Collection Status
Your Rating
Description
Will the players put their cards in the discard pile or their own collection? This choice decides whether they will gain points, pressure the others into the direction you want, or impede their rival players’ strategy.
Year Published
2023
Featured Videos
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–1 of 1
Video 0Ze0ZbZ1x0I
Shelside game_review at 0:08 sentiment: positive
video_pk 60565 · mention_pk 152955
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Very, very well produced components and strong production value
- Accessible setup and learning curve
- Six distinct asymmetric characters with clear flavor
- Fan mechanic adds extra depth and decision points
- Strong counterplay and plan-ahead opportunities
- Easy to rematch; quick setup for multiple sessions
Cons
- No rulebook yet (prototype stage)
- Potential readability issues on larger tables without aids
- Arcade machine can occasionally stick and require adjustment
- Glass marbles can be heavier and slightly fiddly
- AP risk due to marble patterning and multiple interaction layers
Thematic elements
- Array
- arcade machine
- character-driven asymmetrical dueling
Comparison games
- Dice Throne
- Soccer Arms
- Guilty Gear Drive
Mechanics (from transcript analysis)
- Arcade machine central board — A central arcade-like tray dominates the middle, with 3D standees and organized components enhancing theme.
- asymmetric character abilities — Six characters provide unique components and abilities that affect marble interactions and timing.
- asymmetric player powers — Six characters provide unique components and abilities that affect marble interactions and timing.
- Button health and breaking — Each color is tied to a button with a health dial; when it hits zero the button breaks and you must pay to continue; broken colors are less usable until repaired.
- Character accessibility and visualization — Character boxes show complexity and backstory; players read their character's complexity to pick a vibe.
- end game bonuses — Win by forcing the opponent to lose all credits; damage and button loss translates to credits.
- Endgame win condition via credits — Win by forcing the opponent to lose all credits; damage and button loss translates to credits.
- Fan mechanic — Three colors of fans can attach to a side, granting bonus effects; fans move between sides via gameplay events.
- Marble take actions — On a turn, players take 1, 2, or 4 marbles of a color to perform an action; marbles are returned to the tray and new marbles drop down.
- Pattern/shape-based marble layout — Marbles form rows and shapes; there is no backtracking and diagonals are disallowed; Tetris-like constraints guide valid moves.
- Short-circuiting marbles — Clearing certain marbles enables short-circuiting of colors to bridge gaps and heal; each marble used restores HP.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Rematch is very, very well produced.
- To win the game, you must force your opponent to lose all their credits.
- Rematch is easy to rematch.
- Excellently done.
- This marble gimmick is not just a silly party trick. It actually serves the tabletop medium quite well.
- I would basically always want to play this game if given the opportunity.
- There's no rule book yet (prototype).
- The game balance feels balanced with new patch notes, but we're not sure unless we play each character 10 times.
References (from this video)
No references stored for this video.
Transcript Navigation
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