A handful of heroes have just stolen the powerful relics of the Baleful Queen. Without them, the immortal sovereign is weakened; recovering them is now her sole purpose.
With the High Mages attempting to destroy them, the heroes have fallen back into the Bastion of the Ancient Kings, where they must defend the fort to the peril their lives.
Unceasingly, the hordes led by the Warlords besiege the ramparts. If this citadel falls, an entire civilization will be swept away, and an entire world will fall into chaos...
Last Bastion is a cooperative game in which the players take on the roles of heroes defending an ancestral Bastion against the monstrous hordes of the Baleful Queen. The players struggle together against the game, either they all win victory, or else they all suffer defeat.
- Vibrant production quality on the table
- Diagonal movement adds strategic versatility
- Tense, cooperative puzzle that fits end-of-session play
- Balancing considerations and how corruption mechanics interplay with hunters are touched on but not deeply criticized in the discussion
- Survival against corrupting forces with dice-driven challenges
- Fantasy-cooperative dungeon/adventure setting influenced by Ghost Stories
- Cooperative puzzle-like experience with tense endgames
- Ghost Stories
Mechanics (from transcript analysis)
- Cooperative dice-chucking — Players roll dice to resolve threats and advance toward a final confrontation.
- Diagonal movement — Allows more flexible positioning and shifting responsibilities on the board.
Video topics + discussion points
Quotes (from this video)
- the changes are so good and the game just feels like this is the switch I really love
- there's nothing like this game
- The thematic experience it's able to deliver
- This is such a game that depends on going into it with the right expectations
References (from this video)
- Strong thematic moments and group excitement
- Improvements over the Ghost Stories system
- Balanced, flexible design that scales with players
- Dependent on group cohesion; could be less enjoyable with weaker coordination
- cooperative, dice-driven dungeon/city defense
- City defense against outside threats
- story-driven cooperative epic
- Ghost Stories
Mechanics (from transcript analysis)
- cooperative play — Players work together to stave off threats and progress the narrative arc.
- Dice-driven combat — Combat resolution relies on dice outcomes with strategic choices.
Video topics + discussion points
Quotes (from this video)
- There's no turning back.
- Race for the Galaxy is a contender for the best.
- The dopamine rush of every chip you draw from that bag.
- Quacks of Quedlinburg is such a pure fun game.
- Feast for Odin is a big sandbox design.
- Teach You is by far my favorite card game in terms of teaching and playing with new people.
References (from this video)
- Refined feel and improved components
- Engaging co-op with varied locations
- Requires group commitment for campaigns
- Not always easy to find players for long sessions
- team-based strategy with modular scenarios
- Cooperative eldritch/D&D-inspired dungeon save
- fantastical/co-op adventure
- Zombie Kidz
- Gloomhaven (lighter coop variants)
Mechanics (from transcript analysis)
- Cooperative Drafting — players draft actions and plans to progress through scenarios
- Dice-driven combat — dice resolution drives encounters and outcomes
Video topics + discussion points
Quotes (from this video)
- for the fans so yeah drop brain down below
- these links do help support the channel and we appreciate that
- it's a big epic experience and there's no other game you can schedule a day with six people to have this shared epic moment
References (from this video)
- refined sequel improvements
- strong theme
- similar to Ghost Stories for some
- still a heavy commitment
- apocalyptic hopeful defense
- cooperative improvement of a base against threats
- elevated sequel feel
- Ghost Stories
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- cooperative legacy-style progression — improvement and evolution of the base and heroes over time
Video topics + discussion points
Quotes (from this video)
- the bigger the collection gets the harder it is for new games to find your place
- nostalgia can get you
- we love hard cooperative games
- there's always the thing of like how many times do I try a game
- it's not always about the ending, I'm there for the journey
References (from this video)
- epic moments and tense decisions
- replayability with different monsters and setups
Mechanics (from transcript analysis)
- cooperative exploration — team defends a city against monsters with strategic planning
- modular boss encounters — randomized boss fights across scenarios
Video topics + discussion points
Quotes (from this video)
- Our goal is to bankrupt you.
- Swamp. Swamp. That's what it was.
- the cards are just beautiful with each individual bird
- pure fun and a unique vibe
- epic in scope
References (from this video)
- epic moments
- replayability via varied monsters
Mechanics (from transcript analysis)
- Cooperative boss battles — teams fight waves of monsters with special actions
Video topics + discussion points
Quotes (from this video)
- Our goal is to bankrupt you.
- Swamp. Swamp. That's what it was.
- the cards are just beautiful with each individual bird
- pure fun and a unique vibe
- epic in scope
References (from this video)
- tight, accessible co-op with strong pacing
- fun, cinematic moments
- not as replayable as larger epics
- can feel repetitive at higher play counts
- cooperative, streamlined dungeon defense
- fantasy fortress defense against invading forces
- short, tight campaigns with meaningful decisions
- Ghost Stories
Mechanics (from transcript analysis)
- Cooperative action economy — team-based planning where actions and powers interact for synergy
- variable abilities on grid-based progression — players explore a 3x3 grid, each character with unique powers advancing the defense
Video topics + discussion points
Quotes (from this video)
- it's the quickest cooperative game on my list
- bang for your buck in 10 minutes is unmatched
- the energy around the table is fantastic
- the deck-building and progression in Mage Knight is like nothing else
References (from this video)
- Strong update with broader variability
- Solid production and design adjustments
- Some players may feel expansion content is optional
- ghosts, darkness, expanded powers
- Upgrade/continuation of Ghost Stories experience
- cooperative horror, refined edition
- Ghost Stories
Mechanics (from transcript analysis)
- cooperative play — Build on Ghost Stories foundation with improved powers
Video topics + discussion points
Quotes (from this video)
- rules to the game are very simple
- the deck is eight cards
- what you get is what you play
- definitively better for me
- this is the definitive version
- Last Bastion was the game to continue on in my collection
- this is a fascinating auction game that combines push your luck and set collection
References (from this video)
- production value is great
- diagonal movement and expanded abilities add depth
- expansions can add cost and complexity
- not as widely discussed as other titles
- occult defense with upgraded modular components
- cooperative dungeon-crawl with Ghost Stories lineage
- story-driven co-op against a rising threat
- Ghost Stories
Mechanics (from transcript analysis)
- cooperative combat/dungeon crawl — players work together to defend against a progressing threat
- modular tiles and dual-sided boards — expanded options and abilities with different board configurations
Video topics + discussion points
Quotes (from this video)
- the monuments are just beautiful looking
- the engine building ... pump up the points
- Welcome To The Moon adds a really interesting twist on it
- the simultaneous play which is a huge one honestly
- bag drawing from the bag push your luck
- every scenario has its own custom deck
- diagonal movement which feels like a game-changing change
- the production value I think is great