)
- action selection from a limited pool — nine to twelve actions total; players craft combos
- engine building — combine actions to mine, build, explore, or fight monster
- engine-building / combos — combine actions to mine, build, explore, or fight monster
Video topics + discussion points
Quotes (from this video)
- It's a banger.
- That is a banger for me.
- The theme elevates to my heart.
- This is the dream because the theme is done so well and interwoven with the mechanics.
- It's a solid for me.
- I want to play more.
- It's a fantastic production.
- The world’s limits are pretty big and a lot of moral choices.
- Take Time is the biggest surprise of the year.
- It is a wonderful deterministic experience that doesn't last 4 hours.
References (from this video)
- great theme and art
- high engine interaction and player choice
- expansions add depth and variability
- requires planning discipline
- some players may prefer longer, more sprawling engines
- engine-building, exploration, monster encounters
- dwarven clans mining a mountain, forging outcomes
- strategy-forward with thematic flavor
- Rising Sun
- Ankh: Gods of Egypt
Mechanics (from transcript analysis)
- area action economy — buildings and actions interact to create a push-pull economy.
- engine building — upgrade dwarves and forge abilities to expand action efficiency.
- engine-building — upgrade dwarves and forge abilities to expand action efficiency.
- limited-turn structure — 12 turns per game with escalating effects and endgame scoring.
Video topics + discussion points
Quotes (from this video)
- This is the perfect kind of game to play like late in the evening with maybe some people who aren't into like super heavy games.
- I played it 80 times as a result.
- Moon Colony Blood Bath. Try and think of a crazier name. You can't.
References (from this video)
- feels smart and rewarding due to action chaining
- consistency of good decisions across strategies
- well-designed upgrade system that rewards planning
- easy to lose track of your own turn when others talk
- player attention can suffer during long turns
- dwarven economy, exploration, upgrade chains
- Underground dwarven world with tunnels and contracts
- sandbox-like progression with robust upgrade loops
- Kverna
Mechanics (from transcript analysis)
- Resource management and exploration — reveal tiles, gather resources, and trigger diverse rewards
- Upgrade slots / action drafting — upgrading actions yields more powerful turns and chaining effects
- worker placement — place workers to dig tunnels, build structures, and navigate a dense labyrinth
Video topics + discussion points
Quotes (from this video)
- This is the kind of game you play when you want to feel smart.
- Everything feels like a good decision.
- The card play in this game is absolutely stellar.
- A lot of little things come together to feel cohesive and satisfying.
- You reap what you sew, you know, you need to be strategic and methodical about it.
References (from this video)
- Designer known for pieces that interconnect in interesting ways
Mechanics (from transcript analysis)
- Interconnecting pieces — Game pieces that interconnect in interesting ways
Video topics + discussion points
Quotes (from this video)
- We're here in Girona, Spain on the walls, the Murals of Girona
- I'm super interested in finding out how this double rondelle works
- This one maybe is more medium weightish compared to some of the more recent Feld
- Tax the Rich looks very interesting
- I like the original and so I want to see how they've changed it
- One of our favorite games from last year
- Excellent game. If you haven't tried it, definitely try it
- It's German beer, Pale Beer
- He always does very interesting pieces that interconnect in lots of interesting ways
- It's set during Operation Freedom Wind, which is the helicopter evacuation at the end of the Vietnam War
References (from this video)
- By prolific medium-heavy game designer
- Nice artwork
- Thematically interesting
- Published by Dieter Games who releases quality games
- 100 minute playtime may be long
- Designer's previous game Buku was longer than advertised
- Dwarves reclaiming ancestral home from enemies
- Mountain dwarf stronghold
- Thematic worker placement
- Buku
Mechanics (from transcript analysis)
- Dwarf Strength — Dwarf strength determines what you can do with your action
- worker placement — Sending dwarves to tools to perform one of four main actions
Video topics + discussion points
Quotes (from this video)
- October. We are going to be talking about our top 10 most anticipated games at Essen Spiel
- This is the world's largest board game convention held in Essen Germany
- We are expecting a baby any day now
- They're all clever. Clever in their own way, one way or another
- It just sounds very euroy. something that goes right up our alley
- I like these kind of games where you're trying to always bring up the rear. I feel like it kind of creates this internal tension and decision-making
- It's a little funky, but it works really well
- Pretty much if there's a David Turxy Euro game that's coming out, my board and dice, we would love to play it
- I am absolutely judging this board game by its cover and by its looks
- The looks alone and the fact that it's like a heavy euro has us both really, really intrigued in this one
- So anyh who, really looking forward to playing this one. That is our number one, Sanctuary
- There are a lot of publishers that you see there that you don't see anywhere else and they're from all over the world
References (from this video)
- Heavy, crunchy worker-placement with a Rondell-like feel
- Dwarven theming and mine management are well-integrated
- Dwarven industry, monsters, exploration
- Fantasy dwarves/underground industry
- Ark Nova
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The rules are very simple, but it is crunchy and a lot of fun
- Coordination between players in this game goes so far above and beyond what you normally see in this style of co-op game
- Two-player only and absolutely fantastic
- The conveyor belt action is fantastic. Rondell gameplay is big and crunchy here
- This is the hidden gem of the show for many folks
References (from this video)
- Deep, engaging puzzle with multiple viable victory paths
- Personal, non-competitive worker placement creates meaningful timing decisions
- Rich track-based progression and potential for strong combos
- Rulebook is clear and setup is well-supported; production is solid
- Initial symbol overload can be overwhelming
- Some minor production/clarity issues and a couple of setup nuances
- Two-player variant has a few ambiguities around relic tracks
- Heavy decision space can induce AP for some players
- Dungeon construction and defense through track-based progression and engine-building.
- A dungeon/cave environment with dwarven factions, monsters, gates and pillars to control.
- Competitive puzzle with layered engine-building and timing.
- Trans Galactica
Mechanics (from transcript analysis)
- monster_and_dungeon_scoring — End-of-round scoring based on monsters present and ongoing dungeon status, plus objective-based scoring.
- permanent_abilities — Tradition tiles grant permanent abilities that trigger when certain conditions happen.
- resource_management — Collect coins and other resources to trigger instant bonuses and to fuel end-of-round scoring.
- track_progression — Three tracks influence capabilities and scoring; progression drives long-term planning and combos.
- upgrading_and_building — Forge upgrades improve actions; buildings unlock new capabilities and scoring opportunities.
- worker_placement — Each player has their own set of action spots; workers don't compete for spots, but availability shifts as you upgrade and expand.
Video topics + discussion points
Quotes (from this video)
- this is maybe actually the best game this year
- it's a heavy euro
- I’m going to give this a nine
- the puzzle of the order and then trying to say like, okay, but which of the tools should I get?
- I love the building up the scoring because I'm thinking, 'Oh, I really want to get this scoring'
References (from this video)
- strong action-selection mechanic tied to character powers
- high amount of content and components
- the rule book can be challenging
- board and component complexity may be heavy for some groups
- resource management and exploration with dwarf powers
- dwarven mining and exploration on a map
- story-driven but largely mechanical in play
Mechanics (from transcript analysis)
- action selection using dwarfs — select a dwarf with a specific power to perform actions.
- mining and exploration — map-based exploration with area control and resource gathering.
Video topics + discussion points
Quotes (from this video)
- This game has a lot going on.
- the middle player counts works pretty well for this one.
- It's not cooperative. It is too short.
References (from this video)
- strong thematic integration of dwarfs and mining
- engaging action economy with tool-placement
- beautiful board with thematic tiles
- perceived heaviness for a dwarven title
- some players may prefer more direct conflict
- treasure-hunting and dwarven technology in a mined world
- dwarven clans and mine-rich caverns
- fantasy/ dwarven hexcrawl with resource management
Mechanics (from transcript analysis)
- area_control_and_engine_building — Compete for territories and develop engine-based scoring
- set collection — Acquire tools to upgrade workers and unlock actions
- set_collection_and_upgrade — Acquire tools to upgrade workers and unlock actions
- worker placement — Send dwarfs to tool-based actions and upgrades
- worker_placement — Send dwarfs to tool-based actions and upgrades
Video topics + discussion points
Quotes (from this video)
- The coldest hot board game out there right now is Ory. So, Orly is actually a quite heavy Euro game from the looks of it alone, right?
- Decorus is the new cooperative and hot board game from Pegasus.
- The looks are not that great. Yeah, it it looks unique, but it's a really tough and heavy cooperative board game about hacking.
- The Hobbit? Then you know what's coming.
- This is a deck building game.
- The board is actually very clean, yet at the same time detailed.
- The pieces pop. I love the contrast of black and white background and then having colorful pieces.
- First and hottest game this month is Vampire Lords, which is right now on Game Found.
- Second hottest board game out there right now is The Old King's Crown.
- Number three in our hotness list is Tigris and Euphrates.
- Fourth hottest board game right now is Covenant.
- Fifth hottest game on our list is Terramystica.
- Number seven on the hottest games of the month is Tag Team.
References (from this video)
- Great theme of dwarves
- Nice tile building placement challenge
- Interesting risk-reward mechanics typical of Mind Clash spirit
- Heavy game with substantial component count
- Should be quite popular
- Typical modern combo-rich Euro with good timing aspects
- Very thick box with substantial rulebooks
- Dwarves reclaiming mountain
- Dwarf fantasy setting
- Thematic
- Septima
Mechanics (from transcript analysis)
- Risk-reward mechanic — Actions provide benefits but come with risks or future penalties
- Tile building placement — Place tiles to build structures
- Timing mechanic — Strategic timing of actions affects outcomes
- Tracks — Progress tracks that affect gameplay
- Worker placement with twist — Send multiple workers or upgrade to different worker types for better actions
Video topics + discussion points
Quotes (from this video)
- The cards are your actions
- It feels like the points really get rolling
- You can jump to the head of the queue based on your size and how you muscle in
- This is a fairly typical modern combo-icious Euro
- Mind Clash games always have these actions where you have to put something in to get something better but it will come with some risk or some penalty
- You make your olive oil and sell it out into the market
- It's not just a simple matter of playing cards for their points but trying to summon them in the right order
- I do like the theme of it. Ants is great
- The theme looks amazing. The artwork is by Andrew Bosley. It's about rescuing dragons
- Light to midweight Euro engine building type with nice timing to keep game live until end
References (from this video)
- Dwarven theme is appealing to fans
- Potentially tight resource-management decisions
- Very little known about the title
- Dwarven trope may not appeal to all
- dwarf workers, mining, pursuit of victory points
- dwarven mining world
- mythic, dwarven
- Eon's Trespass
Mechanics (from transcript analysis)
- forking/placement optimization — forked placements on the board for resource gain
- worker placement — allocate dwarves to mine and action spaces
Video topics + discussion points
Quotes (from this video)
- I want to sell McDonald's in space.
- Seems like a heavy euro. It is, but fun one, fun concept.
- We still haven't found out what the sins actually are, but how excited are we to play this game?
- Do you want to travel to Paris? Do you want to prove yourself as an artist?
- The best game on the list, as I already said.
- The hottest game this month is Great C.