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Empire's End

Game ID: GID0112982
Collection Status
Description

You lead a grand civilization at the height of its influence, but can you save it from collapse? In Empire's End, 2-4 players compete to keep calamity at bay. Empire's End marries the intuitive and elegant mechanism of reverse-bidding with engine-building, long-term planning, and strategic depth. The result is a game with a quick tempo, abundant tension, and multiple challenging paths to victory.

Players begin with a civilization at the height of its power. Play proceeds through a series of phases, varying as you progress through the game. During the Disaster phase, players face a common threat such as famine, a flood, or barbarians. The player who ends the bidding must take the disaster, which devastates one of their territories.

With each disaster that befalls an empire, its people grow in wisdom and resilience. In the style of the modern classic game No Thanks, resources bid by all players will end up in the hands of the player who ultimately takes the disaster card. That player also gains a new ability, an innovation that reflects their empire's ability to adapt in the face of challenging times.

Each turn, players move along a progress track that dictates whether they will face a disaster or another type of phase. Players can gain new resources during Production phases, rebuild lost territories during Industry phases, and challenge one another during Military phases. At the end of the progress track, the game is concluded and the winner is the civilization with the greatest number of victory points. Intact territories contribute points, but innovations and military successes can provide alternative ways to win.

Year Published
2023
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 5 · mix 4 · neu 1 · neg 0
Mentions per page
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Showing 1–10 of 10
Video 5QsdPIAffnA Rolling Dice and Taking Names two-player_game_discussion at 1:02:22 sentiment: positive
video_pk 13131 · mention_pk 38401
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Overall sentiment (raw)
positive
Pros
  • clear iconography
  • manageable teaching curve for a deep game
  • strategic tension and meaningful choices
Cons
  • setup and rulebook can be non-trivial
  • requires central discussion to teach new players
Thematic elements
  • Empire management, territory control, disaster response
  • A mounting crisis in a sprawling fantasy empire with disaster-driven pressure on map locations.
  • strategic Euro-style, table-ordering feel
Comparison games
none
Mechanics (from transcript analysis)
  • area_control — Influence and majority control of map locations to score points.
  • Card-based scoring — End-game scoring relies on location cards and strategic placement.
  • military_phase — A round-based phase where combat and positioning affect scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Empire's End from Brotherwise Games and John
References (from this video)
No references stored for this video.
Video EcpzbZ9u7Yc John gets games general_discussion at 1:01 sentiment: positive
video_pk 8553 · mention_pk 25218
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Overall sentiment (raw)
positive
Pros
  • thematic weight and asymmetry add depth
  • strong interaction between players
Cons
  • not fully explored in this clip; more opinon needed to judge balance
Thematic elements
  • endgame, conflict, and political maneuvering
  • Fantasy empire on the brink
  • thematic, with tension and closure
Comparison games
none
Mechanics (from transcript analysis)
  • area or resource control — players vie for influence across a constrained space
  • Asymmetric abilities — each faction or player has unique powers shaping play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this Ram was always full with all the things that need to happen
  • open this is a very long preamble but I’m pretty excited about it
  • this is my full-time job and I acknolwedge that
  • I feel like I leveled up in a video game
  • the project management software has templates built in to plan things out
References (from this video)
No references stored for this video.
Video RagbHBtxARI The Broken Meeple discussion at 0:00 sentiment: mixed
video_pk 7993 · mention_pk 23549
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Overall sentiment (raw)
mixed
Pros
  • Good quality components and insert
  • Interesting bidding system based on No Thanks
  • Tension in decision-making about taking disasters
  • Cool Innovation abilities allow civilization customization
  • Well-designed mechanics
  • Critics praise it highly (8-9 out of 10)
Cons
  • Box claims 45-60 minutes but actual play time is 60-90 minutes minimum
  • Feels punishing with constant disasters
  • User ratings much lower than critical ratings (5-7 out of 10)
  • Critics may have overhyped the game
  • Two-player variant is reportedly not good
Thematic elements
  • Civilization theme
Comparison games
  • No Thanks
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you're listening to the broken meele show a podcast that speaks passionately about board games for the benefit of those who play them
  • it's only a game
  • Vindication is perfectly good as a base game only and I don't think you need the expansions
  • I cannot begin to stress how much of a complete lie that is this is not a 45 to 60 Minute game
  • I have suspicions that the critics have overhyped this one a bit
References (from this video)
No references stored for this video.
Video 9E2ZO9bMt8A The Broken Meeple review at 0:00 sentiment: mixed
video_pk 7067 · mention_pk 20946
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Overall sentiment (raw)
mixed
Pros
  • Done pretty well in reception
  • Received about 2000 views
Cons
  • Just the 'No Thanks' mechanic made 4-10 times longer
  • Pretty random
  • Outstays its welcome
  • Would rather play No Thanks for 5-10 minutes
Thematic elements
none
Comparison games
  • No Thanks
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you're listening to the broken me show a podcast that speaks passionately about board games for the benefit of those who play them
  • it's only a game
  • this game is terrible absolutely terrible
  • there's nothing to laugh at at this if something gets nicked off you chances are you'll never be able to Nick it back
  • I never want to see it again
  • if I don't play it I wouldn't really care
  • there's no theme to keep me immersed in the game
  • this is just such a waste
References (from this video)
No references stored for this video.
Video 38zYnv_6ik0 Foster The Meatball Channel general_discussion at 0:52 sentiment: positive
video_pk 7093 · mention_pk 21001
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Overall sentiment (raw)
positive
Pros
  • Clear phase structure that guides play
  • Engaging disaster-mitigation theme
  • Tense bidding on disaster cards adds strategic depth
  • Good scalability for 2-4 players with relatively manageable length
  • Depth of strategy around resource management and location placement
  • End-game scoring provides multiple paths to victory
Cons
  • Prototype status means footage and components may change
  • Learning curve due to multiple phases and resource trading
  • Hidden resources require careful deduction and tracking
  • Disaster swinginess can be punishing, increasing game swing unpredictability
Thematic elements
  • Decline, resilience, disaster mitigation, strategic resource management
  • A once-mighty empire in decline, fighting famine, invasions, and disasters while trying to salvage glory.
  • Strategic, resource-focused with a disaster-driven threat timeline
Comparison games
none
Mechanics (from transcript analysis)
  • Disaster bidding and mitigation — Disaster cards trigger land loss; players bid resources to avoid or mitigate disasters.
  • End-game scoring from surviving locations and achievements — Points come from VP in land types, end-phase scoring, and achievements.
  • Innovations and locations as VP sources — Acquire Innovations and place locations that contribute VP and strategic value.
  • Phase-based gameplay — Economy, industry, disaster, and conflict phases drive the action and timing.
  • Resource management and reconstruction — Gaining resources to fund repairs and rebuild after disasters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Empire's End is a game about salvaging glory in the face of disaster.
  • A smart ruler knows not just how to win but how to lose; most importantly they also know how to turn disaster into opportunity.
  • This is a game about destruction mitigating.
  • The board is very clear-cut ... it's the conflict phase now.
  • It's a game about trying to not let the world burn doing your darndest to make sure that doesn't happen.
References (from this video)
No references stored for this video.
Video g1xY1Fb_PgI Fresh from the Seller game_review at 0:00 sentiment: mixed
video_pk 5693 · mention_pk 16931
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Overall sentiment (raw)
mixed
Pros
  • Offers a fresh, thematic twist on the Civ-building genre by foregrounding decline and disasters instead of expansion.
  • Variable setup and the shared disaster mechanic create dynamic, high-tension gameplay with strong narrative flavor.
  • Players experience communal sympathy since everyone endures disasters, reducing purely hostile interactions.
  • Short run-time per player that scales with play count and tends to accelerate as players become familiar with systems.
  • End-game scoring and bonuses provide a satisfying sense of closure and choice across a single session.
Cons
  • The central engine can feel fragile; even well-built engines are prone to collapse due to cascading disasters.
  • For players who love long-term engine optimization and planning, the on-the-fly adjustment requirement can be frustrating.
  • Brutal interactions and the inevitability of setbacks may not appeal to every group, especially those seeking lighter, more cooperative experiences.
  • Since outcomes hinge on the disaster pool and bids, there is a meaningful amount of luck and player negotiation that can overshadow skill.
Thematic elements
  • Decline and resilience: players build an engine that is doomed to crumble, highlighting the tension between growth and decay.
  • A Civilization-style empire-building world where players actively attempt to delay the collapse of their civilizations amid escalating disasters.
  • Engine-building with disaster-driven narrative where setbacks are common and collective hazard management shapes play.
Comparison games
  • Civ-building games (genre)
Mechanics (from transcript analysis)
  • Coin as wild/resource bidding — Coins act as wilds in bids, enabling flexible bidding strategies and bluffing around disasters.
  • Conflict phase and blind bidding for military supremacy — Red spaces initiate the conflict phase where players blind bid for military superiority to gain bonuses and influence location swaps.
  • Destruction and rebuilding loop — Disasters often force players to destroy locations; the hope is to rebuild later, risking loss of points but potentially recouping resources.
  • Disaster cards and disaster bidding — In columns on the board, disaster cards are drawn and players bid resources or coins to mitigate their effects; the highest bid reduces disaster impact, while the losers may suffer consequences.
  • End turn track and end-game scoring — The track advances each turn; at the end you total starting locations, current victory points, and any end-game bonuses to determine the winner.
  • Industry phase and location rebuilding — Tan spaces trigger the industry phase where players rebuild locations and improve their empire through Innovations and triggered powers.
  • Resource management and economy phase — Green spaces represent the economy phase where players gain resources and unlock situational abilities based on surviving locations.
  • Variable setup with identical starting empires — Each game begins with one player placing location tiles randomly and others matching that setup to ensure identical starting conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Empire's End occupies this unique space and immerses you in this theme
  • it's not a Civ building game it's a sieve destroying game
  • the five stages of grief at some point during this game
  • the disasters really feel disastrous
  • the thrill of being the highest scoring pile of rubble at the end
References (from this video)
No references stored for this video.
Video m4P2BFn_8wM Unknown Channel rules teach at 0:04 sentiment: positive
video_pk 5785 · mention_pk 17102
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Overall sentiment (raw)
positive
Pros
  • Strong bidding mechanic that integrates resource management with disaster mitigation.
  • Innovative location-tile system with healthy/destroyed states and repair paths.
  • Clear phase structure (disaster, economy, industry, conflict) that guides gameplay.
  • Innovations attach to locations and can provide end-game points and strategic leverage.
  • Tile values range from small to large (3 to 32 points), enabling meaningful risk-reward decisions.
  • Gold as a flexible wild resource simplifies bidding and building decisions.
Cons
  • Prototype copy is subject to change before the final release.
  • Destruction of key locations (such as towns) can be punishing and swingy.
  • The game's complexity may be challenging for new players and requires careful tracking of multiple mechanics.
  • In heavier player counts, some disaster phases can feel lengthy or add cognitive load.
Thematic elements
  • Decline and resilience; disaster management; bidding and innovation to survive in a volatile empire.
  • A crumbling empire under siege by disasters, with cities and infrastructure represented by location tiles that can be healthy or destroyed and repaired over time.
  • Emergent, tile-based empire-building driven by disaster events and strategic planning.
Comparison games
none
Mechanics (from transcript analysis)
  • Conflict phase and scoring — Conflict strength is derived from location tiles and certain innovations; players bid to reach thresholds and earn victory points and gold.
  • Disaster deck bidding — Each disaster round reveals a card indicating the threat and affected location; players bid resources to determine who will face the disaster and which location is targeted.
  • End-game scoring — Points come from healthy locations, innovations tied to those locations, and end-of-game bonuses from disasters and conflicts.
  • Innovation cards and attachment — Innovations can be placed on healthy locations, providing lasting bonuses and end-game points while staying tethered to that location.
  • Phase structure — The game progresses through disaster, economy, industry, and conflict phases; a turn-order marker advances along a track to indicate the next phase.
  • Repair and building — Industry phase allows repairing destroyed locations and building new innovations, with costs tied to hammer costs and tile rules.
  • Resource bidding and wilds — Four resources exist (wheat, hammers, axes, gold); gold acts as a wildcard substitute for the other resources in bidding and building.
  • Tile line setup and flipping — Location tiles are arranged in a line at setup; tiles are double-sided (healthy vs. destroyed) and the state of tiles influences scoring and repair options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • strong bidding mechanic in this game where you're basically trying to outmaneuver disasters and trying to innovate in the wake of them
  • Empire's End is currently on Kickstarter
  • prototype copy of the game which means things are subject to change in the future
  • you gain all of the resources that everybody else bid but you must destroy that location indicated on the card
References (from this video)
No references stored for this video.
Video P9zZvuyYDis Dice Tower library_tour at 7:44 sentiment: neutral
video_pk 4840 · mention_pk 14322
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Overall sentiment (raw)
neutral
Pros
none
Cons
none
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)
  • Shelf 16 is kind of a an odd mix here
  • This shelf has twice as many games as most shelves
  • one of my favorite two-player games, but it's very difficult to learn and play
  • Fantastic abstract strategy game
  • Such a classic game and I like it a lot
  • I don't know why I like it so much, but I do
  • one of the most beautiful dexterity/party games there are
  • There are so many games on the shelf
References (from this video)
No references stored for this video.
Video fEyYocxx2uk The Broken Me game_review at 0:00 sentiment: mixed
video_pk 4391 · mention_pk 12815
Video thumbnail
Click to watch at 0:00
Overall sentiment (raw)
mixed
Pros
  • tense no-thanks bidding that creates tough choices
  • strong variety through innovations; many tech upgrades
  • thematic flavor of disasters and recovery across empires
  • solid storage/insert design for table organization
Cons
  • length longer than box estimate; 60–90 minutes typical, longer with 4 players
  • heavy luck factor from disaster draws and random innovations
  • limited player interaction and potential for 'alpha' feel with 4 players
  • some cube abilities feel tacked-on; fiddly rules; not well-suited to 2 players
  • components like thin cards and generic art; not scalable across player counts
Thematic elements
  • disaster-driven resource management with competitive bidding to avert catastrophes and gain tech upgrades
  • A post-disaster civilization management game where players develop and defend their empires across a map of location tiles, using disasters and innovations to shape each player's empire.
  • abstract strategic with stochastic disaster events and modular innovations that alter end-game scoring
Comparison games
  • No Thanks
  • Space Base
  • Edge of Darkness
  • Mystic Veil
  • Year of the Dragon
Mechanics (from transcript analysis)
  • cube abilities (refresh mechanic) — Some innovations grant cube-based abilities that can refresh neighboring tiles, adding minor fiddly interactions.
  • disaster deck and innovations — Revealed disasters affect locations; innovations provide ongoing bonuses and endgame scoring pathways.
  • hidden resource tracking — Resources are kept behind screens, creating memory and deduction challenges when bidding on disasters.
  • military bidding and conquest — Military phase uses bid-based combat where swords add power, with winners earning rewards and losers shuffling tiles.
  • no-thanks bidding — Players bid resources to avoid taking a disaster on a location; the card's disaster is resolved with benefits if you avoid it.
  • simultaneous economy/industry phases — Phases happen in parallel; players manage resources and build or repair locations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I give Empire's End a five out of ten.
  • Empire's End is played over a series of phases which are tracked as the game goes on
  • the no thanks mechanism where you bid in order to not take a card because taking the card is bad for you
  • it's the equivalent of looking up a movie on Rotten Tomatoes and seeing the critic score really high and then the user audience score really low
References (from this video)
No references stored for this video.
Video vYiZgnyv5mg Dice Tower top_10_list at 4:04 sentiment: positive
video_pk 2419 · mention_pk 7046
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Overall sentiment (raw)
positive
Pros
  • Engaging bidding tension
  • Accessible social interaction on cruise settings
Cons
  • Potentially punishing if rules are complex
  • May require teach sessions for new players
Thematic elements
  • survival and decay within a contested empire
  • City/empire-building with strategic bidding
  • competitive, auction-driven with looming destruction
Comparison games
  • No Thanks
Mechanics (from transcript analysis)
  • area/resource management — Active buildings provide ongoing effects; players must manage resources to survive
  • bidding/auction — Players bid to avoid destruction of their assets; careful risk vs reward among players
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If we get enough votes, maybe we'll get a chance.
  • Our bottom five, numbers 10 through six of our top 10 games we want to play on the Dice Tower cruise this year.
  • No Thanks is referenced as a benchmark in the bidding/auction space.
References (from this video)
No references stored for this video.
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