Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the roles of wandering adventurers with their own special sets of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.
This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions about what to do next, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a co-operative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.
Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.
- Incredibly successful
- Was number one on BGG for a long time
- The system is great
- Frosthaven is also in the top 100
- Massive time commitment required (e.g., playing 102 scenarios in a week)
- Dungeon crawling, mercenary company
- Jaws of the Lion
- Frosthaven
Mechanics (from transcript analysis)
- Campaign play — Features a long, involved campaign with numerous scenarios.
- Card-driven combat — Utilizes a system of choosing two cards, combining top and bottom actions.
- Character progression — Leveling up, gaining new cards, and permanently augmenting cards.
- cooperative play — Players work together as a mercenary company.
- legacy elements — Characters have personal quests leading to retirement and unlocking new characters.
Video topics + discussion points
Quotes (from this video)
- This is the people's choice.
- the highest ranked Golden Geek Game of the Year winners.
- the consensus overall favorites of all time.
- It's just like that perfect blend of like fun game mechanisms, uh great art to help sell it, a unique theme that we hadn't really seen at that time.
- It really that's I think one of the infinite exploration.
- This is a game of of woodland might and right.
- It's just a complete package.
- Gloom Haven is a classic.
- This was a phenomena like it like we've all played Pandemic for many of us, very much us included. Uh it was our gateway game into the hobby and now like what legacy game? What do you you're ripping up cards the gate?
- Ark Nova doesn't do anything new per se in terms like there's not like a new mechanic that no one's ever seen before.
- It's living and breathing and and things are shifting all the time based on who's playing what, who's clicking on what, how people rate games and stuff.
- It's just most awesome resource we have for board
- This is Pandemic Legacy season 1, which won in 2015.
- Pandemic Legacy season 1 was this phenomena like it like we've all played Pandemic for many of us, very much us included. Uh it was our gateway game into the hobby and now like what legacy game? What do you you're ripping up cards the gate?
- it was it was cool, man. It was a whole event. Yeah, it really was massive because like you said, it'd be hard for something like that to happen again
- But there was like one maybe two and that was kind of it. But you're also taking, right? So yeah, by Rob Davio. But you're also taking one of the most popular to this day games of all time, Pandemic. Yes. And then giving it this kind of treatment.
- I also think they executed so well. And it's also insanely good. That's the thing. It's like it's not just like, oh this look at this like kind of gimmick that it's a legacy thing. Like no, it was really fun. So memorable
- Uh number one is the Ark Nova. You probably knew this one was happening. Um Ark Nova won in 2021. Um, and uh, yeah, Arc Nova is so good.
- Arc Nova is about running a zoo.
- It's got this great kind of tableau engine building uh where you're going to be building enclosures, putting animals in them, which are, you know, the the different uh animals you're taking care of in your zoo.
- And makes it um you know like you get more points through conservation efforts because again the track uh the appeal track has you know for every three spaces on the appeal track there's one conservation space. You are literally rewarded more heavily for doing conservation which I think is how it should be.
- And that's the thing is like Ark Nova doesn't do anything new per se in terms like there's not like a new mechanic that no one's ever seen before. Sure. And I've always argued like you don't need to do anything new. Like you can just take things that already exist and put them into a really excellent package. And that's literally what Arcan Nova is.
- Um, it's it's now number two. It wasn't number two recently, so it's very recently number two. Just passed up Peggandic Legacy. We'll see if it can catch Brass Birmingham.
- Make sure to rate, talk in forums, upvote images, videos, all the different kind of stuff. Engage with BG because it really does change things like this, this list.
- It is userdriven. It's like the hotness. It's like what's on the hotness? Whatever people are clicking on, BG doesn't choose any of that, right?
- It's just most awesome resource we have for board gaming. We love taking a look at like the data to see like what you know what has captured people's interest
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Whoever has the most monies at the end of this pop quiz will be employee of the month.
- This game is broken every other Wednesday.
- This is so bad for me, y'all.
- I'm so bad at this.
- My brain doesn't do these.
- I guess I can give you a little clues if you want to.
- So, this is uh this is from the teens.
- This is the worst round of I've ever done in the history of these kinds of games.
- The problem is these aren't helping because it's just flavor text from Lord of the Rings.
- I was like, Lord of the Rings doesn't have flavor text and I was like, oh, what would have a ton of flavor text is the card game, of course.
- So, we each have a strike. Strike.
- Gosh, man.
- Yeah. So, what's what's our current score right now?
- So those are all basically fake on West but they were still number one.
- Mike is the employee of the month.
- Nick, you will be our next pop quiz master.
References (from this video)
- The game is enjoyable and fun to play solo.
- The puzzle-like nature of card management and action selection is engaging.
- The cooperative aspect, even in solo play, feels rewarding.
- Can be slow-paced, requiring careful resource management.
- Some scenarios can be challenging with difficult enemy encounters.
- Adventure and treasure hunting in a fantasy world
- Near Gloomhaven
Mechanics (from transcript analysis)
- action selection — Players choose two cards per turn, playing the top or bottom action of each, dictating movement, attacks, and other abilities.
- Character progression — Characters gain experience, level up, and can acquire new perks and abilities.
- Combat — The core gameplay involves attacking various enemies using character abilities and equipment.
- Condition Effects — The game includes effects like poison, wound, and stun applied to characters and enemies.
- cooperative play — Players work together to achieve scenario objectives, as evidenced by the host's frequent use of 'we' and discussion of coordinated actions.
- hand management — Players manage a hand of cards which are used for actions and movement. The host discusses recovering cards and long rests to replenish their hand/options.
- Monster AI — The host discusses how monsters move and attack, referencing their behavior ('the AI goes for what is the most advantageous attack').
- Trap Mechanics — The game features traps that can damage players, and players can interact with or destroy them.
- Treasure hunting — Scenarios involve finding treasure chests and collecting loot.
Video topics + discussion points
Quotes (from this video)
- I'm having so much fun.
- This has been a blast of a time.
- It's like a puzzle.
- We want to take long rests when we can.
- The golem got locked in the trap room with us.
- I was going to push him onto the trap.
- He's still walking, huh?
References (from this video)
- The initiative order changes make sense in a real-world scenario where some people move faster.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This has ruined not only the evening but potentially some of my closest friendship style hate.
- I mean, don't we have enough AI slop floating around the world and the internet as it is?
- The third player AI that has to be run for a two-player game is one of the worst things about Dune Imperium.
- I want to share with them. I want to brag. I want to boast. I want to win.
- Put your best foot forward, please.
- I don't want player elimination in my games.
- My dyslexic brain will never be able to attach to that new rhythm you set and the pace of play and the strategy is thrown off entirely.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We are a community full of people with maxed out credit cards cuz the next addictive board game on the shelf just needed to be purchased even though we haven't played the last dozen that came in or because we've backed 20 not realizing that they're all going to arrive in about a year and uh our satiation for brand new boxes is going to slow down in between then and now.
- We're not the same industry that existed before the pandemic. An industry when crowdfunding was a dream that publishers could use to make things happen.
- We're not the same community. We're more hesitant, more cautious. we are more skeptical of crowdfunding projects that don't have history and age behind them.
- I'm hopeful and also concerned. I'm hopeful cuz I want to believe in what this space is and and what our hobby space has always been for me. A place to connect, a place to discover new worlds and go on adventures and spend time with friends, a place to heal from the impact and disruption that technology adds into our lives that social media um seeps into our very soul.
- Get out and play some games.
References (from this video)
- Gaining reputation and prosperity
- Successfully completing scenarios
- Engaging combat mechanics
- Strategic placement of obstacles
- Frustrating NPC AI
- Ambiguous enemy mechanics
- Challenging obstacle clearing
- Escort mission difficulties
- Random initiative system
- Struggles with card management due to early disadvantages
- Gloom Haven
- Fate Forge
- Descent
- Hero Quest
- Deep Madness
- Agamonia
- Baldur's Gate
- Borderlands
Mechanics (from transcript analysis)
- Ally Escort — One scenario involves escorting an ally (Hail) to an altar, and her survival is critical to completing the objective.
- Boss mechanics — Boss enemies have specific mechanics like summoning allies, healing, and unique attack patterns.
- card management — Players manage their hand and discard piles, with cards being 'exhausted' or discarded.
- Character Attributes — Characters have attributes like 'armored', 'intimidating', 'strong', 'outcast', and 'arcane' which affect gameplay.
- City and Road events — The players draw a city event card and a road event card as part of their progression.
- Closing Rifts — A mission objective involves closing demon rifts.
- Combat — Players engage in combat using attacks, movement, and special abilities. Enemies have hit points, shields, and various attacks.
- initiative — Players and enemies act based on an initiative system, with players choosing cards that dictate their speed.
- looting — Players can loot coins and open chests for rewards.
- Obstacle Destruction — Some abilities allow players to interact with or destroy obstacles.
- Obstacles — Obstacle tiles can be placed on the board, affecting movement and potentially blocking enemies.
- Prosperity — The group's prosperity increases, leading to town level upgrades.
- Reputation — The group gains reputation, which contributes to leveling up.
- resting — Players can 'short rest' or 'long rest' to recover cards and abilities.
- scenario progression — The players advance through scenarios, encountering different challenges and objectives.
- Status Effects — Enemies can inflict 'muddle', 'poison', and 'immobilize' status effects.
- traps — Gas traps are present that deal damage to those who move through them.
- Wound and Damage — Characters start with a wound and damage, and can take more, affecting their abilities.
- XP Gain — Players gain experience points through actions and combat.
Video topics + discussion points
Quotes (from this video)
- This is the greatest invention ever created.
- That was the literally worst option.
- Escort missions are always [__] dog [__]
- NPCs are often programmed with 'special needs'.
- Why did we not like the initiative system in Agamonia? But here because it's just as random.
References (from this video)
- The scenario had interesting mechanics like obstacles and environmental effects.
- The character's abilities were well-suited for the scenario.
- The game is fun and engaging even after multiple playthroughs.
- Not being able to loot treasures after completing a scenario is frustrating.
- Some mechanics can be tedious in a board game format.
Mechanics (from transcript analysis)
- character abilities — Players use various cards and abilities to attack, move, and control the board.
- Invisibility — A player character can become invisible, making them untargetable by enemies.
- looting — Players can collect loot from defeated enemies and specific locations.
- Monster Summoning — New monsters are spawned at specific rounds during scenarios.
- obstacles and terrain — The game board features obstacles and hazardous terrain that affect movement and combat.
- retaliate — Enemies can retaliate when attacked, dealing damage back to the attacker.
- Scenario completion — Players discuss completing scenarios and the outcomes.
- Short Rest — Players can take a short rest to recover cards and abilities.
Video topics + discussion points
Quotes (from this video)
- My guess would probably be dusk blade is if if star or sun is stronger, you add one to your attack and then if you brought dawn blade, you bring you night would be my guess.
- It's like the Kool-Aid, man.
- This scenario definitely did not feel like a lootable scenario.
- The convenience of the app makes it easier.
References (from this video)
- Rich, ambitious dungeon-crawl with deep systems
- Strong sense of progression and replayability
- Large community and ongoing support
- Heavy rulebook and setup
- Long play sessions can be demanding
- Long-form campaign with character retirement and new classes
- Dark fantasy dungeon-crawl with evolving characters
- Emergent narrative through character growth and quests
Mechanics (from transcript analysis)
- Campaign — Character growth across a persistent campaign world
- Campaign progression — Character growth across a persistent campaign world
- cooperative dungeon crawl — Players work together to clear encounters and retire characters
- Deck/hand management — Characters gain new abilities through a deck-like progression
- Dungeon Crawl — Players work together to clear encounters and retire characters
Video topics + discussion points
Quotes (from this video)
- spoilers-free guarantee
- the Conor McDavid of campaign games
- it's a deck building game
- this is the obvious choice because not only is like the first pandemic
References (from this video)
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is my Lucy Goosey ranking.
- This video is sponsored by Goblins Hate Christmas, a small indie game that wants to bring a smile to your face this Christmas.
- This is mostly unscripted.
- This is extremely hard to do at a glance of that year.
- Okay. So, that's it for the video. Yep. See you guys soon.
- Oh, I know I'm going to get some comments about what I missed, but that's just how it is.
References (from this video)
- Deep campaign and modular scenarios
- Rich tactical combat and character progression
- Very high complexity and long play sessions
- Array
- Fantasy dungeon exploration
- Campaign-driven
- Star Wars: Rebellion
- Twilight Struggle
Mechanics (from transcript analysis)
- Deck building — Character abilities are drawn from a card-based action system with modular scenarios
- Deck-building/hand management hybrid — Character abilities are drawn from a card-based action system with modular scenarios
Video topics + discussion points
Quotes (from this video)
- this video is brought to you by ascension
- BGG weight number is a community rating where literally anyone can vote between a 1 through five on how complex or heavy they think the game is
- the more I looked into this community rating system the more I didn't like it
References (from this video)
- innovative campaign design
- rich tactical depth and modular content
- biggest-impact dungeon crawler in recent years
- extremely long play sessions
- complex rules and heavy setup
- epic adventuring, tactical combat, and character progression
- fantasy dungeon-crawl campaign with evolving story
- long-form, heavily campaign-driven with branching scenarios
- Frosthaven
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- rogue-like progression and class combos — hero party develops through items and perks across scenarios.
- Tile-based tactical combat — grid-based encounters with objective-driven missions.
Video topics + discussion points
Quotes (from this video)
- This top 10 list is a top 10 curated list and it's a little bit of a weird thing so let's talk about that for a minute.
- Hand of Fate ordeals offers up so much you so many unique qualities that I don't see in a lot of games and that's why it is on this list.
- Escape the Dark Castle is practically a party game and that's the way I like to end a long day of playing more complex and involved games.
- Popper's Ladder really is a win-win-win all around and that's why it is something that I would recommend for the family weight category.
- Eldritch Horror truly becomes a globe trotting pulp Adventure game of the highest order.
- Tales From The Red Dragon Inn is a narrative Skirmish game; it's like a Saturday morning cartoon come to life on your tabletop.
- Gloomhaven truly belongs in a collection like this.
References (from this video)
- epic campaign feel
- strong character progression
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is such a tight package
- the lazy season really is the star of the show
- it's like the mittens of board games
- I love when an expansion really changes the way that you can play a game
- it's cozy it's like drinking hot chocolate on a chilly day
- this feels like an enormous sandbox of possibilities
References (from this video)
- Deep campaign and variety of classes/dungeons
- Strong cooperative mechanics with puzzle-like planning
- Array
Mechanics (from transcript analysis)
- Campaign / Legacy Elements — Progression across scenarios with persistent consequences.
- Cooperative Game — Players explore dungeons together with a shared goals.
- cooperative play — Players explore dungeons together with a shared goals.
- hand management — Use and lose cards to execute actions across turns.
Video topics + discussion points
Quotes (from this video)
- you're putting out tiles so you're building out the world so every game is a little bit different
- it's a game that I'll play again and again and again and never get tired of it
- the end-game scoring is tense because you have to monitor two markers crossing
- I can build such a cool deck with that
- Gaia Project is a new number one for me
- this is everything you will ever need in this box
- the engine you're building will be different every game
References (from this video)
- Deep campaign with high replayability
- Tightly designed combat system
- Complex rules and long sessions
- Steep upkeep and learning curve
- Cooperative exploration with character progression
- Fantasy dungeon crawl with ongoing campaigns
- Story-driven, persistent progression
- Descent
- Mansions of Madness
Mechanics (from transcript analysis)
- Campaign progression / legacy-style elements — Persistent character progression and evolving storyline
- grid-based tactical combat — Tactical combat on modular boards
- Modular board — Scenarios and board setup vary each play
- Modular board and scenario variety — Scenarios and board setup vary each play
Video topics + discussion points
Quotes (from this video)
- TI4 is an easy S tier.
- This game is beautiful; it's amazing.
- Throw Throw Burrito... unbelievably fun.
- Gloomhaven is unbelievably engaging and replayable.
- Pandemic is a great co-op game but multiplayer fatigue can appear.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- boom roasted
- we're just here to have fun
- this is a great start to the hobby
- we're going to roast your collection
- thanks so much for sending this in
References (from this video)
- epic scale and breadth
- long-term player investment and variety
- heavy rule set
- long play sessions
- story-driven tactical combat and progression
- fantasy dungeon-crawling campaign
Mechanics (from transcript analysis)
- Campaign — character and world progression across a campaign.
- campaign/legacy-like progression — character and world progression across a campaign.
- deck-building combat — character actions are drawn from a personal deck.
- hand management — careful card play to manage actions and fatigue.
- hand-management — careful card play to manage actions and fatigue.
Video topics + discussion points
Quotes (from this video)
- "it's just such a light-hearted fun"
- "This is the coziest of all the coers"
- "it's a box of toys that I love to get out and mush together"
- "the Indiana Jones vibes"
References (from this video)
- deep, immersive campaign with evolving mechanics
- variety of classes and play styles
- high replayability across multiple adventures
- character retirement, evolving play styles
- fantasy dungeon-crawl, sprawling campaign
- immersive, campaign-driven
Mechanics (from transcript analysis)
- campaign legacy-style progression — retire characters and unlock new play styles and content.
- Combat: Deck/Hand — character-specific abilities and a persistent grid-based map.
- tactical combat with evolving decks — character-specific abilities and a persistent grid-based map.
Video topics + discussion points
Quotes (from this video)
- what I really like about this game is how thematic it is.
- the designer was inspired to make this game when he lived in Scotland.
- you buy a whole bunch of different ingredients and alcohol, mix it all together, and then you take off the top and the bottom to see what spirit you make.
- I love modular games. And this is so so modular.
- it's unbelievably easy to teach.
- the wonder that you're building is actually a physical wonder.
References (from this video)
- Excellent tactical combat
- Excellent resource management
- Huge variety of enemies
- Each character class plays differently
- Sheer amount of content in the box
- City and Road cards add story elements and random events
- The game is not cheap
- Combat-focused (less emphasis on story/character elements for the bulk of gameplay)
- A lot of icons and effects to learn
- Adventurers with their own reasons for coming to Gloomhaven team up to complete personal goals while uncovering the evil that threatens the town.
- The town of Gloomhaven is surrounded by evil forces
- Mage Knight
- Near and Far
Mechanics (from transcript analysis)
- card management — Your deck of cards represents your powers but also your energy. You select two cards to play each turn, one as the leading card for initiative. You can use the top of one card and the bottom of the other. Used cards go to the discard pile unless burned.
- Combat modifier deck — You turn over cards from your attack modifier deck and apply the results to attacks.
- cooperative play — Each player is working together to defeat the enemies, but each has their own personal goals.
- looting — When enemies are defeated they drop a coin in their space, which can be collected by ending your turn on them or using a loot card.
- Monster AI decks — The monsters each have their own action decks, stats, and modifier decks.
Video topics + discussion points
Quotes (from this video)
- Gloomhaven, it's bigger on the inside
References (from this video)
- Successful blend of Ameritrash and Euro mechanics
- Massive amount of content
- Staggering design achievement
- Tight gameplay despite scale
Mechanics (from transcript analysis)
- card management — Incorporates euro-style card management.
- Dungeon Crawler — A traditional Ameritrash dungeon crawler.
- Kickstarter — Successfully leveraged Kickstarter for content delivery.
- Optimization — Features optimization elements.
- Resource management — Includes resource management.
Video topics + discussion points
Quotes (from this video)
- these are games that when I look back at the decade I think yeah these games made a real impact
- what mage knight did was legitimized solo gaming
- risk legacy developed a serious following so much so that the idea was in incorporated into pandemic legacy which became one of the decades defining games
- zombicide and its commercial success on Kickstarter redefined how all games are made in marketing
- what lords of waterdeep did was take a traditionally amira trash setting and theme and marry that up with a euro game
- if you were to think of one game that defined 420 tens for me that would be so
- gloom maven is a staggering success for a game of its price and box size
- this war of mine was the moment that board-gaming really matured as an art
- for me this is the Schindler's list at board games
- it flipped over the traditional narrative of you are the great colonizers moving through these islands and taking stuff
- rolling rights are one of the faster growing game genres and one were a lot of innovation is happening
- this is the decade where they took off
References (from this video)
- tactical combat
- a persistent world
- legacy elements
Mechanics (from transcript analysis)
- legacy — Elements of a legacy game are sprinkled in, meaning each copy becomes a unique universe as cards, boards, and rules are changed, usually by stickers.
- Tactical combat — Described as a game of gyro inspired tactical combat.
Video topics + discussion points
Quotes (from this video)
- These are the games that are generating the most traffic and discussion on that website
- This is a big game with lots of moving parts to track
- so when it's done it's gone
- This game is heavy and I'm not just referring to its rules or mechanisms
- Rising Sun was a phenomenal success on Kickstarter raising 4.2 million dollars
- setting a new record by being board game geeks hottest game for a fifth month in a row
References (from this video)
- Has been number one for the past 4 months
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this top 10 list is based on the daily averages from boardgamegeek.com hottest game list over the past 30 days basically these are the games that people are looking at and talking about the most over on the internet's largest board game database website
- the quality of the single player experience keeping the quality of its solitire gaming as pristine and as high a priority as possible
- now will this game have been worth the wait well let's hope so
- the eighth most popular game in the BGG hotness this past month was the newest offering by designer Emerson matsuuchi Century spice road
- Arkham Horror the card game is what's known as a living card game or lcg
- a periodic point of contention with Arkham Horror the card game is that in order to have enough potential cards to accommodate multiple players at least two core sets of the games need to be bought
- in dice Forge players fight to gain Valor with the gods using an Armory of dice with removable faces
- I'm wondering will dice Forge suffer the same fate or does this dice game have more to offer in terms of its gameplay and Longevity than its predecessor did
- a bold statement one that leaves me wondering if these strides towards improving the game's functionality will really cause it to continue to LEAP froggit way to an even higher position in our top 10 next month
- first Martian aims to bring several Innovations to the board gaming scene by hoping to take app integration to the next level
- now that the game is starting to ship initial reports are that the game has been worth the wait
- for the past 4 months the number one spot on the list has belonged to one and only one game Gloom Haven
- even though Gloom Haven is technically the game in the number one spot we're going to take this opportunity to highlight a different game that's worth talking about
- it sounds like even though this is another game set in the Gloom Haven universe it is vastly different than its predecessor which is very neat and encouraging to see
References (from this video)
Mechanics (from transcript analysis)
- card flip — Used for enemy activation.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Unique scratch-off poster representing top 100 games
- clever idea to show which games you've played
- includes scratcher and cloth
- promo information with 10% off
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is a poster
- it's not cardboard
- pretty unique right
- I thought this was a pretty cool and clever idea
- kudos to Eugene and his team for coming up with this idea
- I still haven't played gloom Haven but I would like to scratch that off so perhaps I'll finally have to try it
- the top 100 games according to the BoardGameGeek database as of June 2019
- it's being sold on Etsy worldwide and through Amazon for US customers
- you'll find links to the company's site which is called top scratch
- you can get 10% off by filling out a form
- enjoyed checking this out with me
References (from this video)
- cooperative dungeon delving and monster combat
- fantasy dungeon-crawl setting with team-based exploration
- campaign-driven, story-rich dungeon exploration
- Frost Heaven
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- A town in flames. Go kill all enemies and save at least one city guard.
- Gloom Heaven was so popular and now is it even more popular than Gloom Haven?
- This is a kill all monsters scenario.
- We win.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we hit a giant milestone 5,000 subscribers
- we started this channel because we loved teaching our friends games
- this type of content is a passion project
- we'll redo this video when we hit 10,000 subscribers and then we'll reveal the counts
- we are hobby jumpers
- this is what we do for — to bring people into the hobby
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- theme doesn't matter. At the end of the day, it's all math with art.
- I loved managing all those little things. I loved setting all of it up.
- We can play six hours of Monopoly and if the crowd is good and we're all laughing and having a joyous time, that will be a better memory than me sitting through a game I really love with people I may not connect with.
- okay if it's like love letter, like it's a card game where it's more like the intent of it.
References (from this video)
- Rich, crunchy combat with deep tactical depth
- Extensive content and high replay value
- Excellent community tooling and resources that extend the game’s life
- Strong co-op experience with distinct class identities
- Scaleable difficulty and robust customization through itemization
- Extreme fiddliness and heavy setup
- Rulebook organization and consistency issues; learning curve is steep
- Late-game balance concerns and repetitiveness in scenarios
- Massive physical footprint and organization challenges; upkeep can be tedious
- Array
- Fantasy mercenary campaign in a sprawling dungeon environment
- Campaign-driven with world-building through flavor text and the Town Records
- Descent: Journeys in the Dark
- Spirit Island
- Mansions of Madness
- Kingdom Death Monster
- Gloomhaven: Jaws of the Lion
- Crimson Scales
Mechanics (from transcript analysis)
- Attack modifier decks instead of dice — Attacks are resolved by flipping attack modifier deck cards, which can add bonuses or penalties to hits.
- Campaign progression and town systems — Progression occurs through reputation, prosperity, retirement, and town records that unlock new content and classes.
- Combat: Dice — Attacks are resolved by flipping attack modifier deck cards, which can add bonuses or penalties to hits.
- Deck building — Each class uses a unique attack modifier deck that can be upgraded over time, affecting attack values and outcomes.
- hand management — You must manage a shrinking hand; resting recovers, but you may lose cards, creating a risk-reward cycle.
- Hand management and card loss — You must manage a shrinking hand; resting recovers, but you may lose cards, creating a risk-reward cycle.
- initiative and turn order — Turn order is determined by initiative values, with players using the top number on their chosen card and enemies using their own method.
- Line of sight and terrain effects — Hex-based terrain with line-of-sight rules and environment tiles that influence strategy.
- Loot and experience economy — Gold, experience, and check marks determine items, card upgrades, and new abilities; loot actions affect pickup and economy.
- Simultaneous action reveal — Players secretly choose two cards to play, then reveal simultaneously to resolve top and bottom actions.
- Simultaneous reveal — Players secretly choose two cards to play, then reveal simultaneously to resolve top and bottom actions.
- Track advancement — Progression occurs through reputation, prosperity, retirement, and town records that unlock new content and classes.
Video topics + discussion points
Quotes (from this video)
- the combat is crunchy and the backbone of gloomhaven's gameplay
- it's probably the best dungeon crawler gameplay you can get right now
- Gloomhaven has gone on to become genre-defining and has even changed the board gaming landscape
- Gloomhaven is insanely rewarding
- the community is amazing, saving me hours of my life
- Gloomhaven has gone on to become a phenomenon
References (from this video)
- Rich world and combat depth
- Strong early campaign moments
- Cooperative play with meaningful choices
- Midpoint pacing dip and repetitive segments
- Flavor text not as flavorful as hoped
- Ending pacing may feel underwhelming
- Array
- Fantasy
- Epic campaign-driven with arc-based storytelling
- Gloomhaven: Jaws of the Lion
- Forgotten Circles
Mechanics (from transcript analysis)
- Campaign/Scenario-based Progression — Story-driven progression through discrete scenarios with evolving threats.
- Cooperative Game — Players collaborate to complete missions in a shared campaign.
- cooperative gameplay — Players collaborate to complete missions in a shared campaign.
- hand management — Players manage a hand of ability cards to perform actions each turn.
Video topics + discussion points
Quotes (from this video)
- the world is just so cool
- the story is very well handled
- the world including is so titillating it makes me want to know more about it
- not as much as i thought
- the pacing... mid point
- forgotten circles has a great ending
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Pandemic Legacy Season 1 is amazing
- Through the Ages… I am a huge fan of this game
- this persistent story line with some tiny little Legacy elements… it has This brilliant combat mechanic
- I would love to see more content come out for this one
- I really like this game and would probably play it again
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's the meanest game in my top 10, no question
- there's just always something exciting to do on your turn
- it's an absolute hit
- it's the best social deduction experience I've ever had
- the shortest playing time
References (from this video)
- deep, involved long experience; group play and retirement of characters
- dynamic campaign and class variety
- narrative is lacking; not as compelling as some other campaign experiences
- heavy on upkeep and time investment
- campaign narrative
- Dungeons & Dragons
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we're going to be doing our updated top 50 games of all time pretty soon
- be critical about the things you love because nothing is perfect
- healthy debates and discussions
- we can all be looking at things we love more critically
- this is a really important exercise
- don't tell me anything you like about it or why it's your number one; tell me what you don't like about it
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Pandemic Legacy season 1
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Destroying my game? Not an option.
- Terrible dev decision.
- There's not enough words.
- Wish replayability was better.
- After playing a couple matches, you will appreciate the legacy aspect of this game.
- one just to get Gloomhaven to number
- Like Pandemic, but I have to play more games of it. Ugh.
References (from this video)
Mechanics (from transcript analysis)
- Cooperative campaign — players cooperate through a campaign of interconnected scenarios with modular map tiles and evolving story.
Video topics + discussion points
Quotes (from this video)
- Trust us.
- Verify everything, trust nothing.
- The biggest lie board game companies tell might be the simplest. Trust us.
- You're buying version 1.0 that needs patches, but there's no disclaimer saying software may require updates.
- The app has potential for gamebreaking bugs, especially in stretch goal missions.
References (from this video)
- Array
- Fantasy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a record crowdfunding week with a ton of I mean, this is the this is the like the most money I've seen in crowdfunding in a single week in a long time.
References (from this video)
- Huge world and content; high replayability
- Rulebook complexity leads to misplays
- long sessions increase fatigue
- epic narrative with tactical combat
- fantasy dungeon-delving campaign
- campaign-driven, evolving story
Mechanics (from transcript analysis)
- cooperative tactical combat — players coordinate to fulfill mission objectives.
- legacy-style campaign — persistent effects over multiple sessions shape future play.
Video topics + discussion points
Quotes (from this video)
- It's not engagement. It's everyone doing their own puzzle in the same room.
- Gorgeous production quality, but multiple simultaneous subsystems that can feel complex initially for new players.
- Turn order determines a lot in this game's economy.
- One wrong move with how the link network system works, and you've completely invalidated your entire strategy.
- The clue giver walks a razor line between clever and intuitive that new players haven't calibrated.
- Eight-hour day commitment, full group attendance, full mental energy required throughout.
References (from this video)
- Rich loot and campaign feel
- Immersive fantasy setting and production
- Setup can be brutal (hours), heavy overhead
- Feels like a second job at times
- epic dungeon crawling with persistent story and loot
- A sprawling fantasy campaign with hundreds of scenarios.
- Array
- Descent: Legends of the Dark
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The theme and the mechanics are completely disconnected.
- Yes, Terrammystica.
- Masquerade looks silly at first. You're given a character card.
- Descent solved the overhead problem by integrating a free companion app that handles almost everything Gloom Haven makes you do manually.
- Station Fall is making your own story.
- Aons is exceptional for people who want depth without the homework.
References (from this video)
- Rich tactical depth and storytelling potential
- Strong for long-form play and interactions
- Very heavy rule set and long sessions
- cooperative dungeon-crawler with evolving campaigns
- Fantasy campaign world with ongoing scenarios
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- Cooperative campaign — Long-running adventures that progress characters and the world over time.
- legacy-like progression — Characters and story elements evolve across campaigns.
Video topics + discussion points
Quotes (from this video)
- Mental health is something that is really important to us and ever since then it's kind of been a big proponent of our channel and of our community.
- This allows us more opportunities to do topics like that on the podcast.
- bi-weekly podcast every other Friday.
- Carcasson being my true love in my wife's wedding vows.
- Seven Wonders Duel showed how you don't need to play a three-hour game to be completely enraptured by a board game.
- Gloomhaven opened doors to ongoing legacy and campaign experiences for us.
- There is now an entire audience that might not have found us because they don't consume YouTube or watch video content; podcast opens that door.
References (from this video)
- Enormous content depth and scope
- Physically impressive, with a massive box and components
- Strong anticipation for sequel material (Frosthaven)
- Extremely heavy and large (examples cited: 22-34 pounds)
- Shipping considerations due to weight
- Not beginner-friendly due to scale
- Array
- Fantasy
- Campaign-based, dungeon-crawl style
- Frosthaven
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to defeat monsters and complete scenarios.
- cooperative play — Players work together to defeat monsters and complete scenarios.
Video topics + discussion points
Quotes (from this video)
- the biggest game of all time up to this point is gloomhaven
- there is so so so much in this box they showed us all different sort of storage solutions
- 34 pounds
- I thought frost haven was smaller than gloomhaven
- getting people together playing games
- there was a comedy show as one of the events of origins
References (from this video)
- Array
- Fantasy
- Campaign-driven
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- lastly Gloom Haven look at that thing
- this is a Peak at my top shelf games
References (from this video)
- Epic scope
- Rich world and deep systems
- Rule-heavy
- Time-intensive
- Dungeon-crawl/ fantasy campaign
Mechanics (from transcript analysis)
- Campaign — Long-form campaign with evolving scenarios and character development.
- Campaign / legacy-style progression — Long-form campaign with evolving scenarios and character development.
Video topics + discussion points
Quotes (from this video)
- It's not personal, it's business, okay?
- We need to remedy that and quickly.
- I am going to be cutthroat with some of these games.
- I feel better prepared already for Spiel.
- This shelf is absolutely beautiful, but we have to make space.
References (from this video)
- Deep campaign, expansive content
- Extremely large and heavy to transport
- Array
- Fantasy
- Campaign-driven
Mechanics (from transcript analysis)
- Cooperative Game — Players cooperate to defeat enemies in a campaign.
- cooperative play — Players cooperate to defeat enemies in a campaign.
- hand management — Cards used to perform actions and manage abilities.
Video topics + discussion points
Quotes (from this video)
- pack small box games they're easier to pack
- laminate two sheets and then we've got sheets that we can reuse and reuse and just clean off as we go
- we only play like two or three games a day
- souvenir games we always we always buy a game we always look at the board game store whatever city we're in
- they're gonna be in another language when you're in another country so good to keep in mind games that are either language independent
- space to bring back gloomhaven home from italy would be a real mistake
References (from this video)
- Deep tactical gameplay
- Rich story and character progression
- Heavy setup
- Can be exhausting to run long sessions
- Dungeon crawling with persistent character progression
- Fantasy dungeon/campaign
- Campaign-driven with evolving scenarios
- D&D style dungeon crawlers
Mechanics (from transcript analysis)
- co-op dungeon exploration — Map exploration and enemy management
- deck-building / card-driven action — Cards used to perform actions and combat
- Dungeon Crawl — Map exploration and enemy management
Video topics + discussion points
Quotes (from this video)
- this is our top 10 co-op games
- it's such a chill game
- we are so engaged in this very simple game
References (from this video)
- Deep, immersive campaign with lots of content
- Highly satisfying for long-form hobbyists
- High complexity and long play times may deter casual players
- cooperative dungeon-crawling with evolving characters
- fantasy world with enduring story-driven campaigns
- campaign-driven, persistent progression
- Castle Ravenloft
Mechanics (from transcript analysis)
- Campaign — Characters and world evolve over a long, connected campaign.
- Campaign progression — Characters and world evolve over a long, connected campaign.
- Card-driven combat — Actions are chosen from a hand of ability cards; exhaustion and planning matter.
- Combat: Deck/Hand — Actions are chosen from a hand of ability cards; exhaustion and planning matter.
Video topics + discussion points
Quotes (from this video)
- reaching 5,000 that's that's huge we never thought we would get this
- this channel has given us the chance to meet people who watch
- we wanted to make what we were saying would be what we would be if we didn't get a free
- it's amazing that this stuff happens
- our world had been opened up to this whole other level of board games
- there's no 100% right answer
References (from this video)
- deep, immersive gameplay
- high replayability and co-op depth
- great for long play sessions
- heavy and time-consuming
- risky if you lose momentum
- character progression and evolving story/world
- fantasy dungeon-crawl with a persistent campaign
- dynamic campaign with evolving scenarios
- Hadrian's Wall
- Paladins of the West Kingdom
Mechanics (from transcript analysis)
- Cooperative Game — group-driven quests against a shared world
- cooperative_gameplay — group-driven quests against a shared world
- legacy-style_campaign — long-form campaign with character retirement and story arcs
- tile_based_map — map-driven dungeon scenarios with modular boards
Video topics + discussion points
Quotes (from this video)
- Clank is a great deck builder that you're going down into the caverns and you're trying to gather as much stuff and then come back up before you get killed by a dragon basically
- the story lines work really well on this but even without that part and sometimes we'll just play with just the cards that have no story
- it's a heads down euro-y experience and I love how the systems interact so tightly
- it's immediately fun and interesting and it's got this really cool mechanic where you're putting down dudes and the more dudes on a thing the more of whatever that resource trees or rocks whatever you get
- eight totally different maps that all use the same system so it all uses the same deck of cards and then kind of three different sets come out and simultaneously you have to pick which one you're going to use
References (from this video)
- Excellent space optimization for quicker setup and teardown
- Plano boxes and third-party organizers reduce clutter and save time
- Useful digital tools (campaign tracker, attack modifier deck app) streamline management
- Double-sided tiles complicate organization and height alignment
- Heavy, potentially expensive to fully kit with organizers
- Initial setup can be lengthy without a proven system
- cooperative play with episodic campaigns and character progression
- fantasy dungeon-crawl with a campaign-driven, persistent world
- campaign-driven, episodic narrative with evolving scenarios
Mechanics (from transcript analysis)
- campaign tracking and progression — long-term progression across scenarios and campaign management
- Card-driven action selection — players choose two actions from a hand of ability cards each turn, discarding the unused action
- Combat: Deck/Hand — monsters follow AI rules and resolves actions using an attack modifier deck
- health tracking and status effects — characters and monsters use trackers and status effects to manage health and conditions
- initiative and turn order via cards — turn order and initiative are determined by the top symbols on the played cards
- modular map with tiles — game uses variable map tiles and overlays that are often double-sided and require setup
- monster AI and attack modifier deck — monsters follow AI rules and resolves actions using an attack modifier deck
Video topics + discussion points
Quotes (from this video)
- it's flush
- watch this video whenever you need to organize gloomhaven
- gloomhaven attack modifier deck
- this is gloomhaven
References (from this video)
- Rich, campaign-driven fantasy setting
- Integrated, detailed components and map tiles
- New players-friendly organization and quick-start rules
- Spoiler risk when reading scenario book
- Complexity can be intimidating for newcomers
- Array
- Fantasy
- Campaign-driven, scenario-based progression
- Gloomhaven
Mechanics (from transcript analysis)
- Card-driven action selection — Actions are determined by playing cards from a character's deck, influencing range and power.
- Cooperative Game — Players work together across scenarios guided by a shared scenario book and maps.
- Cooperative Play / Team-Based Scenarios — Players work together across scenarios guided by a shared scenario book and maps.
- hand management — Players manage a hand of ability cards and select actions, with effects applied on play.
Video topics + discussion points
Quotes (from this video)
- this is freaking sick
- this is a godsend they're actually answering all of my goddamn on complaints about the base game
- oh my god they put blue text for all the monsters
- the mad lads
- pre-made inserts you beautiful bastards
References (from this video)
- Deep and enduring campaign with iconic solo scenarios
- Rich world with unique races and monsters
- Strong core dungeon-crawling gameplay
- Base game can feel overwhelming and heavy
- Storage and setup can be unwieldy without aids
- Gloomhaven's complexity can overshadow Frosthaven
- dungeon-crawler, heavy tactics, campaign-driven exploration
- The southern end of the world with a dungeon-crawling campaign
- story-driven but more combat-focused with less map-driven settlement progression
Mechanics (from transcript analysis)
- Attack modifier decks — Card-based damage modifiers instead of dice.
- Character classes and leveling — 16 classes with various unlocks and leveling.
- Dungeon Crawl — Long-form campaign with exploration and combat.
- Dungeon crawling with campaign progression — Long-form campaign with exploration and combat.
- End-game retirement and town records book (concept) — Retiring a character affects the campaign world.
- Loot tokens and resource management — Loot determines resource/gold value.
- Monster stats and stores — Monsters have stat cards and loot drop mechanics.
- Overlay map tiles and scenario books — Exploration of modular dungeons via scenario tiles.
- Personal quests (original version) — Personal quests add character-specific goals.
- Resource management — Loot determines resource/gold value.
Video topics + discussion points
Quotes (from this video)
- this is the doozy of a board game
- the map is actually something that's like they're not just like a pretty thing to look at; it seems like they're actually gonna make it do more things
- I love me some automation
- this is such a cool game
References (from this video)
- Relatable, humorous account of a first-time painting project
- Shows a budget-conscious, improvised approach to painting (use of older paints, low-cost tools)
- Authentic sense of pride and accomplishment despite rough results
- Paint quality and aging of materials negatively affected results
- Long, arduous process with noticeable frustrations and trial-and-error
- Detail work and small features were difficult for a novice
- Array
- Fantasy dungeon-crawl in a collaborative campaign
- Campaign-driven, episodic progression
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Daniel here to paint some gloom Haven
- this is my first ever painted minis ever so I think I did pretty pretty damn good
- my paints are god-awful
- this is aged
- I'm gonna voice over my thought process
- we're gonna play some fooling with these minis
- this my first timer paint
- oh my god this looks terrible
- I am very slow also these paints are trash they're horrible
- it's done Exhibit B the mine thief
- this is aged, like ten plus years old
- I thought I could salvage it, but it took forever
- this is why I'm especially proud myself you know I'm like I could have done better with these
References (from this video)
- deep, rich campaign with a huge amount of content
- strong thematic design and cooperative play
- high replayability and long-term engagement
- solid core mechanics that support teamwork and strategic planning
- very heavy setup and learning curve
- long play sessions and expansive logistics
- rulebook complexity and potential for misinterpretation
- Cooperative tactical exploration with evolving scenarios and character progression
- Fantasy dungeon-crawl campaign set in the city of Gloomhaven with a persistent world
- Campaign-driven with ongoing story arcs
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- Campaign progression — Characters level up, unlock items, and progress through linked scenarios and story.
- character class depth — Each class has unique abilities with layered depth and potential for synergy with allies.
- initiative by cards — Each round, players select two cards; the initiative number on the top card determines play order (lowest goes first).
- monster attack cards — Monsters use attack modifier decks or attack cards to determine actions each round.
- top/bottom card actions — On a turn, players execute the top action of one card and the bottom action of the other, chosen in secret and revealed simultaneously.
Video topics + discussion points
Quotes (from this video)
- the maps are now literally built right into the booklet
- diet gloom haven is so much easier to get set up and going
- unlockables are super cool
- this is essentially gloomhaven in a bite-sized package
- monster attacks actually have names now