In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
Terra Mystica is a full information game, without any luck, that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.
Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:
Desert (Fakirs, Nomads)
Plains (Halflings, Cultists)
Swamp (Alchemists, Darklings)
Lake (Mermaids, Swarmlings)
Forest (Witches, Auren)
Mountain (Dwarves, Engineers)
Wasteland (Giants, Chaos Magicians)
Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...
Terra Mystica FAQ
- deep strategic depth
- beautiful fan-made models and components
- steep learning curve
- long playtime
- asymmetric strategy and territory control
- fantasy world with different factions and terrains
- deep, strategic
Mechanics (from transcript analysis)
- area control / terrain elevation — Factions compete for terrain types and power via terraforming-like mechanics
Video topics + discussion points
Quotes (from this video)
- yelling is cathartic, it's good for you
- my asian parents won't be too disappointed
- it's the warm-up, but you're doing great
References (from this video)
- deep strategic space
- varied races keep it fresh
- heavy and potentially long setup
- area control with varied racial powers
- fantasy realms
- heavy, strategic euro
- Gaia Project
- A Feast for Odin
Mechanics (from transcript analysis)
- area_control — control territories using unique race abilities
- engine_building — develop territories with powerful combos
Video topics + discussion points
Quotes (from this video)
- probably my favorite tire placement game of all time
- this one is like a companion game to el grande
- Arc Nova certainly the hotness at the moment
References (from this video)
- Referenced in context of house rules and depth of rules
- A known heavy euro with a devoted fanbase
- Resource conversion and terraforming
- Fantasy world with rival factions
- Strategic, heavy euro
Mechanics (from transcript analysis)
- Not discussed in transcript — Not discussed in transcript
Video topics + discussion points
Quotes (from this video)
- Only play the games that have fun that you have fun with that you like
- don't let other people push you into games that you don't like
- research research research
- we're analog we're going old school
- know the rules
References (from this video)
- A landmark heavyweight Eurogame with deep strategic depth and long-term planning rewards
- Abundant levers and pronounced faction asymmetry create highly replayable playstyles
- Dynamic board evolution during terraforming yields meaningful shifts in strategy and counterplay
- Strong potential for varied pacing and tension as players jockey for position and access to key resources
- Steep learning curve that can deter newcomers and extend first games
- Long playing time with significant setup and analysis required to optimize moves
- Can be punishing if players run out of money or workers and fall behind, encouraging careful risk assessment
- Core themes are territorial expansion, resource management, and asymmetrical civilization development. Players strive to optimize terrain matching, building networks, and exploiting faction-specific abilities to maximize scoring opportunities across round goals and cult tracks.
- Terra Mystica centers on a modular, evolving fantasy world where multiple factions vie for land by terraforming terrain to fit their home environments. The board shifts as players convert, upgrade, and connect territories, creating a living map that reacts to each player's expansion choices.
- Array
- Gaia Project
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Terra Mystica is one of the classic heavyweight games and it's definitely for people who want something complex and challenging
- there are so many levers to put on the game from what cult upgrades you get to how you spend and gather power
- the different play styles between the factions can be dramatically different
- the best thing about this game is how the board evolves through play as the terraforming takes place and how quickly you can be squeezed out
- Terra Mystica: Darklings are bullshit!
- there is no solo mode
References (from this video)
- brings breath of fresh air to euro genre
- new mechanics
- not like typical euro games
- fantasy
- world building
- terrain transformation
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's simple but brings so much emotions
- really really underrated game really love it
- i went all in on that kickstarter this is going to be the ultimate batman game in which it wasn't
- picking up phone checking stuff on phones your turn
- you didn't listen and another you explain all the rules
- if you don't like the game push through the end and never play it again but don't start saying that you hate the game
- just because we can reach bigger audience
- and we're friends so you can definitely be just don't talk about it
- i throw out the rules i don't like and put in rules i like and then i hope the game sells
- all euro games are the same
- they just feel so very similar
- they kind of kind of mush into one this big euro game mask
- sandwiches don't come free you know we need money to make sandwiches
References (from this video)
- Cool mechanic of building and unlocking
- Really good game
- Enjoyed every time played
- Very long play time
- Heavy and complex
- Only played 3-4 times
- Building faction strongholds
- Fantasy world with different terrain types
- Fantasy themed euro
Mechanics (from transcript analysis)
- Faction building — Build strongholds and networks
- Player board economy — Build and take pieces off to unlock benefits
- Terrain conversion — Convert terrain for building
Video topics + discussion points
Quotes (from this video)
- Agricola is one of those games that you just got to have in your collection if you like euro style games
- Porta is one of my favorite underrated games
- Broom service I absolutely love food service one of the coolest mechanics in board games 100 percent recommend this game it is a hoot
- Barron Park is my favorite polyomino Tetris in a board game game
- Orleans is a top 5 game for me period just one of my favorite games to play ever
- Power grid this was the game that got me into board gaming y'all
- Seven wonders this is a modern-day classic
- Betrayal at house on the hill every game is different
- King of Tokyo one of those games that you have to have in your collection
- If you like board games one or percent recommend this game
References (from this video)
- high strategic depth
- great player interaction
- strong scalability
- steep learning curve
- players sometimes overthink moves
- economic engine-building with heavy audience participation
- fantasy factions vying for territory through terraforming and resource management
- strategy-first, minimal theme
- Terraforming Mars
- Yokohama
- Hansa Teutonica
Mechanics (from transcript analysis)
- area control / engine-building — factions expand on the map, converting resources into points via building and upgrades
- Resource conversion — linear progression toward powerful combos with limited resources
Video topics + discussion points
Quotes (from this video)
- it's a fight and we're fighting
- analysis paralysis is here to stay
- it's a brain burner
- it's not that heavy there's a lot to do
References (from this video)
- Beautiful and heavy game
- Excellent variable player powers
- Deep strategic gameplay
- Balanced factions
- Dwarves faction perceived as overpowered with tunneling ability
- fantasy
- faction_based
- world_building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Classic heavy euro with deep synergy
- Tight map with meaningful planning
- Gaia Project
- Terraforming Mars
Mechanics (from transcript analysis)
- Engine-building/area-control — Terraform land, develop a faction-specific engine, and climb tracks.
- Race-specific powers — Different races offer unique strengths and strategic paths.
Video topics + discussion points
Quotes (from this video)
- I love how streamlined this game is.
- it's a drafting style game as you're trying to build up the civilization of cards
- one world worthy of all the hype
- this engine builder
- it's the crunchiness
- this is widely considered to be one of the best if not the best economic style board game of all time
- it's a joy to play
- you are destined to love it
References (from this video)
- quintessential Euro experience
- great with expansions
- theme can feel dry to some players
- territory control and faction-specific powers
- fantasy world with factional terraforming
- thematic yet heavy
Mechanics (from transcript analysis)
- Area Control — control on a map with building benefits
- Asymmetric powers — factions have unique abilities shaping strategy
- tile placement/engine-building — place tiles/buildings to unlock benefits
Video topics + discussion points
Quotes (from this video)
- it's a fantastic sort of family weight game that everyone can learn to play
- Cascadia sort of came out of nowhere and became a massive hit
- I absolutely love this game
- Wallenstein is still an awesome Euro game
- it's such a simple idea
- Ticket to Ride Europe ... it's a great way to learn modern euro play
- it's a quintessential Euro game
- it gives me a massive boner
- Power Boats is an awesome racing game
- Istanbul is an awesome Euro game that we keep coming back to
- EOS ... an awesome area control set collection game
- Las Vegas is one of our favorite area majority dice chucking stitch up games
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- happy pride month
- diversity inclusion and that's for everybody
- patience is a virtue
- play games
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's like a humongous library of games that you can try and somebody will teach them to you.
- You don't even have to learn the rules, which is great.
- There are seven holes all together, all full of games and cool stuff. Just so much to see and we just barely scratched the surface.
- If you're into playing stuff, making stuff, you can find something here.
- This video is sponsored by Mandleleep.
- The stage looks pretty freaking epic.
- Remember how said he's not going to buy anything? He saw this cover and said, 'I want to buy this'.
- Welcome to Essen.
References (from this video)
- Tests the brain with strategic options
- Looks beautiful with Michael Menzel artwork
- Streamlined and fluid gameplay
- Multiple paths to victory
- Modular board provides variety
- Relatively straightforward mechanics for complexity level
- Not as good with 2-3 players compared to 4 players (minor annoyance)
- Rulebook could be clearer
- Civilization building and terraforming
- Magical fantasy world with terrain types
- Abstract with area control elements
Mechanics (from transcript analysis)
- Card-based bonuses — Cards provide abilities and additional point scoring opportunities
- faction powers — Different player powers that flip from kid to adult side mid-game
- Modular board — Board changes every game with different plank arrangements creating different worker spaces
- Multiple resources — Manage four different resources that must be upgraded into proper resources
- Point scoring — Multiple paths to victory with point salad elements
- Upgrading mechanics — Upgrade resources and track military, river, and caravan levels
- worker placement — Place workers on various spaces throughout the board
- Worker retrieval timing — Workers don't return until round counter catches up with worker placement
Video topics + discussion points
Quotes (from this video)
- It's the lower end of middle weight but I still think it's a solid game
- Medium and heavy weight doesn't mean that it has to be the most complicated fiddly thing to get through
- I love it when a game is just smooth streamlined gorgeousness
- This is a fantastic laugh out loud euro game
- This is definitely my definitive space game
- How dare you not play this game sooner
- The variety in this game is off the friggin scale
- This game just ticks all the boxes for me
- It seems like this game was designed for me
- Regardless of what's light medium or heavy as long as you're playing at the right stage for you it's only a game
References (from this video)
- Artwork updated from initial version
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There's an absolute ton of campaigns
- Campaigns get pushed off. Campaigns get canceled. Campaigns get added. There's a lot of changes on a regular basis
- Cascadia is a game system that I absolutely love
- Really enjoyed Honor's End
- Journeys of Heart of the Katsuagi is going to be my number three pick
References (from this video)
- Innovative twin-action economy
- Great for fans of heavy euro design
- Steep learning curve for new players
- Territory control and engine-building
- Fantasy realm terraforming with faction asymmetry
- Strategic, asymmetrical
- Gaia Project
- Through the Ages
Mechanics (from transcript analysis)
- Area majority/territory expansion — Compete for land and terrain control
- Worker/commission economy — Build structures to produce resources
Video topics + discussion points
Quotes (from this video)
- I think it might just be the most underrated feature on Board Game Geek.
- I found it to be very very helpful for myself.
- the analyze feature is actually built into every game page.
- Lisboa might be one that I want to check out.
References (from this video)
- highly asymmetric play and deep engine-building
- strong visual design and component quality
- massive replayability through factions and expansions
- steep learning curve
- rulebook density can be intimidating
- asymmetric factions striving for efficient terraforming and placement
- fantasy world where factions terraform terrain to suit their needs
- abstract-ish with thematic teases and expansions
Mechanics (from transcript analysis)
- Area Control — players expand influence on the map via terraforming
- Asymmetric powers — each faction has unique abilities influencing strategy
- engine building — build systems and synergies around your faction's traits
Video topics + discussion points
Quotes (from this video)
- this is blood rages as a viking themed area control game that utilizes some stunning looking miniatures
- if you ain't played it you're a knob
- this is eclipse a new dawn for the galaxy
- Archipelago did get criticized for some of its content, but we still love archipelago
- Terra Mystica is a wildly popular game
- what you'll be doing you'll be rolling a couple of dice and then you'll be using them dice to take actions
- you might want to end up going around the french countryside picking up lumps of cheese
References (from this video)
- deep strategic depth
- varied factions and interactions
- beautiful production
- perceived complexity for newcomers
- longer play sessions
- terraforming and race-based expansion
- fantasy world with rival factions
- strategy-driven civilization building
- Gaia Project
Mechanics (from transcript analysis)
- area majority — factions compete for territory and influence
- resource conversion and engine building — convert resources into points and capabilities
- tile placement and terraforming — place and mutate terrain to expand control
Video topics + discussion points
Quotes (from this video)
- Twilight Imperium is tops
- the final dice roll is mitigated well in Black Orchestra
- Through the Ages is a game that I don't play nearly enough
References (from this video)
- deep, satisfying engine with thematic resonance
- strong asymmetry between factions and high replayability
- tavorable balance of strategy and interaction
- heavy to learn, long to play
- table presence and setup can be demanding
- territory control and deep resource management
- Fantasy realms with terraforming and terraforming-specific factions
- high-concept fantasy with procedural variability
- Gaia Project
Mechanics (from transcript analysis)
- area control with terraforming — Players influence terrain type and build structures to control areas.
- power track and artifact/resource management — Power system determines actions and round outcomes; artifact/resource loops drive progress.
- variable end-game scoring — Objective cards rotate each game to alter strategy.
Video topics + discussion points
Quotes (from this video)
- This is a game called Roads and Boats.
- Never has a game been more relevant today.
- it's a huge game. Not only is there the core game, but there's loads of different modules.
- If you ain't played it, then you're an idiot and you better go out and play it now.
- Station 4 is one of the most rewarding board game experiences you can get today. It's a masterpiece of design.
References (from this video)
- Deep strategic depth
- High replayability with different factions
- Steep learning curve
- Long play sessions
- Territory development and resource conversion
- A terraforming fantasy world with varied factions
- Strategic, faction-driven
- Gaia Project
- Scythe
Mechanics (from transcript analysis)
- Area Control — Factions expand influence over the map.
- asymmetrical factions — Each faction has unique abilities affecting strategy.
Video topics + discussion points
Quotes (from this video)
- it's like christmas when we open up these boxes
- we're going to do a live show at cardboard caucus
- Terra Mystica horrible and because this particular faction has an unfair advantage
- the rules are not complex
- a metal band doing a board game
References (from this video)
- Rich strategic depth
- High replayability with multiple factions
- Steep learning curve
- Lengthy play sessions
- asymmetric faction powers with terraforming and area control
- fantasy terraforming world with shifting realms
- deeply thematic, strategic
- Gaia Project
- Amun-Re
- Gaia Project
Mechanics (from transcript analysis)
- area control with terraforming — Different factions compete for control and terraforming of terrain.
- asymmetric factions — Each faction has its unique power and playstyle, driving varied strategies.
- resource management and engine building — Careful resource planning to fund buildings, priests, and expansions.
Video topics + discussion points
Quotes (from this video)
- family first
- it's a beautiful board with beautiful components
- please put care to your components do it do it
- the sweet spot is three
- open your mind you can play it
References (from this video)
- Faithful to board game
- Good for learning faction powers
- Helps with game familiarization
- Multiple factions to practice
- Ugly interface presentation
- Poor AI quality (acknowledged by developers)
- Difficult to use visually
- Worst looking board game adaptation
- Faction powers
- World transformation
- Magical themes
- Heavy euro games
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- These are 15 new titles, well new to me at least
- This list is presented in order from my least favorite to most favorite of these games
- Functional is better than good looking when it comes to a board game adaption
- The captain's dead is one of my all-time favorite games
- Spirit island is my favorite game of all time so of course it's going to end up at the top of this list
- If you want a good filler game that's just dice chucking and logic puzzles and it's a little bit silly, definitely check out dicey dungeons
References (from this video)
- territory control and area dominance
- Fantasy world with factional terraforming
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Our mission statement is about to create a diverse and supportive Gaming Community dedicated to playing discussing designing and promoting historically based board games.
- We're not here to make money. We're here because we love this hobby and we want to help people doing something that we love.
- SD Hiscon is an incubator—a place where designers meet, learn, and iterate, and where new voices can grow within a passionate community.
References (from this video)
- innovative use of player mats to unlock income
- deep strategic options and high replayability
- rules and setup can be dense
- long playtime in many scenarios
- area control and engine-building through terraforming
- fantasy factions on a shared map with terrain constraints
- tight constraints with rich strategic depth
Mechanics (from transcript analysis)
- Area Control — grow influence on a modular map with faction-specific abilities
- engine-building — advancing on tracks and upgrading actions to improve efficiency
- player mats and resource flow — resources originate from and interact with player mats
Video topics + discussion points
Quotes (from this video)
- the on the table game versus the above the table game were both very good and they were both drawing in different people
- I wrote a 40-page Avalon guide
- luck and skill are two very different axes
- the wake up system of Fresco is definitely the standout
- it has to be fun to lose
- stay humble
References (from this video)
- Solid, highly regarded heavy euro
- Expansions add depth
- Gaia Project
- Le Havre
Mechanics (from transcript analysis)
- Specialized factions / terrain control — Each faction has unique powers and terrain interactions driving asymmetric play.
Video topics + discussion points
Quotes (from this video)
- these are all like nines or 10 out of ten for me
- I'm going to stand up now because I'm in a very uncomfortable position but um yeah you can see that I have cut down on the heavier style games
- museum is fine I think it's a gorgeous looking game probably one of the most attractive games I have actually
- you can lie about what's in your bag the last one there which is where I keep all of my sleeves
- I have a nice library that I can always pick and choose from
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Gloomhaven will not be removed from number one on BGG it's just not possible.
- Frost Haven tweaks a few things but the stuff that it adds is so much more involved and in depth.
- Arc Nova is meteoric rise in the top lists; it's everywhere now.
- Mage Knight is my number one favorite game of all time.
- Spirit Island is my number one cooperative game of all time.
References (from this video)
- Designer favorite
- Complex gameplay
- Borrowed game
- fantasy
- terrain_transformation
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the fastest-growing boardgame community in the world
- I'm a big fan of Kitchen rush
- why isn't this an everybody toy store this should be sold alongside uno
- I think one of the best low-complexity games over the plate
- my favorite board game reviewer is a channel called alas board games
- so bloody good game
- wow this is I should have played at ages ago
- reckoners is really cool game
- this is a fabulous looking game real-time submarine warfare game
References (from this video)
- territory control and terraforming
- Fantasy world where factions vie for power and land
- asymmetric strategy with thematic depth
- Terra Mystica
Mechanics (from transcript analysis)
- asymmetric player powers — Each faction has unique abilities that shape strategic options and end-game scoring.
- building placement constraints — Placement rules are shaped by terrain types and adjacency to other structures.
- engine building / action selection — Power-based action economy unlocks longer-term rewards and synergy between turns.
- Resource management — Management of workers, power, coins, and other resources to perform actions.
- terraforming/land development — Terrain transformation enables placement of buildings and expansion.
- tile/area control — Players expand influence across a shared map and vie for majority in regions.
Video topics + discussion points
Quotes (from this video)
- "you have a place there you have a place... and you stay there"
- "I don’t care who you see"
- "don’t be afraid"
- "each one reach one"
- "come with me"
- "I can be there too I’m bringing something to the table"
- "there’s usually someone there teaching a game today that I can learn"
References (from this video)
- big box release
- includes multiple expansions
- large number of components
- expensive at 150 pounds
- most players shifted to Gaia Project
- may not appeal to new players due to box size
- similar to Gaia Project with fantasy theme
- fantasy
- world building
- faction-based gameplay
- Gaia Project
- Caverna
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- i'm trying to keep this episode a little bit shorter
- i'm the sort of person who likes to play the sport not watch it
- i started my new job what two weeks ago now and it's going well
- all i hear about tsu is that if you play with anybody who knows how to play the game they're going to hate your guts afterwards
- ryan lockett what are you on so what are you seriously on
- this guy does not sleep this guy does not age
- this is just way too much stuff for one single person to undertake it's crazy
- i don't want to have to care anymore about sleep or aging
- convert me into a machine and i'll join the robot uprising
- it's only a game
- i am mainly just a case of i'll wait and see
- the amount of buzz that game has got has to put it at the top ten
- so many games so little time well who'd be a content creator with a job anyway
References (from this video)
- unique worker placement mechanic with position-based return
- modular action spaces that evolve
- beautiful art by Michael Menzel
- excellent variety
- requires four players ideally
- player powers may need balancing
- highly underrated (limited awareness)
- civilization
- fantasy world building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There is a difference between how great a game is and how much my personal enjoyment like my drive my passion for getting the game out is
- should you really be really focusing on it in terms of a top 100
- these games are awesome
- I just want to talk about these top 50 games which I can do in about five videos Max
- a game might be rated at a really high level in the past and then drop for me
- just a simple role selection drafting game
References (from this video)
- deep strategic depth
- highly thematic for fans of heavy euro
- very heavy and slow to teach
- could be frustrating for newcomers
- territorial control and resource management
- fantasy world with factions vying for power
- economic and spatial strategy
- Arkham Horror
- Gloomhaven
Mechanics (from transcript analysis)
- multi-faction asymmetry — Different factions with unique abilities interact on a shared map
- worker placement / terraforming style — Control of terrain and resource management under heavy rules
Video topics + discussion points
Quotes (from this video)
- I'm a board game sommelier right
- it's not a zombie game it's a survival game that has zombies
- Dead of Winter is a brilliant game and I really like the first time I played it at a convention
- Mansions of Madness second edition is a cooperative game where you play investigators and you choose a mystery and you're trying to solve it
- Nyctophobia is all experience I think for sure
- Pandemic Legacy Season One it's like playing a movie and all these twists and turns in the narrative were really really great
- Tales of Arabian Nights is a board game experience
- Dominion was really the one that made that genre super popular
- Too Many Bones is a game and it it's about playing these weird gnome type people and it felt like a chore
- Summoner Wars which on a map and these cards represent different units so it's sort of like you're moving them a few steps at time
- Tales of Arabian Nights is a board game experience is a cool game that evokes different experiences
References (from this video)
- highly thematic euro with deep strategic decisions
- strong player interaction and strategic choices
- complex rule set; longer playtime
- territory control and resource conversion across terrain types
- fantasy world with terraforming factions
- Array
- Gaia Project
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Beautiful implementation it's slow to load on the online version so some things have to happen there
- the chairs are musical instruments and the art is so clever in how they made the instrument into the chair
- a cooperative strategy card game where players feed fuel into a fire to keep it lit
- Capstone will now be carrying Terra Mystica and Gaea project
- I pitched maybe you and I can play online
- the tooltips tell you how you can manipulate the die
- it's a solid little family game
- there's a mod on tabletop simulator that will automatically set up the scenario
References (from this video)
- Deep strategic gameplay
- Excellent variable player powers
- Multiple tech tracks add depth
- In-game bonuses
- Diverse factions with unique abilities
- High replayability
- Very heavy rules and complexity
- Burns your brain
- Steep learning curve
- Dwarves are overpowered (banned in their games)
- Confusing resource management at first
- fantasy world
- factions
- empire building
- magic
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- games don't walk up out of this house it's their favorite they don't they don't go nowhere
- i tell everybody get the expansion too
- terra mystica is one of my favorites of my favorite fantasy games
- i love gloom haven even though i like saying gloom haven but i still i love it
- the artwork although it's scary it's it's beautiful absolutely beautiful
- that's the way to play that yeah you can play it at any time
- freedom for the dwarves freedom
- that's fantasy and i agree with that's fantasy
- family i love fantasy games i love fantasy games
- those are our recommendations on our list yeah what fantasy games we like