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Kingdoms Forlorn: Dragons, Devils and Kings box art

Kingdoms Forlorn: Dragons, Devils and Kings

Game ID: GID0180380
Game Info
Year
2024
Collection
Ratings
Creator Score
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Description

Kingdoms Forlorn is a soloperative dungeon delver for 1-5 players with a focus on loot. Kingdoms Forlorn focus on personal stories and short delves into the titular kingdoms.

Into the Unknown will build upon their coop system given advantages to the next player in to turn order bringing a greater sense of working together.

You will explore forgotten kingdoms, fight battles with giant monsters or bands of minions, loot, craft, duel and, possibly, earn renown and fulfill your Heart’s Desire!

Kingdoms Forlorn will explore forgotten medieval kingdoms rediscovered, knights, noble and vile, and errant, venture forth to seek power, treasures or redemption, and to carve their own legends.

The game pulls inspiration from dark fantasy titles like Dark Souls, Diablo and Game of Thrones. Their last project Aeon Trespass Odyssey has a very Kingdom Death feel with a lot of their own mix and an adventure board.

Description

Kingdoms Forlorn is a soloperative dungeon delver for 1-5 players with a focus on loot. Kingdoms Forlorn focus on personal stories and short delves into the titular kingdoms.

Into the Unknown will build upon their coop system given advantages to the next player in to turn order bringing a greater sense of working together.

You will explore forgotten kingdoms, fight battles with giant monsters or bands of minions, loot, craft, duel and, possibly, earn renown and fulfill your Heart’s Desire!

Kingdoms Forlorn will explore forgotten medieval kingdoms rediscovered, knights, noble and vile, and errant, venture forth to seek power, treasures or redemption, and to carve their own legends.

The game pulls inspiration from dark fantasy titles like Dark Souls, Diablo and Game of Thrones. Their last project Aeon Trespass Odyssey has a very Kingdom Death feel with a lot of their own mix and an adventure board.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 6 · mix 4 · neu 0 · neg 0
Mentions per page
Showing 1–10 of 10
Video emapI57Is8g Board Games UnLocked Playthrough at 0:15 sentiment: mixed
video_pk 112607 · mention_pk 324560
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Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The 'Kingdom Adventures' are interesting.
  • The parrying buckler has higher damage potential than some swords.
  • Deadly mechanic is helpful.
  • The survey card effect allowing choice of clue or backtracking is cool.
Cons
  • The rulebook is difficult to navigate.
  • Consumable gear loot cards are discarded at the end of an expedition.
  • The ambush encounter mechanism can be punishing.
  • The current player's chosen build (sword and shield) is not two-handed.
  • The game has absurd milestones to unlock fighting arts.
  • The game feels like it has a high cost ($900 mentioned).
Thematic elements
  • Reclaiming land from the sea, a cursed kingdom, and the past returning to haunt the present.
  • The Sunken Kingdom of Utraband, a realm plagued by the curse of drowning.
Comparison games
  • Elden Ring
Mechanics (from transcript analysis)
  • clue cards — Players use clue cards, and some mechanics relate to picking or using them for benefits.
  • Contracts — Side quests that can be signed for rewards, such as 'Resource Run' or 'The Resettlement Council'.
  • Encounters/Ambushes — Events that occur during exploration, requiring players to fight or overcome challenges.
  • exploration cards — Cards shuffled into the exploration deck, with effects like drawing a survey card.
  • Flood Tokens — These tokens make kingdom tiles more dangerous to travel through and can trigger 'sink' events.
  • Kingdom Adventures — Special events or scenarios that occur within certain districts, with narrative elements.
  • Kingdom tiles — Tiles representing different areas, including 'long, small, large, and extra large' types, which interact with surge tokens.
  • Merchant Gear — Items available for purchase from a merchant, with various stats and abilities.
  • POI (Point of Interest) — Locations to explore within kingdom tiles, often requiring tests to gain rewards.
  • Sink Symbol — Triggers an event where flood tokens are moved to random connected tiles.
  • Slimed condition — A condition card that can be gained by knights.
  • Surge Tokens — Placed on kingdom tiles, which can be flipped to a 'flooded' side.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The sunken kingdom of Utraband is a realm plagued by the curse of drowning.
  • The past returns to haunt the Utrabanti.
  • So essentially they just uh flood areas and make it shittier to walk through.
  • With age come experience. Damn fools.
  • I hate this rule book.
  • You've stopped my melody. Now those poor villagers will have to start worrying to face the real world once more.
  • It's like, do I want to do the Elder Ring the entire time? Tear up my throat.
  • You're lucky you're alive. Better to defend myself.
References (from this video)
No references stored for this video.
Video XiC7WgQH5wg Board Games UnLocked Playthrough at 0:15 sentiment: mixed
video_pk 112635 · mention_pk 324711
Board Games UnLocked - Kingdoms Forlorn: Dragons, Devils and Kings video thumbnail
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game offers a clear narrative progression through quests.
  • Combat mechanics like armor tokens, rubble terrain, and passion/heat management add strategic depth.
  • The game has a thematic feel with its exploration and combat encounters.
  • The acquisition of new abilities and boons through rapport and quest completion is rewarding.
Cons
  • The rulebook is described as frustrating and difficult to navigate.
  • Some mechanics, like the threat reset and campfire tales, require careful rule checking.
  • The game can be complex, with many keywords and interactions to track.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Armor Tokens — Players discuss the placement and effects of armor tokens on the Stonemason Knight, indicating their strategic importance in combat.
  • Bane tokens — Players discard Bane tokens as a consequence of combat or other game effects.
  • Campfire Tales — Players discuss the conditions for triggering campfire tales, referencing a required roll of nine or ten and a previous roll of four.
  • Clash — Players engage in a 'full clash' against the Stonemason Knight after completing a quest.
  • Combat — Players engage in a combat encounter against the Stonemason Knight, discussing mechanics like armor tokens, rubble terrain, and attacking from different sides.
  • Course Correct — Players discuss the 'Course Correct' mechanic after drawing cards from the 'Deep Fog' deck.
  • Deep Fog — Players discuss the 'Deep Fog' mechanic, including drawing cards and its connection to reaching objectives.
  • Emergence — Players discuss proceeding to 'Emergence' after successfully traversing the 'Deep Fog'.
  • exploration — Players discuss spending 'fate' to place a 'monkey' on exploration, indicating it's a key action for progressing.
  • Heat — Players manage 'heat' to activate abilities and reroll dice, indicating it's a resource that needs careful management.
  • Heroic/Peril Arc — Players gain new heroic or peril arcs that provide new abilities or modify existing ones.
  • Knockback — Players discuss the 'knockback' effect on knights, noting its impact on positioning and movement.
  • Opening and Break Tokens — Players add 'opening' and 'break' tokens to a pool, which influence combat outcomes.
  • Overcome — This is mentioned as a type of result that can occur in combat.
  • Panzer Pit — Players discuss the mechanics of 'Panzer Pit', including placing rubble tokens and the implications for path closure.
  • Passion — Players gain and spend 'passion' to influence dice rolls and activate abilities during combat.
  • Penetrate — This mechanic is mentioned as bypassing armor during combat.
  • quests — Players are progressing through quests, with the current quest for Sir Saunch being completed.
  • Rapport — Players gain rapport with knights, which provides boons or buffs.
  • Rubble Terrain — Players discuss how rubble terrain tiles are placed and how they affect movement and combat.
  • Ruin — The Stonemason Knight places rubble terrain tiles as part of his 'ruin' ability, impacting the board state.
  • Scavenge — Players perform 'scavenge' actions after winning a clash, gaining loot and potentially upgrading gear.
  • Stone Wish Shrine — Players discuss using the 'Stone Wish Shrine' by spending heat to roll dice for various effects, highlighting gaining passion and clues.
  • Threat reset — Players discuss whether threat resets during a rest phase, referencing specific page numbers in the rulebook and indicating frustration with the rulebook's clarity.
  • Vigor — Vigor is a health or stamina resource that players lose during combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't know this rule book is somehow just incredibly frustrating just to figure out where where anything is.
  • This is a eight, baby. I may gain one passion.
  • Damn, we are just smacking his booty cheeks.
  • You're too eager.
  • Holy [censored] That's dude. That's Rob. That's just That's That's straight up dookie.
References (from this video)
No references stored for this video.
Video 7hyYByInhVk Board Games UnLocked Review at 0:16 sentiment: mixed
video_pk 112613 · mention_pk 324563
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Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Combat is fun and streamlined.
  • Writing and lore are praised.
  • Modularity is an interesting concept.
  • Combat system is a strong point.
  • Player strategies are still great.
  • The night pool and card system are good additions.
  • Improvements in combat, like heat aspect.
  • Players feel tankier and more powerful.
  • Choices made in the story can impact future gameplay.
  • Squires are streamlined and easy to manage.
Cons
  • Game feels padded and progression is slow.
  • Delve system is repetitive and tedious.
  • Rewards feel disappointing.
  • Narrative feels disjointed.
  • Rulebook is ambiguous and confusing.
  • Campaign progression can halt, leading to 'now what?' moments.
  • Loot system lacks sufficient options and exciting rewards.
  • Time investment is very high for perceived progress.
  • The delve phase is too long and involved.
  • Too much RNG in the delve phase.
  • Cards can feel useless or underutilized.
  • Lack of interconnectedness between player stories.
  • High cost for current content.
  • Ambiguous rules and keywords like 'overcome' and 'overpower'.
Thematic elements
  • Dragons, Devils, and Kings
Comparison games
  • A:TO
  • Madara
  • Kingdom Death Monster
  • Gloom Haven
  • Aon's Trespass Odyssey
Mechanics (from transcript analysis)
  • Campaign — The game features a campaign structure with tiers (mob, vassal, dragon) and chapters, requiring progression through quests and investigations.
  • clue gathering — A mechanic within the delve phase where players collect clue tokens to progress investigations, criticized for being tedious.
  • Combat — A key mechanic described as fun and streamlined, featuring elements like threat, dice mitigation, and card-based abilities.
  • crafting — Players can craft gear using resources, but the system is noted as being simplified and potentially lacking sufficient loot.
  • Delve system — A core mechanic involving moving through locations, gaining clues, and progressing the story, which is criticized for being repetitive and slow.
  • Dice mitigation — Players have ways to influence dice rolls through abilities and card plays, including rerolls and cooldowns for mitigation.
  • Investigation — A sub-phase within the delve system that players must complete to progress their personal story quests, sometimes involving clue gathering.
  • Loot System — Loot is tied to enemies and investigations, with reviewers finding the amount and quality of loot disappointing in the early stages.
  • modularity — The game is designed with modularity in mind, with different kingdoms and encounters, but the current implementation is criticized for lack of interconnectedness.
  • Resource Management — Players manage resources, such as 'flesh' and 'threat', which are used for abilities and to influence game mechanics.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It does feel like we've just started getting going on this game.
  • I don't enjoy the delve system because I find it to be repetitive
  • I mean, it's the best part of the game.
  • I hate the clue system. I think that is the most fiddly handwave inclusion of a mechanism.
  • This is not atto.
  • But like overall maybe a five.
  • The delve is definitely the worst part of this game.
  • The rulebook... the fact that it's 30 pages bigger and yet explains even less.
References (from this video)
No references stored for this video.
Video BHProKdZ9ZU Board Games UnLocked Top List at 8:20 sentiment: mixed
video_pk 83776 · mention_pk 211755
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Overall sentiment (raw)
mixed
Pros
  • Easier to jump into and take a break from.
  • Great exploration.
  • Really good character narratives.
  • Fun leveling up.
  • More forgiving death mechanic compared to KDM and ATO.
Cons
  • Repetitive kingdoms with only two out.
  • Loot system is horrible.
  • Needs expansions to come to life.
  • Can grind on you.
  • Feels like it's in early access.
Thematic elements
  • Upgrade over Aon Trespass Odyssey
  • Dark fantasy
Comparison games
  • Aon Trespass Odyssey
  • Kingdom Death Monster
Mechanics (from transcript analysis)
  • Deck Building
  • Modular Board — This game is designed to be modular.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is what Seventh Continent wanted to be.
  • Distant Skies is a cleaner, more streamlined system.
  • Primeial Apparel is like the the, you know, a third as long, like little it it it's done before it can get broken version.
  • The game kicks me in the nard sometimes.
  • Aon Trespass Odyssey to me does everything better.
  • So damn cool.
  • The rule book is awful.
References (from this video)
No references stored for this video.
Video GgsJkC22u-U Analysis at 0:16 sentiment: positive
video_pk 67112 · mention_pk 163090
Kingdoms Forlorn: Dragons, Devils and Kings video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Combat and writing are 10/10.
  • Updates seem very promising.
  • The game has a lot of potential to be very good with continued support.
  • New kingdoms in wave 2 are exciting.
  • The 'Forlorn System' adds much-needed tension and decision-making.
  • Improved outposts provide a civilization building feel and more places to spend resources.
  • Expanded contracts, including advanced 'mini-quest' contracts, add depth.
  • Story chains offer deeper narratives and rewarding exploration.
  • The new gear and loot system makes combat and exploration more exciting and meaningful.
  • All changes seem interconnected and designed to improve the core experience.
  • The updates have the potential to significantly improve the game's ranking.
  • The writing is exquisite.
Cons
  • Wave 1 of the game had a major flop in almost everything except combat and writing.
  • The initial version of outposts lacked a real civilization building feel.
  • Previous contracts were described as 'insanely lame'.
  • Loot system was 'atrocious' and 'shallow', making combat feel unimportant.
  • There was a lack of meaningful choices in the delve phase.
  • Critical hits in the game were described as boring with lackluster rewards.
  • The scavenge system was 'terrible'.
  • Concerns that wave 1 content might not be updated to include the new mechanics.
  • Wave two is likely not coming out in 2026.
Thematic elements
  • Exploring a perilous world and building a legacy.
  • A badly damaged world, filled with fog, curses, and monsters.
  • Stories are woven into kingdoms, with some content self-contained and other content forming deeper, multi-expedition storylines.
Comparison games
  • Isoparian Guard
  • Frost Haven
  • Aridia
  • Aon Trespass
  • Sleeping Gods
Mechanics (from transcript analysis)
  • Civilization Building (Outposts) — Outposts are being improved to feel more like a civilization building element, allowing players to expand them, recruit characters, and build facilities that expand options and unlock story content.
  • Contracts — The contract system is expanded with more contracts, including 'simple' and 'advanced' types. Advanced contracts act as mini-quests and can be focused on by the party leader.
  • Forlorn System — Kingdom sheets are double-sided with a 'grand' and 'forlorn' side. The curse level rises during expeditions, flipping the sheet to the more dangerous forlorn side with worse events and monsters.
  • Gear and Loot System — Introducing more legendary and rare gear cards, and an in-game resource ('cursed essences') to create or enhance gear. Loot will be more dynamic, yielded during expeditions.
  • Kingdom Chronicles — A sheet to track changes made to a kingdom, including unlocked NPCs, contracts, facilities, and notes about story chains.
  • Story Chains — Numerous story chains can crop up in kingdoms, requiring effort to find their breadcrumbs through exploration and leading to deeper narratives and potential rewards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The problem that we currently have with wave 1 is there are two kingdoms. There are quite a bit of enemies, but there's no loot to actually be excited about.
  • Our goal is to bring more attention to the expedition with a situation that's rapidly spiraling out of control the longer you remain in the kingdom.
  • This is such a exciting concept um because it gives the players explorative freedom.
  • The loot system was so incredibly disappointing.
  • This alone, this and the story change just has me so excited.
  • All of these updates, if they if they actually pan out, could make Kingdoms 4 lore and have it as six right now, it could really jump up a lot.
References (from this video)
No references stored for this video.
Video p_H7I2DEkEk Meet Me at the Table Playthrough at 0:00 sentiment: positive
video_pk 12331 · mention_pk 122281
Meet Me at the Table - Kingdoms Forlorn: Dragons, Devils and Kings video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging map-building and exploration phase through evolving exploration cards
  • Clear separation of delve and clash phases with meaningful interdependence
  • Inverted combat paradigm provides a fresh tension and momentum in battles
  • Two-knight, two-squire setup adds variety and strategic layering
  • Rich narrative setup with prologues, quests, and investigations that drive replayability
  • Dynamic event resolution and loot/gear progression via merchant, scavenge, and relics
Cons
  • Rule complexity can be intimidating for new players, especially with multiple decks and tokens
  • Ambiguities around ordering of threat/hear/curse interactions during some encounters (as noted by the speaker) could cause confusion
  • Some components (like certain mercenaries or district effects) require reference to the delve book, which may slow setup
Thematic elements
  • Quest-driven, coalition-building, exploration with a focus on story and character arcs.
  • A fog-bound, perilous fantasy principality where knights escort refugees and explore a developing map.
  • Prologue-driven, chaptered, scene-based storytelling with in-book lore and quests.
Comparison games
none
Mechanics (from transcript analysis)
  • Combat: Damage Based — As you fight, your vigor and capabilities increase rather than decline; more combat dice and tokens accumulate as encounters progress.
  • Decks and tokens management — Starting hands, merchant decks, loot cards, mortise/minor mortise, and various tokens (opening, break, scavenge, etc.) drive actions in delve and clash, with cards moving between hand, delay, discard, and cooldown zones.
  • Dual-phase structure (delve phase vs clash phase) — The delve phase handles exploration, quests, investigations, and deck management; the clash phase handles direct combat between knights and monsters, with card cycling, token placement, and variable bonuses.
  • Exploration cards and map-building — Exploration cards drive movement through districts, clue collection, and event resolution; cards phase in and rotate to shape the map as you progress.
  • Heat and vigor tracks — Tracks for heat (risk/re-roll) and vigor (starting value and growth) are central to dice outcomes and combat vitality, capped at defined maximums.
  • Inverted combat paradigm — As you fight, your vigor and capabilities increase rather than decline; more combat dice and tokens accumulate as encounters progress.
  • Two-knight, two-squire party structure — Players control multiple personal figures (knights and squires) with unique equipment, boons, and abilities, sharing the risk/reward of encounters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love having two different choices to use these cards and be able to use them in multiple instances.
  • This system is called the inverted combat paradigm. Basically meaning that as you fight and the monsters fight, you're going to increase in strength instead of decreasing in strength, which is really cool.
  • I am super pumped for this game.
  • Full disclosure, this copy of Kingdoms: For Lauren, Dragons, Devils, and Kings was provided by Into the Unknown Studios.
References (from this video)
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Video btZncfi13OM BoardGameGeek Top List at 5:50 sentiment: positive
video_pk 10624 · mention_pk 115952
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Overall sentiment (raw)
positive
Pros
  • flexible play modes
  • high replay potential
Cons
  • complex narrative tracking
Thematic elements
  • cooperative/soloable campaign with branching stories
  • fantasy kingdom-building and knightly campaigns
  • narrative-driven, modular campaign
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign progression — story-driven campaigns with branching lines
  • cooperative/solo modes — players cooperate or solo under different rulesets
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really love this idea of designer diaries.
  • There are designer diaries actually at this point pretty much constantly on board game geek.
  • There's tons and tons of reviews coming out on BG. People are asking questions.
References (from this video)
No references stored for this video.
Video g2UDvKFMsbs One Stop Co-op Shop Top List at 6:46 sentiment: positive
video_pk 10169 · mention_pk 123545
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Overall sentiment (raw)
positive
Pros
none
Cons
none
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)
  • Unstoppable is my number one of 2025.
  • Is it as good as Exceed? Heck no. But it's good enough that we'll play it sometimes.
  • The core card play is so good. The combos and cooperation are great.
  • My son and I have really enjoyed the 1v1 mode in Yomi 2.
References (from this video)
No references stored for this video.
Video g_Qv0lZrgSo One Stop Co-op Shop Review at 0:03 sentiment: positive
video_pk 1792 · mention_pk 94805
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Overall sentiment (raw)
positive
Pros
  • Compelling knight characters with meaningful leveling and distinct identities.
  • Innovative campaign structure with episodic, intersecting arcs and party interplay.
  • Smooth, integrated squire/companion system that scales and speeds play.
  • Tense, dynamic combat with escalating power and diverse enemy types.
  • Strong writing and world-building that supports branching narratives.
Cons
  • Rule complexity and keyword overload can be intimidating or confusing for new players.
  • Encounters and some rules areas can feel tacked-on or less impactful compared to core gameplay.
  • Narrative flow can feel non-linear or interrupted for players seeking a single through-line.
  • Initial onboarding for new monster types may require extra effort to grasp rules.
Thematic elements
  • Character-driven campaign storytelling with intertwined knight lineages, quests, investigations, and exploration.
  • A sprawling fantasy campaign across multiple kingdoms (Principality of Stone and Sunken Kingdom) with knightly protagonists and branching arcs.
  • episodic, modular knight-centric arcs that intersect and progress in a non-linear fashion with fail-forward outcomes.
Comparison games
  • Aon Trespass Odyssey
  • Harakiri
  • Seven Citadel
  • Kingdom Death Monster
  • Osworn
Mechanics (from transcript analysis)
  • Boss Battler — Twice-per-expedition battles with a mix of monsters and mob encounters; bosses scale in power.
  • Campaign — Knights level up through quests, investigations, gear, and abilities across a multi-tier campaign.
  • Campaign progression with persistent characters — Knights level up through quests, investigations, gear, and abilities across a multi-tier campaign.
  • Clashes and boss variety — Twice-per-expedition battles with a mix of monsters and mob encounters; bosses scale in power.
  • Delve and investigation phases — Two core phases alternating on an adventure map: delve (exploration) and investigation (clue gathering).
  • Encounters (delve encounters) — One-round encounters that add texture to delve phases but can be seen as a distraction by some players.
  • Heat resource — A limited resource used to reroll dice and influence outcomes; accrues through play.
  • Knight books and arcs — Each knight has a prologue and five chapters guiding their personal story arc.
  • Rapport and campfire bonuses — Inter-knight interactions build rapport, unlocking bonuses and facilitating campfire storytelling.
  • Squires and companion system — Optional squires who level up and provide additional options, easing play with fewer players.
  • Talent and ability cards — Special cards that modify dice rolls and actions; some flip to enhanced versions for clashes.
  • Tiered progression — Five tiers unlock new gear, abilities, tokens, and leads; upgrading characters and equipment across sessions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Kingdoms for Lorn is one of those gigantic games with so much going on
  • This is now one of my favorite games of the year easily.
  • The game is fail forward. Even if you fail a quest, you're still going to level up.
  • I've never seen one like this and I think it's doing awesome stuff.
  • Rapport events with other knights... unlock cool bonuses
  • Encounters don't work that well for me
References (from this video)
No references stored for this video.
Video 1xakMK25RK8 Meet Me at the Table Playthrough at 0:04 sentiment: positive
video_pk 945 · mention_pk 80807
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Overall sentiment (raw)
positive
Pros
  • Rich, tactile combat with thematic enemy design and dynamic terrain integration.
  • Deep token economy and wound/loot progression add strategic layers.
  • Solid support for solo play with well-organized board and deck layouts.
Cons
  • Rule complexity is high and prone to misinterpretation without reference to rules or community clarifications.
  • Some interactions (parasite, swarm, and escalation) demand careful tracking and can be overwhelming.
  • Initial setup and ongoing upkeep can be lengthy, especially for a single player.
Thematic elements
  • Heroic adventuring, perilous clashes, and narrative-driven progression with evolving enemies
  • Fantasy medieval realm with knights questing, exploring ruins, and contending with monstrous adversaries (rat wolves) in a principality setting
  • Narrative-driven clashes featuring body-part cards, traits, parasite effects, and loot progression within a solo/duo playthrough
Comparison games
  • Kingdoms for Lauren: Dragons, Devils, and Kings (same title as discussed; occasional reference to kingdom-scale upgrades and quest progression)
Mechanics (from transcript analysis)
  • AI deck / monster turns — Monsters activate via an AI deck with tokens that advance and escalate, driving enemy behavior and difficulty.
  • Body-part / wound escalation — Wounding a body part reveals new card effects and escalates the AI deck, potentially increasing encounter difficulty.
  • Break tokens — Tokens added to pools to break armor thresholds and enable more powerful attacks; linked to weapon traits and hero actions.
  • Clash phase combat — A structured head-to-head encounter phase where knights face off against a grouped enemy with AI-driven actions and wound tracks.
  • Combat: Deck/Hand — Monsters activate via an AI deck with tokens that advance and escalate, driving enemy behavior and difficulty.
  • Dice Rolling — Heat tokens influence rerolls and dice pools; managing heat is crucial to achieving successful hits and abilities.
  • Drag / swarm — Monsters drag knights and coordinate swarms; movement and targeting follow line-of-sight and specific AI rules.
  • Heat / dice re-roll system — Heat tokens influence rerolls and dice pools; managing heat is crucial to achieving successful hits and abilities.
  • Opening tokens — Tokens that open or enable new attack options within ability windows; often gained via rush/move interactions.
  • Parasite / afflict — Status effects that afflict knights, adding penalties and potentially triggering parasite-driven consequences.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am having an absolute blast playing this game.
  • There's so many awesome things going on.
  • I love the fact this enemy just drags people around and tries to eat them.
  • Into the Unknown Studios for providing a review copy for this game.
  • I would like to thank Derry Kari for at least helping us out with a few of those errors.
References (from this video)
No references stored for this video.
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