Pre-order now on Kickstarter!
Snake - The Board Game is the tabletop version of the 45 years old classic video game Snake. The result is that you get to see a strategic, tactical side of Snake that you never have. In Snake - The Board Game, you need to plan out every move, growing in a way that is going to block your opponent from doing the same.
The basic premise hasn't changed. You are still trying to eat apples (or dots, depending on how far back you go in the game's history) to get longer and longer. Simply by shifting the speed downward, Snake morphs into something that forces you to think ahead and get much more creative.
Curious? Check it out for yourself on our website, and play Snake - The Board Game online against the computer!
—description from the designer
Stalker Mission 1 l Playthrough
- Strong cooperative play with shared failure condition encouraging team coordination
- Rich tactile components (tiles, models, cards, tokens) that reinforce theme
- Modular progression and scenario variety promote replayability
- Clear visual language for line of sight, noise, and combat.
- Steep learning curve due to numerous rules and interactions
- Rule heavy and component dense may intimidate casual players
- Some jargon and iconography require reference sheet until familiar
- Cooperation under pressure, tactical exploration, stealth and combat against intelligent antagonists within a living, modular map.
- A dangerous, post-apocalyptic wasteland where stalkers explore ruined towns and caves, contend with bandits, anomalies, and radiation.
- Scenario-driven, mission-based progression with evolving board state and character development.
- Zombicide
- Cthulhu Death May Die
- ISS Vanguard
- Masses board game
Mechanics (from transcript analysis)
- Action Points — Turns consist of short/long actions with tokens tracked by players and enemy activity.
- Action tokens and action economy — Turns consist of short/long actions with tokens tracked by players and enemy activity.
- Artifacts and anomalies — Exploration of anomalies can yield artifacts that grant unique abilities.
- Character and enemy cards — Stalkers and Bandits each have stat cards that drive combat and actions.
- Combat resolution with dice — Dice outcomes determine hits, damage and potential weapon jams requiring fixes.
- Combat: Dice — Dice outcomes determine hits, damage and potential weapon jams requiring fixes.
- Equipment and inventory management — Characters carry gear stored in pockets/backpack, with usage actions and upkeep.
- Line of Sight — Line of sight is checked in three directions, with terrain and obstacles blocking.
- Line of sight (three-directional) — Line of sight is checked in three directions, with terrain and obstacles blocking.
- Looting and store/enchantment — Captured loot can be used to enchant weapons or sold for currency in-game stores.
- Modular tile map — Tiles can be rearranged per mission to create varied layouts.
- Noise management — Two levels of noise tokens indicate stealth risk and Bandit attention.
- Radiation and wound system — Radiation accumulates and can trigger wound checks via dice and wound cards.
- Scenario / Mission / Campaign Game — Each mission has its own box/box-like card with setup instructions and goals.
- Scenario-based mission packaging — Each mission has its own box/box-like card with setup instructions and goals.
- Wound management and death condition — Three wounds cause death; wounds can be healed or managed to extend survivability.
Video topics + discussion points
Quotes (from this video)
- stalker the board game is cooperative game so if any of the players die we all lost this Mission
- the goal is to free the Dalek which has been trapped somewhere in one of these buildings by Bandits
- we can enter them and look through the window
- twilight turns into night and we have to hurry to find Alik and Escape
References (from this video)
- Vivid 3D terrain and high-table presence with minis and terrain pieces that enhance immersion.
- Tense, high-stakes combat and radiation management that force careful planning.
- Campaign structure with multiple maps and mission scripts provides replayability.
- Strong potential for player interaction via stashes, contacts, and cooperative tactics.
- Clear enthusiasm from the presenter and evident community engagement via Patreon voting.
- Complex setup with many components and multi-step procedures can be intimidating.
- Rules interpretation and occasional misplay risk during a long session.
- Radiation and anomaly systems can be punishing, potentially leading to quick character losses.
- Large table footprint required for terrain and components.
- Cooperative stealth-exploration and scavenging in a hazardous zone filled with radiation, creatures, and rival factions.
- A post-apocalyptic zone inspired by the S.T.A.L.K.E.R. universe, with bandits, anomalies, artifacts, and comrade stalkers navigating a dangerous zone.
- Campaign-driven, scenario-based progression with scripted mission prologues, NPC contacts, and artifact-driven rewards.
Mechanics (from transcript analysis)
- Area Movement — Zone map acts as a navigational guide; players place stickers, read mission scripts, and unlock or close off locations as objectives evolve.
- Artifact management and radiation tracking — Artifacts provide powerful effects at radiation cost; containers and artifact cards influence radiation dosage and ongoing play risk.
- Character customization and equipment economy — Two main stalkers with distinct classes, equipment slots, armor, weapons, and attachments; players buy, equip, and upgrade between missions.
- Cooperative turn-based play with lead stalker token — Players share a turn order; a lead stalker token governs sequencing, voting on actions, and passing benefits to other players.
- Dice pool combat with range-based dice and accuracy modifiers — Combat uses green and yellow dice; weapons grant accuracy ranges, with symbols converting to hits; focus tokens can reroll dice to improve outcomes.
- Nuts and Bolts and anomaly interaction — Movement through anomalies requires resolving anomaly dice; nuts and bolts tokens modify risk and damage when traversing anomaly spaces.
- Resource Management — Artifacts provide powerful effects at radiation cost; containers and artifact cards influence radiation dosage and ongoing play risk.
- Zone map exploration with map stickers and overlays — Zone map acts as a navigational guide; players place stickers, read mission scripts, and unlock or close off locations as objectives evolve.
Video topics + discussion points
Quotes (from this video)
- this game looks so cool on the board
- the gameplay I think is amazing
- the enemies are no joke
- I'm really digging stalker
- this is a brutal game
- the miniatures really make this game come to life