It is the late 1930s, and the world is in turmoil. Humanity is on the brink of war as imperialist nations in the Far East and Europe work aggressively to expand their domination. The Nazis have taken control of Germany and now spread darkness across the globe in their hunt for powerful occult artifacts that can give them the upper hand in the days to come. But the spirit of adventure and freedom won't be stamped out so easily. Heroic adventurers from around the world answer the call, racing against time to hunt down ancient artifacts, explore deadly temples, and fight back the powers of darkness from engulfing the world in flames. It is a race of good versus evil, and only a cunning and agile explorer can claim the ultimate prize of... Fortune and Glory!
Fortune and Glory: The Cliffhanger Game is a fast-paced game of high adventure, vile villains, edge-of-your-seat danger, and cliffhanger pulp movie action. Players take on the role of a treasure hunter, traveling the globe in search of ancient artifacts and fending off danger and villains at every turn in a quest for the ultimate reward of fortune and glory! So strap on your adventure boots and goggles, fire up the engines on the seaplane, and grab some extra ammo for your revolver...the Nazis already have a head start and in this race for fortune and glory, and there's no prize for second place!
Nova Roma | Solo Playthrough
- huge variety of encounters
- strong pulp theme
- covers a broad, cinematic feel
- rules sometimes dense; can be edge-case heavy
- Indiana Jones-esque treasure hunting and peril
- pulp adventure globe-trotting exploration
- epic, adventurous, and episodic pulp fiction flair
Mechanics (from transcript analysis)
- Encounter-based exploration — a vast array of encounters and scenarios drive play
- ensemble co-op/solo play — distinct heroes with thematic abilities team up against challenges
- loot progression — character powers and gear scale with looted rewards
Video topics + discussion points
Quotes (from this video)
- it's a really really simple game you basically do the same thing every turn you move your character into a new room you draw an encounter card you face that encounter rinse and repeat
- if you are into pulp fiction if you are into adventure fiction this is the game for you
- Dungeon Crusade has the best dungeon tile art and i've ever seen i absolutely love the way that various dungeons look
- there are a ton of expansions from the small box expansions which just kind of add a whole bunch of cards
- it's absolutely dripping with theme this game feels like you are playing an old hammer house of horror movie in a board game
References (from this video)
- Was intended to be a cinematic Indiana Jones-style experience
- The board is too big with many empty spaces
- Game takes an extremely long time to play, especially with more players
- Rulebook is difficult to understand
- Relies heavily on random dice rolls
- Indiana Jones-style adventure
- Cinematic
- Touch of Evil
- Last Night on Earth
- Indiana Jones
Mechanics (from transcript analysis)
- Dice Rolling — The game is a 'random die fest' relying on rolling dice against stats.
- Open rulebook — The rulebook has been added to over the years and edited by fans.
Video topics + discussion points
Quotes (from this video)
- top 10 games that I thought were going to end up making my knob look like that when instead they ended up making my knob look like that
- This game is basically just a load of random [ ]
- it's a roll and move game which out the gate is a pile of [ ]
- on Piper it looks the dog's bollocks don't it yeah but in practice it's slow it's a Meandering unintelligible mess of a game and I was solely disappointed
- it's like a cook has come up with this recipe for this [ ] awesome cake here and they just didn't know when to stop
- it felt like I was wading through [ ] quicksand
- it's so [ ] random there's just no way to tell whether you've got the resources to pass all of the tests in the game
- Gloom Haven was probably the biggest disappointment that I've ever experienced in board gaming
References (from this video)
- Good fun game
- Enjoyed the system
- Revised Edition is more compact and streamlined
- Original box size was large
- Adventure
- Cliffhanger
Mechanics (from transcript analysis)
- Campaign play — The game involves a campaign structure.
Video topics + discussion points
Quotes (from this video)
- it was a little too long 12 hands was too many I would have preferred playing the 500 instead of a thousand
- this system was had its cool things it had some cool things but it also had just some garbage ideas
- it's just like who came about these rules it's just like these aren't streamlined these are garbage they are horrible
- the Marvel superheroes game was like the Marvel Universe
- spacehulk spacehulk spacehulk space Hulk I knew it was Warhammer I just didn't know
- it's the one where you uh you're playing as a disease trying to kill everybody take over the world it's like an AA control game
- I think it's in my top 25 or 50 games of all time
- the game just chef's kiss
- Shadows of Brimstone game and it's just like yeah doing nothing
- Brimstone is our money maker they they'll milk the dead
- it's sort of a Rog likee and I think it doesn't get enough credit
- like you're doing the same thing just longer and more tedious and more like that's that's bad
- the deluxe version of it um had a basically kind of a foil cover like as the person's casting a spell and so there's this kind of rainbow effect foil cover of like the magic that's coming up
- it was it was insane yes crazy what people go foil covers bring to the end
- the Cliffhanger game with a more compact box size streamline rule book and over a decade's worth of Polish and AATA worked in this is the ultimate edition of the classic Cliffhanger Adventure game
- the cards were tiny
- Shadows of Brimstone game and it's just like
- we couldn't get any traction we couldn't get anybody to notice the game even existed anywhere
- it was like it sold it we sold out day and a half just because it had a foil had a foil rainbow cover
- I hate those things yeah I pick every box sleeve off of every game I've ever got
- we would rather be cheated out of money than refuse a customer service request from somebody who honestly needed it
- the owner said why isn't that guy allowed in the store and they told him why and he's like it's a free country he can say whatever he wants
- I was like Rich if like quite literally Rich you should just tell people that I will be there and that will get more people to come in and and sell stuff and I and give me the table for free
- I don't make anything so what's the point of
- I don't have to pay $5 just so sit at a [ __ ] table now
- we're not coming here anymore you come to my house for board game night that's it
- well how about you buy it and when you're done with it bring it back to me and I'll give you the money back minus five bucks
References (from this video)
- Captures an Indiana Jones/pulp adventure feel
- Exciting cliffhanger mechanic
- Lots of theme and flavor
- Fun globetrotting exploration
- Expansions and second edition have been significantly delayed
- Treasure hunting, pulp adventure
- Global exploration
- Serialized cliffhangers
Mechanics (from transcript analysis)
- action selection — Players travel the world, seeking treasure and fighting enemies.
- Dice Rolling — Used for skill checks and combat, with a specific mention of 'picking up on that Cliffhanger' after failing a roll.
- Set Collection — Collecting powerful items like swords to defeat generals (mentioned in context of Defenders of the Realm but applicable to adventure games).
Video topics + discussion points
Quotes (from this video)
- Fallout with the expansions with the California expansion and the atomic bonds um Atomic bonds expansion the small expansion that basically fixes the game uh yeah out of the box wasn't a great game I liked it more than most people did but those expansions greatly Elevate the game it is a great great post-apocalyptic game that does have that unique Fallout feel
- The combat is a little fiddly and just never really feels natural I always forget uh how to solve combat in that game but uh everything else I really like the questing is super cool and just it's a neat world to be in and I think they did a really good job of capturing the uniqueness of Fallout
- But once you start adding in all of the incredible expansions for Defenders of the realm then the game really does feel like this Grand epic adventure game
- It's a cliffhanger game fortune and Glory the Cliffhanger game it has that old Cliffhanger serialized feel to it where you jump for a cliff and you fail that roll and you miss and then on your next turn you have to pick up on that Cliffhanger and you're hanging on by a thread
- This is probably the most unique game on this list and that is B in one aard game all about Brighton and that is the 2022 it's the uh 10th anniversary edition I believe it's the newest edition that he just put out and this is a game all about having a adventurous day in the city of Brighton and it's a modernday urban Adventure game and it is so Charming
- It really is it's impossible to keep up it's impossible to play all the games it's impossible to play the games I want to play enough to to satisfy me because there's just so many things coming out and so many things competing for for our hobby intention
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- man they came really quickly they came I think a day after I had ordered them and they arrived literally minutes after I had edited and uploaded the long review
- I don't need uh boxes in fancy packaging for my expansions because I try to get as much stuff in the base box as possible
- this is where they kind of introduced The Experience system
- so you can start your Heroes out with their Advanced ability and that will add four dots to the hero side and then to balance that out you can also start with some zombie Advanced abilities
- so that's what I'm going to do so here we have our two new hero cards rise to the challenge
- so that's pretty powerful a good zombie swarm card
- so it looks like a hero pack 2 so this is missing all of the her heroes from hero pack 2 that is unfortunate I did not know that
- so you have to go out as the heroes as the survivors you have to go out and find the items and bring them back to your safe space
- so this is kind of a new way to set up the game where you are kind of playing almost a tower defense where you have the hero area and the zombie area
- what would be really cool is if you if the zombie player moved a zombie off the opposite side of the board here and then that zombie came back as as a behemoth zombie or some kind of king zombie that would be super cool that would be a really fun little house rule to play
- so this would allow the zombie player to move towards the hero they want but that's kind of how I play solo I ignore the zombie zombie hunger Rule and I play my zombies more like the zombies in Return of the Living Dead where they do have a little bit of intelligence to make the choices of who they want to attack
- so that was uh revenge of the Dead I think revenge of the Dead sounds the most interesting so far
- nuke it from orbit uh the only chance for survival is to find enough flares to let them know that are still survivors
- so you do need to come up with something for your uh flare tokens if you don't have that expansion
- so that's a a look at the web exclusive expansions for last night on earth if you haven't gotten them yet and you were interested in what they had to offer I hope I provided you some good information
References (from this video)
- Colin is a huge fan of the game
- Colin likes the game
- The speaker hasn't played it
- Indiana Jones
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Nemesis is not a stealth game.
- I'm just in sheer panic mode.
- This is just crap. You can just bring whatever you want. This is stupid.
- The map is already out where in this one you don't know where the map is.
- It's like four games in one. And it's out of control.
- It was a ton of fun until we fought the labyrinth dude for the first time because we had no idea how to deal with the labyrinth tiles I was putting on.
- It's hard. That's a hard game.
- I'm still paying painting my chronicle of Dungore.
- We have shareholders. You must buy more stuff.
- The first rule was assemble your army. pick some models you want to play with and put them on the board.
- Finecast. Yeah, that was that a lot of people called that fail cast. Yeah, that did not go. That did not go so well.
- Slap and drop, and let them flop.
- My backpack's done. I didn't have to do any special nine shades of mixing and all this stuff.
- I'm going to use some bronze here. Not that one.
- It's about it. Unless you do adept as custodians like I did. I only had to buy one battle battle box and it was 100,000 points where like most armies in a battle box you get like three to 500 points.
- It's amazing how much more feeling or ambiance I guess you get playing playing with painted miniatures than just gray.
- We have shareholders. You must buy more.
- Welcome to Games Workshop.
- The queue never ends. It just keeps on growing.
- I was playing Warhammer the other day with my son and only half my armor is painted. I'm like just doesn't feel right seeing like a group of great into the battlefields like oh I want those guys to die.
- It's really good detail for for that plastic.
- Slop, drop, and let them flop.
- I had so many night goblins, it was out of control, dude.
- We are currently unsettled. We're not unsettled on unsettled.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Undaunted 2200 which is a very good game. Tactics II, very very good.
- I've got all the Killforths.
- Nemo's War, great game.
- Defenders of the Realm, love that game. Love it.
- I got some BattleTech on painting. Going to start painting again.
- Ogre, great game.
- We're going to be back in business, folks. We're going to be back in business.
- We're going to be back to full strength again. Just like the old days.
- People that want to work with me, great. People that don't want to work with me, great. Don't care.
- Getting hacked, man. It was very It took a lot of wind out of my sails.
- I'll get us there. All right, we got the other cable coming within the next month or so. Uh, they're going to be running that up here, so we're going to have fiber.
- I got 10 videos I got to get done. I got more stuff coming.
- We're turning the old game around.
- I don't think I've ever been this busy. And I'm pretty happy about it.
- We'll come back and uh, next week we'll start we'll start doing nice little short live play. Maybe we'll do uh, Val Petra.
- Everything feels better. You know, everything feels good.
- It is your old pal Earl.
- This has been a long time coming and it's showing the subscriptions have gone up.
- It's been a rough 2 days. But don't worry about it. I'll shake it off. I'll come back stronger than ever.
References (from this video)
- Pure pulp adventure energy
- Beautifully illustrated world map
- Extraordinary theater at the table
- Memorable cliffhanger moments
- Dramatic cooperative sessions
- Some hero attempts fail drastically
- Pulp adventure
- The entire planet
- Cliffhanger mechanic where failed tests result in a state of mortal peril.
Mechanics (from transcript analysis)
- Asset acquisition — acquire gear and allies to boost your rolls.
- Cliffhanger mechanic — When a hero fails a danger test, the result frequently isn't immediate defeat. It's a cliffhanger state. The hero is left hanging, literally suspended in mortal peril, and has to resolve the cliffhanger on a subsequent turn before they can do anything else.
- cooperative play — Cooperative mode, all heroes pool their fortune total against a vile organization that advances towards its own game-ending condition.
- Dice Rolling — heroes racing across continents and oceans to claim them.
- Modular Board — The entire planet is your playing field. A beautifully illustrated world map, ancient artifact locations seeded across it in different positions every session.
- Player Elimination — Competitive mode, first to 15 fortune wins.
- Set Collection — claim them.
Video topics + discussion points
Quotes (from this video)
- Genuine player-driven freedom, meaningful choice over how to play and what to pursue. An experience that changes because of what you decide at the table, not because some designer scripted three branches and called it open world.
- The sandbox quality is real, but it operates through a narrow lens.
- Gloriously random, outrageously fun, completely impossible to plan for.
- The stories aren't authored by players so much as they emerge from the chaos of the deck.
- Sitting down to Talisman feels like opening a fantasy novel that has been read by millions of people before you.
- Modern tighter designs cannot replicate that.
- The soul of this game is solo, and it's one of the finest solo games ever made.
- The most mechanically innovative game on the list. A pirate sandbox built on top of a deck-building engine unlike anything else in the genre.
- That feedback loop between exploration and crew development is elegant.
- It's not a gimmick, one of the most thematically appropriate combat mechanisms we've ever played with.
- Watching cubes cascade through it during a high-stakes boarding action generates a tension dice cannot replicate.
- A pirate who moves faster than anyone can catch is a pirate who controls the board.
- It does not force you to choose who you are before the game begins.
- The number of ways to accumulate glory is the game's real genius.
- The glory stash mechanic is the best hidden information system on the list. The player who appears to be losing is often the one actually winning.
- The box literally describes it as an open world sandbox tabletop adventure, and for once, that description is not marketing overstatement. It is exactly what this game is.
- Every system serves the theme.
- Western Legends validates every approach at once, and that is extraordinarily hard to design.
- The game we reach for when someone asks us what open world really means in a board game, not as a marketing term, not as a description of a large map with multiple things on it, as a design philosophy carried all the way through to the rules.
- The galaxy builds itself around the decisions the players make.
- Fame points are the victory currency and the number of ways to earn them is the game's crowning achievement.
- Each NPC type has a personality card that governs its behavior. They move, they pursue, they create friction between players without any player requiring to antagonize another directly.
- Xia does not tell you what kind of captain to be. No scenario card, no story objective, no prescribed arc. It gives you a ship, a galaxy that grows as you explore it, and a fame track. Everything else is yours.
- Every single one of those sessions told a story nobody scripted. That is what the top of this list looks like.
- If you're new to this category, Western Legends and Merchants and Marauders are the best entry points.
- And if you want the purest, most complete expression of what a sandbox board game can be, Xia Legends of a Drift System is the answer every time.
References (from this video)
- Really good.
- Came right down to the wire.
- Adventure, exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- GridCon was amazing. Probably the best con thing this year.
- It was really intense and a proper roller coaster and amazing fun.
- It wasn't like a great big multiplayer Arkham thing, but we played the new Midwinter Gala.
- And we ended up winning against all odds in that one.
- It's a really cool action system.
- The two-player game works is mean, and I don't like it.
- It's not a Care Bear friendly mode because it's like you place...
- But, it's nice and snappy for Nova Roma.
- I feel like I I've let myself down in round three.
- I lost sight of what was important.
References (from this video)
- great pulp/adventure feel
- opportunity to revisit a game with new content and an enhanced sense of adventure
- expansions have been slow to release
- the base game can be fiddly due to its complexity
- adventure, classic treasure-hunting pulp vibe
- pulp adventure with globe-trotting escapades and treasure hunting
- story-driven with expansive content and long play sessions
Mechanics (from transcript analysis)
- expansion ecosystem — pending expansions that broaden the game's scope and rules
- large component footprint — big box with many components and scenarios to explore
Video topics + discussion points
Quotes (from this video)
- five games that I want to either get to the table or get back to the table
- there is no game over until the player just decides to stop playing
- I'm going to reevaluate the game reapproach it see if I can approach the game more on its terms
- very difficult to learn
- looks beautiful on the table I love the way it looks I love the way it feels
References (from this video)
- Cinematic, narrative-driven experience with unpredictable, dynamic scenarios
- Flexible play modes (competitive or cooperative)
- High replayability due to randomized encounters and open-map exploration
- Expansions offer new mechanics, villains, and content
- Complex rules and setup can be intimidating for new players
- Cliffhanger mechanic can be punishing and risky, potentially causing knockouts
- Long play sessions and management of multiple components
- Pulp adventure treasure quest
- Global treasure-hunting adventure across cities, jungles, islands, and ruins
- cinematic, unpredictable, cliffhanger-driven
Mechanics (from transcript analysis)
- Artifact adventures — Artifacts on the board are claimed by overcoming dangerous challenges represented by danger cards; each artifact has fortune value and danger value.
- Card Crafting — Artifacts on the board are claimed by overcoming dangerous challenges represented by danger cards; each artifact has fortune value and danger value.
- Card-based encounters — Cities and spaces trigger adventure cards with various effects, including gear, allies, or narrative events; some cards have secret icons to be kept.
- Cliffhanger and exertion — During cliffhanger tests, players may take wounds to roll additional adventure dice; taking more wounds increases risk but can accelerate artifact acquisition.
- Combat and injury — When an enemy encounter occurs, both hero and enemy roll a number of dice equal to their combat stats; hits on 4-6 deal damage; defense mitigates hits; wounds can knock a hero out or heal via recovery.
- Combat: Damage Based — When an enemy encounter occurs, both hero and enemy roll a number of dice equal to their combat stats; hits on 4-6 deal damage; defense mitigates hits; wounds can knock a hero out or heal via recovery.
- Danger and cliffhanger system — Danger cards dictate tests; tests require successes on dice; failures lead to a cliffhanger, which can be resolved by passing tests or by ending turn; cliffhangers can be overcome by exerting wounds to add dice.
- End phase and progression — After each round, the end phase cleans up and replenishes artifacts; new locations may be drawn; wounded heroes return to starting city.
- initiative and turn order — At the start of each round, players roll dice to determine initiative; highest roller acts first; ties are re-rolled.
- Movement — On each turn, players roll a die to determine how many spaces they may move on the map; land and city spaces cost movement; sea spaces have printed costs.
Video topics + discussion points
Quotes (from this video)
- A hallmark of Fortune and Glory is its unpredictability.
- The combination of randomized encounters, open movement across the board, unexpected twists, sudden betrayals, and natural disasters all ensure that no two sessions are the same.
- At its core, Fortune and Glory is a narrative-driven adventure with a goal of providing a cinematic storytelling experience.
- Whichever variation you play, we'll just stick to going over the basic game.
- In its competitive version, players race across the globe to collect the most fortune while also sabotaging each other's efforts.
- Cooperatively, though, the heroes will team up to fight against villains controlled by the game.