For an age, the tower lay in ruins. Unbeknownst to the people of the realm, a great evil stirred in its bowels. It started with strange sightings: a flock of crows flying in circles until they dropped from the sky, the lake frozen solid in the height of summer. In time, they could not deny that which they most feared.
The evil had not been vanquished. The darkness would soon fall again. The tower will rise.
A "sequel" to the 1981 grail game, Return to Dark Tower is a game for 1-4 players who take the role of heroes. Together, they gather resources, cleanse buildings, defeat monsters, and undertake quests to build up their strength and discern what foe ultimately awaits them. When the heroes face the tower, the game shifts into its dramatic second act, where the players have one chance to defeat the enemy once and for all.
The game features both cooperative and competitive modes of play.
The game features traditional game mechanisms, such as engine building and resource management, paired with a technological interface unlike any seen before in games, including the titular tower, which holds more than a few secrets.
—description from the publisher
- highly desired to play
- painted versions mentioned as desirable
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we own a copy of that and we've never played our copy
- we're a family of collectors
- we could probably play that during the gameon ship
- it's going to be awesome we're going to have so much fun
- return to Dark Tower and we've never played our copy
References (from this video)
- strong nostalgic pull with modern design
- ambitious integration of old and new tech
- technical complexity
- higher price point
- nostalgia with modernized mechanics and story
- a reimagined pursuit within a towering fortress with evolving states
- evolving, saga-like progression
- Dark Tower (original)
Mechanics (from transcript analysis)
- multi-plot/objective structure — Players pursue overlapping objectives that drive the session toward a climactic finish.
- tower-based state changes — A mixed system where a central tower/computer orchestrates events affecting players.
Video topics + discussion points
Quotes (from this video)
- Nostalgia doesn't sell the game. Nostalgia will capture your heart and interest, but we sell the game based on the merits of the game as a modern product in today's market.
- Every game deserves another turn.
- Transparency and connecting with our fan base is one of our core values.
- Awareness is the number one barrier.
References (from this video)
- immersive, story-driven experience
- strong cooperative coordination
- dynamic, evolving app-driven content
- heavy/complex, with long setup and playtime
- app reliance for narrative may affect entry for some players
- cooperative adventure against a mutable, app-integrated world
- A big, story-driven tower with corruption and quests in a cooperative fantasy setting.
- epic, app-driven narrative with evolving story twists
Mechanics (from transcript analysis)
- app integration — The app drives story twists, updates, and dynamic events that impact gameplay.
- campaign/mission structure — Quests or missions guide progression across the board.
- cooperative play — Players work together to confront corruption from the central tower and complete shared objectives.
- tower/corruption mechanic — A central tower with corruption elements that players attempt to cleanse.
Video topics + discussion points
Quotes (from this video)
- Time melts away and goes by quickly when you're invested in the game.
- The turns are snappy, and the game feels quicker than you expect.
- This is Slay the Spire, a roguelite where if you die, you then have to go back to the beginning.
- The board is modular, so each setup is different and keeps the players engaged.
- Concordia isn’t a long game, but it is not a short game either; with five players it stretches to a couple of hours.
- Time does not exist when you're playing Twilight Imperium Fourth Edition.
References (from this video)
- spectacular centerpiece
- engaging for long campaigns
- space and costy to acquire
- showpiece, campaign-driven adventures
- tower-style fantasy campaign
- cinematic, campaign-forward
Mechanics (from transcript analysis)
- Campaign progression — long-form adventures with escalating challenges
Video topics + discussion points
Quotes (from this video)
- Root is my favorite game of all time
- it's just incredible looking i mean the tower is a toy and i don't care i want to play with it
- we're going to return to dark tower this is a showpiece
- wizard of oz was in it
- i sleeved all the cards i love the theme
- i'm really really excited to play this
References (from this video)
- Coolest toy in board gaming
- Electronic tower adds immersion
- Great for engaging kids
- App-driven gameplay
- Tower conquest
- Dark fantasy
- Scenario-based
Mechanics (from transcript analysis)
- app integration — Electronic components add immersion
- Electronic tower — Motorized tower spits out skull tokens
- Objective Completion — Complete scenario objectives to win
Video topics + discussion points
Quotes (from this video)
- we are doing our top 10 co-op games
- I love this game I've always loved this game and I feel like I always will love this game
- it's as close to a video game I've ever felt in playing in a board game
- sleeping Gods is absolutely one of the most awesome worlds I've ever experienced in a board game
- I feel like they've encaptured the video game in a board game very very well
References (from this video)
- Immersive app integration
- Beautiful components and production value
- Expensive
- Setup can be lengthy
- cooperative fantasy with boss battles
- App-driven, scenario-based adventure inside a haunted tower
- campaign-style with evolving objectives
- Mansions of Madness
Mechanics (from transcript analysis)
- app-assisted campaign — App drives events, enemies, and boss battles.
- scenario-based objectives — Each scenario has unique win/lose conditions.
Video topics + discussion points
Quotes (from this video)
- I died very quickly in this game.
- It's adorable with the spooky theme.
- The tower is very interactive and involved in the game.
- It's way more in depth than Clue.
References (from this video)
- Bombastic presentation with strong nostalgic appeal for Dark Tower fans
- Solidened by content expansions (expansions improve monster variety and presence)
- Engaging artifact/storytelling potential through quest and tower siege dynamics
- High price point (noted as 189.99 pounds) with questionable value vs. similar titles
- Mechanisms can feel opaque or underdeveloped (unclear monster impacts, weak concrete rewards for wins)
- Narrative drive and payoff after winning can feel anticlimactic; story feels thin
- Nostalgic fantasy with a modern twist, meta-commentary on relics of the past
- Fantasy quest to thwart an enigmatic, malevolent tower and its minions
- Bombastic, showy, with a self-aware tone about nostalgia
- Gloomhaven
- Descent: Journeys in the Dark
- Dark Tower (1981)
Mechanics (from transcript analysis)
- Advantage resource system — A pool of 'advantage' tokens used to modify card results, with strategic decisions about when to spend them.
- Adversary and final boss encounters — A climactic adversary fight provides a narrative capstone to sessions.
- App-driven combat — A companion app governs card draws, monster types, and outcomes, creating a hybrid digital tabletop experience.
- Building-driven actions (four buildings, reinforced actions) — Visiting different buildings unlocks reinforced actions that shape player options each turn.
- Corruption and risk management — A corruption mechanic injects penalties; accumulating corruption threatens the game’s outcome.
- Dungeon exploration with modular rooms — Rooms are traversed in a dungeon-like sequence, often procedurally generated through quest structure.
- Power skulls and varied skull effects — New skull variants with special effects add variability to encounters.
- Quests and seasonal/main quest structure — Players pursue short-term seasonal quests and a longer main quest arc, with threats and rewards tied to progression.
- Skull collection and end-of-turn effects — Skulls collected during a turn populate the tower; end-turn pressure and random tower events drive tension.
Video topics + discussion points
Quotes (from this video)
- it's skulls everybody
- 189 pounds and 99 pence
- not crunchy enough to completely wow me
- it's a total slam dunk
- this should make my job easy that is too expensive surely paying more isn't going to save it
- it's a showy kind of way Return to Dark Tower is not crunchy enough to completely wow me
- the app is fine there's nothing wrong with them but ever since their debut
- not a top game to show your friends but a showpiece to show off
References (from this video)
- Gets played a good amount
- Quest and adventure
- Fantasy tower
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is easily on this shelf. The most checked out game. Wonderlands War I see played every time.
- Foundations of Rome despite how big this game is. It gets checked out all the time.
- Everyone's really upset with Grimlord Games cuz they never delivered their last Kickstarter, but another company has picked it up.
- I don't I still don't understand why companies can't put names on the sides of their boxes. Come on now.
- Frostpunk, the board game if you're ready to have a depressing day.
- I think Mosaic is a fantastic civilization game. So fast and easy to play.
- People love Smashup. I have almost everything for Smashup, but it just barely gets played.
- Probably Twilight Imperium is my favorite of all these here, even though I don't play it that much.
- Last Kingdom is a kind of a really fun game from Games based on said TV series. Uh but pretty good. Think Game of Thrones style.
References (from this video)
- unique, thematic tower mechanism
- high production quality and immersive components
- strong potential for memorable moments
- perceived complexity and learning curve
- logistical challenges around playtesting remotely
- notable production and shipping delays mentioned during development
- quest, teamwork, and a balance of threats and events within a collapsing tower
- fantasy-adventure in a modular, dynamic tower that interacts with electronic components
- narrative-driven, event-based with a strong thematic ambiance
- Dark Tower (original)
Mechanics (from transcript analysis)
- bluetooth/app integration — electronics-driven interactions that affect game state and events, integrated with a companion app
- Cooperative/competitive mix — players balance collective goals with individual outcomes, creating tension between collaboration and competition
- tower-balancing engine — a dynamic tower mechanism that must be balanced against hundreds of monsters, events, and scripts to maintain appropriate difficulty
Video topics + discussion points
Quotes (from this video)
- the tower spins around it, it makes noises and it talks with bluetooth to an app
- magic the gathering and dnd is the foundation of the tabletop industry
- we remember stories and high points
- theme and games is what gets me excited to play them
- Casablanca last year, first time ever
- Twilight Zone is better TV than most sci-fi shows
References (from this video)
- Flagship app-driven experience with groundbreaking physical-digital integration
- Spectacular production and expansion potential
- Strong sense of escalation and teamwork
- High price point
- Complexity may deter casual players or solo play needs
- Some players may prefer traditional tabletop-only experiences
- tower-guarded monster defeat through joint action and strategy
- fantasy tower quest with a central rotating tower and cooperative play
- narrative-driven campaign with tactile-physical-app cohesion
- Descent: Journeys in the Dark (digital/physical hybrid concepts)
Mechanics (from transcript analysis)
- ambient questing and exploration — the app orchestrates exploration and combat progression
- cooperative play — players collaborate to defeat threats and complete quests
- tower-as-game-system — the physical tower is integrated with the app to signal turns and events
Video topics + discussion points
Quotes (from this video)
- Return to Dark Tower is phenomenal.
- The app integration here works great.
- This is my number one app-driven game of all time.
- It's an incredibly fun game.
References (from this video)
- Really cool physical tower with lights
- Over-the-top production
- Tower spits out skulls
- Makes creepy sounds
- Includes app for immersion
- Good for play with kids
- Fantasy adventure
- Dark Tower universe
- Scenario-based cooperative
- Cthulhu: Death May Die
Mechanics (from transcript analysis)
- asymmetrical characters — Players have different abilities
- Boss battles — Defeat end-game boss
- Scenario completion — Complete objectives to trigger endgame
Video topics + discussion points
Quotes (from this video)
- it's one of our favorite games
- The Minis are scary because they fall apart
- it's really just super chaotic fun
- I love the theme it's beautiful this game
- man did I have a blast play in it
- probably the most creeped out I've ever been playing a game
- I love this game I love vampires though
- my favorite game of all time
- silly nonsensical fun
- super fun
References (from this video)
- immersive app-driven experience
- cooperative gameplay that rewards teamwork
- high-quality components and production
- strong thematic intensity and tension
- engaging dungeon exploration and questing
- potentially top-tier fantasy/coop game
- expensive
- not a light game; learning curve and setup can be lengthy
- depends on app/tower; accessibility may be limited
- heavy commitment; not ideal for casual players
- corruption vs virtue; a group of heroes uniting to defeat an emanation of evil from the tower
- A four-kingdom fantasy quest around a central Dark Tower, featuring sanctuaries, villages, citadels, and dungeon exploration.
- cooperative, card- and app-driven quest with evolving events and persistent character powers
- Bernie Banners
- Conquest of Nearath
Mechanics (from transcript analysis)
- Action economy — Banner actions and heroic actions with resource management (warriors, spirit, items).
- app integration — Companion app and physical tower coordinate events and enemy spawns.
- Combat System — Battles resolve via battle cards; players can use advantages to reduce costs; corruption cards as penalties.
- cooperative play — Players work together to cleanse skull-infested spaces, battle foes, and fulfill quests.
- Quest System — Main quest plus side quests with conditions and dungeon exploration; rewards or penalties.
- Resource management — Management of skulls, corruption, virtues, treasures, and items on player boards.
- tower mechanics — Tower rotates, skulls trigger events, and the final boss emerges when the main quest is fulfilled.
Video topics + discussion points
Quotes (from this video)
- Return to Dark Tower is excellent. It’s tense, it’s scary, and it’s a blast.
- On the Cody scale, I’m giving Return to Dark Tower a 9 out of 10.
- This is one of the best fantasy-themed games I’ve played, and one of the best app-driven experiences.
References (from this video)
- App integration with lights and mechanisms
- Isaac Childress design pedigree (Gloomhaven)
- Spectacular production value
- Flexible player count (1-4)
- fantasy
- adventure
- tower-based
- Gloomhaven
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- pandemic shame which is i just went on a kickstarter spree while i was living in egypt
- we're gonna start a new hashtag we're going hashtag team jason zack
- there's nothing wrong with that because i think this is going to be a great game
- it might be number 23 which is something that is not being put out until tomorrow
- i just want to see that in motion and working on the table
- if you really enjoy some games by you know certain makers you're probably going to like in another one
References (from this video)
- immersive production
- strong cooperative feel
- excellent solo potential
- steep learning curve
- tech reliance
- cooperative fantasy with app integration
- Dark Tower universe, modular board
- story-driven
Mechanics (from transcript analysis)
- app_assisted — app drives events and timing
- cooperative_play — players work together to defend the tower
- variable_player_powers — each player has unique abilities
Video topics + discussion points
Quotes (from this video)
- Arc Nova let's go
- we're the older content creators
- it's alive
- roll Dice and taking names
References (from this video)
- Innovative integration of a physical tower and app for a unique player experience
- Accessible setup and rules wrap with strong visual components
- Live, reactive game feel that keeps players engaged
- High price point (MSRP around $190)
- Quests can feel linear and underwhelming in payoff
- Significant reliance on the app; not ideal for those who dislike digitization
- Epic, cooperative fantasy conquest where fate is shaped by both deck-building strategy and an app-driven tower event system
- A fantasy realm on a circular world where heroes strive to quell a malevolent Dark Tower via quests and alliances
- Campaign-driven, story-forward with modular events and a central villain to defeat
- Pandemic
- Eon's Hand
- Legends of Andor
- Ankh
Mechanics (from transcript analysis)
- App-driven combat — The app selects enemies, dictates losses, and reveals events that shape fights
- Building-based actions — Buildings offer specific actions and can be damaged or destroyed by skulls
- Co-op questing — Players cooperate to complete quests and advance toward the final boss
- Dynamic enemy scaling — Monsters on the board grow stronger if left unchecked, influencing strategy
- Resource and gear management — Players collect gear and treasure to upgrade heroes and complete quests
- Tower skull mechanic — Players drop skulls into the tower; the app triggers events based on skulls and tower outcomes
Video topics + discussion points
Quotes (from this video)
- drop a skull into the tower
- it's an app-driven game surprise
- the rules themselves feel quick and the character sheets are basically built-in cheat sheets
- the MSRP for this game is going to be 190 dollars
- it's very accessible for non-gamers
References (from this video)
- spectacular production value
- massive scope and player count
- innovative tower AI integration
- steep learning curve
- some players may find app reliance heavy
- adventure and confrontation in a large-scale, app-driven board game
- A fantasy realm with a central tower that drives the game
- story-driven with emergent events from the autonomous tower
- Descent: Journeys in the Dark
- Dungeons & Dragons board games
Mechanics (from transcript analysis)
- app-driven tower core — central tower orchestrates events and AI enemies
- cooperative adventuring — players work together to reach objectives before time runs out
- pre-programmed actions — players choose actions while the tower manages enemy behavior
Video topics + discussion points
Quotes (from this video)
- Buffy the Vampire Slayer it's one of my favorite tv shows of all time so i cannot wait to get these iconic characters to the table and play Unmatched with them.
- you can play as the four major characters such as Buffy, Angel Willow and Spike.
- in addition each character will have a sidekick
- pandemic legacy season zero is the third and final installment in a trilogy, it will be out october 23rd
- you make an alias where you get these little stickers where you give yourself a mustache and a pipe
- this is the same calendar year playing for 12 months but we did shorten it
- you are jumping into the deep end that's easily the biggest game i've ever worked on
- we've hired ten artists on this game
- the biggest challenge was to combine these two rulebooks so it wasn't like here's all the rules you read for the competitive game and here's all the rules for the cooperative game
References (from this video)
- immersion and spectacle
- strong app integration
- reliant on app for experience
- large setup
- Immersive objective-based battles with evolving AI skulls
- Massive app-driven fantasy battler around a tabletop toy
- grandiose, cinematic co-op/adventure
- Descent: Legends of the Dark (app-driven campaigns)
Mechanics (from transcript analysis)
- App-driven scenario and battle — the central device and app drive objectives and events
Video topics + discussion points
Quotes (from this video)
- it's a deck deconstruction game where you have a bunch of cards in your hand with differing values
- it's mean but like the funny thing is it's mean but like you don't necessarily get a Target so somebody usually ends up being the punching bag
- we did a video on the new iteration of libertalia Winds of galecrest from stonemeyer games you can go check that out
- this is one of those games where it's like a badge of honor if you win and we've just had such a great time with it
- it's a really cool experience I think that's the best way this is a really cool experience of a game to play
References (from this video)
- mi game with impressive hardware toy factor
- cooperative play with varied objectives
- part of a long setup and play time window
- only comes to table occasionally
Mechanics (from transcript analysis)
- tower-based cooperative adventure — asymmetric objectives with toy-like components and map traversal
Video topics + discussion points
Quotes (from this video)
- our top 50 is like a living breathing thing that changes every day by the day by the minute
- these games are all incredible even if something's like a number 600 from 700 it's probably still a good game
- ranking is subjective; it's hard to compare a 18 card game to a heavy Euro
- we rank in the moment based on our gut feeling and that's just how the chips fall sometimes
References (from this video)
- mechanically rich and toy-like center tower
- cooperative play with dramatic moments
- long play sessions
- requires setup and teardown commitment
Mechanics (from transcript analysis)
- tower-based adventure / cooperative — map exploration with baddies and objective-based play
Video topics + discussion points
Quotes (from this video)
- our top 50 is like a living breathing thing that changes every day by the day by the minute
- these games are all incredible even if something's like a number 600 from 700 it's probably still a good game
- ranking is subjective; it's hard to compare a 18 card game to a heavy Euro
- we rank in the moment based on our gut feeling and that's just how the chips fall sometimes
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love this game it's a bag builder
- it's so good
- the characters feel I mean so thematic
- this is going to be good
- this is family friendly but it's not kid's game
References (from this video)
- immersive campaign feel
- smooth app integration
- long play sessions
- some complexity for new players
- boss-busting and dungeon exploration
- fantasy/campaign quest within a living app-driven dungeon
- cooperative with boss-centric finale
Mechanics (from transcript analysis)
- app-driven scenario — apps drive map, monsters, and progression
- Cooperative campaign — multiple sessions with evolving objectives
Video topics + discussion points
Quotes (from this video)
- this is the best month of them all
- 26 games in 48 hours
- it's a banger month for games
- it's almost next level rhythm and flow
- the people around the table are what makes it
References (from this video)
- Favorite cooperative game
- Excellent gameplay
- Plays well with friends and family
- Original insert requires token bagging
- Twilight Imperium
- Civilization: The New Dawn
- Star Wars Outer Rim
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love Return to Dark Tower
- These inserts are perfect