In Too Deep is a unique, narrative that thrusts you into the future in a tense, strategic board game for 1-5 players. Draft characters and spend actions to complete objectives and collect sets. What side of the law will you end up on?
In the year 2087, central governments have fallen. What remains are fragmented citystates like New Dawn City, struggling to keep chaos at bay. The sinister Syndicate targets these weakened cities for domination by usurping, organizing, and enhancing the existing criminal elements. In the world of In Too Deep, you are part of a secret agency dedicated to stopping the Syndicate at all costs.
Cybernetic implants give Syndicate operatives a technological advantage, but you have found a way to exploit that power. By infiltrating their cerebral upgrades, you can gain control of these criminals. Going deep undercover into the minds of your targets, you’ll coordinate crimes of escalating seriousness to get your hands on the critical evidence needed to foil the Syndicate’s looming plot.
Each turn, you can hook into a new criminal and manipulate their activities throughout the city, accessing powerful skills and increased stamina as you grow familiar with their minds. Your physical body is in a secret lab far from the actual action, but you are by no means safe. Entering the mind of criminals takes its toll on your morality.
Orchestrate crimes, strive to put the information you gather to the best use, wrestle with dangerously corrupting dilemmas, and try to hold yourself together. It will take everything you’ve got to avoid going In Too Deep.
- Thrusts players into a unique narrative
- Players act as part of a secret agency dedicated to stopping a syndicate
- Hook into criminals and manipulate their activities
- Access powerful skills and increased stamina
- Entering the mind of criminals takes a toll on the agent's morality.
- Secret agency stopping a sinister syndicate
- 2087, a post-governmental world
- Unique narrative
Mechanics (from transcript analysis)
- narrative — Designed to thrust players into a unique narrative.
- Skill Improvement — Accessing powerful skills and increased stamina.
- Stealth — Players manipulate criminal activities from a secret lab.
Video topics + discussion points
Quotes (from this video)
- in this episode we're going to cover 10 games that caught our eye over the past month both new and old that we wanted to make sure didn't go overlooked
- welcome to the 10 games we couldn't overlook this month
- why dig through a mountain of rock and dirt for riches when you could just find them randomly scattered throughout the jungle
- maybe don't move to a town called wintertown it sounds awful like a endless vast white nothingness where the sun never rises or never sets or whichever way that works
- cosmic frog is a game of collection combat and theft on a planetary scale
- speechless meeples would make a great name for a ban
- this is our list of games we wanted to make sure did not go overlooked this month thanks for watching until next time i've been matthew jude take care
References (from this video)
- cooperative/secret mission pursuit
- crime syndicate/underworld
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's such a brain burner surprisingly because it looks very friendly
- this game is cute but mean and i love it
- it's so beautiful so that's what sells me
References (from this video)
- I was floored by how good the game was.
- There's so much about that game that I loved.
- The story and theme are very cool in that game and the integration of it.
- I don't think we ever played it at a full player count.
- I really wanted to play a full player count.
- Diving and treasure hunting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think this game deserves much more love than it has gotten
- it's a work replacement in real time which is just brilliant
- this one is a lot of fun it's super super random it's also really it's kind of chaotic
- I really like the combos of rice
- Scout is amazing it's a game you can bring anywhere it's small it's compact
- it's like pattern laying
- it made my brain explode and I want more of that
- who doesn't love Marvel United it's very fun
- it's super well done I think it's a lot of fun
- Zap Attack it was very fun and we still haven't gone back to it and we should because it was a really good game
- Yak is fun it's very cool because you just like go around and try to collect resources build up these cubes to build up your pyramid and then score points based on how you've grouped all of your different color uh cubes and it's it's it's simple it's easy and the um Yaks alone are amazing and they go around there they're so cute and there's a little baby yak
- what is our Z game we only have one and it's called zapotec which we both really want to play yes it's gonna play this yes we have wait when did we play it about a year ago I'm thinking of um yeah yeah we played zap okay Zap Attack it was very fun and we still haven't gone back to it and we should because it was a really good game
- it's just been so long that's what happens when you have so many games
- well that's been at least recommendations 26 recommendations there are some doubles in there but you know what we'll let you do the math how many games you recommended let us know in the comments down below not like we can compare our lists or anything does Tyler's double game count we don't know we'll find out boom
- well if you've played any of these games that we've mentioned and you would also recommend them to other people in the board gaming hobby or who want who you want to play board games with let us know down in the comments below what are some of the games we missed and if you're feeling ambitious for it why you type the alphabet down the whole suggestions go from your collection because we love to hear what your recommendations are for each letter and which letter do you have the most games of true bars is s s
References (from this video)
- investing in shipping companies via card-driven economy
Mechanics (from transcript analysis)
- card-driven engine with investments — cards as currency; investing in shipping companies; activating them for effects
Video topics + discussion points
Quotes (from this video)
- I don't necessarily love stock market games
- this is a very complicated Euro with a whole bunch of honestly very cool stuff going on
- it's a racing game up the mountain
- I paid a lot of money for this game
- it's a gorgeous production
- it's easily my favorite race game
- looks like it has a compelling idea behind it
- I just find those kinds of things really aesthetically pleasing
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this game just felt so fresh
- it's almost like semi-cooperative
- you can end up not gaining as much points as you would hoped
- the rulebook is laid out beautifully
- it's a great middle ground that you can introduce to your friends and play
- even if you go in too deep you can still win
References (from this video)
- strong thematic integration
- semi-cooperative tension with a betrayal element
- varied character choices and strategic depth
- multiple end conditions and satisfying finale
- clear, well-laid rulebook
- initial complexity and component overload
- not ideal for players new to board games
- potential for heavy downtime if players disengage
- crime investigation, undercover infiltration, intellect over brute force
- 2087+, a future where a global crime syndicate operates and investigators attempt to infiltrate and gather intelligence
- semi-cooperative with a betrayal twist
- Parks
- Wingspan
Mechanics (from transcript analysis)
- actions (move, pick up items, use zone power, use a criminal skill, gain a grip) — perform two actions per turn from a set of options
- complete story crimes — resolve story events that yield intel, evidence, dilemmas
- Compound Scoring — three chapters with scoring, leading to final plot resolution
- Deduction — resolve story events that yield intel, evidence, dilemmas
- dilemma and evidence management — manage evidence and dilemma cards to influence scoring
- end-of-chapter scoring and overall tally — three chapters with scoring, leading to final plot resolution
- gain grip — increase control of the criminals you’ve hooked for better actions
- hook a criminal — claim control of a criminal piece to influence the investigation
Video topics + discussion points
Quotes (from this video)
- this game just felt so fresh
- it's almost like semi-cooperative
- you can end up not gaining as much points as you would hoped
- the rulebook is laid out beautifully
- it's a great middle ground that you can introduce to your friends and play
- even if you go in too deep you can still win
References (from this video)
- strong narrative and thematic focus tied to multiple endings
- semi-cooperative design with mind-infiltration theme
- engaging tension and strategic depth
- joyful to play as described by the hosts
- infiltrating minds to gather intel and influence actions
- late 21st/2087 world where crime syndicate rules
- narrative and thematic with multiple endings
- Gloomhaven
- Paladins
- Marvel Champions
- Marvel United
- Nemesis
Mechanics (from transcript analysis)
- End Game Bonuses — Endings vary based on points and in-game decisions.
- infiltrate_minds — Players infiltrate minds of individuals to take actions and gather intel.
- multiple_endings — Endings vary based on points and in-game decisions.
- Push Your Luck — Elements of push-your-luck are present within the game's structure.
- pusher_luck — Elements of push-your-luck are present within the game's structure.
- semi_cooperative — Players share a common objective but compete for personal goals.
- Semi-Cooperative — Players share a common objective but compete for personal goals.
- Set Collection — Players collect sets to influence outcomes and score points.
- set_collection — Players collect sets to influence outcomes and score points.
Video topics + discussion points
Quotes (from this video)
- In Too Deep is designed by Josh Cappell and Daryl Chao and published by Burnt Island Games
- it's a year 2087
- there's a lot of variety of endings
- it's semi-cooperative
- it's been a joy to play so far
- curious great game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I wanted this one actually because I wanted a big place to put a topper.
- I wanted the empty space underneath. I wanted space for games.
- overall, I'm quite happy with it.
- I do not get any affiliate bonuses. This is not sponsored, but they did provide the desk for review.
- Next video you're going to see is a review of Uprising specifically for the true solo mode coming soon.
- I've still got plenty more space here for plenty more games.
References (from this video)
- Unique, gritty theme blending Ameritrash tension with Euro-like table presence
- Strong art direction and striking visual identity
- Solid potential for meaningful moral decisions and replayability
- Marketing and communication challenges in conveying the game's identity
- Need for broader reach beyond existing fanbase to grow backers
- Conventions absence reduced grassroots playtesting and word-of-mouth momentum
- espionage, moral choice, corruption, and loyalty
- Futuristic crime thriller; secret agents infiltrate a syndicate with brain-hacking elements
- gritty, noir-influenced; morally ambiguous decisions driving the narrative
- Endeavor
- Siblings Trouble
- Goblin King (referenced in discussion about other large campaigns)
Mechanics (from transcript analysis)
- asymmetric / branching narrative — Player decisions influence the flow of the game, creating different paths and endings.
- covert infiltration / hidden identity — Players act as secret agents infiltrating a criminal syndicate, balancing concealment with action.
- dual objective structure — Two primary goals exist: take down the syndicate and manage personal involvement before being tainted.
- moral decision / corruption track — Players face choices that can pull them toward or away from the syndicate, affecting alignment and outcomes.
Video topics + discussion points
Quotes (from this video)
- the theme is like basically trying to infiltrate a syndicate or the bad guys by hacking into the brains of the bad guys
- the art looks fantastic by the way... the colors the broad brush strokes... it is amazing
- this is like a really nice gritty Ameritrash kind of game that looks like a euro on the table and it is not in any way a euro at all
- it's heartbreaking
- we are calling it In Too Deep reboot
- communicating to people what this game actually is
References (from this video)
- High-energy cooperative play with strong group synergy and turn-by-turn drama
- Rich card interactions and notable combos (e.g., Girish, Madame Lebranch, empirical hypothesis) that create satisfying turns
- Engaging narrative with escalating threats and a persistentMob/danger dynamic
- Frequent barriers and flood effects can stall progress and demand heavy resource management
- A lot of variability in card draws and test results can create tense, swingy moments
- cooperative survival against eldritch deep-one threats and uncovering clues to escape
- Inmouth, a flooded coastal town with a labyrinthine district, moving toward a railroad station for escape
- story-driven, emergent narrative with live-table banter and heavy card-driven actions
Mechanics (from transcript analysis)
- barriers and flood management — Barriers and flood tokens raise the difficulty and constrain movement, forcing players to manage access between areas.
- combat / evasion — Engage enemies or evade threats with weapons, abilities, and test results that determine damage, horror, and encounter resolution.
- Cooperative Game — Multiple players coordinate actions, share resources, and plan turn order to advance on clues, barriers, and threats.
- cooperative play — Multiple players coordinate actions, share resources, and plan turn order to advance on clues, barriers, and threats.
- deckbuilding / draw engine — Character decks and card draws (including mulligans, discards, and special abilities) fuel actions, tests, and tactical options.
- investigate — Tests at locations to discover clues, reduce shroud, and gain evidence. Success often drives further movement and planning.
- parlay — Players can spend clues or resources to influence barriers, obtain favorable outcomes, or remove obstacles in the path.
- shortcuts and moving between locations — Location-based shortcuts allow faster movement and strategic repositioning to chase or evade threats.
Video topics + discussion points
Quotes (from this video)
- That turn was a stellar turn.
- Yeah, the designers figured that out.
- Duke doesn't have much soak.
- God, that's actually Don't make me replay that deck.
- The coffee is starting to kick in now that I actually added water to it.
- Ash can shoots the guy.
- Memories of another life.
- Get him, Duke.
- This deck is insane when it goes off.
- This is how you don't be a fish.
- We pulled it off, now let's get out of here.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love this game it's a bag builder
- it's so good
- the characters feel I mean so thematic
- this is going to be good
- this is family friendly but it's not kid's game