Destinies is a competitive, story-driven, game of adventure and exploration, mixing an app and a board game.
The first in a series of games using a brand-new system called Destinies. This game is set in a dark medieval-fantasy universe.
The Destinies system offers a fully story-driven, app-supported, RPG-like board game experience, without the need for a game master. Each scenario depicts a part of a vivid world, full of dark stories, epic NPCs and mysteries to solve. Each player takes the role of a hero on a quest to fulfill their destiny. Each destiny is a final goal of the character and has at least two, completely different paths to victory, composed of branching series of quests. Players compete with each other to push the world towards their own destiny.
The game uses an app and the Scan&Play technology to offer players a unique story-driven experience full of dynamic events, epic adventures, and an ever-changing game world. Each turn players discover new parts of the world presented on tiles, explore them and pick one point of interest to visit. There they learn more about the story and make crucial choices of how they want to interact with people, creatures or situations faced there. The consequences of each choice are meaningful and often change the state of the world forever.
—description from the designer
- on rails narrative gameplay
- minimal branching paths
- solo story very bland
- luck-based when played competitively
- narrative-driven
- Dune: House Secrets
- Tainted Grail
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not even a game it's just like a story
- why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
- the bane of my freaking life this horrible game
- I just want to feel like right I can do this I can do this
- just design one good game one good game one good mode
- why can't I tell you
- they just made them a lot worse
- it's a red flag to the game is going to suck
References (from this video)
- Interesting app-driven narrative concept
- Engaging subquests and destiny race
- Speaker’s stated personal preference is mixed
- epilogue can vanish if another player achieves destiny
Mechanics (from transcript analysis)
- app-driven storytelling — narrative progression guided by a companion app with subquests and destiny goals
- dice checks / skill resolution — dice-based checks to advance actions and unlock outcomes
Video topics + discussion points
Quotes (from this video)
- it's a treasure trove of puzzling riches and i love it
- this box is the campaign that takes the form of a delightful comic
- a gorgeous game unlike any i've played this year or most other years
- it's an app-driven competitive storytelling game which just boggles my mind a little
- it's all about family
References (from this video)
- Array
Mechanics (from transcript analysis)
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Quotes (from this video)
- the box is a whale
- license to Krill game
- we are very tired
- name three games from incredible dream kfire Chronicles
- Krillium
References (from this video)
- Engaging narrative
- Smooth app integration
- Replayable fate paths
- Can be expensive
- Complex for players new to the system
- Narrative-driven adventures guided by an app
- Gothic, fate-driven fantasy with destiny paths
- Story-forward with dice-based checks
Mechanics (from transcript analysis)
- dice-based skill checks — Dice determine outcomes and drive narrative events.
- Story-driven progression — Players pursue unique destinies through app-assisted choices.
Video topics + discussion points
Quotes (from this video)
- horrified is the best co-op intro game that has been made with a Halloween theme
- it's easy to learn and play and hard to win
- it's a silent RPG
- one of my favorite games of all time
References (from this video)
- Interesting dynamic when paired players collaborate within a competitive framework
- story-driven exploration
- mythic fate-driven adventures
Mechanics (from transcript analysis)
- story-driven dice/action selection — Players collaborate and compete to influence their paths through a modular, fate-driven system.
Video topics + discussion points
Quotes (from this video)
- remove cards that add a take that element to an otherwise not take that kind of game.
- It is. And I use the word empowering.
- don't be afraid to remove that card
- pairing people up because when you think about it
- the 3D printing community is very open and sharing
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm undefeated in this
- I can't hear anything on a good day
References (from this video)
- engaging narrative experience
- variety between chapters with different destinies
- cohesive world-building
- story reliance may make shorter play sessions feel incomplete
- app integration can be finicky for some players
- fantasy roleplay with destiny-driven quests
- shared campaign world with app-driven narrative
- story-driven, app-assisted
- Gloomhaven
- Tainted Grail
Mechanics (from transcript analysis)
- campaign narrative — chapters unlock a branching story with character advancement
- character-specific destiny — each chapter offers unique goals tied to your character
- exploration and dialogue — talk to NPCs to uncover objectives and paths
Video topics + discussion points
Quotes (from this video)
- Clank in Space is a retheme of the original Clank, but with a space twist that freshens the experience.
- Horrified is the prettiest game you’ve probably ever seen.
- Mind Management is a clever, moody diversion that rewards careful deduction.
References (from this video)
- Story-driven scenarios that unfold in a dynamic, changing game world
- Multiple Destinies provide potential replayability and varied outcomes
- Item collection and combat add tangible progression and action
- App-assisted framework supports narrative pacing and world state awareness
- Clear objective tied to personal destinies fosters focused play
- Transcript provides limited formal detail on core mechanics, risking ambiguity about depth
- App integration is mentioned but not elaborated in the transcript, leaving implementation questions
- Potential complexity from narrative branching may challenge new players
- Two fated paths intersect through personal destinies; players pursue narrative-driven quests within a modular, story-first framework.
- A fantasy adventure world with a living, evolving landscape where players explore sites of interest and face changing challenges.
- Story-driven, app-assisted branching narrative that adapts to player choices and dynamic world events.
Mechanics (from transcript analysis)
- Destiny-driven win condition — A player wins by fulfilling their Destiny, with multiple Destiny options creating divergent pathways.
- Dynamic events — A living game world where events unfold based on progress, encounters, and potentially external inputs from the app system.
- Experience and advancement — Gaining experience to improve core abilities over time, enabling access to stronger actions or outcomes.
- Items and combat — Acquiring valuable gear and engaging in combat encounters to influence survivability and quest success.
- points of interest — Locations or cues on the board/world that drive exploration, questing, and encounter resolution.
- Skill checks — Players test attributes such as intelligence, dexterity, and strength to overcome challenges and advance narratives.
- story-driven scenarios — Narrative modules that present players with choices, consequences, and evolving story beats that shape progression.
Video topics + discussion points
Quotes (from this video)
- The game offers a variety of story-driven scenarios supported by a world sophisticated application in this ever-changing game world full of dynamic events
- They will use their wits to hinder their enemies or assist friendly non-player characters
- They will gain experience that will help them improve these skills during the game
- Two identical paths or destinies lead to distinct outcomes depending on player choices
References (from this video)
- Interesting dual-destiny mechanic
- App-driven narration
- Some repetitive elements
- Destiny and exploration
- App-driven narrative adventure
- Narrative-driven with app support
- Forgotten Waters
Mechanics (from transcript analysis)
- Adventure progression — Story advances as players act
- app integration — Two destinies to fulfill via app
Video topics + discussion points
Quotes (from this video)
- it's the story that matters in these games; mechanisms complement stories
- this is the best scavenging system
- we're going to present one game that the other person hasn't played
- Pirates of the Caribbean the board game
References (from this video)
- App provides guided setup and dynamic storytelling
- Varied story-driven scenarios with base game and expansions
- Two destinies per character add replayability
- Multiple play modes including solo options and larger party formats
- App-guided prompts help pace and maintain tension
- Requires a smartphone/tablet app to play
- Setup and rules can be complex, with a notable learning curve
- Longer play sessions (2–3 hours) and significant table space requirements
- Managing cards and resources can feel fiddly for new players
- destiny, choice, consequence
- A fantasy universe where heroes pursue personal destinies through episodic quests in a dynamic, app-driven world
- branching narrative guided by an app
Mechanics (from transcript analysis)
- app-guided setup and narrative progression — An accompanying application guides setup, quest selection, and ongoing story progression, dynamically adapting to play
- combat options — Combat interactions can be resolved with bare hands or weapons, often tested via QR-code guided prompts
- destinies and finale — Each character has two destinies; fulfilling one leads toward a finale sequence where the winner is determined
- Dice rolling — Players roll a set of main dice and additional effort dice to attempt skill tests
- experience tokens and skill progression — Experience tokens can be spent to adjust skill tracks, providing strategic bursts of advancement
- Items and equipment — Character item cards grant effects; inventory is limited and managed with in-game economy mechanics
- map exploration — Players reveal and explore map squares, often triggered by movement and app prompts
- points of interest — Interactive locations offering actions, items, or narrative prompts when engaged via the app
- QR code destiny hints — QR codes provide destiny-related hints from NPCs or app prompts to influence choices
- Skill Tests — Tests in intelligence, dexterity and strength determine progress, with potential automatic successes on certain faces
- trade tokens and economy — Trade interactions with points of interest control access to specific items or exchanges
Video topics + discussion points
Quotes (from this video)
- Destinies is a story driven board game designed by these two great people
- the application will guide you through the entire setup process
- the game is played over a series of rounds
- Guided by the application we should place a disk on Space 4 7 11 and 12 in the intelligence skill track
- the main aspect of this game is that during the game players will be testing their skills
- the application will guide you as to which miniature you should use for your character
References (from this video)
- Immersive, story-first experience with a strong thematic throughline.
- Mechanics are light and elegant, especially the skill checks using wooden pucks.
- App-assisted storytelling enhances immersion without overburdening players with rules.
- Supports 3 players well and remains engaging as each player’s destinies unfold.
- Clear sense of progression and meaningful consequences from choices.
- Limited replayability due to finite scenarios; once completed, fresh play can feel stale unless expansions are present.
- Save system does not remember items, status of skills, or exact board state across sessions, which can be frustrating.
- Narrative inconsistencies or glitches (e.g., missing animals) can disrupt immersion.
- Minis can be small and indistinguishable between players and NPCs, causing confusion during play.
- Longer scenarios (2–3 hours) can be a time sink; can be hard to split across multiple sessions.
- Some players may feel disadvantaged by prior playthroughs; the game can create perceived fomo.
- Destiny, personal journeys, branching narrative through dialogue and exploration.
- A shared story-driven fantasy world accessible via an app, with a large world and personal destinies.
- Story-first, app-assisted branching narrative with secret destinies and NPC interactions.
- The Seventh Continent
Mechanics (from transcript analysis)
- app-assisted storytelling — An accompanying app guides dialogue, encounters, and state memory, shaping the progression.
- character boards and skill tracking — Three skills per character are tracked on a personal board, with wooden pucks representing progress and upgrades.
- destiny-based objectives — Each character has two destinies; the first to complete any destiny ends the scenario.
- dialogue and choice memory — Choices affect future interactions; the app remembers past decisions and can influence later outcomes.
- dice-based skill checks — On tests, players roll two dice, sum results, and compare against required successes using wooden pucks to track successes.
- exploration and interaction — Movement around territories to discover NPCs or items, with interactions driven by dialogue or item use.
Video topics + discussion points
Quotes (from this video)
- Destinies is a story-driven app assisted you need an app to play this game so you are one of the characters in this huge world
- the skill checks are unique, and there are these wooden pucks for each skill
- it's so simple that it helps the story not stops it
- this is my favorite mechanism for this type of story game
- it's a step away from fantastic but I did enjoy it way more than I thought I would
- Destinies is accessible and easy to get into
References (from this video)
- Very easy rulebook and setup; accessible to families
- Excellent app integration; keeps story flowing and reduces manual bookkeeping
- Strong production quality: tiles, dice, tokens feel substantial
- Multiplayer offers social engagement and extended play
- Replay value limited due to few distinct paths and similar finales
- Story depth and twists are not very deep or memorable
- Challenger solo mode is extremely time-pressured and unenjoyable
- Miniatures and map components are largely unnecessary in solo mode
- Overall value diminished by heavy reliance on luck and limited branching
- Destiny-driven questing with branching paths
- Fantasy world with evolving stories and destinies
- story-driven, app-assisted, branching quest narratives
- Chronicles of Crime
- Time Stories
- Sherlock Holmes Consulting Detective
Mechanics (from transcript analysis)
- app-assisted narrative — the app drives story events, resolves interactions, and tracks progress through scenarios
- branching routes to victory — each destiny offers at least two different ways to win with scenario branching
- Character progression — players level up along skill tracks to improve chances of success
- dice-based skill tests — player tests against dexterity, strength etc. using dice and skill tracks
- tile-based exploration — players visit map tiles to reveal locations and story content
Video topics + discussion points
Quotes (from this video)
- it's the easiest story driven game i've ever played
- replay value is nowhere near as strong as it could have been
- multiplayer mode brings in its own share of issues
- destinies should have blown my mind
References (from this video)
- strong thematic flavor
- innovative take on destiny-based storytelling
- potentially imbalanced for certain groups
- depends on player tolerance for competition within cooperation
- destiny, cooperative storytelling with competitive tension
- fantasy-fate driven adventure with branching outcomes
- story-driven, evolving narrative experiences
- Turf Mars
Mechanics (from transcript analysis)
- cooperative play with competitive win condition — players work together but only one achieves the destiny, introducing tension
- Story-driven progression — narrative choices shape subsequent game state and outcomes
Video topics + discussion points
Quotes (from this video)
- Destinies could be cool it's kind of Cooperative but only one of you will fulfill his Destiny so it's a race game
- Time stories Revolution is something I'd say the smaller boxes the new ones yeah time series Revolution it will apply fine with two it's perfect with two I enjoy time stories more most with less people because you each individual can do more things
- there's a game called mysterium Park which they say is better than mysterium because it's shorter
- one person hides his treasures somewhere on the map just draws an X there and then he has to from time to time give Clues to other people to search and you actually can draw huge circles on the map from the information you have
- draft desire is an amazing quick simple drafting game
References (from this video)
- engaging story integration
- narrative consistency
- beautiful production
- requires app for full experience
- learning curve for some players
- fantasy adventure and decision consequences
- Narrative-driven app-assisted destiny exploration
- campaign-like storytelling
- Chronicles of Crime
- The Initiative
Mechanics (from transcript analysis)
- app-driven narrative — story arcs guided by an app with decisions and outcomes
- dice/role resolution — dice-driven actions tied to narrative choices
Video topics + discussion points
Quotes (from this video)
- patchwork is a great game for couples
- it's a great first date game
- the app, the narration is pretty good on the app
- silver bullet obviously... it is literally the best game
- villainous is in my opinion one of the most perfect games for couples