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: 50
Sentiment: pos 27 · mix 13 · neu 2 · neg 0
Mentions per page
Showing 51–100 of 127
Video SQWgr7CKVHY The Cardboard Herald Interview at 12:22 sentiment: positive
video_pk 82003 · mention_pk 205494
The Cardboard Herald - Oath video thumbnail
Click to watch at 12:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Flexible world-building allows multiple thematic directions
  • Expansion-ready design and modular thinking
  • Engaged community interaction around evolution of the system
Cons
  • Steep learning curve due to the depth and abstraction
  • Expanded content can necessitate substantial revisiting of core rules
Thematic elements
  • Array
  • Political allegory within a malleable, player-driven history
  • Design emphasizes emergent world-building created by players through decisions
Comparison games
  • Root
Mechanics (from transcript analysis)
  • Asymmetric Roles / Factions — Players occupy distinct roles with different powers and paths to victory
  • Memory — Earlier design choices were revisited to enable future expansions and scalability
  • Memory-forward Design / Expansion-ready Architecture — Earlier design choices were revisited to enable future expansions and scalability
  • Player-generated World / No Fixed Backstory — The game intentionally has no fixed backstory; players generate the world through play
  • Relic Economy / Variable Costs — Relics cost varying amounts of supply, influencing timing and strategy
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Oath does not have any written backstory. There is no world in Oath and it's because the game is designed for the players to generate that world."
  • "This is a six, seven, eight-year project. This is going to be a very large undertaking if we were to do it well."
  • "The expressiveness of a design is the key; two things are crucial: intention and how content can be introduced without diluting the core experience."
  • "What we did is we treated the game as a big DOT release, this is Oath 1.1. It's Oath Revised."
  • "Root was this lesson that if you have a game that is successful, that engages an audience, and you're part of that dialogue whether or not you want to be there."
References (from this video)
No references stored for this video.
Video gCS4TuokEqM Neon Gorilla Interview at 19:16
video_pk 81990 · mention_pk 205424
Neon Gorilla - Oath video thumbnail
Click to watch at 19:16 · YouTube ↗
Pros
none
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)
  • Friendships are more important than games anyways.
  • Board games should be relationally and kind of enjoyment focused.
  • This is intoxicating in a really good way.
  • If I could build this into something that just has a really good rhythm in my life, maybe a little bit of financial support, that would be the dream.
References (from this video)
No references stored for this video.
Video grZZwObQ3Jc The Board Game Garden Discussion at 9:17 sentiment: positive
video_pk 81577 · mention_pk 203333
The Board Game Garden - Oath video thumbnail
Click to watch at 9:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
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)
  • We are gamers, so we probably will just start playing games.
  • Oh my god. This is going to be negative for us.
  • I didn't know what was IN THERE.
References (from this video)
No references stored for this video.
Video lS0DedxtOLw Neon Gorilla Discussion at 1:52:03 sentiment: positive
video_pk 81355 · mention_pk 201551
Neon Gorilla - Oath video thumbnail
Click to watch at 1:52:03 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Considered a cool game.
  • The expansion reportedly makes the game better and less fiddly.
  • Has great generative storytelling.
  • Considered one of the host's favorite games of all time.
Cons
  • Might require slogging through to learn without the expansion.
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We're the best channel on YouTube. You should work with us.
  • I don't have a good filter. I just, you know, you get excited, right?
  • It's it's a representation of you. That's true.
  • So for me, the why is 100% just spending time with my friends.
  • It's it's a labor of love and it's just because we love board games and we love each other.
  • I want the soul to still be there. I still want it to be at its heart friends just having fun and playing games.
  • It's it's literally the thing that I put the most effort into ever, and it gave me the least amount of return.
  • The incentives on this are so backwards and drive me absolutely. No, for sure.
  • you know, like you said, you'll you'll put a lot of effort into a video and then it won't get a lot of views.
  • If I had like one piece of advice, there's a lot of channels that could improve their audio.
  • We never see you just naturally, right? which is hilarious because Ivy Studios is probably the most concerned with production across their videos, their playthroughs, their their actual games.
  • Not being afraid to be told no because like that's the worst that's gonna happen is they're gonna say no.
  • I want them to look up is there a Grove how to play on it. That's my that's my goal.
References (from this video)
No references stored for this video.
Video Kw9MD3qHA6s Board Game Critique Analysis at 0:58 sentiment: mixed
video_pk 81166 · mention_pk 200183
Board Game Critique - Oath video thumbnail
Click to watch at 0:58 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Singular design.
  • Inventive.
Cons
  • Terrible rulebook execution.
  • Rulebook tried to hide complexity.
  • Rulebook obscured needed information.
Thematic elements
  • Asymmetric sandbox of political intrigue and shifting allegiances and emergent storytelling.
  • Each game writes the history that shapes the next one.
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric gameplay — Described as an asymmetric sandbox.
  • emergent storytelling — Part of the theme is emergent storytelling.
  • Political intrigue — Part of the theme is political intrigue.
  • Shifting allegiances — Part of the theme is shifting allegiances.
  • Win conditions — The game has many distinct win conditions, some available from the start, some unlocking mid-game, some that may never appear.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Great games shipped with terrible rulebooks.
  • The problem isn't the design, it's the documentation.
  • When the gate is broken, it doesn't matter how amazing the garden behind it is.
  • The rulebook is supposed to be the gate that lets you into the experience.
  • This isn't getting better. We're not talking about ancient games... we're talking about high production releases from the last few years that arrived with rulebooks that simply do not work.
  • That's not a learning curve, that is a wall.
  • The rulebook tried as hard as it could to hide all the weird stuff.
  • The cruelty of it is the context. This is a re-release.
  • A reprint is supposed to be your second bite at the apple, your chance to sand down every rough edge.
  • The BGG threads at launch were just flooded with rules questions, and people were asking whether later retail copies shipped with a corrected version, which is the most damning signal a rulebook can possibly send.
  • The publisher rewrites the rulebook and releases the new version as a paid product.
  • The irony is doing some heavy lifting there. That's almost too perfect.
  • Players blame themselves first.
  • And that is the real damage of a bad rulebook. It makes people feel stupid.
  • There is a difference between density and dysfunction.
  • A good rulebook scaffolds complexity. It layers information in the order a player needs it.
  • The structure is so dense and so poorly sequenced that you consistently have to read it multiple times across multiple sessions before anything coheres.
  • Community-built rule summaries became the standard learning tool, more reliable and more frequently consulted than the rulebook the game shipped with.
  • More than a decade after release, the standard recommendation for new players is still to skip the rule book and watch a video tutorial first, which is a clear signal that the official documentation never became trustworthy enough to stand on its own.
  • That's not an FAQ, that is a corrective supplement to a deficient primary document.
  • That's what bad rule books generate, this cottage industry of third-party fixes that should never have been necessary.
  • At some point, a pattern is a policy.
  • The rule book was written for people who already know how to play.
  • A game asking players to invest significantly in both time and money should not require that players outsource explanation to volunteer fans online.
  • Simplicity is no protection.
  • Writing a clear rule book is a separate skill from designing a clear game.
  • When you've spent that much money and waited that long, opening the box to find a document that cannot explain how to play feels like a betrayal of the implicit contract between publisher and backer.
  • Complexity is not an excuse for poor structure.
  • Game designers are not naturally positioned to ask that question because they already know everything. They need editors who do not.
  • Professional technical writers exist. Rule book editors exist as a dedicated specialty within the hobby now.
  • Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation, and players will keep arriving at what should have been a great first session armed with a document that sets them up to fail.
  • Every single game we've talked about today is worth playing.
  • The rulebook failures we've documented are a reason to seek out community tutorials and third-party summaries and how to play videos before your first session. They are not a reason to avoid the games entirely.
  • The rulebook is supposed to be the gate that lets you into the experience. And when the gate is broken, it doesn't matter how amazing the garden behind it is.
  • The Conan rule books were universally panned, and that experience cost Monolith both bad press and the additional expense of rewriting and posting replacement rule books to backers.
  • That's the line that should be tattooed on every studio's wall. A game designer understands their game completely and intuitively, which is exactly why they are poorly positioned to write the document that explains it to someone with zero context.
  • Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation...
References (from this video)
No references stored for this video.
Video HTGiav6wl00 The Broken Meeple Analysis at 57:54 sentiment: other
video_pk 81114 · mention_pk 199862
The Broken Meeple - Oath video thumbnail
Click to watch at 57:54 · YouTube ↗
Overall sentiment (raw)
Curious
Pros
  • Innovative title
  • Cute theme
  • Otters featured
Cons
  • Looks kiddish and very light
  • Features a specific type of otter the speaker likes less.
Thematic elements
  • Otters
Comparison games
none
Mechanics (from transcript analysis)
  • card shedding — Players race to play all their cards.
  • racing — It is described as a racing game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I want to know what they're doing for the seven to 10 players though. If they're literally just giving you more chips and cards so you Yeah, if if all it is is just they're giving you more chips and saying, 'Now you can play it with 10.' That's rubbish. That's BS, okay? Because the game just fundamentally wouldn't work.
  • The thing that has me worried though is this 120 to 180 minutes. Is this a game that warrants two to three hours though?
  • The game is basically just area control cubes. That to me doesn't scream out crazy fun.
  • Deep Regrets is one of the worst games I've ever played, so screw that for a game of toy soldiers.
  • I think we've hit that peak of board gaming and now it's mostly a kind of downhill slope for gaming because we've now seen everything that can be kind of done. We're now recycling ideas.
  • Board games are getting to a point where we are seeing the same stuff all the time and it just means that it's hard to get excited for another convention.
  • UK Games Expo is mostly just recycling stuff that we've already reviewed at a few months ago in which case I don't need to look at it again.
References (from this video)
No references stored for this video.
Video k3IN67A2_NU Allies or Enemies Preview at 6:45 sentiment: positive
video_pk 81089 · mention_pk 199481
Allies or Enemies - Oath video thumbnail
Click to watch at 6:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
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)
  • And so I'm really interested in Horrified Ravenloft and I think it's four new monsters and it's still like in a D&D theme and I really like the last D&D Horrified.
  • So that was a whirlwind tour of a whole bunch of games we're interested in checking out.
  • And there are so many more games that there are so many games at UKGE. We can't possibly know about all of them so please do let us know about the ones you think we missed the ones you think other folks would be interested in.
  • So, we will have Shakespeare the card game on sale.
  • So, this is a really exciting UKGE for us. So, please do come by.
References (from this video)
No references stored for this video.
Video J1mzm_Q2vMA Board Game Critique Analysis at 15:03 sentiment: mixed
video_pk 81016 · mention_pk 199104
Board Game Critique - Oath video thumbnail
Click to watch at 15:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Genuinely good game
  • The production is excellent.
  • The area control mechanics are tight and well executed.
Cons
  • It's not a Root killer. It's not even close to being a Root killer.
  • The comparison was never accurate, but it was enormously useful for generating hype.
Thematic elements
  • asymmetric area control
Comparison games
  • Root
Mechanics (from transcript analysis)
  • Area Control — Factions steer strategic approach within a shared framework.
  • asymmetry — Factions play like a fundamentally different game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The noise is not organic. It's built.
  • The information environment around a game's launch is structurally compromised in ways most hobbyists have absolutely no idea about.
  • The hotness does not measure quality. It does not measure how many people are enjoying a game. It measures activity, page views and forum thread activity.
  • Previews are universally positive in tone because the entire purpose of a preview from the publisher's perspective is to generate excitement.
  • A preview is an advertisement that does not always announce itself as one.
  • The structural pressure that creates on the honesty of reviews.
  • The incentive to be positive is not always conscious. It rarely manifests as someone deciding to lie. It shows up in softer ways.
  • Publishers are not stupid. When they choose which creators to send games to, they tend to gravitate toward people who covered their previous games positively.
  • Crowdfunding campaigns are not just fundraising tools, they're psychological environments specifically designed to manufacture urgency and suppress rational decision-making.
  • It's behavioral economics weaponized against your wallet, and it works on us, too.
  • The FTC has actually noticed all of this, by the way.
  • There are documented cases of publishers going after creators who gave their game a negative review, including approaching the creator's sponsors to pressure them into removing content.
  • The board game content space has been slow to comply. Disclosure practices vary wildly.
  • The review copy is a permanent gift. Yeah, this one is wild when you actually think about it.
  • The game did not fail. The hype around it failed the game.
  • The hype machine is not going away. The economic incentives that drive it are too strong.
  • Once you can see the machinery behind the curtain, the magic stops working.
  • The publishers who rely most heavily on these tactics are not creating the hobbies best games. They're creating the hobbies most marketed games.
References (from this video)
No references stored for this video.
Video JAmU0ZhEyWw Beyond Solitaire Review at 1:00:20 sentiment: positive
video_pk 80948 · mention_pk 198781
Beyond Solitaire - Oath video thumbnail
Click to watch at 1:00:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Played a lot recently.
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, um, you know, it it is all a fiction, but I you know, I I do I have spent time engaging with other RPGs for this you know, for this purpose and for a lot of other older things from the period.
  • The front cover of the adventure book implores the the reader or the player or or or whatever you'd call it to um Hang on, I have it here. I do to figure out the truth of this queer mystery and I used the word queer, you know, in two ways, one of which is is a very strange kind of thing going on within the fiction. And the other, of course, is you know, as a queer person who grew up in the '80s and '90s and had to try to figure herself out not entirely successfully during that time.
  • Because for the most part writing in board games especially is quite bad. Like the the quality of of of the flavor of the literary writing is quite abysmal almost across the board. Here's the thing. I'm good at it. I know I'm good at it. I know I'm probably a better writer than most people working in board games and I'm fine with that.
  • And then on top of all that, there's all these annotations of the person who owned it. And so, you also have to piece together like parts of the life of the author of the module and the person who owned that and the way that this book then interacts with these other personal effects.
  • And so, each of those things led into another thing. And while I was doing that video, um, and a big part of that story involves his time at Parker Brothers uh during a time when Parker Brothers was expanding to also do video games and children's books and records. And and then they ended up, you know, destroying their company doing that and that's how they were sold to Hasbro eventually.
References (from this video)
No references stored for this video.
Video xulqJmNdNSM Chairman of the Board Unboxing at 11:13 sentiment: other
video_pk 80809 · mention_pk 198097
Chairman of the Board - Oath video thumbnail
Click to watch at 11:13 · YouTube ↗
Overall sentiment (raw)
Hopeful
Pros
  • Cute artwork
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Tile Placement — Extending these otters and placing little stones.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Praetor was going for really cheap. This is like an old-school Euro that again, I never got a chance to play. Kind of from my era of of Euro gaming.
  • This was one that has always evaded me, but I remember Rado raving about it many, many years ago.
  • Wispwood, which is one of those kind of puzzly um, you know, pattern building style games with different things going on.
  • And um, to be honest, I've got so many games here to play and to talk about that um, I'm going to be tied up for quite some time.
References (from this video)
No references stored for this video.
Video sTw31ojw-QQ Game Night Picks - Pair Of Dice Paradise Discussion at 11:24 sentiment: positive
video_pk 80376 · mention_pk 195539
Game Night Picks - Pair Of Dice Paradise - Oath video thumbnail
Click to watch at 11:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strikingly colorful board.
  • Expansions add new factions with unique themes.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • dice-driven — Rath, the dice-driven territory-building game.
  • territory building — Rath, the dice-driven territory-building game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It can honestly be pretty overwhelming, which is why we've compiled our top picks, some games that are back with a new twist, and more.
  • this is our board game buyer's guide.
  • Teddies versus Monsters, a fast-paced, real-time, frantic card game for two to four players.
  • It's a game of hidden roles and deception for a large group of daring spies because this one supports four to eight players.
  • Pirates of the High Teas, a whimsical set collection worker placement game where pirates compete to serve their captain the most delicious cup of afternoon tea.
  • Moitara is an area control game where two chieftains scheme to take control by accessing powerful deities to spread influence across the land.
References (from this video)
No references stored for this video.
Video n-5UtFbnucU Discussion at 1:03:36 sentiment: mixed
video_pk 77055 · mention_pk 185622
Oath video thumbnail
Click to watch at 1:03:36 · YouTube ↗
Overall sentiment (raw)
Mixed
Pros
  • The aspect of things carrying over is a unique feature.
Cons
  • High rule complexity makes it difficult to play smoothly.
  • Requires a significant time commitment to play properly.
  • Breaks in play necessitate rule re-learning.
Thematic elements
  • Text descriptions when events occur.
Comparison games
none
Mechanics (from transcript analysis)
  • legacy/campaign — Features elements that carry over between plays, similar to legacy or campaign games.
  • Rulebook Reference — Players frequently need to consult the rulebook, even after multiple plays.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Like I just I remember thinking if we could play this a lot more, I think we would really like plumb the depths of what what makes this game so special.
  • Like it you should know it so well.
  • Um and I think it's either got to be lots of cards to explore or something kind of yeah with that classic feel.
  • Like that's one that has the depth there that if I was enjoying it, I probably could just get really into Through the Ages.
  • But if I could just like have a group where oh yeah, I'm playing Twilight Imperium once a month. I know the rules. I don't have to refresh and I'm just like playing the same faction for a bit then I'm trying a different one.
  • Like I don't know if there's really an answer. I more so I just want to get your thoughts on it.
  • So, I think it has done two things for me. One is that it has made me sort of upset that I didn't start like branching out sooner.
  • But at the same time it's given me the perspective to see the level of depth that games can have competitive to what it what you get on that first impression.
  • Gloomhaven is really the only board game that I have played consistently for a long period of time with the same people or same person or whatever um at a table, right?
  • It's like a lesson in you can't have your cake and eat it, too.
  • Like you kind of have to pick your lane and just commit to it at different points in your life. Otherwise, you're going to feel like you're not fully experiencing either lane to its fullest, you know?
  • I've had games that I've thought at times like this could be a lifestyle game, so I'm not going to play it yet because if I do, I'm going to get so into it that it's going to prevent me from getting to those other games that are should be a higher priority for me right now.
References (from this video)
No references stored for this video.
Video DYuayOyY5Wg Analysis at 2:10 sentiment: mixed
video_pk 74165 · mention_pk 178485
Oath video thumbnail
Click to watch at 2:10 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Brilliant core system
  • Historically popular and successful
  • Satisfying dice rolling experience
  • Some degree of strategy in assigning dice
  • Nostalgic appeal
Cons
  • Not a long-term gaming experience
  • Not a game people typically beg to play
  • Lacks depth for extended play sessions
  • Classic Hasbro marketing scam (large cardboard insert)
Thematic elements
  • Gambling
Comparison games
  • Dice Throne
  • Catharsis
Mechanics (from transcript analysis)
  • Dice Rolling — The core mechanic involves rolling five dice and pressing your luck.
  • Press Your Luck — Players decide which dice to keep and which to re-roll to score points.
  • Set Collection — Players aim to collect specific combinations of dice for scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • why you should never really play yatsi again
  • these games are games that last they build memories and experiences and tell stories and get asked to play again
  • Yatzy why is Yatzy brilliant what makes Yatzy fun I think the obvious answer is that you're rolling Dice and your pressing your own luck
  • this is a highly strategic very very fun Cooperative puzzle using and iterating that core Yatzy game system
  • spend time with your kids it matters more than you could ever imagine
References (from this video)
No references stored for this video.
Video n-7-O3OrjBc Discussion at 4:59 sentiment: positive
video_pk 73816 · mention_pk 177605
Oath video thumbnail
Click to watch at 4:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
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)
  • I've been really impressed with it
  • the museum board is a big thing
  • I would probably prefer to play Merv over a T-series game
  • the Crew is easily my favorite trick taking game
  • Through the Ages is a solid game
References (from this video)
No references stored for this video.
Video l6A_isZqUi8 Review at 0:24 sentiment: mixed
video_pk 72637 · mention_pk 172004
Oath video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Innovative evolving campaign system
  • Dynamic player interactions and negotiations
  • Strategic depth with card combos and engine building
  • Emergent narrative through gameplay
  • High replayability due to variable setup and win conditions
Cons
  • Solo rules could be better explained
  • Can feel clunky and chunky at times
  • Motivation to influence future games can be lacking
  • End game can sometimes feel stale or lack climactic moments
  • Two-player experience is less optimal due to missing negotiation dynamics
Thematic elements
  • Empire building and political maneuvering
  • Abstract fantasy world
  • Evolving game state creating a campaign narrative
Comparison games
  • Root
  • Pax Premiere
  • Pax Pamir
  • Mage Knight
Mechanics (from transcript analysis)
  • Area Control — Players aim to control 'sights' (locations on the board) with their warbands.
  • Campaign / Legacy — The game state evolves across multiple plays, with outcomes affecting future game setups and conditions.
  • Card Play — Cards are used for actions, battles, and providing abilities, acting as a core engine driver.
  • economic management — Players manage resources like 'favor' and 'secrets' to perform actions and muster troops.
  • Negotiation — Players engage in negotiation, particularly regarding alliances and role changes.
  • Variable player powers — Player roles (Chancellor, Citizen, Exile) and card abilities offer different strengths and playstyles.
  • Worker Placement — Players place pawns and warbands on sites to take actions and exert control.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is one of the hardest reviews that i've ever had to do it might be the hardest
  • The game state is going to be so different than the one that you just saw when you started this game
  • it's such a cool concept that is just has not existed before
  • it's hard to explain some of that you know it's not like playing checkers or something you know
  • this is a game you like you must play multiple times to see the evolution of the state
References (from this video)
No references stored for this video.
Video x05AzUYbjIo Meeple University Rules Teach
video_pk 70083 · mention_pk 166982
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there are five different win conditions
  • by ruling that is having your war bans on more sites than any other player
  • holding the banner of the people's favor
  • holding the banner of the darkest secret
  • holding the grand scepter
  • becoming a citizen changes your win condition and may be tactically the best move
  • The chancellor begins the game in a strong position but is prone to being ganged up on by the exiles
References (from this video)
No references stored for this video.
Video fkRoovjExtk Meeple University Playthrough
video_pk 70085 · mention_pk 166984
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the latest game from Cole Worley who is well known for Pax Premier and Roots.
  • There are five possible win conditions in the game.
  • This is the latest game from Cole Worley... it's not a legacy game but carries over elements from map to map; standalone but then at the end you go through a sequence and you set up the game partially based on how the previous one ended.
  • Clockwork Prince always searches and plays one card.
  • It's not a light game; it is a pretty complex game.
References (from this video)
No references stored for this video.
Video x05AzUYbjIo Meeple University Rules Teach at 0:26 sentiment: neutral
video_pk 70083 · mention_pk 241758
Meeple University - Oath video thumbnail
Click to watch at 0:26 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • political power struggle within an empire with multiple win conditions and shifting power dynamics
  • map with three regions (Cradle, Provinces, Hinterland) containing sites/denizens/relics/edifices; imperial reliquary board; factions include chancellor, exiles, citizens, imperial players, bandits
  • instructional tutorial with step-by-step world-building and rule explanations
Comparison games
  • Fruit
Mechanics (from transcript analysis)
  • Advisors and sites — Managing cards on the advisor area (face-up and face-down) and at sites; access vs. ruling cards affects what you can do each turn.
  • Campaign — Attack mechanism where a defender is chosen and battle is resolved with dice, banners, relics, and warbands; requires paying costs from supply and can eliminate or move warbands.
  • muster — Major action costing one supply to place one favor onto an empty card and gain two warbands from off-board supply.
  • Reclaim as Action — Pay costs to recover relics or banners; may involve burning/favor/secrets and returns pieces to banks or fleets them to the player board.
  • Recover — Pay costs to recover relics or banners; may involve burning/favor/secrets and returns pieces to banks or fleets them to the player board.
  • search — Draw denizen cards from the world deck or discard pile; ability to draw up to three cards, with vision cards advancing the eyeball track.
  • trade — Costs one supply and exchanges favors or secrets; involves banks and different gain rules depending on the traded card.
  • Trading — Costs one supply and exchanges favors or secrets; involves banks and different gain rules depending on the traded card.
  • Travel — Major action that lets you move your pawn from your site to any other site on the board; cost depends on origin/destination.
  • Wake/Act/Rest phases — Turn structure: wake phase (advance round and possible triggers), act phase (take actions with supply constraints), rest phase (reset board and supply).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there are five different win conditions
  • by ruling that is having your war bans on more sites than any other player
  • holding the banner of the people's favor
  • holding the banner of the darkest secret
  • holding the grand scepter
  • becoming a citizen changes your win condition and may be tactically the best move
  • The chancellor begins the game in a strong position but is prone to being ganged up on by the exiles
References (from this video)
No references stored for this video.
Video fkRoovjExtk Meeple University Playthrough at 4:18 sentiment: positive
video_pk 70085 · mention_pk 241818
Meeple University - Oath video thumbnail
Click to watch at 4:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting asymmetric design
  • Engaging two-player variant
  • Beautiful components and art
Cons
  • Complex learning curve
  • Win conditions are multiple and can be hard to describe upfront
Thematic elements
  • oath, banners, relics, visions; chancellor vs exiles; governance and devotion
  • board with eight sites in three regions; area control and interaction with various sites
  • asymmetric roles with evolving win conditions; standalone with carryover elements
Comparison games
  • Pax Premier
  • Roots
  • The Cave
Mechanics (from transcript analysis)
  • Area Control — Players move between sites and rule areas to gain powers; the board has eight sites across three regions.
  • clockwork prince (flowchart) two-player control — In two-player play, the Clockwork Prince acts as the controlling element (the Chancellor) via a flowchart to determine actions.
  • Combat resolution with dice — Combat uses attack and defense dice with modifiers from tactics and cards; casualties remove warbands.
  • Combat: Dice — Combat uses attack and defense dice with modifiers from tactics and cards; casualties remove warbands.
  • Resource Management — Resources flow between banks and players, with actions to gain or trade favors, secrets, and books.
  • resource management (favors, secrets, books) — Resources flow between banks and players, with actions to gain or trade favors, secrets, and books.
  • two-player setup variants — Two-player mode is discussed with specific setup and turn order differences.
  • Variable Set-Up: Player — Two-player mode is discussed with specific setup and turn order differences.
  • visions, relics, banners as win conditions — Multiple win conditions revolve around banners, relics, and visions; certain cards reveal win conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the latest game from Cole Worley who is well known for Pax Premier and Roots.
  • There are five possible win conditions in the game.
  • This is the latest game from Cole Worley... it's not a legacy game but carries over elements from map to map; standalone but then at the end you go through a sequence and you set up the game partially based on how the previous one ended.
  • Clockwork Prince always searches and plays one card.
  • It's not a light game; it is a pretty complex game.
References (from this video)
No references stored for this video.
Video 9xPlKbE61fY Unboxing at 2:33 sentiment: mixed
video_pk 69624 · mention_pk 166254
Oath video thumbnail
Click to watch at 2:33 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The prototype was considered awesome by the reviewer.
  • The game series is compared to Arcs in terms of box size and potential marketing strategy.
Cons
  • The final version was not loved by the reviewer.
  • The gameplay experience did not seem to fit with the reviewer's game group.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign play — The game has an oath-style campaign mechanic with additional expansion content.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • ARCS is the best game of 2024.
  • I usually use them [Shut Up and Sit Down reviews] as a reference for what I won't like more than what I will.
  • The wash needs to be redone.
  • I'm compelled by I'm going to be playing it tomorrow.
  • Root is really the only one that has yet to be challenged... is a definer of a genre of asymmetric games and player Powers.
References (from this video)
No references stored for this video.
Video ljNY7rT12u4 Top List at 15:41 sentiment: mixed
video_pk 69412 · mention_pk 165904
Oath video thumbnail
Click to watch at 15:41 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Intriguing publisher and designer
  • Fits his style of gaming
  • Artful and aesthetic
  • Wants to play four players and give it another try
Cons
  • Did not like it initially and got rid of it
  • Yelled at in comments for not playing correctly
  • Expensive ($130+)
Thematic elements
  • Empire and Exile
  • Tells a story and has a beautiful catchphrase that it remembers itself
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric play — Mentioned as needing four players to 'experience the journey'.
  • Legacy (implied) — The catchphrase that 'remembers itself' suggests legacy elements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have too many board games
  • Every board game is a promise of a story a game night a group of friends getting together it's a memory of when you did just that
  • This list of board games are games that I know and I know well games that I would add to my collection immediately
  • I've wanted some of these games for years and with all of that acknowledged I I just I just can't justify getting them
  • I'm an irresponsible campaign game owner
  • keep dreaming whether it's your career your life the goals you have or the games you want
References (from this video)
No references stored for this video.
Video aT8lRz6ydgU Playthrough at 7:22 sentiment: positive
video_pk 69273 · mention_pk 165698
Oath video thumbnail
Click to watch at 7:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging player interaction and negotiation
  • Strategic depth with shifting alliances
  • Strong theme and narrative integration
  • High replayability due to varied game states and player choices
Cons
  • Can be perceived as overly complex or long by some players (implied by comments about game length and complexity)
  • Betrayal and backstabbing can be intense
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players vie for control of different 'sites' on the board, which have various effects and grant advantages.
  • Card Drafting — Players draw cards from decks and select them to play, such as searching the 'deck' or 'discard pile' to find specific cards.
  • Negotiation — Players make deals, trade, and form temporary alliances to achieve their goals, often involving 'favor' and 'secrets'.
  • Resource Management — Players manage resources like 'Supply,' 'Favor,' 'Secrets,' and 'War bands' to perform actions.
  • Secret Objectives/Visions — Players have 'visions' or objectives that influence their strategy and can lead to winning the game, like the 'darkest secret' or 'people's favor.'
  • Set Collection — Implied by players collecting cards and attempting to gain specific combinations or sets, such as 'Visions' or matching advisor suits.
  • Worker Placement — Players move their pawns to different sites on the board to take actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "The banner of the darkest secret was the second vision of the deck if it was the one that for ruling sights right... that you happen to draw that completely changes the game completely."
  • "It was both a stab in the back but then when I turned around it also a stab in the face."
  • "Blackmail is such an ugly word, I prefer extortion."
  • "This is in my top five and it is not 543 or 2."
  • "For the first 90% of the game the board state looked incredible for Ken."
  • "I regret wasting my."
  • "It won't be 8 months till we play this again I promise you that."
References (from this video)
No references stored for this video.
Video 8k-DH6knlnc Review at 0:13 sentiment: positive
video_pk 69021 · mention_pk 165332
Oath video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique experience
  • Puts you in control of creating stories
  • Ongoing campaign, akin to RPG
  • World roleplaying
  • Surprising elements
  • Memorable moments
  • Evolving world
  • Narrative building
  • Well-designed box
  • Closed economy mechanic
  • Forgiving of mistakes
  • Creates memories
  • Awesome and memorable
Cons
  • Not for everyone
  • Rules take getting used to
  • Flow of campaigning against others doesn't feel as smooth
  • Some elements feel a little rough around the edges
Thematic elements
  • Creating stories that bring a world to life.
  • Storytelling with strategic elements.
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign play — It's very much something that is like an ongoing campaign, sort of akin to a role playing game, but not quite.
  • Closed Economy — What's a closed economy in board games? It's where there's sort of a fixed amount. So you typically will start with just three favor and I have favor somewhere around it's at the bottom of the box.
  • Faction interaction — There are six different factions in this game... and the other nice part... This is one of the best designed boxes... there are six factions.
  • Favor bank — You have favor with. And this is the cool thing with this again you have a favor bank with each faction and that creates a closed economy.
  • relics — There are a ton of different relics in this game as well. These are rare and hard to come across, but they all do something really neat.
  • Secret currency — Because secrets are another currency in this game.
  • Storytelling — It is very much a storytelling type game with a lot of strategic elements, but it really puts you in control of creating these stories that bring a world to life.
  • Visions — And there's visions that you can draw from that deck which may make an exile win if they reveal it at the right time and things have happened.
  • World influence — You are placing cards in different locations. You're searching locations which kind of reveal elements that kind of influence the world around you.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Um, it is very much a storytelling type game with a lot of strategic elements, but it really puts you in control of creating these stories that bring a world to life.
  • It's very much something that is like an ongoing campaign, sort of akin to a role playing game, but not quite where if you were roleplaying as something, it's almost like you're role playinging the entire world.
  • And I haven't played in a little bit, but I still think about those moments and the world that I left behind, and how fun that was to play through this.
  • Because secrets are another currency in this game.
  • But what really stands out for me, the ones that create those memories, and that are the ones that I want to talk about, the ones that I want to share, those are the ones that create these stories, that let me use my imagination to bring that to life.
  • And the other nice thing about this is if you make a mistake, this is not a game where you need to reverse go back in time, redo it, just go with it because it's storytelling.
  • It's just an awesome sort of game that does so many different things that seem way out there in some ways and yet it works and it is awesome and I love it.
References (from this video)
No references stored for this video.
Video o1vk6nSCQuY Rules Teach at 0:02 sentiment: mixed
video_pk 67856 · mention_pk 164128
Oath video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Adorable art
Cons
  • High numbers can be an issue
  • Stuck with cards you can't place
Thematic elements
  • Otters
Comparison games
none
Mechanics (from transcript analysis)
  • Hand Management — you're going to clear all four piles of these cards.
  • Push Your Luck — I would hate to put five here because then I'm going to have to do something different. But you know what? I'm just going to do it just to open it up a little more.
  • Resource Management — I'm going to have to use a lucky stone. So, I could flip over one of my lucky stones.
  • Set Collection — the sum of the cards across all three columns must be below 20.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Thank you to the game designer for sending me a copy.
  • In the solo game, you do not use the tail cards that come with the game.
  • So, set those aside cuz you won't need them in the solo game.
  • So, during setup, you're going to be uh randomly choosing three of the uh otter uh head cards.
  • So, all of the explanations are actually over here.
  • So, I am glad that the randomly chosen tummy that I put here is a 10, but I might be able to use some lucky stones to change some of that in case this one gets a little tough.
  • So, the idea is that you're going to clear all four piles of these cards.
  • You cannot take a card from a pile you already took from on the previous turn.
  • And then you can't place a card on a tummy section that you already placed in the previous turn.
  • So I will be tracking it with two uh simple green cubes.
  • So right now the sum is going to be 17.
  • So I can't actually place anything on the shallow because I don't have numbers that allow me to not surpass 20.
  • So they have to be below 20.
  • Lower. I could definitely place something lower than a 10.
  • This is probably going to be the the biggest pile for me.
  • So I took from this pile. I placed on this tummy. So I cannot do that on my next turn.
  • So I will have to place this eight here. It is lower than eight. I'm sorry, lower than 10.
  • So the sum here is definitely more than 20.
  • So I can't even think to put it on shallow.
  • So outside my only option.
  • So I can't put an eight or an or three.
  • So I have a lot of options here.
  • Um, actually, you know what? I'm going to place the one.
  • Uh, so I will put a four here and I will put... I would hate to put five here because then I'm going to have to do something different. But you know what? I'm just going to do it just to open it up a little more.
  • All right. I'll put a 12 here.
  • I think I'm going to have to use a stone.
  • So, I will use a lucky stone.
  • And an option here is that I swap to uh two cards.
  • So, I will swap the 12 and the five. There we go. That opens up some options. And then I will place a 10.
  • So, can't really place the 12 right now. Oh, I could. I could. Let me do that.
  • I'll put the seven here because I couldn't put anything over there.
  • So now I think I could put a 10 here. Sum of cards below is 20. So yeah, this would be fine.
  • Yeah, I could put another 10 here. The total is 18.
  • to put the 13 here, I think.
  • And at this point, just to make sure I I can do it, I'll use another card and swap these two cards because the higher the better.
  • 13 + 6 19. That won't work. So, I had to put something lower.
  • Maybe I shouldn't have swapped it yet. But that's okay cuz now I'm forced to put a six here which is not great.
  • for the four and a one
  • Oh, this is going to be tough. I think there's a lot of cards in this pile, but uh I think this should still work.
  • So, right now, um, outside numbers, another card. Yeah, I'm going to put this here. Actually, I can't. I'll just put this pile down as I lift the cube.
  • So, this would be 8 + 6 14 + 8. That's not going to work. Just put the one here.
  • Not the seven.
  • I guess I guess I could put another eight here. That's going to be 15.
  • Oh, I'm going to be forced to do something here.
  • Uh, yeah, I'm going to have to use another lucky stone. Just swap these two so I can place the seven.
  • One more lucky stone. And I lose the game if I can't place cards. So, that'll be unfortunate.
  • So right now the total would be 13. I could place the five then outside be 12.
  • Those high numbers are a little bit of an issue I think because both of these require lower numbers. So, this is a tough game.
  • Yeah, I I can't do much here. I have to put the four.
  • Okay. So now I could put something here that's a little higher, which is good.
  • So 13 + 4 is 17. So I could put a two here. The total would still be below 20.
  • Actually, I put the eight here. And then we'll put that'll be 12. We'll put the seven here.
  • So we have a total of 9 + 3 which is 12 with the six here.
  • Put 12 here and then so it would be 15. I could put the three here.
  • And then I don't have any lower numbers, so I have to put something here. I think it'll have to be the eight.
  • And then we have a six.
  • Oh, think the nine would work. Here we have 11 + 9 is actually that's 20. I think I'll just have to place a seven because it has to be lower than 20.
  • So 9 + 3 is 12. So I have to put at least one. Yeah, guess there's numbers.
  • So as you can tell in the solo game, the the suits don't really matter. Um, it's just a numbers game here.
  • So this would be 15 with the three.
  • I don't know where this 13 is going to go. I'm just going to have to go here and I won't be able to do anything.
  • I think this is probably my last turn and I don't think there's anything smart I can do right now. I have one more lucky stone. So, I'll do that or make a turn.
  • I'll put this here. So, 13. We'll do that 11. Actually, I'll put the 13 there. Put the nine.
  • So, I kind of did have some more turns. I don't know. Not really supposed to see the next card probably, but we have 11. That won't work there.
  • All right. So, let's do a two. I think 11. No, no, no. I can't. Oh, no. Um, we're going to have to do the three. That's the best case scenario. Not ideal.
  • So, that pile's gone.
  • So, put a seven here. That pile's gone. And then I'll put a two. And we have an 11. So, we'll have to put that here. So that at least 7 8 9. Oh no, that's 20.
  • Darn. Okay, that's not great. So I'll put that there. And we're stuck with this 11 that we can't put anywhere.
  • All right. Well, I did not end up winning this game, but I was close. I had five cards left.
  • So, um I'll probably just track that in my score tracker. U basically how many cards I have left if I did lose. So that as I continue playing, um the less cards have left the better. That's to me uh a win in a way.
References (from this video)
No references stored for this video.
Video TcVP9IhmdM0 Allies Are Enemies Review at 0:20 sentiment: mixed
video_pk 67334 · mention_pk 163341
Allies Are Enemies - Oath video thumbnail
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Adorable art and theme that is very approachable
  • Easy to teach, lightweight and quick to play
  • Highly portable due to tiny box size
  • Fast pace with clear, satisfying path to reduce your hand
Cons
  • Two of the scoring cards feel notably stronger than the other three, which can bias decisions
  • Some luck influence on who gets the better scoring cards can dampen strategy
Thematic elements
  • Array
  • Coastal otter-themed setting
  • Casual, lighthearted
Comparison games
none
Mechanics (from transcript analysis)
  • card shedding — Players try to discard cards from their hand by playing multiple cards per turn that match top and bottom rule cards; rules can be swapped when players cannot move, creating dynamic shedding decisions.
  • Climbing Shedding — Players try to discard cards from their hand by playing multiple cards per turn that match top and bottom rule cards; rules can be swapped when players cannot move, creating dynamic shedding decisions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I do find this game super adorable.
  • Very easy to teach.
  • For such a tiny box and just like a cute little independent game, I think this does a pretty good job.
  • I think it’s a really easy one to teach and to bring in new gamers as well.
  • It’s a very quick game.
  • We have played this, I think, 10 times so far. We have won two or three of those games.
  • The two-player mode and the mindmelding is really where this shines.
  • If you have played Smitten, you know how this plays already.
  • The engine gets stronger and stronger as the game goes on.
  • The end can come surprisingly soon.
  • It’s a little bit like Machi Koro because everyone benefits from those dice rolls.
References (from this video)
No references stored for this video.
Video WNNTumid8XI all you can board Game Discussion at 13:01 sentiment: mixed
video_pk 66024 · mention_pk 160422
all you can board - Oath video thumbnail
Click to watch at 13:01 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • noted as a contrasting example to the discussed game in terms of randomness
Cons
  • not elaborated on in transcript
Thematic elements
Comparison games
  • Quacks of Quedlinburg
  • Taverns of Tiefenthal
Mechanics (from transcript analysis)
  • unknown — Transcript references Oath as a comparison but does not describe mechanics here.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's one of the games that the most I have the most fun with
  • easy to teach and while being fun
  • mindless fun
  • the randomness is high and it's a lot of laughs
  • nostalgia attached to it is a deadly thing
References (from this video)
No references stored for this video.
Video lGCXY2daZiY Rules Teach at 29:09
video_pk 65957 · mention_pk 160184
Oath video thumbnail
Click to watch at 29:09 · YouTube ↗
Pros
none
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)
  • I'll take you through five general tips for what can help you to explain board games
  • this is deck building
  • the wind condition
  • Spirit Island is actually a surprisingly difficult game to explain because the turn sequence is completely jumbled up compared with the sequence you would use in your mind to understand the theme
  • there are many games out there even really crunchy Euro red cheaty Euro types of games where you can still really use the theme to your advantage
  • the game is scenario driven the cards will unfold the story and you'll win if you find something that says you are victorious you lose if you max out any track with a red skull
References (from this video)
No references stored for this video.
Video 8qu5Y9iKSIA Watch It Played Discussion at 2:18 sentiment: positive
video_pk 64709 · mention_pk 158202
Watch It Played - Oath video thumbnail
Click to watch at 2:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • bundled content for multiple games is highlighted
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)
  • I'm a pretty big fan of the game Concordia
  • the rules to the game are very simple
  • they also have a bundle for Olli on as well
  • these are four different packs that have been bundled together that we're part of the original Kickstarter stretch goals
References (from this video)
No references stored for this video.
Video g_sudAwjh78 Meeple University Interview at 1:26 sentiment: positive
video_pk 64677 · mention_pk 158172
Meeple University - Oath video thumbnail
Click to watch at 1:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • sandbox/open-ended design
  • shared tableau
  • emergent multi-generational storytelling
  • political intrigue with dynamic outcomes
Cons
none
Thematic elements
  • political power, governance, dynasty, and change
  • multi-generational political dynasty in a kingdom
  • emergent; players steer the story; no pre-written dialogue
Comparison games
none
Mechanics (from transcript analysis)
  • emergent narrative without pre-written text — story develops from player actions rather than fixed narrative text
  • generational progression — each game influences the setup and outcomes of future games across generations
  • political/intrigue dynamics — alliances and rivalries shape the political landscape across games
  • shared tableau building — players contribute to a single tableau and compete for control of its parts
  • Tableau Building — players contribute to a single tableau and compete for control of its parts
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a game that remembers how it was played
  • the action of one game will essentially set the stage for the next game
  • it's ultimately a political game but it is as Sandboxie and open as one of those games can get
  • central mechanism is it's a tableau builder but instead of having your own tableau everybody there's a lot of clapping going on so everybody has a shared tableau
References (from this video)
No references stored for this video.
Video R2F3cQ71XdU Meeple University Discussion at 0:04 sentiment: neutral
video_pk 64484 · mention_pk 157946
Meeple University - Oath video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • civilizational conflict centered on oath-keeping mechanics across sessions
  • a world with exiles and citizens, cradle and hinterland, with sites, warbands, relics, and a world deck
  • player-driven continuity where the winner can influence future games through kept elements
Comparison games
none
Mechanics (from transcript analysis)
  • board_state_transition — exiles flip citizen boards and swap warbands; imperials repair or build edifices and clean up sites
  • exile_vs_imperial_outcome — the winner's faction determines allowed post-victory actions (citizenship, edifice, site cleanup)
  • oath_keeper_next_choice — the next oath is chosen by the winner, with options depending on exile or imperial outcomes
  • starting_setup_and_location — players choose starting locations, receive starting pieces, and receive initial cards
  • Variable Set-Up: Player — players choose starting locations, receive starting pieces, and receive initial cards
  • world_and_archive_refresh — world deck, relics, and archive are shuffled and rebuilt for the next game
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the winner of a game can carry through some elements of the map or some of the cards that they liked in order to make the next game to their favor
  • we're not going to talk about the rules for oath here and we recommend you watch out how to play video
  • which cards get discarded or removed or kept around for the next game
  • arcane
References (from this video)
No references stored for this video.
Video nlxU1vxzcdw Neon Gorilla Analysis at 0:19
video_pk 62777 · mention_pk 155478
Neon Gorilla - Oath video thumbnail
Click to watch at 0:19 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Action parity — everyone basically has the same number of actions
  • longer turns — turns are longer, aiming for protracted scenes
  • Simultaneous Actions — everyone basically has the same number of actions
  • supply parity — everyone basically has the same amount of supply
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • longer turns were better because we wanted them to feel more like chapters in a book.
  • Risk was first advertised as a game, one of its key selling points was that it had a dynamic turn length.
  • variations of tempo.
References (from this video)
No references stored for this video.
Video 7MO-5KOrHgk Board Gaymes James Review at 0:00 sentiment: positive
video_pk 62077 · mention_pk 154662
Board Gaymes James - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Quick, lightweight gameplay
  • Engaging magnet mechanism
  • Accessible for families and kids
  • Optional advanced rules add strategic depth
Cons
none
Thematic elements
  • tile collection and manipulation using magnetic components
  • Underwater seafloor exploration featuring a magnetic octopus collecting tiles
  • abstract, light-weight filler experience
Comparison games
none
Mechanics (from transcript analysis)
  • advanced mode — Optional rules introduce additional abilities and replacement tiles when stacks are depleted, increasing depth.
  • magnet-tile interaction — An octopus figure magnetically attracts tiles to itself, affecting placement and collection on the board.
  • rotation/rolling cube — A cube is rotated and rolled around the board to move and pick up tiles, adding a physical dexterity element.
  • set collection / scoring via tiles — Points are earned based on the tiles taken and how the set is assembled over the course of a round.
  • Tile Placement — Players place tiles on the board and claim points by collecting them during their turns.
  • Tile placement and collection — Players place tiles on the board and claim points by collecting them during their turns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Overall, I really liked Octo. It's a nice cute little filler game for me, especially with the advanced abilities that you can add in as well.
  • This one is really cool and uses one of the new trends of gaming, which is magnets.
  • The tiles themselves fit perfectly onto the cubes and you can take them off quite easily.
References (from this video)
No references stored for this video.
Video tpDrpjqpit0 Let's Table It Review at 0:09 sentiment: positive
video_pk 61810 · mention_pk 154464
Let's Table It - Oath video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adorable, appealing art and theme
  • Easy to learn with quick rounds
  • Strong decision-making and potential for combo plays
  • Good table presence despite a small box
  • Replayability through different Otter goal cards and potential for expansion
Cons
  • Some goal cards can be tricky for younger players
  • Luck factor from drawing cards
  • Downtime can increase with more players
  • Not a heavy strategy experience for hard-core gamers
Thematic elements
  • light, fast-paced card play with hand management and set-collection-like goals
  • Otter-themed setting centered around otters and their coastal/river environment
  • expository review-focused explanation with emphasis on gameplay decisions
Comparison games
none
Mechanics (from transcript analysis)
  • draw and risk — On your turn you may draw one or more cards from the deck, then you must either flip one of the goal cards or swap two of them.
  • goal variability — There are several Otter goal cards, so each game feels different; goals can shift as you flip or swap cards.
  • Lose a Turn — If you miss or can't play, your turn ends.
  • otter cards and goals — Play cards from your hand to one of the central otter cards. Each otter has two criteria (head and tail). If your card meets both, you can continue playing on that otter.
  • turn-ending rule — If you miss or can't play, your turn ends.
  • win condition — The first player to empty their hand twice wins.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Otter is ridiculously cute.
  • There's real decision-making here.
  • It's simple to learn, but surprisingly thinky.
  • The combo potential is super satisfying.
  • It's perfect for family nights, warm-ups, or just something light and fun that still makes you think.
References (from this video)
No references stored for this video.
Video 0SebseNd-JI Jamie, Tabletoptiktok Review at 0:00 sentiment: positive
video_pk 61424 · mention_pk 154095
Jamie, Tabletoptiktok - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cute and charming theme with otters
  • Easy to learn and quick to teach
  • Portable with small box, deluxe plush edition option
  • 1-4 players, including solo mode
  • Engaging puzzle-like decisions to maximize cards
Cons
  • Downtime potential when players cannot move and must draw
  • Rule variance in solo mode could confuse newcomers
Thematic elements
  • hand management and strategic discard to maximize cards in one turn
  • Otter-themed card game with otter heads, tails, and lucky stones, set in a playful water-world
  • procedural/puzzle-like abstract
Comparison games
none
Mechanics (from transcript analysis)
  • draw and exchange actions — If stuck, players may draw 1-3 cards and flip/exchange otter heads/tails to adjust options.
  • Hand Management — Players try to empty their hand by playing 1-3 cards per turn under constrained conditions.
  • pattern/constraint-based play — Cards played must meet constraints (higher, near within two, even numbers, creature type) depending on the otter head shown.
  • round reset / re-deal — End of round hands are reshuffled to 10 cards for the next round.
  • Score-and-Reset — End of round hands are reshuffled to 10 cards for the next round.
  • score/progression via lucky stones — After meeting the required number of empties, players gain lucky stones; accumulating the required total wins.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game is really cute.
  • Otter are cute. They're mean.
  • The deluxe edition comes inside of a plushy Otter, which is so fun.
  • This is a great option for one to four players. It's portable, doesn't take up a ton of table space, quick to teach, easy to play, great for all ages.
  • I am enjoying Otter.
References (from this video)
No references stored for this video.
Video pIn5OA5IcRg Shelfside Review at 0:13 sentiment: positive
video_pk 60728 · mention_pk 153163
Shelfside - Oath video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Dynamic power politics with many interaction points
  • Many win conditions create replayability and ambition
  • Strong world deck and narrative flavor driving variety
  • Balanced despite high complexity; interesting asymmetry
  • Excellent setup/teardown organization and components
Cons
  • Art style not universally appealing
  • Downtime can be lengthy with certain groups
  • Iconography not always obvious; need more reference sheets
  • Rule changes/errata exist; early play may require clarifications
  • Not ideal for two players; best with ≥3 players
Thematic elements
  • History is written by the victors; politics, power, and narrative control drive outcomes
  • A dynamic fantasy-pantheon empire where players shape a living history through politics, relics, and visions.
  • emergent, story-driven history generation with a perpetual, changing world
Comparison games
  • Root
  • Betrayal at House on the Hill
Mechanics (from transcript analysis)
  • Area Control — Players vie for control of regions on a shifting map, affecting influence and resources.
  • Chancellor mechanic — One player starts as the chancellor with control of the main objective but limited ability to win early.
  • Chronicle/Winner influences future decks — Outcomes are written into a chronicle that modifies later games.
  • Closed Economy — Money is generated and spent through a bank-based economy with potential for economic warfare.
  • Deck Manipulation — Card draws from a central deck influence actions, events, and the board state.
  • Deck-driven actions (World deck, Vision cards) — Card draws from a central deck influence actions, events, and the board state.
  • dynamic player interaction — Diplomacy, deals, and politics shape alliances and contestation.
  • Economy and banks — Money is generated and spent through a bank-based economy with potential for economic warfare.
  • multiple win conditions — Six or more independent paths to victory (main goal, banners, relics, etc.).
  • Positive Player Interaction — Diplomacy, deals, and politics shape alliances and contestation.
  • Relics, banners, scepters — Powerful artifacts and banners grant special actions and strategic leverage.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there's no end you'll never complete oath because it's perpetual history as an experience
  • oath is big sandbox of fun effects and different play styles to build crazy stories
  • recommend your score 10 out of 10. this is not a joke
  • i would play oath with so many people i can't wait to keep playing and changing my world with different friend circles
  • oath surprisingly balanced
References (from this video)
No references stored for this video.
Video MsA3FMJ4S3o kovray Rules Teach at 0:10 sentiment: positive
video_pk 60290 · mention_pk 152720
kovray - Oath video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, structured teaching of setup and turn sequence.
  • Accessible for families and new players, with intuitive card actions.
  • Engaging tension from hidden pearl values and endgame reveal.
  • Fast pacing and multiple bluff/deception opportunities.
Cons
  • Some rule nuances (e.g., exact card exceptions) require careful watching; may confuse new players on first play.
  • Negative scoring black pearls can slow early enthusiasm for some players.
Thematic elements
  • Pearl collection and risk management in a hidden-information, hand-management card game.
  • Underwater otter environment with pearls and sea urchins, focused on collecting valued pearls.
  • Light, whimsical, puzzle-like.
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven actions — Cards trigger various actions (gaining, swapping, or negating pearls) that affect players' resources.
  • endgame triggering — The game ends when only one player remains, after which pearls are tallied for final scoring.
  • Hand Management — Players manage a hand of cards each turn, discarding or playing cards to optimize pearl collection and avoid penalties.
  • Hidden Information — Pearl values can be checked and rearranged by the owner to influence opponent guesses and scoring.
  • locking and protection — Specific cards can lock pearls or protect the player from actions until certain conditions are met.
  • Re-Rolling and Locking — Specific cards can lock pearls or protect the player from actions until certain conditions are met.
  • Risk Management — Urchin cards pose a risk: holding two urchins in hand eliminates a player at the end of their turn.
  • Set Collection — Players collect white and black pearls; pearls are revealed or kept hidden to affect scoring.
  • Take That — Certain cards directly impact other players’ pearls or hands, introducing interaction and bluffing.
  • take-that / interaction — Certain cards directly impact other players’ pearls or hands, introducing interaction and bluffing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In otter, you'll take turns drawing and playing cards, aiming to collect the most valuable pearls while avoiding the spiky sea urchins.
  • The game will end when only one player remains, at which point you'll reveal your pearls and urchins, and the player with the most points wins.
  • You'll always play the card face up in front of you and usually discard it at the end of your turn with a few exceptions, but we'll go over the specific card actions in a moment.
  • Two sea urchins in your hand at the end of your turn, you're out of the game.
  • Now, as Otter are Tyler's favorite animal of all time, uh that is our question of the day.
References (from this video)
No references stored for this video.
Video AzSfXcEX4DM Board Of It Top 10 List at 4:37 sentiment: mixed
video_pk 42652 · mention_pk 129564
Board Of It - Oath video thumbnail
Click to watch at 4:37 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • deep strategic tension
  • strong narrative potential and replayability
  • unique mechanics that reward planning
Cons
  • can be very complex and daunting
  • outcomes hinge on nuanced interactions that may frustrate some players
Thematic elements
  • empire and political strategy across campaigns
  • a living kingdom with regional factions and evolving victory conditions
  • legacy-like, evolving game state; strategic confrontation
Comparison games
  • John Company
  • Clans of Caledonia
Mechanics (from transcript analysis)
  • Area Control — control regions and influence as a central conflict axis
  • Campaign-style progression — the game state changes across sessions with lasting effects
  • card-driven tableau — cards provide actions and state changes; strategic sequencing matters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's essentially a sirical take on the uh East India Trading Company and the kind of terrible things they did in India.
  • it's the beauty of it in a way is it is complex.
  • it's almost more like an RPG than a board game in some ways
  • mean Sandra
  • this is one of my all-time favorite games actually
  • this is the pinnacle of games that are enjoyable to play every single moment
  • Roots is the woodland game of war
References (from this video)
No references stored for this video.
Video GjaRctcuD98 Board Stupid Analysis at 0:00 sentiment: mixed
video_pk 40817 · mention_pk 123830
Board Stupid - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Stunning deluxe production and components, including a neoprene playmat and detailed, high-quality art.
  • Innovative chronicle system that tracks game history and subtly reshapes future rounds to reflect player choices.
  • Emergent storytelling powered solely by mechanics and system design, not flavor text, creating a sense of horizon-expanding narrative.
  • Strong sense of weight and depth; encourages long-term planning and meaningful player interaction across sessions.
  • Rich, whimsical yet menacing aesthetics by Kyle Ferrin that contribute to a memorable world.
  • High replayability within a consistent group, as the chronicle and role dynamics create different experiences over time.
Cons
  • High price point and very large production footprint may be a barrier for casual players or smaller game budgets.
  • Steep learning curve with dense rules and complex interactions; demands patient teaching and repeated play to fully grasp.
  • Downtime can be substantial at higher player counts, potentially slowing pacing and causing fatigue during long sessions.
  • No fixed campaign ending; the absence of a traditional conclusion can be unsatisfying for players seeking a conventional win sequence.
  • Requires a stable group and commitment to multiple sessions to unlock the system’s deeper layers.
Thematic elements
  • Power, succession, rebellion, and the fragile legitimacy of leadership in a world without a fixed outcome.
  • A mythical, cyclical realm where factions vie for control, exile, and the legacy that binds past rulers to present fate.
  • Emergent storytelling that arises from player interaction and a chronicle memory system rather than explicit flavor text.
Comparison games
  • Root
Mechanics (from transcript analysis)
  • action economy and movement — On a turn, players spend supply to execute actions; choices include moving through the map, expanding influence, or triggering effects that ripple across the board.
  • Campaign/Chronicle memory system — A chronicle mechanism remembers the outcomes and choices of prior games, subtly reshaping card distributions and available strategies to reward or punish players based on history.
  • Cards and advisor interactions — A large pool of unique cards, including personal advisors, creates a wide variety of synergies and strategic options; cards can be played to influence the board or bolster your position.
  • Conflict and stealing — Active competition includes stealing relics or banners and contesting control of lands, creating palpable tension and shifting power dynamics.
  • Diplomacy and favors — Interactions with denizens through secrets and favors shape access to powerful cards and scores, incentivizing negotiation and tactical information sharing.
  • endgame variability — There is no fixed campaign endpoint; games can shift the winning pathway, challenging players to adapt their plans and seek long-term kingdom improvement.
  • Negotiation — Interactions with denizens through secrets and favors shape access to powerful cards and scores, incentivizing negotiation and tactical information sharing.
  • production emphasis — Deluxe components, a neoprene playmat, and vivid artwork are not merely cosmetic but set a tone that deepens immersion and affects perceived value.
  • Resource Management — A central resource that players spend to perform actions, move through the world, search for new cards and abilities, and to influence other players. Managing supply tempo is critical to maintaining momentum and preventing stall.
  • Role-based play and win conditions — Players assume distinct roles—Chancellor, Citizen, or Exile—each with different goals and victory conditions, which creates dynamic incentives and shifting alliances.
  • supply management — A central resource that players spend to perform actions, move through the world, search for new cards and abilities, and to influence other players. Managing supply tempo is critical to maintaining momentum and preventing stall.
  • Troop muster and relics — Mustering troops and collecting banners or relics provide defensive power, strategic footholds, and valuable timing opportunities to shape the endgame.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is oath chronicles of empire and exile—the title feels like a promise and a challenge at once.
  • The cycle of power can start anew, and that perpetual renewal is built into the game’s bones.
  • The components in oath are stunning with a glorious full-color printed neoprene play mat, with metal coins and chunky wooden bits.
  • Kyle Ferrin's artwork is full of whimsical fantasy with a dusting of menace, and it spills into every single element of the game.
  • If everyone at the table is too invested in winning then you'll spend several frustrating turns as the win condition bounces from player to player.
  • To best enjoy this game you should probably forget about notions of winning and losing; think bigger than that—the future of the kingdom.
References (from this video)
No references stored for this video.
Video ui5VT8M4IeI Tabletop Tolson Review at 0:00 sentiment: positive
video_pk 40709 · mention_pk 209540
Tabletop Tolson - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever and integrated rondelle with time-driven planning
  • Tight worker-placement with blocking creates meaningful tension
  • Engaging engine-building core that scales with production
  • Clear path to strong endgame scoring through majority tracks and card bonuses
  • The bribe/watch card layer adds thematic depth and strategic choices
Cons
  • Boards and components feel flimsy or lightweight in quality
  • Time cogs are fiddly and lack clear tactile labeling on some pieces
  • The clock pointer is cardboard, which detracts from the tactile experience
  • Two-player variant relies on a dice mechanism to simulate a third player, which may feel unsatisfying to some
  • Some players may find upkeep of multiple tracks and card bonuses a bit dense
Thematic elements
  • Espionage, bribes, and smuggling within a time-driven, clockwork ecosystem.
  • A clandestine spy/smuggling operation set within a clockwork, industrial environment featuring a warehouse, loading docks, and a foreman’s office.
  • engine-building with light deduction and tense timing, driven by hidden information via watch cards
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven bribes (watch cards) — Face-up watch cards reveal bonuses and risks; players may spend or leverage bribes to gain advantages.
  • Endgame scoring via objective boxes — Crates/boxes of various colors provide endgame points, encouraging strategic route planning to maximize value.
  • Engine Building — Advancing on the track produces resources (discs) that fuel actions and drive endgame scoring.
  • Majority scoring on tracks — Endgame points are awarded based on majority control of location tracks on the board.
  • Production engine / resource generation — Advancing on the track produces resources (discs) that fuel actions and drive endgame scoring.
  • Rondel — A circular track governs where workers can move and how timing influences action priority.
  • Rondelle movement — A circular track governs where workers can move and how timing influences action priority.
  • Set Collection — Cards offer bottom bonuses and set-collection style scoring paths that amplify points when collected in color groups.
  • Set collection / bottom bonuses on cards — Cards offer bottom bonuses and set-collection style scoring paths that amplify points when collected in color groups.
  • Smuggling / bribe economy — Bribe economy interacts with being caught, with penalties and payoffs tied to progress on tracks.
  • Time clock / time wheel — The clock advances each round, shifting action order and triggering events; players plan around time-based turns.
  • Worker Placement — Players place workers on action spaces, with occupied spaces blocking other players from using them.
  • Worker placement with blocking — Players place workers on action spaces, with occupied spaces blocking other players from using them.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love a good rondelle. And this one is clever.
  • Searching files is really, really valuable.
  • This is a nice game from a couple years back. This is not a brand new release.
  • Very, very cool.
References (from this video)
No references stored for this video.
Video uWB88vlepSA Board Of It Discussion at 55:36 sentiment: positive
video_pk 38549 · mention_pk 116122
Board Of It - Oath video thumbnail
Click to watch at 55:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • ambitious, deep design with lots of strategy
  • flexible faction interactions and negotiation potential
Cons
  • complex and tightly tied to card-draw randomness
  • not beginner-friendly; requires persistent commitment
Thematic elements
  • political intrigue, factional power, empire shenanigans
  • post-civ-like empire-building with shifting loyalties
  • emergent, player-driven
Comparison games
  • Root
  • Pax Pamir
Mechanics (from transcript analysis)
  • Card-driven action selection — Card play determines available actions and board state; interactions vary by faction.
  • Legacy/continuity feel without explicit legacy gates — Games carry forward ideas and state across sessions; evolving play styles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's actually got a surprising amount of depth
  • it's very soothing as a game
  • surprisingly deep and rewarding
  • it's a brain melter
  • it's not brutal is it
  • it's a tug of war game
  • it's a game that we could take to the pub
References (from this video)
No references stored for this video.
Video 9XMb5o80Xwc Tabletop Tokki Discussion at 2:27 sentiment: positive
video_pk 36899 · mention_pk 214309
Tabletop Tokki - Oath video thumbnail
Click to watch at 2:27 · YouTube ↗
Overall sentiment (raw)
very positive
Pros
  • clever mechanic with push-your-luck
  • cute art and approachable rules
  • desirable enough to order after first play
Cons
  • may be light for some heavier gamers
Thematic elements
  • cute ecosystem with card-driven actions
  • sea creatures and feeding dynamics
  • clever, approachable
Comparison games
none
Mechanics (from transcript analysis)
  • card shedding / hand modification — draw and/or modify your hand to influence which otter you feed to which belly by card type and amount.
  • Push Your Luck — mechanics encourage risk-taking based on card draws and available actions.
  • Push-your-luck elements — mechanics encourage risk-taking based on card draws and available actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am a fan of the Roland Wright genre, particularly ones that are a little heftier.
  • There were some smaller combos or smaller chains that you could kind of set up, but I would say not as much as I'm used to with other rolling rides, especially ones of this heft.
  • The art and premise of this game were really great.
  • I loved this one so much that I ended up ordering it that same evening.
  • Really tense little two-player back and forth line battler with again a great theme and really unique arts.
  • If any of that title or tagline sounds good to you, it's definitely one you're going to want to check out.
  • The bluffing strategy came into play with putting out cards for your opponent and saying what kinds of ingredients they were.
References (from this video)
No references stored for this video.
Video i6ZG2Fs6-ck BoardGameCo Review at 11:55 sentiment: positive
video_pk 36213 · mention_pk 108436
BoardGameCo - Oath video thumbnail
Click to watch at 11:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting puzzle of optimization; back-and-forth card play
Cons
  • May not be ideal to play in-person unless components are clear
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)
  • I'm going to be reviewing 17 board games from Board Game Arena.
  • I will be going from least fun to most fun.
  • There are some great games that I love that I do not think Board Game Arena is the best platform for them.
  • This is not one of the videos where I have a lot of them.
  • I hope you enjoyed this video and as always I hope you have a good...
References (from this video)
No references stored for this video.
Video JMNvmmopEGo Board Of It Discussion at 14:31 sentiment: positive
video_pk 35451 · mention_pk 241464
Board Of It - Oath video thumbnail
Click to watch at 14:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep design with strong thematic weight
  • Rich strategic options and replay variety
Cons
  • Complex rules; steep learning curve
Thematic elements
  • Empire evolution, narrative of rise and fall
  • Fantasy empire simulation with shifting power and factions
  • Saga/legacy-like evolution
Comparison games
  • Pax Pamir
  • Root
Mechanics (from transcript analysis)
  • Area Majority — Control key regions and influence the board
  • Asymmetric play — Different factions and goals create varied paths to victory
  • Card Drafting — Strategic card use and action economy shape outcomes
  • card drafting and action selection — Strategic card use and action economy shape outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game introduced us to what board games can be.
  • Viticulture is probably one of my favorite games, definitely in the top 10.
  • Pax Pamir... one of the best designed games I've played.
  • Oath is a well-designed game with deep strategic potential.
  • Root's been wildly popular.
  • we're always honest and we pick it apart and say where it has issues.
References (from this video)
No references stored for this video.
Video aDhSkqZGOpQ Quackalope Discussion at 15:59 sentiment: positive
video_pk 35328 · mention_pk 105452
Quackalope - Oath video thumbnail
Click to watch at 15:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fits a player who enjoys deep, evolving strategy
Cons
  • Could be too heavy for casual groups
Thematic elements
  • factional control and strategic influence
  • dynamic fantasy world with shifts of power
Comparison games
  • Vindication
  • Fractured Sky
Mechanics (from transcript analysis)
  • strategy card play / factional power — Large-scale strategy with evolving rules and political maneuvering.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I could send him resurgence.
  • Resurgence is a lovely bag building Euro game.
  • Cosmic Frog could really fit on his shelf.
  • I would be sad to see it go.
  • If there's enough interest, if there's like half a dozen people out there that are like, I'd join a book club.
  • What do you think I should send? I'm not going to make a final decision, and I might not even choose what I hear the most of down in the comments, but I do want your advice.
References (from this video)
No references stored for this video.
Video iDw-j5By-9U Board Game Dad Top 12 List at 23:19 sentiment: mixed
video_pk 34879 · mention_pk 104009
Board Game Dad - Oath video thumbnail
Click to watch at 23:19 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • High replayability and asymmetry
  • Deep design sensibilities
Cons
  • Steep learning curve; not entry-level
Thematic elements
  • power struggles, influence, and political maneuvering
  • dominant political power with asymmetrical roles
  • thematic, highly replayable, asymmetric
Comparison games
  • Root
  • Pax Pamir
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — each player has unique objectives and abilities
  • asymmetrical player powers — each player has unique objectives and abilities
  • card-driven actions and map-based objectives — map/board dynamic based on card play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these deals come from Amazon
  • What's Next is a Cooperative Adventure game
  • for 30 bucks oh and also the component quality here
  • Apollo this is a really fascinating educational game
  • Juicy Fruits I think is not very exciting
  • Gloomhaven Jaws of the Lion is one of the most popular board games on Board Game Geek
  • Oath is not an entry-level game
  • Pan Am is a really smart thematic game
  • Beyond the Sun is fantastic
  • Gutenberg is a wonderful auctioning game
References (from this video)
No references stored for this video.
Video gNtcy9xuVpA The Board Game Garden Discussion at 30:44 sentiment: positive
video_pk 33791 · mention_pk 100543
The Board Game Garden - Oath video thumbnail
Click to watch at 30:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • solo capable
  • cute theme
Cons
none
Thematic elements
  • portfolio of otter pieces and cute visuals
  • cute otter-themed card game
Comparison games
none
Mechanics (from transcript analysis)
  • Hand Management — manage a hand of otter cards to build a tableau
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is my favorite spot in the house.
  • I could honestly do it for hours.
  • I absolutely love the island cats, so I had to get that.
  • The best purchase I ever made.
  • I love solo modes, but I don’t want designers to force them when not a good fit.
  • I could spend hours browsing that ginormous wall for hours.
References (from this video)
No references stored for this video.
Video K62rppKJ840 Board Game Garden Discussion at 25:20 sentiment: positive
video_pk 33025 · mention_pk 161528
Board Game Garden - Oath video thumbnail
Click to watch at 25:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • addictive and satisfying to play
  • easy to learn, quick to table
Cons
none
Thematic elements
  • card shedding puzzle
  • piles of cards with otter-themed goals
  • abstract
Comparison games
none
Mechanics (from transcript analysis)
  • lucky stones to flip cards — use lucky stones to flip high-number cards to continue play.
  • numbers and suits — manage numbers and suits to satisfy pile requirements.
  • Push Your Luck — use lucky stones to flip high-number cards to continue play.
  • puzzle-based shedding — place cards into four piles with specific constraints per pile.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Tiwanaku is a fantastic game."
  • "I am obsessed. I love the theme of this game."
  • "I think chapter 4 is my favorite because it has polyomino shapes."
  • "This game is addicting, so fun."
  • "I am excited to play it again and again."
  • "The Wondrous Museum is so good. The solo mode is great."
References (from this video)
No references stored for this video.
Video azyZJ4CaSnM Board Stupid Game Preview at 7:03 sentiment: positive
video_pk 32914 · mention_pk 97519
Board Stupid - Oath video thumbnail
Click to watch at 7:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique bear theme and salmon objective
  • Two-player focus with straightforward rules
  • Potentially asymmetric play and decision depth
Cons
none
Thematic elements
  • Survival and strategy with salmon collection
  • Bear-themed area control with river fishing
  • Tactical area-control with objective-driven play
Comparison games
  • This Is War Story
  • Battalion War of the Ancients
Mechanics (from transcript analysis)
  • Area Control — Compete for fishing spots along a river
  • hibernation progression — Boosts and timing of play through the season
  • resource collection for objective meals — Gaining salmon as the victory condition
  • two-player emphasis — Designed for 2-player but supports broader play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the maps are pre-built there a board yeah it's a map board
  • we've got four double-sided boards which give you a bespoke map for each of the eight scenarios in the game
  • there's a narrative that pulls you through it
  • you've got three types of dice over there so elevation comes to undaunted for the first time
  • standies to represent some of the vehicles in this one
  • it's two-player you've got four player and you have solo all in the same box
  • I can't wait to play this game
  • this is a sort of a condensed tabletop war game
  • gorgeous art as well
  • narrative heavy sort of Choose Your Own Adventure game setting
  • you've got four agents that you are collectively in control of
  • and you will be moving to a mission book which is full of narrative entries
  • you are Bears to gain fishing spots along a river and those fishing spots will allow you to satisfy objectives and ultimately win salmon
References (from this video)
No references stored for this video.
Video hODccVpcf2M The Board Game Garden Review at 7:46 sentiment: positive
video_pk 31048 · mention_pk 217854
The Board Game Garden - Oath video thumbnail
Click to watch at 7:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • highly puzzle-oriented with satisfying progression
  • art and theme are charming and cohesive
  • strong solo mode variety and replayability
  • works well for a quick game session and family play
Cons
  • rule density can be a barrier for new players
  • solo mode can feel brutal or AP-prone for some players
Thematic elements
  • puzzle-driven card placement across multiple piles
  • otters managing a river/lake environment with charming critters
  • playful, brain-teasing with light humor
Comparison games
  • Capibara Crush
Mechanics (from transcript analysis)
  • card placement on piles — place cards onto four piles following pile-specific rules to progress toward completion
  • Compound Scoring — score based on chains and completed piles; AI scoring adjustments based on adjacent cards
  • end-game scoring by piles — score based on chains and completed piles; AI scoring adjustments based on adjacent cards
  • puzzle constraints / lucky stones — use lucky stones to flip cards or adjust piles; some rules create brain-melter scenarios
  • solo vs multiplayer contrast — solo mode emphasizes completing piles efficiently with four piles and four lucky stones; multiplayer adds bottoms and suit rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm obsessed with this art so much.
  • This game is hard, man.
  • I love simple games that still offer a lot of strategic depth.
  • It's very puzzly.
  • Very puzzly, just like Copy Bar Crush.
References (from this video)
No references stored for this video.
Video EjaWVtLPBPQ Box of Delights Playthrough at 0:00
video_pk 29759 · mention_pk 87349
Box of Delights - Oath video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • Power struggles, espionage, and the tension between cooperative play and a strong, malevolent AI-like challenger
  • Array
  • A fantasy realm of provinces, sites, secret politics, and a looming darkness where a queen of shadows seeks to control the realm.
  • Array
  • Array
  • Array
  • positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there's two ways to play the game.
  • it's using traditional co-op ideas of how co-op games play.
  • randomness is controlled randomness. It's mitigated randomness to some extent.
  • Victory is ours.
  • This is a thinky game. I'm thinking too much about my turns.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 51–100 of 127
Game Deep Dive