You have finally set out to find the truth. You've heard the rumors of ancient runes and the lost pages of a scattered tome that tell of ancient and evil monstrosities, calling for their return. You've heard tales of those who came before you in this search losing grip on their sanity as they grew nearer to the truth. As you press on, you can't help but notice that you feel less attached to reality yourself. Some days you lose track of time and can't account for hours of the day. The whispers of secret gates to another world are growing stronger, and while no one knows who is building them, you have a dreadful hunch...
Could you be the hidden architect of the Gates of Delirium?
In Gates of Delirium, players have a hand of split action cards: one side sane, and the other insane. Every round, one player decides whether the round is sane or insane, and all players must play that side of their cards. During sane rounds, players search for maps and lost pages to a secret tome, while assigning investigators to help them in their cause. During insane rounds, players collect ancient runes and work to build gates to release the monstrosities that their sane selves have been trying so hard to understand and prevent. Earn the most victory points by the time the last monstrosity is released to win Gates of Delirium.
—description from the publisher
- Good pace, literally 10-15 seconds per turn.
- The ability to flip tokens to change between 'sane' and 'insane' sides adds strategic depth.
- Players can influence others' strategies.
- Vanessa won even though she had to leave the table early.
- There is a lot going on, requiring players to pay close attention.
- More plays are needed to fully grasp the game.
- The reviewer did not play as well as they would have liked, coming in last place.
Mechanics (from transcript analysis)
- action selection — Players choose from a variety of actions on their turn, such as playing cards to open gates or take other actions.
- Card Drafting — Players select cards to play, influencing their strategy and actions.
- Set Collection — Players collect sets of cards or resources to score points or achieve objectives.
- Variable player powers — The game has two sides for cards (sane/insane) that players can choose, influencing available actions and strategies.
Video topics + discussion points
Quotes (from this video)
- Since H of sigmar came out you've had a problem because there's a faction that you wanted to play that you struggled getting an army together.
- The Army's beast carburetors by the way if you're familiar with ages Sigma and this is an army with an extremely low model count on the table and extremely limited unit choice.
- So they have these four grand allegiances now order chaos death and destruction.
- The other faction is brand-new like these models let this beast of bones box is your first chance to get a hold of these models and what are they they are called the Aussie arc bone Reapers.
- Doug has gotten Kapow - white wizard gaming that means it's gonna be able to get a lot more distribution
- So in that same theme same mechanic but instead of cards that you're using dice so I think it's a great arrangement relationship between those two entities
- The model starting at the bottom will go all the way through the top and can be used all the way the big game it's really smart this model that Games Workshop has put together.