The mystical forest has been home and haven to beasts, spirits, and forgotten gods for thousands of years. While the Haven Guardian slumbers, a nearby human village has grown into a city, hungry to control the powers of the forest. Can the forest creatures discover enough potent lore to defend their ancient home from the oppressive city — or will the city use this lore to power their machines and turn the forest against itself?
The battle for Haven begins!
In Haven, you and your opponent battle for control of a mystical forest. The Haven Guardian, spirit of the forest, sleeps deeply and can no longer protect its kingdom. One of you controls the city in an effort to master the vulnerable forest using "stone lore" and machines. The other plays as the forest and its creatures who defend their home with the aid of "leaf lore" and forest spirits.
To obtain the power needed to oppose your enemy, you must send seekers to compete for the lore controlled by elementals, ancient beings who bestow the lore on those who seek it. Seekers also engage in combat for control of shrines on the board, scoring you bonus points if you occupy a majority of shrines surrounding forest havens. When one type of lore is depleted or one elemental has left the board, the Haven Guardian awakens and the player with the higher score masters the forest — or defends it from harm — and wins the game.
Boss Fighters QR - Background
Mechanics (from transcript analysis)
- auction bidding; management; set collection; trick-taking — ramen shop theme; bidding rounds; cards usable in future auctions; end-game tips
Video topics + discussion points
Quotes (from this video)
- it's an ongoing ripple effect of me changing the channel up and not making reviews any more
- I've been thinking about doing this for a while and I finally went about changing my audio setup in here
- thanks for watching
References (from this video)
- Stunning art
- Immersive experience
- Great thematic integration
- Mixture of hidden information and area control
- Secret bidding is fun
- Trap cards add twists
- Need to befriend elements to control spaces.
- City vs. Nature conflict
- Sacred land
Mechanics (from transcript analysis)
- Area Control — In this area control type game you'll be playing what they call seekers which is essentially your warriors to combat in these areas.
- bidding — Where these elemental folks elemental spirits are is where you'll bid but you'll be in secret.
- Hidden Information — It's a bit a mixture of hidden information and area control.
- Set Collection — You'll fight to win favor of the elements and whoever ends up winning the favor of the most elements and controlling the most areas ends up winning the game.
Video topics + discussion points
Quotes (from this video)
- This week we've got something that you folks have actually requested a few times now we're going to show you our top five strictly two player board games.
- If there's any others that we are not on this list that you think we should include jot them down below and we'll talk about them later.
- So since the pandemic we kind of dove a little bit more into two player games and we've been able to put together this list because of that.
- It's like this one's like a mind game to me because you play a lot of trick games in with the intention of winning but with this one you have to kind of decide do i win early do i win late.
- It's really easy to focus on what your opponent is doing because in a multiplayer game you can't it's very hard to account for everybody's strategy to see what they're doing but here you really get to focus.
- The amount of history and resources the rule book actually provides around the whole watergate scandal.
- The art is done by ryan lockett ryan has to be one of my personal favorite artists and designers too.
- And that is it so that has been our top five two player games for now.
- If you have any of your favorite two-player games that we missed or that you think we should check out please leave a comment below let us know and we'll be sure to check them out.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Unique and humorous lore.
- Paranoid and self-serving nature is entertaining.
- Have a track record of disrupting major events through chaotic luck.
- Originality as a ratman faction.
- Associated with humor and absurdity.
- Can feel 'gross' due to being 'a bunch of rats'.
- Voice lines in games can be 'stupid'.
- Playing against them can involve rolling '60 dice'.
- The lore can 'fall apart' upon deeper examination.
- Highly paranoid ratmen who believe they are the greatest beings and are willing to do anything to preserve their supremacy.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I find Slaanesh to be the most compelling of the chaos gods.
- Warhammer Fantasy has the best vampires.
- They are dwarves taken to the point of absurdity.
- Age of Sigmar doesn't take itself seriously 40k takes itself way too seriously to its detriment.
- The chaos dwarves of the Warden are building a giant gun and they're going to shoot it at Sigmar.
References (from this video)
- art is absolutely phenomenal
- mechanics are tight and smooth
- variety in how each play feels
- underrated and worth more players trying it
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the art knit is absolutely phenomenal
- it's a very exciting game
- the edge of the seat factor really elevates this game
- it's a tug and pull in an internal tug and pull
- production, the theme, the art, the rules are easy to teach
References (from this video)
- Amazing lore and art, especially for the Moria book
- ENIE nominated for the Moria book
- Good systems for both their own and D&D 5e
- Lord of the Rings lore
- Moria
- Lord of the Rings
- D&D 5e
Mechanics (from transcript analysis)
- D&D 5e system — They also have a 5e system for Lord of the Rings.
- RPG System — They have their own system for Vasen.
Video topics + discussion points
Quotes (from this video)
- It's with Charize Throne. Like there's an Old Guard 2 and everybody's like, "Oh my god, there's an Old Guard, too. How amazing."
- Charliss Therone as an immortal like a from ancient history, like ancient times. like she's been alive for thousands of years.
- She's badass.
- The whole team of immortals is badass.
- Oh, I started watching Squid Game season two because I never and I saw Squid Game season 3 is out and I'm like, guess I better watch season two.
- Do any of you guys watch Yellow Jackets?
- Watch it. Lord of the Flies and um yeah, like a Lord of the Flies kind of thing.
- Kabuki Kid says yellow jacket is good.
- I know I'll end up buying like Shackleton base, even though I don't need it and I won't play it, but I'll be like, "Oh, I should probably get this because it's supposed to be really good."
- I remember going to that movie with my buddy Scott and I remember and I was like because he said I heard somebody say it was really good and I was like well we should go check it out
- and I remember we went to it thinking you know this is before you could look [ __ ] up and like see everything and know everything, right? And so nothing about it. We went we went we went to it
- and I remember I mean we couldn't breathe. We were laughing so hard
- It's absolutely insane.
- remember the little like um like they would get done with a a scene and then they would have that like music cutaway of everybody dancing.
- The second and third one sucked.
- I mean um the first one though. I mean uh what was it was magical
- you shot me. You shot me right in the arm.
References (from this video)
- Fantasy shooter
Mechanics (from transcript analysis)
- Shooter — Player shoots enemies from a first-person perspective.
Video topics + discussion points
Quotes (from this video)
- Here we've also got the good old games Doom 1 Doom 2.
- Yeah, so you know, it's Doom.
- It works.
- And while we're talking about it, same idea here with Heretic and Hexen.
- this is just Doom fantasy.
- And then here we have System Shock 2.
- But, it's it's a remaster of System Shock 2, so it's a little bit updated.
- But it runs good just like basically right out of the box there.
- And this is last one this Pico-8.
- So, what Pico-8 is, it's almost like it's own little console.
- But then, you get like hundreds and hundreds of games for free.
- these little like Gameboy S games.
- This top screen runs at 120 Hz.
- So, if I'm just playing like, you know, retro games or something, I don't worry about it.
- And if I'm especially if I'm playing the dual screen games here, then if you set this to 120, this bottom screen is like a little bit weird cuz the screen technically can't go to 120, but it kind of fakes it out.
References (from this video)
- Beautiful art
- Fun back and forth style game
- Machines vs. Forest
- Back and forth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Hens is a game I didn't like at all.
- Gobblet is a simple game in which you are to stacking pieces and trying to get four in a row, but bigger pieces cover up other pieces.
- Dice as resources to buy cards, kind of like a Dominion-style game. And it was fine. It just didn't have any kind of air of excitement to it.
- And it's a big, grandiose Euro-style game that I thought worked pretty well.
- The biggest problem with Echoes of Time is I think it's almost too short.
- It's a cool mechanism. This is the game that should have it.
- It's a very different feeling of Lost Cities. It's not as good as Lost Cities, but it's still pretty cool game.
- It's very Ameritrashy.
- It's a lot going on in this game.
- I think my favorite of those is Pixel Tactics 2.
- Thanks as always for joining me in my pile of mid games.
References (from this video)
- Fantastic artwork
- Great card drafting
- Interesting mechanics
- Tableau building
- Streets with houses, monuments, and piers
- Big Sur
- Santa Monica
Mechanics (from transcript analysis)
- Card Drafting — Involves drafting cards to build out streets.
- Set Collection — Cards score based on surrounding cards and specific features like pigeons or lamp posts.
- Tableau Building — Players build a tableau where cards must connect correctly.
- Turn order manipulation — Turn order is influenced by action selection.
Video topics + discussion points
Quotes (from this video)
- We're going to jump to our final contributor block and then we'll be back with a game show led by one Eric Summerer.
- SCREAM IS A HAND MANAGEMENT BLUFFING CARD GAME where players race trying to get rid of their cards and have the lowest score possible in front of them at the end of each round.
- The essence essence is fading. Time gets the best of us all.
References (from this video)
- A tavern
Mechanics (from transcript analysis)
- Character Selection — The host states 'we will pick one of the four heroes that we have and one of the four classes'.
Video topics + discussion points
Quotes (from this video)
- Now we are in a tavern here.
- And you can hear the background noise is a bit like nice sound effect.
- And the first thing we do is like in a good old role-playing game, we will pick one of the four heroes that we have and one of the four classes.
References (from this video)
- Plays really well
- Had a lot of fun
- Plays really quickly
- Interesting puzzle
- Feels very thematic
- Quick to play (15-20 minutes)
- Can have multiple cave-ins and take too many risks
- Smelting price can be low at times
- Mining operation
Mechanics (from transcript analysis)
- Deduction — Players use the information gained from drilling to deduce what is in the area and plan their excavation.
- market — Market prices for copper, tin, and smelted bronze fluctuate each round, influencing selling decisions.
- Push Your Luck — Players can choose to take risks by excavating face-down tiles, with the risk of encountering a 'cave-in' which incurs a penalty.
- Resource Management — Players manage copper and tin resources, track inventory, and aim to increase their initial 50 pounds to 200 pounds.
- Set Collection — Players collect copper and tin, with the option to smelt them for bronze, which has a higher market price.
- tile laying — The game uses 13 tiles which are typically set up in an upside-down pyramid, and tiles are uncovered as players drill.
Video topics + discussion points
Quotes (from this video)
- The easiest way to go at this is probably to take a look at how it plays so let's jump into that and I'll show you a few rounds of how cave in plays
- The dreaded cave-in which is you don't want that at all
- The good part about this is that if you uncover a cave-in tile while drilling nothing happens you're just aware of where that cave-in is going to happen so that's actually really good for me
- It does feel very thematic it feels like you were drilling down from the surface and taking risks and trying to avoid the cave-in which ties right into that theme
- I really am enjoying this game though it's quick probably about 15 to 20 minutes you saw the play area it's really small and it always stays that same size and it is interesting to work through the puzzle each round
References (from this video)
- Thematic and lore-driven design that aligns with gameplay decisions.
- Strategic depth from nuanced card decisions and deck crafting.
- Engaging hybrid of lane battling and skirmish elements.
- Quick playtime and high replayability encouraging re-exploration of decks.
- Rich thematic integration with flavorful cards and world-building.
- Accessible and easy-to-follow card text.
- The potential for unique custom deck builds and playstyles.
- Might not appeal to players not interested in deck crafting or backing Kickstarters.
- Can lead to situations where one player has a significant advantage due to the 'reactor race'.
- Conquering the planet Nyx as generals in starships, drawing power from mysterious forces, to annihilate opponents and rebuild decks.
- The Nyx, a planet inhabited by a fused mechanic and biological organism deity, where a god once left, leaving creation laws in play, and from that, abominations of flesh and metal appeared.
- Magic the Gathering
- Pokemon
- Keyforge
- Marvel Champions
Mechanics (from transcript analysis)
- Card Play — Players draw cards and play them based on resource cost and reactor initiation, with cards having attack, defense, movement, and unique abilities.
- Deck crafting — Players build their decks from various generals, mechs, regions, factions, and reactor-based cards, with the option for 40 or 60 card decks.
- explore — An ability that allows players to find and pull reactor cards from their deck when a scout moves into the Nyx zone.
- Global Events — The game features global events that affect both players collectively.
- lane battling — The game involves combat on distinct lanes or rows, with movement and range being important for positioning and attacking.
- positional play — Movement and positioning on the board are crucial for attacking, blocking, and triggering adjacency effects.
- Reactor Race — A mechanic where players aim to play a set number of 'reactors' to summon their Mech early, creating a race to access these components.
- Resource Management — Players gain resources each turn, which are used to play cards, with resource availability increasing in early turns and a special ability at turn 10.
- Skirmish — A combat-focused game where players battle head-to-head with the goal of annihilating opponents.
Video topics + discussion points
Quotes (from this video)
- this is a sponsored preview video video meaning that they reached out to us and wanted us to cover their game
- all of the Thematic all of the experiential all of the beautiful artwork and decisions that you're making in the game they line up in the ecosystem of this world that we've been playing
- we are generals we are starships that have come to this planet to conquer it to take it over
- this game has a lot of little card decisions when you're building and crafting and establishing the cards that you want to play with and all of them for me tie back into those thematic roots that story that we're telling
- the cards so far have either established ideas that are easily repeatable or they have the text necessary to clarify what the card does and how it operates on the table whenever you're playing it
- this is extremely important and sometimes leads to what the Publishers or the designers have termed a reactor race a scramble to try to get access to all the reactors necessary so you can summon your Mech as quickly as possible
- Havoc plays quick it's accessible and every time I've sat down and experienced it I've wanted to go re-explore rebuild or reinvigorate my deck and dive back into it again
- it doesn't feel quite like a skirmish game in my opinion but it also doesn't feel like a lan battling card based game there is that interesting hybrid
- This game comes down to a lot of strategic deck building or deck crafting and construction very very purposeful and strategic card play and yet there is that veneer there is that oversight of it having a little bit of that Skirmish element mixed in.
- I do think you're going to get the most out of Havoc if you happen to be the type of player that enjoys crafting your own deck
- I instead jumped out onto the board got completely enveloped in a cloud of toxic gas that Shir played down one of those little uh tech cards that she was able to summon from the Spire over here
- I did suffer some cataclysmic damage very quickly my pilot has never been the same since his lungs were filled with a toxic gas that he has yet to be able to identify
- that's part of the charm of Havoc right like the story that it tells the adventures that you go on the fact that this has movement and scale and a landscape we're playing in means that those stories come through all the more richer
- Games like this don't get created without backers like you lending your voice your critique when it comes to play testing and prototyping and of course your support over you know the uh duration of the kickstarter campaign
- I'm still bitter I'm still bitter about it I'll be honest about that I'm man enough to admit ad MIT that my you know 39 week pregnant wife annihilated me at a game by using uh what I would consider uh unfair tactics
References (from this video)
- Engaging lore and flavor text
- Satisfying deck construction experience
- Strategic depth with reactor mechanics and pilot/mech combat
- Potential for tense and competitive gameplay
- Prototype quality might affect gameplay perception (mentioned as a disclaimer)
- Camera recording limitations due to 4K resolution
- Sentient factions summoned to a mysterious world by a cryptic ferryman, piloting Mech shells to battle and eliminate opponents.
- The Terminus, a world drifting in the galaxy's heart, teetering at the edge of a black hole.
- Lore is conveyed through flavor text read aloud for factions and characters.
Mechanics (from transcript analysis)
- Acid — A status effect that deals damage during the owner's end phases.
- Card Play — Players spend resources to play cards from their hand, which have various effects, attack, health, and movement values.
- Decay — A status effect that reduces a unit's attack value over time during the owner's end phases.
- Deck construction — Players craft their own decks from scratch, choosing factions and cards that align with their strategy.
- Divine Code — An ability allowing a player to take control of an opponent's non-pilot Mech card for a turn.
- Erosion — A status effect that reduces a unit's attack value over time during the owner's end phases.
- Expedition — A mechanic allowing players to search their deck for a specific type of card (reactors) when a unit with this ability is deployed.
- initiative — Certain units can attack and move on the same turn they are deployed.
- lane battling — The core gameplay involves battling across lanes to take out the opponent's Mech and pilot.
- Lure — A defensive ability that forces opponents to target other units in the same row before targeting the unit with lure.
- Madness — A status effect that forces a unit to attack a random space in its row at the start of the owner's action phase, with immunity for Voma and Mech types.
- Molten Cascade — An ability that deals damage to all cards in a targeted row or column.
- Mulligan — Players have the option to redraw their starting hand if they are not satisfied with it.
- Pilot & Mech Combat — Players control both a pilot and a Mech, with the Mech protecting the pilot. The objective is to reduce the opponent's pilot to zero health.
- Reactor system — Players deploy reactors that provide discounts on cards and contribute to a 'reactor race' that can allow for earlier Mech deployment.
- Resource Generation — Players gain resources (SP) each turn to spend on cards.
- Stealth — Some units have stealth, making them untargetable until they attack or fulfill certain conditions.
Video topics + discussion points
Quotes (from this video)
- The Terminus is a world of drift in the Galaxy's heart a riddle teetering at the edge of a black hole.
- Divinity grows bored without a game to play for eons the void mind has nothing but their own mechanized Horrors to shuffle around an empty board then came the settlers eight species of sentient life summoned to the Terminus by a cryptic fairy men who lured them to this place and served them from their far off home worlds.
- We are a channel that appreciates and values flavor text by the way so if you're not that skip forward like 3 minutes cuz we're going to go deep the lore of this game's pretty darn cool
- I think I think this time I think we're I think we're more prepared than she knows she's looking I can see her trying to see what we have in our hand she's not going to be able to tell I think we're more prepared than she's than she's fully ready for
- I don't know that Shir beats me board games ever when we're not when we're not playing a prototype
- Jesse just doesn't know how to construct a deck and Havoc
References (from this video)
Mechanics (from transcript analysis)
- Ability — Thalen's ability to add one damage token could not be used.
- Removed from quest — Thalen was removed from the quest by the 'when revealed' effects of the black forest bats.
Video topics + discussion points
Quotes (from this video)
- I made enough mistakes that to punish myself, I legally changed my name to Rodney Mistake, and I wanted to rush out this correction video.
- Well, I chose to keep the Horn of Gondor. But the problem is I went and attached it right away to somebody and I was in the uh I believe it was the combat phase. So you can't attach attachments during that phase. It has to be during the planning phase.
- So, technically speaking, the horn of Gondor should have gone to my hand.
- So, that being the case, when I drew the shadow card, that would have forced me to discard an attachment, I would have had to pick from one of the two attachments that were currently on my my characters, which was the armor or the weapon.
- But because this card was not in the staging area when this was revealed, it does not get the bonus.
- So, listen folks, I'm really sorry about that. I hate making those kind of mistakes. I don't want to waste your time or or misdirect you.
- I tell myself, and hopefully this is true, that sometimes through making these kind of mistakes, it'll help future players avoid them.
- But uh but again, I I'm sorry for that. I try to be careful. I'll try to be more careful in the future.
References (from this video)
- unique color-triggered engine-building with a modular board
- balanced tension between specialization and versatility
- accessible light Euro feel with depth in engine-building
- rules were not officially released at the time; some details may be uncertain
- the balance and pacing could be tricky in early previews
- tile-placement and engine-building
- color-coded, set-collection engine-building on modular hex board
- Settlers of Catan
Mechanics (from transcript analysis)
- Card-driven tableau with color blocks — Play a color card down as a building; place a wooden piece on the board associated with that building; you cannot use the action again until you play another card of the same color.
- Engine Building — The color-based engine-building and set-collection dynamic drives strategic planning and combat-like tempo without direct conflict.
- Engine-building and set collection — The color-based engine-building and set-collection dynamic drives strategic planning and combat-like tempo without direct conflict.
- Execute color groups — When you execute a color, you perform all actions of that color in your tableau; going wide across colors creates balancing choices.
- Hand Management — You draw back up to a larger hand at the end of the turn, ensuring a consistent set of options.
- hand management and replenishment — You draw back up to a larger hand at the end of the turn, ensuring a consistent set of options.
- Modular Board — A modular board comprised of circular hexagons that can be arranged differently each game.
- Modular board with circular hex tiles — A modular board comprised of circular hexagons that can be arranged differently each game.
Video topics + discussion points
Quotes (from this video)
- it's a push your luck game
- it's kind of a lighter game
- every single person has control of three different ships
- the production value looks amazing
- this is a card game so like Abyss where you're going to be laying the cards out as you go but there's also a communal aspect to it
- I bought this for cheap I got it off amazon mid-20s
- I love settlers of catan it was my first love with board gaming
References (from this video)
- gorgeous components
- two-player focus
- streamlined rules
- limited player count
- nature vs civilization
- two-player head-to-head between forest and city
- competitive, asymmetric tile-building
- Near and Far
- Above and Below
Mechanics (from transcript analysis)
- Tile Placement — placing cards to gain tiles on a shared board
- two-player head-to-head — asymmetric duel between forest and city
Video topics + discussion points
Quotes (from this video)
- you cannot experience everything in one day
- I'm a lot more introverted than I thought I was
- I wanted to stick to having like a hundred dollar budget
References (from this video)
- Surprisingly engaging two-player experience
- Tightly designed for head-to-head play
- Asymmetric rules may take time to memorize
- Area majority through card-driven actions
- Two-player abstract-like setting with forest vs city
- Arc Nova
Mechanics (from transcript analysis)
- Area Majority — Competing control of tiles to gain scoring advantages.
- Card-driven actions — Cards determine actions and tile acquisition.
Video topics + discussion points
Quotes (from this video)
- I actually really enjoyed Moonrakers.
- I did not enjoy Steam Up very much.
- I really really enjoyed Haven.
- Dale of merchants has been on the Shelf of opportunity for a while.
- Dwellings of Elder Vale I freaking love.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- engaging, adaptive dialogue system that tailors story to the player's experience
- strong Greek myth theme with action-focused gameplay
- mythology, roguelite progression with evolving powers
- Underworld, Greek myth-inspired realm
- live, branching NPC conversations that adapt to player choices
- Black Rose Wars
Mechanics (from transcript analysis)
- character progression through deific blessings — each god blessing grants thematically linked powers that modify play
- live dialogue with NPCs — conversations adapt to interactions with different gods and prior choices
- Narrative Choice — conversations adapt to interactions with different gods and prior choices
- roguelike progression — gain new powers after clearing maps; progression is map-to-map and power-specific to gods
- Unique Player Powers — each god blessing grants thematically linked powers that modify play
Video topics + discussion points
Quotes (from this video)
- it's addicting
- live conversation with an NPC that's evolving with your choices
- it's always a different conversation
- Stranger Things is my favorite series of all time
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf