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Intrepid

Game ID: GID0170352
Collection Status
Description

Intrepid is a game about surviving 220 miles above Earth aboard the International Space Station. Players take the role of astronauts from a variety of nations, bringing their unique technologies to bear. Players must work together to generate enough life-sustaining resources each round, all while working to resolve the disaster they are facing.

Intrepid is a strategic and highly asymmetric cooperative game for 1-4 players that takes between 60-90 minutes to play. With a variety of nations and disaster scenarios, each which play completely differently, every game of Intrepid will be completely unique.

—description from the publisher

Year Published
2021
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 0 · neu 0 · neg 1
Mentions per page
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Showing 1–2 of 2
Video Wh0FVj7HA1k Three Minute Board Game game_review at 0:13 sentiment: negative
video_pk 2724 · mention_pk 7999
Video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Beautiful packaging and table presence
  • Space theme with a large variety of astronauts
  • Guidebook helps new players
  • Interesting dynamic when upgrades reveal on other players' boards
  • Different math puzzles per nation
Cons
  • Core experience is solitaire-like; heavy on math with limited real-time player interaction
  • Events can be mean and not fun; unavoidable
  • Win conditions are dull and anticlimactic
  • Limited tactical options each turn to solve disasters
Thematic elements
  • Cooperation under pressure; modular dice-based mechanics
  • International Space Station disaster scenario; space mission management
  • Primarily mechanical/puzzle with evolving upgrades; a game of personal math puzzles leading to group outcome
Comparison games
  • Merchants Cove
  • Gen 7
Mechanics (from transcript analysis)
  • dice_rolling_and_manipulation — Dice are rolled and assigned to different system tracks; different nations have unique dice manipulation powers
  • disaster_deck_and_events — Draw disaster cards each round and resolve persistent threats
  • mission_progression — Advance missions through five steps, with increasing costs per step
  • resource_management — Track energy and climate resources on four boards, using tile bottom-right values and card costs
  • solo_and_shared_play — Core gameplay is solitaire-like on individual boards; group discussion occurs after results are tallied
  • tile_and_board_placement — Place starting tiles on the main board and on the dedicated resource boards; tokens on control color
  • upgrades_and_resource_siphon — Buy upgrade cards that drain other players' resources; face nutrition drains for certain cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game is incredibly well packaged and the components are stunning and it has a huge table presence that commands attention
  • the Space theme and large variety of astronauts are also neat
  • all up a game that would suit Cooperative groups who really like to run their own turns
  • the best thing about this game is when players find out their upgrades during the other players boards, it creates an interesting Dynamic
  • however this game is all about doing math on your own board and sharing the results of the group later
  • that means the meat of the game is a solitaire segment and only when you finally report your findings back do you find out if someone's stuffed up and you all died
  • and the events are just not fun they're mean and unavoidable
  • ultimately instead of having many options each turn to solve a space disaster, your one option is to do more math at your console
  • Intrepid: everything I like in a game except it's not fun
References (from this video)
No references stored for this video.
Video 6CbR8aJ5Wu0 Jungus Games playthrough at 0:00 sentiment: positive
video_pk 1481 · mention_pk 4294
Video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cooperative design with clear team win conditions (complete three missions).
  • Rich asymmetric dynamics create varied strategic avenues per country.
  • Dramatic and tangible disaster reactions via tokens and cards.
  • Scalable play with different player counts and expansions.
  • Dynamic resource management and dice manipulation provide depth.
Cons
  • High complexity and a steep learning curve for new players.
  • Executive planning and multi-step calculations can lead to analysis-paralysis.
  • Tile placement and orientation rules (especially for certain countries) demand careful attention.
Thematic elements
  • disaster management and resource coordination among asymmetric crews
  • International Space Station, near-future cooperative space operation
  • scenario-driven, mission-based progression with evolving threats
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric player powers — Country-specific rules and storage/pool interactions create unique pathways for each player.
  • capacity economy — Players spend capacity to modify dice, unlock tiles, or advance research for end-game acceleration.
  • cooperative resource management — All players contribute to a shared set of resources and must avoid negative drains to survive.
  • dice placement and activation — Players roll and place dice on station tiles to perform actions and generate resources.
  • dice transfer and docking modules — Docking modules allow dice values to transfer or be copied between players' pools.
  • disaster deck and scenario tokens — Disaster cards place scenario tokens on tiles, reducing outputs or disabling tiles temporarily.
  • emergency supplies and orange zones — Orange-track conditions trigger emergency measures to prevent immediate loss, at a cost.
  • habitation module resource generation — All dice placed in habitation generate a single resource type, chosen collectively.
  • missions with escalating costs — Starting missions require die expenditures and progressively demand more resources to complete.
  • tiered station tiles with drains and amplifications — Tiles impose drains and can be amplified or strained to adjust outputs, influencing strategy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a fully cooperative experience so all of the players are going to win or lose the game together.
  • The only way we win the game is by successfully spending the indicated resources to complete all three missions.
  • For japan they care about the exact orientation of their dice.
References (from this video)
No references stored for this video.
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