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
TDG: Return to Dark Tower
- Stunning app integration with the central tower
- Huge table presence and production quality
- Very high replayability due to multiple scenarios/adversaries/goals
- Smooth rules that guide play and teach gradually
- Very challenging; difficult to win
- Some players may feel a lack of control over how they lose
- App-driven elements may overwhelm traditional board game feel for some players
- Heroic cooperative dungeon-crawl with a looming malevolent tower to liberate a final adversary.
- Four-kingdom board centered around a towering central fortress with an embedded app controlling events and escalating threats.
- Scenario-based with modular goals and adversaries; game evolution through month cycles and random dungeon setups.
Mechanics (from transcript analysis)
- app-driven management — An app handles setup, turn order, spawning, and bookkeeping, with near-instantaneous feedback.
- Character abilities and asymmetry — Each character has unique powers and starting region-based bonuses.
- Cooperative Game — Players work together to manage resources, defeat foes, and complete quests before the skulls overwhelm the tower.
- cooperative play — Players work together to manage resources, defeat foes, and complete quests before the skulls overwhelm the tower.
- Cube tower — Skulls are dropped into the tower each turn; running out of skulls means loss.
- Dungeon Crawl — Quests and dungeon encounters modify the board state and grant rewards.
- Modular board — The board is divided into four kingdoms; different goals and adversaries create high variability per session.
- modular board and scenarios — The board is divided into four kingdoms; different goals and adversaries create high variability per session.
- Quest and dungeon exploration — Quests and dungeon encounters modify the board state and grant rewards.
- Resource management — Track warriors, virtue tokens, spirit tokens, treasures, potions, and gear to overcome challenges.
- Skull/tower pressure — Skulls are dropped into the tower each turn; running out of skulls means loss.
- Three-part turn structure — Each turn consists of start-of-turn benefits, main actions (heroic, movement, reinforce), and end-of-turn skull drop.
- Time limit with months — The game progresses through six months; you must defeat the main adversary before time runs out.
Video topics + discussion points
Quotes (from this video)
- the integration between the app and the tower itself is unbelievable
- as soon as you drop a skull in boom the app reacts to it
- the app takes care of all the bookkeeping
- the rules were really smooth
- it's such a high toy factor that it was just a lot of fun
- mega ton of replayability
- this game is actually a really great game it just lacks the fun factor for me
- it's just like you know take it or leave it
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dark Tower is always fun to play. It's always enjoyable, it's a great group of people to play with.
- Dice Command is one of my all-time favorite two-player games.
- Weirdwood Manor is very very clever in how the day-based actions change the game.
- Tails from the Red Dragon Inn is great, light, quick, fast dungeon crawl.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The podcast life chooses you.
- The content gods that making all the content.
- Pub Meeple is a website that you can link your board game collection.
- Return to Dark Tower is uh I want to play this game more often than we do.
References (from this video)
- immersive atmosphere with a tower-centric theme
- central device adds table presence and tension
- cooperation vs competition within a dystopian tower
- Dark fantasy tower exploration
- narrative-driven with atmosphere from the tower
Mechanics (from transcript analysis)
- central device interaction — Players interact with a central device/app/board that drives game state and challenges.
- team-based objectives with tension — Players form competing goals within a largely cooperative framework.
Video topics + discussion points
Quotes (from this video)
- planning is the key to making the best game days.
- So, next time you're picking games, definitely think about these three categories and how you want to structure your game day.
- Put your ideas in the comments because you all come up with some freaking amazing ideas so far
References (from this video)
- Shines as a cooperative experience with four players
- Impressive mechanical centerpiece and balance in well-supported multiplayer
- Solo mode was not balanced or satisfying in initial experiences
- Balance and feel may vary with player count
- High-stakes, boss-like scenarios with quadrant-based board
- Cooperative fantasy with a central rotating tower mechanism
- Cooperative, story-driven with modular encounters
Mechanics (from transcript analysis)
- Rotating tower board, quadrant-based play — Players manage locations around a circular board while skulls are dropped into a massive mechanical tower; balance and quadrant management matter
Video topics + discussion points
Quotes (from this video)
- Daybreak this is a fantastic solo game
- this is just so fantastic a cooperative game
- two players it's the sweet spot
- I think this one's perfect for sort of a more casual two-player experience
- this is one of the best four-player cooperative games out there
References (from this video)
- 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)
- 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)
- 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)
- 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
- app_assisted — app drives events and timing
- Cooperative Game — players work together to defend the tower
- cooperative_play — players work together to defend the tower
- Unique player powers — each player has unique abilities
- 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)
- smooth play; familiar feel with new content
- fantasy dungeon crawl; cooperative/competitive play
Mechanics (from transcript analysis)
- cooperative dungeon crawl with monsters — new monsters, new characters; expansion adds depth
- Dungeon Crawl — new monsters, new characters; expansion adds depth
Video topics + discussion points
Quotes (from this video)
- we have 50 000 people there all these brand new games and you know what it really does come down to is relationships and friendships
- Twilight Inscription is a thing
- don't even try to win
- meeting new people and getting outside your little bubble of friends
- these memories you make with people stick with you forever
- the fact that we can connect through games and through technology and then when you do see each other in real life it's a trip
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 adventure / cooperative — map exploration with baddies and objective-based play
- 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)
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