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Liberation box art

Liberation

Game ID: GID0191176
Collection Status
Description

For hundreds of generations, the tyrannical Intercosmic Dynasty has ruled the galaxy with a titanium fist. Their power and reach is spreading, but so is word of their misdeeds. A band of resistance fighters known as the Liberation has begun striking at the Dynasty from a hidden base. Will you help the Liberation gain enough support before their secret base is discovered, or will the you wield the awesome power of the Dynasty to hunt down these traitors and bring them to heel?

Using a tiny deck of only 18 cards, Liberation plays out a miniature rebellion of galactic scale on your tabletop. An asymmetrical game of cat and mouse, the Dynasty player expands their web of power, occupying and exploiting planet cards, while the Liberation player strikes from the shadows, sabotaging the Dynasty’s hand and performing daring missions. The odds are long and the stakes are high. Can you stall long enough to cycle through the deck 3 times, earning enough support to topple the Dynasty, or will you scour the galactic map, tightening the noose around the secret base of the Liberation to attack and destroy them? The future of the galaxy is at stake!

Year Published
2019
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 1 · mix 3 · neu 0 · neg 0
Mentions per page
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Showing 1–4 of 4
Video Pca0-ka490o Dice Tower game_review at 0:13 sentiment: mixed
video_pk 37156 · mention_pk 150446
Dice Tower - Liberation video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • tight bag-building and action selection
  • thematic mutations that are both flavorful and humorous
  • cooperative play with clear player roles
  • streamlined for accessible play while preserving depth
  • strong component aesthetics and monster design
Cons
  • potential repetitiveness within a session
  • ends a bit anticlimactically for some groups
  • limited in-round evolution between rounds
  • scenarios may not feel very distinct from one another
  • game can be too easy if not increased in difficulty
Thematic elements
  • cooperative survival against mutated aberrations with mutational evolution
  • Village center under siege in a fantasy setting inspired by a Ghostfire RPG universe
  • cooperative dungeon-crawl with evolving threats and mutating heroes
Comparison games
  • Horrified
  • Lords of Waterdeep
Mechanics (from transcript analysis)
  • bag building — Players draft action tokens into their personal bags to perform diverse actions each turn.
  • Bag-building / action token selection — Players draft action tokens into their personal bags to perform diverse actions each turn.
  • Enemy waves and level-up system — Hordes and monstrosities spawn and scale through levels via great beast cards.
  • Objective deck and card discard / refocus — Players manage objectives, may discard to draw new ones and gain rewards.
  • Shadow tokens and unknowns — Shadows advance and reveal new monsters when flames are triggered, adding uncertainty.
  • Survival track / victory condition — Players accumulate survival points by completing objectives and defending the village against hordes.
  • Transformation mutation deck — Arriving at red locations triggers mutations that alter abilities and gain fear as a drawback.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The very first thing I do is going to take one of these tokens and put it in my bag.
  • The mutations are thematic and flavorful.
  • Bag-building and action selection is so much fun.
  • There is a lot of little things that add up to interesting choices both thematically and mechanically.
  • I love mutating as you take hits.
References (from this video)
No references stored for this video.
Video vPTRYXkFa_A Onetop Co-op Shop game_review at 0:00 sentiment: mixed
video_pk 30847 · mention_pk 90925
Onetop Co-op Shop - Liberation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • exceptional replayability due to diverse scenarios, board configurations, and enemy rosters that feel distinct each game
  • strong class/character system that unlocks a wide variety of synergistic builds and playstyles
  • dense tactical decision-making powered by a dynamic bag-building mechanic that rewards planning and adaptation
  • tense, cooperative experience where both defense and objective completion matter, not just killing monsters
  • town-location activations and support options deepen strategy and encourage teamwork
  • scaling and variability keep long campaigns interesting, with different lengths and goals changing the pacing
Cons
  • high randomness and swinginess can flip outcomes abruptly, particularly on shorter scenarios
  • not all class combinations feel equally strong or natural, which can skew early-game balance
  • some players may find the frequency of luck-based turns frustrating, especially in the early turns when setup matters
  • scenario variety can be great, but some sessions may still feel similar in core feel across different setups
  • the complexity and depth can be a barrier for new players seeking lighter, casual experiences
Thematic elements
  • cooperative siege-defense with horror/fantasy elements, blending survival tension with tactical combat
  • A besieged town defended by up to four heroes across multiple scenarios with shadows threatening from four directions.
  • scenario-driven, evolving threats, with a light narrative frame provided by town objectives and monster appearances
Comparison games
  • Castle Panic
Mechanics (from transcript analysis)
  • bag building — Players draw and manage tokens pulled from their personal bags to resolve actions, combat, and movement. As they level up by removing tokens, their bags become more capable, enabling stronger or more varied actions.
  • bag-building — Players draw and manage tokens pulled from their personal bags to resolve actions, combat, and movement. As they level up by removing tokens, their bags become more capable, enabling stronger or more varied actions.
  • Cooperative Game — Players must defend the town center while advancing objectives and activating town locations, balancing defense with goal-oriented progress.
  • cooperative play with town management — Players must defend the town center while advancing objectives and activating town locations, balancing defense with goal-oriented progress.
  • dice-based and non-dice combat — Combat involves dice in some attacks and is deterministic in others. The dice system adds variability but is not the sole determinant of outcomes, preserving strategic play even when luck is unfavorable.
  • fear and survival tracks — Two interlocking victory/defeat tracks exist: fear can push players toward defeat if it spikes too high, while survival progresses through completed objectives and active town supports.
  • scenarios with variable boards and minions — Each scenario can feature different board layouts, town-side configurations, minions, bosses, and special rules, creating a broad sandbox of play experiences within the same overarching game loop.
  • token-based action economy — Actions are resolved through tokens drawn from bags, with the color and type of token tied to class abilities, town actions, and combat options. Players can defer or bank tokens for future turns to optimize sequencing.
  • transformation and ongoing bonuses — Transformation cards can alter the course of play, granting powers and potentially advancing fear, while also providing ongoing benefits that influence long-term strategy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the core action system and the bag pulling in the game
  • this is a mix for my taste because the feel of the scenarios and core gameplay you're going through is still pretty much the same
  • the fear and survival tracks... you'll build up survival to eventually win
  • you might want to avoid this one if you don't like challenging games
  • replayability comes from the varied scenarios and boards
  • the scenarios change up the minions and mini-bosses you'll be fighting, which can have different powers and stats
  • you can hold a token for the next turn, which might allow you to activate a location that's going to help you win
  • the tactical options are increased because you can hold a token and then use it to activate locations or move teammates
References (from this video)
No references stored for this video.
Video zzjZZ41pL-Y Getting Games rules teach at 0:00 sentiment: mixed
video_pk 11934 · mention_pk 35025
Getting Games - Liberation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Strong asymmetric design creates varied strategic pathways for each side.
  • Tension between deck-building, map control, and mission fulfillment adds thematic depth.
  • Campaign mode adds persistence and long-term planning across scenarios.
  • Prison, diversion, and purification mechanics offer meaningful counterplay and tactical reversals.
Cons
  • High complexity may be daunting for newcomers and can slow onboarding.
  • Heavy emphasis on deck construction can skew early pacing toward setup rather than action.
  • Prototype components and art may not fully reflect the final product, potentially obscuring balance.
Thematic elements
  • Resistance operations, covert warfare, and occupation dynamics
  • Paris, 1940-1944 during World War II, French resistance vs Nazi occupants
  • Scenario-based with a campaign mode where outcomes persist across scenarios
Comparison games
none
Mechanics (from transcript analysis)
  • arrest_and_prison_mechanic — Occupant actions can arrest resistance cards and place them in prison, altering deck composition and future draws.
  • asymmetric_roles — The occupant and resistance factions have different decks, goals, and token interactions, producing divergent strategies.
  • Deck building — Each side uses a distinct card deck to perform actions; cards are recruited, discarded, and drawn, shaping future options.
  • deck_building — Each side uses a distinct card deck to perform actions; cards are recruited, discarded, and drawn, shaping future options.
  • dice_and_risk_management — Fman tokens enable dice-based outcomes on recruitment and arrest, injecting probabilistic risk into card interactions.
  • diversions_and_card_recovery — Resistance diversions remove tokens or retrieve imprisoned cards, creating dynamic shifts in capabilities and incentives.
  • map_movement_and_location_control — Players move along a map of Paris locations, placing and removing tokens to influence control and access to actions.
  • mission_and_token_mechanics — Missions require Vermach and Fman tokens and skill icons; completing missions advances victory and can end the game when goals are met.
  • raid_purge_and_purification — Raid actions target resistance cards; purification actions remove cards from the game, thinning decks and shaping recovery.
  • risk management — Fman tokens enable dice-based outcomes on recruitment and arrest, injecting probabilistic risk into card interactions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Now, this game is all about the French resistance fighters going against the Nazi occupants in World War II.
  • This is a deck building game that is asymmetric between the teams.
  • The resistance fighters are on the same team, so they win or lose together.
  • There are numerous other components currently in the box that are not used in this scenario, but that are used in future scenarios.
  • As you play different scenarios, there will be different cards that can be recruited, a different map that we will play on.
References (from this video)
No references stored for this video.
Video yUDj8cEGIEs Unknown Channel playthrough at 0:00 sentiment: positive
video_pk 11475 · mention_pk 33776
Unknown Channel - Liberation video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
none
Comparison games
  • Star Wars Rebellion
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's like pretty cool in that box here
  • I haven't played button shy games in quite a while or most of them at least just because life has been busy
  • I do have my nine to five day job right and then also I've been doing a lot of reviews and other things for the channel
  • Welcome to today's live stream this is and I hope as usual that my audio and video is working
  • I think spaceship might actually be one of the games you could be looking at today
  • I haven't played it in a little while so um we get all the rules together
  • I'm too stupid to ah there we go
  • That's already it that's how you play fishing lessons
  • I like this one a lot more than like made in the forest and unsurmountable and things like that this is a pretty good game actually
  • Well done it's a win for fishing lessons definitely is yeah it's a pretty cool game actually
References (from this video)
No references stored for this video.
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