SeaFall is a 4X-inspired game (without player elimination/extermination) set in an "age of sail" world reminiscent of our world.
In SeaFall, the world is starting to claw its way out of a dark age and has begun to rediscover seafaring technology. Players take on the role of a mainland empire that consults with a consortium of advisors to discover new islands, explore those islands, develop trade, send out raiding parties, take part in ship-to-ship combat, and more. As in Risk Legacy and Pandemic Legacy, co-designed by Rob Daviau, SeaFall evolves as the game is played, setting their grudges into the history of the game and building a different narrative at every table as players open up the world.
Due to the complexity of rules interactions in this game, the community (primarily Becq) has created a FAQ called The Captain's Log.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- using aromas and board games is a great way to enhance your gameplay experience
- finding a scent that matches the theme of the game you're playing is a great way to enhance the experience
- it has been scientifically proven that smell is the most powerful sense for triggering emotions and memories
- therefore it makes sense to take advantage of that during your thematic board games
References (from this video)
- It is an awesome game.
- The new structure with one action per turn is liked.
- The designer is happy with recent changes.
- The game has undergone drastic changes.
- Previously ran long and needed tweaking.
- Some people dislike the legacy sticker/markup aspect.
- Exploration and building
- Islands
- Legacy
Mechanics (from transcript analysis)
- Action Points — Players get one action each turn, a change from the previous three actions per turn.
- exploration — The game involves exploring islands and acquiring goods.
- legacy — This is a Legacy system game where players add stickers and mark up the game.
- Resource Management — Players acquire goods from explored islands.
- ship upgrades — Players can upgrade their ships during the game.
Video topics + discussion points
Quotes (from this video)
- we're logisticating which is a fantastic word you need to use that for phantomax
- It is an awesome game I know many people have been really looking forward to this it's another game of the Legacy system it's one of those games that you're going to play and get to the stickers on mark up language some people don't like and get over it that's why you buy this game because you're going to play for many hours like you said 12 to 15 campaigns 12 to 15 games in a campaign and the whole idea is you're exploring Islands you're trying to get Goods you may be ready people and as you do you explore islands and see what goods are going to be available over the course of the game you can upgrade your ships and build some advisors and buildings I mean there's a lot going on but the structure I really like now as opposed to making three times per action you just get one one action each turn and it kind of makes the game I wish everyone was at a turn like every minute at least or less you know so it was like it was kind of risk I liked it yep that's great
- the early version of hostile takeover from countless games labs this is a board game that takes place in the Shadowrun Universe they're also going to do a miniatures game called sprawl gangers but I got to sit down with the some people from countless games and Play Hustle takeover um it's a game that's still in development it's funny when we sat down they said it was 90 95 percent done but by the time we were done myself another gentleman who played never played started giving all these suggestions and gave like 15 to 20 suggestions and they were very receptive to it um I think there's some tweaking that could be done shorten the game a little bit and make the game a little more simple and a little more coherent
- the diamonds tournament we didn't get any clips of that because we were so into the diamonds game and actually shooting it we um made lots of videos of it and we're going to put it all together into one thing but the reason why we're standing is called our buns are still store from the whooping that they gave us yesterday that was brutal yeah that was uh we were it was not pretty and Suzanne is saying enough about it I mean all night long she just kept oh did you hear we beat them yeah whatever okay thank you that's okay yeah yeah
References (from this video)
- Unique competitive legacy experience
- Dynamic and evolving world
- Engaging narrative
- Multiple paths to victory (Euro-style vs. Risk-driven)
- Customizable player progression through advisors
- Catch-up mechanics to keep games balanced
- Prologue eases players into the rules and mechanics
- Can be cutthroat if the group chooses
- Rulebook can feel dense
- Potential for player conflict if not managed
- Games can be long (around 2 hours)
- Exploring a mysterious world, gaining glory for your province to become Emperor
- Age of Sail, 16th-17th century European colonization in a unique world
- Chapter book like tales with 430 entries, providing unique stories based on player choices.
- Risk Legacy
- Pandemic Legacy
- Merchants & Marauders
Mechanics (from transcript analysis)
- Area exploration — Players explore an open ocean with islands, discovering resources and locations.
- Dice Rolling — Used for exploration and raiding actions, with ways to mitigate luck through fortune tokens.
- Engine Building — Players can build up their province and guilds to become more efficient.
- Event deck — Chapter book entries and milestones trigger events and advance the narrative.
- legacy — The game has a campaign structure with evolving rules, stickers, and permanent changes to the game components and board.
- Player Elimination (limited) — While not fully eliminated, players can be heavily impacted by raids and sinking ships, making it difficult to continue.
- Resource Management — Players collect and manage various resources.
- Worker Placement — Players assign guild members (soldiers, explorers, builders, merchants) to perform actions.
Video topics + discussion points
Quotes (from this video)
- It's Indiana Jones in the age of sail.
- The players going crazy - that's a nice little spin on it.
- I want to be a designer, I want someone else to figure this all out.
- The United States spent less time in World War Two than I spent on Sea Fall.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- At the core of it, I really want this show to be about teaching you how to play games and then showing you how they're played so you can decide for yourself whether or not they'd be a good fit for you.
- It It's scary to be honest at times because basically I'm relying on the generosity of our viewers to donate during our yearly fundraisers that we usually hold around June time.
- I really just want to feature published games on Watch It Played. Games that are widely available that already have finished components and more importantly finalized rules.
- I really don't like recommending games ever.
- I just have a certain discomfort with the idea that someone would use my opinion as the basis for them spending money in search of entertainment.
- Speaking of which, Joel Eddie of the very excellent and highly recommended drive-thru review series asks, "Rodney, is it true that Canadians are forced to live in the forest once their igloos melt in the spring?"
References (from this video)
- High anticipation from the community
- Likely to be in high demand at the convention
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Pap, you still haven't received your Tekkaido that you backed at a pretty high amount because you got your own character in the game.
- It's funny. We we talked about that at some point. Just like the humor, like the humor of doing something like a pep talks where I would talk about, you know, like some advice for particular games and it's something I like that. I like that. I love that idea of a pep talk.
- Rebel Mage here uh, left a message just said, "Pep, just want to say you're a great co-host for watching play. Keep up the good work."
- For me, it's probably going to be Star Realms. Star Realms is very high on here as well for me. Um, but I kind of want to skip that just because of how repeatable Star Realms is anyway. And I'm going to go to Sheriff of Nottingham.
- Uh, this is self- serving, but I would dress up as a Mounty and be my character from the Dead of Winter promo that's in the fundraiser.
- I'd want to find something I already look like and kind of like I wouldn't just go as my favorite character. I'd go as a character that I think I that I could that I could best look even kind of naturally almost, right?
- Yes, we talk about it somewhat frequently actually. Like, oh, we should probably cover some of the old older classics. Yeah, cuz there are still people today who pick up those games and and want to uh learn how to play them, right?
- Every game. But the one that always comes to mind for me is uh Pathfinder and any game that's kind of trying to do what the Pathfinder adventure card game is doing because in that game whenever you level up and complete missions, you get like draw a random item out of the box or do this or do that.
- Like Seall has something similar to that. They have an emnity thing. If you attack someone then they remember that other players remember that in in the game's mechanics and then that comes back to haunt you later or whatever.
- The whole idea of under Mountain is like it's constantly shifting and like it's the surroundings are changing. So every time you go down, things will be a little different anyway. So it' be really cool to make like a legacy style dungeon exploring thing around the end of that naturally.
References (from this video)
- Unique exploration-focused Legacy gameplay.
- Pre-order bonus is substantial.
- The game offers a different experience compared to other Legacy titles.
- Likely to be of interest to many players.
- The exact nature of its legacy aspect (number of games, etc.) is not fully detailed in the transcript.
- The speaker is hesitant to overtly recommend it, stating 'I'm not going to tell you it's a great game.'
- Legacy
- Risk Legacy
- Pandemic Legacy
Mechanics (from transcript analysis)
- 4X (eXplore, eXpand, eXploit, eXterminate) — Features elements of exploring, building up resources, and potentially engaging in conflict.
- exploration — Players uncover unknown parts of the game board as they play.
- legacy — A campaign-style game where the game evolves and changes permanently over multiple play sessions.
Video topics + discussion points
Quotes (from this video)
- I don't look at games and go this is too complex we couldn't do it it's more about do I think it's the right fit is a game I'm excited about and energized about
- I have some sort of a weird feeling of Purity in a game so let's say I was playing the path finder Adventure game um anytime that I was going to play the game again I'd be very careful to try to weed out anything extra that had get stuck in until certain points
- I love small Skirmish style games so
- I love that open world just getting to explore everything and just doing nonsense things for hours on end have nothing to do with the main quest and thoroughly enjoying it
- I'm so excited to see Spider-Man done by Marvel and not by Sony that I'm I'm just I'm over the moon
- superheroes are weapons of mass destruction yeah right so so some of them having them regulated probably makes sense
References (from this video)
- Features an enmity system where past actions impact future gameplay
- Discovering and settling islands
- Island exploration and development
Mechanics (from transcript analysis)
- Emnity System — If a player attacks another, it's remembered and can influence future interactions or provide bonuses/penalties.
- Legacy/Campaign Elements — Player actions have lasting consequences that affect future games, like 'emnity' between players.
Video topics + discussion points
Quotes (from this video)
- Pap, you still haven't received your Tekkaido that you backed at a pretty high amount because you got your own character in the game.
- It's funny. We we talked about that at some point. Just like the humor, like the humor of doing something like a pep talks where I would talk about, you know, like some advice for particular games and it's something I like that. I like that. I love that idea of a pep talk.
- Rebel Mage here uh, left a message just said, "Pep, just want to say you're a great co-host for watching play. Keep up the good work."
- For me, it's probably going to be Star Realms. Star Realms is very high on here as well for me. Um, but I kind of want to skip that just because of how repeatable Star Realms is anyway. And I'm going to go to Sheriff of Nottingham.
- Uh, this is self- serving, but I would dress up as a Mounty and be my character from the Dead of Winter promo that's in the fundraiser.
- I'd want to find something I already look like and kind of like I wouldn't just go as my favorite character. I'd go as a character that I think I that I could that I could best look even kind of naturally almost, right?
- Yes, we talk about it somewhat frequently actually. Like, oh, we should probably cover some of the old older classics. Yeah, cuz there are still people today who pick up those games and and want to uh learn how to play them, right?
- Every game. But the one that always comes to mind for me is uh Pathfinder and any game that's kind of trying to do what the Pathfinder adventure card game is doing because in that game whenever you level up and complete missions, you get like draw a random item out of the box or do this or do that.
- Like Seall has something similar to that. They have an emnity thing. If you attack someone then they remember that other players remember that in in the game's mechanics and then that comes back to haunt you later or whatever.
- The whole idea of under Mountain is like it's constantly shifting and like it's the surroundings are changing. So every time you go down, things will be a little different anyway. So it' be really cool to make like a legacy style dungeon exploring thing around the end of that naturally.
References (from this video)
- central mechanic of hiring advisers adds engine-building flavor
- adviser modules provide variability
- story-driven exploration via a narrative/story book
- murder mystery and passengers/luggage modules add thematic twists
- balancing between murder mystery and passengers/luggage modules is not fully clear
- prologue and early play can feel slow as rules are learned
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the bones of this game the stuff that's going on is so cool and so I'm looking forward to playing this one some more
- it's evolving game State as you play game to game it's sort of like a legacy style thing going on but you're not permanently altering the game
- this is a quick game
References (from this video)
- It was very cheap
- Not very exciting
- Just okay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we have about 780 games in our collection and of those 160 of them is unplayed
- we still have over 100 unplayed games
- the thing is that there all of the games that got into our house of course even more so for people who don't get review copies of games there's a reason you got it
- play them yeah that's just like the one one thing you can do play the games that you haven't played but it's hard
- why do still own them that's like my first question
- I don't know what your question was but I'm I'm intrigued to ask now what kind of games are on your unplayed shelf
- it's like so it's this is not like should we call all the games that we haven't played yet but that's like an interesting question
- some games just blend so perfectly into the other games on the shelves so you kind of you see it every day you don't like see it
- games that you get and you're excited about then everybody says it's bad
- we played half of when we got it at a con and then we never played it again
- it would be amazing that would be like the coolest thing ever
- we have a big board game problem
References (from this video)
- Never heard of that one, and never will.
Mechanics (from transcript analysis)
- Discard — Players discard a card from their hand.
Video topics + discussion points
Quotes (from this video)
- Dude, this is just like when we opened box 14.
- Literally, and I mean literally, life-changing.
- Best board game experience ever.
- How could I throw away this box full of destroyed components, but beautiful memories away?
References (from this video)
- Potential story moments didn't pay off.
- Euro mechanics didn't mix well with exploration.
- An interesting addition halfway through didn't pay off.
- Hard to get through.
- Pandemic Legacy
- Risk Legacy
Mechanics (from transcript analysis)
- Eurogame elements — The game incorporated Eurogame mechanics that clashed with the exploration theme.
- exploration — Players discover new islands and make choices about paths forward.
- legacy — Permanent changes are made to the game as players progress through a campaign.
Video topics + discussion points
Quotes (from this video)
- If you like Reesside, I think this is better.
- If there's a legacy game that has brought me more joy than almost any other legacy game, this might win for that.
- This is the best family legacy game, I think.
- It's a straight Euro style game where you're rolling dice and using resources and kind of building out this area.
- This game is just blowing me away.
- Think drugs or slavery or things like that.
- This is basically trigger warning the board game.
- This is the game that put Legacy on the map.
- The pressure of not letting a city outbreak in this game is still so tangible to me.
- This is my number three and your number my number five.
- Pandemic Legacy season zero. It's funny because this is where we agree.
- This is my favorite of the Pandemic Legacies. It's just amazing.
- Then our my number one, which Chris has not played, is Clank Legacy.
- This one just hit for me.
References (from this video)
- Good start (first third)
- Declining quality
- Undeveloped ideas
- Terrible game
- Massive let down
- Poor quality control
- Exploration / sailing
- Legacy
- Pandemic Legacy
Mechanics (from transcript analysis)
- Card Play — You're just ripping things open.
- exploration — Exploration / sailing
- legacy — Sefall is a tale of three games.
- Storytelling — the story
Video topics + discussion points
Quotes (from this video)
- The game mostly speaks for itself. We've all experienced it. We all want to forget about it. Sorry I brought it up here.
- I think I think we live in a more innocent time and I miss that.
- This was a huge, huge disappointment for me because I wanted to like it so much.
- Seal is one of the biggest hype to reality moments that I've ever had. Just that that gut check of like, yeah, you still live in a in a messed up earth. You lost faith in humanity.
- There's so many mistakes and so many disappointments and we still tried to play through so much.
- my number one is what my clear number one because it was the worst execution possible of any game.
- And so on top of the fact that it didn't work, which is a huge problem, but if you didn't enjoy assembling them and if you assemble them just like a teeny bit off, not only would the marble like roll down and get stuck, but it would roll off the side of the first piece and just fall on the floor.
References (from this video)
- So much fun
- Every game changes the next game's outcome
- Legacy style play
- Gorgeous game
- Risk Legacy
Mechanics (from transcript analysis)
- Deck Building — you can go ahead and build your own decks, play with the decks already built in there, or go ahead and draft the deck play style.
- legacy — as you play you're changing permanently what's happening on the board which will affect future plays. Just like Risk Legacy.
Video topics + discussion points
Quotes (from this video)
- hey everybody Welcome to watch play my name is Rodney Smith and this is Isaac mea games hi Rodney how you doing Isaac I am doing fantastic you know what there's a problem there's a problem I tweeted pictures of the products on this table that we're about to look at and then I just got a bunch of questions well like people like our stuff they want to talk about our stuff questions I don't have answers to and I'm hoping I answer correctly yes we're blaming you
- and this is the first time that he's able to do it without another license and pach and so it's all robbed out here in this game it's just amazing and a very different animal from R Legacy I know I did a play test of vtg conon which is very fun to do this earlier iteration but still very different St play very engaging really Drew Us in I think you obviously people are excited about it and I think there's good reason to be very much so and there's something else to be excited about on this table yes yes yeah
- ashes is taking everything that I loved about of Competitive Gaming when I was in middle school and high school and early on and just kind of giving my own twist to things kind of fixing the problems that I saw in the gaming gaming and also giving players the ability to have a ton of different options in one box that isn't going to break the B and gives them lots of cool different things that they can do that will just create lots of fun and memorable moments for them and their friends can't wait to see the final version
- this is just a box just like SE it's just a box it's just a mackup box all of these that we just saw here today are mackup boxes The final products have yet not yet been produced but they will be very soon we're expecting tail feathers hopefully before the end of the year we're aiming to try to have it you guys by Christmas big tee you're just a big teas yes but we love it we love it
References (from this video)
- Offers a campaign with hidden components and rules, encouraging discovery over 15 games.
- Allows players to name their leader and province.
- Provides multiple paths to victory through glory accumulation.
- Includes a system for upgrading ships and building structures.
- Raiding and exploration mechanics add player interaction and discovery.
- A system for managing enmity and its consequences is present.
- End-game rewards and legacy elements for future games.
- Some rules and components are not revealed until later in the campaign, potentially leaving new players with incomplete information initially.
- The prologue scenario has specific limitations, such as not being able to raid other players' provinces.
- Some mechanics, like researching, are not available in the first game.
- collecting resources from inhabited islands to strengthen a province and gain glory, risking peace with neighboring provinces
- unexplored seas
Mechanics (from transcript analysis)
- action selection — Players take a full turn consisting of hiring an advisor, buying a treasure, debating an advisor, or performing up to two actions from a chosen guild (Sail, Explore, Build, Trade, Raid, Tax).
- Campaign — Several game components and rules are hidden until unlocked over the course of playing 15 games of the campaign. The game is played over several years, each broken into a winter phase and six rounds. The game ends when the last island is discovered or a player reaches a target glory marker. Players accumulate glory over multiple games.
- Enmity Tokens — Tokens represent acts of aggression. They can be placed on province board sites or island sites. They affect raid costs and can lead to losing glory if not placed.
- exploration — Players can explore island sites by rolling dice. Successes are compared to the site's defense value. Failing can result in ship damage or sinking. Successful exploration allows players to read passages from a captain's book and place stickers on the board.
- milestones — Players can claim milestones if they meet the requirements. In the prologue, reaching multiples of three glory triggers filling island names and claiming milestones.
- Raiding — Players can raid sites on opponent provinces or islands. Raiding involves dice rolls and can result in damage to the raiding ship. Successful raids yield plunder, such as gold, goods, upgrades, or treasures, and place enmity tokens.
- Resource Management — Players manage gold, reputation, and fortune tokens. Resources like wood, linen, spice, and iron are collected and used to buy upgrades, structures, or treasures.
- ship management — Ships have a sail value and can be upgraded. Ships can move goods between holds and warehouses. Ships can take damage, be repaired, or sink.
- Title System — Players choose a province and leader, with titles determined by rank relative to other players. The player with the least prominent rank begins the game. Titles are reassigned based on campaign glory totals.
- Victory condition — The player with the most glory wins. Ties are broken by the least prominent title, then most milestones completed, then least prominent title in the final game. In the prologue, the game ends when the last milestone is collected.
Video topics + discussion points
Quotes (from this video)
- in Sea fall there are several game components and even rules that will not be revealed until unlocked over the course of playing the 15 games of the campaign
- The player with the most glory then wins if there's a tie than the tied player with the least prominent rank in the game that you're concluding chooses which title they want
- The player with the most recorded campaign glory then wins and becomes emperor of all the lands
References (from this video)
- Adds a dramatic twist by tying reward to second place
- Engaging for listeners who enjoy social dynamics
- Ambiguity around the game's concrete rules
- Not a clearly defined existing game in the transcript
- Competitive social dynamics and reward structures
- Regional competition with a social atmosphere and surprise twists
- Casual banter with playful tension
Mechanics (from transcript analysis)
- Compound Scoring — Performance is evaluated within a defined region leading to a regional reward.
- region-based scoring — Performance is evaluated within a defined region leading to a regional reward.
- Simultaneous Reveal — Key outcomes or rewards are revealed at specific moments.
- social competition — Participants engage in a conversational or social challenge; outcome determines a fictional reward.
- timed reveal — Key outcomes or rewards are revealed at specific moments.
Video topics + discussion points
Quotes (from this video)
- Just working on the gains.
- Let's go.
- You can't rush a good strategy.
- I have no limit.
- Oh, what are you going to have for breakfast? I'm not sure yet.
- breakfast? I'm not sure yet.
- I'm still analyzing all the options and running simulations on how each one will affect my day.
- You decided yet?
- It's just breakfast. It's the most important meal of the day.
- I don't want there to be any secrets between us. I want to know everything about you.
- Tell me everything.
- You should see your face. Boo! Gotcha.
- Surprise. It's a birthday.
- Now, whoever comes in second in this region will actually win the Starfall.
- That's why they say secret secrets are no fun unless they're shared with everyone.
References (from this video)
- ambitious design scope and storytelling potential
- rich setting and thematic pull for legacy fans
- difficult to pull off in a non-private space (woods/kids/people)
- expensive and scarce; requires specific conditions to be enjoyed fully
- campaign-driven adventure with progression and storytelling
- legacy exploration with a seafaring/ pirate flavor
- narrative-driven legacy with exploration elements
- Forgotten Waters
- Forgotten Mors/forgotten waters family
Mechanics (from transcript analysis)
- Legacy Game — persistent changes across sessions as you explore the sea-faring world
- legacy progression — persistent changes across sessions as you explore the sea-faring world
- Narrative Choice — player decisions shape the voyage and outcomes over time
- story-driven choices — player decisions shape the voyage and outcomes over time
Video topics + discussion points
Quotes (from this video)
- Blood on the clock tower fixes every single problem that those games have.
- I am very genre blind. I'm very kind of in the right context. I'll play almost anything.
- it's edgy for the sake of it.
- the writing is amazing, the voice acting is amazing
- SeaFall is one of the most disappointing experiences I’ve had
References (from this video)
- Innovative legacy structure that rewards long-term play
- Strong thematic setting with memorable moments
- Encourages group storytelling and shared memory-building
- Complex setup and learning curve
- Campaign cadence can be demanding on time
- legacy progression, exploration, and evolving narrative
- A seafaring civilization exploring and expanding across islands
- campaign-driven with evolving content and story arcs
- Charterstone
- Mice and Mystics
- Dungeons & Dragons
Mechanics (from transcript analysis)
- exploration — Players uncover new areas and content as the campaign unfolds
- legacy progression — Campaign evolves with permanent changes to components and story
- Resource Management — Gaining and spending resources to progress and upgrade
Video topics + discussion points
Quotes (from this video)
- I think it's probably my first experience with tinkering with game design probably when I was in sixth grade.
- "a freaking masterpiece of dudes on a map games"
- it's just a phenomenal day and something I'll always remember fondly it was perfect
- I still have that sitting around at my home
- the eyepatch being worn that we had snuck into this game largely because it made sense in the game
References (from this video)
- legacy exploration with ship voyages
- age of discovery
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I’m really excited to check this one out
- the Networks ... my most anticipated game
- box art ... London's Southbank
- the artwork is just phenomenal
- how the theme is brought to life through mechanics