In Kinfire Delve: Callous' Lab, a tactical and cooperative card game for 1-2 players, you will fight your way through the well deck of challenge cards to reach Callous, the Master of the Well, and face him in an epic final battle.
Callous' Well is made up of four challenge cards, with Callous himself in the middle. As a challenge is defeated, another takes its place, with 57 challenge cards in total. As you face the challenges of the Well, you may play a skill card from your hand only when it matches the color of the challenge card, e.g., if you're facing a red challenge card, then you may play only a red skill card. Some cards have two colors, and some are white, that is, wild. If the card you play does not defeat the challenge, you'll be able to add some progress to it and attempt it again, though you may suffer a penalty for doing so.
Other seekers can provide help by playing one of their own cards as a boost, but beware. Running out of cards nets you an exhaustion card before you can draw a new hand. Exhaustion cards are never good, but some are worse than others.
Defeating a challenge provides you a reward, such as regaining health or delving deeper into the Well, which is represented by discarding unseen challenge cards. Once you've made your way to the bottom of the Well, you'll face Callous himself. All Seekers share a health pool, and if the pool reaches zero, you're defeated. This is a game that requires teamwork and persistence as the wells of Atios are unpredictable and quite dangerous.
-description from publisher
Kinfire Delve - How To Play
Kinfire Delve: Callous' Lab - Game Play
Images
- Really enjoyed it
- Interesting take on a cooperative card-driven game
- Unique shared life total mechanic
- Puzzly style gameplay
- Followers have enjoyed it after purchasing
- Final boss fight is difficult.
- Can only play up to 4 players, even with all 3 boxes.
- Cooperative game where players fight bosses.
Mechanics (from transcript analysis)
- Boss Battler — Each box contains a boss to fight.
- card-driven gameplay — Follows the Kinfire system where characters have a powerful Kinfire lantern ability.
- cooperative play — Players work together against a boss.
- Shared hit points — The group shares a common life total.
Video topics + discussion points
Quotes (from this video)
- I'm actually going to be doing a little bit of rulebook work for Wizards of the Coast, which is quite exciting, but it meant I had to go back and play Magic the Gathering, which still has exactly the same problems as it did back then.
- It's my number one favorite game and I don't get a chance to play it. So, I'm doing a solo playthrough of Mage Knight on Thursday the 3rd of July, which is my actual birthday.
- And then on Friday, we are having a Games Workshop themed day. We are playing a fourplayer game of Forbidden Stars in the afternoon. And then to end the week, we are doing the thing which I said would never happen. I'm going to be playing Talisman.
- Nanolith. It's a cyberpunk themed cooperative narrative driven adventure game, I think, from what I know about it.
- The funny story about this is Dirt and Dust is being published by Albi. Albby are a Czech publisher, and they they've done a number of other games in the past. Last year, they did Tea Garden for one of them. And guess who works in the marketing department at Albi? It's Peta himself.
- Now, it's a Euro game. So, don't let the fact that it's Dungeons and Dragons put you off. It is a Euro style game. It is very much a Euro style game, but it has the D and D Baldersgate theme.
- I'm super excited about next week. You can't imagine just my my joy at at taking a week off work and getting to play games which I really want to play.
- The patron support is fantastic. But if you want to support me, you are you are more than welcome.
References (from this video)
- Rich co-op experience.
- Has a trading card game feel.
- Manageable complexity.
- Good value for the price.
- Fair cooperative play, less prone to sudden death.
- Easy setup.
- Can take longer than an hour with two or more players.
- Cooperative dungeon delving
- Dungeon crawl
Mechanics (from transcript analysis)
- cooperative play — It's a co-op game where players work together to defeat a boss.
- Deck Building — Managing your hand of cards, which is part of the TCG feel.
- Dice Rolling — There's some dice rolling involved.
- Resource Management — Managing your life total, which is shared.
Video topics + discussion points
Quotes (from this video)
- It's tricky, right? Cuz you can't just go by what Board Game Geek says either.
- You know, you got to pick it up.
- I really like that. I think it's a fantastic game. It definitely one that people are sleeping on.
- Baked in banter, okay.
- It's just got a really nice forward momentum.
- This game doesn't have banter, though the scoring might take a bit. But I think played at a reasonable pace, this game lasts close to an hour.
- This is just a game that's a joy to teach, to play.
- If you get to six gems, whatever it is, you win. It's a race.
- It has a nice nice demanding sort of feel on the player. You you need to think carefully about what you're doing.
- This is Ra, my favorite game of all time.
- I think that Reiner Knizia, this is his wheelhouse is hour-long games that feel like a full experience.
- it's you can knock this out in 60 and get a board game experience with highs and lows and drama and superheroes and all of that jazz.
- Neta-Tete a L'air is just one of those games that just it feels so good how quickly this game plays.
- We're We're halfway done already?
References (from this video)
- Happy with current content
- Variety already present
- No characters left
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- officially Castles of Burgundy has grown on me.
- Betrayal at House on the Hill. Everyone's like that's not a party game. It's like a game night game. I'm like well, that's what I want.
- Bad Bunnies.
- It was it was it was really it was cute. I enjoyed that one.
- Do you expect any more Kinfire Delve sets to be produced?
- I don't expect any more to be produced, but I you know, and I can't even say that I want more to be produced. I'm very happy with what we have, and I like it. I think there's so much variety already. I don't need more. But if they produced it, I'd buy it because I'm a sucker and that's what I do.
- the biggest thing that I I think still shocks me sometimes is how small the industry is. It is still very um just a bunch of friends in a lot of time in a lot of ways, you know?
- It's um in a it's a well-established industry that still has that young excitement and and kind of um um, blood in it and I I I really like that.
References (from this video)
- Excellent value for the price ($20)
- High-quality components, especially the cards with gold foil
- Fun and engaging cooperative gameplay
- High replayability due to randomized encounters and different bosses
- Underrated game that doesn't get talked about enough
- No one really talks about this game.
- Delving through a dungeon comprised of cards to overcome a main adversary.
Mechanics (from transcript analysis)
- Card Play — Clever card play is rewarded, especially when supporting other players.
- cooperative play — A cooperative game where players can support each other on their turns by playing cards.
- deck delving — Players delve through a deck of cards, encountering enemies and eventually fighting a boss at the bottom.
- Set Collection — Players collect rewards by defeating enemies, which can lead to delving further into the deck.
Video topics + discussion points
Quotes (from this video)
- the art is going to be absolutely redonk fire.
- All the characters uh almost entirely are completely cross-co compatible with any other set that you buy.
- It takes like five minutes to learn like the individual actions you can do.
- The art, Kyle Farah's art is, I mean, it's what made this game 100%.
- The art is what got people to play this game.
- the whole meta, the table talk element of trying to talk to your opponents
- This game has made millions and millions of dollars because of the art.
- people try this game because of the art and the components and then they get addicted to the gameplay.
- Even though it's a game I'm not a big fan of, that doesn't change the fact that this game absolutely has it all.
References (from this video)
- Quick to learn and play
- Relaxing experience
- Shines at two players
- Can be seen as stressful by some
- Availability might be an issue for the original version
Mechanics (from transcript analysis)
- cooperative play — The host mentions that this specific game is cooperative and players work together.
- Hand Management — The host mentions 'my card hand my hand of cards is dwindling,' suggesting players manage a hand of cards.
Video topics + discussion points
Quotes (from this video)
- The problem with two-player games is there's so many of them.
- This is a great game. It really is.
- It feels more strategic than it is.
- It's a simple game, but it's beautiful.
- This is just absolute comfort food kind of a game that still has a lot of player interaction.
- You got to play to the middle to draw new cards. It's brilliant.
- It kind of feels like cornhole but for indoors.
References (from this video)
- Satisfying combos and card play
- Tense hand management
- Approachable with good depth
- Cooperative gameplay
- Debatable placement on strategy vs. casual list
- Cooperative dungeon delving
Mechanics (from transcript analysis)
- Boss battling — Players work to defeat a central boss.
- cooperative play — Players work together to achieve common goals.
- Deck Building — Implied through collectible card game elements and progression.
- Hand Management — Players manage their hand of cards, making tense decisions.
Video topics + discussion points
Quotes (from this video)
- This is a two-player trick taking game competitive this time, mixing it with the lane battler.
- So, you're just as invested in win in losing as you are winning. But if you lose too much, you're not going to ever have enough power.
- My number one is not joking a political uh themed game. It's also in a way a a war game, but it is card driven.
- This is Twilight Struggle.
- It is so smart. It is so strategic.
- If you really want to play this well and have the best version of the game you can is is both players know both decks.
- It's got a tug-of-war style to it. Has multiple victory conditions, which I also love.
References (from this video)
- best played at two players
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think it's truly astonishingly great.
- The rules get out of the way. You're immediately in your opponent's head.
- Brilliant, truly amazing.
- This is the most streamlined version of it where I feel like they they really smoothened out some of the weirder edges.
- Brilliant, absolutely amazing.
- Brilliant, interesting tactical, you know, not combat but like area majority type decisions.
- oh my gosh, this game is incredible.
- It is so simple structurally but it does have a lot of powers.
- It's just incredible how much gameplay you get out of this.
- This is like a more approachable version of Agricola.
- It's actually my preferred game in that whole series of It's one of my favorite Uwe Rosenberg games, actually.
- This is I think Knetia's best two-player two-player game.
- And yeah, this is one of my favorite two-player games of all time, if not my absolute favorite.
References (from this video)
- Addictive quality, low stakes, low pressure, one-and-done adventure fantasy.
- Consistent and clear array of choices each turn.
- Vast array of unique aspects to challenge cards, bosses, exhaustion effects, and character cards.
- Unique feeling heroes evoke a lot of distinction.
- Benefits from the intersection of characters working together.
- Propulsive quality and mounting pressure.
- Calculable and often mitigable risks.
- Gorgeous illustrations and cool foil inlays on cards.
- Nice boxes.
- Skips the much needed practicality of a singular storage solution; no convenient way of storing all three parts at once.
- Not a lot of depth for a game with 'delve' in its title; systems are pretty narrow.
- Bad draws and hand or flops on the table can be as impactful as your decisions.
- Wish it had variability in characters themselves, like different lanterns or reversible sides, or modular equipment.
- Once you've played a character, you've played that character.
- Delving and metalization, unraveling chronomancy, discovering shards, unlocking forbidden crypts
- Pathfinder Adventure Card Game
Mechanics (from transcript analysis)
- cooperative play — It's a Cooperative game... solo or two-player joint, but through the magic of mixing, mashing, and moshing any of the heroes can take on any of the adventures scaling up to four players.
- Deck building (implied) — Selecting a card to play from your hand which is going to give you some sort of ability unique to that character's deck.
- Delving — Replacing practically any reward with delving, slaying a demon, unraveling chronomancy, discovering shards, unlocking forbidden crypts.
- Dice Rolling — Roll the four dice to see if you get any additional points towards that skill.
- Hand Management — Discarding further cards off the top of the deck, selecting a card to play from your hand.
- Set Collection (implied) — Accumulate enough success to complete their Uber challenge level.
- Skill checks — Heroes complete skill checks for various obstacles to progress deeper in the well deck.
Video topics + discussion points
Quotes (from this video)
- Seriously you can keep it small and sexy and maintain the aesthetic but I I guess this is the way they wanted to go.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hi and welcome to watch it played
- two-player game of kfire delve Callis lab
- we delve three deep
- the bottom of the well
- this is really thematic
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Kfire Del has several standalone sets that provide you with new Seekers to play and challenges to face and if you combine two sets together you can play with up to four players
- The game is fully Cooperative players can communicate as much as they like and even show each other their cards if they want to but players should always be free to make their own decisions
- you and your fellow Seekers have been entrusted with lanterns of kind fire to light the way as you delve into Old forgotten Wells to find and defeat the evil Masters
References (from this video)
- Visually stunning components
- Challenging and rewarding gameplay
- High replayability due to multiple boss versions
- Good value for the price
- Lack of a compiled box for all sets.
- Injury mechanic can be debilitating.
- Organizing components can be tricky.
- Cooperative dungeon crawl to defeat a boss and clear surrounding cards.
- A well with a main bad guy at the bottom.
- Kinfire Chronicles
Mechanics (from transcript analysis)
- Cooperative boss battler — Players cooperatively work to defeat the boss and clear adjacent cards around the center.
- deck management — Includes a special 'lantern card' that provides a powerful move and returns to the deck.
- Dice Rolling — Dice are rolled to perform actions.
Video topics + discussion points
Quotes (from this video)
- It turns into one big puzzle because there's just a line of enemies that you have to defeat.
- So much stuff.
- And Vantage is just a masterpiece. It's so [ __ ] cool.
- Just the scenario ingenuity of these games is so cool because of different stuff just popping up and happening.
- Um this one [clears throat] is a a super and and this is the reason this is the sole reason why this game beat out Elder Scrolls when we were doing that comparison.
- It's just a masterful achievement.
References (from this video)
- Innovative card-driven dungeon crawl
- strong solo potential
- card-based dungeon exploration
- dungeon crawl in Kinfire universe
- Moon Colony Blood Bath
Mechanics (from transcript analysis)
- card-driven dungeon crawl — defeat cards for rewards; exhaust mechanics add tension
- Dungeon Crawl — defeat cards for rewards; exhaust mechanics add tension
Video topics + discussion points
Quotes (from this video)
- I cannot stop playing it
- This is the better version
- Ultimate comfort cozy game right now
References (from this video)
- Striking artwork and high production value (box art and interior components)
- Engaging solo mode with meaningful deck-building and tactical decisions
- Progressive well mechanic creates a clear sense of escalation and risk
- Lantern mechanic provides a powerful, satisfying milestone when unlocked
- Strong thematic hook with Vain Glory and its minions, plus a sense of final boss tension
- Dice luck can significantly influence outcomes and pacing
- High cognitive load and decision density may deter casual players
- Exhaustion/consumed card mechanics can abruptly end runs, causing frustration
- Some rules and interactions may require a thorough playthrough or reference to master the flow
- Adventure, exploration, and tactical combat with a heavy emphasis on card-driven decisions and risk management
- Fantasy dungeon delve below a mysterious well, featuring a hero navigating location-based challenges and an evolving endgame boss encounter
- Procedural, with explicit on-table decisions guiding progression toward the well and final boss
- Core
- Asha
Mechanics (from transcript analysis)
- Boss Battler — Final battles hinge on defeating minions (e.g., various landmarks like Vain Glory’s minions) to flip and activate vulnerabilities.
- Boss/minion encounter structure — Final battles hinge on defeating minions (e.g., various landmarks like Vain Glory’s minions) to flip and activate vulnerabilities.
- Card-driven combat — Players select and play cards to generate combat totals, often with color-coding and shields that modify outcomes.
- Color and die resolution — Dice are rolled after each action to determine immediate success or failure, with color outcomes affecting results and penalties.
- deck and discard management — Defeated or completed challenges affect the well deck and discard piles; missteps can force penalties or loss of resources.
- Exhaustion and consumption — Drawn exhaust/consumed cards present immediate risks; three consumed cards can end the game, creating tension and careful deck management.
- Lantern mechanic — The Lantern is a powerful bonus that becomes available through specific rewards and actions, changing available options mid-game.
- Progress through the well — Defeated cards cause the player to descend farther into the well, with rewards or penalties tied to the depth and remaining deck.
Video topics + discussion points
Quotes (from this video)
- This is a beautiful beautiful game I mean in game play and in artwork I was blown away when I first opened this box
- Look at that isn't that crazy that's just the inside of the box for no reason
- it's absolutely incredible
- the artwork is amazing
- I prefer core over Asha
References (from this video)
- Beautiful holofoil cards and rich artwork
- tense, rewarding boss fights with deep strategic depth
- strong replay potential via guardians and variants
- Can be punishingly difficult and punishing when outcomes go wrong
- Complex rules may steepen the learning curve
- Dungeon-crawler with guardians and high-stakes challenges
- Deep descent to the bottom of a mythic well to confront Callus
- Campaign-like, multi-challenge progression toward final boss
- Yu-Gi-Oh
Mechanics (from transcript analysis)
- Card-driven dungeon delve with color-specific constraints — Blue-themed challenges interact with blue cards; archery cards amplify damage
- Character classes and gear synergy — Archer vs brute with class-specific tools and upgrade paths
- Combat: Damage Based — Defeat guardian to progress; if progress drops to zero, you lose
- Exhaust and draw discipline — Keep cards; exhaust mechanics instead of drawing fresh on every turn
- Guardian challenges and elites — Guardians and elites alter the difficulty and layout of challenges
- Progress and damage management — Defeat guardian to progress; if progress drops to zero, you lose
Video topics + discussion points
Quotes (from this video)
- 20 Strong Tang Woods Red is so freaking good.
- There's so much story here. I love the upgrades and how drastic your decisions are.
- This is the most complex game out of all five I'm going to show you today, but there is so much story here.
- I don't mind not having dice mitigation because honestly, you get to focus more on your strategy here. The dice are just more so as a bonus.
- I want a rematch on Callus's lab.
References (from this video)
- Focused two-player depth and cooperative play.
- Not as expansive as the base campaign when played solo or in larger groups (inferred from two-player focus).
- two-player tactical depth and strategic cooperation.
- Two-player cooperative dive game set in the Kinfire universe.
- shorter campaign-like scenarios focusing on tactics.
- Kinfire Chronicles
Mechanics (from transcript analysis)
- Cooperative Game — Designed specifically for two players to coordinate actions.
- tactics and strategy focus — Emphasis on planning and tactical decisions.
- two-player cooperative play — Designed specifically for two players to coordinate actions.
Video topics + discussion points
Quotes (from this video)
- I love it. It really just takes this game, which is a good game, which is a fine game, and makes it a great experience.
- I love the acrylics. I love the pieces in this game. I love the components. They're just so so beautiful.
- Not a single thing was essentially shorted in this in this copy. I even I mean this is a really nice thick beautiful cardboard first player marker.
- 10 out of 10 on quality.
- If you are a fan of the Kinfire world, you're going to love Kinfire Council because this has that lovely worker placement. It has the resource management and it has this really, really tough, challenging fight against the baddies.
References (from this video)
- Tactical hand management with dice and combos
- Cooperative and solo modes
- Modular play with interchangeable characters and encounters
- Can be dense for casual players
- action, tests, battles, and strategic encounters
- fantasy dungeon-crawl with well-deck exploration
- procedural, modular, campaign-like
- Kfire Chronicle
- The Third Delve
Mechanics (from transcript analysis)
- Deck Building — Dig into the well deck to discover encounters and rewards.
- deck exploration — Delve into the well deck to find challenges and rewards.
- Dice pool management — Use dice results to pass tests and trigger effects.
- Hand Management — Manage a hand of action cards to navigate challenges.
- well deck exploration — Dig into the well deck to discover encounters and rewards.
Video topics + discussion points
Quotes (from this video)
- The production and visuals on the game are Stellar.
- It's the kind of game that begs to be played.
- Rockard is a 10 out of 10; it is remarkable.
- Endgame scoring is abandoned here for just three different Avenues to Victory.
- If you like Seven Wonders Duel you like Tolken work or if you like D trait's artwork.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- engine building is one of my favorite because you just it's so satisfying.
- Forgotten Waters is one of the funniest experiences you will ever have in board games.
- Super Mega Lucky Box is like bingo on steroids.
- I love auction games in general. RAW is my favorite auction game of all time.
- There's no wrong way to do it.
References (from this video)
- compact expansion/collection idea
- promises strong production
- K-fire fantasy world
Mechanics (from transcript analysis)
- card-driven / engine-building — Delve into a shared world with three box sets and potential playmat incentive.
Video topics + discussion points
Quotes (from this video)
- Let's Get Cozy and play some board games
- I get very socially anxious
References (from this video)
- tight pacing
- strong card/dice synergies
- compact and deep
- exhaustion mechanic may be punishing for some
- puzzle-solving through a well deck of cards
- Dungeon-delve exploration
- satisfying, weighty, dungeon-crawl feel
Mechanics (from transcript analysis)
- Card-based exploration — hand management and wheel-delve mechanics with color-coded challenges
- dice integration — dice ups the risk/reward as you push deeper
Video topics + discussion points
Quotes (from this video)
- this is one of those great little rolling realms redux that you can sit and have a good think with
- let's go to Japan a nine furnace expansion interbellum is a 9.5 with room to grow
- if you like games with cards with powers especially if you like building an engine, aquatic is rich for it
- this game night is getting out of hand; i’m having trouble with the guest list
References (from this video)
- Interesting character designs
- Unique challenge mechanics
- Replayability with different characters
- High difficulty
- Can be unforgiving
- Potential for sudden defeat
- Seekers navigating a dangerous underground environment
- A well filled with challenges
- Cooperative challenge-based exploration
Mechanics (from transcript analysis)
- Card Crafting — Players use color-coded skill cards to progress through challenges
- Deck Manipulation — Players attempt to 'delve' through the well deck
- Dice Rolling — Dice rolls determine success or failure of challenges
- Skill Card Management — Players use color-coded skill cards to progress through challenges
Video topics + discussion points
Quotes (from this video)
- We're going to die right now
- This is weird down here
- We were so close to winning
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we barely made it
- one health to spare
- do not roll this turn
- it's the closest that we've ever made it
- we have reached the bottom of the well
- this is a game for one to two players but can be expanded to up to four players
References (from this video)
- Distinct, memorable character feels
- Elegant simplicity without sacrificing engagement
- Potentially less depth for some players compared to larger campaigns
- combat and exploration with distinctive character feel
- Fantasy dungeon exploration with a crisp, card-driven feel
- compact, focused campaign-lite (one-shot)
- Kinfire Chronicles
Mechanics (from transcript analysis)
- Card-driven combat — Use cards to drive combat outcomes and actions
- Compound Scoring — The board evolves with exploration and choices that affect scoring
- Exploration-driven scoring — The board evolves with exploration and choices that affect scoring
Video topics + discussion points
Quotes (from this video)
- This is a two-player only trick-T game that is really clever.
- It seems to be the MO—the cleanest, most straightforward way possible.
- Castle Combo is a killer design that manages to in 20-25 minutes tops give me so many fun little moments.
References (from this video)
- Flexible, intermixable modules
- Replayability
- Not extensively reviewed in detail in the conversation
- exploration with modular, replayable content
- Fantasy dungeon-adventure
- episodic, modular
Mechanics (from transcript analysis)
- Deck-building with modular components — Interconnected modules allowing varied play experiences.
Video topics + discussion points
Quotes (from this video)
- found families are the through line
- this is a campaign game that has this like dark medieval fantasy vibe
- Andromeda's Edge has become like one of my favorite sci-fi games
- I post once a day, every single day. And then on TikTok specifically, I post twice a day on weekdays.