Dwellings of Eldervale is an epic worker placement game set in a once lost magical world. Giant elemental monsters roam while dragons, wizards and warriors battle for dominance over 8 elemental powers. Players control unique factions seeking to adventure, battle, grow in power and ultimately dwell Eldervale, shaping it to their vision.
Dwellings of Eldervale blends worker placement, area control, engine building and unique worker units. Players take turns placing a worker in Eldervale or regrouping and activating their tableau of adventure cards. Action spaces include realms key to power: a summoning portal, an ancient mill, the lost fortress, deep dungeons, and a crumbling mage tower and the elemental lands of Earth, Air, Fire, Water, Light, Dark, Order and Chaos! Magic cards grant spells, quests and prophecies to players.
In the end, the players with the most elemental dominance among the multiple paths to victory will reign over Eldervale.
—description from the publisher
Link to Unofficial FAQ
- Rich component quality
- Strategic depth and multiple paths to win
- Rule complexity can hinder first-time players
- Building, exploration, magical houses and structures
- Mythic fantasy world with modular crafting and combat tiles
- Epic fantasy with a strong tableau-building flavor
- The Dragon Prince Board Game (mechanics through tableau)
Mechanics (from transcript analysis)
- Area control / combat — Compete to control spaces and defeat rival figures
- worker placement — Recruit workers to collect resources and activate structures
Video topics + discussion points
Quotes (from this video)
- the future is mestizo
- good trouble
- we're not trying to get rid of nobody we're just trying to make space for everyone to be involved
- if you could change your mind i could change the world
- inclusion and diversity in gaming is very important
References (from this video)
- Interesting fusion of euro and ameritrash ideas
- Rich, thematic components and player choice
- Combat can feel anticlimactic
- Work replacement/placement can be fiddly for new players
- Ameritrash euro fusion with combat and worker/territory dynamics
- Fantasy realm with settlement-building and conflict
- Cinematic fantasy battles integrated with engine-building
Mechanics (from transcript analysis)
- area control / majority — Control zones or dwellings for scoring and bonuses.
- Combat — Direct conflict between players with combat resolution mechanisms.
- worker placement / engine-building — Place workers to gain resources and develop the settlement engine.
Video topics + discussion points
Quotes (from this video)
- none of these games are bad games
- this is an absolutely fantastic game
- this is a polyomino game
- cockroach poker is the best party game I have played
- this entire list is a bluff
- it's the best game that awakened realms has produced with the exception of iss Vanguard
References (from this video)
- Grand, visually impressive production
- Strong theme integration and multi-layered strategies
- Combat can feel underwhelming at times
- Complexity and pacing can be a barrier for new players
- Engine-building, combat, and area control wrapped in a big box
- Fantasy realm with dwellings and conflicts between factions
- Ameritrash/euro fusion with cinematic flavor
Mechanics (from transcript analysis)
- area control / worker interaction — Controlling areas to gain bonuses and scoring.
- Combat — Direct conflict with units and special abilities.
- engine-building / tableau — Build an engine to generate actions and resources over time.
Video topics + discussion points
Quotes (from this video)
- none of these games are bad games
- this is an absolutely fantastic game
- this is a polyomino game
- cockroach poker is the best party game I have played
- this entire list is a bluff
- it's the best game that awakened realms has produced with the exception of iss Vanguard
References (from this video)
- Large variety of factions and asymmetric powers
- Engaging combat with meaningful outcomes
- Strong mechanisms and engine-building potential
- High replayability due to random board/setup and cards
- Vibrant art and thematic illustrations
- Theme is thin or lacks flavor text; feels more Euro than thematic
- Huge box size and complex setup, which can be daunting
- End condition can end game quickly as tiles run out
- Not a family game; heavy, long setup could deter some players
- City-building/territory control with combat and fantasy adventure
- Fantasy world with factions, houses, monsters, and magic cards; variable board layout.
- Epic fantasy with modular tableau and monster interactions
- Dune Imperium
- Twilight Imperium
- Reckoning
Mechanics (from transcript analysis)
- Combat — Dice-based conflicts that provide swords/resources and can transfer monsters as workers.
- faction_variants — 16 different factions with unique powers affecting strategy.
- monster_control — Monsters on the map can be dominated and used for personal gain.
- resource_management — Collect and spend resources to fuel actions and buy tableau cards.
- tableau_building — Acquire and place cards to create a personal engine and scoring opportunities.
- tile_placement — Map tiles and endgame triggers based on tiles running out.
- worker_placement — Players send workers to action spaces, resolve actions, and regroup.
Video topics + discussion points
Quotes (from this video)
- it's a feel-good game where you just will have a bunch of stuff that you will try to get rid of to get more points
- the combat in this game is quick, fun and meaningful
- there are 16 different factions
- this massive huge game ... just two hours to play
- the box is too big
- there is no theme
- I 10 out of 10
- it's a hybrid euro with fantasy combat
- monsters can be dominated and become your workers
- replay value is high due to faction variety and board layout
- it's not a family game; it's epic but not family
References (from this video)
- considered a strong contender for the shelf
- noted for epic scope within a large game space
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think this is a fantastic look.
- it's a fantastic collection almost I want it.
- I still don't have eclipse.
References (from this video)
- Interactive combat with a helpful activation mechanic
- Strong thematic cohesion and scalable play
- Some players see luck as a factor in combat
- Higher complexity than standard euro games
- fantasy-themed worker placement and combat
- Ever-changing land with monsters and settlements
- mythic fantasy world with modular interactions
Mechanics (from transcript analysis)
- Dice-based combat — Combat resolution uses dice and number of dwellings.
- Work replacement with combat — NPC monsters and combat alter the usual work replacement flow.
Video topics + discussion points
Quotes (from this video)
- these games are phenomenal
- it's a true semi-co-op and not a lot of games do semi-co-op well
- the board in the middle the whole point of terraforming mars is to terra for mars
- this is a foster the meeple favorite
- every deck is unique to that character
References (from this video)
- Tactical depth and satisfying combos from tactics cards, especially when chained with module actions
- Distinct factions with unique ships and powers create varied game experiences
- High player interaction through combat, card play, and competition for resources
- Beautiful and immersive components that reinforce the fantasy theme
- Solid engine-building potential through upgrading ships and modules
- Significant randomness from tactic cards and dice rolls leading to swingy turns
- Long setup and play time, often around 3 hours, which may deter some groups
- Feeling of not necessarily earning a win due to luck, especially on large turns
- Deluxe components can be expensive; full bling setup adds cost
- Adventure, exploration, resource management, conflict
- Fantasy setting with modular board, factions, and spaceflight metaphor
- Euro-style engine-building with thematic storytelling through tactics cards
- Dwellings of Elder Whale
- Wonderous Creatures
Mechanics (from transcript analysis)
- Dice-based combat — Battles are resolved with dice, pitting you against monsters or other players.
- Endgame scoring / VP emphasis — Victory points are earned through actions, events, and upgrades; end when a threshold is reached.
- Faction Asymmetry — Each faction has unique ships and starting powers, enabling varied strategies per game.
- Modular ship/modules with planets — Players buy and place modules and planets to activate effects and build out their system.
- Resource management — Players gather resources to build, upgrade, and score, shaping engine development and pacing.
- tactics cards — Powerful, random effects that can dramatically alter turns and create combo opportunities.
- worker placement — Players place their ship-shaped workers on board actions to collect resources, upgrade modules, or trigger effects; workers can be retrieved to take other actions later.
Video topics + discussion points
Quotes (from this video)
- The tactics cards are wild.
- It's combos that come from the tactics cards for sure.
- Turns can chain into other turns, making you feel like you're riding a wave of momentum.
- The best thing about this game for me is spaceships.
- We start out with these simple little ships, and they evolve as you play.
- There is almost always interaction every turn with combat, tactics, or board actions.
- Absolute randomness thanks to these cards can make turns surprisingly volatile.
- I didn't earn it — sometimes luck carries you to a win and that feels unsatisfying.
- The monsters on the board create epic battles and constant tension.
- The factions feel distinctly different each game, which is awesome.
References (from this video)
- solo mode available and well-implemented
- high faction variety (16 factions) with unique powers
- neat component trays and organized resources
- replayability via box contents and modular setup
- rich thematic elements with monsters, ruins, and orbs
- rules are dense and setup can be lengthy
- combat can be time-consuming in practice
- board state and interactions can be complex for new players
- realm-building, exploration, and combat
- fantasy realm-building in Eldervale with elemental themes, including realms, ruins, and the underworld
- card-driven, adventure-based progression with dungeon/ruin tiles and monsters
- Everdell
Mechanics (from transcript analysis)
- adventure_cards — spells, quests, and prophecies provide varied effects and end-game scoring
- card_orb_interaction — orbs and slots on cards modify effects or provide rewards
- Combat — battle uses dice based on unit type, with sword bonuses and monster participation
- endgame_scoring — glory tracks, elemental tracks, and prophecy card scoring determine winner
- free_actions — players may perform several free actions before/during/after main action
- monster_mechanics — neutral monsters and lairs influence battles and board control
- regroup — regroup is a core action that resets units and advances structures between turns
- resource_management — resources include gems, scrolls, potions, tools, swords, gold, and magic cards
- tile_and_realm_setup — hex realms are drawn and arranged by player count, with ruins and lairs included
- unit_placement — players place units on elemental realms and perform realm-specific actions
Video topics + discussion points
Quotes (from this video)
- it's for 2-5 players mainly but it also has a very nice solo mode
- the box contains plenty of stuff to add to the game's replayability
- the game uses simple mechanics but it has quite a few interesting twists
- 16 unique factions differentiate with unit special powers that are written on the player's personal board
- this video i'm gonna set up for three players using fire earth and water
- the game's end is triggered with two ways
- battles can be triggered by placing a unit in an occupied realm
- monsters are neutral creatures that come into play after their lair appears on the board
References (from this video)
- bold components and theme
- engaging player interactions
- rule complexity can be high
- learning curve may be steep for new players
- territory control and strategic building
- fantasy realm with bustling settlements
- epic, high-fantasy alliance vs. conquest
Mechanics (from transcript analysis)
- area control / area majority — controlling regions and holding influence on the map
- dice drafting and action selection — dice-based actions determine where you place dice and take actions
Video topics + discussion points
Quotes (from this video)
- this is my Holy Grail game
- imagine a boy of 10 eagerly finishing his homework ... the most magical thing he's ever seen
- this game is hard to get to the table the rules are tough and it's an absolute geekfest
- two people can geek out and play their part in the story of midd Earth
- I must feel like I deserve it
References (from this video)
- 16 different factions with distinct play styles
- Quick gameplay (25 minutes per player)
- High player interaction
- Multiple strategy paths
- None explicitly mentioned
- Fantasy world
- Wizards and warriors
- Monster encounters
- Exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- You get resources, you get resources, everybody gets resources
- Euro games are games all about economics, resources, selling resources to get more resources, and at the end of the game somebody gets points and usually wins
- Dune is a better game but Terraforming Mars is a better euro game
- The most unique thing about this game is the actions and how they play out
- It's a fantastic way how to mess up everybody's plans
- This game does the thing all games I think should do is make you feel like you've progressed and built something
References (from this video)
- Combines multiple mechanics into a rich tableau
- Engaging combat and upgrades
- Can feel cluttered
- Rules can be dense for new players
- Hybrid builder with combat and worker-placement elements
- Fantasy realm with dungeon-crawl vibes
- Epic, high-fantasy world-building
- Ark Nova
- Dwellings of Eldervale
Mechanics (from transcript analysis)
- Hybrid work replacement / deck-building — A mix of worker placement, combat, and deck-based actions.
- Resource collection / area control — Gather resources and influence the board through combat and positioning.
Video topics + discussion points
Quotes (from this video)
- this is work replacement at its finest it's simplest it is satisfying and it is a euro
- it's a town full of dragons
- by far the heaviest
- the best Euro game there is I'll tell you what the best is number five Great Western Trail
- Earth is also a card drafting but you're getting a lot of cards
- Eclipse is a space game... this is its Euro cousin
- Juniper Imperial it's a hybrid game
References (from this video)
- great to revisit and play again
- owner status may vary by session
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's been so long hopefully we remember everything
- the library is huge there are thousands and thousands of games
- we had an absolute blast
References (from this video)
- Massive, deluxe presentation and content
- Strong hobbyist appeal for fans of big games
- Size and scope can be intimidating
- Expansions add significant complexity
- Region-building, combat, and adventure
- Fantasy realm with dwarven-like architecture and magical guilds
- Epic, with a lot of components and expansions discussed
Mechanics (from transcript analysis)
- area control / scoring — Score points through controlling areas and completing tasks
- Deck/hand management — Use cards to influence events and player actions
- Worker-placement-like actions — Multiple workers and options to build and gather resources
Video topics + discussion points
Quotes (from this video)
- this thing is massive
- it's huge it's bigger than our table
- we love the game
- we're going to pimp it up
- it is a beautiful production
- we have you know the first one and now the sequel
References (from this video)
- Beautiful components
- Epic scope for family play
- Can be heavy for some groups
- Worker placement and area control
- Fantasy realm with villages and battles
- Ambient
- Terra Mystica
Mechanics (from transcript analysis)
- Area Control — Control areas with influence tokens.
- worker placement — Place workers to claim resources and build dwellings.
Video topics + discussion points
Quotes (from this video)
- You gotta touch it
- The journey is long and we're going to but it's rewarding
- Gateway into something else
- We put in the work to learn these games
- Rules-first approach, how-to-play videos, reviews, and playthroughs
- Calico is a gorgeous, tactile gateway game
References (from this video)
- Vibrant group play and chaos in a fun way
- Accessible entry into heavier euro-style play with a fantasy twist
- Can feel chaotic at times
- Rule clarifications required during play
- Worker/area interactions with hybrid cooperative-competitive play
- Fantasy realm with village building and adventuring
- Dynamic player interaction with fluctuating control
- Gloomhaven: Forgotten Circles
- Rising Sun
Mechanics (from transcript analysis)
- asymmetric player powers — Different factions or roles offer varied strategic options
- Worker placement with combat and questing — Workers are sent to actions; conflicts and quests influence score
Video topics + discussion points
Quotes (from this video)
- the final score in this particular game was 180 to zero
- every single person at the table is having a blast right now
- best play of the year goes to age of innovation
- one of my favorite heavy games and a highlight of six-player play
- this board game is incredible
References (from this video)
- great artwork and grand scale
- multiple schools of magic add thematic depth
- very large and heavy teach
- theme can feel divergent from mechanics at times
- deluxe content and price can overwhelm
- Light vs. dark magic, building and upgrading dwellings
- Fantasy realm with multiple magical schools
- Thematic but primarily Euro-style mechanics-driven
- Energy Empire
- Whistle Mountain
- Cryo
Mechanics (from transcript analysis)
- area control/territory influence — control map areas via workers and upgrade paths
- Dice combat — combat outcomes determined by dice rolls
- team/competing schools of magic — themes link to different magic schools and card effects
- workers and upgrades — players manage workers and upgrade them to upgrade dwellings
Video topics + discussion points
Quotes (from this video)
- I think this looks like magic the Gathering it really does seem like it
- it's just too much and people are just throwing hundreds of dollars into it
- as always yes I've been quite negative on the kickstarters and that but just remember as always it's only a game
- the hype train on this one that's going around at the moment
References (from this video)
- Epic scope and thematic depth
- Hybrid mechanics that combine placement and combat
- Very heavy game that requires commitment
- Obtainability and price can be an issue
- Worker placement meets combat-oriented fantasy conflicts
- Epic fantasy realm with monsters and dwellings
- Story-rich strategy with conflicts and alliances
- Calico
- Dead of Winter
- Flick Em Up
Mechanics (from transcript analysis)
- Combat / monster interaction — Engage monsters and antagonists as part of the strategy.
- worker placement — Place workers to gather resources and activate powers.
Video topics + discussion points
Quotes (from this video)
- we're gonna play a game called wavelength
- it's app version we both have the app
- a scale at one end is weak and on the other like strong
- it's a real-time cooperative game
- team-building activity
- this is our big main plan
- cooperative game and the basic idea is that you are all on mars
- super action-packed and i really can recommend it as a team building activity
- calico nice game
- i was underwhelmed by calico
- please subscribe and like this video
References (from this video)
- unique art and interactive combat
- deep engine-building feel
- not optimal with very few players; best with 3-5
- worker placement, combat, and magical powers
- fantasy village with dwellings and heroes
- epic fantasy
Mechanics (from transcript analysis)
- combat confrontation — hand-to-hand battles with dice or conflict resolution
- worker placement — place workers to harvest resources and build structures
Video topics + discussion points
Quotes (from this video)
- it's absolutely must
- it's top three game of all time
- it's a betting game where you bet on horses
- it's like a borderline party game
- Sleeping Gods is a massive Story game
- you read the stories, make your choices, upgrade
- it's the biggest thing why you don't like it is sometimes you'll play a card to create a ship and then I'll play a card to cancel your ship creation
- you both have a Summoner and an army you have wars
- it's still a must have for both turns
References (from this video)
- Rich production value and scope
- Engaging for heavier gamer groups
- Longer play time
- Learning curve can be steep for new players
- City-building and faction-based combat
- Fantasy realm with dwellings and structures
- Epic, rich in lore and components
- Champions of Midgard
- Five Tribes
Mechanics (from transcript analysis)
- area control / tile placement — players place builders and workers to secure locations
- combat with dice and cards — conflicts resolved via dice-driven combat and card effects
Video topics + discussion points
Quotes (from this video)
- my default would probably be innovation by carl chadwick
- you're my soul mate
- pre-meeple built he performed as a comedian and a magician
- meepleville board game cafe in las vegas
- it's a huge upgrade
- the board game quiz show by going analog
References (from this video)
- exceptional component quality and inserts
- engaging abstract-feeling yet thematic gameplay
- strong table presence and replay feel
- box is unwieldy and large
- not ideal for very small tables
- castle-building, heroes, and land control
- fantasy realm with dungeons, dwellings, and monsters
- fantasy storytelling with modular scenarios
- Gloomhaven
- Kemet
Mechanics (from transcript analysis)
- area majority and combat — Fight monsters and compete for zones to gain benefits and victory points.
- dungeon/campaign-like progression — Explore dungeons for rewards; scale up through scenarios that impact the board state.
- worker placement — Place workers to take various actions; build dwellings to influence areas.
Video topics + discussion points
Quotes (from this video)
- QE is an absolutely fantastic game I've had so much fun with this since we picked it up about a year ago.
- it's absolutely hilarious when somebody just goes absolutely mental with the bids.
- Arcadia Quest is an absolutely compelling campaign Skirmish game that looks absolutely fantastic and still plays fantastic today.
- Eric M Lang's Masterpiece in my opinion.
- The Lost Ruins of Arnak doesn’t feel reinvented, but it feels exceptionally well balanced and clearly designed.
- Dune Imperium is absolutely outstanding. this is a deck-building worker placement game.
References (from this video)
- Well-produced game
- 16 unique factions
- Epic feel
- Interesting action cards
- Unique game style
- Potentially grindy for dice chucker fans
- Might annoy Euro game purists
- Unusual game mechanics
- Elemental factions conquering territory
- Fantasy world
- Competitive world-building
- Catan
- Andromeda's Ed
- Tyrants of the Underdark
Mechanics (from transcript analysis)
- Dice combat — Conflict resolved through dice rolls
- Resource management — Collecting and trading resources
- worker placement — Players place workers on board to take actions
Video topics + discussion points
Quotes (from this video)
- Not your granddad's Catan
- 16 factions and eight different themes to explore
References (from this video)
- Tight Euro with meaningful decisions
- Pacing with combat integration
- Potentially long play time
- Complex for new players
- Resource/gain points through construction of dwellings
- Fantasy world with dwellings and workers
- Historical-fantasy heavy
- Dune Imperium
- Ark Nova
Mechanics (from transcript analysis)
- Resource management — Spend resources to acquire better cards and points
- tile placement — Place and upgrade dwellings to score points
- worker placement — Place workers to gain resources and build dwellings
Video topics + discussion points
Quotes (from this video)
- 30 seconds before you did that I was gonna say that I can bet you're not gonna burn Arc Nova but uh wow
- I have just recently over the last weekend played Virgin Queen I loved it it's oozing thematic historic events
- it's a long-running joke here Giannis has not reviewed too positively and I like all of these three
References (from this video)
- deep fantasy setting
- group-friendly with varied factions
- complex rules; takes time to relearn
- table presence required
Mechanics (from transcript analysis)
- area control / worker placement — miniature-rich, engine-building fantasy title
Video topics + discussion points
Quotes (from this video)
- our top 50 is like a living breathing thing that changes every day by the day by the minute
- these games are all incredible even if something's like a number 600 from 700 it's probably still a good game
- ranking is subjective; it's hard to compare a 18 card game to a heavy Euro
- we rank in the moment based on our gut feeling and that's just how the chips fall sometimes
References (from this video)
- accessible feel for a big box game
- lots of decisions without being overwhelming
- some long setups
- production scale could be better
- fantasy city-building with combat and exploration
- fantasy realm with different races and monstrous threats
- storytelling through factional play and objective tracking
Mechanics (from transcript analysis)
- area-control and combat — compete for influence and power across the board
- worker placement with multiple action tracks — you assign workers to various tasks to gather resources and build an engine
Video topics + discussion points
Quotes (from this video)
- in this video we're each gonna pick our 10 best board games of all time in our honest humble opinions objective opinions so it's complete truth
- it's my favorite Story game
- the best work replacement deck building, like combination, I have played
- it's a really feel good game a massive game that feels light
- the most thematic game I think in my top 10 just surviving horror sci-fi
- Twilight Imperium is a historic epic
References (from this video)
- big, satisfying game with lots to do
- easy entry into action if you ignore the huge box footprint
- every action feels meaningful and rewarding
- the box is large and intimidating
- rules and components can be overwhelming for newcomers
- Area control, engine-building, and tableau-building
- Fantasy realm with cities, monsters, and factions
- Complex, strategic with strong thematic payoff
Mechanics (from transcript analysis)
- area control and combat — Compete for influence across the board with combat resolution.
- resource management and engine building — Collect resources and buy cards to strengthen your engine.
- worker placement / tableau building — Workers place to gain resources and unlock abilities; build a tableau of powers.
Video topics + discussion points
Quotes (from this video)
- the story is fantastic
- production wall used through the roof
- tons to do if you're a sucker for Space theme
- it's a huge campaign game
- it's the only game you can't really get right now because it was just on Kickstarter
- my favorite solo game hands down this year
- it's a two-player card game
- the odds are always in your favor
- it's a drafting game
- every action does that
References (from this video)
- strong faction variety, deep recall-driven action economy, evolving map complexity
- can be heavy and long; some may find it similar to other hybrid euros
- worker placement meets area control and combat with recalling
- Fantasy world with factions maneuvering on a modular map.
- hybrid thematic feel with strategic depth
- Scythe
- Terra Mystica
Mechanics (from transcript analysis)
- map-based resource gathering and combat — Exploration and engagement on tiled maps with monster threats and rival players.
- worker placement with recall phase — Players deploy workers and later recall them to trigger actions on cards built up across the game.
Video topics + discussion points
Quotes (from this video)
- this is one of the greatest deck building board games I've ever played
- it's pure joy, pure fun
- the energy in the room when Ready Set Bet is going
- thematic immersion in Thunder Road Vendetta is spot on
- Age of Innovation feels like the definitive evolution of this family of games