As the sun rises over the deserts, rivers, and oases of the Caliphate, a delicate balance has been upset. As one of many rival powers in the region, you now have the opportunity to alter the course of history and seize power for yourself. The ambitious Sultan sits in a golden palace, presiding over great works of architecture. The secretive Murshid works to covertly undermine the central authorities through an expansive network of agents.
The wandering tribes of the Nomad aim to sow discord in order to secure employment for their experienced mercenary citizenry. The ravaging forces of the Warlord sweep across the land, chasing after promises of plunder. And, in the face of chaos and uncertainty, the Caliph aims to preserve order through military might. Will you successfully navigate this web of rivalries and rise to prominence, or will you squabble with your lesser adversaries and fade into obscurity?
Crescent Moon is played over three years (or four years in the long game). Each year, players will take four actions which might be to deploy new armies, enlist mercenaries, build fortifications and settlements, conquer new land, expand their influence, and much more. Each character has a unique pool of abilities and available actions, which will shape their game, whether its the Sultan, who cannot raise their own army and must depend on mercenaries, or the Murshid, who can use their political influence to interfere in other characters' battles. Players can purchase potent power cards, representing ploys, wise advisors, and specialist units from a market shared between all players. At the end of each year, players score points according to their own unique character objectives, and at the end of the game, the player with most points wins.
Crescent Moon is an area control game for four or five players. Take on the role of one of five radically asymmetric characters, each with their own objectives to fulfil, unique actions to utilise, and game-changing special powers to employ. Build symbiotic relationships with your allies, undermine your rivals, and choose your friends and enemies wisely in this cut-throat game of power and politics.
- thematic art and modular maps
- deep, but approachable, mechanics with strong symmetry/asymmetry balance
- steep learning curve for new players
- dense decision space can be intimidating
- asymmetric factions and economic influence
- fantasy Middle East-inspired empire-building
- mythic, strategic negotiation and conquest
- Root
- Cuba Libre
- Pax Premier
- Small World
Mechanics (from transcript analysis)
- Area Control — control hex tiles to gain victory points
- card market — cards drive actions; drafting and bidding elements appear
- influence vs control — overlay of influence decisions on top of control
- negotiation — diplomacy and deals with rival factions are integral
Video topics + discussion points
Quotes (from this video)
- the art was amazing
- it's streamlined
- a really good two merging of detective and Batman
- Expedition Leaders... the big change
- ultra pro is now an official sponsor of rdtn
- the card market got clogged
- two hours for four players
- this game would not be up for best game we didn't play we played
References (from this video)
- engaging five-player experience
- strong table negotiation dynamics
- theme and tone may not suit all players
- negotiation and social interaction
- modern party/negotiation setting (not explicitly detailed in transcript)
- tabletop social dynamics
Mechanics (from transcript analysis)
- negotiation and social interaction — players negotiate and navigate at the table to achieve goals
Video topics + discussion points
Quotes (from this video)
- it's a two-player card-driven game
- how fragile democracy is
- stalking's wrong, but in this game you stalk the hero for music
- press your luck trying to minimize the effects of inspections on your work
- we're the western stand-in for RO K and US
References (from this video)
- strong asymmetry offers varied play
- thematic potential is appealing
- asymmetry can increase learning curve
- faction-based strategy with unique asymmetry
- Asymmetrical, possibly sci-fi/fantasy setting
- conflict-driven, variable player powers
Mechanics (from transcript analysis)
- Area Control — control of regions or resources to gain advantage
- Asymmetrical play — different factions with unique abilities and victory conditions
Video topics + discussion points
Quotes (from this video)
- 1,198 games it's too many
- 768 that's I don't care what people say that's really good
- we have 394
- we're still playing games and taking names
References (from this video)
- tight two-player experience
- rapid plays with deep decisions
- learning curve for new players
- two-player strategy with asymmetric factions
- fantasy-inspired moonlit world
- thematic
Mechanics (from transcript analysis)
- area_control — control key zones on a compact map
- asymmetric_factions — different factions with unique abilities
- card_play — cards drive actions and power allocation
Video topics + discussion points
Quotes (from this video)
- Arc Nova let's go
- we're the older content creators
- it's alive
- roll Dice and taking names
References (from this video)
- Colorful, attractive components
- Strong theme integration
- Factions can be complex to learn
- Fantasy intrigue and modular player roles
- Multiplayer intrigue with faction-based play in a fantasy setting.
- Factions with variable abilities and asymmetry
Mechanics (from transcript analysis)
- area control / majority — Factions vie for control over regions to gain points.
- Variable player powers — Each faction has its own unique abilities influencing strategy.
Video topics + discussion points
Quotes (from this video)
- let's buckle up, get you some coffee, stay tuned
- we're going to share 20 games from 2022 we missed
- Black History Month—five authors you should know
- we love you family