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Dawn of Ulos

Game ID: GID0087166
Collection Status
Description

For untold eons, the mortal races lived in separate planes, unaware of other worlds beyond their own. But now the dragon god Azema forges a new world by opening rifts to other planes…

Dawn of Ulos is an economic tile-laying game for 1-5 players set in the world of Roll Player and Cartographers. You compete in a game among gods of the planarverse, wagering on and manipulating the rise and fall of mortals.

Control the fate of Ulos! Develop a new world, invest in your favorite factions, and pit armies against each other. Choose wisely when to exert your influence. As factions rise and fall, will you earn the most favor with the world creator?

—description from the publisher

Year Published
2023
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 3 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–4 of 4
Video skPSRL8LUT0 Three Minute Board Games game_review at 0:16 sentiment: positive
video_pk 13117 · mention_pk 38343
Video thumbnail
Click to watch at 0:16
Overall sentiment (raw)
positive
Pros
  • Interesting blend of Euro-style tile placement with a grim, cut-throat currency/stock market motif
  • Dynamic reversals and big shifts in fortune create dramatic gameplay moments
  • The thematic presentation is strong and visually appealing; camps look cool, especially when painted
  • Great for groups that enjoy high-tension interactions and a non-collaborative atmosphere
  • The stock-market metaphor is executed in an approachable way that rewards timing and risk assessment
Cons
  • Rule complexity can be non-intuitive at first glance; the reviewer notes initial confusion after reading the rules
  • Emotional attachment to a faction is discouraged because fortunes swing unpredictably, which can be frustrating for some players
  • The game’s length and potential for dramatic reversals may not suit players seeking a light, breezy experience
Thematic elements
  • divine intrigue, risk, and fortune contested through faith, territory, and spectacle
  • A mythic, contested pantheon era where gods vie for favor over mortals across a developing world
  • mythic parlor-game meets light economic sim; dynamic shifts driven by player bets and combat outcomes
Comparison games
  • Small World
  • Tigris and Euphrates
Mechanics (from transcript analysis)
  • bluff mechanics — Cards not involved in the active battle function as bluffs, returned to players, while real combat cards contribute to strength
  • camp placement and faction tracks — Each faction has a camp model and a track; advancing on the track is triggered by matching terrain, and a camp presence changes the faction’s position and territory influence
  • card management — Each faction card has three uses: playing a turn, using it for a special action, or holding it for later; some options affect combat and territory in nuanced ways
  • combat resolution — If two groups are linked by tiles, combat is resolved by players submitting combat cards secretly; strengths are revealed to determine the winner
  • replacement draw — After tile placement and any card actions, players draw a replacement terrain tile from a shuffled pool to refresh options
  • rift tokens and Lost track — Eliminated factions are sent to a 'Lost' bin; a Rift token is awarded to the winner of battles and influences future territory dynamics
  • stocks/fortune mechanic — Players invest in factions as if they are stocks, using favor as currency to influence future outcomes and gain power/value from the factions
  • terrain preferences and favorite terrains — Factions have favored terrains; placing matching terrain tiles increases their position on the track for each match
  • tile placement — On each turn a player places a terrain tile to extend their control and potentially bring a camp into play; placement also interacts with terrain preferences and faction tracks
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Dawn of Ulos, its small world meets 18xx, gold medal game
  • the grimiest, most Savage game I've played in a long time and that's what makes it wonderful
  • a fascinating game where you play a Disconnected God wagering on the outcomes of massive Wars
  • The best thing about this game is watching stock market tropes play out, invest in goblins now!
  • however, you cannot get emotionally attached to any faction in this game because what goes up does go down
References (from this video)
No references stored for this video.
Video oj-IJycctTg 3minut board games general_discussion at 1:45 sentiment: positive
video_pk 6505 · mention_pk 19257
Video thumbnail
Click to watch at 1:45
Overall sentiment (raw)
positive
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)
  • This video is brought to you by the 3minut board game patrons. Keep us independent by supporting us on Patreon.
  • It's to talk these games out of my collection to say goodbye to them.
  • The bigger the game boxes are, the easier they are to get rid of.
  • The purpose of these videos is really catharsis for me.
  • Two copies of Pandemic Legacy sheltered away.
  • I have to thank my patrons and everyone who watches these videos for giving me this opportunity as well.
References (from this video)
No references stored for this video.
Video eJCAycd4L8s Cardboard Herald game_review at 0:12 sentiment: mixed
video_pk 2972 · mention_pk 8672
Video thumbnail
Click to watch at 0:12
Overall sentiment (raw)
mixed
Pros
  • Strong solo mode with a clear AI-driven decision matrix that is easy to teach and execute
  • Original blend of tile-laying, area-control, and a card-driven economy that yields emergent moments when the right combos align
  • Stellar cover art and presentation; the visual package stands out among contemporary board games
  • Solid entry point for players seeking quick setup and accessible gameplay without sacrificing table presence
Cons
  • Theme and world-building feel underdeveloped or emotionally underpowered relative to the mechanical complexity
  • Long-term strategic depth can feel fragmented or shallow due to the multiplicity of competing factors and the ‘many cooks in the celestial kitchen’ dynamic
  • Tile availability and pacing can constrain meaningful decisions, making some sessions feel inconsequential despite potential for impactful plays
  • In the broader Thunderworks Ulos continuum, the game lacks the minimalism and personality of the best entries and may struggle to stand out in a crowded catalog
Thematic elements
  • Deific influence on mortal factions; land tiling and power accumulation drive domination, with a stock-market flavor reframed as celestial politics.
  • Fantasy realm where five mortal races vie for power under the gaze of god-like beings, placed within a shared universe of Thunderworks' titles.
  • Epic and world-building driven; mechanisms deliver a procedural sense of history rather than a tightly scripted campaign narrative.
Comparison games
  • Role Player
Mechanics (from transcript analysis)
  • Area control / faction power — Territories are expanded for each race, increasing their power and shaping the strategic landscape; conflicts arise as factions meet on shared terrain.
  • Card-driven faction powers — Factions on the board can be purchased as cards; cards grant faction-specific abilities or provide boosts to strength and conflict resolution, returning to the deck for spoils and ongoing value.
  • Deck/economy interplay — Power and positioning grew through cards and land; purchasing cards and exploiting their effects creates a dynamic economy that rewards timing and planning.
  • endgame trigger — The game ends when a faction reaches legendary status on a dedicated track, signaling victory and prompting scoring and final adjustments.
  • Solo mode AI / decision matrix — A computer opponent is implemented via a decision matrix that drives automated tile placement and card acquisition, giving a focused challenge when playing alone.
  • tile placement — Each turn you place a single tile drawn from a hand of three, matching terrain types to extend or modify the board and the influence of each faction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's all right there's some definite tricky stuff you can get up to on on your turn
  • it was a total coup and within a turn I brought the dwarves to the end position on the track where the elves had once been
  • this genre hybrid is going to scratch just the right itch for a few people
  • solo is a strong implementation with a surprisingly easy to navigate decision matrix
  • the game feels inconsequential to anything that's actually happening at the table
  • the cover is one of the best covers for a board game that I've seen in years
References (from this video)
No references stored for this video.
Video TVxbYdEjqG0 Foster the Meeple general_discussion at 15:33 sentiment: positive
video_pk 660 · mention_pk 1915
Video thumbnail
Click to watch at 15:33
Overall sentiment (raw)
positive
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)
  • I freaking love it
  • we are not gonna spend time explaining all of the games
  • this is also includes games from before Gen Con and we cannot be held accountable for our actions
  • we will let you know if we forget to say it will be on the screen every time
  • it's for one or two players I kinda want to bring this to Disney
References (from this video)
No references stored for this video.
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