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Earthborne Rangers

Game ID: GID0109302
Game Info
Year
2023
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Description

Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago.

You begin by building a deck that reflects your Ranger's interests, personal history, and personality. Then, as you explore the open world and your story takes shape, you augment your deck with improved equipment, refined skills, and the memories of your journey.

The story of Earthborne Rangers is presented as a branching narrative campaign consisting of a main storyline and a multitude of side stories. In it, you can choose to follow the critical path or to strike off on your own to discover the Valley's many engaging characters, mysterious ruins, and beings both familiar and strange.

Each game session represents one day in the Valley, and you'll pick up in the same location on the map where you rested the night before. Your goal is to either complete one of your available missions or to explore the open world. The session ends when you're either forced to rest (through either fatigue or injury), or you choose to rest for the night.

An individual game session is played in rounds, and those rounds consist of turns. On your turn, you perform one action: either play a card from your hand, or choose an action from a card on the table. Each action allows you to interact thematically and narratively with the world, and each time you take an action, the world comes to life around you. Predators stalk their prey, rain pours from the sky, rocks tumble down the mountain to block your path, and much more.

—description from the publisher

Description

Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago.

You begin by building a deck that reflects your Ranger's interests, personal history, and personality. Then, as you explore the open world and your story takes shape, you augment your deck with improved equipment, refined skills, and the memories of your journey.

The story of Earthborne Rangers is presented as a branching narrative campaign consisting of a main storyline and a multitude of side stories. In it, you can choose to follow the critical path or to strike off on your own to discover the Valley's many engaging characters, mysterious ruins, and beings both familiar and strange.

Each game session represents one day in the Valley, and you'll pick up in the same location on the map where you rested the night before. Your goal is to either complete one of your available missions or to explore the open world. The session ends when you're either forced to rest (through either fatigue or injury), or you choose to rest for the night.

An individual game session is played in rounds, and those rounds consist of turns. On your turn, you perform one action: either play a card from your hand, or choose an action from a card on the table. Each action allows you to interact thematically and narratively with the world, and each time you take an action, the world comes to life around you. Predators stalk their prey, rain pours from the sky, rocks tumble down the mountain to block your path, and much more.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 33
This page: 33
Sentiment: pos 21 · mix 12 · neu 0 · neg 0
Mentions per page
Showing 1–33 of 33
Video PDJLI6vpx9Q Playthrough at 2:42 sentiment: positive
video_pk 68491 · mention_pk 164761
Earthborne Rangers video thumbnail
Click to watch at 2:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Mechanisms are cleverly designed.
  • Theme is refreshing and different.
  • The game is thoroughly enjoyable.
  • The developers have done a good job.
  • Manageable for two players, with solo and three-player options available.
Cons
  • Wording on cards is very specific and requires precision.
  • The first play experience was rough for the host.
Thematic elements
  • Humanity has wrecked the world and gone into hiding for 2000 years to let machines fix the planet.
  • The far future, in a valley that is thematically the Rocky Mountains area in America.
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign play — The game is being played as a complete campaign playthrough.
  • Card Play — Players play cards from their hand to perform actions and tests.
  • Deck building — The host mentions using pre-constructed decks but allows for deck building during the campaign, which is not the standard rule.
  • Fatigue — Players can gain fatigue, which is represented by cards being added to their deck or hand.
  • Location exploration — Players travel to different locations, assemble path decks, and interact with cards within those locations.
  • Mission system — Missions are a key part of the game that drive players forward with objectives.
  • Narrative choices — Players make decisions that might have an impact on future decisions and the campaign log.
  • Resource management — Players manage resources like energy and use cards for their abilities or for connection icons.
  • Test System — The game utilizes a test system with common tests like 'connect', 'traverse', 'focus', and 'awareness' that players perform.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video 0d3mSIGZhcM Playthrough at 2:39 sentiment: mixed
video_pk 68042 · mention_pk 164366
Earthborne Rangers video thumbnail
Click to watch at 2:39 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging narrative and thematic elements
  • Interesting animal and feature interactions
  • Nice artwork
Cons
  • Complex rules requiring frequent checks
  • Can be stressful and not laid-back
  • The difficulty of certain locations like Mount Nim
  • The risk of injury and fatigue
Thematic elements
  • Campaign playthrough of a game involving searching for a missing person, dealing with environmental hazards, and interacting with the local flora and fauna.
  • Northern Outpost, woods, mountains
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign play — The playthrough is part of a campaign, with days progressing and missions needing to be completed.
  • Card Play — Players play cards from their hand to perform actions, boost tests, or trigger abilities.
  • Deck construction — The game is described as a 'deck construction game, not a deck building game'.
  • Fatigue — Players can gain fatigue, which has negative consequences and can lead to the end of the day.
  • Feature Interaction — Features can be interacted with through tests like traversing, breaking, or connecting.
  • Injury — Rangers can suffer injuries, which have significant consequences and can also lead to the end of the day.
  • location-based objectives — The game progresses by visiting and interacting with specific locations, each with its own set of cards and objectives.
  • Obstacle Clearance — Obstacles must be cleared before players can interact with certain cards or features.
  • Path cards — Path cards are drawn and put into play, which can include predators, features, and hazards.
  • predator encounters — Predators can enter play and interact with players and features.
  • Progress track — Progress is added to locations or features to clear them or achieve objectives.
  • Resource management — Players manage energy, focus, fitness, spirit, and cards in hand to perform actions.
  • Search Missions — Missions involve searching for specific individuals or items.
  • Test Resolution — Tests are resolved by committing resources (cards, energy) and rolling dice (represented by icons).
  • Trail Tokens — Trail tokens are placed on features and are relevant for completing certain missions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We were going to do this a couple of weeks ago, but then I uh cancelled cuz I I had too many things on.
  • So, quick recap. These are not sponsored playthroughs. We're playing this because we both enjoy the game and we are planning to see the campaign through.
  • As far as the rules go, there were a couple of rules last time that we were getting wrong, but we were corrected while we were live.
  • Your cards become active when it's my turn. Which makes thematic sense.
  • This is a deck construction game, not a deck building game. That's that's our definition of it.
  • So, uh yeah, if you are watching us live and you do know any rules, mistakes that we make or anything like that, please put them in the chat.
  • I think that's what we got wrong last time. So an obstacle has come out an overground ticket.
  • The danger of doing a traverse test on here is it's got a presence value of two which means you would need two at least otherwise it would fail and you would take an injury.
  • The bit that I love about this game the most is the way that these animals interact with the, you know, the fact that the book's gone over there and eaten the berries.
  • This is a hard day.
  • It's interesting because your roll card allows you to dodge cards which prevent you getting from fatigue, but you do like a bit of fatigue because of the boots.
  • So, what happens when you rest? I think that's it, isn't it? You just say I'm resting and that's it.
  • The mountains are harder.
  • So, we have five tokens on there. Yeah, we need another three.
  • So, what you are going to rest as well, aren't you?
  • So, the day is over because a ranger was too fatigued or a ranger was too injured or a friendly being took enough harm, whatever.
  • We will get three new valley cards because effectively we we deconstruct that deck. Put it back. We will get three new random valley cards.
  • I would say that we are going to get better with the rules the more we play hopefully.
References (from this video)
No references stored for this video.
Video ObWBq--3Mag Playthrough at 0:07 sentiment: positive
video_pk 67979 · mention_pk 164301
Earthborne Rangers video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative and world-building
  • Deep and rewarding campaign experience
  • Meaningful character progression and deck customization
  • Variety of mechanics including skill tests, weather, and NPC interaction
  • Companion system adds interesting strategic options
Cons
  • Can be complex to teach/learn due to multiple interlocking systems
  • Deck fatigue can become a challenge late in a session
  • Travel through certain terrain types can be slow and frustrating
Thematic elements
  • Rangers patrolling a valley, investigating ancient ruins and geological events.
  • The valley, specifically Northern Pass and Atrox Mountain.
Comparison games
none
Mechanics (from transcript analysis)
  • Companion/Pet system — The host uses 'Riri the Sparrow Hawk' as a companion that can be exhausted to perform actions like scouting or dealing damage, adding a layer of strategic support.
  • Deckbuilding — The host explicitly mentions 'cards in my deck that are reward cards' and discusses drawing and managing cards in hand, a core component of deckbuilding games.
  • legacy campaign — The game features a campaign structure with multiple scenarios and persistent game elements, as evidenced by the 'second campaign' and discussion of past game results.
  • Location-based progress — Players need to achieve a certain 'progress' threshold on locations to advance or travel, as seen with 'three per ranger' needed to leave Lone Tree Station and 'four progress' for Spire.
  • Narrative resolution — The game uses narrative passages and player choices to advance the story, with specific mission objectives like 'finding the expedition' and interacting with NPCs.
  • Obstacles — Certain elements, like the 'Harvester Antill,' act as obstacles that block progress or travel until dealt with, requiring specific actions to overcome.
  • Side quests/Missions — The game includes optional objectives like 'helping hand' missions tied to specific characters (Spirit Speaker Null) or completing tasks for NPCs (Oraos) to gain rewards or advance narratives.
  • Skill Tests — The game relies on skill tests, such as 'traverse' and 'connection,' which are resolved by committing effort and potentially discarding cards, with success or failure having consequences.
  • Weather system — A 'downpour' mechanic affects the game, causing fatigue and having specific effects when 'sun' events occur, influencing player actions and state.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "This is the second campaign for Earthorn Rangers."
  • "I did beat the entire thing."
  • "There are going to be a lot of cards in my deck that are reward cards, both from the campaign and from side quests."
  • "You wake with the dawn."
  • "The people of the valley are in need once again."
  • "Solar Marco is one of them. He believes that something has shifted deep within the archology ruin, and he's eager to investigate."
  • "The carbon forge, the most valuable piece of technology we have today."
  • "Spirit speaker Null is already in play and we can read."
  • "The valley is a lot smaller."
  • "Complete the limited time offer mission and gain the coobo's swap meat mission."
  • "I'm going to go and do a three test on them to connect with plus nothing."
  • "I gained echoes of the Estian reward card."
References (from this video)
No references stored for this video.
Video WHtQkRM29C8 Playthrough at 3:23 sentiment: mixed
video_pk 67930 · mention_pk 164207
Earthborne Rangers video thumbnail
Click to watch at 3:23 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging narrative elements
  • Cooperative gameplay encourages discussion and strategy
  • Variety of encounters and challenges
Cons
  • Can be difficult and punishing, leading to fatigue and injury
  • Rules complexity requires occasional reference and discussion
  • Unpredictability of encounters can be frustrating
Thematic elements
  • Searching for Lun
  • The Living Valley
  • Overarching story
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Players use cards from their hand to perform actions, gain benefits, or overcome challenges.
  • exploration — The game involves traveling to different locations and discovering features.
  • Fatigue and Injury — Players can suffer fatigue and injuries as consequences of failed tests or events.
  • Feature Clearing — Features on the board need to be cleared by adding progress or completing specific actions.
  • Mission-based objectives — Players are working towards a specific mission to find Lun.
  • Persistence of Enemies/Features — Some elements, like the 'persistent' Picodo or certain creatures, can remain in play and affect future turns or travel.
  • Tests/Checks — Players perform various tests (e.g., traverse, connect, remember, avoid) using attributes and dice rolls to succeed or fail.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We've done really well at managing the beings.
  • This is This is jolly tricky.
  • It feels like a day is is a session.
  • Thematically, we're supposed to be good at it.
  • The problem we've got is we need to draw cards from here.
  • It just feels very very punishing when you've got so close to accomplishing it.
References (from this video)
No references stored for this video.
Video P5dvh5HrHaE Review at 0:20 sentiment: mixed
video_pk 67903 · mention_pk 164180
Earthborne Rangers video thumbnail
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Gorgeous art and evocative world
  • Interconnected encounters that shine
  • Interesting weather system that impacts gameplay
  • Narrative rewards can feel really good
  • The campaign book is interesting and full of surprises
Cons
  • Lack of variety in encounter cards, leading to repetition
  • Slow reward unlocking and character progression
  • Deck building can be complex and fiddly
  • Failure in tests feels bad and can lead to wasted turns
  • Difficulty in understanding some mechanics, like the flood mechanic
  • Character abilities don't upgrade and remain the same throughout the campaign
  • Not enough variety in the encounter cards for a 30-day campaign
Thematic elements
  • exploration and helping the world's inhabitants
  • the wilderness of the far future
Comparison games
  • Vantage
  • Mappa Mundy
  • Arkham Horror: The Living Card Game
  • Hand of Fate Ordeals
  • Eldritch Horror
  • Lord of the Rings
  • The Hobbit
Mechanics (from transcript analysis)
  • campaign game — It's a campaign game played over the course of 30 in-game days.
  • Character progression — character progression and just the character abilities just not very fun.
  • Deck building — Earthborn Rangers has light deck building with challenges to pass using effort tokens and cards to build up certain kinds of progress on cards to have interactions.
  • Effort tokens — challenges to pass using effort tokens
  • Encounter deck construction — by combining different cards from those paths and those locations into a single deck that will uh you will construct your encounter deck for uh that particular journey.
  • Interactive encounters — When you have different encounters interacting with each other depending on the challenge card that you draw.
  • Mission system — you will pick up various missions as you play the game. you will have this somewhat small deck of mission cards.
  • Open world adventure — Earthborne Rangers is an open world adventure game with a world full of interesting flora, fauna, and NPCs to interact with.
  • Weather system — The weather will change as the time progresses. So right now I am still in a rainy season. So I will place out my weather card. So I have the downpour and downpour will take a certain number of tokens that you will put on it and those tokens will represent clouds and as the clouds vanish then you will turn this over and then there will be a coming storm and then you will add tokens back to that uh gathering storm card to flip it back over to a downpour. The weather system is interesting. It will impact the game play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love the art in this game.
  • The world has a very kind of Miyazaki feel to it.
  • That's probably the best part of the game because as you start building out your tableau with different encounters, depending on these challenge results, those encounters will interact with each other.
  • Because of all of these interactions, I think Earthborn Rangers can be a little difficult to play. I find it a little fiddly.
  • Failure feels really really bad in this game. Like really bad.
  • I really really love the world of this game a lot. I just don't like some of the things about it.
References (from this video)
No references stored for this video.
Video O14qr6DPo4Q Discussion at 0:18 sentiment: mixed
video_pk 67886 · mention_pk 164165
Earthborne Rangers video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Great ideas
  • Thoughtful and considered world design with a real ecology
  • Art style is loved, described as pastoral and Miyazaki-esque
  • Art has a lot of emotion and creates an emotional connection
  • Presence in the world feels impactful due to campaign nature
  • Potentially excels at a two-player game
  • Slower, more methodical game that offers familiarity and learning about the world
Cons
  • Moment-to-moment gameplay didn't do much for the reviewer
  • Difficult to learn, requiring multiple videos and FAQ lookups
  • Suffers from constant component fishing
  • Encounter decks are very small, leading to repetition
  • Failure feels really bad, like wasted time and resources
  • Complexity prevents full commitment to the adventure experience
  • Deck building aspect is lost on the reviewer
  • Might not feel like a complete adventure experience in a single session
Thematic elements
  • open world adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign — The game is structured as a campaign, involving playing through 30 in-game days, which spreads gameplay over a longer period.
  • Component Fishing — Requires constant component fishing from the box throughout the game, which is exacerbated in co-op play.
  • Deck building — The game involves creating encounter decks by combining various encounter decks, though the speaker is not a fan of this aspect.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I greatly prefer Vantage by a lot.
  • The moment-to-moment gameplay really did just a little for me. It didn't do much for me.
  • If you like a campaign, get Earthorn Rangers. If you don't, get Vantage. It really is that simple.
  • I love the art style in Earthborne Rangers and that kind of pastoral vibe that the game has. That kind of Miyazaki look.
  • I feel like this is one area where Vantage is the clear winner for me.
  • It just feels like it works more for the solo player. As a matter of fact, I greatly prefer Vantage as a solo game.
  • Whereas with Vantage, I never felt like the game was getting in the way of me having an awesome adventure on this weird alien planet, doing cool things, finding cool things, upgrading my character very quickly.
  • Failure in Earthorn Rangers feels really bad to me. It just feels like you have kind of wasted your time and some resources.
References (from this video)
No references stored for this video.
Video 67d5p6_G2Kc Playthrough at 0:00 sentiment: positive
video_pk 67837 · mention_pk 164106
Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game is described as having good 'flavor' and engaging narrative elements.
  • Players enjoy the mechanics, like playing cards and interacting with the board.
  • The 'harvest crown' reward is considered 'pretty hype' and 'pretty sick'.
  • The game's progression and story elements are engaging, leading to excitement for future sessions.
Cons
  • Players experience 'misplays' and suffer injuries or fatigue due to game mechanics.
  • Some mechanics can be confusing or lead to unexpected negative outcomes, like the effects of the 'whispering fields'.
  • The game can be 'tough' and lead to players being 'kicked in the head by an aralopee'.
Thematic elements
  • Dealing with an invasion of reclaimers and the journey through various locations
  • The valley, specifically mentioning the reclaimer nest, meadows, grasslands, whispering fields, spire, Tumble Down, Marsh of Rebirth, and the village center
  • In-game text descriptions that the players read aloud and react to.
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Players spend actions and resources to play cards like 'carbon forge tel', 'field journal', and 'dear friend'.
  • Combat/Attack — Players attack enemies like the 'scrawth' and deal damage.
  • Dancing (as a game mechanic) — In the Meadow, players participate in a dancing event that progresses the story and grants rewards.
  • Deck building — Mentioned as adding 'some polyps to the deck due to all of this.'
  • Fatigue/Injury — Players can suffer fatigue or injury, which they later attempt to heal.
  • Interaction with Features — Players interact with locations and features on the board, often to complete objectives or gain benefits.
  • Movement — Players move their ranger markers to different locations and traverse features.
  • Obstacle Resolution — Players need to clear or deal with obstacles like the 'anthill' and the 'whispering fields' which attach cards face down.
  • Progress tracking — Players add progress to locations or features as part of completing objectives.
  • Quest/Mission Completion — The playthrough focuses on completing objectives like reaching the meadow and discovering options to deal with the reclaimer invasion.
  • Resource management — Players manage resources like 'fit' (food) and sketches to perform actions.
  • Searching Decks/Collections — Players search decks and collections for specific cards to put into play or resolve effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Journey to the meadow.
  • That's how you know it's going to be a bit hard.
  • This dance is actually harder than the Meadows.
  • We've created chaos. We should have gone to the meadows before to clear this event.
  • I love it so much.
  • Don't get kicked in the head by an aralopee. That's my advice for all you.
References (from this video)
No references stored for this video.
Video kng6KNd9WwA Playthrough at 0:00 sentiment: mixed
video_pk 67813 · mention_pk 164080
Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging narrative and storytelling
  • Synergistic card combos ('Ouru Quiet combo')
  • Thematic elements that immerse players
  • Challenging environmental obstacles
  • Potential for strategic deck building
Cons
  • Can be chaotic and unpredictable
  • Some mechanics might feel less impactful ('flavor' over mechanics)
  • The risk of death or day ending due to card draws
Thematic elements
  • Exploring and dealing with an invasion before it overwhelms the valley
  • A valley with a reclaiming invasion
Comparison games
  • Dungeons & Dragons
Mechanics (from transcript analysis)
  • Card Play — Players utilize various cards for actions, including 'intention translator,' 'hiking staff,' 'boundary sensor,' and 'field journal,' affecting gameplay and strategy.
  • combat/damage — Players deal damage to enemies and features, and can suffer fatigue and injuries, indicating a combat system.
  • Deck building — Players discuss having large hands and no limits on card drawing, implying a deck-building element where players manage and add cards to their decks.
  • questing — The players actively pursue quests and missions, such as 'helping hand mission' and 'lost brother mission,' which are central to progressing the game.
  • Taboo List — Players mention a 'taboo list' for Earthborne Rangers, indicating that certain card combinations or mechanics are restricted or modified.
  • Test Resolution — The game involves resolving tests using icons and effort, with players often committing cards to influence the outcome, as seen in attempts to 'traverse' or 'connect.'
  • Travel — The game involves moving between locations, often with speedrunning strategies employed towards the end of the session.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • But in that house you described this. You described the null because it was just like eating a corpse and it was like in the moonlight coming in from the the the thing and it was dark and it was like literally the scariest thing I ever experienced.
  • That was hype as hell. Is that what this game's supposed to be when you're not doing just Ouru quiet combo?
  • If you die near a morning ro b b b b b b b b b b b b b b b bush. your soul gets so
  • I'm like, you're in it.
  • My plan is a long-term plan.
References (from this video)
No references stored for this video.
Video vAyo0_j49lU Playthrough at 0:04 sentiment: positive
video_pk 67686 · mention_pk 163867
Earthborne Rangers video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative and progression.
  • Cooperative gameplay is well-supported.
  • Interesting and varied mechanics like 'kissing the worm'.
  • Satisfying completion of challenging missions.
Cons
  • Can be confusing initially, especially with new mechanics like flooding.
  • Some players may find the number of turns and card management overwhelming.
Thematic elements
  • Journeying through a world with challenges and reclaiming lost areas.
  • The world of Earthborne Rangers, including locations like the Frowning Gate, Aluvial Ruins, and Lone Tree Station.
  • The game progresses through narrative entries and events triggered by player actions and mission completion.
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Players play cards from their hand to perform actions, interact with the game state, or trigger effects.
  • Combat/interaction — Players engage with threats and elements in the game through various actions like 'talking to', 'kissing', 'avoiding', or 'damaging' them.
  • Deck building — Mentioned as something to do after the current series concludes, indicating deck construction is a part of the game.
  • Dice Rolling/Skill Checks — Actions often involve tests or challenges where players aim for specific outcomes, using dice rolls or card plays to succeed.
  • Flooding — A specific mechanic involving 'flood cards' and 'flood tokens' that impacts the game state and requires specific actions to manage.
  • Movement — Players traverse between locations on a map, with discussions about the fastest or most strategic routes.
  • Narrative events — The game progresses through reading narrative entries that describe events and outcomes based on player actions and mission status.
  • Resource management — Players manage resources like 'progress', 'energy', and cards to perform actions and overcome challenges.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We are into what we believe to be very close to the home stretch.
  • I'm going to kiss the worm.
  • The time is coming, my dear reclaimers, for I have kissed the worm, and I no longer feel anything for you.
  • We did it, he sides. We really did it.
  • This is going to be painful.
  • When you remember that a void as a basic mechanic is so good, especially with your roll.
References (from this video)
No references stored for this video.
Video ciWIZOMFvxU Playthrough at 2:58 sentiment: positive
video_pk 67636 · mention_pk 163802
Earthborne Rangers video thumbnail
Click to watch at 2:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative and story progression.
  • Cooperative decision-making is encouraged.
  • Strategic depth in deck customization and resource management.
  • Challenging tests and obstacles that require careful planning.
  • Sense of discovery and exploration.
Cons
  • Can be challenging to keep track of all mechanics.
  • Can be time-consuming due to narrative heavy gameplay.
Thematic elements
  • Investigating strange occurrences including biomeld corpses and a lurking presence.
  • Valley with a central tower called Spire
  • Text-based event resolution and narrative progression.
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players select cards for their decks from rewards or available options.
  • cooperative play — Players work together to overcome challenges and achieve common goals.
  • Deck building — Players customize their decks by adding and removing cards, influencing their available actions and strategies.
  • exploration — Players move their ranger tokens to different locations on the map to uncover new areas and events.
  • Mission/Quest Completion — The game progresses through completing various missions with specific objectives and requirements.
  • set collection — Some mechanics involve collecting specific tokens or cards to progress missions or unlock effects.
  • Test Resolution — Players perform tests (e.g., traverse, connect, awareness) by committing effort, often influenced by card abilities and stats.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the great thing about physical gaming. We can we can nudge each other.
  • My mother told me about these. When we first came over the passes into the valley, our people encountered beings like the ones you described, vicious biomelds. They called them reclaimers.
  • The faster you found out find out if the reclaimers are in the valley, the better.
  • Elder Allen shakes her head and gives Ben a beused look. Senses always sensors. We have all the senses we need right here.
  • If you're looking for Silaro, she says, he's deeper in the archeology tunnels.
  • It's not an obstacle.
  • But we're still looking out for Flora.
  • The main story line seems to be the flood happens. The dead bodies are found. Uh we're now investigating the dead bodies.
  • I already take the week off for my birthday, and I do the same thing. and I'm now going to be doing in December.
References (from this video)
No references stored for this video.
Video gL5gv-Hb4fU Discussion at 21:58 sentiment: mixed
video_pk 67625 · mention_pk 163779
Earthborne Rangers video thumbnail
Click to watch at 21:58 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Playing with the designer clarified the game's feel
  • Ultimately enjoyable experience
Cons
  • More complex than anticipated
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card Driven — The game uses cards to drive gameplay.
  • Deck building — Described as a card-driven game with deck construction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I did. You know what? You know what? I know whether I'm serious now or I just have want to have that dramatic. That moment where I just look at the camera.
  • Control the narrative and the message and he decided to just drive.
  • And if you get hit by a, you know, obviously it's it's terrible to, you know, injure or kill an animal, but when you're talking about animals of that size and density, the mass of those animals, like you can bounce off of a bear.
  • It's like a little snack pack. So, you're not going to eat too much. We eat just the right amount.
  • And in true Stegmire fashion, these boxes were not sealed.
  • The body wants what the body wants.
  • It's the only board game convention that I've been to and it's I I thought maybe we should talk a little bit about what are the things that we love about going to a board game convention.
  • So that's one thing, the proximity and it it sort of can be unwieldy just being in large spaces.
  • And you get to share it with the person who created it. That's really kind of special.
  • It's also really good for getting questions answered because t they tend to know the rule book pretty well.
  • So I I really really do love that part of Geekway.
  • Um, so my topic kind of today is the types of games that I think can work well with kids.
  • And even though [laughter] we all very clearly saw that pizza card, because we're trying to remember all these other cards that are being passed around and was that a was that the car? Was that not a card, we rather rapidly forget that that was actually a pizza?
  • Um, but I think that the fact that the rule set is fairly simple and it's incredibly visual and really cute. It's really pretty on the table.
  • I was like, 'Sugar. I started popping it. No blood work for me for the rest of the weekend.'
References (from this video)
No references stored for this video.
Video oV9p9z-RC0M Top List at 17:33 sentiment: positive
video_pk 65875 · mention_pk 159979
Earthborne Rangers video thumbnail
Click to watch at 17:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Ambitiously designed and impressive.
  • Compelling emergent narratives.
  • Relaxing style of play.
  • Successfully captures a tactile video game feel.
  • Feels like it will be playable for years due to depth and expansions.
Cons
  • Difficult to describe without spoilers.
  • May not be preferred by groups looking for high stakes or direct conflict.
  • Better experienced solo or two-handed rather than with larger groups.
Thematic elements
  • Adventure deck-building game played over multiple sessions.
  • Emergent narrative based on player choices and encounters.
Comparison games
  • Arkham Horror: The Card Game
Mechanics (from transcript analysis)
  • Campaign play — The game is designed to be played over approximately 30 sessions.
  • Deck building — Players start with a deck that evolves over multiple sessions.
  • Modular board — The game world is revealed and constructed through player actions.
  • scenario-based play — Gameplay is driven by specific areas visited and encountered cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the heaviest game I've played that I have no issues playing.
  • It's just it's just struck this amazing balance that I guess what I love about it, too, is just it's just been so long since it's really been since Feast in some ways that a heavy game that with this much of depth has landed for me so spectacularly.
  • This is one of the very best games I've ever played, and unquestionably a 10 out of 10.
  • It's just incredible what it does with a relatively streamlined rule set. The amount of player interaction.
  • Would you agree that of all the games we play, this is one of the ones that's most like groan-inducing around the table?
References (from this video)
No references stored for this video.
Video E2uTOn7ZBAE 3 Minute Board Games Review at 0:11 sentiment: mixed
video_pk 63728 · mention_pk 157213
3 Minute Board Games - Earthborne Rangers video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • unusual game with a distinct vibe
  • wide open world feel with a good level of customization
  • for a long campaign and group that can immerse in the theme
  • quite forgiving and not a traditional death/restart experience
  • petting the dog is the best thing about the game
Cons
  • card resolution system can feel very busy
  • lack of real punishment may be off-putting for some
  • not as dangerous/tension-filled as Arkham Horror: The Card Game
Thematic elements
  • community and living at one with nature; decolonized design
  • Mount Em to White Sky journey through a valley with surroundings, weather, and missions
  • story-driven, campaign-style progression with entries in a book
Comparison games
  • Arkham Horror: The Card Game
  • Lands of Galzair
Mechanics (from transcript analysis)
  • Campaign — Tests update entries in a campaign book, linking gameplay to a narrative progression.
  • Campaign book progression — Tests update entries in a campaign book, linking gameplay to a narrative progression.
  • character construction from aspect and other cards — Characters are built from aspect cards (awareness, spirit, fitness, focus) plus personality/background/profession cards and rewards.
  • common tests and effort resolution — Tests involve effort (tokens) and committing cards with matching symbols to succeed; results can trigger other effects.
  • Deck building — Each player has a unique deck that they assemble during play.
  • deck-building — Each player has a unique deck that they assemble during play.
  • fatigue and discard mechanics — Fatigue cards can return to your hand; there is a discard pile and fatigue management.
  • narrative-focused reward (petting the dog) — A light narrative reward is mentioned (petting the dog) as a positive aspect.
  • path/area card system with structure and beings — Travel involves path cards; arrows indicate placement (along the way vs. within reach) and include structures and beings.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Earthborne Rangers is an unusual game, both because of its mechanisms and because of its overall vibe.
  • It feels like a decolonized game, which is a complex thing to describe in such a short time.
  • The best thing about this game is that you can pet the dog.
  • I think Earthborne Rangers will suit a group that wants a long campaign and can really get into the vibe of it.
  • However, I personally don't like the card resolution system.
References (from this video)
No references stored for this video.
Video 8Qx2QoYTAcM All You Can Board Playthrough at 0:00 sentiment: mixed
video_pk 62493 · mention_pk 155114
All You Can Board - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep, thematic exploration of a unique wilderness setting
  • Rich deck-building and fatigue/energy interaction mechanics
  • Intricate flora/gear system with fatigue mitigation options
Cons
  • High difficulty in solo play with heavy rule nuance
  • Complexity can be intimidating for new players
Thematic elements
  • exploration, nature, mentorship, survival, and personal growth
  • Lone Tree Station in a frontier wilderness leading toward White Sky
  • campaign/story-driven with emphasis on atmosphere and player immersion
Comparison games
  • Magic: The Gathering
Mechanics (from transcript analysis)
  • Biscuit basket mission and travel choices — Quests such as delivering biscuits drive travel to new locations and award progress when completed.
  • Common tests and challenge cards — Tests can be modified by challenge cards; success generally yields progress and advances the journey.
  • Deck as day timer — Your primary deck acts as the daily timer; when it runs out, the day ends unless you reset via travel, camping, or other effects.
  • Energy management — Energy tokens are spent to pay for cards and abilities; certain gear (e.g., infusion canteen) can replenish energy.
  • Equipment limits and gear — Equipment takes up slots; there is a five-slot limit; certain items grant abilities like traversing obstacles or soothing fatigue.
  • Fatigue — A fatigue deck represents ongoing weariness; interacting with features adds fatigue; injury discards the entire fatigue pile.
  • Flora interactions and gear synergies — Flora cards can be attached to gear to modify thresholds or provide effects; some flora yield fatigue soothing or healing effects.
  • Obstacles and progress tests — Obstacles require gaining a certain amount of progress, often via tests that use effort. Failure increases fatigue.
  • Path deck and terrain exploration — Path cards determine what you encounter along the way and where you can travel; terrain may affect tests and movement.
  • Predators/prey encounters — Predators or prey appear via the path deck and require avoidance or combat via tests; they interact with the world state.
  • Resource management — Energy tokens are spent to pay for cards and abilities; certain gear (e.g., infusion canteen) can replenish energy.
  • Track advancement — Trail markers attach to locations or features, transforming them into trails with added effects and progress bonuses.
  • Trails and trail markers — Trail markers attach to locations or features, transforming them into trails with added effects and progress bonuses.
  • variable map — Path cards determine what you encounter along the way and where you can travel; terrain may affect tests and movement.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Fatigue is like honestly one of my favorite mechanics about this game.
  • This game is hard.
  • The world moves, the world evolves. Things are happening around you while you're doing stuff, and you have to react to it.
References (from this video)
No references stored for this video.
Video QS3Junml2X0 The Dice Tower Review at 0:00 sentiment: positive
video_pk 62637 · mention_pk 155349
The Dice Tower - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Art on the insert fits the vibe of the game
  • Holds base game and multiple expansions in two boxes
  • Coaster provided to prevent spills
  • Sleeved cards fit and dividers fit well
  • Helps organize and get the game to the table
Cons
  • There is lid lift despite claims of no lid lift
  • Not everything fits in a single box; requires the extra box
  • Some fit issues with wooden upgrade bits
  • The insert adds significant weight to an already heavy game
Thematic elements
  • Adventure, exploration, organization
  • Campaign-driven fantasy world; story-driven progression
  • Campaign/story-driven
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign — Players cooperate to explore and advance through a story arc.
  • Card-driven actions — Cards are used to perform actions and drive the campaign narrative.
  • cooperative exploration with campaign progression — Players cooperate to explore and advance through a story arc.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Earthborn Rangers is a game that I've really been enjoying over the last couple years.
  • At the end of the day, I find it to be not perfect, but absolutely essential.
  • I really wish it had two things. I wish one, everything fit in one box.
References (from this video)
No references stored for this video.
Video YSPryOfw4SE DaniCha Unboxing at 0:00 sentiment: positive
video_pk 60860 · mention_pk 153295
DaniCha - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong narrative focus with rich art and story cards
  • Co-op oriented with clear thematic appeal
  • High production value on map, cards, and artwork; expansions included in edition
Cons
  • Packaging uses a sticker on the box instead of paper wrap; potential packaging waste
  • Some cards were punched/damaged in transit; cards warped
  • Non-standard card sizes and lack of organizer/storage considerations; sleeves recommended
Thematic elements
  • cooperative exploration and story-driven adventure
  • Valley of Adalon, a cooperative narrative campaign
  • story-driven campaign with hub world and card-driven events
Comparison games
none
Mechanics (from transcript analysis)
  • campaign hub world — A hub world mechanic (Adalon) links narrative arcs and progression.
  • card-driven narrative — Story and event cards drive progression and determine outcomes.
  • Cooperative Game — Players work together to navigate a narrative campaign and resolve events.
  • cooperative play — Players work together to navigate a narrative campaign and resolve events.
  • Modular board — Map boards, punch-out tokens, and double-sided cards with dividers for organization.
  • modular components — Map boards, punch-out tokens, and double-sided cards with dividers for organization.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the lure of the valley
  • I really like the texture look of it
  • since this is a co-op game I don't think there's a special solo mode
  • I heard a lot of buzz about this game especially for Co-Op solo
  • this is not really a new game this is just a second edition
  • I was very drawn to backing the game
References (from this video)
No references stored for this video.
Video ALqwUlsn2mY Tim Chuon Discussion at 11:04 sentiment: positive
video_pk 59642 · mention_pk 152181
Tim Chuon - Earthborne Rangers video thumbnail
Click to watch at 11:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • premium components
  • ambitious thematic execution
Cons
none
Thematic elements
  • eco-friendly, nature exploration
  • fantasy world with nature exploration
  • cooperative exploration with a nature-forward theme
Comparison games
  • Lords of Ragnarok
  • Lords of Hellas
Mechanics (from transcript analysis)
  • card_or_tile_exploration — exploration mechanics guiding terrain and encounters
  • Cooperative Game — players work together to achieve shared goals
  • cooperative_play — players work together to achieve shared goals
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "the most wholesome themes ever like I loved dog park and forever home"
  • "Split Ho is a really fun game how it works is you're trying to meet conditions that are on opposite sides of you"
  • "I absolutely love Scythe"
  • "I'm very excited with this overall and to compare this versus Lords of helles"
  • "Forever Home... Kickstarter is launching September 4th"
References (from this video)
No references stored for this video.
Video B94f_iLJIvs Paul Groen Discussion at 25:39 sentiment: positive
video_pk 42716 · mention_pk 129755
Paul Groen - Earthborne Rangers video thumbnail
Click to watch at 25:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong campaign feel; responsive world; engaging teamwork
Cons
  • Requires longer time commitments; spoilers possible
Thematic elements
  • narrative-driven exploration with a reactive world
  • wilderness exploration; cooperative campaign
  • story-driven adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative campaign structure — long-form campaign with ongoing narrative
  • tests and effort allocation — perform tests with energy/cards; the world reacts via icons
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm getting a little bit jaded, tired, fed up with recipe games.
  • The card play mechanism was the USP for this game, and it's a really interesting one.
  • Speak Easy might become my number one favorite Lasserta game.
  • The campaign itself is really, really good.
  • If you like Lost Ruins of Arnak, you must play the campaign.
References (from this video)
No references stored for this video.
Video J4YYlFRF14U Gaming Rules! Playthrough at 0:00 sentiment: positive
video_pk 41579 · mention_pk 126060
Gaming Rules! - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich, evolving narrative with engaging in-world dialogue and lore
  • Deepened gameplay through expansions and new moments
  • Cooperative play fosters teamwork and shared problem solving
  • Active discussion and rule clarifications during playthrough improve understanding
Cons
  • Rule complexity and frequent clarifications can slow the game
  • Fatigue/injury management adds downtime and strategic overhead
  • Expansion content requires additional reading and integration during play
Thematic elements
  • Cooperative survival and exploration in a contested valley ecosystem, balancing exploration, negotiation with beings, and danger from predators.
  • Valley setting with Bowl of the Sun, Tumble Down, Green Bridge swamp, and the looming Spire; interactions with valley beings (Videsian, Spirit Speaker Null) and reclaimers.
  • Campaign-style, episodic live-play narrative with expansions teased and introduced (Spiring Bloom, Moments in the Valley) and in-world lore driving the quest.
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative Game — Players commit effort and use items/gear to meet or exceed challenge icons; success yields progress on features.
  • Cooperative skill tests — Players commit effort and use items/gear to meet or exceed challenge icons; success yields progress on features.
  • deck-based action economy — Players pull and play cards (sketchbooks, translator, observations) to add progress, modify tests, or trigger abilities.
  • Environmental effects — Weather (downpour, sunshine) and terrain affect tests and movement; some effects persist across rounds.
  • Exhaustion and fatigue management — Test and travel sequences induce fatigue; resting/meditation reduces fatigue or recovers energy.
  • expansion integration — Spiring Bloom and Moments in the Valley add new maps, locations, and moment cards that alter deck-building and timing.
  • Exploration and traversal — Locating and moving through map locations via path cards and traversal tests; encountering wildlife and obstacles.
  • Narrative quests and discovery — Story entries (e.g., Deeper Motives, Spirit Speaker Null) drive objectives and unlock conversations with beings.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spiring Bloom is the first of four Valley expansions
  • Moments in the Valley expansion is interesting because it contains cards that you use when you visit one of the four Valley expansion locations
  • The fundamentalist reduces the presence of all other beings in the same area by one
  • We are not sponsored. If we make any mistakes during the video
References (from this video)
No references stored for this video.
Video NPj0pjw4UQQ Gaming Rules! Playthrough at 0:00 sentiment: mixed
video_pk 38209 · mention_pk 114917
Gaming Rules! - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Strong thematic cohesion and atmospheric setting
  • Open-ended exploration with multiple paths
  • Rich encounter variety and emergent storytelling
Cons
  • High complexity and punishing difficulty spikes
  • Rule density can slow pacing and learning
  • Some encounters feel random or unforgiving without optimal deck access
Thematic elements
  • eco-bioregional exploration, frontier settlement, and environmental ethics with human and non-human actors
  • A perilous swamp valley with floating vine bridges, ruins, hydra worms, and reclaimers; a roving cohort of rangers traversing a modular narrative landscape
  • open-world, modular narrative driven by card draw, location hazards, and emergent encounters
Comparison games
  • Lost Runes of Arnack
Mechanics (from transcript analysis)
  • Cooperative exploration and action resolution — Two or more players cooperate to draw path cards, test skills, manage fatigue, and place progress on features to advance
  • Gear, support cards, and disposables — Players manage equipment, deliverables, and temporary abilities that modify test outcomes
  • Obstacle and travel phases — Locations present hurdles (e.g., bridges, sinkholes) that shape travel and demand strategic detours
  • Test and resolve system — Tests involve resource costs, skill checks, and potential fatigue or injuries with cascading effects
  • Weather and environmental effects — Conditions like downpours alter fatigue and test difficulty, influencing risk management
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is an open world adventure game and this is our opportunity.
  • We are not going to get to tumble down today.
  • This is an open world adventure game, and this is our opportunity.
  • It's an open-world adventure with emergent storytelling that shifts with your choices.
  • This is very thematic for where I live.
  • We could have done a lot more and it would still be thematic—it's punishing in a good way.
References (from this video)
No references stored for this video.
Video oSpYVNR1mck Totally Tabled Review at 0:05 sentiment: positive
video_pk 29853 · mention_pk 87611
Totally Tabled - Earthborne Rangers video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • emergent storytelling and character growth
  • accessible setup and pack-away
  • open-world exploration with meaningful discoveries
  • vivid art and table presence
  • systems support player agency without being prescriptive
Cons
  • not for everyone; some may dislike Euro-style pacing or open-ended exploration
  • requires the right mindset to avoid grind/frustration
  • campaign length and commitment may be daunting for casual players
Thematic elements
  • emergent storytelling through character growth and meaningful moments
  • open-world fantasy setting with exploration and discovery
  • emergent narrative driven by player choices and card-driven events
Comparison games
  • Lands of Galer
  • Sleeping Gods
Mechanics (from transcript analysis)
  • camping / day-night cycle — in-game days regulate pacing and deck rebuild as you travel between locations.
  • connection energy / Spirit energy — use energy tokens and connection icons to perform actions and gain cards.
  • deck-building / hand management — manage a Ranger's deck to enhance actions, with new cards gained via events.
  • environmental interactions — obstacles and creatures interact with each other and the player, shaping outcomes.
  • moment cards and permanent deck changes — spend a moment card to permanently add cards to the deck.
  • Reclaim as Action — rest actions to draw or refresh cards and open up locations.
  • rest and hand refresh — rest actions to draw or refresh cards and open up locations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is what Earthborne Rangers is all about
  • the world feels lived in and uncovered its Mysteries and history is satisfying
  • open world full of possibilities rip for exploration
  • it's glorious
References (from this video)
No references stored for this video.
Video SfmJai0NZEA Totally Tabled Top List at 2:53 sentiment: positive
video_pk 28436 · mention_pk 83472
Totally Tabled - Earthborne Rangers video thumbnail
Click to watch at 2:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Casual-friendly and table-friendly
  • Easy to pop back onto the table
Cons
  • Limited by the speaker's current playthrough cadence
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I still absolutely love this design
  • the AI system is so smart
  • it's on the totally table Todo list
  • Frost Punk is incredible
  • I absolutely plan to get to the table this year
  • the slide puzzle mechanism I love
  • Weather Machine remains one of my favorites
  • Sleeping Gods no reason to believe that I won't love this one as well
References (from this video)
No references stored for this video.
Video C90f6uX7wRA Board Game Hangover Top List at 1:35 sentiment: positive
video_pk 13336 · mention_pk 39116
Board Game Hangover - Earthborne Rangers video thumbnail
Click to watch at 1:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Amazing artwork
  • Narrative-driven gameplay
  • Exploration focus
Cons
none
Thematic elements
  • Exploration and storytelling
  • Post-apocalyptic
  • Campaign-based
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Players can upgrade and level up their deck
  • Narrative choice — Choices affect the narrative
  • Story-Driven — Choices affect the narrative
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Let's talk about the hottest and most popular board games right now.
  • We're going to rank them in two categories: how well we liked the game or how badly we want to play it.
References (from this video)
No references stored for this video.
Video MpduyVhnb-Q Rob's Gaming Table Playthrough at 5:50 sentiment: positive
video_pk 12253 · mention_pk 35788
Rob's Gaming Table - Earthborne Rangers video thumbnail
Click to watch at 5:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich, dark thematic atmosphere with a heavy narrative feel
  • Engaging cooperative puzzle solving and exploration
  • Strong table presence and space for large campaigns
Cons
  • High complexity and learning curve
  • Rule interpretation can be opaque and require reference to manuals
  • Campaigns can be lengthy and require careful time management
Thematic elements
  • Dark, atmospheric survival with cooperative mission-based play
  • Underground archology ruins, survival-focused exploration
  • Story-driven, mission-based with evolving objectives
Comparison games
  • War of Mine
  • Frost Punk
  • Mass of Darkness 2
  • Descent: Legends of the Dark
  • Descent
  • Star Wars: Rebellion
  • Cloud Spire
  • Tainted Grail: Kings of Ruin
Mechanics (from transcript analysis)
  • Energy, power, and adapters — Machines require power and adapters; managing tokens influences machine behavior and progress.
  • Gears, gear cards, and pockets — Gear management with pockets (pouch) and equipment upgrades affecting actions and tests.
  • Illumination and darkness — Weather/lighting conditions affect visibility and trigger tests or penalties.
  • Mulligans and card draw — Gentle mulligans allow redraws with varying degrees of flexibility.
  • Path cards — Path cards define routes between locations, with events and obstacles that shape exploration.
  • Predators and binary threats — Predator/prey dynamics with cards representing threats that can attack or fatigue players.
  • Spirit interaction (Spirit Speak, Commune, etc.) — A spirit-based action layer where a player uses spirit abilities to influence tests and move tokens.
  • Tests (focus/dodge/one-versus-one) — Tests determine success for actions affecting features, beings, and traversal; some tests are solo or duo.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Earthborne Rangers.
  • I really really like the game actually because like that's my kind of game.
  • This is what spirit speaking is all about.
  • Join in next episode where I don't see a single spirit in my first 20 cards and I want to rage quit the game.
References (from this video)
No references stored for this video.
Video bv7fiVFEwdQ PlayingBoardGames Review at 0:16 sentiment: mixed
video_pk 11940 · mention_pk 35043
PlayingBoardGames - Earthborne Rangers video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Highly flavorful world with memorable locations
  • Elegant reaction/trigger system enabling dynamic turns without heavy bookkeeping
  • Reward cards effectively tie progression to objectives
  • Deep deck-building interactions with flavor and flavor-icons
  • Open-ended exploration encouraging multiple playthroughs
Cons
  • Campaign too long and pacing can feel deliberate/dragging
  • Deck progression can be slow; starting decks can feel weak
  • Encounter/biome variety can feel repetitive across sessions
  • Heavy reliance on reading/story elements may deter some players
  • Steep learning curve for new players; few reset options mid-campaign
Thematic elements
  • Ecology, survival, community resilience in a living world
  • A magical, perilous valley with distinct biomes and environmental hazards.
  • Story-driven campaign with evolving narrative and quests
Comparison games
  • Arkham Horror
  • Eldritch Horror
  • Kingdom Death Monster
Mechanics (from transcript analysis)
  • Attribute-based action system — Character attributes (Awareness, Spirit, Might, Focus) determine actions and influence card draw and outcomes.
  • Campaign-based progression — Long-form campaign with mission-specific objectives and location interactions that shape the story.
  • Deck building — Your deck is your life: actions fuel the campaign; upgrading decks is central to progression, but can be slow and fragile.
  • deck-building — Your deck is your life: actions fuel the campaign; upgrading decks is central to progression, but can be slow and fragile.
  • Events — Zones trigger effects and required actions; responses depend on card symbols and player choices.
  • Location and event cards with triggers — Zones trigger effects and required actions; responses depend on card symbols and player choices.
  • Resource/hand management and risk — Manage a finite resource pool; spending resources triggers consequences and potential setbacks.
  • Reward/discovery system — Rewards are earned by completing objectives; they modify and upgrade decks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oh my god, I would happily play this game. If they released an expansion that was like, we're dropping the main campaign, your goal is to visit every location and complete something there.
  • The world is open enough that they could release a campaign that uses the exact same map but just comes in with a pack of new cards.
  • My general thought on Earthorne Rangers? My general thought on this is good, occasionally great.
  • I think it's a very hard thing for me to answer, right?
References (from this video)
No references stored for this video.
Video CUHQPBIo8Ww Rob's Gaming Table Playthrough at 4:53 sentiment: mixed
video_pk 10666 · mention_pk 31471
Rob's Gaming Table - Earthborne Rangers video thumbnail
Click to watch at 4:53 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Thematic depth and integration of nature spirits and environmental storytelling
  • Cooperative play that rewards planning and coordination
  • Powerful Spirit-based options that become more effective as the game progresses
Cons
  • High early difficulty due to a punishing deck and frequent predator encounters
  • Steep learning curve and complex rule interactions for new players
  • Pacing can be slow as players accumulate resources and resolve multiple tests per turn
Thematic elements
  • Survival, exploration, nature-bound spirits, cooperative problem-solving within a narrative-driven expedition
  • A wilderness expedition along a river canyon surrounding Headwater Station, with sapphire pools, waterfalls, and shifting weather. The journey features rapids, predators, and spiritual ecosystems.
  • Campaign-like, episodic progression driven by mission cards and location-based encounters, with reader-led worldbuilding through deck interactions
Comparison games
none
Mechanics (from transcript analysis)
  • Campfire and embers management — Campfire mechanics and ember tokens provide healing or other effects, but maintaining embers and triggering fire effects adds tension and pacing decisions.
  • Cooperative deck-building and resource management — Players manage decks of gear, pockets, path cards, and energy/ink-based resources to influence actions, tests, and movement during a shared expedition.
  • Energy, ink, and sketches system — Tokens such as energy/ink and tools like sketches power actions (traversal, tests, card draws) and some gear interactions; there are limits and trade-offs.
  • Fatigue and injuries system — Rangers accumulate fatigue and may suffer injuries; resting and healing opportunities exist, but these come with strategic costs and potential penalties.
  • Obstacle and feature interaction — Rangers interact with obstacles and features along the path; decisions about testing, exploiting abilities, or bypassing are central to progress.
  • Predator and wildlife encounters — Encounters with predators (e.g., bears, Ursus) drive tension and require card-driven responses to mitigate harm or reposition threats.
  • skill tests and checks — A suite of tests (focus, awaken, fitness, climb, commune) whose results determine outcomes and trigger abilities or hazards, with consequences on fatigue and injuries.
  • Spirit-based special abilities — Spirits and related abilities (e.g., Spirit Speaker) provide unique interactions that alter tests, movement, and fatigue management, often at a resource cost.
  • Weather and environment effects — Weather cards and environmental features (rain, sun, wind, water features) influence fatigue, travel costs, and actions available on a given turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This deck is tough.
  • Spirit stuff is slow. But it's powerful once it gets going.
  • We looked at Headwater Station.
  • The bears are brutal; the path cards pile up quickly.
  • I don't know how we're doing this.
  • Perfect day... maybe not as punishing as early days.
References (from this video)
No references stored for this video.
Video GHDui2jydwY Gaming Rules! Top List at 2:06:05 sentiment: positive
video_pk 9630 · mention_pk 28441
Gaming Rules! - Earthborne Rangers video thumbnail
Click to watch at 2:06:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Void Fall is my number one game of 2023.
  • I will be donating all ad revenue to charity; it’s a long-running commitment of mine.
  • Kickstarter print runs can be problematic when issues are discovered after release.
References (from this video)
No references stored for this video.
Video WzMZj2vsYGM Meet Me at the Table Playthrough at 0:00 sentiment: positive
video_pk 7072 · mention_pk 104141
Meet Me at the Table - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong narrative focus with exploration at the core
  • Vibrant art and evocative setting
  • Campaign-driven play with meaningful character interactions
  • Solos and small-player configurations feel supported
Cons
  • High complexity and lengthy setup can overwhelm new players
  • Prologue can be confusing without guidance
  • Pacing can be slow for players seeking quick wins or combat-centric play
Thematic elements
  • Exploration, ecological balance, and cooperative problem-solving with a focus on healing and helping others in a living world
  • The Esan Valley; Lone Tree station; archologies; Unseen World; a frontier with valley wildlife and diverse communities
  • Campaign-driven, narrative-forward exploration with branching events and character interactions
Comparison games
  • Arkham Horror: The Card Game
  • Sleeping Gods
  • Lord of the Rings: The Card Game
Mechanics (from transcript analysis)
  • Deck building — Players assemble a personal deck from backgrounds, personalities, and gear to shape their Ranger's abilities.
  • deck-building — Players assemble a personal deck from backgrounds, personalities, and gear to shape their Ranger's abilities.
  • exploration-based tests — Tests use resources (Fitness, Awareness, Spirit, Focus) and a challenge deck to determine success and consequences.
  • fatigue and injuries — A fatigue/injury system tracks exhaustion; fatigue can be soothed, injuries can end a day.
  • path decks and pivotal locations — Movement is driven by path cards, with pivotal locations offering deeper encounters and potential shortcuts.
  • prey/lure mechanics — Accumulate prey presence to lure predators, triggering broader story progress and rewards.
  • weather and day cycle — Weather cards (Perfect Day, Sun, Cloud) modify tests and cloud counts; weather can flip to enhance or hinder actions.
  • Within Reach / Along the Way — Location proximity mechanics determine what you can interact with and what obstacles impede progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's really interesting
  • this game is doing something somewhat unique
  • the art of this game I love
  • Arkham Horror LCG feel but more narrative emphasis
  • I love nature and hiking; a game focused on preserving the valley
  • this is about preserving nature and exploring together
References (from this video)
No references stored for this video.
Video rxotTzLgN0Y Beyond Solitaire Top List at 8:45 sentiment: positive
video_pk 5720 · mention_pk 16983
Beyond Solitaire - Earthborne Rangers video thumbnail
Click to watch at 8:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Open-world feel
  • Solar punk vibe
  • Accessible thematic direction
Cons
  • Limited published data at the time of the discussion
Thematic elements
  • exploration, hopeful future, planetary stewardship
  • Open-world, solar punk future with optimistic themes
Comparison games
  • Spirit Island
  • Spirit Fire
Mechanics (from transcript analysis)
  • Open-world exploration — Non-linear exploration with thematic goals in a solar punk setting.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the solo Gaming Community is the best community in gaming
  • this is the forever list for many players, a place where certain games become 'forever' for some people
  • the art on Kilforth is the most beautiful art I've ever seen
  • it's my number one
  • theme hooks me, and if that can hook me, I keep digging into the mechanics
  • the audience is changing and that's driving which games end up on the list
  • we need fresh voices to keep the list dynamic
References (from this video)
No references stored for this video.
Video SrTvdhhcDec The Cardboard Herald Top List at 16:29 sentiment: positive
video_pk 4073 · mention_pk 11902
The Cardboard Herald - Earthborne Rangers video thumbnail
Click to watch at 16:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • innovative open-world system
  • emergent moments with strong thematic depth
  • feels like an old-school JRPG in board game form
Cons
  • component complexity could overwhelm casual players
Thematic elements
  • emergent, open-world with camp save mechanics
  • investigative, story-driven open-world adventure
  • JRPG-inspired storytelling with choices
Comparison games
  • Arkham Horror: The Card Game
  • Descent: Legends of the Dark
Mechanics (from transcript analysis)
  • deck-driven world-building — decks shuffle to form terrain, events, and encounters
  • one-handed play — play with one hand while managing open-world goals
  • open-world save/continue — session can be paused with consequences
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's going to be our individual top 10s that may have overlap
  • Spirit Island is the best solo game there is
  • one class two characters combine it all into one deck
  • the solo mode is neat
References (from this video)
No references stored for this video.
Video HNQDJcL3WgA Rahdo Runs Through Top List at 0:02 sentiment: positive
video_pk 3507 · mention_pk 10446
Rahdo Runs Through - Earthborne Rangers video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Won Dice Tower award for game of the year
  • Won Golden Geek award for game of the year
Cons
  • Supplanted by Daybreak at number 1
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 2023 was the greatest year in board game history for my tastes
  • Conveyor belts are my favorite board game mechanism period
  • This is a technological breakthrough for Games
  • The greatest bag building game of all time
  • Ode to the power and resiliency of Science and cooperation
  • Wall-to-wall optimism and an Ode to the power and resiliency of Science and cooperation
References (from this video)
No references stored for this video.
Video 5nIdQHK5OvE Gaming Rules! Discussion at 29:19 sentiment: positive
video_pk 3074 · mention_pk 8959
Gaming Rules! - Earthborne Rangers video thumbnail
Click to watch at 29:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interest in Earthborne Rangers being demoed at the event
  • Collaborative play with Steven
Cons
  • Derives from a separate publisher/edition context
Thematic elements
  • Heroic exploration
  • Fantasy adventure with a campaign structure
  • Ongoing campaign with narrative arcs
Comparison games
none
Mechanics (from transcript analysis)
  • campaign-based play — Story-driven sessions across multiple plays
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have used Uber for the first time.
  • The highlight of the show, as I mentioned, is just the time spent with people.
  • Talisman Nemesis turns the game into a one versus many game.
  • World Order is a pre-production copy; I'm excited to see where it goes.
  • I’m going to be putting that Patreon poll up tonight.
  • GridCon is sold out.
References (from this video)
No references stored for this video.
Video pWLM2kQVvc0 Gaming Rules! Playthrough at 0:00 sentiment: mixed
video_pk 1990 · mention_pk 5676
Gaming Rules! - Earthborne Rangers video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging, cooperative problem-solving with a strong thematic vibe
  • Rich, persistent world with multiple environments and NPCs
  • Dynamic flood/weather system that creates tense pacing and strategic depth
  • Narrative entries provide flavor and sense of progression
Cons
  • Rule complexity and fatigue/interaction rules can be confusing in the moment
  • Reliance on online rule references can slow gameplay and cause pauses
  • Session-long fatigue management can be draining and may demand careful planning
Thematic elements
  • Cooperative exploration and survival amid flood events, wildlife predators, and wandering beings
  • Verdessa valley: Mount Nim, White Sky, Coobo's Market, Boulderfield, White Sky Lake, various river and flood-affected locations
  • Campaign-style storytelling with story entries, characters and quests guiding progression
Comparison games
none
Mechanics (from transcript analysis)
  • Beings, aids and companions — Characters like Picodo, Auru, Pakodo, Uravos, Vera, etc., provide actions to move progress or interact with beings.
  • Cooperative exploration and travelling — Players collaborate to travel between locations, clear obstacles, and manage fatigue and equipment.
  • Moment cards and special abilities — Moments allow special actions that can influence fatigue, weather, or testing outcomes.
  • Narrative choice — Story entries and path/valley cards drive narrative choices and mission outcomes (e.g., Rising Waters, White Sky floods).
  • Obstacle and flood management — Flood cards attach to beings or features and influence travel, fatigue, and progression; weather tokens modify dynamics.
  • Story-driven progression — Story entries and path/valley cards drive narrative choices and mission outcomes (e.g., Rising Waters, White Sky floods).
  • Tests and risk — Traverse, connect, and other tests involve effort, presence, compasses, or other icons with injury risk on failures.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My name's Ura. I'm looking for my daughter. Have you seen her?
  • You cannot interact with a card if a ready card with the obstacle keyword is between you and that card.
  • This deck is very much focused on connecting with beings and clearing them that way.
  • If there are four or more rain tokens, a peel of thunder fills the air and a heavy rain begins.
  • That's it for part six. We will be back with part six.
References (from this video)
No references stored for this video.
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