Game Info
Year
2026
Players
2-4
Playtime
45 min
Collection
Ratings
Creator Score
Mechanic profile
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Description
A dueling game combining articulated action figures with tactical cards on a magnetic arena
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Sentiment:
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Video A0BLpFXHz0Q
Brains On Games Review at 0:28 sentiment: mixed
video_pk 86043 · mention_pk 398983
Click to watch at 0:28 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- uniquely blends miniature posing with card-driven dueling
- extremely strong table presence due to large magnetic miniatures
- thematic fencing experience with parries, blocks, and thrusts
- high replay potential via configurable victory conditions and combat modifiers
- edge tokens add meaningful dice modification and strategic options
Cons
- two-player only play surface limits broader social play
- card alignment and sequencing can be tricky, requiring careful planning
- production risks typical of Kickstarter campaigns (component variability)
- one reported instance of a magnet detaching during a session
Thematic elements
- fencing duel
- A dueling arena where two fighters use magnetic, posable miniatures and a modular board to duel with measured movements and variable victory conditions.
- tactical, card-driven dueling with dynamic posing of figures
Comparison games
none
Mechanics (from transcript analysis)
- Card-driven actions — Attacks, defenses, and special maneuvers are chosen from a hand of cards and resolved through action sequencing.
- deck hand management — Players start with a 10-card hand and can discard/draw to manage options each turn.
- edge tokens and rerolls — Edge tokens enable rerolls and influence turn order; tokens are spent to modify outcomes.
- Matching — To play cards in sequence, players must match shapes on card edges when placed next to each other.
- positional/pose-based play — Magnetic feet allow varied poses; positioning dictates available actions and range.
- range measurement with ruler — Range and reach are checked with a ruler to determine card validity and outcomes.
- shape-matching card adjacency — To play cards in sequence, players must match shapes on card edges when placed next to each other.
- two-action per turn card resolution — Most cards offer two actions; players resolve one and may slide the card to a different side for further actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a fencing or dueling game
- the table presence is incredible
- it's completely unique
- the magnetic feet are incredible
- you've got 10 cards in your hand at the beginning of your turn
- you can move anywhere on this board
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