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Tainted Grail: Kings of Ruin

Game ID: GID0313246
Collection Status
Description

Kings of Ruin is a new stand-alone story campaign from the team behind the acclaimed Tainted Grail board game, set in the same universe. Playable with a brand new set of exciting characters, it continues the stories of Fall of Avalon, Last Knight, and Age of Legends while also providing a perfect self-contained entry into the saga for new players.

During your experience with the game you will explore new land (with a totally changed system of traveling through Wyrdness), solve encounters with force or diplomacy with unique puzzle card system, and develop your heroes with new passive skills, cards and powerful items.

Most importantly, you will discover a dark immersive story of abandoned land at the wrong side of Avalon and Kings of Ruin ruling there:
Claudyne, the Unknighted.
Amberqueen Veneda.
Nonus, Bishop of the Deep.

Year Published
2024
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 2 · mix 6 · neu 0 · neg 0
Mentions per page
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Showing 1–8 of 8
Video KdzSNZ377C4 Rob's Gaming Table playthrough at 0:00 sentiment: mixed
video_pk 11334 · mention_pk 33334
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Overall sentiment (raw)
mixed
Pros
  • Strong theme and story atmosphere
  • Branching paths and replayability
  • Two-player campaign with character objectives
  • Modular map with dual-layer boards
  • Beautiful miniatures and art (painted by Mel)
Cons
  • Rulebook typos and translation issues
  • Rules heavy, with occasional confusion and complexity
  • Potential long sessions and table hogging
  • Production quality concerns (cards, etc.)
  • Pricing and availability considerations
Thematic elements
  • Dark fantasy, exploration, battle and diplomacy in a branching narrative
  • Avalon, a dark fantasy island scarred by weirdness and war
  • Story-driven with multiple branching paths and character-specific goals
Comparison games
  • Tainted Grail: Fall of Avalon
  • Tales from the Red Dragon Inn
  • Lord of the Rings: Journeys in Middle-earth
  • Earthborn Rangers
Mechanics (from transcript analysis)
  • Character abilities and progression — Two-player character pairs with personal story objectives; equipment cards; potential upgrades
  • Combat/diplomacy card system — Card connectors trigger bonuses and sequences; alternating actions between players; unique combat/diplomacy tracks
  • Encounters and quest system — Green/Blue/Purple encounters, secret decks, main/side quests and visions that drive progression
  • exploration — Reading storybook entries, moving around a map, unlocking new locations via waystones; branching paths
  • Open-world/branching structure — Players can pursue multiple paths and storylines with branching endings
  • Resource/character management — Energy, health, terror, food, magic, wealth; end-of-day effects; defend vs. delay
  • Waystones — Activated waystones push back weirdness and reveal new areas; associated with map exploration
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Full disclosure, this is not a review copy.
  • I want to play something, you know, more sunshine and rainbows and lollipops kind of game.
  • It's a dark fantasy. You're meant to be a bunch of rag tag hooligans.
  • The game is not the most streamlined.
  • I like the theme.
  • I love the story and that's going to drive it hopefully.
References (from this video)
No references stored for this video.
Video ubHcbfeB4lM Rob's Gaming Table playthrough at 5:24 sentiment: mixed
video_pk 9863 · mention_pk 29039
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Overall sentiment (raw)
mixed
Pros
  • deep, lore-rich world with a strong narrative arc and evocative setting.
  • great potential for player agency through branching leads and multiple pathways.
  • moments of flavor and mystery (e.g., quest leads, purple encounters) that feel fresh and thematic.
  • app-narration and optional side content (like Echoes of Rune) can enhance immersion for some groups.
Cons
  • rules density and rule-book ambiguity can bog down setup and play.
  • combat/diplomacy systems are sometimes underwhelming or punishing in practice.
  • pacing can feel slow or dragging, especially with long prose segments and heavy decision trees.
  • visual token conventions (time tokens, white/gray/black tokens) can be confusing and lead to color-coding disputes or misreads in-app logic.
Thematic elements
  • quest for reclaiming a fractured kingdom, political intrigue within a royal family, dealings with magic and eldritch forces, personal redemption and fate in a cryptic land.
  • Lost kingdom of Loathian and surrounding realms (King's Pass, Straywood, Venidia, Venidia, and the castle ruins). A mythic, war-torn landscape where magic, relics, and political intrigue collide with ancient sentinels and strange events.
  • lore-driven, branching narrative with many lore cards, status markers, and secret quests; heavy reliance on app-like narrative beats and long prose passages.
Comparison games
  • Nemesis (Awaken Realms)
  • Fall of Avalon (Tainted Grail original)
Mechanics (from transcript analysis)
  • campaign chapter progression — The campaign unfolds in chapters with location cards, encounter decks, secrets, and quest/secret cards that push the story forward and constrain or unlock options as you advance.
  • combat and diplomacy encounter design — Encounters can be combat or diplomacy-based, with various modifiers and one-time effects. Guard/guardian encounters add a perilous layer to the see-saw between progressing and losing health/food/tears.
  • encounter deck resolution — Encounters come in blue/green/purple categories (and other special cards) with varying effects, loot, and potential guardians. Resolution depends on card sequencing, bonuses, and timed effects.
  • Resource and risk management — Players manage health, terror, energy, food, wealth, and magic, balancing risk to explore, fight, or trade while facing penalties like terror tracks and energy loss on certain actions.
  • secret and event card manipulation — Secret decks and event decks introduce hidden objectives and random twists. Card order and which cards are shuffled in/out can dramatically affect what options remain available.
  • secret/hidden-object quest rewards — Certain leads unlock unique rewards (special status, wealth, or items) tied to secret cards or specific characters, driving exploration toward particular factions or characters.
  • topography and region gating — Topography/status cards affect access and action resolution. Certain terrain or status conditions gate or enable actions and can alter the pacing of progression.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is not for everyone; it can be punishing and slow if you chase every path.
  • The story is epic and that’s what carries this game for me.
  • Encounters interrupt and can feel like a slog, especially when you’re trying to push the campaign forward.
  • I love being able to pick paths that aren’t obvious, it keeps the playthrough interesting.
  • The app narration is nice, but the prose density can ruin flow if you’re not focused.
  • I’d like more moments that aren’t pure combat—more of those purple encounter vibes.
References (from this video)
No references stored for this video.
Video bHfqdwbOkQQ The Broken Meeple kickstarter_project_roundup at 2:30 sentiment: positive
video_pk 8089 · mention_pk 23778
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Overall sentiment (raw)
positive
Pros
  • Quality of life improvements over original
  • Massive amount of content and expansions available
  • Evolution of original system
  • Eliminates grindiness from original
  • Separate campaign from original - can play standalone
  • Best fantasy-based story-driven campaign game reviewer has played
Cons
  • Original version had some issues and grindiness
  • Some occasional kinks in development
  • Expensive pledges
Thematic elements
  • Story-driven campaign adventure
  • Fantasy world from original Tainted Grail universe
  • Campaign-based with multiple scenarios
Comparison games
  • Oathsworn
  • Original Tainted Grail
Mechanics (from transcript analysis)
  • campaign system — Multiple scenarios forming a campaign
  • Quality of life improvements — Enhanced from original version
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Kickstarter is here to stay whether you like it or not
  • I give my honest opinions regardless of whether someone a hero or not
  • Just because the creator of pandemics on it doesn't make it an instant hit
  • This is the best fantasy based story driven campaign game I've ever played
  • The value you get is obnoxious... it's obscene
  • Put the how to play Early in the campaign all right not miles at the end
  • Board games just aren't worth this kind of money anymore
  • I'm not spending 330 on this thing
  • Money is tighter the world economy has gone to pot
  • Quick turns and simple actions is such a marketing tool line that I can't place any reliance on
References (from this video)
No references stored for this video.
Video xbZk-pI9oRo Broken Meeple top_10_list at 15:50 sentiment: positive
video_pk 7834 · mention_pk 23129
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Overall sentiment (raw)
positive
Pros
  • Novelization-level writing
  • Excellent immersive world building
  • Multiple story paths create replayability
  • Beautiful dark artwork
  • App integration with voice narration enhances immersion
  • Tainted Grail universe is engaging
Cons
  • Very long campaign game
  • Requires significant time commitment
Thematic elements
  • Quest for the Holy Grail with grimdark elements
  • Dark medieval fantasy world
  • Novelization-level writing with voice narration option
Comparison games
  • ISS Vanguard
Mechanics (from transcript analysis)
  • campaign system — Long narrative campaign with multiple story paths
  • Combat System — Combat with psychological elements and PTSD mechanics
  • Variable story routes — Order of quests affects game progression and outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 2024 was not my favorite year ever not just in board gaming but kind of just in life in general
  • it's nice that there's actually a game that says no how about we stop War for a change
  • you want to stick Miyazaki from studio Ghibli and shove it into a board game it's just like that
  • silky smooth silky smooth like the river itself
  • I suspect this list is going to be very different to a few of yours
  • this is the ultimate balance like you need a balance of complexity versus depth
References (from this video)
No references stored for this video.
Video 318QRAAsmx0 Robert's Board Game Channel game_review at 0:15 sentiment: mixed
video_pk 5780 · mention_pk 17087
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Overall sentiment (raw)
mixed
Pros
  • Exceptional writing with rich vocabulary; paragraphs read like polished prose and elevate the atmosphere.
  • Open-world design feels monumental and ambitious, delivering a true narrative exploration experience in board game form.
  • Strong solo gameplay viability; playing with one character works surprisingly well and remains engaging.
  • High replayability due to multiple characters, diverse backstories, and branching paths that yield different outcomes.
  • Impressive world-building; the narrative book and secret passages create mind-blowing moments of discovery.
  • Quality components and presentation; art direction is cohesive and inserts are well-designed for reusability.
  • The passage book mechanic provides a unique approach to advancing the story and unlocking new zones.
  • Decisions made early in a run have meaningful long-term consequences, enhancing narrative weight.
Cons
  • The story, while well-written, did not personally captivate the reviewer; it lacks a motivational pull for continued reading.
  • Learning the game is challenging because the rulebook is lengthy and clunky, consistent with other Awaken Realms titles.
  • Combat and diplomacy card gameplay did not consistently engage the reviewer; the icon-matching system can feel abstract or tedious.
  • Two-handed (two-character) coordination introduces a spatial/organizational headache that diminishes enjoyment for some players.
  • The reviewer would prefer other campaign games, suggesting potential for trading or shelving the title depending on taste.
  • The depth and length of content require a substantial time investment; not all players will find the payoff compelling.
Thematic elements
  • Exploration, diplomacy vs combat, and the weight of early choices on later outcomes within a mythic, atmospheric setting.
  • A sprawling, narrative-driven open-world fantasy world explored via a branching book and encounters, where exploration, factions, and long-term consequences shape the evolving story.
  • Branching passages and a storybook-like progression; discoveries unlock new areas and advance the plot through numbered sections and hidden lore.
Comparison games
  • Seventh Continent
  • Vantage
  • Midara
Mechanics (from transcript analysis)
  • Character progression and class-like traits — Characters level up, gain powerful abilities, and acquire trait sheets that affect long-term story outcomes and available options.
  • Component-driven immersion — Quality art, insert design, and the tactile nature of books and cards contribute to an immersive storytelling tableau.
  • Dual card decks: diplomacy and combat — Two separate, domain-specific card systems govern actions in diplomacy and combat, with/icon-matching mechanics influencing outcomes across encounters.
  • Encounter-based resource accumulation — Combat, diplomacy, and tests yield materials and experience used to upgrade decks and unlock further capabilities.
  • Open-world narrative exploration — Players traverse a large, lore-rich world guided by a narrative book. Choices and discovered passages determine where to go next and what story beats unlock.
  • Open-world pacing and world-state tracking — Decisions and discoveries inform a larger world state, affecting what areas and quests remain available across sessions.
  • Passage book and resolved sections — A central book of passages that resolves parts of the story as you explore, with numbered sections unlocking new areas and narrative threads.
  • Replayability through multiple protagonists — Four distinct characters with unique backstories and pathways encourage multiple playthroughs for varied endings and world states.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The world is open-world, and it's crazy how decisions and dialogue unlock areas that shape later outcomes.
  • The passages in the book resolve parts of the story as you explore, incredible.
  • Open world board game—monumental and mind-blowing in terms of world-building.
  • It works really well with just one character; I was pleasantly surprised.
  • The rule book learning experience was not pleasant; it felt doubled in length and clunky.
  • The combat and diplomacy card play did not capture me; it was not enjoyable.
  • There is a wealth of content and replayability; you can experience different outcomes through different characters.
  • I might end up trading this personally, but I am still glad I tried it.
  • The world-building is so rich that it feels like stepping into a fully realized universe.
  • Early choices ripple through the campaign in meaningful ways that influence later zones and encounters.
References (from this video)
No references stored for this video.
Video jP4czYO420g Rob's Gaming Table playthrough at 3:43 sentiment: mixed
video_pk 4212 · mention_pk 12315
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Overall sentiment (raw)
mixed
Pros
  • High replayability due to branching campaign paths and diverse character builds.
  • Rich thematic integration between narrative framing and game mechanics.
  • Deep deck-building options with multiple synergy directions.
Cons
  • High complexity and dense rule set can be intimidating for new players.
  • End-of-turn cards can introduce unpredictable randomness that may slow play.
  • Setup and ongoing tracking of resources/time/terror can be demanding.
Thematic elements
  • Relic-hunting, kingdom-building, ritual decisions, diplomacy, and survival in a cursed land.
  • Dark fantasy, post-apocalyptic/mystical realm centered on Castle Loathian and surrounding regions (Lotheian/Lothian saga).
  • Campaign-driven with branching arcs, companion events, and evolving character trajectories.
Comparison games
  • Forbidden Stars
  • War of the Ring
  • Star Wars Rebellion
  • The Lord of the Rings: The Card Game
Mechanics (from transcript analysis)
  • Blood price — A cost in health to perform certain healing or resource-generating actions, creating tension between survival and progress.
  • Book of Secrets / Verses — Narrative events triggered by verses or secrets that alter board state or grant special bonuses.
  • Card-driven progression and xp — Characters improve by spending XP to acquire new cards, skills, and attributes, enabling varied build paths.
  • Companions and diplomacy — Non-player companions grant unique abilities and alter diplomacy outcomes during encounters.
  • Encounters (green/blue/purple/red) — Encounter cards drive choices with varied rewards/penalties, shaping deckbuilding and strategy.
  • Guardians and boss-style encounters — Guardian entities move through the map, offering peril and requiring cooperation or tactical planning.
  • Time and terror track — A time/terror economy that affects encounters, card resolution, and the ability to endure or endure longer in fights.
  • Way stones — Location-based travel/resource mechanic; activating a way stone yields healing/magic benefits and advances movement between sites.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The fox god took an interest in you and will return later.
  • There are so many options to build different characters there.
  • This is the best game I've played all year.
References (from this video)
No references stored for this video.
Video VurUDOYz7ys Rob's Gaming Table general_discussion at 0:00 sentiment: mixed
video_pk 3235 · mention_pk 9500
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Overall sentiment (raw)
mixed
Pros
  • ambitious, narrative-driven campaign concept
Cons
  • unclear about delivery timing and upfront commitments
Thematic elements
  • story-driven exploration and long-form campaigns
  • dark fantasy world with epic campaign arcs
  • campaign-narrative with evolving story
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the heart and soul of your channel. And don't attempt to change it.
  • I'm not excited or intrigued at all.
  • boring, boring, playing it safe.
  • That's why I don't do top 10 lists on my channel anymore really. It's not a passion.
References (from this video)
No references stored for this video.
Video sRp4SUa-CVs Rob's Gaming Table playthrough at 0:00 sentiment: mixed
video_pk 573 · mention_pk 1703
Video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Rich, branching narrative framework with multiple exploration options
  • Deep, evolving boss mechanics and encounter variety
  • Two-player campaign pacing that scales with decisions and resource management
Cons
  • Rule ambiguities and misprints leading to confusion during play
  • Long, RNG-heavy combats that can feel grindy and protracted
  • Steep learning curve for new players and two-player balance concerns
Thematic elements
  • Survival, exploration, and narrative-driven questing in a grim, curse-laden world
  • Dark fantasy realm in decline, with relics, ruins, and creeping mysticism
  • Branching, verse-driven Book of Secrets with dynamic encounters and location-based storytelling
Comparison games
  • Dark Souls
  • Demon's Souls
  • Eldritch Horror
  • The Witcher (board game)
Mechanics (from transcript analysis)
  • Book of Secrets verses — Verse entries trigger narrative events that direct quest progression and offer divergent paths.
  • Encounter decks (combat and diplomacy) — Players draw and resolve combat or diplomacy cards during encounters, with bonuses and penalties that shape outcomes.
  • Guardian and Claudian mechanics with time tokens — Guardians and Claudine the United introduce delayed abilities and required timing; time tokens regulate multi-step effects.
  • Two-player party progression and campaign structure — Two-player pairing advances in chapters with evolving challenges, balancing combat and diplomacy, and managing encounter RNG.
  • Waystones, fortifications, and resource management — Players interact with waystones to heal, fortify locations, and manage resources like energy, wealth, magic, and health.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is crazy.
  • The Dark Souls 101, right? Demon Souls 101.
  • I feel like we're stronger in combat than we are in diplomacy.
  • This is the learning opportunity we get from misreads and rule questions.
References (from this video)
No references stored for this video.
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