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.
- Ticket to Ride
- Dead of Winter
- Hanabi
- Mansions of Madness
- Arcadia Quest
- Frosthaven
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "anyone can paint minis"
- "it's called plastic cameras but you see in the logo around the edge it says a beginner's journey into painting minis"
- "document my progression in the hobby"
- "I genuinely do think that anyone can do it"
- "you have to have beautiful sort of artwork or table presence for a game to sell"
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Okay let's introduce you to the third member of all you can board. This is Braden.
- the big announcement is that aycb is uh getting an additional member they're now going to be three people that make up all you can board
- we're not going full time for all you can board
References (from this video)
- Kingdom Death
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the 10 things we wish we knew before ever buying or diving in to this Behemoth Masterpiece and uh overwhelming board game
- one thing I wish I knew before I started playing is the monster AI is not like Dungeons and Dag dragons
- Jaws the lion I wish I knew jaw the lion existed
- you're going to have some new best friends through through Gloom Haven
- I wish I knew that I needed an organizer
- the Mechanics will tell the story The Mechanics will reveal the characters the mechanics will give you epic climactic finishes almost every time you go on this journey
- Gloom Haven is a commitment
- you don't have room in your life to play table purchase obsess over any of these other big box scale games you can only have room for one
References (from this video)
- Story-heavy adventure
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Experience doesn't start when they start playing the game The First Time The Experience starts when you open the box
- I like Zone movement because if you if you think about it like I don't know why we have such tightly grided uh games where you're counting out your character's movement spaces
- The app really does for us is it um that barrier of Entry that I talked about earlier um the app really helps with that because what it does is it'll just walk you through the setup process which makes it really easy
- It's going to be more like a you know like a classic pulp sci-fi Adventure it's always going to be a lot of pew pew going on
- Your character starts off you have a deck of 10 cards it's a deck builder and so oh cool you have you start off with 10 cards
References (from this video)
- Lots of narrative heavy stuff
- narrative heavy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it is a bag of chips and once everyone's done this is the beauty to score
- this is what title blades is and why it's so high on my list is because it does exactly what I want in a in a in a Dungeon Crawl type game it's it's actually top tier to me
- fantastic game really really love fantastic game
- this game feels right every time like everything feels right
- I think seti is a is a perfect game I actually have played my first game where I'm like I'm not necessarily sure there's anything wrong with this game
- has some of the best dice mechanics and mechanisms in gaming in my opinion
- they did revive which was one of our fav always always a fave of mine
References (from this video)
- Engaging narrative and exploration
- Satisfying character progression and upgrades
- Challenging and strategic combat
- Difficult rolls can hinder progress
- Resource management can be demanding
- Exiles on an adventure, exploring and fighting enemies
- The Basin, a land with mountains, forests, and fields
Mechanics (from transcript analysis)
- Character leveling and upgrades — Gaining experience points to level up, improving stats, and choosing new skills or abilities.
- Combat — Involves dice rolls, threat management, enemy attacks (slash, bash), and using character skills to deal damage and defend.
- Event draws — Drawing cards that trigger narrative events or combat encounters.
- exploration — Moving between locations, drawing location cards, and encountering events or NPCs.
- Item Management — Collecting and using equipment, potions, and key items.
- Resource management (SP, HP, MP) — Managing player action points, health, and magic points.
Video topics + discussion points
Quotes (from this video)
- The journey is difficult and your spirits sag.
- I could do some damage we'll see so I'll use my carve stuff strength 20 ideally of course I haven't rolled a 20 I've rolled a six get eight.
- He sounds like a real Rascal I wouldn't be surprised if he shows up again.
- You get to max on this as well and then in terms of stats yeah I would like to go up in just generally in things but I would really like my Stinger to be more consistently better so I'm going to go for intelligence four from Two and I'm level three and then continuing along this level up path oh the next one is ready to rock to master as a reaction at the start of your your turn in combat when you are below your maximum HP spend 2 MP but then it's mastered what is it I haven't got a oh my HS are the healing aren't they soothing merties that bring health and energy but I think I might go for something maybe a bit more damaging or something moving let's go for ker dance there's a reaction for wounded but not defeating a foe with your Tano ra what are you going for so I have chosen to upgrade my SP and my strength up to level four and then I've chosen this tactic skill don't know what that's going to do called form up and I can learn it when I have paid for combo so now we need to do event 903 so the paths Thad walks up after your last training session your skills have grown since the HP began I can see all your hard work on display come with me they leads you to a large chest here we don't have much but I'd like you to take something from The Guild cach you've earned it so what should we go for in the chest then big or little little just to try and fill up the gaps in or yeah we're only getting one of these three aren't we so our options are an old glove you're still missing a glove a scared shoulder neither has have got anything on our shoulders and a clasped cuff I suppose ra you have got one one less spot than me covered up so okay pick something you would like protected I'll take the shoulder fad nods at you you've earned your next rank on your path there's still a long way to go but you should feel proud so out of the dossier we get lie three and in three you may replace your old path rank with this new one and then we get rid of this card so I can choose to have healer instead of Soo I'll take it and I can have minstril instead of noodler I do like noodler I'll go for minstril and let's try that out for a bit The Hungry feelish Minstrel that's all the level up stuff done that's everything we want to do here isn't it we don't want to rest when we've only used one token do we shall we to perhaps round out this episode shall we go to felsworn Village and see if that's the lady who said my shipment of hurts as you thought right so we go up into the planes you pass this way easily it's about time and then along the road to felsworn Village again we also need to pick up a job don't we Tommy rumbles uh yeah we're along the road so that's fine you enjoy your travels taking in the sights so were you thinking it was NPC 7 reach no told us about that small four oh in the shop oh yeah she her Shop's empty is it I remember now yeah Bandits had attacked the wagon so npc1 yeah it was Hall of the herbologist and she said my shipment of herbs has gone missing that's the key words my shipment of herbs so draw event nine Alla clasps her hands oh my shipment I'm surprised someone as unique as yourself was able to recover it you tell Harbor about your battle with the puckle and their halfling leader he sounds like a real Rascal I wouldn't be surprised if he shows up again I'll have to hire some security for the next shipment well I guess I was wrong you really aren't as useless as you look she produces a small wooden coin which by the way we realized after we stopped playing last time the there there is a sample squill in the Box these are the things that we are being handed by the people were helping around the Basin she produced a small wooden coin and a glass potion named hollus herbs she proceeds to unpack the boxes placing herbs of all kinds out on display so we gain job 10 into the deck which we could take on from here tonics and herbs I've got to get this carload of tonics and herbs down to kwick which I think it's been mentioned somewhere yeah somewhere west of PE kwick is the statue of Sor we need to go find key quick don't we that's an available job she changes to B and we get rid of the key the shop is now fully stocked as you can see point of Interest six has changed as well so we tried to go in there but there was no one home oh and then we've got dos2 so we've got her potion okay that's not much use to us but thank you and we've got the title not useless if anybody would like it I'll have that so we've got this potion which I don't know that we can sell it's just not as good as my wrapped potion is it if it healed to i' swapped it over keep this card as a squir brilliant we've got two squills now so do you want to head over to POI 6 while we're here or we can talk to her oh yeah talk to her again see what she's saying there well well well thank you for finding the shipment my shop can Now operate normally what can I do for you did you try drinking that potion I gave you uh your potion's lovely thank you very much for it ah now let me top that off for you if you come back again tomorrow you can have another refill oh so like the napsack we could just be topping that up for free instead of paying and by the way R you can be topping up your thing with an MP can't you do you want to say that you did that before you leveled up yeah you had MP to do it with didn't you uh are you are your future shipments in any danger only so many times I can tell you thanks my patience is running thin okay too bad those puckle got away I'm sure they'll be up to no good yeah what about the puckle and Iggle piggle whoever was in charge puckle Bandits usually we don't have to worry about puckle they're so hot-headed if they do get into a group The egotists can never agree on anything and just end up fighting each other it's that's halfling he's the real trouble igle pickle KY was his name right I asked W gray she saw a little redheaded halfling around here earlier gray thought he was in Exile I guess with you lot it's a bit of a mixed bag eh RP Point ra okay that's what she's got to say should we have a quick stop off at POI 6 now that it might be something so he's the guy that can get us across the sea isn't he that was gone yeah but now he is not gone well we assum not something has changed you're standing before a small shack there's a sign of a painted fery with a man punting the door here is closed but has a small hatch in it the sign reads knock for service it's hard for you to hear but it sounds like someone is talking on the other side to know knock you want a e drop don't you I think you should have an e drop first where could he be I told him he wasn't cut out for adventure I hope he's just lost and the Caro didn't get him there's a loud sigh and the voice Trails off into silence RP point what would you like to do now R now burn down the cottage knock on a man opens the hatch and looks at you Exiles eh how many squills have you earned if you have less than three squills I don't deal with useless Exiles he says before slamming the hatch okay come back when we've got more squirrels it's not interested in his ra come too early so with that we have now two squills we had to spend one of our Boons we've got them powerful one left we're level three I'm not useless and we're ready to head out into the world I'd like to try and remember next time maybe we need to go south to find this kwick cuz once we found kwick we can go west and try and find this statue maybe keep Wick's in this little tip down here we need to go west from it either way there's still a lot of the Basin to explore in there there's jobs to take up we could swap the job over if we wanted to but we still haven't found the other place on the other job have we plenty to explore and maybe we'll get one more sill and be allowed that hot for now though we're going to go thank you very much for watching everyone you can support the channel on patreon and Kofi there are links in the description if you are able to and want to do that really appreciate if you can because it's how we're able to do this these aren't sponsored videos no Siri no Siri no sir and there's a baby to feed Ranch maybe a baby probably not quite when this comes out but soon and we will continue our adventures next time thanks for watching everyone and see you later bye
References (from this video)
- Invested in the universe, story, and environment
- Big impact
- Great story
- Loved Tainted Grail
- Did not finish campaign
- Not on new list due to not playing since
- Did not love card playing mechanism
- Potential for grinding
- New 2.0 version and Kings of Ruin exist
- Survival and exploration in a dark world
- Avalon
- Story-driven campaign
Mechanics (from transcript analysis)
- Campaign — A campaign game that was not finished by the hosts.
- Card playing — The host 'didn't love the card playing mechanism.'
Video topics + discussion points
Quotes (from this video)
- Wingspan is great. You probably know all about it.
- Scout is a clever card game and yeah, it's a ladder climbing shutting game.
- Pirates of Marbo hasn't made Mark Kybo worse. I think it has. I think I think it doesn't like not like it hasn't made the game worse, but it made it so if I go back and play Mario Kbo, I'll probably have fun. But I would also think I could get 80% of the same feeling in 80% less time.
- Tainted Grail. Yep. I still think Tainted Grail is a great game. All the remembrance I have of it, but it has fallen a bit for me because of some of the things that I hope the new version makes better, but still a great game.
- The Magnificent. It feels kind of unique and that's why it's on my list now. I don't know why it wasn't in 2019.
- Electropolis is a great game. One of my favorite city building games.
- Clank Legacy. Even though it's a long time ago and yes, the other like legacy campaign games from that year has fallen off the list, that still holds a fun memory for me and it was a really fun experience.
- Cooper Island. That's number one for the reasons.
References (from this video)
- still think Tainted Grail is a great game
- has fallen a bit for me because of some of the things that I hope the new version makes better
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Wingspan is great. You probably know all about it.
- Scout is a clever card game and yeah, it's a ladder climbing shutting game.
- Pirates of Marbo hasn't made Mark Kybo worse. I think it has. I think I think it doesn't like not like it hasn't made the game worse, but it made it so if I go back and play Mario Kbo, I'll probably have fun. But I would also think I could get 80% of the same feeling in 80% less time.
- Tainted Grail. Yep. I still think Tainted Grail is a great game. All the remembrance I have of it, but it has fallen a bit for me because of some of the things that I hope the new version makes better, but still a great game.
- The Magnificent. It feels kind of unique and that's why it's on my list now. I don't know why it wasn't in 2019.
- Electropolis is a great game. One of my favorite city building games.
- Clank Legacy. Even though it's a long time ago and yes, the other like legacy campaign games from that year has fallen off the list, that still holds a fun memory for me and it was a really fun experience.
- Cooper Island. That's number one for the reasons.
References (from this video)
- Drastic upgrade from the original Tainted Grail.
- Removes grindy mechanics like food management and difficult backtracking.
- Allows players to get to combat, exploration, and narrative faster.
- Considered the best Awakened Realms game overall by the speaker.
- Beautiful art.
- Good stories.
- Likely improved rule updates for the original game's grind mechanics.
- Strong theme and narrative.
- Awakened Realms' use of AI art is a point of contention.
- Original Tainted Grail had grindy mechanics (food, backtracking, relighting statues).
- Slow pace if not recording, leading to unplayed games.
- Potential for house-ruling to compensate for frustrating mechanics.
- Overland adventure with card-based combat, exploration, and narrative.
- Dark Arthurian legend
- Really good stories and beautiful art.
- Tainted Grail
- Kingdom Death Monster
- Stalker
- Gloomhaven
- Aridia
- Seventh Continent
Mechanics (from transcript analysis)
- Card-based combat — Combat is resolved using a card-based system.
- exploration — Focuses on overland exploration.
- narrative — Strong emphasis on story and narrative reading.
Video topics + discussion points
Quotes (from this video)
- This is what Seventh Continent wanted to be.
- Distant Skies is a cleaner, more streamlined system.
- Primeial Apparel is like the the, you know, a third as long, like little it it it's done before it can get broken version.
- The game kicks me in the nard sometimes.
- Aon Trespass Odyssey to me does everything better.
- So damn cool.
- The rule book is awful.
References (from this video)
- Intriguing narrative with a murder mystery and royal family secrets
- Engaging puzzle-like diplomacy encounters
- Focus on story and narrative progression
- High difficulty and challenging encounters
- Linear game progression
- Cumbersome mechanics in some encounters (e.g., Claudine)
- Can be frustrating due to random elements and difficulty spikes
- Investigating a murder, uncovering secrets of the royal family, dealing with political intrigue and shifting allegiances
- Unfinished city, Lothian camp, Eastern Althian, Castle Lothian
- Aridia
- Earthborne Rangers
- Tiger Grail
- Kings of Ruin
- American Gladiators
- Harry Potter (specifically Quidditch)
Mechanics (from transcript analysis)
- Card Play — Players play cards to perform actions, build combos, and interact with game systems.
- Combat/Diplomacy Encounters — Players engage in encounters that can be resolved through combat or diplomacy, often requiring specific card plays and resource expenditure.
- Deck building/Hand management — Players manage their hand of cards and think about deck composition for combos and strategic plays, particularly in the diplomacy encounters.
- Dice Rolling — Used to resolve encounters and determine outcomes, such as with Claudine and the quest to find the witch.
- exploration — Players move between locations on the board, revealing new areas and encountering events.
- Location activation — Flipping locations and activating waystones to progress the game.
- Resource Management — Players manage resources like energy, health, food, magic, and wealth to perform actions and survive.
- story/quest progression — The game progresses through completing quests, following leads, and uncovering narrative elements.
- Terror/Insanity — Players track terror levels, which can lead to negative effects or 'going insane' if too high.
Video topics + discussion points
Quotes (from this video)
- "My experience is that you can't leave parties whenever you want. People call you rude when you leave mid conversation."
- "It's like, so random, but then and once you roll the X, which is two sides of the dice out of six, he comes at you like a homie missile."
- "I just want to know like I don't want to get in the same loop every single time. I'd rather spend the time right now to kind of understand cuz we're we're missing something."
- "It's like, you know, I'm not here to like ruin your fun. I'm just like giving my thoughts like it's like just like."
- "The game continues."
- "Screw Claudine."
- "We appreciate you playing the game so the rest of us don't have to."
References (from this video)
- Most fun experience
- Loved the story
- Great mixing of fantasy and Arthurian legend
- Less punishing than the original
- Hassle-free setup and cleanup
- Convenient save system
- Played for many hours
- Number one game of the month
- Original version was super punishing and brutal
- Stopping playing campaign games for unknown reasons is common
- Dark Arthurian legend mixed with fantasy elements, survival
- Avalon, which is overtaken by a mist called the 'weirdness'
- Story-driven campaign
- Tainted Grail
Mechanics (from transcript analysis)
- Campaign play — The game is a campaign game that was played over multiple sessions, with progress tracked and a desire to continue playing.
- Save system — The game offers a save system to allow players to pause and resume their campaign.
Video topics + discussion points
Quotes (from this video)
- We played 81 plays versus 98 in November.
- We played 38 different games versus 68 in November.
- We played 14 new to us games, which is also much lower than the 50 new to us in November.
- We played 89 hours of games. So more than the 77 game hours you will November.
- You will see why later. Uh, the most important thing of course is how many times did you win? How many times did I win? How many times did you win?
- That's also because we played cooperative games which is weird. We don't usually do that.
- We played 826 place.
- We played in 29 locations last year. This time we played in 26 locations.
- We played with 130 different players last year. This year 130 different players. So exactly the same amount but different people probably some of them are the same.
- The age index was eight last year. So we had eight games. We had playlist eight times. This year we had nine games. We played this nine times.
- Last year we played 366 different games which was like one one for each day. How many do you think it is this year?
- Last year or 2024, we played 306 new draws. How many do you think that was in 2025?
- We played I'm just going to do the DOS too because guessing is fun for me. 675 hours of gameplay lost the hour. 2024 2025 657.
- We played 261 different days. How many do you think it was in 2025?
- We had fun with the channel this year. I feel like we had a lot of fun.
- What I would have liked there to be more people watching it always like and I think like but for me and we talk about this from time to time for me like now it is at a point where I just have fun with it.
- I would always love the growth to be a bit more because I feel like what we do is fun. We might not have the biggest the best like production values and stuff like that.
- But thank you to everybody who has subscribed this year. We appreciate you a lot.
- But what I think is incredible is that I say silly, stupid, and also wrong stuff like my Norwegian brain just like whoop words. What are those? And people still watch our stuff and that's I don't know why, but thank you so much. I really appreciate you.
- How many views do you think our videos got this year?
- How many videos do you think we made in 2025?
- 137 uh new videos, how many views do you think our channel got?
- How many board games do you think we reviewed?
- We played many different escape room games and campaign games. We had a lot of fun with that this December.
- That's basically the reason why we played very much fewer games, but still more time because we had a great lot of fun playing campaign games and diving into more.
- We have a huge shelf over there with just campaign games that we would love to play more of in 2026.
- My most fun experience is Kings of Ruin because we had so much fun with it. We played it for almost 30 hours, I think, in December.
- That said, both the setup and clean up of this game is super hassle-free. It's very simple to do and also there is multiple like chances that's very easy to save your game throughout the game.
- My biggest letdown is The White Castle Duel. Not because it was a bad game or it's the worst that we play this month, but because I really love the White Castle and I had really high hopes for the dual version.
- My biggest letdown for the month is sadly Rove.
- My biggest surprises of this month was Dangers in the Deep and Curse of the Dark. Those are two escape room puzzle games.
- If you get if you want to get something from from that company, get these two.
- They're like uh two to three hours each.
- My number three is Lost Ruins of Arnak. It was fun to play it again.
- My number three is a game you didn't play this month. Yeah, it's Underwater Cities.
- My number two is a co-op game. It is Bomb Busters.
- My number two is another one that you didn't play and it's STI.
- In SETI, it's one of those games where you really feel like you have nothing and you do one action and you're done.
- My number one of the month, Tinder Grail, Kings of Ruin.
- Thank you for another year. Thank you for uh all of you that watching and doing commenting and making us feel like there's somebody out there in the void watching what we do. We really appreciate it and we are really thankful.
- Thank you to James that has been editing all our videos. You are amazing.
References (from this video)
- Most fun experience
- Loved the story
- Great mixing of fantasy and Arthurian legend
- Less punishing than the original
- Hassle-free setup and cleanup
- Convenient save system
- Played for many hours
- Number one game of the month
- Original version was super punishing and brutal
- Stopping playing campaign games for unknown reasons is common
- Dark Arthurian legend mixed with fantasy elements, survival
- Avalon, which is overtaken by a mist called the 'weirdness'
- Story-driven campaign
- Tainted Grail
Mechanics (from transcript analysis)
- Campaign play — The game is a campaign game that was played over multiple sessions, with progress tracked and a desire to continue playing.
- Save system — The game offers a save system to allow players to pause and resume their campaign.
Video topics + discussion points
Quotes (from this video)
- We played 81 plays versus 98 in November.
- We played 38 different games versus 68 in November.
- We played 14 new to us games, which is also much lower than the 50 new to us in November.
- We played 89 hours of games. So more than the 77 game hours you will November.
- You will see why later. Uh, the most important thing of course is how many times did you win? How many times did I win? How many times did you win?
- That's also because we played cooperative games which is weird. We don't usually do that.
- We played 826 place.
- We played in 29 locations last year. This time we played in 26 locations.
- We played with 130 different players last year. This year 130 different players. So exactly the same amount but different people probably some of them are the same.
- The age index was eight last year. So we had eight games. We had playlist eight times. This year we had nine games. We played this nine times.
- Last year we played 366 different games which was like one one for each day. How many do you think it is this year?
- Last year or 2024, we played 306 new draws. How many do you think that was in 2025?
- We played I'm just going to do the DOS too because guessing is fun for me. 675 hours of gameplay lost the hour. 2024 2025 657.
- We played 261 different days. How many do you think it was in 2025?
- We had fun with the channel this year. I feel like we had a lot of fun.
- What I would have liked there to be more people watching it always like and I think like but for me and we talk about this from time to time for me like now it is at a point where I just have fun with it.
- I would always love the growth to be a bit more because I feel like what we do is fun. We might not have the biggest the best like production values and stuff like that.
- But thank you to everybody who has subscribed this year. We appreciate you a lot.
- But what I think is incredible is that I say silly, stupid, and also wrong stuff like my Norwegian brain just like whoop words. What are those? And people still watch our stuff and that's I don't know why, but thank you so much. I really appreciate you.
- How many views do you think our videos got this year?
- How many videos do you think we made in 2025?
- 137 uh new videos, how many views do you think our channel got?
- How many board games do you think we reviewed?
- We played many different escape room games and campaign games. We had a lot of fun with that this December.
- That's basically the reason why we played very much fewer games, but still more time because we had a great lot of fun playing campaign games and diving into more.
- We have a huge shelf over there with just campaign games that we would love to play more of in 2026.
- My most fun experience is Kings of Ruin because we had so much fun with it. We played it for almost 30 hours, I think, in December.
- That said, both the setup and clean up of this game is super hassle-free. It's very simple to do and also there is multiple like chances that's very easy to save your game throughout the game.
- My biggest letdown is The White Castle Duel. Not because it was a bad game or it's the worst that we play this month, but because I really love the White Castle and I had really high hopes for the dual version.
- My biggest letdown for the month is sadly Rove.
- My biggest surprises of this month was Dangers in the Deep and Curse of the Dark. Those are two escape room puzzle games.
- If you get if you want to get something from from that company, get these two.
- They're like uh two to three hours each.
- My number three is Lost Ruins of Arnak. It was fun to play it again.
- My number three is a game you didn't play this month. Yeah, it's Underwater Cities.
- My number two is a co-op game. It is Bomb Busters.
- My number two is another one that you didn't play and it's STI.
- In SETI, it's one of those games where you really feel like you have nothing and you do one action and you're done.
- My number one of the month, Tinder Grail, Kings of Ruin.
- Thank you for another year. Thank you for uh all of you that watching and doing commenting and making us feel like there's somebody out there in the void watching what we do. We really appreciate it and we are really thankful.
- Thank you to James that has been editing all our videos. You are amazing.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is our last one. This is the last one I'm doing. And I'm I'm telling you, this is the last one I'm doing.
- Make sure that you email me, uh, what lot you want to bid on, your address. That way I have it.
- I'm just going to pull out one book that is worth $125.
- It is a neat little storytelling game.
- I cannot do it. Um, and it is a great Sony camera.
- It's just filled with miscellaneous everything. It is a surprise lot.
- I mean you can resell all this stuff. That's what I'm trying to tell you.
- It is just a mishmash box of stuff and just I don't care what you bid, just take it, make some money off of it, sell it individually, whatever you want to do with it.
- this is going to be a pain in the ass to pick up.
- It is like having your own built-in arcade and it is fantastic.
- It is going to be packed with almost $1,000 worth of war gaming uh war games.
- I painted a majority of this. This is some of the better stuff that I've done.
- I'm not a big fan of Eric Lang.
- I always make sure that you get more than your money's worth.
- make sure when you bid, uh, that you put in your, uh, address. uh what lot you're going to bid on
References (from this video)
- Rich thematic atmosphere and strong world-building
- Engaging campaign structure with meaningful decisions
- Complex and heavy; not ideal for casual players
- Can be lengthy and crunchy for new players
- Investigation, exploration, and resource management within a grim setting
- Dark-fantasy world with mythic overtones and sprawling narrative
- Campaign-driven, with branching story moments
- Trajan
Mechanics (from transcript analysis)
- Narrative Choice — Narrative choices steer the campaign and unlock outcomes.
- Story-driven progression — Narrative choices steer the campaign and unlock outcomes.
- tactical worker-placement — Players place workers to gather resources and advance events.
- Worker Placement — Players place workers to gather resources and advance events.
Video topics + discussion points
Quotes (from this video)
- It is traveling to the Netherlands and playing some of the best escape rooms in the world.
- the quality of escape rooms are just very high.
- We played 22 escape rooms.
- You can do any puzzle at any time you want.
- It's a deck of cards with puzzles and a cool little story to go with it.
- It has a great hint system.
- full replayable
- language based things.
References (from this video)
- Rose three spots from last year.
- Has been as high as number two.
- Does literally everything right for the host.
- Huge fan of FromSoft games (Dark Souls, Bloodborne, Elden Ring, Sekiro).
- Theme definitely matches FromSoft games.
- Encroaching darkness enveloping the land.
- Pushing back darkness by lighting menhirs.
- Found the grind not that bad.
- Menhirs stay lit for a significant portion and are found frequently.
- Set the bar for writing in board games.
- Awaken Realms has been one of the best in board game writing.
- Drips in theme.
- Cool element of secret cards.
- Marking on a track carries over throughout the campaign.
- Different options become available.
- Deck constructing two different decks (combat and diplomacy).
- Characters are unique.
- Gripped the host since the beginning.
- Made the top 10 campaign games.
- Reminded the host of what a great game this was.
- Gameplay is very very solid.
- Great example of doing two different phases.
- Story is excellent.
- Players are engrossed.
- Mystery box thing makes the first playthrough exciting.
- Drop in drop out mode.
- Character build is forced to change every chapter because weapons break.
- Fascinating element to throw in.
- Haven't touched it in a while.
- Grindy nature.
- Might be less surprising on subsequent playthroughs.
- Host hasn't played Kings of Ruin yet.
- Considered a stinker when it comes to some campaign modes.
- Dark Fantasy
- Story driven campaign
- Madara
- Kings of Ruin
- Dark Quarter
- Kingdoms Four
Mechanics (from transcript analysis)
- Campaign play — The host mentions originally doing a solo campaign and wanting to play with another person. The game has a story-driven campaign mode and players mark progress on a track that carries over.
- Deck construction — Players deck construct two decks: combat and diplomacy.
- Resource Management — The host mentions that gathering resources to light the menhirs is part of the gameplay.
- Set Collection — The host mentions gaining keywords which then give more options when returning to locations.
Video topics + discussion points
Quotes (from this video)
- The easiest one is just to get um, get both of them. [referring to Sleeping Gods and Distant Skies]
- So many of this game is go to a location and it asking if you have like three keywords and if you don't, then it takes you to a certain section. But it it gives the perfect feeling of exploration.
- There's so much out for this game, you know?
- The end so much gameplay in this like they always say like if you could pick like five games to keep, you know, this this would be one of them just because there's so much
- The amount of uniqueness that this game brings.
- This game has an excellent element of roleplay. [...] It incentivizes it. It it encourages role playing because you actually get like role playing points that you can use to modify a die roll.
- It is damn near perfect. [referring to Aridia]
- Once you once you sit down and learn the system then it's all about pretty much just getting your character down you know and and because that's the biggest crutch learning your character is the game I mean is is learning the game more or less
- this combination of like otherworldly horror mixed with Greek mythology does just really works for me
- The writing is absolutely exquisite for this game.
- As you are damaging them, you make them stronger. As you get wounded with titans, your rage goes up and that gives you extra abilities.
References (from this video)
- Engaging narrative and world-building.
- Challenging and strategic gameplay.
- Satisfying combat encounters.
- Offers a good replayability through different choices and outcomes.
- Can be complex and require careful management of resources.
- The game can be punishing if decisions are not optimal.
- Defeating an enemy named Nonus, the Bishop of the Deep, who is the King of Ruin.
- A metropolis in the south, Colonia Mariana.
Mechanics (from transcript analysis)
- Card Play — Players use cards from their hand to perform actions, combat, or gain benefits.
- Combat — Players engage in combat against enemies using cards and dice rolls.
- exploration — Players move to different locations on the map to discover events and progress the story.
- Resource Management — Players manage various resources like energy, food, and magic.
- Terror Generation — Enemies and events can generate terror, which negatively impacts players.
- Weather system — The game features a weather system that affects combat and encounters.
Video topics + discussion points
Quotes (from this video)
- This is like that we always run into the the stupid thing like to show us the new mechanic for the boss before the boss fight.
- It's like, 'Why are you telling me this?'
- We're good. All right.
- The only thing as powerful you can think of is pure weirdness beyond the waystone's reach.
- Just go insane and I'll play it. That seems right. I can agree.
References (from this video)
- very much enjoyed Tainted Grail from a narrative, thematic setting
- nowhere near as good as Agemonia in terms of the actual playing experience
- Agemonia
- Aridia
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I don't feel any pressure to create content.
- This is my full-time job, right? I don't have another job to go to.
- I'm producing all of this content and honestly, if I could produce more, I would because I love what I do.
- The category here or the criteria here is massively popular, really well-respected, solid Euro games that have been around for a while and stood the test of time and are known as just really, really good games.
- No games do. It doesn't need all of the bling and everything else.
- I think most people in life are affected by what's called seasonally adjusted disorder.
- Entering is absolutely free. It doesn't cost you anything whatsoever.
- The secret word this month is haggis.
- All of my advertising revenue from all of my videos goes to charity.
- I don't make any money out of the videos themselves on YouTube. People call me crazy. They would be right.
- It's only 70 to go.
- I have not. No. Not Not even heard of that one.
- I would strongly recommend you just do it because you want to do it. Don't go out and spend £4,000 on a fancy camera, lights, and everything else and think 'Right, I'm going to be the next big channel and I'm going to get 50,000 subscribers in 6 months.'
- One thing that really annoys me is when the games come out at retail like the same time or even before and they're cheaper.
- I personally believe it is fundamentally, morally, and ethically wrong for me to sell a pre-production prototype copy of a game.
- It's International Unplayed Games Day. And the date that I've chosen... is the 1st of July.
- I have already got two of them on my channel, if not three, and I'm doing another one next Wednesday.
References (from this video)
- tight focus on exploration and narrative within a deck-building frame
- exploration with narrative focus and deck-building elements
- Tainted Grail universe
- story-driven, modular exploration with card-based storytelling
- Ether Fields
- 20 Strong
- Tangle Woods
- Nemesis
Mechanics (from transcript analysis)
- deck-building with exploration — exploration-driven card play with a narrative overlay
- mapping and choices — choice-driven progression with evolving cards
Video topics + discussion points
Quotes (from this video)
- the cards have an A and B sides. They have different things.
- 20 strong really can mean whatever we want it to mean.
- Ether Fields is the deck I'm most proud of.
- This is the most direct, faithful one-to-one adaptation of a 20 strong deck yet.
- The dice is the thing.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The board game industry is in trouble.
- The bubble is about to burst. Or honestly, why it's already bursting right now.
- Publishers closing, crowdfunding numbers dropping, tariffs hitting like a freight train.
- This isn't a few bad breaks. This is structural.
- The crowdfunding model won't disappear. It'll just grow up.
- The tariffs are the accelerant, not the fire.
- A designer is going to make something extraordinary that fits in a box the size of a paperback, retails for $35, and becomes the next ticket to ride.
- The board game hobby isn't dying.
References (from this video)
- Really enjoying it
- Immersive story and atmosphere
- Large world exploration
- Lots of content
- Doesn't have definable ends, can lead to playing too late
- Dark fantasy epic campaign
- Broken Arthurian reimagining
- Campaign
- Seventh Continent
Mechanics (from transcript analysis)
- Campaign play — A large narrative campaign game.
- Card Driven — The map evolves and changes using a card-driven system.
- Combat — Includes combat mechanics.
- cooperative play — Players can play as more characters or just the two that they recommend.
- diplomacy — Includes diplomacy mechanics.
- exploration — Players explore a map and uncover side quests and story elements.
Video topics + discussion points
Quotes (from this video)
- Sunavalo is a solar punk game.
- The solo really does just feel like playing with two players. You You get the same sort of interactions.
- No one knew Fluxx had a solo mode, but yes, they do.
- It's more puzzly, it's more not strategic, but definitely more puzzly than the chaos of multiplayer Fluxx, which is what some people like.
- It's a real life board game. It's a great cool app the life game.
References (from this video)
- Groundbreaking and captivating writing for a campaign game.
- Highly descriptive narrative that immerses the player.
- Cohesive storytelling that integrates well with the world.
- Strong foundation that led to a video game adaptation.
- Thematic elements and setting are compelling.
- Dark fantasy survival
- Arthurian legend inspired
- Descriptive and captivating
- Dawn of Madness
- Kingdoms Forlorn
- Lands of Everfrost
- Oathsworn
- Dragon Eclipse
- Familiar Tales
- Ice & Fire
- This War of Mine
Mechanics (from transcript analysis)
- Character Moments — Includes personal moments for characters, detailing their feelings and interactions with the world.
- choice and consequence — Player choices have a significant impact on the narrative and progression.
- Narrative Book — Features a massive narrative book where each location has a full description and choices.
Video topics + discussion points
Quotes (from this video)
- This is one of my favorite things about this game, is you actually get to have armor pieces that are on various sections of your body
- I think Tainted Grail did the best campaign like board game writing first.
- it's so descriptive and captivating that you actually feel like you are watching a show or reading a novel
- It really got a good reaction out of me.
- the reason why I think Roll Player Adventures is a the best beginning game is because it's not complicated at all.
- You get a big sprawling world that is completely open world
- I love this game.
- So, that's why it's my favorite.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The noise is not organic. It's built.
- The information environment around a game's launch is structurally compromised in ways most hobbyists have absolutely no idea about.
- The hotness does not measure quality. It does not measure how many people are enjoying a game. It measures activity, page views and forum thread activity.
- Previews are universally positive in tone because the entire purpose of a preview from the publisher's perspective is to generate excitement.
- A preview is an advertisement that does not always announce itself as one.
- The structural pressure that creates on the honesty of reviews.
- The incentive to be positive is not always conscious. It rarely manifests as someone deciding to lie. It shows up in softer ways.
- Publishers are not stupid. When they choose which creators to send games to, they tend to gravitate toward people who covered their previous games positively.
- Crowdfunding campaigns are not just fundraising tools, they're psychological environments specifically designed to manufacture urgency and suppress rational decision-making.
- It's behavioral economics weaponized against your wallet, and it works on us, too.
- The FTC has actually noticed all of this, by the way.
- There are documented cases of publishers going after creators who gave their game a negative review, including approaching the creator's sponsors to pressure them into removing content.
- The board game content space has been slow to comply. Disclosure practices vary wildly.
- The review copy is a permanent gift. Yeah, this one is wild when you actually think about it.
- The game did not fail. The hype around it failed the game.
- The hype machine is not going away. The economic incentives that drive it are too strong.
- Once you can see the machinery behind the curtain, the magic stops working.
- The publishers who rely most heavily on these tactics are not creating the hobbies best games. They're creating the hobbies most marketed games.
References (from this video)
- The production quality was genuinely exceptional.
- Significant pacing issues
- a story structure that not every player found satisfying.
- story structure that not every player found satisfying
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The noise is not organic. It's built.
- The information environment around a game's launch is structurally compromised in ways most hobbyists have absolutely no idea about.
- The hotness does not measure quality. It does not measure how many people are enjoying a game. It measures activity, page views and forum thread activity.
- Previews are universally positive in tone because the entire purpose of a preview from the publisher's perspective is to generate excitement.
- A preview is an advertisement that does not always announce itself as one.
- The structural pressure that creates on the honesty of reviews.
- The incentive to be positive is not always conscious. It rarely manifests as someone deciding to lie. It shows up in softer ways.
- Publishers are not stupid. When they choose which creators to send games to, they tend to gravitate toward people who covered their previous games positively.
- Crowdfunding campaigns are not just fundraising tools, they're psychological environments specifically designed to manufacture urgency and suppress rational decision-making.
- It's behavioral economics weaponized against your wallet, and it works on us, too.
- The FTC has actually noticed all of this, by the way.
- There are documented cases of publishers going after creators who gave their game a negative review, including approaching the creator's sponsors to pressure them into removing content.
- The board game content space has been slow to comply. Disclosure practices vary wildly.
- The review copy is a permanent gift. Yeah, this one is wild when you actually think about it.
- The game did not fail. The hype around it failed the game.
- The hype machine is not going away. The economic incentives that drive it are too strong.
- Once you can see the machinery behind the curtain, the magic stops working.
- The publishers who rely most heavily on these tactics are not creating the hobbies best games. They're creating the hobbies most marketed games.
References (from this video)
- did not care about the theme
- Dark Souls King Arthur
- Arthurian legend
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is very like tribal like morbid.
- It's um it's Dark Souls King Arthur, the Arthurian legend.
- this one is kind of like it's very like tribal like morbid.
- But if we're looking at themes of negative like negative games that I just did not care about the theme
- I typically don't buy them if I if I don't like the theme.
- the way that they did the theme was was so uninspired.
- Odelin is again a good one just because it's it's Diablo generic demon fantasy thing. I find that incredibly tired.
- Vagrant song certainly unique. I don't call it bad, but it had a hard time ringing with me
- I was actually kind of glad you decided to quit that one.
- So, if we're looking at games that I think does CA uh combat one of the best I'm trying to think is I mean Osworn is definitely up there.
- That's the highlight. I mean, this is also a boss battler, but it is a campaign. But each boss is unique. I love the way that it utilizes the battle flow system. The fact that you can use cards or dice.
- Their dedication to the secret boss. I applaud. That they they did everything they could to keep it all a mystery.
- But then on repeat, the the mystery is gone, but the combat is still still great.
- Because that's all it is is boss fights. I think a game funny enough that does boss fights terribly is one we've already talked about Madara
- Madara's boss fights are [ __ ] bullet sponges with 800 health
- the AI itself when you're doing the mobs, that works relatively well for the various enemies that are in the game, and they do level up, which is nice. They get more challenging, but it kind of just boils down to more HP and more damage. It does. They still kind of run the exact same way, but they color code it so it's not just a hodgepodge of just enemies.
- the inverted paradigm system is amazing.
- And actually a good positive and probably a good negative for some is atto to KDM. It depends on how you like your boss fights.
- Don't get me wrong, they're they're extremely similar. And it just kind of depends on how you want your boss fights. KDM does it. I'm not saying KDM is necessarily a negative, but in the sense that it's combat can literally boil down to I have a character that can crit on everything
- It's too It's just way too clunky.
- God, no. A green [ __ ] Who the hell goes off a D 100?
- But yeah, folklore the affliction. This was the one had had a really cool world. I like the the fable element, the gothic horror stuff. I think the characters were unique. Um but man, fiddly as all hell.
- Yeah. And I mean, they shot for the open world.
- It would have just been better if it was if it was uh scenario based.
- but he doesn't want to carry any of his [ __ ] to my house.
- I want to see it. I want to see this game of his that he owns like everything for
- I didn't ever bring this one up because I haven't touched it in years.
- Yeah, I know. I know. You would think with how much [ __ ] he has and how much he doesn't touch it, you would that he would want to play it. I told him we could have three. We could get cuz you'd be in on it, but he doesn't want to carry it over to my house.
References (from this video)
- Gorgeous components
- Good story
- Grindy gameplay
- Repetitive tasks
- Bookkeeping heavy
- Arthurian legend
- Story-driven
Mechanics (from transcript analysis)
- Bookkeeping — it pretty much towards the end became bookkeeping the game.
- Storytelling — it just had a good 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)
- Disappointment due to expectations not being met
- Not compelling to continue campaign
- Led to learning lessons about Kickstarter
Mechanics (from transcript analysis)
- Campaign — Designed for a long, multi-session experience.
- Campaign play — Designed for a long, multi-session experience.
Video topics + discussion points
Quotes (from this video)
- So, it sounds like you know, we all like a little bit of foreplay when it comes to our board games.
- It really made those rules feel concrete to me though by watching them.
- And he barely needed a refresher. It was his first time playing and he won.
- the disappointment is just because when you're getting into a game like that you're expecting to be like okay well I'm getting into this for like 15 sessions like a year of casual play whenever people can get together and it was like we did two sessions and and I'm the one leading those sessions and I'm no longer compelled to gather people for it because I'm realizing I'm not having a good time
References (from this video)
- The narrative part is cool and the experience is unique.
- The narrative part is sometimes hard to replicate and replay.
- Less focused on mechanics and combat compared to Grim Coven.
- Narrative
- Grim Coven
Mechanics (from transcript analysis)
- Combat — The reviewer is more focused on mechanics and combat than the narrative aspect.
Video topics + discussion points
Quotes (from this video)
- The library to me is never the coolest place in town. It's a It's very rarely the crowdest place in town, but it's a place where people come to learn something to ignite the passion for something.
- My only hope was to to find this uh to get this job at this local representative from London in London from the same company I used to work. And uh yeah and frankly the main reason I also went to London because I had a couple of friends who were very who were just very kind to me and saying you can stay here with us as long as you need to and that's basically was the only place I could ever go without money or anything.
- I realized that even though I love all this nerdy productivity stuff, I'm just truly not really an expert in that.
- And I think it was my wife because she she've been like keep telling me in the background this whole time like dude you're such a nerd. you should do some gaming stuff because you've been playing the whole life and you can talk about games for hours.
- I would rather try doing that than going into the usual top 10 listicles and you know all the hottest latest stuff. It just resonate with me much more partly because I've been doing a lot of self-reflection and wanted wanted to do something I could do long term.
- The fact that you're saying that you're happy doing that you can tell it's one of the things that uh sometimes whenever you know creators you know it's a hard balance whenever you want to make content as you said to feed the algorithm to make you know some videos and but I think like judging you know if you watched a couple of videos from the same person most of the time you can tell whether they're having a blast whether it's genuine experience for them and or not at least that that's kind of my take on it.
- It is not. [laughter]
- Elder Scrolls has the best character customization we have in a board game. Full stop.
- The only reason I haven't done the video about it yet, believe it or not, is because I think I don't know the platform well enough to make a sort of video about this.
- So, the only reason I haven't done the video about it yet, believe it or not, is because I think I don't know the platform well enough to make a sort of video about this. The same stories will reviews as you know, I haven't reviewed Desi.
References (from this video)
- A prototype was accidentally broken by the host.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And the heart and soul of Root is chaos, is mixture, and is other people getting in your way.
- Why wouldn't they announce that this is a thing that you can do? And the answer to that is obvious. Why would they? No one wants to buy a second copy of a base game so they can play the same faction against another player sitting at the table. That's completely insane.
- The way that the stars line up, for those of you that dream big, is just glorious.
- Get a second copy of your favorite game of all time. I think it's reasonable. You should probably see if they could play together.
- Use a little bit of like fancy duct tape and a couple house rules and suddenly you've got yourself an unending game of Dominant Species or a uh a version of croenol that has inverted pyramids and sides you can flip off of while still scoring.
References (from this video)
- More elegant and refined mechanics compared to the original.
- Double-sided locations offer dynamic gameplay.
- Reduced 'grind' makes the game more accessible and story-focused.
- Streamlined food mechanics for health regeneration.
- Encourages more exploration with a base cost of zero for the action.
- Staggered item decks provide more customization.
- App integration for voice acting enhances the narrative experience.
- Core hand management and deck upgrading mechanics are still present and strong.
- Prototype components may not reflect final quality.
- Diplomacy mechanic might be different from the original (timer mentioned).
- The 'weirdness' side of locations can hide story elements.
- Nightmarish scenario, exploration, survival
- Alternate history King Arthur universe
- Branching campaign with scenarios, storybook entries, and an app with voice acting
- Tainted Grail
Mechanics (from transcript analysis)
- action selection — Players take actions using energy, including moving, interacting with locations, and passing.
- Campaign play — The game is played through a series of scenarios in a campaign.
- Card play against encounters — Players play cards from their hand that match icons on encounter cards to trigger effects and resolve challenges.
- Character progression — Players upgrade their characters by gaining experience and adding new cards to their decks.
- Co-op gameplay — A one to four player cooperative game where players work together.
- Deck Building — Players have individualized starting decks and can upgrade them by adding new cards.
- Difficulty scaling — Rules are in place to adjust the difficulty, allowing players to focus more on story or make the game harder.
- Diplomacy and Combat encounters — The game features encounters that are resolved through diplomacy or combat, using individual character decks.
- Double-sided locations — Locations are mostly double-sided, with a normal side and a 'weird' side that can affect gameplay and story.
- Dream sequences — Players can have 'dreams' or visions in specific locations, which act as encounters to develop the story.
- Event decks — Chapter-specific event decks and random events that can be shuffled into play.
- exploration cards — Players move around to different exploration cards and read story elements.
- Exploration journal — A journal with numbered entries that players read to advance the story and make choices.
- Hidden text/red card reader — A mechanic involving a red card or overlay to reveal hidden text in the exploration journal.
- Item cards — Items are available through staggered decks (Item A, Item B) rather than one large deck.
- Resource Management — Tracking and spending energy for actions, and managing food for health.
- Resource pooling — Players can pool their resources together to pay for actions as a party.
Video topics + discussion points
Quotes (from this video)
- the core game loop of the system is a lot like the original tainted grill you'd be moving around to different exploration cards reading story elements having diplomacy and combat encounters
- the locations are mostly double-sided so they'll be like kind of the normal side and then there's like the weird side w-y-r-d
- the artwork's really cool that's a copy of the same one so you can see it's very evocative very cool
- the action now has a base cost of zero
- frankly the couple other changes i'll mention here all just kind of go in that same direction i think some of these others got some notes here are a little bit more subtle
- the combat has kind of stayed the same there
References (from this video)
- The story is fantastic and engaging.
- The gameplay loop of managing resources and overcoming challenges is compelling.
- The game offers interesting narrative choices with consequences.
- The discovery of unique items like 'golden teeth' adds to the thematic richness.
- The 'candle making' mechanic is a unique way to deal with negative game effects.
- The game can be a grind at times.
- Encountering 'weirdness' can lead to insanity and loss of agency.
- Some mechanics, like the impact of time passing, were not fully explored in the session.
- The game can be challenging, with difficult encounters early on.
- Reconnecting with King Arthur, surviving weirdness, and exploring the land
- Avalon, a mysterious and dangerous land
- Tainted Grail (original)
Mechanics (from transcript analysis)
- Candle making — Candles are used to mitigate or avoid 'weirdness' and are a core mechanic for progression.
- Combat — Players engage in card-based combat against various enemies.
- Diplomacy/Negotiation — Interacting with NPCs often involves choices that can lead to different outcomes or unlock new paths.
- Encounter resolution — Players draw and resolve encounters, often with choices that have different outcomes.
- Insanity — Characters are going insane due to fighting the leech. Insanity means you no longer get agency over the actions you take; you just top deck and play to see what happens.
- Resource Management — Managing food, energy, and wealth is crucial for survival and progression.
- story progression — The game unfolds through a narrative, with players progressing through chapters and encountering new leads and quests.
- Time progression — Time tokens are placed on locations, indicating that the passage of time can affect the game state and available options.
- Way stones — Way Stones are important locations that can be activated, affecting the game state.
Video topics + discussion points
Quotes (from this video)
- The story is fantastic, it wraps you into just 'I want to know everything about the location I'm at'.
- This is a really good example of how you come from sheer desperation in this game and potentially keep moving on.
- The game can be a bit of a grind sometimes and that grind is not always bad that grind is oftentimes that tightness and that puzzle that you want in a campaign in-game like this.
- People have really undervalued teeth man.
- You will be able to alter this choice in the future.
- The Chang-Bach priest dissolves into the crowd and you're left with a question burning in your mind: What now?
References (from this video)
- Loved the original Tainted Grail
- Enjoyed the changes in Kings of Ruin
- Captivating world and story
- Expensive ($299 for all-in pledge)
- Have a pile of other campaign games to play first
- Requires significant time commitment
- Exploration into the mist and historical versions of the world before ruin
- Tainted Grail universe
- Tainted Grail (original)
Mechanics (from transcript analysis)
- Campaign play — Mentioned as a type of game that requires commitment.
- exploration — Highlighted as a key feature of the game.
Video topics + discussion points
Quotes (from this video)
- I have too many board games
- Every board game is a promise of a story a game night a group of friends getting together it's a memory of when you did just that
- This list of board games are games that I know and I know well games that I would add to my collection immediately
- I've wanted some of these games for years and with all of that acknowledged I I just I just can't justify getting them
- I'm an irresponsible campaign game owner
- keep dreaming whether it's your career your life the goals you have or the games you want
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And so this is the video where I start the process of taking a look at them, seeing what has come in, talking about the campaigns that I cannot wait to play and realistically acknowledging that now that I have a child that goes to sleep at a fairly regularly scheduled time and wakes up rarely in the middle of the night.
- So, pour a drink with me and uh let's go ahead and start going through all of the games that I need to not only unbox, sort, learn, but sit down and start to play.
- Not a shelf of shame. No, not that. But a lustful, girthful pile of board games that are ready for you to just sweep them up in your arms and make dear and desperate late night romance.
- I've been receiving stuff that I've already got on back order and I've been uh playing through a lot of stuff that I already had.
- The most accessible big game campaign game narrative adventure setup I've ever experienced.
- And the other thing for me is it has these really interesting branching narrative pathways.
- How do you all go about opening up and organizing your games?
- Listen, any of these games, I need I need people to come play them with me and make sure I don't get all the rules wrong.
- The point of this video is just to talk about these giant flipping big box games that I have that I need to open up and all of the lovely games that I need to sit down and play.
- Y'all said having a kid was going to like throw a wrench. Yeah, I didn't believe you.
- I need you to let me know what games you have sitting on your desirable floor of unloved, begotten relics of a different age or future past.
References (from this video)
- Host just got a copy and can't wait to play it.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We are a community full of people with maxed out credit cards cuz the next addictive board game on the shelf just needed to be purchased even though we haven't played the last dozen that came in or because we've backed 20 not realizing that they're all going to arrive in about a year and uh our satiation for brand new boxes is going to slow down in between then and now.
- We're not the same industry that existed before the pandemic. An industry when crowdfunding was a dream that publishers could use to make things happen.
- We're not the same community. We're more hesitant, more cautious. we are more skeptical of crowdfunding projects that don't have history and age behind them.
- I'm hopeful and also concerned. I'm hopeful cuz I want to believe in what this space is and and what our hobby space has always been for me. A place to connect, a place to discover new worlds and go on adventures and spend time with friends, a place to heal from the impact and disruption that technology adds into our lives that social media um seeps into our very soul.
- Get out and play some games.
References (from this video)
- Ranked as favorite out of the three games.
- Straightforward and simple system, easy to play solo anywhere.
- Straightforward combat, easy to remember rules.
- Replayable by switching out bosses and characters.
- Satisfying feeling from rerolling dice, increasing stats, and managing resources wisely.
- Satisfying card play with connecting effects.
- Felt like it was full of fillers in the campaign game.
- One specific monster ability caused a death in the end game.
Mechanics (from transcript analysis)
- Boss and character selection — The first thing you're going to do is pick a boss. And then secondly, you're going to pick a character.
- Card combat system — you can then either draw one combat card or apply one card from your hand. And to apply a card, you just connect it like this, which is extremely satisfying. And then whichever arrows connect, you activate that effect.
- Card Replacement — So, when you gain that top card, you have a choice of discarding and vanishing a card from the top of the deck or a card from your hand or a card from your discard pile and then replacing it with this card.
- Dice commitment and rerolling — I can apply any one committed die to this card and it deals damage to this enemy. ... because my strategy is at two, I can then reroll these one more time and see what happens. ... because my character only has one health, I really need these blues so I can keep rerolling dice and get exactly what I need.
- Enemy activation and rewards — Step one, you're going to pick an enemy from any of these stacks and activate them. The really fun thing about Tainted Grail is how you're building out your rewards right now, because each stack has a different reward.
- Menhir stack — every time you defeat an enemy, it's actually going to add one to what they call a menhir stack, if I'm spelling that if I'm pronouncing that correctly. And in that pool, those are the enemies that the boss can use as they spawn more enemies.
Video topics + discussion points
Quotes (from this video)
- I'm not here to show you just one new game. Not just two new games, but three brand new solo game experiences for 20 Strong in collaboration with three Awaken Realms titles, Nemesis, Tainted Grail, and Etherfields.
- Everything that you're going to see today is still in prototype form, including the rules as well.
- This is not a sponsored review, but I was sent over these prototypes to check out.
- The bosses are very interesting, and they do change how you actually interact with this world.
- Flipping is a big mechanic because it is permanent.
- As soon as you beat a boss, you will flip it over, and then there will be a new boss that takes its place.
- The flipping mechanism, I think has got to be my favorite part about Etherfields.
- Nemesis is definitely going to be the most different out of all the games that you see today.
- Everyone's going to be given a couple objectives.
- The more noise that you make, more aliens will come to your spot.
- I'm just really hesitant about the downtime from rolling dice.
- I love the cinematic story building. I love how intense the pressure is when you're trying to run away from all these aliens.
- I was not a fan of Tainted Grail, the campaign game, because I felt like it was full of fillers.
- Tainted Grail has the most straightforward and simple system compared to all the others today.
- I would easily rank Tainted Grail as my favorite as number one out of the three games today.
- Reason why is because you saw how straightforward and how simple it is.
- If you're type to explore more and if you like ever-changing landscapes and a deck of cards that are constantly going to change depending on how you react to it, then I would definitely go with Etherfields.
- Nemesis is definitely better fit for those that like to sneak around, that like to scavenge resources, and have like a sort of ticking time bomb.
- Like, there is so much game in all these three boxes.
References (from this video)
- Combat system was okay
- Found the game frustrating
- Did not care much for the story
- Gameplay felt like a slog
- Exploration was not interesting
- Combat system made the game take longer
- Felt like putting in a lot of work without much return
- Arthurian myths (dark retelling)
- Avalon
Mechanics (from transcript analysis)
- Diceless combat — This system was found to slow down the game and contribute to a slogging feeling.
- exploration — The exploration aspect was found to be uninteresting.
Video topics + discussion points
Quotes (from this video)
- These are top 100 games for the people that do not appear in my personal top 100 solos list.
- I've only played the original Zombicide and Zombicide Black Plague. Black Plague is much better than the original and, you know, it's fun for what it is, but I didn't really enjoy it solo.
- I saw someone online call this game a slog, and honestly, I think that's the best word for what I felt.
- I have no question that this is a great deck-building game.
- I had very similar issues with this one as I had with The 7th Continent.
- I love Scythe as a multiplayer game.
- I get a lot of flak for not putting Nemo's War on my lists.
- I think it looks hideous. It's a bad production.
- I would choose Ark Nova 10 out of 10 times, 100 out of 100 times.
- Let me know if there are any games that everyone seems to love that you don't.
References (from this video)
- loved solo.
- wouldn't want to play with a group, potentially due to language barriers (English not being a native language for some players).
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- mechanisms over theme for the win
- Stories can be great the first time around but I think atmosphere is way more important
- I like feeling immersed in the aesthetic and setting of a game
- if you can get someone invested in the story of what they're doing I have seen time and time again how that can increase their capacity to learn the rules because now they have a sense of motivation
- for me if a board game tries too hard to tell me a specific story it takes away from my experience
- I like ludo-narrative Harmony when mechanics match story and it's great when the story Jump Start strategy
- Ludo stands for play and narrative so it's where those two things meet
- if the story is poorly written poorly read or it was just more story than what the players were looking for it's not going to work
- English isn't my native language and others around me aren't very fluent in English and reading well
- one thing I expected with Rodney standing next to those shelves of coin games was for him to take one out and talk about how games can retell stories
- if some players really want to embrace the story of a game while others aren't in the mood for elaborate theatrics or dramatic readings those story elements they just they won't land
- I'm glad there's a wide spectrum of games to choose from so that everyone can find something that provides enjoyment for them and the other players that they game with
References (from this video)
- The deck-building element is really cool.
- The way cards match different nodes works well.
- Can be made to be tight, gritty, challenging, and thinky without extra rules or complexity.
- Has a lot of customization with different characters, unique hero abilities, and hero cards mixed into decks.
Mechanics (from transcript analysis)
- Card matching — The host liked "the way that the nodes, kind of like playing cards, like if they match different nodes, how that works and stuff".
- customization — The host mentioned "a lot of customization in that with all the different characters and and like having, you know, each of the characters has their own unique uh hero ability and their own unique hero card that gets mixed in their deck".
- deck-building — The host noted the deck-building element in Tainted Grail, comparing it to Etherfields.
Video topics + discussion points
Quotes (from this video)
- I really like the way that the nodes, kind of like playing cards, like if they match different nodes, how that works and stuff.
- it's it's a complexity of choice, not a complexity of rules.
References (from this video)
- Color wheel introduces dynamic color-based decision-making without overwhelming complexity
- Huge variety of heroes and enemy types creates rich tactical choices
- Visible path for deck upgrading and customization through items and unique cards
- Strong replay potential with multiple bosses, enemies, and difficulty modifiers
- Limited card pool per deck leads to repetitiveness across games (nine cards per deck); players may see the same cards frequently
- Overall variety of items feels somewhat limited compared to Solar Sentinels; some cards/enemies feel less exciting
- Some early-game cards or archetypes (e.g., animal sense) aren’t particularly compelling
- Array
- Dark fantasy
- Narrative-driven dungeon-crawl combat with deck-building and escalating boss encounters
- Solar Sentinels
- Too Many Bones
- Etherfields
Mechanics (from transcript analysis)
- Color Dial / Color Wheel — A rotating color wheel constrains which dice or actions can be used on a given turn; players must align dice to the current color
- Combat: Dice — Dice of various colors are rolled and applied to enemies; color matching and arrows on enemy cards drive what can be damaged
- Deck Building — Players curate and use a deck of combat cards, with hero-specific and universal cards; cards can be upgraded or swapped for new ones
- Deck Building / Card play — Players curate and use a deck of combat cards, with hero-specific and universal cards; cards can be upgraded or swapped for new ones
- Dice Drafting — A rotating color wheel constrains which dice or actions can be used on a given turn; players must align dice to the current color
- Dice-based combat — Dice of various colors are rolled and applied to enemies; color matching and arrows on enemy cards drive what can be damaged
- Endgame progression / Menhir pile — Defeated enemies are placed into a growing Menhir pile; after eight regular enemies, the next fight must be the boss
- Item and deck upgrade choices — Defeating enemies can yield items or new cards; players can replace or trash cards to refine their deck
- Resource Management — Recovery mechanics restore dice and/or stats after engagements; defeating enemies may grant cards or stat increases
- Resource management / recovery — Recovery mechanics restore dice and/or stats after engagements; defeating enemies may grant cards or stat increases
- Strategy / Strike phase and turn structure — Rounds are divided into strike/draw (strategy) phases, then engagement and cleanup, with limits on hand size and compulsory end conditions
- Variable Phase Order — Rounds are divided into strike/draw (strategy) phases, then engagement and cleanup, with limits on hand size and compulsory end conditions
Video topics + discussion points
Quotes (from this video)
- the color wheel ... you can only hit enemies, apply dice that match the current color
- the color wheel ... you can only hit enemies that match the current dial color
- I would say this one is very close to Solar Sentinels
- Solar Sentinels has more variety in the enemies you face
- the combat cards and the limitation of only being able to play certain colors and those colors shifting is really neat
- This is a great set, too
- it's going to be a great set too
References (from this video)
- Array
- Fantasy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think this is great.
- I think the whole AB thing is really cool, really fun.
- I love managing your dice. I love the management of these items and these cards.
- There are a lot of really creative things in the design.
- The map cards can also flip.
References (from this video)
- Immersive world and story worldbuilding
- Atmospheric art and setting
- Expansions attempt to address base game feedback and provide more content
- Ending feels unsatisfactory and abrupt
- Late-game padding and pacing issues
- Balance concerns with health/energy and difficulty spikes
- quest, fate, survival, and cosmic influence
- Avalon, Arthurian-inspired fantasy island with a dark mythic tone
- story-driven, chapter-based with branching endings
- Tainted Grail: The Fall of Avalon (base game)
- Age of Legends
- Last Night
Mechanics (from transcript analysis)
- Chapter-based progression / story cards — Players advance through chapters via narrative cards and events
- Dying card mechanic — Failed rolls can trigger 'you are dying' cards with major penalties
- Encounters and random events — Random encounters drive exploration and risk-reward choices
- Health and energy resource management — Character health and energy influence actions and outcomes
- Resource Management — Character health and energy influence actions and outcomes
- Resource management (food, wealth, magic) — Exploration and encounters yield resources used to progress
Video topics + discussion points
Quotes (from this video)
- the ending of Fall of Avalon is just asinine
- it's not satisfactory at all
- this is a 40-hour long tutorial
- the world of Tainted Grail is just so cool
References (from this video)
- Rich, branching story with meaningful choices
- Improvements over previous prototype and Fall Of Avalon
- Excellent minis and aesthetic components
- New character options and varied playstyles
- Expanded logbook and encounter systems deepen campaign feel
- Companions and weird-form cards add variety
- Boss fights can be punishing and seem over-tuned for small groups
- Open-world exploration can cause downtime and analysis overhead
- Rulebook is bloated; setup may be slow; learning curve remains high
- Encounter/card management can become overwhelming; organization needed
- Insanity and some engine tweaks lack flavorful depth and balance
- Some chapters feel long or repetitive and may dip in quality
- Array
- Dark Fantasy island
- Branching, logbook-driven narrative with decisions affecting future chapters
- Fall Of Avalon
Mechanics (from transcript analysis)
- Area Movement — Movement between locations on the island using a map with various locations and chokepoints.
- Boss Encounters / Combat Cards — Boss fights using specialized cards with flavor text; Book of Secrets adds narrative flavor during fights.
- Chapter-based Campaign / Branching Paths — Campaign is structured into chapters with branching decisions that affect future chapters.
- Combat: Deck/Hand — Deck of encounter cards drives events and combat outcomes.
- Deck Building — Players assemble and modify a personal deck of combat and diplomacy cards to resolve encounters and combat.
- Diplomacy / Companion Systems — Diplomacy cards and companions influence outcomes and alliances.
- encounter deck — Deck of encounter cards drives events and combat outcomes.
- Energy / Resource Management — Energy is spent to move and explore; health and Terror are managed to survive and progress.
- Logbook / Story Pathing — A logbook records choices and triggers pages that alter later game events.
- Miniatures and modular components — Multiple minis, mounted and unmounted figures, and bespoke boards for combat and play.
- Modular Board — Multiple minis, mounted and unmounted figures, and bespoke boards for combat and play.
- Narrative Choice — A logbook records choices and triggers pages that alter later game events.
- Open-World Location Movement — Movement between locations on the island using a map with various locations and chokepoints.
- Resource Management — Energy is spent to move and explore; health and Terror are managed to survive and progress.
Video topics + discussion points
Quotes (from this video)
- the log booklet has some type of pleather outside and let me tell you this is super nice to feel when you're constantly going through the logs again
- this story continues to be awesome
- the mechanical Jank is really cleaned up which leaves room for the story
- I'm mixed on it
- I would have more fun just reading the log book with maybe some minimal components here and there and that would probably be like a 9 out of 10 experience
References (from this video)
- Array
- Arthurian fantasy
- epic mythic quest
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this addiction of yours is destroying this family
- oh god this is so stupid no one's biting
References (from this video)
- strong thematic cohesion and rich world
- heavy setup and length may be a barrier
- narrative-driven exploration and quests
- Dark fantasy Arthurian-inspired world
- storybook/adventure
- Dominion
- World Wonders
Mechanics (from transcript analysis)
- Deck Building — use and upgrade cards to influence outcomes
- deck-building — use and upgrade cards to influence outcomes
- Narrative Choice — narrative prompts and events guide player decisions
- Story-driven exploration — narrative prompts and events guide player decisions
Video topics + discussion points
Quotes (from this video)
- I even saw wingspan there translated in Japanese which I really really wanted with all the expansions that was freaking awesome to see
- I managed to find Scout in multiple places
- I would definitely have to pick one game from that day and Le Havre would have been it if that managed to fit in my luggage
- Scythe oh my God in a Japanese how it just looks so cinematic for some reason
- the brand new Agric 15 Edition… there were so many updated titles
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- These games are pretty expensive to start off with.
- Maybe those extras that they give off on these games that maybe i'm missing out on something good.
- I do want the newest and greatest but is it gonna be as good as as any others.
- Again that's number one... Garfield Games.
References (from this video)
- All-in-one core box that includes core game, stretch goals, and addons
- Refined components and quality of life upgrades (cardboard trackers, colorful tokens, etc.)
- Deep lore, branching narrative, and strong exploration emphasis
- Standalone scenarios for quick one-night sessions
- Beautiful miniatures and expanded narrative depth with companions
- Deluxe and expanded journals that enhance immersion
- New mechanics like way stones and modular campsite add important flavor
- Very large and heavy box may be cumbersome to transport and store
- High complexity and breadth may be intimidating for new or casual players
- Content volume could feel overwhelming for players not seeking deep exploration
- Exploration, personal quests, lore-rich branching storytelling
- Western Avalon, a story-driven fantasy world connected to the Tainted Grail universe
- Branching narrative with memory-like elements, journals, and secrets to uncover
- ISS Vanguard
- Tainted Grail
- Nemesis
Mechanics (from transcript analysis)
- color reveal gadgets — Gadgets that reveal hidden text or details using color reveals and special tools
- combat and diplomacy cards — Card-based combat and diplomacy with skill tiles that slot into character boards to enhance abilities
- exploration and map-building — Two-layer location cards and a world map that players reveal and navigate, creating a large, connected exploration experience
- minis and companion system — Five companions with personal quests and interactions, plus alternate versions and mounts
- Modular Board — Expandable campsite that evolves through stages, unlocking new gameplay elements and encounters
- modular campsite — Expandable campsite that evolves through stages, unlocking new gameplay elements and encounters
- playmat world map — A playmat that fits the entire map, organizes decks, and provides a stable play area
- Simultaneous Reveal — Gadgets that reveal hidden text or details using color reveals and special tools
- Story-driven progression — Exploration Journal with Echoes of the Past personal quests and memories that tie into the overarching narrative
- Way stones — Way stones replace or modify traditional tokens, adding a distinct progression and resource mechanic
Video topics + discussion points
Quotes (from this video)
- the box is massive
- this is one of our major games in a single wave
- all of the stretch goals and all of the add-ons arrive with this single core box
- you have like only one box so you can fit everything both from the core box and stretch gos inside one box
- the exploration Journal the biggest Journal as you can probably see here this is like really really huge book
- we can't wait to hear your stories
References (from this video)
- Strong narrative arc and rich world-building with memorable characters
- Cooperative play that rewards deck-building synergy and shared planning
- Atmospheric setting and lore that fans of the theme will enjoy
- Pacing can feel bloated and repetitive, especially during late-game cycles
- Guardian/way stone mechanics can be punishing and interrupt smooth progression
- Rule complexity and livestream fatigue from heavy tracking and rule references
- Survival, exploration, factional struggle, mythic creatures, amber-based politics
- Post-apocalyptic fantasy Venidia/Avalon with Amber phenomena and Amber Queen Venita; expeditionary exploration of a cursed world
- Campaign-driven, episodic storytelling with evolving quests, events, and boss encounters
Mechanics (from transcript analysis)
- Card-driven action sequence — Players select and resolve a sequence of cards to generate bonuses and chain effects
- Combat System — Turn-based combat using health, armor, shields, and card-driven effects with dice touches
- Deck thinning and upgrading — XP-based upgrades; discarding and drawing to refine hand and build stronger combos
- Event deck and Book of Secrets — External events and secret cards modify exploration rules and encounter dynamics
- Events — Guardians activate at locations; the event deck generates random encounters and modifiers
- Exploration and topography — Movement across a map of locations with way stones and topographical challenges
- Guardian/encounter system — Guardians activate at locations; the event deck generates random encounters and modifiers
- Resource Management — Tracking energy, wealth, magic, food, and terror; resources shape exploration and combat options
- Secret cards and verse rules — Hidden instructions alter exploration flow and add optional resolution challenges
- Time Track — Time tokens influence outcomes and add strategic pacing, including potential forced encumbrance
- Way stones and travel infrastructure — Building and tearing down way stones; travel costs energy and can be undone by guardians
Video topics + discussion points
Quotes (from this video)
- I just can't go through that loop anymore.
- The game is bloated.
- Guardians ripping away waystones is the worst part of the game.
- The pacing is off.
References (from this video)
- Rulebook 2.0 streamlining compared to the original
- Greater focus on adventure and narrative flow
- Voice-acting/app option to deliver story without long reading stretches
- High production quality and premium components
- Heavy emphasis on story can slow down actual play
- Notes on balance between reading and gaming; potential long gaps between chapters
- Solo play stigma and perception remains; size and cost
- Reading between chapters can be lengthy for some groups
- mythic quest and doom, heavy narrative with world-spanning stakes
- Arthurian legends reimagined in a grim, perilous world
- story-driven, text and art rich with lore; campaign pacing matters
- Freelancer
- Forgotten Waters
Mechanics (from transcript analysis)
- Cooperative campaign — A team-based, sequential campaign with evolving storylines.
- Deck Building — Deck-building elements influence actions and encounters.
- deck-building — Deck-building elements influence actions and encounters.
- Narrative Choice — Character development, quests, and narrative choices shape outcomes.
- Narrative-driven exploration — Journal-style and encounter-based exploration drive progression.
- RPG-style progression — Character development, quests, and narrative choices shape outcomes.
Video topics + discussion points
Quotes (from this video)
- it's a big box
- the exploration Journal so this is going to be extra adventures
- these minis are world class
- the state of that that is obscene
- it's literally a book
- there is an app for the game
References (from this video)
- rich atmosphere and depth
- great solo campaigns
- heavy rules and lengthy play
- mythic storytelling with grim atmosphere
- dark fantasy island exploration
- story-driven, deck- and resource-management
Mechanics (from transcript analysis)
- Deck Building — draw and play cards to explore, combat, and survive the island
- deck-building / exploration — draw and play cards to explore, combat, and survive the island
Video topics + discussion points
Quotes (from this video)
- huge shout out to all my patrons
- the patreon link down below
- this video is sponsored by wsbg
- it's so comforting to me
References (from this video)
- Strong integration of story and mechanics; choices feel consequential within chapters
- The ford dweller companion adds a memorable, dynamic partner dynamic
- Campfire tales and book-based revelations create lore momentum between sessions
- Rule depth and card interactions create a steep learning curve
- Deck optimization and mulligan choices can feel punishing or opaque at times
- Narrative branching can produce fatigue if players chase every option without clarity
- Power, sacrifice, and the costs of knowledge; fate versus free will; the binding of humanity to eternal primes.
- A mythic, post-cataclysmic island realm filled with weirdness, cryptic relics, and the cradle’s influence over kings and mortals.
- Branching, cinematic playthrough with diary-like narration, embedded lore via Book of Secrets and campfire tales, and evolving relationships with a roaming companion.
- Arthurian legend-inspired narratives (the Arthur Pendragon mythos as a tonal touchstone)
Mechanics (from transcript analysis)
- Companion system (the ford dweller) — A powerful, lore-rich ally who accompanies the party, carries its own strength counters, and influences travel and events; healing and risk come with benefits.
- Deck Building — Players curate and optimize a personal action deck to perform abilities, moves, and responses during chapters and encounters.
- deck-building / hand management — Players curate and optimize a personal action deck to perform abilities, moves, and responses during chapters and encounters.
- Event cards / quests — Chapter-driven quest progression with event cards that shape the narrative and alter the deck and available actions.
- Events — Chapter-driven quest progression with event cards that shape the narrative and alter the deck and available actions.
- Resource and condition tracking — Managing food, wealth, magic, courage, terror, and various status effects to survive weirdness routes and combat.
- Resource Management — Managing food, wealth, magic, courage, terror, and various status effects to survive weirdness routes and combat.
- Turn-based combat with guardians — Encounters feature timers, connections, and card-driven effects; decisions about offense, defense, and timing matter for survival.
- Weirdness vs clear locations — Locations flip between weirdness and clarity, altering available options, dangers, and outcomes; this drives exploration pacing.
Video topics + discussion points
Quotes (from this video)
- The cradle imbued each of those you call the kings of ruin with a big part of its power.
- Shall we work together to make an exchange with the cradle? Will you help me return to my home?
- Not all kings of ruin are free of the cradle's influence; the primes shape reality.
- After all that weirdness, the covenant with the ford dweller feels like a bargain worth taking.
- Arthur Pendragon's legend is a compass, not a map—we decide the path forward together.
References (from this video)
- rich lore and world-building with a branching, consequence-driven narrative
- deep deck-building and resource management mechanics that reward planning
- cooperative play that scales with two players and offers meaningful decisions
- dynamic encounter design and a mix of exploration and combat moments
- complex rule set and occasional rule interactions that can be confusing
- heavy downtime during planning and sequencing, which may slow pacing for some groups
- custom dice (dieice) mechanics can be hard to track in longer sessions
- dark fairy tale survival, exploration, and branching narrative paths driven by encounter outcomes and personal quests
- A mythic, post-Arthurian Avalon; wandering travelers, kings of ruin, and a quest to restore balance across Western Avalon and Venedia
- campaign-driven with choice-driven consequences, multiple realms, and evolving character arcs
Mechanics (from transcript analysis)
- Character progression and gear — XP, abilities, equipment, and totems alter capabilities and open new play options.
- combat and encounter cards — Skirmishes use sequences of cards, bolts, and connections; guardian encounters introduce boss-like challenges.
- Cooperative Game — Two-player coordination with shared goals, turns, and combat success against threats.
- cooperative play — Two-player coordination with shared goals, turns, and combat success against threats.
- Deck Building — Players curate and upgrade diplomacy and combat decks; progression affects hand quality and options.
- deck-building — Players curate and upgrade diplomacy and combat decks; progression affects hand quality and options.
- dice and randomness — Rolling dice (dieice) with modifiers and day- or location-based effects that influence outcomes.
- Dice Rolling — Rolling dice (dieice) with modifiers and day- or location-based effects that influence outcomes.
- exploration and location discovery — Travel through a map, reveal and activate locations, build way stones, and unlock new paths and stories.
- Narrative Choice — Active quests drive the campaign; choices impact future chapters and personal goals.
- Resource Management — Tracking energy, wealth, food, terror, and magic to perform actions, equip items, and survive encounters.
- story tracking and quest cards — Active quests drive the campaign; choices impact future chapters and personal goals.
Video topics + discussion points
Quotes (from this video)
- Congratulations. You've completed your quest and managed to reach Venetian lands.
- There is still so much unfinished business to take care of.
- Please make sure to reach a decision that suits all players.
- You are changed.
- The weirdness has started to warp your body.
- Two more lands in Western Avalon and two more Kings of Ruin.