Your Roll Player characters have been called to adventure! In Monsters & Minions, you went to war against Dragul invaders. In Fiends & Familiars, you befriended wild beasts and dispelled cruel spirits. Now your fully formed, battle-hardened heroes must defend the kingdom of Nalos and uncover a mystery that lies at the heart of the Abandoned Lands.
Navigate your missions with care. It's up to you who to befriend and who to battle. Will you slay the giant troll or attempt to make peace? Will you do the vampire's bidding or defend the mysterious cultists he wants to destroy? Will you remain loyal to king and country — or side with the enemies of Nalos? Whatever choices you make, someone will remember and respond.
Roll Player Adventures is a co-operative storybook board game for 1-4 players set in the World of Ulos. Players take the role of fantasy heroes, face challenges, and make decisions that will change the story as they progress through eleven core adventures and a replayable side quest.
Adventures does not require the Roll Player base game or any of its expansions to play. Pick from one of thirty-six pre-generated characters, or import a favorite Roll Player character you created (including any expansion or promo content) and take them on a heroic journey.
Roll Player Adventures: Learn to Play
Roll Player - Game Play 2
Roll Player Adventures: Unboxing
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Winning isn't everything it's the only thing
- I'm here for the party I'm here for the friends I'm here for the fun
- we win together with your friends there's no losers or we lose together
- I would rather try out a new strategy
- I've had way more memorable fun moments in losing than I have in winning
- it's not about winning it's about playing with other people
- I love cooperative games for instance where everybody's around the table everyone's engaged
References (from this video)
- cooperative storybook board game
- storytelling
- role-playing
- puzzles
- mystery
- pop-ups
- fantasy adventure
- Malice Nala
- storybook
- Role Player
- Fiends and Familiars
Mechanics (from transcript analysis)
- Character Import — Players can either pick from one of six pre-generated characters to play or import a character they've developed in previous incarnations of the game along with any special promo cards, boards and other attributes it may have.
- cooperative play — Role Player Adventures is a cooperative storybook board game for 1 to 4 players.
Video topics + discussion points
Quotes (from this video)
- These are the top ten games that recently stood out from the crowd to us and are now on our radar.
- Heartland first published back in 2009 was reimplemented in 2018 as Gùn Mò with a new theme set in feudal Japan but this recent resurgence and buzz for the game was likely due in part to a recent reddit post which listed games that people enjoy that are in need of a facelift and that reddit post led to the publication of an article on opinionated gamers calm covering the same topic and that article led to this segment about the game which you are watching right now.
- Volt Robot Battle Arena is somewhat reminiscent of 2000's BattleBots.
- It's just the way cartography works.
- The shivers is the game on my personal radar this month because I mean just think about all of the things that I just said to describe it and what you know about me and my taste in games it's got storytelling it's got role-playing it's got puzzles so I mean it's got mystery you've got pop-ups pop-ups pop-ups pop-up books I don't know really what else I need to say but pop-up books pop-up books.
- Is this Stockholm Syndrome in the card game Race for the Galaxy which comes in at number four this month.
- also the vending machine is out of Fresca.
- The game that made the biggest blip on our radar this month is that Terraforming Mars Big Box which recently wrapped up its Kickstarter campaign after around 23,000 backers raised over 2.7 million dollars to finance its production.
- Like every gamer all of them the Terraforming Mars Big Bucks is not only a storage solution for all the Terraforming Mars material released to date including the base game five expansions and the first player rover but it also includes a set of 3D terrain tiles to dress up the game because you don't want your game to be too casual you want it to be dressed up it's a sign of respect that your game dresses up a little to impress you when you get together that was so weird why would I say that.
References (from this video)
- Heavy and thinky gameplay
- Neat asymmetrical character boards
- Chunky dice with many actions
- Satisfying strategic depth
- Expansion adds a strategic tic-tac-toe element
- Heavy complexity
- Gaining reputation and becoming the emperor's second hand
- Rebuilding the city of Rome after a fire
Mechanics (from transcript analysis)
- area control/exploration — Players can explore and take over lands around Rome.
- asymmetrical player powers — Each player has a unique character board with different abilities.
- Building/Tableau Building — Players draw buildings around which have different ways of scoring points.
- Dice Placement — Dice are used for actions, with chunky dice featuring multiple actions.
- reputation track — Players build reputation to be selected by the new emperor.
Video topics + discussion points
Quotes (from this video)
- This is the only cooperative role practice if we're wrong it's a cooperative gem.
- Oh my goodness this is like it's it's one of the heavier villain rights for sure but it's so cool.
- My first impression of this game is these dice are beautiful and wow there's a lot going on.
- This one's cool because of the track the board track.
- This is another really I'd say it's really heavy.
- It's super neat because you get an asymmetrical character board that has different abilities different advisors.
- I wasn't able to connect my paths and I was getting so frustrated because I was just sitting there I was like this isn't working this isn't working this isn't working and there was no alternative for me and I just got a little frustrated.
- This is a fantastic game hadrian's wall.
- My first impressions amazing super crunchy though holy holy.
- This game has won my heart.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- welcome to the unboxing of role player adventures and the expansion nephra's judgment
- thank you for watching this unboxing video
References (from this video)
- strong storytelling hook and flexible character options
- solid dice-card interactivity
- can be dense for new players
- requires commitment to follow through eras
- dice-driven combat with card-assisted progression
- narrative-driven dungeon crawl with a Choose Your Own Adventure flavor
- episodic chapters and eras with player-driven choices
Mechanics (from transcript analysis)
- Card Crafting — cards alter dice results and upgrade capabilities across the story
- card-enhanced progression — cards alter dice results and upgrade capabilities across the story
- character creation and crossover — players can introduce own characters and carry them across sessions
- Combat: Dice — you roll dice and try to match die colors to enemy slots to resolve actions
- dice-based combat with color-slot matching — you roll dice and try to match die colors to enemy slots to resolve actions
- era-based narrative — story progresses across multiple eras with evolving challenges
- Narrative Choice — story progresses across multiple eras with evolving challenges
Video topics + discussion points
Quotes (from this video)
- this gorgeous pop-up book and it's its own story
- we played through the entire thing had a good time
- it's my game of the year two years ago
- I finished the rest of the story and it was a lot of fun
- it's just this knife fight in a phone booth area control style game, it's very fast very quick
- I played through an entire two chapters of the first era and I'm really excited to dive into more
- I'm going to take it with me on a trip and power through the rest of the era
- the cube Tower is actually in the box so you just put the Box on the side of the board
- you’re rolling Dice and using those dice to pick different actions
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Time Story is a great game if you haven't played Time Stories go check it out with a lot of caveats
- the narration is a big part of it
- Time Stories is a great game
- I love how it makes then all of the things you're doing in Clank evolve and change
- the story part was so good yes like it was fantastic
- We are so lucky to have all these great games in our lives
References (from this video)
- Top-tier exploration, narrative, and choice elements
- Expansion provides great content
- Better version of Fate Forge's approach
- Great gateway to D&D-like experiences
- Closest campaign game to a D&D session
- Clean structure for content creation
- Prepainted minis are good quality
- Leveling system is clean
- Incentivizes roleplaying
- Travel is not cumbersome
- Awesome dice system
- Amazing card combos
- Great customer support
- Original rules made tests too easy, losing tension (mitigated by legendary rules)
- Skill resolution can feel too puzzly
- Theme integration can be goofy
- Expansion content release felt like a single chapter reprint initially
- Some might find the tech tree system restrictive
- Character creation, narrative choices, exploration
- Fantasy RPG-like
- Choose your own adventure, branching narrative
- Fate Forge
- Dungeons & Dragons (comparison for gameplay feel)
- Kingdoms of Ruin (mentioned as restrictive)
- Nefra's Judgment (expansion comparison)
Mechanics (from transcript analysis)
- branching paths — Significant branching narratives and choices.
- Campaign play — Features a campaign structure with interconnected adventures.
- Character building — Allows for diverse character builds and combinations.
- Dice Drafting — Core mechanic involves drafting dice (from the Roleplayer game).
- Faction alignment — Players can align with different factions.
- Skill Resolution — Uses a dice-based skill resolution system with mitigation.
Video topics + discussion points
Quotes (from this video)
- This is what Seventh Continent wanted to be.
- Distant Skies is a cleaner, more streamlined system.
- Primeial Apparel is like the the, you know, a third as long, like little it it it's done before it can get broken version.
- The game kicks me in the nard sometimes.
- Aon Trespass Odyssey to me does everything better.
- So damn cool.
- The rule book is awful.
References (from this video)
- love roleplayer adventures
- love the adventures that I went on in this game
- Vantage
- Sleeping Gods
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My neurodivergent brain loves efficiency puzzles and building my strategy to to time a slingshot to build up to really big turns later in the game.
- I think that it has to be a game where the tags are used as a discount and not just as a requirement or if it is a requirement that there's an alternate cost to pay for that requirement.
- We usually plan around three years in advance. So we are already working on the games that we will release in 2028.
- The top pick here was watching, reading, or listening to a review.
- Nearly 50% of people say they're willing to wait between six and 18 months to get a game.
- 33% of people said they want to buy more games from their local game hobby or bookstores.
- Vidiculture is practically a must-own game for any gamer.
- I was really excited to bring something new to the hobby for the first time in a while.
- Maybe some people are willing to wait longer because their gaming shelves are already full.
- The most successful friendly game stores have large gaming areas that are free or low-cost.
References (from this video)
- Provides a fun experience when tailored
- Allows for additional stories
- Consistent play pace
- Not played as intended by the designer
- Slow pace due to campaign nature
- Character progression and story development.
- Campaign-based with potential for player-created stories through modified play.
Mechanics (from transcript analysis)
- Campaign play — The game is played through a campaign.
- Dice puzzles — These mechanics are skipped by the host.
- House rules/customization — The host intentionally modifies rules for a more enjoyable personal experience.
Video topics + discussion points
Quotes (from this video)
- Things that interest me from a solo perspective and kind of lean into cozy, lightweight to midweight.
- I'm really there for the storytelling and I enjoy that part of it.
- So, there's going to be some very indepth experience I'm sure as I go on this journey with Darwin.
- And it seems like a very different, and I say this with when I say a weird sort of world. It's not an expected sort of thing.
- This is a narrative storytelling type of game, but it is also about kind of defending.
- The text is larger and I prefer that. So, I lose out on the flavor text and some of the information about the birds, but I can see the cards easier and they're clearer.
- But the play area was just visually there's a lot going on. There's a lot of iconography and unfortunately those are not really well defined in the rule book.
- And I feel like that was still a really good experience because sometimes losing at your favorite game does not diminish the fact that it's your favorite.
- And yes, that means that I am sort of auto succeeding at everything and moving forward, but it still gives a fun experience for me.
- And that's how I tailor that to work for myself sometimes.
- Cozy Stickerville.
- Mostly though it was drawn in by the art and just the idea of creating this cozy sort of daydream literally.
- Uh, this is a solo game that seemed interesting, but I one of the reasons why I just I I couldn't get a good idea of it with all the different motion that was going on in the crowdfunding page.
- I'm notorious for not doing that. But I am just enjoying this hobby at a very slow calm pace right now.
- I don't need to sit at my table for eight hours trying to fly through games and hurry up and learn rules so that I can be like, 'Yeah, look how much I did on this day.'
- I'm just enjoying the moments, enjoying the experience, and hopefully that will continue to be fun as I explore more and more games.
References (from this video)
- Finished the campaign, which is not often done.
- Lots of fun.
- Great storydriven game.
- Got tired of the combat mechanisms towards the end, but wanted to read the story.
- Takes up a lot of space.
- story-driven
Mechanics (from transcript analysis)
- Campaign play — A game played over multiple sessions as a campaign.
- cooperative play — A cooperative game where players work together.
- Story Driven — The game focuses on a narrative and story.
Video topics + discussion points
Quotes (from this video)
- This is not science. This is a snapshot of feelings.
- It's tight but it's tight in a nice way.
- it's an exploration game you will be exploring.
- It's wonderfully thematically. It's funny.
- Role Player Adventures, it was a great storydriven game.
- it's fun and fast and simple and easy to teach and uh it's just like a lot of laughs.
- Hard to get is like um mix between similar and code names I usually say.
- Prince of Florence is a great classic uh game that I will always enjoy.
- And this also is one that I really appreciate because it's so easy to get it played.
- It's one of the best games I've played.
- We still have the original and I don't think we're going to let it go.
References (from this video)
- great storydriven game
- fun combat puzzle
- mechanisms became a chore
- combat became tedious towards the end
- campaign
- campaign
- storydriven
Mechanics (from transcript analysis)
- Campaign — roleplayer adventures.
- Combat — the puzzle of the combat was fun
- Storytelling — it was a great storydriven game.
Video topics + discussion points
Quotes (from this video)
- This is not science. This is a snapshot of feelings.
- It's tight but it's tight in a nice way.
- it's an exploration game you will be exploring.
- It's wonderfully thematically. It's funny.
- Role Player Adventures, it was a great storydriven game.
- it's fun and fast and simple and easy to teach and uh it's just like a lot of laughs.
- Hard to get is like um mix between similar and code names I usually say.
- Prince of Florence is a great classic uh game that I will always enjoy.
- And this also is one that I really appreciate because it's so easy to get it played.
- It's one of the best games I've played.
- We still have the original and I don't think we're going to let it go.
References (from this video)
- excellent story with engaging choices
- dice manipulation tools add strategic depth
- midpoint onward it becomes predictable as risks disappear
- story and game balance can feel divorced when outcomes are guaranteed
- choose-your-own-adventure with dice customization
Mechanics (from transcript analysis)
- Unspecified — Not discussed in detail in the video.
Video topics + discussion points
Quotes (from this video)
- these are 10 games I played my way out of liking them.
- the initial charm after five or six plays was very much present, but that charm wore off the more I played it.
- that 45 to 90 minutes is a bold-faced lie.
- as soon as I got to a point where everything's going to become a guaranteed win
- I would rather do other things with my time than play another eight games of a game that I'm just playing for the sake of checking off a box of completion.
References (from this video)
- Excellent starting point for new campaign gamers.
- Empowering progression system with easy success later in the game.
- Modular adventure structure allows for replayability.
- RPG-like feel with character progression and decision-making.
- Family-friendly and enjoyable for diverse groups.
- Later stages can become less challenging due to player power scaling.
- Tabletop RPG simulation
- Fantasy
- Cooperative campaign
- Pandemic Legacy
- Gloomhaven
- Sleeping Gods
- Roll Player
Mechanics (from transcript analysis)
- Character Import — Allows characters created in the dice-drafting game 'Roll Player' to be imported.
- cooperative play — Designed as a fully cooperative experience.
- Decision Impact — Choices made within adventures matter and can open up different paths in the campaign.
- Short Adventures — The campaign is broken into small-form adventures, making each session manageable.
- Skill Checks and Dice Manipulation — Players gain abilities to manipulate dice rolls and succeed at skill checks and combat.
Video topics + discussion points
Quotes (from this video)
- This is one of my favorite things about this game, is you actually get to have armor pieces that are on various sections of your body
- I think Tainted Grail did the best campaign like board game writing first.
- it's so descriptive and captivating that you actually feel like you are watching a show or reading a novel
- It really got a good reaction out of me.
- the reason why I think Roll Player Adventures is a the best beginning game is because it's not complicated at all.
- You get a big sprawling world that is completely open world
- I love this game.
- So, that's why it's my favorite.
References (from this video)
- great player agency
- serviceable narration
- large amount of reading due to no audio narration
- Serviceable, but not exquisite
Mechanics (from transcript analysis)
- Chapter-based stories — Players pick a storybook and go through chapter-based scenarios with keywords and decisions carrying over.
Video topics + discussion points
Quotes (from this video)
- This is very like tribal like morbid.
- It's um it's Dark Souls King Arthur, the Arthurian legend.
- this one is kind of like it's very like tribal like morbid.
- But if we're looking at themes of negative like negative games that I just did not care about the theme
- I typically don't buy them if I if I don't like the theme.
- the way that they did the theme was was so uninspired.
- Odelin is again a good one just because it's it's Diablo generic demon fantasy thing. I find that incredibly tired.
- Vagrant song certainly unique. I don't call it bad, but it had a hard time ringing with me
- I was actually kind of glad you decided to quit that one.
- So, if we're looking at games that I think does CA uh combat one of the best I'm trying to think is I mean Osworn is definitely up there.
- That's the highlight. I mean, this is also a boss battler, but it is a campaign. But each boss is unique. I love the way that it utilizes the battle flow system. The fact that you can use cards or dice.
- Their dedication to the secret boss. I applaud. That they they did everything they could to keep it all a mystery.
- But then on repeat, the the mystery is gone, but the combat is still still great.
- Because that's all it is is boss fights. I think a game funny enough that does boss fights terribly is one we've already talked about Madara
- Madara's boss fights are [ __ ] bullet sponges with 800 health
- the AI itself when you're doing the mobs, that works relatively well for the various enemies that are in the game, and they do level up, which is nice. They get more challenging, but it kind of just boils down to more HP and more damage. It does. They still kind of run the exact same way, but they color code it so it's not just a hodgepodge of just enemies.
- the inverted paradigm system is amazing.
- And actually a good positive and probably a good negative for some is atto to KDM. It depends on how you like your boss fights.
- Don't get me wrong, they're they're extremely similar. And it just kind of depends on how you want your boss fights. KDM does it. I'm not saying KDM is necessarily a negative, but in the sense that it's combat can literally boil down to I have a character that can crit on everything
- It's too It's just way too clunky.
- God, no. A green [ __ ] Who the hell goes off a D 100?
- But yeah, folklore the affliction. This was the one had had a really cool world. I like the the fable element, the gothic horror stuff. I think the characters were unique. Um but man, fiddly as all hell.
- Yeah. And I mean, they shot for the open world.
- It would have just been better if it was if it was uh scenario based.
- but he doesn't want to carry any of his [ __ ] to my house.
- I want to see it. I want to see this game of his that he owns like everything for
- I didn't ever bring this one up because I haven't touched it in years.
- Yeah, I know. I know. You would think with how much [ __ ] he has and how much he doesn't touch it, you would that he would want to play it. I told him we could have three. We could get cuz you'd be in on it, but he doesn't want to carry it over to my house.
References (from this video)
- Narrative driven
- Cooperative adventure game
- narrative driven adventure
- Role Player
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a play limit to play cards from their hand.
- Bag Building — Attribute dice are placed in a dice bag to be drawn randomly.
- Campaign play — The game is played over a series of adventures, with progress carrying over.
- Cooperative — Players work together to overcome challenges.
- cooperative play — Players work together as a party to complete the adventure.
- Deck Building — Market decks are used to acquire cards like armor, scrolls, skills, traits, and weapons.
- dice as resources — Dice are rolled and placed on indicated slots during skill checks and combat.
- Dice Rolling — Players roll dice as part of skill checks and combat.
- Push Your Luck — Players can spend stamina to add dice but cannot become exhausted.
- Resource Management — Players manage stamina cubes, gold, and XP.
- Set Collection — Players collect various types of cards (discovery, title, rare, market cards) that are used during the game.
- Worker Placement — Stamina cubes are spent to add specific colored dice to a pool.
Video topics + discussion points
Quotes (from this video)
- welcome today we'll be taking a look at role player adventures
- if you and your party survive to the end of the adventure then you win the game
References (from this video)
- rich, branching narrative with a large word count
- strong world-building and continuity across expansions
- legacy-style memory affects future adventures
- large and heavy (box weight) which can be cumbersome
- it's a heavy production requiring time to play
- fantasy adventure with branching stories and character-driven narratives
- world of Allos
- story-driven with branching decisions and consequences across adventures
- Cartographers
- The Lord of the Rings
Mechanics (from transcript analysis)
- branching decision trees — player choices influence future encounters and outcomes
- memory/legacy progression — game remembers past decisions to affect future play
- Narrative Choice — player choices influence future encounters and outcomes
Video topics + discussion points
Quotes (from this video)
- Roleplay Adventures has over 440 000 words in it
- the graphic novel is part of the Kickstarter campaign
- the new expansion gold Pack's secret is the name of the expansion
- it's Standalone so it doesn't use nephras's Judgment
- Cartographers has got to be one of the best games that has ever been made and I need more
- I love World Building you know working on these games is all about
- Kickstarter is November 1st through the 18th
- there's a lot of paper in that box for sure
- the base game is 17 pounds
- Role Player Adventures has over 440 000 words in it
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Role Player Adventures is a narrative driven quest game
- the game plays wonderful
- cooperative puzzle game
- Role Player Adventures has eleven scenarios as well as an expansion exploring the backstories of all 41 playable characters
References (from this video)
- narrative-driven quest with immersive storytelling
- cooperative puzzle gameplay
- extensive replayability with multiple scenarios and backstories
- integration with the original Role Player game
- large catalog of title cards and character backstories
- narrative-driven quest
- Role Player universe
- read-aloud passages from game books; scenario-based branching narratives
- Role Player
Mechanics (from transcript analysis)
- Branching Narrative — Scenarios progress via paragraphs in game books; players choose pathways that alter the story.
- combat_and_skill_checks_as_puzzles — Combat and skill checks are solved as cooperative dice manipulation puzzles.
- Combat: Dice — Combat and skill checks are solved as cooperative dice manipulation puzzles.
- Deck Manipulation — Roll and place colored attribute dice on test spaces; spend stamina to buy dice; attempt to match colors and numbers.
- dice manipulation — Roll and place colored attribute dice on test spaces; spend stamina to buy dice; attempt to match colors and numbers.
- integration_with_base_game — Can be integrated with the original Role Player game using rules outlined in the rulebook.
- Narrative Choice — Scenarios progress via paragraphs in game books; players choose pathways that alter the story.
- Resource Management — Gain keywords, experience points, and gold to affect future cards and challenges; resting costs experience.
- resource_management — Gain keywords, experience points, and gold to affect future cards and challenges; resting costs experience.
- title_cards — Earn title cards (over a hundred possibilities) that steer narrative directions.
Video topics + discussion points
Quotes (from this video)
- Role Player Adventures is a narrative driven quest game
- the game plays wonderful
- cooperative puzzle game
- Role Player Adventures has eleven scenarios as well as an expansion exploring the backstories of all 41 playable characters
References (from this video)
- Gaining points from matching dice colors to class or backstory.
- Gaining points from completing attribute rows.
- Gaining victory points for sets of cards (weapons, skills, traits, armor).
- Gaining victory points for weapon cards.
- Gaining victory points for armor sets.
- Ability to reroll dice to get desired outcomes.
- Gaining gold as a resource and for various actions.
- Flexibility in placing dice to meet specific goals.
- Dice rolls can sometimes be unfavorable, requiring rerolls or difficult choices.
- Some abilities require specific dice colors or values.
- The need to manage alignment markers.
- The cost of certain cards can be high.
- Difficulty in hitting specific attribute goals without manipulation.
Mechanics (from transcript analysis)
- action selection — Players choose from a variety of actions on their turn, often influenced by dice rolls and card abilities.
- Card Drafting — Players draft cards from a marketplace or pool of available options.
- Dice Placement — Players place dice into various rows or abilities to trigger effects or gain benefits.
- Initiative tracking — Initiative cards are used to determine turn order in certain phases, like the market phase.
- player interaction — Some actions, like pickpocketing, directly affect other players.
- Resource Management — Players manage resources like gold and dice to perform actions and purchase items.
- Set Collection — Players collect sets of cards (e.g., weapon, skill, trait, armor) to gain victory points.
Video topics + discussion points
Quotes (from this video)
- three heads are better than one
- Oh Rhoda's gonna kill you in your sleep.
- sock is basically just coins at this point.
- Oh dark like leather how dare you take talks leather away you would had matching gloves and boots.
- Oh my gosh oh wow looks like Rose the lucky savage barbarian.
- one place I'm not lucky is I just don't have money for this market face.
- dog doing pretty well but talk like friends so friends help dog needs friends.
References (from this video)
- memorable campaign experiences
- expansions add variety and modules
- some scenarios may feel repetitive over time
- adventure with collaborative narrative
- story-driven campaign with role-playing flavor
- campaign with evolving scenarios
Mechanics (from transcript analysis)
- campaign / scenario-based play — narrative arcs guide progression and choices
- cooperative/story-driven decisions — players collaborate through actions and story moments
Video topics + discussion points
Quotes (from this video)
- it's a work replacement game
- it's a fantastic game
- the expansion really elevates it
- it's a very slow deck builder essentially in combination with the work placement
References (from this video)
- Array
- Array
- adventure and storytelling within a tabletop framework
- Array
- fantasy world with a campaign-driven quest structure
- Array
- Array
- Array
- mixed
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's been very quiet, which we all know what that usually means. There's going to be like 10 Kickstarter deliveries all at once, but we'll see what happens in March.
- I'm very picky with new games that I want to pick up.
- Games are always there waiting for you to come back and there's always more fun to have.