Welcome to New Orleans, Louisiana, circa 1980: a vibrant city of music, food, and magic. Neon lights flicker in dirty puddles up and down Bourbon street; the innovations of the modern world clash with ancient and terrible traditions; and murder is never simple. The Beaumont Agency, staffed with a roster of brilliant, colorful, and ultimately flawed private investigators, specializes in solving cases that no one else can crack.
In The Dark Quarter, a co-operative app-driven adventure game set in a dark, fantastical vision of 1980s New Orleans, players each take control of a Beaumont agent and work alongside one another to solve the worst crimes that New Orleans has to offer. It's a world full of magic, where hexing curses are sold on every street, where voodoo priestesses and creatures of the night are lurking around every corner, and where even the most mundane crimes have a tinge of the supernatural to them.
Through multi-scenario campaigns, the game tells a rich, dynamic story and invites players to make critical decisions that will not only affect their characters, but change the direction and course of the story. The characters are not simply avatars, easily replaceable from scenario to scenario; instead, they are woven into the very fabric of the story itself. Their destiny and the destiny of New Orleans are inextricably linked together.
—description from the publisher
- Beautiful hero boards and vibrant, color-coded skill cubes
- High-quality, visually striking dice described as exceptional
- Rich, varied component set (story cards, consumables, location cards, tokens)
- Strong thematic setting in New Orleans with occult elements
- Clear cooperative emphasis suitable for 1-4 players
- Information comes from an early prototype; final production quality may vary
- App/digital integration is mentioned but not demonstrated, leaving questions about implementation and user flow
- Limited detail on actual gameplay mechanics, pacing, and balance from unboxing alone
- occult mystery, cooperative investigation
- New Orleans with dark streets
- story-driven with modular story cards
Mechanics (from transcript analysis)
- Card-driven encounters — Story cards and location cards shape events and challenges the group faces.
- consumables and resources — Consumable cards (money, grace, potions, gadgets) influence outcomes and options.
- Cooperative Game — Players collaborate to overcome encounters and complete objectives, leveraging each hero's abilities.
- cooperative play — Players collaborate to overcome encounters and complete objectives, leveraging each hero's abilities.
- dice-based components — Distinct dice and dramatic iconography provide tactile, visual feedback for chances and outcomes.
- hero boards with skill cubes — Each hero has four ability tracks (talent, combat, arcane, charisma) tracked with color-coded cubes.
- Modular board — A variety of cards (story, location, consumables) plus figurines and bases enables replay and branching narratives.
- token and marker economy — Experience tokens, location markers, and hero markers manage progression and positioning.
- Track advancement — Experience tokens, location markers, and hero markers manage progression and positioning.
- variable setup with modular components — A variety of cards (story, location, consumables) plus figurines and bases enables replay and branching narratives.
Video topics + discussion points
Quotes (from this video)
- this is the best dice I've ever seen, absolutely amazing
- New Orleans with dark streets
- cooperative digital hybrid adventure game for one to four players
References (from this video)
- App-guided setup and stories provide clarity for new players
- Cooperative play with shared team inventory enhances teamwork
- Campaign variety and scenario-driven progression via app
- Hardware dependency for scanning (camera required for PC play)
- Potentially lengthy setup and learning curve
- Some information presented by the app may be useful or not depending on context
- supernatural investigations
- 1980s New Orleans
- campaign-based, app-driven scenario storytelling
Mechanics (from transcript analysis)
- App Assisted — The app guides setup, campaign selection, turn order, and progression through scenarios.
- App-guided setup and gameplay — The app guides setup, campaign selection, turn order, and progression through scenarios.
- Cooperative inventory and economy — Consumables and items are managed via a team inventory; spending money buys items and reshuffles the deck.
- Dice pool mechanics — Each character uses two main dice and up to three effort dice; dice results influence skill tests.
- end game bonuses — Finale access triggers end-game events; finale may end the scenario or the game.
- Finale-driven progression — Finale access triggers end-game events; finale may end the scenario or the game.
- Intermissions and XP upgrades — Intermissions distribute XP, upgrade abilities, and refresh abilities; can alter future capabilities.
- QR code scanning — Players scan items or cards with the in-app camera to resolve effects and reveal story content.
- Skill tracks and cubes — Four colored tracks (Talent, Combat, Arcane, Charisma) use cubes that move left to improve and right to degrade.
- Three-step turn structure — Each turn follows Refresh, Scan (optional), and Interact phases.
- Track advancement — Four colored tracks (Talent, Combat, Arcane, Charisma) use cubes that move left to improve and right to degrade.
Video topics + discussion points
Quotes (from this video)
- I've been Rob aka Just the Rogue.
- This video is spoiler-free.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm vocalizing what's going on in my head.
- Gen Con is not a convention that I ever foresee myself going back to.
- This is going to be a very long stream if I'm going to take this much time going through each of these.
- We are going to do a BG auction cuz I imagine everybody that watches this is on BGG.
- The designer is going to send it to you. He's going to pay the shipping and y'all are going to pay us and we get to keep the money.
References (from this video)
- likely the most innovative and narrative-heavy among the list
- excited to play more in 2025
- personal agency and branching story paths
- Choose-your-own-adventure style narrative in a dark setting
- advantura/choose-your-own style
Mechanics (from transcript analysis)
- choose-your-own-adventure — narrative-driven branching paths with player choices
- interactive storytelling — player decisions shape outcomes and story branches
Video topics + discussion points
Quotes (from this video)
- Power of Love basically is very strong in this game
- it's a pure Euro with some like is really good
- the artwork we have seen on the front of the Box looks amazing
- this might be the coolest thing I have played in like a choose to own ADV Adventure