In Overboss, rival Boss Monsters emerge from their dungeons to conquer the Overworld. Each turn, players draft and place terrain tiles and monster tokens. Their goal: to craft the map with the greatest Power and become the ultimate Overboss!
Designed by Aaron Mesburne and Kevin Russ (Calico), this fast-paced game combines drafting, set collection, and puzzly tile laying. It's set in the retro-inspired pixel art world of Brotherwise Games' best-selling Boss Monster, but this is an entirely new experience.
Build your map by drafting Forests, Swamps, Caves, Camps, Graveyards, Dungeon Entrances and other landscapes. Each terrain type has a different point value, and some increase in Power as you acquire larger sets. Players must balance optimal placement, set values, and disrupt their opponents' sets. You'll also need to manage monsters, which award points when grouped together or placed on matching terrain.
The game includes everything needed for up to 5 players: over 120 terrain tiles, over 100 monster tokens, 5 double-sided player boards, a scorepad, and more.
—description from the publisher (updated for added content)
Boss Monster - Game Play 1
Boss Monster - Game Play 3
Mechanics (from transcript analysis)
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Quotes (from this video)
- my name is Marty these are my musings
- I love looking at empirical cells data whether it be for movies or comic books or albums it doesn't matter I like seeing what the top sellers are
- those four games have been around for quite a while which goes to show that either one people in this hobby are still buying those games or hopefully hopefully people are coming into the hobby and those are those gateway games that everybody recommends for people to check out
- evergreen as' I just made that term up
- it doesn't matter how often they refresh that game it's always a fantastic seller thing is though I bet it drops out of the top ten in the next quarter
- so to have this game that is a hundred bucks still continue to sell well quarter after quarter year after year is just a testament to how popular that game is
- exploding kicking kicking exploding chickens now that would be funny
- now when I first saw Dominion on this list I thought wait a minute that should be a board game but I guess when you really think about it it's nothing but cards 100% card game
- I love Arkham Horror LCG I have been into LCG games since they first came out
- with Arkham Horror LCG every time I play that game I am totally sucked into the story
- sweet sweet game if you have not tried it I highly recommend checking it out
- Seven Wonders is considered a card game come on it's got player boards it's got a lot of different tokens I think personally that should belong in the board game category and not the cards and dice Hey but maybe I'm wrong
- Games Workshop is killing it right now
- Dungeons & Dragons since the release of the fifth edition has just skyrocketed in popularity it has taken over everything
- it's yugioh TCG key Forge and Dragon Ball super
- it's really cool to see ki Forge up in there
- While it's not a CCG in the sense of you buy blind booster packs you don't know what's gonna be in there instead you're buying a blind deck and not sure what's gonna be in there I guess it still has a collectible aspect to it
- since that game just came out also fourth quarter of last year it was hot it was hard to find
- you were you surprised by any on this list or did you think there would be someone this list that weren't on there
- smash that like button and flip that subscribe button
References (from this video)
- dungeon boss
- a dungeon
Mechanics (from transcript analysis)
- Trap setting — Players set up traps and other monsters for heroes to deal with.
Video topics + discussion points
Quotes (from this video)
- hi everyone welcome to watch it played my name is Rodney Smith this is your viewer vote video in our last fundraiser for this season we had a donation level that would give you a vote to help influence one or two of the games that would get picked for this season
- I'm going to tabulate all the point values from all the votes and the top two games one in each category those are the ones that will feature at some point during the season
- to vote just wait for an email that you'll be receiving from watch it played
- the email at the latest will go out on April 15th 2014
- well viewer voters that's all of the games from both categories just wait for my email and then when you reply pick your top two choices from both categories and have those emails to me by April 30th 2014
- also on April 15th I've been invited to join Joel Eddie at his YouTube channel drive-through review he's going to do little interview with me ask some questions we're also going to play maybe a couple of games as well that you can watch and maybe learn along the way
References (from this video)
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Quotes (from this video)
- well first of all every game that we put up on the list got votes but between Sentinels of the Multiverse and season it was Blow by blow those games were just always just a few votes ahead of each other right down to the very end until remember there's two different categories sort of a light games and medium games so Seasons fell in that Medium game so it did Sentinels the game that won I got the most votes was Seasons my a small margin but you know I'm I'm pleased both games would have been fine to feature but seasons was also in the viewer vote last year and it got beat out just marginally by descent and so it's kind of nice that Seasons had a chance to come back since it was obviously very popular last year and once again proved popular this year so maybe Sentinels of the Multiverse at a future time we'll see but seasons is going to be featured
- The show is what got me back into board gaming and to show my appreciation here's a couple of games from your wish list have fun
- whether it's receiving games or people subscribing to the channel or leaving their comments um participating in our contest letting people know about our show whatever it is that you're doing to be a part of watch it played know that we really appreciate that because it helps us be able to keep doing what we're doing and it's very um it's very satisfying I really appreciate that
References (from this video)
- fun
- small
- portable
- easy to teach
Mechanics (from transcript analysis)
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Quotes (from this video)
- Ask a Board Gamer! My first question actually launches with a tragic story - i've got bad news for you Brent - i've got some bad news for you - i got bad news - Uh-oh - A fire has destroyed your entire board game collection - new stuff included - Oh no! - i know! - Oh sh*t - And you have to rebuild - i wanna know: what's the first thing you rebuild with?
- I would start with Splendor - Dragon Strike - Citadels - Hansa Teutonica - Mysterium - Boss Monster - Kingdom Death: Monster, hands down - 1313 Dead End Drive!
- I love it so much! I've never won a game - I have a massive amount of fun.
- It was the first real unique board game I owned.
- D6 is basically designed for individuals who don't know how to play Dungeons & Dragons, but it's a really simplified D&D board game version.
- It was like mousetrap almost. You build up this elaborate scene and you trigger traps and devices... Clue to the next level!
- I probably would start off with Scythe. I've spent so much money buying all the expansions. I've spent a ton of time going over strategy, playing with other people, teaching other people. It's a long game to get to learn if you've ever played it. I just have to get that one back.
- It is by far the best game that I have ever played. I absolutely love cooperative gameplay.
- I don't really like counter-operative gameplay, even though I know that nobody else ever calls it that.
- I tried Munchkin once, and I don't want to lose my friends over a game.
- Cosmic Encounter you want to avoid, and of course, uh, Monopoly, because everybody should avoid it at all costs.
- Kingdom Death: Monster is probably one of the most critically acclaimed and, like, artistically inspired.
- When you look at the miniatures and you look at the details, the time and the effort and the inspiration that goes into it is very very nice.
- Can you still get it? - Yes, you can! They do a lot of limited print collectors models of sorts. Those are irreplaceable.
- I don't know how I'm gonna put my kid through college since I have to buy it all again!
- There's been a fire, and it's destroyed your entire board game collection. What game do you buy first to replenish it? - Dinosaur World.
References (from this video)
- Fun pixel art.
- Nostalgic feel.
- Exciting dungeon building.
- Building your own dungeon to attract heroes.
- Video game-esque, reminiscent of side-scrollers.
- Mario
Mechanics (from transcript analysis)
- Card Drafting — Attracting heroes and competing to have them visit your dungeon.
- dungeon building — Placing down rooms to attract heroes.
- Set Collection — Collecting the most 'tensils' (likely treasures or similar).
Video topics + discussion points
Quotes (from this video)
- together we make up Calvary a couple that loves to play board games and we love recommending board games
- so today our goal is to share 10 board games that start with letter b and tell you what is that little special something that makes us love the game
- there's so many scenarios in this game and I think my favorite part is we always shoe the person because they have to go off into another room and read what their rules are what their book what their objective is because we don't know
- the way that the tile drafting works is really clever
- it's become one of my favorite two-player games
- it feels almost like video game-esque is what I want to say
- this is definitely a realm or world of games that I would highly recommend just checking out
- the really curious illustrations in this game it feels very unique and it feels unlike any other game that I've played
- so join along and share your board game stories
References (from this video)
- 10th anniversary edition includes new room cards.
- 10th anniversary edition includes four new bosses.
- Celebrates 10 years of the game.
- Building a dungeon and defeating heroes
- Dungeon
Mechanics (from transcript analysis)
- Card Drafting — New room cards and bosses are added in the anniversary edition.
- Combat — Heroes move through the dungeon and players try to defeat them to keep their soul.
- dungeon building — Players build a dungeon by adding rooms and bosses.
Video topics + discussion points
Quotes (from this video)
- This is a game that you know came out over 50 years ago at this point and so uh you know it's it's been around for a long time
- negotiation game if you want negotiation game if you want negotiation in your games well diplomacy is like the negotiation game
- if this is another one if you've if you've always wanted to try diplomacy well this is your new starting point here
- well gourmet popcorn dice adds in these colored dice to the game the first game that was all just these yellow dice well now they are different color Dice and so if you roll the same two colors if they have the same faces on the die well now you can get a bonus so there are bonus points for Rolling pairs of dice in the game
References (from this video)
- Too dependent on luck
- Too few choices were being made
- More theme than game
- Tower Defense
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Super Boss Monster is in essence a drafting game.
- At its core, it's still Boss Monster, which isn't necessarily a bad thing.
- I just can't help but wish that it went a little bit further.
- As it stands, Super Boss Monster is a smart compromise.
- both being the best entry point into this series, period.
- However, if you're looking for something that offers the same theme but is significantly more dynamic or offers more rich strategic complexity, then your prince or princess is likely to be in another castle.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- If a room is destroyed by another card Effect like the boulder ramp or because someone plays a spell to destroy it this destroy room ability will not be resolved
- this is only resolved when the play chooses to destroy the room specifically to activate the ability
- Smith don't quit
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't want to build anything. He's happy with his dungeon.
- My dungeon is wimpy.
- The room that we're building is the torture chamber.
- Destroy room effects are great because when I do that, my recycling center will activate and that will allow me to draw two room cards.
- This is going to be a problem because at most I can do five damage unless I'm willing to use the boulder ramp, and I think I'm going to do that.
- I'm going to destroy the torture chamber.
- Well, old Bowden the pantless Luke is ready to enter your dungeon. What's he going to find?
- Zombie attack. Okay. When I play this card, I take one of your dead heroes.
- I have built the dark altar. Now, this one says that you can destroy the room and then choose a card from the discard pile and add it into your hand.
- I'm going to wreck the monstrous monument. That means the thief has been defeated and I will get another point.
- Luke, sometimes when we play these games, there's a twist ending, right? You think one thing's going to happen and then something changes it up.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My boss monster is the evil and regal Draculord.
- When you build this room, you may immediately build an additional room.
- That was a nasty first turn.
- Future Rodney here. I need to correct a mistake that past Rodney is about to foolishly make.
- So, the fool is first going to move into this room and take one damage.
- The fool turned out he wasn't a fool at all. He was in disguise. He's actually an assassin.
- Well, listen. We're going to wrap things up here, but the game continues and I need your help.
References (from this video)
- Interesting strategic choices regarding room destruction effects.
- The game provides opportunities for audience participation through voting on game choices.
- Can be rewarding when audience suggestions lead to good outcomes.
- The game mechanics allow for ways to cover up negative elements like treasure symbols.
- One player (Rodney) felt they were in a losing position.
- The game can be punishing, with one player (Rodney) considering quitting.
- Specific hero types (like a fighter) can be particularly difficult to attract and defeat.
- The dungeon building can be perceived as 'not very bright' by other players.
- building a dungeon
Mechanics (from transcript analysis)
- Boulder Ramp — Used to destroy rooms and give damage points.
- Building Rooms — Players build rooms in their dungeon, sometimes face down. Some rooms have abilities that trigger when built or when a condition is met. Building a room can cover up treasure symbols.
- Damage Points — Damage points are accumulated and used to defeat heroes.
- Destroy Room — This ability is only resolved when the play chooses to destroy the room specifically to activate the ability, not when the room is destroyed by another card effect like the boulder ramp or a spell. The effect is not resolved if a room is destroyed by another card effect.
- Hero Luring — Heroes are lured to dungeons based on various conditions, like the number of rooms or specific symbols.
- Spell cards — Spell cards can be played, and some have effects like forcing opponents to discard spells.
- Treasure Symbols — Rooms can have treasure symbols which attract thieves. Covering these symbols can prevent thieves from being attracted.
Video topics + discussion points
Quotes (from this video)
- If a room is destroyed by another card Effect like the boulder ramp or because someone plays a spell to destroy it this destroy room ability will not be resolved
- this is only resolved when the play chooses to destroy the room specifically to activate the ability
- Smith don't quit
References (from this video)
- Engaging dungeon building mechanics
- Strategic room combinations
- Fun thematic elements with "evil boss monsters"
- Interactivity through spell cards and room effects
- Nasty turns can be punishing
- Mistakes can be costly (e.g., forgetting to draw cards after a room is destroyed)
- evil boss monsters and dungeon building
Mechanics (from transcript analysis)
- Card Drafting — Players draw cards (rooms, spells) and choose which ones to keep or build.
- dungeon building — Players build rooms in their dungeon to house heroes and apply effects. The game involves placing rooms and upgrading them.
- Hero Luring — Heroes are drawn to dungeons based on preferences (e.g., looking for books or relics), and move through the dungeon.
- Leveling up — Players can level up their boss monster, triggering special abilities. This happens when a player has five rooms face up in their dungeon.
- Room destruction — Certain abilities or effects can cause rooms in a player's dungeon to be destroyed, which can trigger other effects like drawing new cards.
- Spell cards — Players can play spell cards to affect heroes or other players. Some rooms allow drawing more spell cards.
Video topics + discussion points
Quotes (from this video)
- My boss monster is the evil and regal Draculord.
- When you build this room, you may immediately build an additional room.
- That was a nasty first turn.
- Future Rodney here. I need to correct a mistake that past Rodney is about to foolishly make.
- So, the fool is first going to move into this room and take one damage.
- The fool turned out he wasn't a fool at all. He was in disguise. He's actually an assassin.
- Well, listen. We're going to wrap things up here, but the game continues and I need your help.
References (from this video)
- The torture chamber room has a treasure icon and an ability to destroy an opponent's room, allowing for drawing more room cards via the recycling center.
- The recycling center's ability to draw two room cards is a very nice benefit.
- The Neanderthal Cave provides an additional three damage to heroes and allows for building ordinary rooms on top of it.
- The dark altar allows for destroying a room to retrieve a card from the discard pile.
- The Monstrous Monument gives a sword icon and allows choosing a monster room from the discard pile.
- The Zombie Prison allows destroying the room to take one of the opponent's heroes and put it back into play.
- The boulder ramp is an effective room that has saved the player in different situations and helped ruin the opponent's dungeon.
- The Blood Sucker Hive gives a spell card when a hero dies there.
- The cleric has high health (six), making it difficult to defeat.
- The player's dungeon is described as 'wimpy' and 'pathetic'.
- The game can feel like you're losing things while the opponent skates through.
- The player is hesitant to take another wound, leading to destroying their own recycling center.
- The epic heroes have very high health (13 health for the second thief).
- building a dungeon
Mechanics (from transcript analysis)
- Card drawing — Players draw room cards, often as a reward for triggering abilities like the recycling center.
- combat/damage — Heroes take damage as they move through rooms, and if their health reaches zero, they are defeated.
- Discard Pile Interaction — Cards can be retrieved from the discard pile to be added back to a player's hand.
- Hero Luring — Heroes are attracted to dungeons based on specific icons a player has collected (e.g., gold bags, holy relics, swords).
- Room building — Players add room cards to their dungeon, which have effects and contribute to luring heroes.
- Room destruction — Certain abilities allow players to destroy rooms, triggering effects or denying opponents.
- Spell cards — Special spell cards can be played to affect opponents or heroes.
Video topics + discussion points
Quotes (from this video)
- I don't want to build anything. He's happy with his dungeon.
- My dungeon is wimpy.
- The room that we're building is the torture chamber.
- Destroy room effects are great because when I do that, my recycling center will activate and that will allow me to draw two room cards.
- This is going to be a problem because at most I can do five damage unless I'm willing to use the boulder ramp, and I think I'm going to do that.
- I'm going to destroy the torture chamber.
- Well, old Bowden the pantless Luke is ready to enter your dungeon. What's he going to find?
- Zombie attack. Okay. When I play this card, I take one of your dead heroes.
- I have built the dark altar. Now, this one says that you can destroy the room and then choose a card from the discard pile and add it into your hand.
- I'm going to wreck the monstrous monument. That means the thief has been defeated and I will get another point.
- Luke, sometimes when we play these games, there's a twist ending, right? You think one thing's going to happen and then something changes it up.
References (from this video)
- Array
- Array
- boss monsters and dungeon-building in a nostalgic arcade style
- Array
- Fantasy dungeon with retro video game aesthetic
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a Kickstarter that just delivered. You know what it is? Super Boss Monster.
- This is going to be a crazy commercial.
- I am beyond excited and hyped for the lineup this year. It's going to be so crazy and I want to play this right now.
References (from this video)
- Unique theme of being the villain
- Engaging dungeon building and hero luring mechanics
- Competitive element of soul collecting and avoiding wounds
- You're the ultimate villain protecting your treasures from heroes.
Mechanics (from transcript analysis)
- Area Control — Players compete for heroes by having the most matching treasure symbols in their dungeon.
- Card Drafting — Players choose rooms to build and spells to play during specific phases of the game.
- Combat — Heroes move through dungeon rooms, taking damage, and are either defeated or reach the boss, causing wounds.
- Deck Building — The game uses decks for heroes, rooms, and spells, with some cards being removed based on player count.
- Hand Management — Players are dealt a hand of room and spell cards and choose which to discard or build.
- Set Collection — Collecting specific types of treasure symbols in rooms to lure heroes.
- Variable player powers — Each boss monster has a unique level-up ability that can activate once per game.
Video topics + discussion points
Quotes (from this video)
- In this episode we're going to learn the two to four player game Boss monster
- there are lots of games that take place in dungeons but usually you're the hero not this time
- instead you're the ultimate villain trying to protect your Treasures from those pesky Heroes
- Heroes will arrive in town looking to go on Quests for specific kinds of treasure
- if your dungeon is dangerous enough it will be feated there and you'll claim its Soul however if it makes it all the way through the dungeon you'll take a wound
- collect enough souls and you win the game take too many wounds and you're eliminated
- if you have any questions at all don't hesitate to put them in the comments below I'll gladly answer them as soon as I get a chance
References (from this video)
- strong art direction that evokes NES-era vibes
- quick to teach and play
- two to four players makes it social
- some balancing opinions; thematic depth is light
- lure heroes into your dungeon and defeat them
- fantasy dungeon with classic arcade monster vibes
- retro video-game aesthetic
- video game dungeon crawlers
- other light dungeon-building games
Mechanics (from transcript analysis)
- Card Drafting — draft dungeon cards to shape your monster and dungeon effects
- Tile Placement — build a dungeon by placing tiles to create rooms and traps
Video topics + discussion points
Quotes (from this video)
- it's pick and pass
- it's card drafting very very simple and straightforward
- it's tremendously simple
- it's beginner friendly
- it's cheap and cheerful
- this is the eternal Hanabi
- cooperatively do some set collection
- never get to see your own cards
- it's absolutely brilliant
- fantastic game
References (from this video)
- thematic and engaging dungeon/overworld feel
- variety in scoring and layout decisions
- accessible entry point for tile-drafting fans
- component-heavy
- rule complexity may be daunting for casual players
- Monster bosscrafting and dungeon-building
- Fantasy dungeon and overworld
- Cartoonish, arcade-inspired fantasy
Mechanics (from transcript analysis)
- Portal tokens as one-time actions — Portals move monsters and allow strategic repositioning.
- Scoring by terrain and monster formations — Scores are computed from terrain types, monster alignments, and bands.
- tile drafting and placement — Players draft and place terrain tiles and monster tokens to craft a map.
Video topics + discussion points
Quotes (from this video)
- In times of stress the best thing we can do for each other is to listen with our ears and our hearts and to be assured that our questions are just as important as our answers
- The board game space is supposed to be a safe space
- we remove that cognitive bias
- the table is a great way where we can all be on equal footing
References (from this video)
- Very quick to learn and quick to play, enabling short sessions with strong engagement.
- High variability due to the combination of terrain types, tokens, and boss card abilities, encouraging different strategies each game.
- Advanced boss variant adds meaningful depth and personalization to the scoring dynamics.
- End-game scoring can be complex and intimidating for new players, especially with multiple terrain types and token interactions.
- Some terrain types (such as deserts and cloud islands) interact in ways that can create difficult timing decisions and potential score swings.
- boss-driven world-building and territorial scoring, with a retro-pixel aesthetic and modular terrain variations.
- A fantasy overworld where rival bosses draft terrain tiles to create the most valuable world, featuring boss monsters and mini-boss encounters.
- competitive strategy with boss-card driven incentives and end-game objectives.
- Boss Monster
- Calico
Mechanics (from transcript analysis)
- boss cards (advanced variant) — each player holds two Boss cards, secretly selects one, and reveals it later to gain a one-time benefit and to pursue a personal end-game scoring objective.
- dungeons — dungeons are guaranteed on every game and cannot have tokens placed on top; they send tokens to the lair and affect end-game scoring via adjacent terrain types.
- end-game scoring via terrain types and tokens — scoring relies on a mixture of terrain-based rules (forests, caves, deserts, cloud islands, volcanoes) and token-based patterns (monsters, mini-bosses, crystals, bands, lair interactions).
- portals — portals allow you to swap the position of two tokens on your board, enabling strategic realignment to maximize bands and scoring opportunities.
- tile drafting — players draft a pair consisting of a terrain tile and a token from a shared market, selecting from four available pairs each turn.
- tile placement and terrain scoring — drafted tiles are placed on a personal overworld board; terrain tiles score based on their type and surrounding features at the end of the game.
- token placement and adjacency rules — after placing a tile, the drafted token must be placed on any open terrain tile on the player’s board, with a few special exceptions (notably dungeons).
Video topics + discussion points
Quotes (from this video)
- this is a game that is very quick to learn
- very quick to play as well
- timing is everything for these volcanoes
- an advanced variant adds a lot more fun to the game
- we did mention earlier that we're going to be playing with these overboss cards it is an advanced variant but we think that it adds a lot more fun to the game