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.
A Quick Table Update
NPI Plays Gloomhaven
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
References (from this video)
- Appeals to modern hobbyists seeking deep, campaign-driven experiences
- Popular within top-tier modern board games and discussed as a top contender in hobby discourse
- Very heavy complexity may deter casual players
- Not presented as the sole 'number one' by consensus in the transcript
- Array
- Chess
- Monopoly
- Pandemic Legacy
- Settlers of Catan
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- apparently it's chess i don't know
- the number one board game of all time not sure you can make that claim over monopoly
- maybe you'll agree with the small sample size of 38 000 people who agree that gloomhaven is better than chess
- the title of number one board game doesn't really matter that much because ultimately this is all about knowing what you like
- if you're playing gloomhaven or pandemic legacy or whatever the hell else is on the top 100 list you're probably having way more fun than if you were playing chess
References (from this video)
- Compact, travel-friendly box
- Compact learn-to-play booklet with clear pictures
- Plenty of miniatures and components packed into the box
- Opportunity for solo playthroughs
- Some trackers appear to have been assembled or may fall apart in shipping
- Some components are very small (tiny trackers, small cubes) which could be fiddly
- Array
- Fantasy
- Campaign-driven, episodic
- Marvel United
- Dungeon Drop
Mechanics (from transcript analysis)
- Card-driven action selection — Actions are dictated by a set of character cards used to perform moves.
- Combat: Damage Based — Tracking damage and effects via dedicated trackers.
- Damage/status tracking — Tracking damage and effects via dedicated trackers.
- hand management — Players manage a hand of ability cards and select actions each turn.
- Scenario / Mission / Campaign Game — Game progresses via a scenario deck guiding missions; solo play is planned.
- scenario-based play — Game progresses via a scenario deck guiding missions; solo play is planned.
Video topics + discussion points
Quotes (from this video)
- this is a very small box
- travel friendly
- lots of little components I'm surprised they all um fit in here
- these are the characters you can play we have a scenario deck
- I do intend to have a solo playthrough on my channel
- these trackers which looks like may have fallen apart at some point or maybe just needs to be put back together
- I can't imagine painting the Marvel United minis
References (from this video)
- Huge content and depth
- Many classes and cards to explore
- Campaign scope and table presence
- Very heavy and expensive
- Long play times per scenario
- Array
- fantasy dungeon-crawl
- Campaign-driven, emergent storytelling
- Frosthaven
Mechanics (from transcript analysis)
- campaign/scenario progression — Large campaign with multiple scenarios and class unlocks.
- Character Customization through Classes — Players unlock and use different character classes with unique cards.
- Combat: Deck/Hand — Characters use ability cards from their action deck to perform moves.
- Cooperative Game — Players work together to defeat enemies and complete scenarios.
- cooperative gameplay — Players work together to defeat enemies and complete scenarios.
- Deck/hand management — Characters use ability cards from their action deck to perform moves.
Video topics + discussion points
Quotes (from this video)
- it's the number one game on board game geek
- it weighs over 9.8 kilograms
- new class i just unlocked
- when's frosthaven coming out
- scenario books with the tiles built
- oh my god frosthaven
References (from this video)
- cooperative tactical combat with evolving world
- fantasy dungeon-crawl campaign
- campaign-driven, scenario-based
Mechanics (from transcript analysis)
- Card-driven actions — Players use ability cards to determine actions and outcomes.
- Cooperative Game — Players work together to complete missions against a modular board and enemies.
- cooperative play — Players work together to complete missions against a modular board and enemies.
- grid movement — Turn-based movement and combat on a grid-based board.
- Scenario-based progression — Series of linked scenarios with persistent changes to the world.
- tile-based movement/combat — Turn-based movement and combat on a grid-based board.
Video topics + discussion points
Quotes (from this video)
- my collection is so weak
- gloom even has to come as like what 20 games right
- expansion for real
- this isn't a joke we're actually sponsored by portal games okay go find your stuff go buy it right now
- i'm not even going to read all this
- not a true board gamer yet
- i can rise up and become an actual board gamer
- i need my parking fix
References (from this video)
- rich cooperative dungeon-crawl with deep solo/coop potential
- extensive content and campaign length
- heavy setup and rule complexity
- long play sessions
- cooperative campaign with evolving narrative
- fantasy dungeon crawl campaign
- campaign-driven, scenario-based with persistent progression
Mechanics (from transcript analysis)
- Card-driven action selection — cards determine actions and turn order; players choose among available actions
- character progression and loot — leveling up, items, and abilities across scenarios
- Cooperative Game — players work together to complete scenarios
- cooperative play — players work together to complete scenarios
- Tile-based dungeon exploration — modular board reveals exploration areas
Video topics + discussion points
Quotes (from this video)
- pure liquid Talent
- one coat and done allinone base coat wash and highlighting solution
- speed paints have turned my desires of one coat coloring book painting into a reality
- i cannot recommend Army Painter speed paints enough
- this sounds way too good to be true
References (from this video)
- Array
- Fantasy dungeon crawl
- Campaign-style narrative during coop play
- Gloomhaven
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to complete scenarios against the game.
- cooperative play — Players work together to complete scenarios against the game.
- hand management — Players manage a hand of ability cards used to perform actions.
Video topics + discussion points
Quotes (from this video)
- on Earth did you agree to play the 2010 Sid Meier Civilization by Kevin Wilson board game and play with both expansions wisdom and warfare and fame and fortune
- everyone every Tuesday is gloomhaven
References (from this video)
- Campaign-based progression and long-term progression
- Cooperative play and shared goals
- Deep world and campaign depth suggested by discussion of many campaigns
- Heavy and lengthy format can be challenging to run and teach
- Complexity can be a barrier for new players
- Array
- Fantasy
- Campaign-based progression
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this uses a formula called a Bayesian average
- adding fake votes or dummy votes to every single game
- the dummy value of about 1450
- you can't rate it 10 out of 10. always will play because the game itself doesn't really exist only the campaign does
- there's a sort of raiding inflation
- BGG top 100 is still a pretty solid assessment on what games are popular
- it's cool to know how the BGG geek score system works
References (from this video)
- Array
- Fantasy
- Campaign-driven
Mechanics (from transcript analysis)
- Combat: Deck/Hand — Combat and abilities are resolved through a card system
- Cooperative Game — Players work together to complete scenarios against the game
- cooperative play — Players work together to complete scenarios against the game
- Deck-driven combat — Combat and abilities are resolved through a card system
Video topics + discussion points
Quotes (from this video)
- house rules are in my opinion one of the best parts of board games as a medium
- we almost never do house rules this isn't because we're like opposed to them
- it's really easy to break something and destroy a game's balance
- i encourage you all to think about what you're looking for in board games
- it's technically possible to be playing a board game incorrectly because you got rules wrong
References (from this video)
- Array
- Fantasy dungeon-crawler
- Campaign-driven exploration with evolving story
- Cosmic Encounter
- Twilight Imperium
- Coup
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- now this is youtubing i just uh really like to have games with high conflict and a lot of interaction for players
- this game was not that fun but everyone seems to like it
- hello everybody welcome to my board game unboxing channel
- coo a bluffing game set in a dystopian universe
- what if we uh we filmed ourselves playing groomhaven for uh for content
- ti4 as a backdrop
References (from this video)
- Array
- Fantasy
- Campaign progression
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Daniel picked up some new game called gloom Haven that looked interesting to him
- I lent Arkham Horror first edition
- we did call it Shelfs side
- the Dune video got some traction then wingspan
- Battlestar Atlantica
- Suburbia review
References (from this video)
- Huge depth and replayability
- Fits very large games and campaigns
- Heavy and expensive, challenging to transport
- Array
- Fantasy
- Campaign-driven, evolving scenarios
- Twilight Imperium
- Eclipse
- Dominion
- Ticket to Ride
Mechanics (from transcript analysis)
- Campaign — Campaign advancement influences future scenarios and character development.
- Campaign / Legacy-like Progression — Campaign advancement influences future scenarios and character development.
- Cooperative Game — Players work together to complete scenarios against the game.
- cooperative play — Players work together to complete scenarios against the game.
- hand management — Players manage a personal action deck to perform abilities.
Video topics + discussion points
Quotes (from this video)
- Sometimes the best board game bag is the one we had all along
- this is the easiest load out of the rectangle bags with a very rigid structure
- the biggest board game bag in the world to sell on Amazon
References (from this video)
- immersive campaign
- strong cooperation
- rich world and monsters
- heavy components
- large time commitment
- cooperative tactical combat with character progression
- fantasy dungeon crawl with evolving campaigns
- gritty, campaign-driven
- Descent: Journeys in the Dark
- Too Many Bones
Mechanics (from transcript analysis)
- Campaign progression — Persistent characters and stories across sessions.
- Deck building — Character decks grow and improve over campaigns.
- deck-building — Character decks grow and improve over campaigns.
- hand management — Careful card play to optimize actions.
Video topics + discussion points
Quotes (from this video)
- "It's a fabulous game"
- "The drafting is epic"
- "This is a classical design"
- "Oh god. Oh god. Oh, that's a big one."
- "The event itself"
References (from this video)
- Depth and narrative scope for long-term play
- Rich tactical combat and variety
- High cost and heavy rules overhead
- Can feel inaccessible to casual players
- campaign-driven exploration and tactical combat
- fantasy dungeon-crawl with persistent character progression
- mega-campaign RPG in board game form
- Gloomhaven: Jaws of the Lion
- Descent
Mechanics (from transcript analysis)
- Campaign — Persistent character and scenario advancement across sessions
- Campaign progression — Persistent character and scenario advancement across sessions
- Card-driven actions — Actions are driven by a hand of cards and fatigue mechanics.
- cooperative dungeon-crawl — Players cooperate to complete scenarios with evolving maps and enemies.
- Dungeon Crawl — Players cooperate to complete scenarios with evolving maps and enemies.
Video topics + discussion points
Quotes (from this video)
- Wingspan absolutely slaps it is a great game
- Katon being ranked at 554 is criminally underrated
- Pineapple does have a place on Pizza
- Unmatched is not a good game all right
- Heat is boring
References (from this video)
- Dynamic, card-driven action system that creates tension and strategic depth.
- Town and road adventures provide narrative variation and replayability.
- Random adventure cards can unlock entirely new encounters and paths.
- Cooperative play is tense and engaging, with dramatic turn-by-turn decisions.
- High complexity and difficulty for new players; learning curve is steep.
- Punishing hand-management mechanic (discarding cards reduces options and can end runs prematurely).
- Difficult combination (e.g., spell-weaver and thief) can be unforgiving in late-game scenarios.
- Long, sometimes arduous turns with many options can slow pacing.
- Cooperative, tactical dungeon-crawl with evolving campaign, storytelling through town and road adventures.
- A sprawling fantasy dungeon-crawl campaign set in the world of Gloomhaven, explored by mercenaries/pursuers in a gritty, city-adjacent environment.
- Text-driven scenarios with branching outcomes via choice cards and encounter decks.
- N/A
Mechanics (from transcript analysis)
- Card-driven actions — Players select a card to use top and bottom actions each turn; cards become life tokens and are discarded or temporarily removed.
- Combat and elemental interactions — Use mana-like resources/elements to empower attacks; abilities interact with conditions like Poison, Frost, and Wind.
- Combat: Damage Based — Use mana-like resources/elements to empower attacks; abilities interact with conditions like Poison, Frost, and Wind.
- Environment and random encounters — Road/Town adventures provide branching text choices; random adventure cards alter the path and outcomes.
- hand management — Your hand cards function like health; losing them hurts future turns; short and long rests repair/restore cards with penalties.
- Health as resource and rest — Your hand cards function like health; losing them hurts future turns; short and long rests repair/restore cards with penalties.
- Narrative choice — Road/Town adventures provide branching text choices; random adventure cards alter the path and outcomes.
- Status Effects — Functional statuses such as Poison, Stun, Immobilize, Wound, and Frost affect attack/defense and require management.
- Turn order and initiative — Initiative numbers determine order, with monsters acting based on their own initiative cards.
Video topics + discussion points
Quotes (from this video)
- Here's the thing about gloom Haven each time that you play you get to go on a town adventure and sometimes on a road adventure and that's a little bit of textin story that we'll read out
- the cards is kind of like your life the less you have the worse it is
- we clearly didn't do well
- discard two cards which means starting the adventure with two less
References (from this video)
- Indie success that inspired a wave of large-scale campaigns
- set new standards for crowdfunding and independent publishing
- High complexity and long play sessions
- cooperative combat, evolving character development
- Fantasy dungeon-crawl with persistent characters
- story-driven, campaign-based
- Kingdom Death Monster
- Kingdom Death
- Obsession
Mechanics (from transcript analysis)
- Legacy game — Characters 'retire' and unlock new abilities and classes.
- Legacy-style progression and retirements — Characters 'retire' and unlock new abilities and classes.
- Tile-based dungeon exploration — Tile layouts drive encounters and campaigns.
Video topics + discussion points
Quotes (from this video)
- Exploding Kittens was raised $8 million on Kickstarter for many years. It opened the floodgates for other publishers to look at Kickstarter as a viable medium.
- I don't think we'd have Gloomhaven without Exploding Kittens.
- Blood on the Clock Tower is the de facto social deduction game taking shape.
- It's a beautiful game about nature reserves.
- ARCs has done very very well and other games in the leader lineup as well as the sister company.
References (from this video)
- Deep, expansive campaign
- Highly replayable with many classes and missions
- Rich solo potential
- Heavy to learn
- Table hog and long sessions
- Campaign-driven dungeon crawling
- A dark fantasy world of ruins and factions
- Epic, evolving story based on campaign choices
Mechanics (from transcript analysis)
- cooperative dungeon crawl — players team up to complete missions against AI enemies
- Deck-building / card-based actions — actions determined by a hands of cards with combos
- Dungeon Crawl — players team up to complete missions against AI enemies
- planning / tactical combat — grid-based combat and tactical positioning
- role-playing / campaign progression — long-form campaign with persistent characters and loot
Video topics + discussion points
Quotes (from this video)
- My heart is set on Miyabi it's happening
- Paint the Roses is gonna win
- Seize the Bean that's the winner
- I think I'm going with Katan y'all
- I think Cascadia is still going to be my choice
References (from this video)
Mechanics (from transcript analysis)
- campaign_progression — Long-run campaign with persistent characters
- Combat: Dice — Combat uses dice and character abilities
- Dice-based combat — Combat uses dice and character abilities
Video topics + discussion points
Quotes (from this video)
- I hate those things with a passion they suck all the joy out of the dice
- I do love to actually roll my Dice and see them bouncing around
- this is number one by a mile
References (from this video)
- epic scope and replayability
- introduces many players to heavy Euro/ameri-style design in a single package
- strong table presence and immersion
- very long sessions
- complex setup and maintenance
- fantasy exploration with evolving world
- Dark fantasy dungeon-crawl in a persistent campaign
- campaign-driven storytelling expressed through actions and outcomes
Mechanics (from transcript analysis)
- deck-building for combat — cards power actions and outcomes in tactical encounters.
- scenario-based campaign — a long, branching campaign with evolving encounters.
- Tactical grid combat — solo or co-op tactical battles on a map grid.
Video topics + discussion points
Quotes (from this video)
- "no other civilization game that I've played comes close to capturing the feeling that I get when playing this one"
- "this game does something that I think no other game can do it can tell a compelling Adventure Survival Story without the need of a storybook here the story emerges out of the gameplay"
- "Gloomhaven is one of the most popular board games of all time"
References (from this video)
- Deep puzzle and highly replayable
- Great for both solo and two-player co-op; rich thematic experience
- Heavy rules and long play sessions
- Can be overwhelming for new players
- Team-based dungeon exploration with character-deck specialization
- Fantasy dungeon-crawling with continual campaign progression
- Campaign-driven with evolving story through scenarios and characters
Mechanics (from transcript analysis)
- Deck building — Players control two characters (in solo/2P setups) with individual decks; top/bottom card activations create puzzle-like sequencing
- Deck-building and multi-character management — Players control two characters (in solo/2P setups) with individual decks; top/bottom card activations create puzzle-like sequencing
Video topics + discussion points
Quotes (from this video)
- Daybreak this is a fantastic solo game
- this is just so fantastic a cooperative game
- two players it's the sweet spot
- I think this one's perfect for sort of a more casual two-player experience
- this is one of the best four-player cooperative games out there
References (from this video)
- Deep, long-form campaign with meaningful choices
- High production value and modular components
- Very heavy rule set and upkeep
- Long play sessions can be arduous
- cooperative dungeon delving and strategic planning
- Dark fantasy dungeon-crawling campaign
- campaign-driven, persistent world
- Nemesis
- Endless Winter
Mechanics (from transcript analysis)
- Deck-building with multi-use cards — Cards used for actions and abilities with limited resources.
- legacy-style campaign — Persistent character progression and evolving story world.
- Multi-use cards — Cards used for actions and abilities with limited resources.
Video topics + discussion points
Quotes (from this video)
- Twilight Imperium is over four (weight) and a lot of people still find it rewarding.
- heavy doesn't mean good, and should never be assumed to be better.
- we should have a graph rather than just a chart for weight, depth, and breadth.
- mom threshold: anything below that is considered very simple.
- it's a messy but fun game—Nemesis is a mess with too many rules.
References (from this video)
- deep tactical depth
- rich campaign experience
- high production value
- very heavy, long setup and play time
- steep learning curve
- fantasy adventure, dungeon exploration
- fantasy dungeon crawl with evolving campaign
- campaign-driven with story elements and long-tail progression
- Dixit
Mechanics (from transcript analysis)
- action selection — players choose actions from a hand of cards each turn
- Card-driven combat — attacks and defenses resolved via character cards
- cooperative with semi-cooperative elements — players work toward shared goals but have individual goals and cycles
- Semi-cooperative — players work toward shared goals but have individual goals and cycles
- Tile-Based Map — modular board that changes as you explore
Video topics + discussion points
Quotes (from this video)
- I try to do reviews through the lens of the perfect board game formula... the five attributes I talk about it all the time
- I only want to review board games that I want to play
- I love teaching games and matching board games to the right person
- the spirit of the video is to not to to make fun of everdale but to say here are some alternatives
References (from this video)
- Epic scale and campaign depth
- Rich progression and replayability
- Heavy and long, steep learning curve
- Can require long sessions
- Cooperative exploration with persistent character progression
- Fantasy dungeon-crawl campaign
- Open-world campaign with evolving storylines
- Sleeping Gods
- Oathsworn
Mechanics (from transcript analysis)
- cooperative dungeon crawl — Players work together to complete scenarios
- Deck building — Character powers and actions come from a personal ability deck
- deck-building — Character powers and actions come from a personal ability deck
- Dungeon Crawl — Players work together to complete scenarios
Video topics + discussion points
Quotes (from this video)
- "Bonanza does a great job of putting that negotiation forward and creating more of a social interactive experience that I feel like Katan offers as a Euro game that is somewhat unique amongst Euro games today"
- "Katan by creating that social interaction the fluidity and the kind of non-scripted approach to that"
- "Sleeping Gods is an amazing experience very reminiscent of an open world game"
- "This is definitely a step up in complexity"
References (from this video)
- Massive scope: 95 scenarios and a highly expandable campaign
- Legacy mechanics create a living, evolving world and long-term attachment
- Card-driven combat removes dice and adds strategic depth and tension
- Strong customization with dual decks per character and upgrade paths
- Rich world-building and thematic depth reminiscent of expansive RPG ecosystems
- Dynamic difficulty scaling to fit different groups while maintaining thematic risk
- Enormous rulebook; learning curve is steep and intimidating
- Reliance on official FAQs for edge interactions and clarifications
- AI-driven monsters can feel unforgiving and opaque without deep study
- Long play sessions and heavy setup may deter casual players
- Legacy progression may be daunting for new or casual groups
- Legacy-driven exploration, evolving narrative, and cooperative tactical combat in a grim fantasy setting.
- A sprawling fantasy dungeon-crawl world with a persistent campaign spanning many scenarios.
- Story delivered through scenario notes, city/road events between adventures, and evolving campaign consequences.
- World of Warcraft
Mechanics (from transcript analysis)
- AI-driven monsters — Monsters are controlled by an internal rules system (no human GM), which can be harsh and unforgiving.
- character customization — Each character uses two specialized decks that shape available actions; as the campaign progresses, cards are upgraded or replaced to create new toolsets.
- City and Road events — Between scenarios, players encounter event cards that influence the world, resources, and future adventures.
- Combat: Dice — Luck comes from the modifier deck, not dice, creating unpredictable but thematically aligned outcomes.
- Cooperative play and scenario-based goals — Players work together to achieve scenario objectives, manage limited resources, and optimize card play under initiative pressure.
- Deck-driven combat (attack modifier deck) — Instead of dice, players draw top cards to determine attack values; modifiers can drastically alter results, including misses and high-damage hits.
- Events — Between scenarios, players encounter event cards that influence the world, resources, and future adventures.
- Initiative-based timing — Each chosen card has an initiative value that determines turn order and potential interplay with enemies and allies.
- Legacy game — Board elements, scenarios, and content are permanently altered by stickers, unlocked objectives, and evolving decks as the campaign advances.
- legacy progression — Board elements, scenarios, and content are permanently altered by stickers, unlocked objectives, and evolving decks as the campaign advances.
- No-dice combat with possibility for dramatic swings — Luck comes from the modifier deck, not dice, creating unpredictable but thematically aligned outcomes.
- Objective variety and narrative flavor — Most scenarios center on a single objective, with some delivering unique twists or environmental challenges to heighten tension.
- two-card action selection — Each turn players pick two cards (one top action, one bottom action) to perform, with most top actions tied to combat and bottom actions to movement.
Video topics + discussion points
Quotes (from this video)
- Gloomhaven is unprecedented; nobody can take that away from it.
- If we had to describe Gloomhaven in one word it would be voluminous.
- Gloomhaven is a Dungeon Crawler, but that on its own makes it about as special as a AA battery or pair of pliers.
- There are 95 scenarios in this little tiny box.
- It's a legacy game.
- No dice yet.
References (from this video)
- epic scale and storytelling
- massive content and replayability
- heavy to learn
- long setup and play sessions
- Hero exploration, loot progression, and story-driven scenarios
- Dark fantasy dungeon-crawl in a sprawling campaign
- Campaign-based progression with persistent unlocks
Mechanics (from transcript analysis)
- Co-op play — Players cooperate to complete scenarios against a dungeon and monsters.
- Cooperative Game — Players cooperate to complete scenarios against a dungeon and monsters.
- Deck durability / resource management — Cards wear down; resting recovers but reduces future options.
- hand management — Two cards per turn, with top and bottom abilities used strategically.
Video topics + discussion points
Quotes (from this video)
- it's a perfect fit for this list that's Cosmic Encounter
- I had to have a card game
- this is a collectible SL living card game so you're going to be building your own deck
- this is the absolute definition of a minute to teach a lifetime to master
- it's Star Wars in a box
References (from this video)
- Deep cooperative experience
- high replayability and progression
- Complex setup and rules for new players
- heavy components and time
- cooperative exploration and character progression
- fantasy dungeon delve with ongoing campaign
- campaign-driven with evolving storyline
Mechanics (from transcript analysis)
- Cooperative campaign — players work together against the game scenario
- Cooperative Game — players work together against the game scenario
- hand management — players choose two cards each turn to perform actions
- Scenario / Mission / Campaign Game — finite set of scenarios with evolving board states
- scenarios / procedural content — finite set of scenarios with evolving board states
Video topics + discussion points
Quotes (from this video)
- Isn't it kind of ironic that only one company is allowed to publish Monopoly?
- Why don't board gamers ever go camping? Because they can't handle the setup time for the tent.
- What happens when a board gamer dies? It's got dark. They get returned to the box.
- Touring Machine has dozens of and dozens if not hundreds and hundreds of different levels of all levels of difficulty.
- We built this city on rocks and rolls.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And it's not just small publishers that are being affected.
- The tariffs applied to their products are equal to $14.50 for every $10 that they spend on manufacturing for an estimated total of $1.5 million of additional expenses just in import taxes.
- I do believe that the first step towards inflicting change for the better is for each of us to start finding opportunities to speak up, speak out, speak often.
- Using your voice empowers others to do the same.
- That's why I made this video to use my little voice to hopefully try and encourage all of us to use our voice.
- That's all I got.
References (from this video)
- vast content, highly replayable, strong arc and progression
- large setup, heavy time commitment, campaign fatigue possible
- campaign-style, evolving characters with retirement and new entrants
- fantasy campaign across a living world
- long-form, campaign-driven adventures with rich lore
- Descent: Journeys in the Dark
- Descent: Legends of the Dark
Mechanics (from transcript analysis)
- campaign progression and retirement — characters retire and new ones join with evolving capabilities
- deck management and card-driven combat — two-card per turn system with top/bottom halves and initiative choice
- heavy table presence and modular scenarios
- Modular board
- Track advancement — characters retire and new ones join with evolving capabilities
Video topics + discussion points
Quotes (from this video)
- the narrative it does ends up being a fun experience
- it's the story. there's almost I find when I'm playing it and horrible things are happening
- through the ages... a grand historical journey
- epic and full-day experience
- you can draft up to your point level and duke it out to the end
References (from this video)
- story-driven cooperative adventure with evolving scenarios
- fantasy dungeon-delving with a persistent campaign in a fantasy world
- campaign-based progression with episodic goals
- Star Wars Rebellion
- Cloud Spire
- Legends of Andor
Mechanics (from transcript analysis)
- Campaign — A linked series of adventures that drive the overarching campaign and narrative
- Cooperative Game — Players work as a team to complete scenarios on a modular map with character progression
- cooperative tactical combat — Players work as a team to complete scenarios on a modular map with character progression
- Scenario-based progression — A linked series of adventures that drive the overarching campaign and narrative
Video topics + discussion points
Quotes (from this video)
- there are five different definitions for theme
- pasted on theme
- Thematic World
- figuratively thematic
- literally thematic
- I mean he's got two games clinic and small City
- these IP games that's not really my scene
- the host's specialty on Euro and family style games
- this is a Cutthroat game between all players is a neighborhood
- every bit of this game just has a very true analogy to real life
References (from this video)
- Deep, evolving cooperative framework (implied by context)
- Not explicitly critiqued in transcript; commonly known for complexity and length
- cooperative tactical combat with evolving content
- Fantasy dungeon-crawl world
- campaign progression with evolving content
- Sleeping Gods
Mechanics (from transcript analysis)
- Deck-building / action cards — Players use a hand of action cards to perform actions; cards are expended and refreshed.
Video topics + discussion points
Quotes (from this video)
- this table has now become my favorite piece of furniture that i've ever owned
- an invaluable tool in reviewing board games
- it's cozy and comfortable