Skip to main content
Oath box art

Oath

Game ID: GID0230684
Game Info
Year
2021
Players
1-6
Age
10+
Playtime
120 min
Collection
Ratings
Creator Score
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

In Oath, one to six players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition.

If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult.

In Oath, there are no fancy production tricks, app-assisted mechanisms or production gimmicks. The game can be reset at any time and doesn't require the same play group from one game to the next. A player might use the fully-featured solo mode to play several generations during the week and then use that same copy of the game for Saturday game-night with friends. There are no scripted narratives or predetermined end points. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.

—description from the publisher

Description

In Oath, one to six players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition.

If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult.

In Oath, there are no fancy production tricks, app-assisted mechanisms or production gimmicks. The game can be reset at any time and doesn't require the same play group from one game to the next. A player might use the fully-featured solo mode to play several generations during the week and then use that same copy of the game for Saturday game-night with friends. There are no scripted narratives or predetermined end points. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.

—description from the publisher

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 127
This page: 27
Sentiment: pos 20 · mix 3 · neu 1 · neg 2
Mentions per page
Showing 101–127 of 127
Video 6Krhmau_g7Y The Board Gaming Doctor Discussion at 0:40 sentiment: positive
video_pk 29469 · mention_pk 86522
The Board Gaming Doctor - Oath video thumbnail
Click to watch at 0:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Compact, two-player strategic framework with clear goals
  • Thematic flavor of tribal warfare and exploration of power dynamics
  • Multiple pathways to victory via map control and resource scoring
Cons
  • Transcript provides limited information on exact rules or balance details
  • No publisher/designer/year data provided
Thematic elements
  • Tribal conflict, conquest, and resource-driven expansion.
  • Rival tribes clash across a 5x5 grid map in a structured, turn-based contest.
  • Battle-focused, with a clear obstructive/tactical arc spanning 12 rounds.
Comparison games
none
Mechanics (from transcript analysis)
  • 12-round battle structure — A fixed round count guides pacing and strategic planning, creating a narrative arc over the match.
  • 5x5 map with area control — Board geometry incentivizes territorial considerations and positioning.
  • Crystal powers and scoring — Special powers or resources ('Crystal powers') influence tactics and victory point accumulation.
  • tribal leadership and maneuvering — Players lead rival tribes, deploying Warriors to outmaneuver opponents on a defined map.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video ckHhvkH4xxc Board of It Review at 0:00 sentiment: mixed
video_pk 28572 · mention_pk 83808
Board of It - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep, nuanced card-driven gameplay with a strong sense of ongoing narrative and empire-building across sessions
  • Rich, unique artwork and design language that reinforces theme and helps players remember each card’s identity
  • High replayability due to a vast array of cards, sites, and potential win trajectories, plus the evolving chain of games that changes strategic emphasis
  • Strong group dynamics potential with four or more players, where guiles, misdirection, and long-term planning can really shine
Cons
  • steep learning curve and an abundance of subrules that can overwhelm newcomers, even after a tutorial
  • late-game fatigue and the prospect of protracted rounds that slow pacing and can feel anticlimactic for players not in a winning position
  • a closed economy in practice that can jam trading as banks run dry and sites fill, reducing meaningful card-driven manipulation late in the game
  • not ideal for casual play or small groups; 2-3 players often fail to deliver the same dynamic tempo and depth that the game is designed to reward
Thematic elements
  • rise and fall of empires, political intrigue, loyalty and betrayal, strategic storytelling across a linked series of games, and the tension between individual goals and systemic outcomes
  • An ancient land in which factions rise and fall, power shifts across three distinct regions, and control over sites, banners, relics, and artifacts determines not only who leads a given turn but who survives the long arc of a connected series of games. The board presents a living political landscape where yesterday's decisions ripple into tomorrow's opportunities, and where the continuity between games creates an evolving empire that is as much about narrative as it is about mechanics.
  • serialized, evolving across play sessions with visible continuity: the winner's empire becomes the center of the next game, sites and cards persist or transform, and a shared saga gradually unfolds without a formal legacy mechanic
Comparison games
  • Innis
Mechanics (from transcript analysis)
  • Action economy (supply) — Each turn consists of performing as many major or minor actions as the player can justify with available supply. Supply acts as a resource that caps actions and refreshes in ways tied to the number of warbands you control, creating a dynamic resource management layer that directly influences tempo and risk.
  • Card-driven unique powers — Every card is thematically distinct and mechanically unique, shaking up your plans with unexpected tools. The deck is a rotating pool of power that rewards timing, suits, and situational awareness; the right card at the right time can flip a board state in a single turn.
  • Dice-based combat — Attack and defense are resolved with dice, with outcomes influenced by the attacker’s warbands and the defender’s target sites. Dice introduce an element of probabilistic tension, ensuring that even strong positions carry risk and that battles can swing on a single roll.
  • Multiple win conditions and oath mechanics — There are several endgame paths (control the most sites, banners of favor and secret, or relics and banners). The title of oathkeeper and the timing of endgame rolls create a dramatic crescendo, where a late pivot can reverse a previously secure lead.
  • Region and site control — The board is partitioned into three regions, each containing multiple sites. Controlling sites grants strategic leverage, affects reinforcement flow, and contributes to win conditions tied to site dominance. The placement and control of sites also alters future move options, creating a living map that evolves with every turn.
  • Social dynamics and politics — The game invites player interaction that includes consensus-building and potential king-making. Alliances, betrayals, and strategic positioning all shape the likelihood of another player achieving a win, creating a social puzzle that is as important as board control.
  • Vision and goal cards — Vision cards function as aspirational or contingent objectives with demands that echo the four main goal tiles. They inject narrative flavor while influencing strategic planning, and they remain in the deck across sessions, contributing to long-term planning.
  • World deck persistence — Even though individual games reset a lot of state, the world deck and the sites controlled by the winner have lasting implications for future games. This continuity is used to craft a sense of empire-building and narrative consequence across play sessions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oath is a complex opaque game
  • every card is unique in its power and in its artwork
  • one of the coolest things about oath is the fact that every card is unique in its power
  • the more you play oath the more you get back
  • late game fatigue
  • it's a world of opportunities
  • the right card at the right time could allow you to win the game
  • you'll be playing with the world deck and sites that remain in play for the next game
  • Oath is addictive
References (from this video)
No references stored for this video.
Video dpWp9Op-Rjk No Pun Included Discussion at 28:32 sentiment: positive
video_pk 28546 · mention_pk 83757
No Pun Included - Oath video thumbnail
Click to watch at 28:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative asymmetric design with evolving objectives
  • High thematic ambition and replayability
  • Rich world-building and narrative potential
Cons
  • Extremely high complexity and learning curve
  • Campaign interdependence can hinder new players
  • Rulebook and onboarding may be opaque
Thematic elements
  • territory, influence, and evolving victory conditions
  • Generational empire-building where rulers and exiles vie for control
  • asymmetric factions with variable victory conditions; campaign-oriented
Comparison games
  • Root
Mechanics (from transcript analysis)
  • Asymmetric factions (ruler vs exiles) — One player as keeper, others exiles with different win conditions
  • Campaign progression and changing victory conditions — Victory conditions evolve across plays; invites kingmaking dynamics
  • Dynamic campaign economy and special abilities — Resources, coins, and secrets that affect future rounds
  • Location control and card drafting — Technical card-locations with abilities; drafting and control aim to max influence
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's like real-time chess
  • therapeutic to play
  • strangely relaxing in a frantic moment
  • Oath is nearly impossible to describe
  • it's a campaign game... but you don't have to play with the same group
References (from this video)
No references stored for this video.
Video bQwrep5_j04 The Cardboard Herald Interview at 2:30 sentiment: positive
video_pk 12074 · mention_pk 119928
The Cardboard Herald - Oath video thumbnail
Click to watch at 2:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep asymmetry that enables rich, emergent storytelling
  • Transparent development process invites community engagement
  • Online testing flow reduces friction for testers and accelerates iteration
Cons
  • High complexity and steep learning curve
  • Frequent late clarifications can temporarily disrupt testing flow
Thematic elements
  • emergent narrative, political intrigue, and shifting dominance among factions
  • Campaign-driven empire-building in a evolving world where factions vie for power and legitimacy
  • Array
Comparison games
  • Root
  • Dune (board game)
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the community has made that game better
  • transparency with iterations is awesome for audience engagement
  • Root is modular and designed to be extended with minor factions
  • the two phases of playtesting are essential to avoid overfitting early changes
  • voidlitch is a continuation yet different, with a strong core action system
References (from this video)
No references stored for this video.
Video m1MMwqvTXMM Tantrum House Discussion at 21:39 sentiment: positive
video_pk 11967 · mention_pk 107382
Tantrum House - Oath video thumbnail
Click to watch at 21:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cute theme
  • Easy to learn
  • Good family game
Cons
  • Sea urchin risk can be swingy
Thematic elements
  • Otters collecting pearls while avoiding sea urchins
  • Underwater/sea exploration
  • Family-friendly, light-hearted theme
Comparison games
none
Mechanics (from transcript analysis)
  • goal_based_scoring — End game when pearls exhausted or players hit a limit
  • hand_management — Play cards to collect pearls with different values
  • risk_reward — Sea urchins add negative points or force end-game risk
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The show starts now.
  • The tiles are nice. They look like acrylic; the scoring is modular.
  • From the couch to the table and back again.
  • Beasts is a new game from Panosaurus. The tiles are nice. The gameplay is different enough each time.
  • Two to five players. We are putting groups of penguins together and trying to make the biggest waddle.
  • This is a trick taking game; there can be two colors of suit in this trick.
References (from this video)
No references stored for this video.
Video UOXV83zrjwg Rolling Dice & Taking Names Analysis at 5:16 sentiment: mixed
video_pk 11083 · mention_pk 94485
Rolling Dice & Taking Names - Oath video thumbnail
Click to watch at 5:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Rich lore and thematic depth
  • Difficult to master; encourages strategic planning
Cons
  • Complex rule set and potential for analysis paralysis
  • Can be less approachable for new players
Thematic elements
  • Political power struggles and legacy dynamics
  • Empire-building with exile mechanics across evolving civilizations
  • Campaign-driven, multifaction narrative
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric victory conditions — Different paths to victory depending on player choices and faction setup.
  • Variable player powers — Players enter with distinct abilities shaping strategies each game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you are buying a book by its cover
  • theme does matter
  • theme doesn't matter at all
  • gameplay is more important than theme
  • do nature themes suck
  • logo has a squirrel who rolls dice
References (from this video)
No references stored for this video.
Video -eOI119BfPg Board Game Hangover Top List at 5:36 sentiment: positive
video_pk 11110 · mention_pk 82667
Board Game Hangover - Oath video thumbnail
Click to watch at 5:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast-paced and chaotic, great for parties
  • simple to learn and accessible for mixed-age groups
Cons
  • depends on drawing skill; may be uneven if some players struggle with art
  • may require multiple rounds to feel satisfying
Thematic elements
  • speedy sketch prompts and rapid interpretation
  • Drawing-based party game
  • burst rounds with quick scoring
Comparison games
none
Mechanics (from transcript analysis)
  • Draw-and-guess — players draw hints for a word while others guess based on sketches.
  • rapid scoring — speed and accuracy influence point allocation.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a 15minute game with tons of luck yet super exciting
  • the IP really really helps to get to the table
  • it's cooperative
  • this is campaign game where you go through all the movies so you could technically watch the movie and then play one session of Harry Potter
  • the cards will combo with each other
  • apparently it's a warm-up game for something like the next game
  • the ocean wave nothing it just waved
References (from this video)
No references stored for this video.
Video sgRD0Me5MRs Going Analog Discussion at 3:40 sentiment: positive
video_pk 10221 · mention_pk 94981
Going Analog - Oath video thumbnail
Click to watch at 3:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Intriguing concept and art direction
  • Feels distinct and memorable
Cons
  • Abstract; not for everyone
Thematic elements
  • surreal, mind-bending experience
  • older, trippy board game
  • conceptual, experimental
Comparison games
none
Mechanics (from transcript analysis)
  • Puzzle-driven design — A game where structure and interpretation drive the core experience.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • BGcon is the highlight of my year.
  • The BG library is huge; 99% of your time is spent playing games.
  • We ran the board game quiz show live at BGCon in the fall in Dallas, Texas.
  • This is not a pipe. This is a game about a pipe.
  • The double wheel system of selecting actions is just fantastic.
  • Take Time around the clock is a great mind-share battle; it makes you yell at each other in good fun.
References (from this video)
No references stored for this video.
Video 6Ncdvf00JKQ Heavy Cardboard Playthrough at 0:00 sentiment: mixed
video_pk 10068 · mention_pk 126731
Heavy Cardboard - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • deep player interaction and negotiation
  • strong thematic flavor and world-building
  • emergent gameplay with conspiracies and shifting loyalties
Cons
  • high complexity and long playtime
  • balance can be fragile with expansions and multiple players
Thematic elements
  • Empire-building, political intrigue, prophecy, betrayal, and shifting loyalties
  • The Cradle region with contested sites (Drown City, Salt Flats, Ancient City, cradle relics) within a mythic empire undergoing expansion, conflict, and upheaval.
  • Vision-driven prophecy, conspiracies, and dynamic power struggles
Comparison games
  • Glory to Rome
Mechanics (from transcript analysis)
  • Area Control — Players recruit and maneuver war bands to sites to control regions and influence outcomes of conflicts.
  • Campaigning and battle resolution — Campaign actions trigger battles or pseudo-battles with specific costs and dice outcomes.
  • Favor economy and banks — Favors and banks provide and drain resources; many actions hinge on managing and leveraging favors.
  • Secrets and governance — Darkest Secret and other secrets influence risk, timing, and political maneuvering; trading and discarding can alter influence networks.
  • Visions and relics — Vision cards and relics provide powerful, sometimes game-altering effects that shape strategy and endgame.
  • War bands and area control — Players recruit and maneuver war bands to sites to control regions and influence outcomes of conflicts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Winner writes the history, I guess.
  • Heavy is the head.
  • Calvin Ball.
  • How much would you say your time's worth, Edward? I know you know the number.
References (from this video)
No references stored for this video.
Video jzSsS-TKwYs Tabletop Turtle Top List at 13:36 sentiment: positive
video_pk 9915 · mention_pk 124493
Tabletop Turtle - Oath video thumbnail
Click to watch at 13:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • table talk is central
  • high variability across games
Cons
  • heavy to teach
  • can be overwhelming to revisit
Thematic elements
  • table-talk driven strategy and betrayal
  • crumbling empire
  • saga-like political drama
Comparison games
  • Gloomhaven
  • Dune War of Arachos
Mechanics (from transcript analysis)
  • chain actions and keyword-based rules — complex setup with evolving strategies
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is obviously an S tier game.
  • I'm combining a few Clank games here, but they're all A tier.
  • I hate Kingdom Death Monster. I hate it.
  • This is an easy A tier game.
  • This is an S tier game.
  • Don't yuck yums.
References (from this video)
No references stored for this video.
Video 9_7O0d2p4Ng Peaky Boardgamer Rules Teach at 0:32 sentiment: positive
video_pk 9560 · mention_pk 98882
Peaky Boardgamer - Oath video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear three-action framework with meaningful strategic choices
  • Variety from prophecy and temple cards increases replayability
  • Colorful, thematic components support the abstract puzzle feel
  • Pacing supports a tense endgame with multiple scoring opportunities
Cons
  • Setup can be lengthy due to tokens, bags, and cards
  • Rule-heavy for new players; recommended after some play experience
  • Endgame scoring can be complex to track without careful bookkeeping
Thematic elements
  • abstract puzzle woven into a mythic ritual of sculpture and scoring
  • Aztec-inspired setting where players craft coatals to impress Aztec gods
  • instructional playthrough with emphasis on setup, rules, and core actions
Comparison games
none
Mechanics (from transcript analysis)
  • Action economy — On a turn, a player performs one of three actions or spends a sacrifice token for its effect.
  • Bag/draft components — Players acquire heads, tails, or body segments from centralized bags via the supply board.
  • Endgame triggers and scoring — End when a third quato is completed or no body parts remain; scoring uses per-quarter bonuses and attached cards.
  • Prophecy cards management — Players gain, attach, and discard prophecy cards to enhance scoring on quarters.
  • Quattle construction — Assembling three quarters (head, tail, and body) with constraints to build a completed coatal.
  • Sacrifice token effects — Sacrifice tokens offer powerful alternatives including future insight and card discard mechanics.
  • Temple cards integration — Attachment of Temple cards to completed quattals to grant bonus points under certain conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the most important action of the game is to assemble your karato
  • you can never have more than two incomplete collaterals at the same time
  • the end game trigger is when a player completes their third koato
  • scoring is driven by prophecy and temple cards attached to completed quattals
References (from this video)
No references stored for this video.
Video SAPlvaxwOGg Chairman of the Board Top List at 12:52 sentiment: negative
video_pk 8568 · mention_pk 92654
Chairman of the Board - Oath video thumbnail
Click to watch at 12:52 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • great theme and distinctive aesthetic
  • clever propaganda-inspired art
Cons
  • mechanically and structurally short of the mark
  • final scoring is mass-heavy and confusing
Thematic elements
  • industrial espionage; propaganda-style art
  • watch factory with covert munitions production
  • thematic, production-focused
Comparison games
none
Mechanics (from transcript analysis)
  • mass scoring — End-game scoring is heavy and can be difficult to manage mid-game.
  • resource production / munition economy — Place gears or invest in munitions to fuel scoring and upgrades.
  • Rondelle movement — Move a worker along a circular action track; actions limited by empty spots.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is probably one of the best abstract style games I've played
  • it's a shame it's not taking off as well as it could have
  • I could still appreciate this game and I think it has huge untapped potential
  • it's way better than it sounds on paper
  • the best way to play it is shortening the map to keep it nice and snappy
  • co-op isn't really my forte
References (from this video)
No references stored for this video.
Video q4mtvldVccY The Cardboard Herald Review at 2:19 sentiment: positive
video_pk 7860 · mention_pk 82750
The Cardboard Herald - Oath video thumbnail
Click to watch at 2:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • thematic depth and world-building
  • gorgeously illustrated artwork by Kyle Farren
  • balanced design with predictable elements and mitigatable luck
  • novel approach to tuning world state without a full campaign grind
  • clear thematic tie-in between mechanics and narrative, with intuitive learning over time
Cons
  • dense rules and a steep learning curve
  • rulebook can be opaque and the solo/clockwork bot implementation is challenging
  • early onboarding can be intimidating; the initial tutorial is helpful but not enough for all players
Thematic elements
  • political leadership, legitimacy, upheaval, and factional power struggles.
  • An existing empire in turmoil where charismatic leaders vie for supremacy by securing the fanatical devotion of the population.
  • lived-in, evolving world with long-term consequences and shifting power dynamics.
Comparison games
  • Root
  • Pax Premier
  • Pax Pamir
  • Root (Clockwork Expansion related mention)
Mechanics (from transcript analysis)
  • area_control_and_movement — Movement of pawns across regions dictates interactions, card access, and strategic leverage.
  • asymmetric_roles — Players assume one of three roles (chancellor, exile, or citizen), each with distinct victory paths and objectives.
  • Card Drafting — Draw three Deca cards, pick one as an advisor. Visions (face up or down) provide victory conditions.
  • card_drafting_and_visions — Draw three Deca cards, pick one as an advisor. Visions (face up or down) provide victory conditions.
  • combat_and_war_bands — Combat uses war bands and dice to contest possessions; engaging in battles is a core strategic option.
  • oath_and_usurp_mechanics — Fulfill an oath to win; can flip to the usurper side via certain conditions, altering endgame paths.
  • Resource Management — Actions cost supply; more presence in play increases upkeep and reduces available actions.
  • resource_management_and_costs — Actions cost supply; more presence in play increases upkeep and reduces available actions.
  • temporal_victory_conditions — Victory can be achieved around endgame rounds or via dice-based resolutions when conditions align.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i love this game it's thematic ambitious strategically empowering probably the most gorgeously illustrated game i've played
  • this is not a campaign game you will not have to play the same faction over and over again
  • clockwork prince the automated player used for solo or to fill out low player count games
  • it's not the actual gameplay that's hard it's the conceptual challenge of learning something so different than anything else out there
  • i love that it's here to fill in gaps and present more options
  • no victory comes unannounced
References (from this video)
No references stored for this video.
Video G1WMKP-i0j4 Board Game Coffee Discussion at 0:00 sentiment: positive
video_pk 7743 · mention_pk 85341
Board Game Coffee - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich thematic material and deep design
  • worthy of long play sessions
Cons
  • Complex to teach and learn
Thematic elements
  • asymmetric powers and narratives with different win conditions
  • historical-fantasy intrigue and empire building
  • narrative-driven political design
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric roles — each player has distinct goals and abilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're giving away 50 games
  • it's worldwide
  • remember you can enter in every video
  • the box is really heavy
References (from this video)
No references stored for this video.
Video 9OS-P9iG2CQ The Cardboard Herald Interview at 15:46 sentiment: positive
video_pk 7368 · mention_pk 21806
The Cardboard Herald - Oath video thumbnail
Click to watch at 15:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Narrative depth and emergent storytelling potential
  • Color palette and component design aimed at accessibility (colorblind considerations)
  • Large card pool offers broad thematic and strategic variety
Cons
  • High complexity and potential for analysis paralysis
  • Longer play sessions may deter casual players
Thematic elements
  • World-shaping politics and emergent storytelling through cards and actions
  • Mythic, evolving world-state inspired by Chronicles of Pan-era fantasy
  • Emergent storytelling; players influence the state of the world over time
Comparison games
none
Mechanics (from transcript analysis)
  • card-driven / card suits — A card-driven system where suits and card text shape actions and interactions.
  • world-state evolution — World state changes as cards are played, altering strategies and victory conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Fantasy by way of like Rich Jim Hensen; everything's a little Muppet"
  • "every card should be good"
  • "I want somebody to open Leader Games stuff and say this is my favorite game"
  • "colorblind friendly with the actual components"
  • "you could tell that the people who made this absolutely were fully bought into this concept"
  • "the art style is the trust; it's important to visually solve the game's questions"
References (from this video)
No references stored for this video.
Video bdkopUA1kp8 The Cardboard Herald Discussion at 12:25 sentiment: positive
video_pk 6648 · mention_pk 113723
The Cardboard Herald - Oath video thumbnail
Click to watch at 12:25 · YouTube ↗
Overall sentiment (raw)
mixed to positive
Pros
  • lighter than expected, easy to teach
  • gives players room to think about card interactions
Cons
none
Thematic elements
  • modern design sensibilities
  • generic modern board game design with licensed flavor
  • light, accessible
Comparison games
  • Two-player cooperative / semi-cooperative hybrids
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • board games are already a luxury product
  • prices go up ... we’re looking at the long-term possibility of tariffs
  • voting with our wallets ... supporting local gaming stores
  • fewer better games ... fewer but more focused hits
References (from this video)
No references stored for this video.
Video YC5qAwvbexU Paula Deming Discussion at 1:05 sentiment: positive
video_pk 6486 · mention_pk 126690
Paula Deming - Oath video thumbnail
Click to watch at 1:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun tense interaction
  • Cute theme
Cons
  • Short playtime may limit depth
Thematic elements
  • touch-based dexterity and risk
  • Desert/plant life with cacti
  • family-friendly chaos
Comparison games
none
Mechanics (from transcript analysis)
  • dexterity/risk — Avoid touching the cactus when flipping a card; missteps cost the card
  • hand_management — Play cactus cards with specific touch requirements
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's the largest gaming convention in Latin America
  • Mega XP is really really fun
  • I feel like it's such a valid place to go
  • the energy of the Mexican designers and publishers feels so fresh
  • I would love to come again
References (from this video)
No references stored for this video.
Video 3a02XFnZkdY Beyond Solitaire Interview at 55:12 sentiment: positive
video_pk 6234 · mention_pk 109493
Beyond Solitaire - Oath video thumbnail
Click to watch at 55:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • offers rich, narrative-driven play
  • interesting blueprint for bot design that respects player agency
Cons
  • requires a nuanced approach to bot autonomy to preserve flavor
Thematic elements
  • narrative-driven political system
  • empire-building and political evolution
  • campaign-like, evolving story
Comparison games
  • John Company
  • Sovereign of Discord
Mechanics (from transcript analysis)
  • player agency and multiple paths — bots must capture core strategy without over-automation
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • necessity is the mother of invention
  • the whole point is to get six people around a table and have them argue about this
  • bot design is data structures it's all data structures
  • rough edges are fine in our games at GMT we like rough edges
  • the bot turns are to be as non-intrusive as possible
References (from this video)
No references stored for this video.
Video eKem41ganGk Might I Suggest A Game Top List at 2:28 sentiment: positive
video_pk 5449 · mention_pk 16237
Might I Suggest A Game - Oath video thumbnail
Click to watch at 2:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • immersive setting
  • story-driven conflicts across empires
  • multi-faction tension
Cons
  • high complexity
  • rules overhead for new players
Thematic elements
  • empire-building and conflict between factions
  • Historical fantasy empire rise and fall, imperial conquest
  • story-driven with world-scale history
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — competition for influence over regions on the map
  • Hand Management — managing a personal action card pool to shape turns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Emerald Flame was an amazing experience.
  • I love a good cooperative game, but I also love a good competition every once in a while.
  • This game has just the right amount of moving parts… to really benefit people that can think a few turns ahead.
  • Vantage is like Breath of the Wild, but in board game form.
References (from this video)
No references stored for this video.
Video 5gHHUMPmroY Chairman of the Board Top List at 9:46 sentiment: negative
video_pk 5295 · mention_pk 119357
Chairman of the Board - Oath video thumbnail
Click to watch at 9:46 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • clever theme
  • multi-path scoring
Cons
  • could be overly zero-sum
  • lack of high replay variety
Thematic elements
  • munitions, crates, and blackmail
  • watch factory with wartime smuggling theme
  • clever but possibly thin
Comparison games
  • Barrage
  • Food Chain Magnate
Mechanics (from transcript analysis)
  • resource racing and crate economy — gather resources, convert to crates, optimize delivery
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this one might be the most diverse one
  • i thought this game had some really tacked on mechanisms that just did not need to be there
  • this is basically a kids game
  • it's striking, but not everything lands
  • a very solid gateway game
  • goa is a great example of classic euro design
References (from this video)
No references stored for this video.
Video Nqqj4Lijrp4 Beyond Solitaire Interview at 25:23 sentiment: positive
video_pk 3232 · mention_pk 127047
Beyond Solitaire - Oath video thumbnail
Click to watch at 25:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Alignment with designer's vision and how solo modes must respect that
  • Opportunity to balance personal design sensibilities with original concepts
Cons
  • Need to coordinate between designer's original vision and solo adaptation
Thematic elements
  • Legendary/meta-narrative design
  • Political intrigue and empire-building
  • Strategic/diurnal turn-by-turn interplay
Comparison games
  • Undaunted
  • Damio
Mechanics (from transcript analysis)
  • Combat/resource management — Strategic interactions with limited, high-stakes decisions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the solo mode has to be right for the game in terms of balancing what they want and what you want
  • I've got a theory that's called complexity budget
  • we were able to do both extremes
  • I want solo games to be interactive; I want the game to be a challenge without it being too aligned to my typical negative experience of co-op games
  • I'm not the best person to be doing this anymore; I'll crack on
References (from this video)
No references stored for this video.
Video cyJEqxhoWWY The Cardboard Herald Discussion at 0:03 sentiment: positive
video_pk 2755 · mention_pk 94146
The Cardboard Herald - Oath video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich asymmetry and thematic depth
  • Solid expansion and component quality
  • Clear display and organization within the base game
Cons
  • Complex setup that rewards organization but can be intimidating
  • Some components feel suboptimal compared to the rest
  • Box organization can become extensive to maintain
Thematic elements
  • Empire building, allegiance, and the consequences of power across generations
  • A mythic, politically unstable world where rival factions vie for control of the empire
  • asymmetric, evolving saga with player-driven outcomes
Comparison games
  • Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
  • Area Control — Players vie for influence across the map, impacting victory conditions and resources.
  • Area/claim control — Players vie for influence across the map, impacting victory conditions and resources.
  • Asymmetric gameplay — Each faction has unique abilities and agendas that affect strategy and interaction.
  • Deck Building — Chronicle/deck system used to influence events and actions, with a mix of event and power cards.
  • deck-building — Chronicle/deck system used to influence events and actions, with a mix of event and power cards.
  • Modular world map — Board or map segments that adapt per session, affecting setup and approach.
  • Unique Player Powers — Factions start with distinct abilities that shape early and late-game decisions.
  • Variable player powers — Factions start with distinct abilities that shape early and late-game decisions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • everything's fitting together so nicely
  • get that hugo's amazing tape tip
  • it's important to do the dudes are like 75 percent of the work and getting things organized
References (from this video)
No references stored for this video.
Video 5p9Lfrw1kwY Chairman of the Board Discussion at 14:17 sentiment: neutral
video_pk 2485 · mention_pk 83934
Chairman of the Board - Oath video thumbnail
Click to watch at 14:17 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • soviet era, factory, bribery and risk
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you start rich and you're trying to blow as much money as you can as quickly as possible by making bad investments
  • this one however has a quite a different feel to a lot of the other rolling rights
  • it's strictly two player puzzly abstract style game
  • this is the newest printing of the bunk
  • this one actually uses the between two cities mechanism where you're working with the people to your left and right except on this one
  • it's a game that's fascinated me
  • the idea of puzzle this stuff around get the ideal family photo
  • gamers bingo
References (from this video)
No references stored for this video.
Video hqEntZf5YXI Beyond Solitaire Interview at 4:52 sentiment: positive
video_pk 1801 · mention_pk 96410
Beyond Solitaire - Oath video thumbnail
Click to watch at 4:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep integration of history and storytelling
  • strong sustaining audience for expansions
  • flexible, branching design that invites interpretation
Cons
  • described as one of the riskiest projects the studio tackled
  • complexity can present a learning curve for new players
Thematic elements
  • history, memory, power, narrative control, governance
  • a dynamic, evolving empire across generations with exiles and dynasties
  • storytelling-forward design anchored by geopolitical and dynastic tensions
Comparison games
  • Arcs
  • City of Winter
Mechanics (from transcript analysis)
  • deck-driven state actions and shared board — players influence the fate of an emergent empire across generations; core tension between stability and upheaval; exile vs. citizen dynamics
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oath is the riskiest project we had ever worked on
  • I want players to be the ones doing that authorship
  • Oath is a storytelling-forward game
  • the world should change slowly and be reintroduced across generations
  • leadership is complex, and part of leadership is not being an expert
References (from this video)
No references stored for this video.
Video xEf9vSTr6PY Board Game Hangover Top List at 0:01 sentiment: positive
video_pk 1573 · mention_pk 84846
Board Game Hangover - Oath video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
very_positive
Pros
  • Produces lots of laughter
  • Engaging party game
  • Good drawing quality
Cons
none
Thematic elements
  • creative
  • party
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Friday night you're going to the pub you're taking with you games
  • the criteria you can fit it in your pocket or little bags
  • the game should be a background in this case to your conversation with your friends
  • I don't think there is a game that I've laughed that much as I've done in this game [about Catch]
  • you sitting in a pub would look just silly would have lots of laughs
  • in no way we encourage drinking alcohol you can play these games while drinking any beverage
  • it's a game you can play in almost any situations and Pub is no exception [about Codenames]
  • all of these are great I would take any of these to play with me at a pub
  • simple they're fun could even be like this all of these work just find out which one you do enjoy better
References (from this video)
No references stored for this video.
Video b7SUcDVxC3s Good Time Society Preview sentiment: other
video_pk 1160 · mention_pk 130187
Overall sentiment (raw)
charming
Pros
  • Cute artwork
  • Simple gameplay
Cons
none
Thematic elements
  • Cute animal card game
Comparison games
  • Uno
Mechanics (from transcript analysis)
  • Ladder Climbing — Similar to Uno with different card rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's a game for every subject
  • We've got a constant barrage of chaos and joy
References (from this video)
No references stored for this video.
Video m7X_PjZ1vQc Beyond Solitaire Interview at 0:40 sentiment: positive
video_pk 892 · mention_pk 126965
Beyond Solitaire - Oath video thumbnail
Click to watch at 0:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • richly situates players in a historically fraught space to foster empathy for historical actors
  • choices feel morally significant and fraught, encouraging reflection rather than simple win/lose outcomes
  • suitable for classroom use with potential accompanying scholarly publication
  • nontrivial, non-binary path to progress that acknowledges risk and complexity
Cons
  • scope limited to Central Mexico; expansion ideas to Peru or other regions mentioned but not implemented
  • some mechanics (e.g., Inquisition outcomes) carry real-world gravity that may be challenging for some players
  • complexity may require guided playtesting or facilitation for effective classroom use
  • potential risk of sensationalizing colonial suffering if not handled carefully
Thematic elements
  • social mobility under coercive colonial labor systems, enslaved and free populations, religious influence, Inquisition risk
  • 17th-century colonial Mexico, centered on textile mills in Mexico City and nearby ports
  • choices matter, roleplaying historical simulation
Comparison games
  • The Telltale Games
  • Frost Punk 2
  • Elden Ring
Mechanics (from transcript analysis)
  • cast categories with special abilities — players choose a caste-associated archetype (e.g., O or A ending for gender) granting unique actions and risks
  • denouncement and Inquisition mechanic — players can denounce others to trigger Inquisition processes with potential consequences
  • four rings of social mobility — a life-spanning progression with capital and honor currencies that determines ultimate standing
  • geographic scope and space-specific rules — play areas in central Mexico (Mexico City, Veracruz, Acapulco) each with nuanced mechanics
  • moral conundrum cards — each turn presents a dilemma with randomized outcomes via coin toss, affecting mobility and status
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • O is a game set in the 17th century in colonial Mexico, the word means textile mill
  • the whole purpose of the game is making a series of decisions
  • there are four rings of social mobility and… the game tells you after a certain number of turns who wins
  • there is no right decision to try to either get out of the mill or to advance their position
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 101–127 of 127
Game Deep Dive