Tainted Grail: the Fall of Avalon is an unforgettable, solo or cooperative adventure experience for 1-4 players. Blending Arthurian legends and Celtic mythology with a unique vision, it allows you to impact the game world in deep and meaningful ways. A deep, branching storyline allows you to tackle problems in different ways, ensuring no two games play alike. Difficult decisions or harrowing choices wait behind every corner and seemingly minor tasks may reverberate with major long-term consequences.
In a land slowly sinking into the Wyrdness and torn apart by conflict; surviving each day is a challenge on its own. Starvation, sickness, violent weather, and random incidents all conspire to end your journey. Guardian Menhirs, that ensured safe travel throughout the realm, are slowly going dark turning simple logistics into an involving puzzle. To overcome these challenges, your character develops along several conflicting lines, such as Brutality / Empathy or Practicality / Spirituality. These traits unlock a rich choice of mutually exclusive skills and lead to different deck-building strategies, making character advancement meaningful and deep.
The character you develop is going to be tested during dozens of combat and non-combat encounters. Sometimes you will need to brute force your way, but often diplomacy might be a better option. Regardless whether you fight with your strength or your wits, our unique dice-less encounter system makes resolving each conflict fun and exciting, while keeping you immersed in the game.
In Avalon, there’s a legend waiting behind every stone and every tree. All locations have their own rich stories and secrets to discover. Places and characters are often much more than they seem. As you slowly put all the pieces of the larger puzzle together, the land will always have a surprise waiting for you just around the corner. Many secrets can be discovered only after several games. Created by one of the best Polish fantasy authors, Krzysztof Piskorski, the story of Tainted Grail: the Fall of Avalon aims to push the boundaries of non-linear narrative, building upon the rich experience.
—description from the publisher
- too hard difficulty
- punishing gameplay
- narrative
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not even a game it's just like a story
- why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
- the bane of my freaking life this horrible game
- I just want to feel like right I can do this I can do this
- just design one good game one good game one good mode
- why can't I tell you
- they just made them a lot worse
- it's a red flag to the game is going to suck
References (from this video)
- strong atmosphere and writing
- weaves a gritty Arthurian vibe
- heavy rules
- house rules common to keep it sane
- grim, narrative-driven
- Arthurian legend with dark tone
- campaign-driven
- Gloomhaven
- Age of Legends
Mechanics (from transcript analysis)
- Campaign progression — ongoing story with decisions
- card combat — card-driven combat system
Video topics + discussion points
Quotes (from this video)
- Ticket to Ride on the other hand should be the number one on Board Game Geek.
- it's got great Lord of the Rings theming; I wish there was more actual Lord of the Rings music on the app
- I hate the fact that you have to get a full family otherwise you lose.
- it's quick simple; you can get this game done in 30 minutes.
- this is the number one board game on Board Game Geek
- Energy Empire though which is Luke Laurie's baby in this one is definitely the best of the trilogy
References (from this video)
- rich, multi-layered strategic depth
- three pathways for character advancement
- great storytelling and world-building
- bookkeeping can be heavy
- complex rule set may overwhelm new players
- three-way leveling and a grand Arthurian quest
- Arthurian myth in a dark fantasy world
- complex story with diplomacy and combat intertwined
Mechanics (from transcript analysis)
- Storybooks and branch decisions — narrative unfolds through quests with alternate outcomes
- Triple leveling (combat, diplomacy, character growth) — you can level up in three tracks to customize playstyle
- Two distinct decks for combat and diplomacy — engagements use deck-building with strategic synergies
Video topics + discussion points
Quotes (from this video)
- this game is fast and fun
- the themed aliens is a wonderful sci-fi universe it's probably my favorite one of all time
- the living world of folklore said in the dark fantasy comes in at number 9
- it's such a unique game and has a really cool feel
- the continent is absolutely huge and the crafting system is unique
- fail forward is a huge bonus in my book
References (from this video)
- Best story and world setting of any campaign game played
- Exceptional artwork and production quality
- Dark gothic aesthetic with strong atmosphere
- Excellent tarot card map building system
- Multiple campaigns with different themes
- Deeply immersive narrative
- Strong character development options
- Difficult to get to table due to campaign nature
- House ruled design flaws (Menhirs too grindy)
- Very long time commitment per campaign
- Storage and setup challenges
- Requires dedicated table space for campaign setup
- Lengthy rules learning curve
- Arthurian Legends
- Dark Gothic Fantasy
- Post-Apocalyptic World
- Horror Atmosphere
- Descent
- Gloomhaven
- Imperial Assault
- Sleeping Gods
- Nemesis
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a unique twist on a genre that has you know like i say i love deck building but it has been bloated with a lot of uh entries
- it's a breath of fresh air it's like oh no one's really tried this before
- thank you viewers because you kept banging on at me to play this game finally i did and you were right
- my god do i i mean i love coffee i love coco but man do i hate the stuff i have to play this game
- it's like inside out the board game as in the pixar movie which is vastly underrated
- wow for someone like me who loves like variety as the spicer life this is certainly one where you've just got so many different ways to tailor the game
- tainted grail is one of the best story world settings for any campaign game i have played forget dissent forget gloomhaven
- gameplay imperium is sound it really is a good fun deck builder it would be so much higher on this list if it was just a bit more streamlined
- this is a really streamlined game that works with six players you don't get many of those
References (from this video)
- High-quality prototype presentation and packaging that signals strong production values for a pre-Kickstarter product
- Beautiful art book accompanying the prototype, with concept art and crafted narrative visuals
- Highly detailed minis and sturdy components that feel premium even in prototype form
- Clear emphasis on story and thematic immersion, with a structured open-and-play approach that eases new players into the world
- Potential for deep narrative exploration and replayability through branching events and journals
- Prototype lacks final inserts, which may affect organization and storage in the final production version
- Some cards and text are difficult to read on camera, possibly hiding text that would be legible in print
- As a prototype, not all content is revealed, leaving some questions about scope and components until final release
- The risk of spoilers from early journal cards and event text if a player expects a completely spoiler-free intro
- Dark fantasy, mythic questing, and personal storytelling through unfolding events and journals.
- A sprawling, cursed realm inspired by Arthurian legend, where players explore bleak landscapes, encounter enigmatic factions, and seek relics of power to influence the fate of a shattered world.
- Story-driven with on-table narrative prompts, journal entries, and event-driven progression that expands the world as you play.
- Nemesis
Mechanics (from transcript analysis)
- Character progression and status effects — Characters accumulate status effects, abilities, and developments tracked on boards and cards.
- Event-driven narrative — Players draw and resolve a sequence of event cards that shape the story and drive exploration.
- Modular map and minis — A set of detailed minis and a modular map expand or reveal new areas as you progress.
- Narrative journals and flavor text — Journals and flavor text provide depth, hinting at lore and consequences of decisions.
- Open-and-play tutorial with reference — A compact rulebook guides new players through a gentle tutorial, complemented by a larger reference book for deeper rules.
- Resource and status tracking on player boards — Each character board tracks food, wealth, reputation, magic, and experience, influencing what actions you can take.
- Solo and cooperative play — The game supports solo play and cooperative experiences, enabling different player dynamics.
Video topics + discussion points
Quotes (from this video)
- this is a prototype, I'm very excited
- the art book you guys sent—the art book, that is amazing
- the minis look awesome
- this game is very stories heavy
- I'm very excited
- I can't wait to see what extras come with the Kickstarter
References (from this video)
- epic, highly open-world feel with substantial freedom to explore
- deep and layered combat and diplomacy systems with meaningful choices
- large map with around 100 locations and rich, player-driven storytelling
- different characters reveal unique parts of the story, enhancing replayability
- requires a significant time commitment (15 chapters) which can be daunting
- steep learning curve for mastering combat and diplomacy mechanics
- menhir mechanics can obscure locations and reading the dial is fiddly
- grimdark corruption, mystery, survival, and mythic quest
- Avalon island during a sprawling, dark fantasy Arthurian-inspired saga
- epic campaign with branching storylines, lore-rich world, and character-driven moments
- The 7th Continent
Mechanics (from transcript analysis)
- Card-driven combat — combat uses cards that align with previously played cards; some cards unlock powers for extra damage, creating a stack-based tactical puzzle with resource costs
- character progression and motivation — each character has distinct starting stats, motivations, and paths that unlock different narrative arcs and outcomes
- diplomacy — diplomacy cards influence NPC opinions and outcomes rather than direct damage, enabling persuasion and alliance-building
- location-based exploration — movement is constrained to nine surrounding locations around an active Menhir; exploration involves flipping cards and following on-card instructions
- menhir maintenance — menhirs guard civilization; they must be maintained, and their upkeep is integral to game continuity and options
- resource and stat tracking — players manage energy, health, terror, plus resources like food, wealth, magic, reputation, and experience to progress
- story-driven events — storybook-like events reveal insights and steer the campaign through narrative choices and consequences
Video topics + discussion points
Quotes (from this video)
- this game is an epic sprawling adventure where you have a huge amount of freedom to search around and discover things
- Tainted Grail: grimdark meets King Arthur
- the best thing about this game is how different characters can reveal different parts of the story
- a 15 chapter epic is not something you can casually commit to
- the 7th continent uses a similar system for exploration and storytelling
- Beorn has sufficient skills to get bonuses from all of these
- there's a huge world to explore with around a hundred different locations
References (from this video)
- Deep, well-written story; considered one of the best written games
- Strong character development and customization
- Innovative map mechanic and exploration feel
- Very dark and potentially disturbing; not for everyone
- Complex rules; intimidation factor for new players
- grim storytelling, personal corruption, and mythic quests
- Dark, Grail-themed fantasy world; 1920s vibes
- heavy, campaign-style with branching paths and character arcs
Mechanics (from transcript analysis)
- campaign with branching paths — episodic structure where choices affect future chapters
- character development and upgrades — XP powers per character; upgrade trees and abilities
- dice-based combat and companions — dice resolution with companions and items; dark fantasy combat
- map-system with waning visibility — map reveals slowly as you explore; areas become inaccessible as you progress
Video topics + discussion points
Quotes (from this video)
- it's disturbing it might not be for everyone
- it's a two-hour nightmare
- the first five levels are set up as a tutorial
- it's easier to get into gloom haven
- it's like going to the movies but it's a date night and interactive
References (from this video)
- Dense storytelling and evocative art
- Varied exploration paths yield high replayability
- Deep lore makes every play feel unique
- Heavy, long learning curve and lengthy sessions
- Complex rulebooks and setup
- Could be brittle with resin minis if not handled carefully
- Mythic horror, grim destiny, epic exploration
- Dark fantasy world with questing through a mythic land
- Narrative-driven with heavy lore and world-building
- Gloomhaven
- Terrible Glory (fictional narrative comparison for scope)
Mechanics (from transcript analysis)
- Campaign-style progression with outcomes affecting future play — Past choices influence future scenarios and world state
- Cooperative exploration with narrative tiles — Players uncover tiles and read lore to progress quests
- Lore-driven combat and encounters — Encounters push the story and require decisions that drive outcomes
- Miniatures and resin kits for expansions — The physical components include resin minis and expansions
Video topics + discussion points
Quotes (from this video)
- it's the best game ever
- this game is a nut job
- the art is amazing the storytelling is amazing
- Nemesis is fan Fantastic so it's it's semi-cooperative I guess it depends
- it's the best alien game I've ever played that's not the alien license
- Photosynthesis is a beautiful game
- the core box is amazing
- it's so heavy but it's worth it
- awaken Realms sponsor this they’re so awesome
References (from this video)
- dark fantasy / Arthurian-inspired world
Mechanics (from transcript analysis)
- dice/engine-building hybrid — story-forward exploration with resource management and exploration
Video topics + discussion points
Quotes (from this video)
- we will block you or we will hide your comments and you won't even know that you're commenting Into The Ether
- be kind to people and if you don't want to be kind or you don't agree with people that's okay just move on
- Shelf of Shame down to 50
- I would like to host another 24-hour gameathon that is better planned out
- I want to do more collaborations with friends
- we smashed that one smashed it out of the park
- we did 444 different games this year
- I want to play more war games
- the last 24-hour gameathon we did was amazing
References (from this video)
- Best writing in any campaign game
- Excellent world-building and atmosphere
- Dark, gritty aesthetic supports immersion
- Strong character development
- Freedom of exploration
- Kings of Ruin version fixes many first edition mechanical issues
- Rich thematic storytelling
- First edition has mechanical issues (improved in Kings of Ruin version)
- Very long campaign commitment required
- Luke rants about over-use of campaigns in games
- Exploration and survival in a dying world
- Dark, gritty fantasy world with Arthurian mythology
- Epic campaign with rich world-building and character-driven narrative
- Sleeping Gods
- Gloomhaven
- Oathsworn
- ISS Vanguard
Mechanics (from transcript analysis)
- campaign system — Extended campaign with 12-15 chapters per setting
- Character backstories — Every character has dark, dismal backstory
- Combat card system — Unique cool combat system with tactical elements
- exploration — Freedom to explore and discover secrets
Video topics + discussion points
Quotes (from this video)
- good mechanics will make a game good but a good theme will bring me back for the second play
- Luke's law: theme makes a game a lot better for me
- immersion is not just a case of oh the game has a good theme but it's how immersed in the world am I
- there is a little bit of a difference between the two [thematic and immersive]
- it doesn't matter how rich that story you make it would still suck as a game
- I feel like I'm just basically telling my own MCU movie
- the world feels alive and therefore I'm going to get immersed in it
- when I'm playing the game I don't feel like I'm just playing a bunch of mechanics I feel like I'm telling my character story
- I am invested in what people are doing I am role playing my character
- this is a very dark game okay and not for the fainthearted not for the easily triggered
- I have never sweated in a card game so much before
- you will be sucked into this world and you will care about the characters
- the king of all campaign story driven games that I know of
- some of the best writing I have seen in any campaign game to date
- regardless of what kind of world you'd find yourself immersed in remember to come back to reality at some point and still remember it's only a game
References (from this video)
- strong, engaging story that pulls you in from the solo start
- well-written, accessible narrative that avoids excessive fantasy jargon
- immersive exploration and story integration with meaningful choices
- well-designed player journals and character boards that track progression clearly
- cohesive blend of exploration, combat, and diplomacy that supports varied play styles
- heavy rules and long play sessions may deter casual players
- table presence and component quality demand a substantial setup and space
- the game’s intensity and potential for grim outcomes may be challenging for some players
- Dark fantasy, quest-driven narrative with survival and occult mystery
- A mythical island restoring a ruined world; a dark, folklore-inspired landscape where legends linger and dangers hide behind every story quest
- branching, choose-your-own-adventure style with journal-driven storytelling
Mechanics (from transcript analysis)
- Card-based combat — Each enemy has a unique card and you construct a combat sequence by laying cards that match symbol keys and meet attribute requirements to defeat foes
- Diplomacy encounters — Diplomacy decks drive political-style encounters; outcomes affect a track similar to a tug-of-war with the enemies
- Dreams and nightmares — Night-time dream events driven by terror levels that provide tips but depend on your current state
- Exploration and world map — Reveal new locations around the map via exploration tokens and man-hire mechanics; lights/darkness control how far you can go
- Narrative events and journaling — Story passages triggered by locations and journal pages that influence outcomes and provide long-lasting character impact
- Resource and character management — Track XP, money, energy, health, terror, and innate benefits on individual character boards with triggers for abilities
Video topics + discussion points
Quotes (from this video)
- the story is awesome
- it's not overly wordy it's not littered with a bunch of unnecessary fantastical literal jargon that is most common in a lot of fantasy settings
- it felt like curling up with a good book except in this case the book was a board game
- I actually found the whole process quite relaxing
References (from this video)
- Gritty aesthetic and mature tone
- Strong world-building hints
- Rule complexity and learning curve
- Can be heavy for casual players
- Mythic survival with bleak, fate-driven storytelling
- Dark fantasy quest across a grim Avalon-like world
- Campaign with evolving encounters and story-driven decisions
- Kingdom Death Monster
- Oathsworn: Into the Deep
Mechanics (from transcript analysis)
- Deck-building / card-driven actions — Mechanics revolve around card play and resolving events with narrative impact.
Video topics + discussion points
Quotes (from this video)
- you don't have to be fantastic to put some paint on a miniature and put on the board
- every game is awesome I want to play them all
- the only way to play that game is permadeath
- I'm excited to play tomorrow
- I love Wander Cult of Barnacle Bay
- Dry brushing fixes everything
References (from this video)
- immersive campaign feel
- strong thematic integration
- risky complexity for some players
- reliant on long play sessions
- interwoven narrative and exploration with moral choices
- Dark Arthurian fantasy with RPG-like campaign arcs
- open-world campaign with evolving storylines
- ISS Vanguard
- Frost Haven
- Gloomhaven
Mechanics (from transcript analysis)
- campaign-driven narrative — story advances through scenarios with choices and consequences
- character progression and dungeon management — player-driven character growth and resource management
Video topics + discussion points
Quotes (from this video)
- I want to show you how the game plays and not to sell you the game.
- I’m one of the more genuine content creators.
- Mage Knight is the best game ever.
- Gaia Project beats Age of Innovation for me.
- I don’t like the idea of being a used car salesman.
- Star Trek: Captain’s Chair is an exciting licensed approach with lots of thematic promise.
References (from this video)
- Striking flames in center
- Beautifully painted
- Grim and dark atmosphere
- Very dark color palette
- Not appealing to reviewer
- Text disappears into dark background
- Not to personal taste
- Dark fantasy
- Arthurian legend
- Grim
Mechanics (from transcript analysis)
- Adventure — Dark, death-themed game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game