Ethan is missing. All that is left is a small piece of paper and an old compass that vibrates with strange energy. By reading his diary, Ethan's best friends — the "Elm Street clan" — start uncovering the creepy mystery: a fearsome creature that has kidnapped children for centuries to feed off their memories who has now taken its next victim. But by striking out into the Duskworld, the creature's den, the kids will have a chance to retrieve Ethan's memories and bring him back into the real world.
The Faceless is a full cooperative experience with a never-seen-before mechanism: You indirectly move a compass by moving and rotating the double-sided miniatures on the game board. By playing cards from your hand, you can rotate and move these miniatures and, since they have all a magnet inside, you change the magnetic field they generate, thus influencing the direction of the compass needle. After playing a card, the compass moves in the direction indicated by its needle, but after every movement, the direction of the needle can potentially change, forcing you to move in new directions. Learning to control and predict these movements is vital to success in the Duskworld!
Collect all the memory fragments that are scattered in the game board to save Ethan and win the game! But watch out for Billygoat, an evil creature that's haunting you and that will try to entrap you in the Duskworld forever. Are you ready to descend?
—description from the publisher
The Faceless Runthrough
- Neat concept with magnets that makes the game more puzzly.
- Creepy artwork and cool miniatures.
- Thematic integration of game mechanics and losing conditions.
- High replayability due to numerous expansions and scenarios.
- The threat track mechanic is neat and thematic.
- Some components like the hand miniature are cool.
- Cosmetic issues with the 3D pack, like pieces not fitting or staying attached.
- 3D tokens remove color from the otherwise vibrant board.
- Magnets can be annoying to move and don't always fit flush.
- The 3D glow-in-the-dark sleeve doesn't stick well and is impractical.
- The 3D items for tokens are too big.
- Magnets need to be charged, and poles aren't marked, requiring figuring out.
- Trading cards might not have clear value.
- Avoiding a monster and collecting memories
Mechanics (from transcript analysis)
- Card Drafting — Players draw cards (e.g., red, blue, green) to influence movement or other actions. Trading cards is mentioned but questioned for its value.
- Magnetism — Figures contain magnets that affect a compass needle, influencing movement direction. This mechanic is central to gameplay and requires understanding to control.
- Modular Board — The game has a Night World variant which flips the board to a different side, altering spaces.
- Set Collection — Players collect 'memories' which can be used for abilities but then cannot be used to avoid obstacles.
- Threat track — A track that increases danger as players don't rest, leading to loss of control over direction.
- Variable player powers — Different characters have special abilities.
Video topics + discussion points
Quotes (from this video)
- The magnets are just like hey you know what's never been in a board game magnet?
- The 3d package was just laying the only redeemable thing is the hand like I might I might just keep this and get rid of everything else because this is the only cool thing it actually is creepy.
- This game did something that initially was gonna be really really cool this goes in the dark.
- Beware in order to do this you have to move the figures on the board as each figure contains a magnet they affect the compass whose red needlepoint and different and sometimes unexpected directions learn to control the compass that's the key to victory.
- I'm not head over heels for it I'm not sitting or thinking this is the best game ever made but it's not like it's no complete failure like I'm gonna keep it.
- I'm gonna make an eight hey I'm gonna give it I'm agree with you cat let me give it a seven like will you but never I showed you the magnet so I got cool hello you like freaked out and cream I think mine is an eight just because it's a neat concept I've never seen before.
- I think I'm a give it I give it a seven like not a bad game not a bad game a little bit above a little bit above average.
References (from this video)
- Atmospheric music enhances the experience.
- The game can be terrifying and engaging.
- The trial and error aspect allows for adjustment.
- Component size seems not well accounted for.
- The game can be punishing with difficult card draws.
- Player movement and interaction with obstacles can be tricky.
- horror
Mechanics (from transcript analysis)
- Card Play — Players play cards to influence the movement of figures and game events.
- Drawing Cards — Players draw cards from threat and event decks.
- Memory Collection — Players collect 'memories', which can be used as optional actions.
- Movement — Figures move based on card plays and compass directions, with rules for pathfinding and wrapping around the board.
- Obstacle Placement/Movement — Players can move obstacles, and the placement and movement of figures are affected by them.
- Rotating Figures — Players have abilities to rotate the faceless figures.
Video topics + discussion points
Quotes (from this video)
- The faceless yay another Kickstarter probably gonna be shitty about find out
- It's literally stranger things the soundtrack
- Music and board games kind of gives it that elevated experience as well
- This game this game is creepy alright it scares me
- it seems like they didn't really account for size for a lot of things
- right and that's why it's trial and error because we can adjust this and keep testing until we get what we think is good
- it's actually really terrifying
- I didn't hate this game
- green-eyed lady I remembered
References (from this video)
- Very interesting unique game
- Clever idea
- Neat theme
- Annoying shaped and sized box
- Some component issues that are a little bit annoying
- Limited number of plays
- friends trying to keep another friend safe from a stalking creature
- dream world or other world
Mechanics (from transcript analysis)
- Card Play — Players are playing cards that are going to allow them to move.
- Cooperative — This is a cooperative game where players are going to be playing these friends who are trying to keep their other friend safe.
- Hex-based board — The center of the board has hexes.
- Magnet Compass — The enemy has an actual compass integrated into their miniature. Players on the outside of the board have magnets as part of their mini, influencing the direction the baddie moves.
- Memory Collection — Trying to move your friend to pick up these memories which are kind of little metal discs that are on the board.
Video topics + discussion points
Quotes (from this video)
- This is my top 10 horror themed games.
- Board games can't really evoke horror very well.
- Final Girl is another modular game where you're going to choose a final girl, which is a slasher movie trope.
- Nemesis is this idea of you are characters that wake up on a ship through cryo after cryosleep.
- This one really does evoke some sense of dread, right? Some sense of anything can happen at any time.
- Just a really really great the most cinematic board game probably I've ever played.
References (from this video)
- potential improvement path; exciting for RS Games collaboration
- unclear launch details in transcript
- mechanisms remixed into a new design
- under-the-radar design that could be reinterpreted
- conceptual, trials of evaluation
Mechanics (from transcript analysis)
- reimplementation / re-skin — existing mechanism reworked into new game
Video topics + discussion points
Quotes (from this video)
- it's our monthly roundup
- this is more viby
- the game is an experience
- we're going to go to Birmingham very soon
- it's the best artwork that I've seen
- the art in this made me a little bit emotional
References (from this video)
- weird game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.