Collection Status
Your Rating
Description
Our territory was limited, and ressource were scarce, we marched from camp to camp in pursuite of victory.
-Traditional Dewan song
Dewan is a competitive area placement game for 2 to 4 players. Collect Terrain cards and spend them to strategically place your Camps on the Territory. Make the best use of terrain and resources so that you can satisfy the requirements on your Story tiles. Along the way, gather Berries and master Fire to earn additional valuable victory points.
A fast-paced strategic board game featuring racing, placement, and hand strategy.
—description from the publisher
Year Published
2026
Featured Videos
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 1 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video p7Pyxk1zYZE
Unknown Channel game_review at 0:00 sentiment: mixed
video_pk 61670 · mention_pk 154317
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Excellent production quality
- Mechanically sound and accessible
- Good gateway game; easy to teach
- High replayability via modules and scenarios
- Multiple exploration paths; not a single, rigid strategy
- Best experienced with 3-4 players; strong social interaction
- Helpful for new gamers while offering depth with repeated plays
- Incorporates quasi worker-placement elements with resource management
Cons
- Some story cards can be impossible to fulfill due to modular tile setup
- Can be underwhelming for players seeking heavier depth
- Two-player experience is less exciting; best at 3-4 players
- Randomized tile setup can create unsatisfiable cards and pacing frustrations
- If you expect more from the game, you may be disappointed
Thematic elements
- Resource management and area control driven by story goals; the progression of story tiles unlocks capabilities and shapes endgame scoring.
- Modular hex-based landscape with land types where playersplace encampments; rivers, mountains, and various terrain influence options. Scenarios introduce events like floods or volcanoes that alter positioning and scoring opportunities.
- Story-card driven objectives that prescribe where campsites can be placed and which resources matter, with board progression influencing available actions.
Comparison games
- Ticket to Ride
Mechanics (from transcript analysis)
- card drafting — On a turn you take two cards from the card grid, and the two cards you choose must be neighbors on the grid before adding them to your hand.
- Card drafting from a grid with adjacency constraint — On a turn you take two cards from the card grid, and the two cards you choose must be neighbors on the grid before adding them to your hand.
- End-of-round and endgame scoring — Points come from story tiles, berries on the board, fire symbols on cards or tiles, and strategic endgame placements; fulfilling criteria slides story progress and can unlock extra cards.
- Modular board — The map is built from modular hex tiles; setup variability impacts which strategies are possible in a given game.
- Passing toll when traversing an opponent's campsite — As you move through regions controlled by others, you must give a card of the corresponding color to that opponent, adding a cost to movement.
- Replayability through modules — Multiple modules and scenarios create diverse setups and strategic options, preventing one-note gameplay.
- Resource-based placement — Colored cards are spent to place encampments/campsites on land types indicated by the cards and the story tiles.
- Scenario variability — Different scenarios change rules or add special conditions, increasing difficulty and variety.
- Story progress and card unlocking — As you fulfill criteria, you slide a story tile up your board, unlocking the ability to gain an extra card.
- Tiles and modular board setup — The map is built from modular hex tiles; setup variability impacts which strategies are possible in a given game.
- worker placement — Colored cards are spent to place encampments/campsites on land types indicated by the cards and the story tiles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's an upgraded version of Ticket to Ride.
- This is your toll. This is what you're having to pay.
- This is a gateway game, an entry into the hobby.
- Dwan is a good little game if you are bored of playing Ticket to Ride.
- If you're new to board games, then this one I would probably recommend to you.
- There are multiple scenarios that you can play in the game that change up the rules in some fashion.
- Four is probably absolutely the best.
References (from this video)
No references stored for this video.
Video SQ8GIPT6owo
Dice Tower game_review at 0:00 sentiment: positive
video_pk 34374 · mention_pk 102350
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- High amount of gameplay and strategic depth for a 40-minute game
- Excellent artwork and top-tier component quality
- Solid, old-school midweight Euro feel with modern polish
- Very good insert/boxing for storage and setup
- Scales well from 2 to 4 players with meaningful interaction
Cons
- Theme is fairly weak or non-immersive
- Rules can be somewhat quirky or fiddly around adjacency and space costs
- Two-player variant can feel slightly underwhelming compared to higher player counts
Thematic elements
- tribal survival and resource management
- tribal huts on a modular landscape
- abstracted/medieval fantasy
Comparison games
- Attica
- Alhambra
- Ride
Mechanics (from transcript analysis)
- area/region requirements — Huts must meet color/region constraints to fulfill tile bonuses.
- endgame scoring variety — Score from huts, fruits, flames, medallions, and fulfilled tile bonuses.
- hut placement — Spend resources to place a hut on the board, paying for origin, traversal, and target spaces.
- Resource management — Collect fruits and manage tokens to meet tile requirements and endgame scoring bonuses.
- tile drafting — Draft two adjacent cards from a six-card draft to add to your hand.
- tile progression / upgrade — Slide tiles up to reveal end-game bonuses and trigger scoring opportunities.
- two-path turn structure — On your turn you either draw two cards or deploy a hut, each with its own costs and options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game has a lot of gameplay for 40 minutes.
- The artwork is tremendous and the component quality here is very, very good.
- This is one that has just impressed me to no ends and I think this is one I'll be very happy to continue playing for a long time.
- This feels like a wonderful throwback in all the right ways and a wonderful modern game in all the right ways.
- If your first blush with this game is at two player, you might look at the set of there's like two tiles out there and you say, 'This is it.'
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2