THE GREAT RETURN
Over generations and generations the ancient woodland of Børe prospered and grew. The world was bestowed with great spirit, which lifted the animals of the land to new heights. Unfortunately, over the years these clans lost touch with the spirit of the land and faction warring developed. The Foxen Kingdom of Skulk Hollow in the South, The spiritual Red Pandas of Cupboard in the North, the Mischievous Mice of Multon in the West, and the colony of Blackheart Bunnies in the East. As skirmishes started breaking out across the continent, lives lost, there was a monstrous shake and then The Great Return. No one quite knows why, but the Guardians have risen - but not the kind, life-giving Guardians of spiritual legend. Dark, ferocious, versions that are now attacking all the kingdoms of the land.
OBJECTIVE
In Skulk Hollow, two players take the roles of either a towering behemoth of a Guardian trying to eliminate the clans of foxes who have been causing havoc on the countryside, or a band of foxen heroes out to vanquish the evil beast that has been terrorizing the land and reunite the four kingdoms of Børe.
The Guardian wins the game by either eliminating the Foxen King, or by gaining enough Tribute.
The Foxen Heroes wins the game by eliminating the Guardian.
GAMEPLAY
Skulk Hollow is a 2-player, asymmetric, tactical combat game. Player use action cards to move their units, summon, and use special abilities. Taking down a guardian requires the Foxen player to leap onto the Guardian player board and take out different parts of the character.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i would love it i would love it i would love it
- i would love to talk to you about name sale i would love to find out for sure what that is
- we're not reprinting libertalia we're not doing it that's not what this means
- hey can i have a red rising poster like i just i love the artwork for that game
References (from this video)
- Stunning miniatures and art
- Clever design
- Thematic gameplay
- Close games
- Variability through different guardians
- Cross-compatibility
- Fox and tribe vs. Guardian
- Rift Forces
Mechanics (from transcript analysis)
- Area Control — gain control of different spaces so that in the spaces they surround will be how you control
- asymmetrical gameplay — It's very asymmetrical
- Card Play — simply a card playing games you'll play cards to move across the map to jump onto the guardian to protect yourself as the guardian and essentially take the other opponent out
- One vs Many — it's basically just a combat game where it's like one versus many but the one player is controlling the many
Video topics + discussion points
Quotes (from this video)
- it's very asymmetrical the miniatures in this is stunning the art in this is stunning it's a very clever game
- it's so clever it's so thematic
- the games tend to be like super close down to the last play
- i love that it's gonna be cross-compatible because it's just it's such a like it's a great experience to kind of elevate to four players
- it is one of my favorite two-player games
- the waze design is just extremely skillfully it's one of the most elegant and beautiful games in the two-player variety
- i think the theme really shines out too because basically it's like technology versus nature industrialization yeah
- i think one of the most underrated two-player games in my opinion
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i wanted to take a break from kickstarter not because i had any problem with kickstarter per se though there has been drama around with their web 3 and blockchain stuff just for another video but um because i didn't have clarity or confidence in manufacturing shipping timing expense costs and i didn't want to do a kickstarter being a commitment that i felt like i was obligated to meet which you should be but that we wouldn't be able to do it
- i was sitting on a deluge of unpublished ready to go stuff
- you know we took a a large gamble
- the upfront cost of producing for of of developing this is limited
- ultimately i felt like well this is our opportunity to draw people to our web store
- this is like pre-order and then within six weeks you're gonna get your game and then we'll release it to retail and that's really exciting it's just exciting to have somebody buy something they're they are interested and get it somewhat soon as opposed to kickstarter where you can wait a year
- really the whether or not this risk was worth it and and and all things consider is going to come down to how delicious done
- seven thousand though is incomparable to what we've been doing in these titles in that typically from the kickstarter you'll sell about fifteen hundred to two thousand
- it's going to come down to a market response
- you know if if if you don't want to pay shipping you just some sort of water isn't going to be an option internationally because it's not going to be in retail
- cool experiment don't want to do it again
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The platforms Market games everything's changing all the time so it's it's just important as a Creator as somebody doing kick kickstarters to both understand sort of what works and what's what's what's stable and all the places where things have changed or or um opportunities for improvement or new ways of doing things Etc
- Vineyard is um a shared worker placement an action selection game so it's a little bit of like uh worker placement where we're all managing the same workers throughout the Vineyard and we're all working to go through this wine making process um and it has action selection I'll Concordia where you're sort of picking up cards and playing them down but it's based on your workers and you could upgrade the cards and upgrade the workers super super fun
- we're going to be participating in kickstarters pledge manager so that's um uh you know I don't know how we're not the first certainly but it's a smaller set of groups right now I don't think it's fully rolled out but we are going to be use their integrated uh uh uh pledge manager and that's different than pledge manager so we pre last campaign it was new we used pledge manager which had some integration with Kickstarter but it was like this real like oh uh our hookup just lets Kickstarter like send us their the information but it's but it's still just our own system
- It's not a 20 304 you know it's a little bit more of a big box game and it'll be more expensive at retail so
- the real stuff is that Kickstarter stuff all that under the hood stuff is very different the actual page I think is pretty common to what we're doing
References (from this video)
- Interesting premise of a large beast vs. small factions
- Conclusion is often predictable
- Feels like performing the same actions every game
- Lacks strategic variety
- Can feel like watching the same movie on repeat
- Beast vs. Factions
Mechanics (from transcript analysis)
- Area Control — Implied by factions trying to climb on top of the beast.
- Asymmetric powers — One player controls a large beast, the other controls smaller factions.
- Combat — Factions attempt to defeat the beast.
- Predictable Game State — The conclusion of that game was always predictable.
Video topics + discussion points
Quotes (from this video)
- I think that there are a lot of games that even if they're not built specifically for two players, the draw to play those games that was there at four players or three players is still there at two players.
- I think that some parts of Aries expedition becomes a lot stronger at two players than it does at three or four players.
- I have my sandbox, you have your sandbox. This can be great at two players.
- Well, let me tell you, nothing is going to create a marital uh battle like someone not being entirely focused on a game of sale.
- I can kind of be doing something else while playing.
- So to me, Ark Nova is ideal for two players.
- Peak Spirit Island is two-player or two spirit if you're playing solo and you have uh and you want to do double-handed
- However, it's too bigrain for me to feel like I'm up for that.
- I just like them at two players. You know, I don't need the extra player count. That's the right amount of opposition that I need for those.
References (from this video)
- Thematic, cute artwork
- Fun monster combat with multiple monsters
- cute, cartoonish combat and monster mechanics
- fantasy map with foxes vs monsters
- thematic, monster-battling gameplay
Mechanics (from transcript analysis)
- combat resolution — foxes attack monsters by moving on a map and timing jumps
- thematic_production — cohesive art and components with monster variety
Video topics + discussion points
Quotes (from this video)
- I love it because it's very thematic.
- Oathsworn is a fantastic game.
- I fell in love with this game.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Fox and hero player will be facing a gigantic enemy which they'll have to scale an attack in an effort to defeat it
- The game is played over a series of turns beginning with the Fox and hero player and then going back and forth until one of them have reached their wind condition ending the game in their victory
- these ancient relic tokens... can spend each one at any point during a turn removing it from the game to get an additional action
- note each guardian has a special ability that's shown here for example if crack has nine or more wounds at the beginning of its turn the Guardian player can perform one additional action
References (from this video)
- Part of the early career in board game content creation; strong social/community angle
- Little concrete mechanical detail provided in the interview; uncertain publisher/designer data
- Exploration and social interaction within a thematic world
- Fantasy woodland setting implied by a prior mention and general vibe of the game, discussed in context of first contact with the designer/producer
- Open-ended, campaign-like potential with a strong narrative component
- Unknown
Mechanics (from transcript analysis)
- Campaign progression — Implied long-term arc when referenced as a first contact game in early career
- Social/initiative play — Player interaction and persuasion dynamics implied by early discussion and crossing paths
Video topics + discussion points
Quotes (from this video)
- i decided i was going to do a lot of promoting of other people's products
- the energy that i can give to a product
- we're a team we're a great team
- just do it man just do it
- the next ones we're gonna loosen it up attack too hard
- you make content here that's it and when i joined man vs meeple i was very clear
References (from this video)
- beautifully asymmetric
- accessible
- exciting
- plays quickly
- lots of variety with different leader units and elemental forces
- fantastic cinematic element
- asymmetric gameplay
- inspired by Shadow of the Colossus
- cinematic struggle
- Shadow of the Colossus
Mechanics (from transcript analysis)
- Area Control
- asymmetric design
- climbing mechanic
- Ladder Climbing
- unit positioning
Video topics + discussion points
Quotes (from this video)
- there are a lot of great games and there are a lot of great games that play excellently at two players
- so simple and so elegant and so refined and yet so puzzly and ingenious
- one of the best tactical miniatures games out there without any miniatures whatsoever
- the thing is is that if you sell in bulk you get extra bonuses but if you sell early then you get the most valuable versions
- it gives you so much to consider and be cognizant of as you are drafting every single card but it is incredibly indelibly accessible