At the end of 1135, Henry I, King of England, died unexpectedly leaving no male heir to reign in his stead. Henry's daughter, Empress Matilda, believed she should rule by succession. However, the late king's favorite nephew, Stephen de Blois ("blue-a"), was quicker to the throne, and with the help of his brother, the Bishop of Winchester, was crowned king.
Those loyal to the empress were enraged by Stephen's coronation and would not accept him as their new ruler. Over the next eighteen years, England saw a breakdown in law and order as civil war spread throughout the country. This conflict came to be known as "The Anarchy"...
In The Anarchy, players take on the role of English nobles loyal to King Stephen. Over five rounds, players must build their domain, defend their castle from attacks by the approaching Angevin armies, and storm strongholds loyal to Matilda with their own crafted siege weapons. The player who can accumulate the most bravery, loyalty, influence and might — while avoiding discontent — will prove to King Stephen they are his most loyal ally, thereby earning his largest earldom.
—description from publisher
- satisfying combo-driven turns
- engaging solo campaign
- strong thematic integration with historical setting
- retail excludes a small promo pack (minor drawback)
- nobility, warfare, castle defense
- 12th-century England during civil unrest
- historical fiction with campaign/solo play
- Hrien's Wall
Mechanics (from transcript analysis)
- Cube tower — build walls, towers, gates, and moats to defend a castle against escalating attacks
- Resource management — gain resources each round and allocate them to actions
- solo campaign scenarios — long-form solo play with different setups and goals
- tech development — develop technology and tactics to gain bonuses
- tower defense — build walls, towers, gates, and moats to defend a castle against escalating attacks
- worker variety and action economy — five types of workers are used to perform actions
Video topics + discussion points
Quotes (from this video)
- The Anarchy is incredible. I highly recommend checking it out.
- I'm a huge fan of dice drafting, so I'm really curious to see how that works.
- This is a moving telescope which governs your action selection in almost what seems to be a pseudo rondelle.
- BGG says this one plays best solo and only takes around 45 to 60 minutes. That is crazy quick.
- I'm definitely excited to get Scar Bray to the table.
References (from this video)
- Deep, heavy euro-style design with integrated attack/defense and resource management
- Inclusion of a built-in solo campaign enhances replayability
- Prototype components are close to final and visually informative
- Orients players who enjoyed Hadrian's Wall toward a distinct but familiar system
- High complexity and long teach time; steep learning curve
- Lengthy sessions; may require substantial commitment for 1-4 players
- Prototype components may still change before final production
- Rules density could be intimidating for newer players
- political power struggles, castle defense, loyalty, bravery
- The Anarchy era in medieval England during the civil conflict around King Stefan and Matilda, played over five rounds to determine who builds and defends their domain
- historical-inspired with fantasy elements centered on noble houses and siege defense
- Hadrian's Wall
- Scara BR
Mechanics (from transcript analysis)
- card drafting — Drafting path cards each round to set starting resources and objective placement
- card drafting / path cards — Drafting path cards each round to set starting resources and objective placement
- castle attack/defense sequence — End-of-round defense phase against attacks using Mustard tokens, tactics, and position on the castle board
- castle fortification and defense — Construct and upgrade gate, towers, walls, and moat with resource costs and prerequisites
- Deck building — Management of attack/defense cards and progression on trackers
- deck-building — Management of attack/defense cards and progression on trackers
- multi-track scoring and tracking — Tracks for bravery, loyalty, influence, might, production, and income with endgame scoring
- Resource management — Balance of workers (surfs, craftsmen, patrons, knights, soldiers), food, and materials
- solo campaign integration — A built-in solo campaign providing structured single-player scenarios
Video topics + discussion points
Quotes (from this video)
- this is the next kind of followup to Hadrian's Wall
- it's a little bit heavier than Hadrian's Wall and Hadrian's Wall is already like a pretty chunky
- the solo campaign within the game
- the Anarchy you and the other players are playing as the people that are noble to King Stefan
- five rounds you are going to be building up your domain
References (from this video)
- roll-and-write with worker-placement flavor
- abstract/roll-and-write themed
- abstract
- Hadrian's Wall
Mechanics (from transcript analysis)
- card drafting — select from options to influence round actions
- card drafting or action selection — select from options to influence round actions
- Flip/Roll and Write — dice determine actions for each round and players record results
- Resource management — manage resources gained through rolls and actions
- roll-and-write — dice determine actions for each round and players record results
Video topics + discussion points
Quotes (from this video)
- this is going to be both scarra as well as the Anarchy
- commenters: I will have the link to the campaign down below
- sponsoring today's video by Garel Games
References (from this video)
- Delivers to people now
- Spiritual successor to Hadrien's Wall
- Has solo campaign
- Can be heads down with little interaction
- Building castles and defending against attacks
- Medieval - castles and warfare
- Strategic resource management
- Hadrien's Wall
Mechanics (from transcript analysis)
- castle building — Building up weaponry and castles to fend off attacks
- Dice rolling — Rolling mechanics with working on tracks to manage resources
- Resource management — Fueled by combo systems where you work on tracks to gain resources
Video topics + discussion points
Quotes (from this video)
- It's hitting people's hands now
- Really captured people
- This is one of the greatest games ever made. I don't care what anybody says
- This is a big sandbox and just go play in it
- There's something so compelling about this game
- I think board games are art
- Fight me I don't care. Best party game ever probably
- It creates so much laughter. It delivers so hard, man
References (from this video)
- Lighter game for Galeforced Games standards
- Interesting historical theme set in 1135 England
- Based on medieval English succession conflict
- Designed by Bobby Hill instead of Shem Phillips
- Moderate play time of 60-90 minutes
- Political intrigue and succession in medieval England during a period of anarchy
- 1135 England, English History
- Historical theme-driven
- Hrien's Wall
Mechanics (from transcript analysis)
- Area Control/Political Maneuvering — Players as nobles try to quell anarchy and place Steven on the throne
- Rondel/Action Selection — Players use action wheels similar to Hrien's Wall
Video topics + discussion points
Quotes (from this video)
- I love cards that score off of other cards and trying to create combos and synergies
- if I turn this, then this wheel's turning
- I love tile lane games
- that is definitely a different kind of theme that you don't see in board games
- We're big fans of The Crew
- is something better going to come or or do I take what's here
- There hasn't been any deduction games that I know of. Um, I mean, there probably are. Our Gen Con release, but this is the one that really stood out to me
- it's more about the journey than the destination
- pleasantly surprised with how I much I enjoyed uh this two-player fighting game
References (from this video)
- Strong sense of progression from modest beginnings to a powerful empire
- Satisfying, frequent combo opportunities that feel clever rather than random
- Two interlocking sheets give a grand scope and thematic cohesion
- Turn flow becomes smooth and quick after getting footing
- Replayability through variable setups, difficulty levels, and scenarios
- Crunchy euro puzzle with meaningful payoff on each turn
- Very crunchy and can be overwhelming, especially with large sheets
- Significant setup and tracking; can feel like a heavy multiplayer solitaire
- Limited player interaction during action phase for some groups
- Complexity may deter casual or new players
- medieval governance, warfare, empire-building
- England during the Wars of the Roses-era fictional civil war
- grand, sprawling, campaign-oriented
- Twilight Inscription
- Planet Unknown
- Carnegie
- Hrien's Wall
Mechanics (from transcript analysis)
- Castle attack and defense — Players may attack enemy castles; defense uses walls, towers, gates, and tactics to mitigate damage.
- combo chaining — Actions trigger sequences that unlock bonuses and scale with planning rather than luck.
- Drafting path cards — Players draft a path card each round to gain income and future options.
- Dual-sheet engine-building — Two interlocking boards track kingdom infrastructure and leadership/governance, driving cascading bonuses.
- Simultaneous action selection — Players choose actions concurrently and execute them after all players have acted, enabling parallel planning.
- Variable setups and scenarios — Multiple setups and difficulty levels extend replayability and configure challenge.
Video topics + discussion points
Quotes (from this video)
- The Anarchy is not your grandma's role and right. It's Yatsi's great great grandchild that went off to grad school and came back fluent in economics, theology, and warfare.
- First off, I love the sense of progression in this game.
- The combo chaining is fantastic.
- The turn structure is actually pretty simple.
- Every game feels just a little bit different, and you can scale the complexity depending on your comfort level.
- Okay, if I could just get one more resource.
References (from this video)
- Great combo mechanics
- Fun as solo game
- Has solo campaign mode
- Improvements over predecessor Hadrian's Wall
- Excellent for puzzle solving
- Conflict and resource management during period of instability
- Medieval Britain, war of succession between two great houses
- Historical scenario with defensive gameplay
- Hadrian's Wall
Mechanics (from transcript analysis)
- Combo System — Extensive combo mechanics where filling in one thing unlocks others
- Defense Mechanics — Defending against enemy attacks with castle walls and towers
- Resource management — Managing two sheets with various tracks and technologies
- Roll and Write — Players roll and record resources, fill in tracks and sheets
Video topics + discussion points
Quotes (from this video)
- 2025 is halfway done. And this year, honestly, so far for board games has been super strong.
- This year has been really really strong.
- Race Chicago was a big surprise for us. We really liked it a lot.
- this just it doesn't feel like any other game I've played
- The Anarchy is an absolute banger.
- It's like the 2.0 level up from Hadrien's Wall.
- I love Molly House.
- it's really about coming together
- Luier is really really good. If you like big heavy euros that are pretty, it's a banger.
- this game is dope
- this is what I wanted Too Many Bones to be. It feels like too many bones leveled up.
- It's such a banger
- I just love the double-sided cards.
- Unstoppable is truly unstoppable.
- for my money, one of the best like two-player games I've played in a long time
- it's so good. It's so awesome.
References (from this video)
- Excellent solo experience with satisfying engine/combination of actions on your own board
- Solid thematic cohesion and table presence
- Limited direct interaction with other players in solo framing
- May feel solitaire to non-solo players
- Castle defense and resource management on personal boards
- Fantasy medieval city-building with defensive towers
- abstract/euro-esque
- Hrien's Wall
Mechanics (from transcript analysis)
- rolling-rights / action drafting — players complete actions by marking off boxes on their own sheets to gain bonuses and resources, creating strong combo opportunities.
- solo-focused design — the game is presented and experienced as a robust solo game with minimal direct player interaction.
Video topics + discussion points
Quotes (from this video)
- The production value on this game and all I studio games is absolutely bonkers.
- Just like this. Just doing this. Maybe watch up. Is that a bird? Nope.
- I really love this whole world and just this kind of like cool clicky high school stuff is just is fun.
- Imperium is just so freaking good.