Game Info
Year
2025
Players
2-4
Age
8+
Playtime
45 min
Collection
Ratings
Creator Score
Mechanic profile
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Description
A two-player game of tactical combat and survival in a fractured woodland
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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This page: 1
Sentiment:
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Video 35oSK5ZFtGM
Let's Table It Review at 0:16 sentiment: positive
video_pk 84908 · mention_pk 395295
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Deep tactical depth arises from a simple rule set
- Distinct unit matchups create meaningful counterplay
- Engaging endgame with a clear home-tree objective
- Attractive animal miniatures and sturdy components
Cons
- The diagram can be hard to track during play
- Limited artwork beyond the miniatures; box art is minimal
- Prototype copy—production details (publisher/designer) are not disclosed
Thematic elements
- Array
- Fantasy
- expository/review with instructional elements
Comparison games
none
Mechanics (from transcript analysis)
- Action Points — Three action cubes are used to track actions; they are placed with units to indicate actions taken and reset at the end of a turn.
- Action Tokens / Cubes — Three action cubes are used to track actions; they are placed with units to indicate actions taken and reset at the end of a turn.
- Aesthetic/Components — Animal miniatures and abstract-style components; box art noted but with minimal additional art.
- Combat: Damage Based — Archers and mages have ranged capabilities; most other units engage in melee by moving onto the target's space.
- Deck Manipulation — Fire acts as a firewall—blocking movement and line of sight; it persists until the casting player's next turn and can be extended with a second fire mini.
- End Game Bonuses — The thief must attack the home tree to win; if all thieves are lost or the board is static for three consecutive turns, the game ends in a draw.
- Hex-based movement — Units move through a hex grid up to their unit-specific distance; the home tree cannot move; movement must avoid moving through other units.
- Line of Sight — Some attacks require line of sight (notably mage attacks); line of sight can be blocked by fire.
- Magic/Fire Mechanics — Fire acts as a firewall—blocking movement and line of sight; it persists until the casting player's next turn and can be extended with a second fire mini.
- Ranged vs Melee Combat — Archers and mages have ranged capabilities; most other units engage in melee by moving onto the target's space.
- Team/Grouping Mechanics — Units form groups to travel together; a lone unit is unlikely to succeed without supporting units.
- Teams — Units form groups to travel together; a lone unit is unlikely to succeed without supporting units.
- Turn-based actions — On a turn, a player can perform three actions using three different units; each unit can perform only one action per turn.
- Unit-type Specific Attacks — Each unit type can attack only certain other specific unit types, requiring micro-matchups and strategic targeting.
- Variant/Rule Variants — Variants exist to simplify attacking or adjust setup for kids, affecting difficulty and competitiveness.
- Win Condition / End Condition — The thief must attack the home tree to win; if all thieves are lost or the board is static for three consecutive turns, the game ends in a draw.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a two-player only game where players each have units on a board and will be moving them as teams to fight the other units on the other team.
- Movement from one hex to another in any pattern up to the number of spaces allowed by the type of unit that you are moving.
- Archers are able to attack without moving and can attack three hex's away.
- Fire can block both movement and line of sight.
- Very tactical, strategic, abstract strategy game with some great animal miniatures.
References (from this video)
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