Put down your flagons and strap on your swords, it’s time to delve through some dungeons in Tales from the Red Dragon Inn! A new 1-4 player cooperative board game by SlugFest Games!
In Tales you will take on the role of one of the famous characters from The Red Dragon Inn series of games as they tackle their day job of being big damn heroes. The multi-scenario campaign pits the players against game-controlled enemies tailor-made for each illustrated fold-out game map. Each scenario will take you to a new map, with new foes and even a few tricky puzzles to solve. You'll need to work together with the other players by equipping hero and item cards to support your allies who have their own unique abilities and roles.
Each scenario has specific objectives, so how you and your party beat each one varies from "kill all the enemies" to "survive X turns" to "protect this thing until something happens" to "get to this room on the map". All of the players win the scenario together by completing that scenario's final objective. They can also all lose together if any one of them are defeated in combat, or in the case of many scenarios, the enemies complete their own AI-controlled objective.
- charming with substance
- deep campaign with meaningful tactical choices
- unlockables and mysteries
- doesn't take itself too seriously
- non-pretentious
- accessible to new players
- challenging without frustrating
- allows player agency
- typically not appealing to the host (dungeon crawlers/miniatures games not usual preference)
- fantasy adventurers
- dungeon crawling
- cooperative narrative
- whimsy and nonsense
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Open Season takes that theme of you actually play the part of the big bad monster going after the heroic adventurers and it puts a pretty unique twist on it.
- sometimes when I've only played a game on Board Game Arena and not like physically interacted with it, maybe it doesn't stick in my brain for as long as something that like I have on my shelf and I can pull off the shelf and like touch
- I was drawn to Rabble because it reminds me of the game Times Up Title Recall, which I always enjoy playing.
- I found Tales from Red Dragon Inn to be utterly charming. And unlike my own personality, there's more here than just charm. There's substance.
- I do not really have like any other games about fishing...this one is such a unique game in my collection.
- I prefer it to My City even though I think you should play My City first...the game progression is simply more interesting
- its box was too wide to fit on my shelf. And it ended up just being a game without a home
- Cloud Age remains one of those games that if someone says, 'Hey, do you want to play Cloud Age?' I'd say boy how do you bet your Nelly I do but for whatever reason it's just one that's fallen into the ether
- Castles of Burgundy is like my all-time favorite game. It's certainly the game I have played the most by a landslide of any other game.
- I'm just not going to pick Castles of Tuscany when Castles of Burgundy is right there
References (from this video)
- cooperative, campaign-driven structure
- epic pool adds strategic depth
- clear tutorial progression
- attentive handling of terrain and traps
- scaling via future scenarios
- prototype art and components may differ from final
- complexity ramps up; preface scenarios may not show full rules
- Cooperative campaign where heroes explore, fight schemers, and manage a pool of dice and tokens
- Fantasy tavern adventure; inn-based scenarios
- Tutorial and campaign progression with narrative events
Mechanics (from transcript analysis)
- Actions, shenanigans, cooldowns — each hero has up to two main actions; some actions require cooldowns; shenanigans can substitute actions
- cooperative play — all heroes win or lose together against board-wide threats
- Epic pool dice — inspire mechanics add epic dice to pool that can empower attacks/defense
- Initiative bag / token drawing — draw initiative tokens for turn order and for schemer activation
- Line of attack / range arcs — range-based attacks and line-of-fire arcs that may affect multiple foes
- Movement, pushes/pulls, traps — various movement rules including forced movement and traps that deal damage
Video topics + discussion points
Quotes (from this video)
- this is an overall campaign style game
- this is a training scenario for the game
- fully cooperative experience where all of the heroes are going to win or lose together
- prototype version of the game
References (from this video)
- Engaging cooperative play for 1-4 players
- Zot character adds strong ranged support and combo potential
- Exciting climate with epic doom-die risk and big combos
- Rules dense for beginners
- Legendary mode can dramatically increase difficulty or alter outcomes
- Board and setup complexity can slow early play
- gambling, tavern camaraderie, adventurer antics
- Red Dragon Inn tavern in a fantasy world, late night
- cooperative adventure with modular scenarios and boss encounters
- Gloomhaven
Mechanics (from transcript analysis)
- action economy - two actions + one shenanigan — each character turn provides two actions and one shenanigan; shenanigans provide special effects
- cooldown tokens and invigorate — power cards have cooldowns; invigorate removes cooldowns between turns
- deck-based special abilities — special powers like 'grab' to reposition foes; 'teleport' to ignore terrain
- Dice-based combat — dice with yellow attack dice, black epic pool dice, and a doom die; includes symbols like Inspire and Bursts
- enemy and trap mechanics — giz moblins, robo org, sparkling engine; traps activated when harmed
- epic pool and doom die — collect epic dice and use them for powerful attacks; doom die imposes costs if rolled
- initiative bag — initiative tokens drawn each round to determine activation order
- line of sight and movement — open line of sight; terrain includes difficult and impassable spaces; teleport/leap and push mechanics
- Terrain and obstacles — difficult terrain, impassable pillars; traps and blocked spaces
Video topics + discussion points
Quotes (from this video)
- this is a one to four player Cooperative Adventure experience by slugfest games
- Legendary mode... the Doom die
- you can attack two foes with a yellow die
- I highly recommend playing on legendary mode with my kids
- the adventure is cooperative and so much fun
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- Stella is a very stellar game
- Wingspan, of course, my number one game
- Last Lighthouse is shaping up to be one of my most favorite Buttonshy games ever
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- I've really liked it my many plays of this game over the years.
- it's probably better to move it on.
- I don't think I'd be sad to never play Kalimala again.
- This has been on my mind for a couple of months now honestly.
- we are planning on doing something ... playing games with my friends that also turns into play-throughs that people can enjoy.
- there's a lot of kinks that we're trying to work through.
References (from this video)
- Quick, clean setup and teardown aided by preset maps
- Tight, tension-filled initiative system with unpredictable enemy order
- Strong asymmetry and character progression across the campaign
- Accessible teach with scalable complexity across chapters
- Cooperative play that scales up to four players with a clear campaign structure
- Large amount of rule books and lore; potential paperwork and learning curve
- Playtime can exceed 90-120 minutes for many groups, closer to 3 hours
- Some learning tension as new chapters introduce new rules and components
- Cooperation under pressure in a tavern-fueled quest arc
- A fantasy adventuring party returns to a tavern and takes on separate quests
- Campaign-based with sealed chapters and progressive unlocks
- Gloomhaven
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- asymmetric_character_progression — Each character has unique abilities and a skill tree that evolves across the campaign.
- dice_based_combat_and_shenanigans — Attack and enemy dice determine damage and enemy actions; 'shenanigans' actions add twists.
- initiative_bag — A bag containing initiative tokens for players and enemies; turns are drawn randomly to create tension about when actions occur.
- power_tokens_and_card_synergy — Tokens that empower actions and interactions with character cards to boost abilities; cooldowns manage usage.
- preset_maps_and_token_placement — Maps are provided on sheets; setup involves placing tiles/tokens according to player count for quick play.
- sealed_campaigns — Five sealed campaign packs with new rules, enemies, and cards unlocked progressively.
Video topics + discussion points
Quotes (from this video)
- This is a fully cooperative game where you and up to three other players will be working together to overcome obstacles
- I really enjoyed the initiative tracking system on this game ... kept things fresh and tense
- The maps are preset and quick to set up, which is a huge plus
- It's not a legacy game but it kind of has that feel of uncovering what's behind each door
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Mechanics (from transcript analysis)
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Quotes (from this video)
- Cascadia is a wonderful family tile-laying game that's cozy, puzzly, and endlessly replayable.
- This is just my personal ranking. Your list will almost certainly look different.
- A brilliant little solo game that I happily recommend.
References (from this video)
- Accessible, cooperative play with strong narrative flavor
- Flexible item/cards system allows engine-building and synergies (Zot/Pooky combos, ally interactions like Mayberry and chicken ally)
- Legends difficulty adds a challenging, tactical dimension for experienced players
- Campaign length (up to 25 scenarios) risks repetition and fatigue
- Limited branching or alternate endings in the core campaign
- RNG-heavy sequences and tempo can feel puzzle-like or grindy at higher difficulty
- Cooperative dungeon-crawl/adventure with a party of adventurers and mischief
- A fantasy tavern in Greyport during a chaotic night of adventure
- Chapter-based narrative with boss encounters and evolving objectives
- Gloomhaven
- Earthborne Rangers
- Mass of Darkness 2
- Gloom Haven
Mechanics (from transcript analysis)
- Doom die — A 50/50 chance symbol on yellow dice that forces you to remove a yellow die or take damage; stacks with legend level and enemy symbols.
- Minion deck / summons — Enemies and schemers are drawn from a minion deck and can be deployed from window spaces; includes summons and positioning considerations.
- Objective phase & doors/windows — Map features (windows/doors) influence enemy behavior and the boss (Longmont) entry and actions; doors can be removed during objective phase to progress.
- Tokens and status effects — Toughness, shields, evades, resets, and other tokens that modify damage, protection, and action economy.
Video topics + discussion points
Quotes (from this video)
- We're playing on legend.
- The game doesn't have fail forward. You gotta replay the scenario until you pass it.
- Win condition. The players win if this objective phase and vice chancellor Longmont is defeated.
- Legendary difficulty, I think we're okay.