In Machina Arcana, players take on the role of explorers who are investigating an ancient subterranean complex of unknown origin. They face monsters inspired by H. P. Lovecraft's Cthulhu mythos in a steampunk setting. The adventurers collect equipment, interact and utilize their environment, fight monsters, and immerse themselves in the rich narrative elements.
The complete story is broken down into different scenarios that represent a self-contained game. All of these scenarios contain chapters, each with its own narration and specifics. The objective of the game is to progress through the tale and face the endgame at the finale of each scenario.
The main goal behind Machina Arcana is to provide players with a chilling game that can never be played the same way, mechanisms that enable varying strategies and approaches, and an extensive framework that combines everything smoothly. The game scales by default; there is no need for special conditions based on the player count. As the story progresses, so does your gear. But beware! If you are too slow, horror might very well prevail and devour you whole...
The 2nd edition has a lot of improvement to the rules; as well as a new manual, new illustrations, new graphic design, and additional content. The 3rd edition includes no rule changes aside from rewordings to make the game more easier to understand, and to help the new players with the learning curve. On the other hand, the 3rd edition is the first one to offer other languages than English: French, German, Polish, and Spanish.
For extensive list of changes check the changelog page:
http://machinaarcana.com/changelog.html
Machina Arcana Runthrough
- Amazing art and blueprint style
- Cool gear and character customization focus
- Streamlined rules
- Unique item and upgrade system
- Thematic art and lore
- Cost-effective due to standees and reusable tiles
- Repetitive gameplay and events
- Vague narrative and disconnect with tiles
- Lame and boring player turns
- Tedious late-game
- Overly long playtime
- Flat experience with no highs or lows
- Disjointed theme and mechanics
- Subpar compared to similar games
- Difficulty in accessing and equipping gear
- Situational event cards
- Player elimination can be a turn-off
- Steampunk and Cthulhu/Lovecraft
- Arkham Horror LCG
- Eldritch Horror
- Deep Madness
- Mansions of Madness
Mechanics (from transcript analysis)
- Card drawing — Players draw cards, and the effectiveness of turns is sometimes dependent on what cards are drawn, especially for items.
- Combat — Combat involves rolling dice and spending stamina to attack monsters.
- event cards — Event cards are drawn which can have immediate effects, some beneficial and some situational.
- horror cards — Horror cards are drawn which introduce challenges and monster actions, adding to the game's difficulty.
- Item/Gear System — The game features a system of collecting, upgrading, and augmenting gear, which is a central theme but can be difficult to access efficiently.
- Modular Board — The game has the skeleton of wanting to be modular, with interchangeable events and stories through decks, while other elements are interchangeable.
- Movement — Movement on the board costs stamina and can be affected by terrain and abilities. Diagonal movement is supported.
- Player Elimination — A character hitting zero health results in them being removed from the game, with other players taking over their turn.
- stamina management — Players spend stamina to perform actions, with turns often revolving around managing and spending this resource.
- tile laying — The game uses double-sided tiles for the map, which are grabbed and flipped without specific tokens for every interactable space.
Video topics + discussion points
Quotes (from this video)
- however because of how long this game is and how similar it is to other games I would much rather just play those other games
- it's like they're kind of letting your imagination do it but it's like okay that's only so much or we lifting there or they're text i mean the writing isn't bad but it's just it's it's a lot of nothing you know
- your turns are so lame
- the gear is definitely the strong like like the gear and the building your characters definitely
- this game is not bad no but it gets it it naturally gets compared to the only thing that makes this unique is its gear
- it drags it down
- if this game was two hours yeah oh man yeah i mean i'd be praising it
- it definitely felt very very very flat
- these tiles just don't help me to envision what I'm trying to see
- everything is just kind of disjointed
- your turns are so boring
- so it's like your turn to go like that and then yeah then you do all that other [__] all for the sake of making the game difficult
- this is a solid in the middle ground game
- the gameplay just doesn't do it for me which is such a shame
- towards the very end I was like let's get this over with and I don't want to feel that way
References (from this video)
- The art design, particularly for monsters, is praised as "really cool" and "badass".
- The game offers a "steampunk theme" with unique visual aesthetics.
- The character abilities and itemization offer strategic depth.
- The narrative elements and lore provide immersion.
- The mechanics like stamina and essence management create a tense gameplay experience.
- The rulebook is described as "kind of ass" and having missing information.
- The stamina system is seen as potentially cumbersome, with a preference for innate actions.
- The storage solutions for game components are considered annoying.
- Some item effects are unclear or poorly explained in the rulebook.
- Horror, exploration, confronting ancient evils and unknown forces.
- An expedition to a forlorn icy continent, exploring subterranean ruins.
- Gloomhaven
- Far Cry
Mechanics (from transcript analysis)
- chapter-based progression — The playthrough follows a scenario with multiple chapters, requiring players to complete objectives to advance.
- character abilities — Each character has unique abilities, such as Artemis's teleportation and Philip's passive weapon buff, which influence gameplay strategy.
- Combat — Players engage in combat against monsters using attacks that consume stamina and have specific ranges, with success depending on dice rolls and character stats.
- Event Spaces — Activating event spaces triggers narrative text and provides beneficial or detrimental effects, adding to the game's atmosphere and challenge.
- exploration — The game involves moving through a modular map, interacting with various spaces like chests, workbenches, and event spaces.
- Item Augmentation/Attachment — Some items can be attached to or upgrade other items, providing enhanced stats or abilities.
- Itemization — Players find and equip various items like weapons, armor, and artifacts, which enhance character stats and provide new abilities.
- Monster Spawning & Threat — Monsters spawn based on dice rolls and a threat level that increases throughout the game, adding an element of escalating danger.
- Resource Management (Essence) — Essence is a secondary resource used for special abilities, healing, or other powerful actions, requiring careful management.
- Stamina system — Actions like moving and attacking consume stamina, which is a core resource that needs to be managed for effective gameplay.
- traps — The game features hazardous elements like pit spaces and exploding barrels that can harm or kill players.
Video topics + discussion points
Quotes (from this video)
- "The house of bliss is the one house you don't [ __ ] with."
- "Pit spaces are these... so the the black spots if you ever get pushed or you willingly go in it you just die."
- "I really love the the art in this game."
- "My nightmares follow you like a shadow forever."
- "The time said six. Damn. Four hours."
References (from this video)
- Rich theme and atmosphere
- Innovative dice-driven combat
- High complexity and long playtime
- grim industrial fantasy
- Gothic steampunk fantasy with mechanized warfare
- story-driven dungeon exploration with dice combat
Mechanics (from transcript analysis)
- Dice Drafting — Actions are resolved via dice pools drafted for each turn.
- Hand Management — Players manage a hand of action dice and event options.
- Modular Board — Dungeon layouts are built from modular tiles for replayability.
Video topics + discussion points
Quotes (from this video)
- Machina Arcana is in my top ten, an absolutely fantastic board game.
- I am intimidated because all I've heard is just how hard and difficult the game is.
- DCC RPG is not a good sword and sorcery game.
- The idea of starting out weak and progressing to like god-like status in sword and sorcery fiction is the direct opposite of how many games treat progression.
References (from this video)
- The speaker sold their second edition, indicating it didn't hold their interest.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's with Charize Throne. Like there's an Old Guard 2 and everybody's like, "Oh my god, there's an Old Guard, too. How amazing."
- Charliss Therone as an immortal like a from ancient history, like ancient times. like she's been alive for thousands of years.
- She's badass.
- The whole team of immortals is badass.
- Oh, I started watching Squid Game season two because I never and I saw Squid Game season 3 is out and I'm like, guess I better watch season two.
- Do any of you guys watch Yellow Jackets?
- Watch it. Lord of the Flies and um yeah, like a Lord of the Flies kind of thing.
- Kabuki Kid says yellow jacket is good.
- I know I'll end up buying like Shackleton base, even though I don't need it and I won't play it, but I'll be like, "Oh, I should probably get this because it's supposed to be really good."
- I remember going to that movie with my buddy Scott and I remember and I was like because he said I heard somebody say it was really good and I was like well we should go check it out
- and I remember we went to it thinking you know this is before you could look [ __ ] up and like see everything and know everything, right? And so nothing about it. We went we went we went to it
- and I remember I mean we couldn't breathe. We were laughing so hard
- It's absolutely insane.
- remember the little like um like they would get done with a a scene and then they would have that like music cutaway of everybody dancing.
- The second and third one sucked.
- I mean um the first one though. I mean uh what was it was magical
- you shot me. You shot me right in the arm.
References (from this video)
- Interesting dungeons
- Spaces on the map matter
- Manipulating the map is key
- Precise rules and balanced gameplay
- The maps change how you play
- Cthulhu vibe is not for everyone
- Cthulhu
Mechanics (from transcript analysis)
- map manipulation — There are traps that you can trigger and avoid. Doors matter whether they're open or closed. And a lot of the gear and abilities you have, you're able to manipulate things on the map, pushing things, you know, pushing things into pits is a huge part of this game or pulling things into pits and avoiding things and interacting with the game map.
- Tile Placement — You have to be very careful about placement on the map, spaces away.
Video topics + discussion points
Quotes (from this video)
- It's one of those games that's greater than the sum of its parts.
- The way you explore the dungeon is so unique.
- It's focused on strong female characters, which most games aren't.
- The only huge downside right now is it's nearly impossible to get in the United States because of uh trade wars and shipping is insane...
- Make sure whatever you're doing, make sure you're having fun.
- We are so blessed with variety.
References (from this video)
- Varied map tiles with tactical considerations.
- Exciting item system with powerful combos and builds.
- Good initial monster variety with distinct behaviors.
- Interesting tactical options for dealing with enemies (dodging, blocking, environmental traps).
- Engaging campaign structure with unique thematic backdrops.
- Game can be unbalanced across player counts, particularly solo.
- Randomness in monster spawning and combat can be frustrating.
- Campaigns can become repetitive once the core mechanic is understood.
- Long playtime (2+ hours per campaign session).
- Monster variety might feel less significant by the end of a long scenario.
- Characters themselves are not very distinct.
- Lovecraftian
- steampunk
Mechanics (from transcript analysis)
- campaign structure — The game features scenarios linked together in a campaign format with unique event cards.
- Character progression — Players can enhance their characters through items, leading to powerful builds and abilities.
- dice-based combat resolution — Combat outcomes are determined by rolling dice.
- Environmental interaction — Players can use elements on the map like doors, pits, and explosive barrels to their advantage or to hinder enemies.
- Objective Fulfillment — Players must complete specific objectives to progress through the game.
- Tile-based movement — Players move around a dungeon composed of modular tiles.
Video topics + discussion points
Quotes (from this video)
- And no disclaimer for this one, a kind BG user that I was selling a game to just gave me a copy for free.
References (from this video)
- Game is hard and punishing for those who enjoy it
- Blessings and curses add replayability
- Lots of equipment introduced in tiers
- Crafting system is satisfying
- Least casual friendly board game
- Gameplay is unforgiving and hard to teach
- Difficult if expecting a Descent-style dungeon crawler
- survival against dark cyclopean shapes and old ones
- deep underground in some lost and forsaken tunnels
- played in chapters, each requiring a task to be completed to advance the story
- Descent
- Darkest Dungeon
- Kingdom Death Monster
Mechanics (from transcript analysis)
- Action Points — each player gets a number of action points equal to their stamina
- Card drawing — the workshop which allows you to draw three cards and keep one. You can also discard items to keep additional cards drawn.
- Combat — all units have armor and will scores. In combat your roll dice shown on your attack and try to beat your opponents defence score whether it is will or armor.
- cooperative play — each player is working together to overcome the evils in this underground
- crafting — cobble together different components and build yourself unique custom kit
- Dice Rolling — This game features a lot of dice rolls but the dice are designed with low variance.
- Essence collection — killing monsters and using locations gets you essence. essence can be used in the place of health or can be used to activate chapter spaces
- Location abilities — numerous different locations on each board that you can use with stamina they include: the chest, the recharge station, the event space, the workshop, the trap space, the exploding barrel.
- Monster spawning — once all players have acted you roll to spawn monsters for each player
- Movement — it costs one stamina per square moved on the board
- tile-based board — there can only ever be a 2x2 grid of tiles and play
Video topics + discussion points
Quotes (from this video)
- Can you survive this dark place long enough to create the means to defend yourself? Or will you just be food for the old ones
- the game is hard and I mean really hard
- If you like games that are utterly remorseless and punish mistakes brutally you might enjoy this
- however this might be the least casual friendly board game I have ever played
- the rules are not incredibly complex but the gameplay is so unforgiving that it's hard to teach without telling other people exactly what to do
- if you pick this game up and expect it to be another descent style dungeon crawler where you fight the baddies and win you'll find the gameplay very difficult
- as standing and fighting normally means standing and dying
References (from this video)
- great atmosphere without minis
- combination of dark couture and steampunk
- some players dislike no-miniatures approach
- graphics can be polarizing
- horror, eldritch tech, machinery
- dark steampunk-meets-tulu-inspired nightmare
- atmospheric, characterized by strategic planning
Mechanics (from transcript analysis)
- Mini-Games — the game emphasizes board visuals and cards over miniature pieces.
- no miniatures — the game emphasizes board visuals and cards over miniature pieces.
Video topics + discussion points
Quotes (from this video)
- tiny epic dungeons
- every time when i reach another envelope and i open it to see what new scenario what new adventure awaited me
- the app adds even more to the atmosphere
- the entire zombie side series for being a dungeon crawler that i can easily play even with completely casual players
- compression of the big version of gloomhaven