In Deliverance, you take on the role of an elite angelic warrior in the army of Heaven. Since the victory on the Cross, you have hunted the fallen angelic Princes. Once your faithful brethren, they now lead Satan’s forces of Darkness in a bitter war against the humans, bent on corrupting every last soul. In a bid to end their reign of chaos, you have planned a daring mission into one of their great Strongholds - The seemingly quiet human city of Fallbrook. Armed with your weapons, courage, and your God-given angelic powers, you and your faithful allies must overcome legions of demons to slay their leader. But be watchful, for the darkness of the mortal world seems to be spreading into the spiritual realm.
Deliverance is a cooperative, tactical board game that can be played in either a story driven, campaign mode or skirmish mode. Each player has unique powers, that can be added to with Talent grants. Each victory brings experience points.
—description from the publisher
- Great variety of angels and demons with unique powers
- Rich customization through talents, loot, and prayers
- Dynamic battlefield manipulation with shifting earth and saint tokens
- Engaging campaign and skirmish structure with progression
- Darkness deck and certain inflictions feel preachy or drawn from sensitive topics
- Iconography reference sheet could be expanded for clarity
- Some Bible verses and doctrinal content may not appeal to all players
- Spiritual warfare, divine intervention, sacred relics
- Small town setting with angels and demons in a Christian mythological universe
- Mythic fantasy with biblical allusions and lore
Mechanics (from transcript analysis)
- boss battler — In skirmish, after minions, a boss and new minion deck come into play for final battles.
- boss/minister minion waves — In skirmish, after minions, a boss and new minion deck come into play for final battles.
- character ladders and talent decks — Angels have talent decks unlocked with experience points to customize abilities.
- Combat: Deck/Hand — Threat management deck that triggers events and dangers; fills a Darkness track.
- courage currency — Courage tokens are earned and spent to activate powers.
- Darkness deck — Threat management deck that triggers events and dangers; fills a Darkness track.
- grid-based tactical combat — Units move on a grid with line-of-sight and range considerations, similar to tactical RPGs.
- Ladder climbing — Angels have talent decks unlocked with experience points to customize abilities.
- loot and heavenly treasure — Loot systems to enhance stats and equipment in a fantasy setting.
- prayer cards / heavenly spells — Prayer deck provides powerful temporary effects or support.
- Saint tokens / terrain interaction — Saint tokens function as interactive terrain that can be flipped to protect angels or oppress demons.
- skirmish and campaign modes — Two modes of play: quick skirmishes or longer campaign with progression between games.
- Token Pairing — Saint tokens function as interactive terrain that can be flipped to protect angels or oppress demons.
Video topics + discussion points
Quotes (from this video)
- Deliverance is primarily a combat focused Skirmish game it's not really a Dungeon Crawl it's not an adventure game
- The Darkness deck represents threats and you want to dispel the darkness
- The game is not preachy except for one element with the Darkness deck
References (from this video)
- Deliverance has an excellent insert/trophy with a well-thought-out token tray and generous organization
- Strong graphic design with clear borders, bold keywords, and color-boxed setup/reward sections
- High-quality components: pre-washed minis, varied board layouts, and robust token management
- Rich iconography across components; helpful reminders reduce rule lookups for newcomers
- Flavor text and Bible verses add thematic weight; solid thematic integration
- Campaign design is engaging with meaningful progression and scalable difficulty
- Co-op play is accessible; solo mode via Intercessor expands play options
- Campaign book/strategy tips provide practical guidance and additional depth
- Rule clarity and sequencing often require external references (BGG notes), with many ambiguities
- Rulebook is verbose and sometimes redundant; organization and indexing could be improved
- Visibility issues: dice colors and reflectivity; some icons and small text are hard to read
- Angel minis with large wings can obscure positioning; movement/targeting readability suffers at times
- Darkness track readability in multiplayer and boss scenarios can be awkward to manage aloud
- Skirmish mode can encourage EXP farming and snowball effects; balance concerns at higher difficulties
- Intercessor solo mode has missing or unclear interactions, particularly around resource sharing and scaling
- Campaign rule layout sometimes misleads new players about setups and difficulty choices
- Angels vs demons, faith, heavenly intervention, scripture-inspired flavor
- Contemporary small town (Fallbrook) with angels and demons, biblical theming
- Character-driven with named angels and biblical flavor text; lore-rich but not heavily cinematic
- Frost Haven
- Gloomhaven
- Spirit Island
- Descent: Legends of the Dark
Mechanics (from transcript analysis)
- Angels vs Demons initiative with two actions per Angel turn — Turns alternate between Angels and Demon types; Angels have two actions per turn, with some free actions and costs; demons follow with their own actions dictated by initiative and a die roll for each type
- boss battler — Bosses have unique Darkness cards and talents; demons gain talents at higher difficulties, modifying health and abilities and creating emergent challenges
- Boss mechanics and demon talents — Bosses have unique Darkness cards and talents; demons gain talents at higher difficulties, modifying health and abilities and creating emergent challenges
- Campaign vs Skirmish modes — Campaign provides mission-based progression with character development; Skirmish is a one-session kill-all mode with its own balance and difficulty rules
- Courage, talents, and treasures — Angels accumulate Courage to fuel stronger actions; talents (three decks) and Treasures modify abilities and increase stats; leveling up grants choices from decks
- darkness track and darkness cards — A round-based threat that advances on a track; boss encounters add bespoke Darkness cards; can damage or hinder players
- Intercessor solo mode — A solo play variant where the Intercessor acts alongside a main Angel; scales differently and has its own progression rules
- Prayer cards and omnidirectional utilities — Prayer cards provide universal actions to heal, buff, or remove debuffs; can be prayers as actions, free actions, or interrupts depending on timing
Video topics + discussion points
Quotes (from this video)
- Deliverance is a Christian Dungeon Crawler where you play as Angels descending from the Gates of Heaven to defeat demons and protect Saints.
- Deliverance has a real really good insert.
- Deliverance is a phenomenal starter Dungeon Crawler for newcomers to the genre.
- the darkness track is an excellent idea for a natural ongoing threat.
- Deliverance definitely does not fall into the Trap of making debuffs a pain in the ass to deal with.
References (from this video)
- controversy around how voting occurred
- perceived marketing manipulation
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- totally deserves to have some spotlight here.
- it's out of print, it's not even funny.
- the newest edition which includes the solo mode in the box, which is the one that I got.
- I love Shadows of Brimstone so much. It's such an awesome dungeon crawler, my favorite by far.
- I can't believe I haven't played it.
- Shadow Run Crossfire. Amazing deck builder.
- One of the best experiences I've had in board gaming
- this is what started the hobby for me.
References (from this video)
- high-quality acrylic standees and well-produced coins
- immersion-enhancing play mat with thematic artwork
- robust solo option and a structured 12-mission campaign
- diverse progression paths via prayers, treasures, and talents
- some campaign/component pages appeared upside-down in the booklet
- complex setup and rule density may be intimidating for new players
- heavy components and large footprint require dedicated table space
- spiritual warfare, divine power, and celestial campaigns
- Angelic realm and earthly battlefield where angels confront demons and fallen princes
- campaign-driven with episodic missions, character progression, and lore-driven events
- Gloomhaven
Mechanics (from transcript analysis)
- action_tokens — tokens spent to perform larger, more powerful actions during a turn
- campaign_and_mission_structure — a multi-mission campaign with scaling and setup rules based on player count
- courage_tokens — tokens used to enable stronger actions and to power up abilities
- darkness_and_initiative_decks — initiative cards and a darkness deck drive enemy behavior and events
- experience_and_talents — angels gain experience to level up and acquire talents and heavenly treasures
- health_dials — two health dials track the health state of angels and demons
- light_and_darkness_tokens — tokens placed on the board to influence board state, health and power dynamics
- prayer_cards — cards used to grant one-time or momentary effects through prayer actions
- saints_and_protection — saints can be turned to protected states by placement and adjacency, affecting defense
Video topics + discussion points
Quotes (from this video)
- Deliverance is no small game I mean this thing measures equally up it's going to fit in your calyx and that's about it
- Unbelievable how giant this play mat is
- I'm super excited to dig into this game
- it's going to be super super cool
- these acrylic standees look absolutely magnificent out on the board
- Deliverance I think this is a fantastic game for last when I played the Prototype it was a quick game that had some very fun mechanics and every single action mattered which was really cool