Europe 2163 AD: Automated transport systems, flying cars, unlimited energy, seamless information flow...
The growth of technology continues to disrupt, amaze, and influence society. The human race is fast approaching a huge catalytic technological disruption that will democratize knowledge and systems, potentially enabling people to live truly fulfilled lives. This is a point beyond which we cannot imagine how human civilization might actually look like because it is a moment of "Singularity" — but one group opposes this, an elite few who want to see a return to the dark ages of the early 2000s when they held all the power.
Only the Agency stands in their way. You take on the role of Agency operatives, dedicated to keeping people safe in the future and enabling them to live their lives freely, surrounded by a sense of ease in this complex, constantly changing new world. The key lies in a few High Potential Individuals (HPIs). They have the ability to create a new technology called the MindNet that will move the world closer to "Singularity", but this also makes them targets. The Agency is responsible for ensuring the best possible outcome for society of the future by keeping these citizens safe.
Sarah's Vision is a story-driven, co-operative game of strategy and resource management set in a world beyond imagination in which powerful forces seek to undermine society and return us to the dark days of the early 21st century. Players take on the role of Agency operatives and have to work through a series of story-driven events. At the end of each round, the leading event triggers and danger builds on three special citizens unless the players can find a way to keep them safe. Players have to choose wisely which Agency HQ Tower resources to use and when to use them if they are to succeed.
—description from the publisher
- Interesting theme.
- Visuals are appealing.
- The Jenga tower mechanic is intriguing.
- Creates tension during gameplay.
- Players are part of an organization trying to prevent government agencies from gaining complete control of information.
- In the future, government agencies are controlling information flows, and an organization is trying to stop them.
Mechanics (from transcript analysis)
- Component-based tower — Uses small bars as components that are part of a Jenga-like tower, creating tension.
- cooperative play — Players work together as part of an organization.
Video topics + discussion points
Quotes (from this video)
- potentially mysterium if you want so it's more of a party game you know want something that's gonna be like too crazy long and not too many rules mysterium is a great option for that Halloween party maybe that you're playing
- I think ultimate werewolf gives you more room to tell funny stories that have kind of a Halloween or horror kind of flavor to them I think
- don't be distracted by shiny things I'd you know you'll have time that time is running out all those cultists aren't lazing around I know they look like goofballs but they're up to no good and they're doing it quick so you gotta be hurry you have you hurry you got an objective just go for the objective don't be distracted by the bookcase over there looks like I might have is it a nice little shiny object yeah don't don't worry about that letter that's on the table just go get the ritual item
- I don't know I don't know what my favorite best complicated game is sorry I'll have to get better at this part of the opening up about opinions things
- I can't think of any well I put this a different way yes all the time
- The highlight of it is getting to meet and see people who I've either met online who are also in in boardgame media that I like and respect and admire but also just many people who watch the show and to take the time to say hello and and share a moment with me that that's a really look I spent I spent a lot of time alone in this basement that sounds depressing doesn't it I don't mean it that way I'm very thankful I spent a lot of time alone though I I'm not in the midst of the people that I that I share the hobby with most of the time
- The reason that happens is generally because their stock that can't be sold and so a company comes in and goes hey we'll take all that stock for really cheap you'll get at least something for it and then we'll repackage and we'll sell it at a markup so that they get a piece of the pie right so the stuff that's you know you're not gentle gonna find at terraformers in there or a wildlands or you know name whatever kind of game they're generally going to be other types that game doesn't mean they're bad games but they're probably not the games I'm seeking out
- what is the fun did you have making those Space Hulk videos once upon a time they still stand out to me as some of the most fun videos you've made
References (from this video)
- strong narrative promise
- cooperative teamwork and event-driven structure
- the game has a long mechanism list and may have a steep learning curve
- Story-driven cooperative gameplay with a focus on strategy and resource management
- A near-future world of automated systems and societal disruption
- story-driven events and agency role-play
Mechanics (from transcript analysis)
- Cooperative Game — players collaborate to overcome story-driven events
- cooperative play — players collaborate to overcome story-driven events
- Narrative Choice — narrative-driven choices influence outcomes
- Resource Management — manage assets to progress through scenarios
- story progression — narrative-driven choices influence outcomes
Video topics + discussion points
Quotes (from this video)
- I think that zoo-oo Cracy has the potential to either be a total mess or an intriguing exercise of diplomacy, negotiation and a bit of backstabber.
- the idea of using scissors as a game component to develop an innovative new mechanism is pretty intriguing
- Wayfinders joins my list because it's modular design makes it seem highly replayable
- you've been eaten can be played as a game for two players with a minor playing against a beast