Game Info
Year
2020
Players
1-4
Age
14+
Playtime
75 min
Complexity
2.7/5
Collection
Your Tier
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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 1
Showing 1–3 of 3
Video k8vPDkIChDY
UndeadVikingVideos Discussion at 2:40:07 sentiment: other
video_pk 85849 · mention_pk 220822
Click to watch at 2:40:07 · YouTube ↗
Overall sentiment (raw)
Not for me
Pros
none
Cons
- Not good for me
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Horizon Zero Dawn board game? Yes.
- No, but not but not good. Not for me.
- I did the allin of street masters from uh ninja ninja or what was the name of that?
- Black Studios. Yeah. And that was like um they're the ones that blacklist blacklist and then they're the ones that did it's two five four or five feet of boxes of street masters or they they flat out like that's the one that like they they ran out of money and there's a bunch of their stuff they haven't completed that was like that the miniatures company that like way oversold like way over overpromised.
- I can't find your Dark Souls card game review. Is it on BG?
- That's I have some hope that there's a Dark Souls game that is good. Worth a damn out there. So, I heard that was okay. Maybe in a couple of years.
- 14,467 comments on the Stellaris Infinite Legacy board game.
- Oh my god.
- It's just it's three years late.
- Adventures in Neverland by Blackbox Games.
- I hate those guys.
- Never never made a damn thing.
- the whole Peterson games thing going on which is just insanity with
- that that that that post of oh we thought we could make our games in the US. We didn't listen to anybody.
- Oh god. It was just Yeah. You know, it's just he was talking about like, oh, we we all of a sudden realized that oh, the manufacturing cost for everything was five times greater at the very least as what like Chinese manufacturers would do.
- The tonedeafness of this post is mind-boggling, blaming everyone and everything else but the people running the business.
- Why would you buy a warehouse and machinery without comparing it to the cost to manufacture in China?
- I'm not even close to being an entrepreneur, but that would be my first step before I sunk my money into something like this.
- what's your game with Madera? I mean just flat out lying like through multiple things like making fabricated pictures of production lines and things like that of games being made. Seriously?
- And then they then they finally realized that they they didn't have like anything
- Um we finally rechieved the the level of quality we're looking for and coordinating with our various suppliers we've approved the production samples and the games are being made and assembly will be completed in the middle of June 2022 and then like a year and a half later says So, here are the We're still working on getting the rulebook files together and it's just like what, you know, just
- So, one day ago on the Dire Alliance horror, which I back just for the miniatures because the miniatures look [ __ ] cool.
- But he says, 'Before confidence in your company and future campaigns can be secured, can you address these genuine concerns? Number One, the Saddler brothers said you use you use the name Max Lei, an anagram of Alex Lim, while claiming to be an intern at Blacklist Games. If not you, who is that? And what was his role in the company? If so, why did you hide your involvement?'
- Number two, EasyHip called you out for lying to Dan Spisano when you said they were unable to ship his contract, claiming he hadn't provided his full address. Easy Ship said it was because you had failed to pay their warehouse fees. Is this true? You also claimed in an update that 75% of the Contra games had shipped. They hadn't, as confirmed by later updates. Yet, to date, only one person I know has said they received theirs. Why did you claim they even shipped when you had outstanding warehouse fees?'
- 'Four, why did you walk away from your previous company, Artistic Justice Games, and the unfulfilled fairy tale games miniatures campaign without a word? Here's a link to that campaign. The comment section is very telling. Since you're here to make things right, does that include the fairy tale campaign.'
- 'Six. Is it true that Kickstarter forcibly cancelled your myth and goal Kickstarter due to the you having too many unfulfilled projects open? If so, is your suggested name change for blacklist attempt to get around that restriction?'
- And then in your January update, you claimed you would be making monthly updates from there on out. It is now April and you have we've had no further updates. Are you willing to concede that this we're just never getting these games?'
- And then they did the basically the Fantasy Miniatures 2, which raised 1.4 million, and then they they put together, but they never delivered on the first one before when they launched that second.
- I don't think it's one in 10. It's probably Yeah, it's probably less than that. But it's like what I could pick. Just like the ones that basically just don't deliver anything. Like just take the money.
References (from this video)
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Video sTsOr2P6duI
No Pun Included Review at 0:00 sentiment: negative
video_pk 36833 · mention_pk 110615
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Gorgeous components and production values; setup and teardown are fairly quick.
- Monster behaviors and the thematic hunt feel faithful to the Horizon Zero Dawn vibe.
- Divergent character paths offer some variety in progression and playstyle.
- Rulebook presents concepts concisely at a high level.
Cons
- Rule complexity outpaces explainability; the rulebook and FAQs do not sufficiently resolve many questions.
- Semi-cooperative framing undermines cooperation; scoring and event cards create unfair catch-up dynamics.
- Core loop lacks depth; encounters repeat without meaningful escalation, reducing challenge over time.
- Kickstarter hype vs. final product quality; minis are smaller and the overall experience feels underwhelming relative to expectations.
- Balance and fairness issues around glory, event cards, and random draws that reward luck over skill.
Thematic elements
- Hunting, survival, and resource management within a factional landscape tied to robotic creatures.
- A collapsed world that reverted to tribalism, where hunter factions pursue machine-wildlife in a post-apocalyptic frontier.
- Competitive co-op with a shared objective and potential for individual glory; players vie to outmaneuver rivals while still facing the same threats.
Comparison games
- Descent
- Imperial Assault
- Dark Souls: The Board Game
- Heroes of Land, Air and Sea
- Rising Sun
Mechanics (from transcript analysis)
- Actions per turn + action deck — Each character has five actions per turn (ranged attack, melee attack, craft, distract, move) drawn from a modular action deck that powers combat and tactics.
- Ammunition and slotting — Ranged attacks require ammunition cards slotted from the action deck (arrows, bombs, traps).
- Character progression paths — Each character has divergent progression, with unique talents and equipment options that influence play style.
- Deck as hit points and faint mechanics — Your action deck doubles as life; damage discards cards, and fainting temporarily removes a character from the encounter and can end a round early if all faint.
- Encounter progression and glory — Encounters progress in difficulty; glory points determine who wins and how rewards are allocated.
- Event/catch-up dynamics — Event deck introduces catch-up mechanics that can swing outcomes and alter player pacing.
- Machine behavior and alert states — Machines follow patrol routes and have non-alert/alert states that influence their actions and threat level.
- Movement granularity — Move one square silently or two squares loudly, influencing monster alert status and positioning.
- Scrap economy and merchants — Defeated machines yield scrap used to upgrade gear and buy items from merchants between encounters.
- Targeting machine parts vs. body — Attack can target the machine itself or its individual parts; damage to parts must meet tear thresholds to have effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the horizon zero dawn board game is the worst board game we have played since heroes of land air and sea
- two basic criteria for what makes a good board game that's trying to appeal to the video gamer crowd: ease of access and depth of gameplay
- it's just roll some dice, kill some monsters and listlessly repeat
- the promise, the hope, the dream felt oh so real
- setup and teardown is pretty fast
References (from this video)
No references stored for this video.
Video QJtRBoh6Iok
Meet Me at the Table Playthrough at 0:00 sentiment: positive
video_pk 309 · mention_pk 938
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Distinct asymmetrical character design with unique starting gear and upgrade paths.
- Rich tactile components, well-drawn cards, and thematic flavor that evoke Horizon’s world.
- Tactical depth from terrain, dice results, and enemy AI that rewards careful planning.
- Progression through upgrades and loot creates a satisfying sense of advancement.
- Multiple play modes (co-op, semi-coop, solo) provide flexible experiences and replayability.
Cons
- Rule complexity can be intimidating for newcomers or casual players.
- Setup and component organization require time and care to avoid confusion mid-game.
- Some early encounters may feel easier relative to later, more challenging hunts.
Thematic elements
- Cooperative survival and tactical hunting with character progression and gear upgrades.
- Post-apocalyptic Horizon universe where players hunt and battle large robotic creatures across a modular board.
- episodic hunts culminating in a final boss encounter, enriched by upgrade choices and campfire progression.
Comparison games
none
Mechanics (from transcript analysis)
- Action deck — Each hunter uses a personal action deck that both drives attack options and serves as a life deck; players can only play one card with a given action symbol per attack, and damaged/discarded cards reduce future options unless refreshed through crafting or other effects.
- Campfire phase — After a hunt, players enter a campfire phase to determine victory steps, upgrade characters, and acquire merchant deck entries; this phase sets up the next encounter with new capabilities.
- Combat: Deck/Hand — Each hunter uses a personal action deck that both drives attack options and serves as a life deck; players can only play one card with a given action symbol per attack, and damaged/discarded cards reduce future options unless refreshed through crafting or other effects.
- Combat: Dice — Combat relies on orange (attack/weapon) and blue/defense dice; pips, criticals, and armor affect outcomes. Critical results grant extra effects and can drive additional actions or damage.
- Coop/solo/semi-coop modes — The game can be played cooperatively or in semi-cooperative formats with a designated leader; in solo and semi-coop, coordination and shared planning are crucial for success.
- Dice-based combat — Combat relies on orange (attack/weapon) and blue/defense dice; pips, criticals, and armor affect outcomes. Critical results grant extra effects and can drive additional actions or damage.
- Enemy AI and alert system — Monsters have alert states and dedicated AI cards that determine movement and attacks; alert enemies gain defensive bonuses, forcing players to use terrain and positioning to minimize damage.
- Equipment and loot cycles — After hunts, players draw salvage and merchant cards that provide weapons, armor, and upgrades; merchants offer a rotating selection and pricing is driven by in-game currency (salvage/shards).
- Quarry/Hunt system — Before each hunt, players choose a quarry with associated map layout, enemies, and potential points; completing hunts awards glory points, salvaged equipment, and experience toward upgrades.
- Resource Management — Ammo and shards serve as essential resources; ranged attacks require ammo stored in decks; salvage and shards are spent or earned to purchase equipment and upgrades.
- Tech Trees — Character progression is driven by a branching upgrade deck, where players select new abilities or weapons as they level up; choices are constrained by the connect-the-dots layout, so you must follow connections to unlock future options.
- Terrain and board setup — Tall grass, rocky outcroppings, boulders, and paths influence concealment, line of sight, and movement; terrain effects can yield additional glory or provide tactical advantages during the hunt.
- Upgrade tree — Character progression is driven by a branching upgrade deck, where players select new abilities or weapons as they level up; choices are constrained by the connect-the-dots layout, so you must follow connections to unlock future options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is going to be a lot of fun
- I'm a huge fan of the bow
- this game is really cool
- we easily took out that first encounter
- the cards are really nice and each character fights a little bit differently
- I'm absolutely thrilled with the cards I have
- this is going to be awesome
- gonna be the most recent activated hunter on the board
- this is really fantastic to look at
References (from this video)
No references stored for this video.
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