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Description
Mini Rogue is a minimalist dungeon crawler board game in which one or two players delve into a deep dungeon in order to get a mysterious ruby called the Og's Blood.
The players must choose how to spend their resources to be powerful enough to confront ever more difficult monsters and hazards. Randomly generated levels and encounters make every playthrough a unique experience!
—description from the publisher
Year Published
2020
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 4 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video WZzWaTscHwU
Robert's Solo Board Games top_200_list at 5:04 sentiment: positive
video_pk 10956 · mention_pk 32253
Overall sentiment (raw)
positive
Pros
- loved by the community
- roguelike dungeon crawl appeal
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)
- totally deserves to have some spotlight here.
- it's out of print, it's not even funny.
- the newest edition which includes the solo mode in the box, which is the one that I got.
- I love Shadows of Brimstone so much. It's such an awesome dungeon crawler, my favorite by far.
- I can't believe I haven't played it.
- Shadow Run Crossfire. Amazing deck builder.
- One of the best experiences I've had in board gaming
- this is what started the hobby for me.
References (from this video)
No references stored for this video.
Video SDF95-IyNkI
Rolling Dice and Taking Names general_discussion at 1:04:28 sentiment: positive
video_pk 10911 · mention_pk 32141
Overall sentiment (raw)
positive
Pros
- Compact, quick setup (30-45 minutes)
- Solid dungeon crawl feel in a small footprint
- High replayability with card-driven layouts
- Good for solo play and quick sessions
Cons
- Depth may be lighter for some players
- Box content could feel minimal for heavy gamers
Thematic elements
- Fantasy dungeon exploration with roguelike elements
- Dungeon crawling in a compact, card-driven format
- procedurally generated dungeon levels via cards
Comparison games
none
Mechanics (from transcript analysis)
- deck_building — Players use a deck of cards representing characters and abilities; energy/resources are spent to take actions.
- dice_resolution — Dungeon dice and hero dice determine skill checks and combat outcomes.
- dungeon_delving — Three-by-three grid of rooms per level; explore by revealing adjacent cards.
- skill_check_and_loot — Traps, monsters, merchants provide rewards; experience leads to character progression.
- standalone_or_coop — Supports solo or cooperative play; portability in a small box.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's not a rondelle it's a spinny thing
- formatting is key
- corrosion for me it's a thinking game
- it's stupid fun
- short y'all it only plays in like 30 to 45 minutes
References (from this video)
No references stored for this video.
Video 5RAf5iWPLXA
unknown playthrough at 0:00 sentiment: positive
video_pk 7372 · mention_pk 21820
Overall sentiment (raw)
positive
Pros
- Extremely compact footprint: nine cards, four dice, eight tokens, highly portable.
- Challenging but balanced by meaningful decisions (armor, HP, XP, items).
- Clear progression: XP unlocks more dice and increases efficiency against bosses.
- Accessible and potentially free download, easy to teach and play.
- Fast setup and intuitive flow with branching choices.
Cons
- Significant reliance on dice luck and random events; can feel unfair at times.
- Early progression can be slow; requires investment before meaningful upgrades.
- The tiny components may be fragile with heavy play.
Thematic elements
- Resource management, tactical combat, risk vs reward in a compact roguelike.
- A dungeon crawl across multiple levels (area 1 to 14 per level, with a final boss). The player explores rooms, fights monsters, and seeks Oak's Blood.
- Procedural dungeon exploration driven by dice, encounters, and item progression.
Comparison games
none
Mechanics (from transcript analysis)
- Armor as damage mitigation — Each armor piece reduces incoming damage per attack; affects HP loss.
- boss encounters — Each level ends with a boss; defeating bosses provides rewards and unlocks progression.
- Dice-based combat — Attacking uses dice; outcomes determine damage; crits and misses affect dice pool.
- HP and food economy — HP must not drop to zero; food is consumed per area to sustain progress; food can be bought or found.
- Merchant and treasure cards — Merchants offer items/HP/food; treasure can grant items or gold.
- Spells and special cards — Spells like Ice slows, Freeze, Poison damage over turns, Healing, Fireball etc.
- Trap and skill checks — Traps require checks or cause HP/food loss; risk/reward choices affect outcomes.
- Treasure cart and loot — Treasure rolls can grant items or gold to enhance capabilities.
- XP and dice upgrades — Earning XP allows unlocking new dice; rank up increases capabilities over time.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- small footprint and you can play it pretty much anywhere
- it's a roguelike micro game
- you really do get stronger
- the progression here you really do get stronger right
- it's free to download
References (from this video)
No references stored for this video.
Video BLHy9C4c_X4
Mini Rogue game_review at 0:06 sentiment: positive
video_pk 6496 · mention_pk 19240
Overall sentiment (raw)
positive
Pros
- Accessible entry into dungeon crawling with dice-based combat
- Supports both solo and co-op play smoothly
- Rich dungeon ecosystem: merchants, bonfires, familiars, chests, shrines and more
- Versatile dice mitigation (XP/HP rerolls) and feats
- Clear progression path toward a legendary status and boss encounters
Cons
- Dice-heavy mechanics may feel RNG-dependent for some players
- Rule density around status effects and room interactions could slow newcomers
- Some component specifics (publisher/designer details) are not disclosed in the materials reviewed
Thematic elements
- Loot, exploration, hero progression, roguelike dungeon crawling
- Fantasy dungeon crawl with a grid-based dungeon and boss encounters
- Procedural dungeon exploration leading to a legendary status
Comparison games
none
Mechanics (from transcript analysis)
- Boss scaling and progression — HP and difficulty scale with dungeon depth; ultimate challenge culminates with a boss like Arg
- Dice rolling combat — Resolve attacks by rolling character and dungeon dice; armor mitigates damage and stats influence outcomes
- Die mitigation and feats — Spend XP or health to reroll dice; some rooms grant free feet/benefits
- Loot and gear economy — Merchants, chests, shrines, tombs and armory provide equipment and items for progression
- Modular dungeon exploration — Eight room cards laid on a grid; reveal adjacent rooms and move between them
- Resource management — Manage health, gold, potions, and food; spend XP to reroll dice and access feats
- Solo and cooperative play — Designed to be playable solo or with a friend; gameplay adapts to both modes
- Status effects and curses — Monsters can inflict effects like poison, curse, blindness, weakening; these modify dice and outcomes
- Turn structure and exploration flow — Resolve current room, reveal adjacent rooms, then move and resolve in the next phase
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- maybe if you reach Arg and defeat him you become the legendary rogue
- bard songs forever will you be able to brave the dungeon and get your hands on ox blood
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4