Game Info
Year
2016
Players
2-4
Age
10+
Playtime
120 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
Featured Videos
Rules Teach
Cry Havoc - Game Play 1.5
Playthrough
Cry Havoc - Game Play 4
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment:
pos 3 ·
mix 2 ·
neu 0 ·
neg 0
Showing 1–10 of 10
Video ist5CnBQjZ8
Watch It Played Playthrough
video_pk 68647 · mention_pk 164927
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video pAPlaOltvTo
Watch It Played Playthrough
video_pk 68648 · mention_pk 164928
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video xYS1eHYYJbk
Watch It Played Playthrough
video_pk 68649 · mention_pk 164929
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video uqLopRjY36M
John gets games Discussion at 4:26 sentiment: mixed
video_pk 66242 · mention_pk 161115
Click to watch at 4:26 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- intriguing blend of euro mechanics with a war theme
- hand management
- asymmetric factions
- astonishing art
Cons
- combat resolution relies on randomness
- may not appeal to players who dislike randomness in battles
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- Area control / territory influence — battles for territories with victory points.
- asymmetric factions — factions with different abilities; one faction may be NPC/native in some configurations.
- combat resolution — combat outcomes described as a unique mechanic driven by card play (some randomness).
- deck-building / card draw from multiple decks — draw from a main deck and four terrain-specific decks to influence combat and actions.
- hand management — multi-use cards that can move units, build, or activate effects; hand management and deck-building aspects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I am planning on recording a full playthrough of Scythe tomorrow
- I believe I'm going to be getting a review copy of the game so I hope to be able to try it pretty soon and I will be sure to let you guys know what I think about it
- I love seeing how different mechanics mesh together in new and interesting ways
- it's got some stuff that I really like in games has some stuff that I'm not usually crazy about
- it has astonishing art
- I ended up playing this twice ... nuclear war ... I lost both
References (from this video)
No references stored for this video.
Video XB3o9byXqY4
watch it played Discussion at 0:16
video_pk 65139 · mention_pk 158763
Click to watch at 0:16 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video x7KS4ijLh14
Watch It Played Rules Teach at 0:29 sentiment: positive
video_pk 65140 · mention_pk 158764
Click to watch at 0:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The game involves maneuvering units to control areas, build structures, and grow armies for advantages.
- Players can attack, take prisoners, and destroy enemies to gain victory points.
- The game offers distinct factions with unique components.
- Special rules for different player counts and specific factions (Trog) are noted.
Cons
none
Thematic elements
- claiming resources from an unexplored planet while fighting indigenous species and other armies
- an unexplored planet
Comparison games
none
Mechanics (from transcript analysis)
- Action Point Allowance System — Each player takes a set number of actions per round, following an initiative order.
- Area Control — Players maneuver units to control key areas of the board and place control tokens to signify control.
- Combat — Battles occur in specific regions, resolved using a battle board with objectives. Players assign units and play cards to determine outcomes like region control, prisoner capture, and unit attrition.
- Deck building / hand management — Players draw cards from personal decks, manage their hands, and discard cards to perform actions. Discarded cards can be shuffled to form a new draw deck.
- Resource management — Crystals of varying values are collected and placed on the board, contributing to scoring.
- set collection — Collecting prisoners and potentially reclaiming them in subsequent rounds.
- Variable player powers — Each faction has unique structure options and tactic cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If you have any questions at all, don't hesitate to put them in the comments below and I'll gladly answer them as soon as I get a chance.
- But until the next episode, thanks for watching.
References (from this video)
No references stored for this video.
Video VB6EkbjEAeE
watch it played Rules Teach at 0:30 sentiment: mixed
video_pk 65137 · mention_pk 158761
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- The possibility of rushing figures to create a battle zone to prevent opponent expansion.
- Using a power orb to recruit a pilgrim into a battle zone to even the odds.
- Using power extraction skill to increase unit count in a battle region.
Cons
- Mistakes made in previous gameplay regarding card count and unit retreat.
- The opponent potentially building an Airfield to gain control of an adjacent unoccupied region.
- Limited units in a battle might not be enough to win.
- Risky to enable scoring if the opponent might end up with more regions and crystals.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- Activating abilities — The host discusses activating abilities of structures like the Airfield and power orb to gain strategic advantages.
- Area Control — The host talks about controlling regions on the map and the potential for an opponent to establish control through structures like an Airfield.
- Battle Zone — The host explains that creating a Battle Zone by moving figures into a location prevents opponents from building structures there and can trap units.
- building structures — The host mentions the possibility of building structures, specifically an Airfield and a power orb, and their strategic implications.
- discarding cards — The host mentions having to discard cards from hand, indicating a hand limit or a specific game rule related to cards.
- Movement — The host discusses spending cards to gain movement points to move figures across the board.
- Recruiting units — The host mentions the possibility of an opponent recruiting units and potentially moving them into locations.
- Retreating units — The host discusses the rules for retreating units after a battle, specifically who controls their destination and the restrictions on movement.
- scoring — The host discusses using an 'enable scoring' card and the timing of using it in relation to opponent's actions and game progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- hi everyone welcome back to watch it played my name is Rodney Smith
- there were a couple of mistakes that I just wanted to bring to your attention
- I haven't actually won a game of Cry Havoc against Luke yet so I'm probably the wrong person to be masterminding this strategy but I do have experience on my side and that hopefully counts for something
- please do put your thoughts in the comments below
References (from this video)
No references stored for this video.
Video ScSB0mtTobQ
Getting Games Playthrough at 0:02 sentiment: positive
video_pk 63605 · mention_pk 157079
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Asymmetric factions with unique play styles
- Deep tactical depth and balance of macro/micro decisions
- Powerful, interdependent buildings (Harvesters, Extractors) and resource pools
- Dynamic battle system with multiple objectives and scoring opportunities
Cons
- High complexity with many interacting systems
- Pilgrim player's deck was large and unwieldy in this run
- Initial dominance by the machine faction can create intense pressure for other players
Thematic elements
- Crystal collection and territorial control through combat
- Planet with three attacking factions and natives (trogs) on the board
- Live playthrough narration
Comparison games
none
Mechanics (from transcript analysis)
- Airfield and power orb — Airfield places a control token on an adjacent unoccupied region; Power Orb pulls a unit from reserve into an adjacent battle region.
- Building restrictions — You cannot build in your starting headquarters and you cannot build in a region you do not control or that has battles.
- Card action economy — There are five action options; three of those involve playing cards from your hand.
- Card symbols — Cards show three symbol types in the top-left corner: move, enlist, and wrench (build/activate).
- Crystals and scoring — Crystals exist in multiple colors with values Greens = 1, Yellow = 3, Red = 5; crystals are placed on the map and contribute to scoring.
- Harvesters/Extractors/Crystal pool — Harvesters generate crystals from the supply into a region pool; Extractors place crystals; pilgrims maintain a Crystal Pool that drives scoring and special abilities.
- Initiative and Recon — Turn order can be adjusted by Recon forces; initiative is tracked and can be changed via cards with exclamation marks.
- Multi-use cards — There are five action options; three of those involve playing cards from your hand.
- Natives and battles — Natives (trogs) are placed on the map; battles occur in battle regions with three objectives (region control, prisoners, attrition) and are resolved by moving units and playing battle cards.
- Nest tokens and retreat — Defeated trog units generate nest tokens; nest tokens are used to replenish trogs elsewhere; retreating units must move to an uncontrolled region or one without a battle.
- Turn Order: Variable — Turn order can be adjusted by Recon forces; initiative is tracked and can be changed via cards with exclamation marks.
- Turn structure — Each turn begins with revealing the next event token, followed by three action rounds where players take actions in sequence.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- we're playing as the yellow humans over here
- this region is now locked as I just mentioned
References (from this video)
No references stored for this video.
Video UU9r2QZnqNk
Getting Games Discussion at 17:49 sentiment: positive
video_pk 63604 · mention_pk 157068
Click to watch at 17:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- asymmetry and variety of mechanics
- engine-building elements with thematic cohesion
Cons
- not a game that blew the reviewer away
- could be too asymmetric or heavy for some players
Thematic elements
- planetary domination with unique races and buildings
- fantasy/science-fantasy world with four asymmetric races
Comparison games
none
Mechanics (from transcript analysis)
- asymmetric races with deck-building elements — each race has its own deck and unique buildings to activate actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm excited to try playing those Patchwork style gameplay mechanics in a larger Euro experience
- the most asymmetric game I've ever played
- it's not a crazy frantic game; it's methodical
- I spent a humongous amount of money on it but I have no regrets about having this game
References (from this video)
No references stored for this video.
Video cpanFunKl48
Watch It Played Playthrough
video_pk 36540 · mention_pk 164821
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm going to build one of these power orbs for two
- this allows me to add one of my pilgrims for my reserves into a region where I have a pilgrim that's in a battle
- you did gain majority here yes as a Defender you win on ties
- I get double cuz I have two control
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–10 of 10