Game Info
Year
2021
Collection
Mechanic profile
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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
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Intrepid in about 3 minutes
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Intrepid - Tutorial & Playthrough
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All mentions
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
Showing 1–2 of 2
Video Wh0FVj7HA1k
3 Minute Board Games Review at 0:13 sentiment: negative
video_pk 2724 · mention_pk 7999
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
- 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
- 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 placement — Place starting tiles on the main board and on the dedicated resource boards; tokens on control color
- 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
Getting Games Playthrough at 0:00 sentiment: positive
video_pk 1481 · mention_pk 4294
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 — Players roll and place dice on station tiles to perform actions and generate resources.
- 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.
- Resource management — All players contribute to a shared set of resources and must avoid negative drains to survive.
- 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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