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The Others

Game ID: GID0342314
Collection Status
Description

In The Others, the world stands on the brink of apocalypse, as the fanatics of the Hell Club have summoned the 7 Deadly Sins to lay waste to our reality. Slowly the Others have creeped into our lives, corrupting society from within. The city of Haven is the key to their invasion, but it will not go down without a fight, thanks to the actions of the paranormal organization known as F.A.I.T.H. (Federal Authority for the Interdiction of Transdimensional Horrors). Each session of The Others is played with one player controlling the forces of a single Sin, against the other players who control a team of 7 FAITH heroes. The heroes cooperate to survive the Sin's attacks and accomplish the missions set before them, while the Sin attempts to thwart the heroes in all ways (preferably by destroying them).

The heroes are divided into different classes, each specialized in a different aspect of the game. Leaders are good at helping the other members of the team. Bruisers are excellent melee fighters. Snipers are experts at using guns to put down monsters from a distance. And Fixers have the resourcefulness and knowledge of the occult necessary to resolve supernatural crises that spread through the city. Each hero also has their own stats and unique abilities that set them apart from all others. Knowing when to bring in the right reinforcement can be key to FAITH’s victory.

Corruption is one of the main mechanics of the game. It is both a way for the Sin to consume heroes, and a way for heroes to accomplish amazing feats they wouldn’t be capable of normally. Taking corruption grants heroes powerful bonuses (as long as they keep taking corruption), but when they become fully corrupted, their darkest secrets may come back to haunt them and tear the team from within, or their flesh might simply succumb to the sinful influences.

The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect. For example, Pride punishes prideful heroes that venture into the streets on their own, while Sloth punishes heroes who try to move quickly across the board. Heroes will need to learn to deal with the different influence of each Sin, which will always stand between them and their mission.

The Sins are also aided by Acolytes, with each session using a different type. These lowly corrupted servants of darkness can fight and stand in the way of heroes, but they also have a once per round special ability that reflects their previous lives. For example, corrupted hobos take equipment from heroes, corrupted nuns corrupt the city districts, and corrupted doctors keep heroes from healing.

There are 7 different stories that players can embark on for each session of The Others. Each of them brings different special rules, different dynamics, and a unique system of branching missions the heroes need to accomplish in order to be victorious. There are Terror stories, which are more straightforward, focusing on action and combat; Corruption stories revolve around the Corruption spreading through the city and the heroes themselves; and Redemption stories rely on saving the city and the few innocents that remain. Each story can be played on a different map setup, which further makes the dynamic of each session unique.

The board used in The Others is made up of several tiles, each depicting a different city district and different configurations of streets. As the city of Haven still belongs to humanity, and it’s the Sins that are attempting to take it over, the heroes can use it to get different benefits each district offers them. For example, they can go to the hospital to heal wounds, to the museum to get rid of corruption, to the RavenCorp tower to get new equipment, or to the police station to call in an orbital strike. What districts are available on each map, and their location, can greatly change the dynamic of the game.

As the game progresses, and depending on how badly the heroes fare against storyline plot twists and developments, the Apocalypse Track will advance, making the Sins gradually stronger and more terrifying. Apocalypse cards, tied to the type of story being played (Terror, Corruption, or Redemption) introduce new twists and challenges to the game, even bringing in the members of the Hell Club themselves!

Heroes will die. Either in noble sacrifice, torn apart by claws and tentacles, or consumed by the corruption welling up in their souls. The question is whether the FAITH team will manage to fulfill their final mission in time, or whether the Sins will reign supreme over humanity.

—description from the publisher

Year Published
2016
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–2 of 2
Video UWqrcHJ9b80 Dice Tower top_list at 38:49 sentiment: positive
video_pk 13743 · mention_pk 40163
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Overall sentiment (raw)
positive
Pros
  • unique mechanics for each sin
  • not just about defeating antagonist
  • objective-focused gameplay
Cons
  • slightly more difficult to teach
Thematic elements
  • fantasy
  • horror
  • sins
  • corruption
Comparison games
  • Zombicide
  • Massive Darkness
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is my most played game of the year
  • It is the perfect engine builder
  • absolutely adore this game
  • one that instantly I fell really hard for it
  • would absolutely watch Oathsworn the HBO series
  • the story and the setting is that rich
  • for me the epitome of what a thematic game can be
  • every click of the clock matters
References (from this video)
No references stored for this video.
Video p8bf61Kjdkg Unknown game_review at 0:00 sentiment: mixed
video_pk 6790 · mention_pk 20124
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Overall sentiment (raw)
mixed
Pros
  • The corruption mechanic introduces meaningful choices that affect risk and reward, keeping players engaged as the game state evolves toward a tense climax.
  • Close-yet-balanced gameplay, where most sessions feel within reach of each other in terms of outcome, thanks to careful tuning and pacing in many plays.
  • High production values, with large minis and vivid artwork that create a strong visual spectacle and help set the theme from a distance.
  • A broad array of scenarios and sin-theme variations provides replayability and ongoing challenges beyond a single playthrough.
Cons
  • Thematic integration often feels secondary to the mechanical engine; the rulebook and screenplay approach can undercut immersion and make the theme feel like an afterthought rather than a guiding thread.
  • Three-hour box epics demand a strong thematic payoff to justify length; without a compelling narrative throughline, sessions risk feeling episodic or hollow.
  • Dice counting and occasional dice shortages disrupt the flow of play and can lead to fatigue during long combats, reducing immersion.
  • The visual and tonal choices (including tents and mature stylistic elements) may clash with the intended mood for some groups, diminishing perceived thematic coherence.
Thematic elements
  • Temptation, corruption, redemption, and terror are core ideas; the game invites players to weigh short-term gain against long-term risk as they balance aggressive play with the dangers of corruption.
  • A demon-haunted, apocalyptic city where seven deadly sins take physical form as menacing monsters, and a group of heroes must cooperate to cleanse the city, fend off corruption, and complete scenario-driven objectives.
  • Rulebook includes a screenplay excerpt and in-game transcripts to establish tone, but the reviewer notes the narrative elements often feel disconnected from the actual gameplay and are difficult to weave into a cohesive thematic arc.
Comparison games
  • Blood Rage
Mechanics (from transcript analysis)
  • Cooperative team play with a shared turn structure — Players work together to defeat monsters, cleanse zones, and complete mission objectives, while individual turns emphasize coordination and positioning, creating tension as the team tries to balance offense and defense.
  • Corruption track and temptation system — A central track allows players to voluntarily raise corruption for temporary boosts (extra dice or automatic hits). Advancing on the track yields benefits only when triggered, but after the track ends, all accrued corruption counts as wounds, creating a push-your-luck dynamic that can tilt the game toward disaster if mismanaged.
  • Dice-based combat — Combat relies on rolling dice to resolve attacks and defenses. Players must manage dice pools and count the results each round, which can become tedious if not carefully managed and can feel punishing when the box lacks enough dice for the expected number of combats.
  • Scenario-driven objectives and asymmetric goals — The box includes multiple scenarios, each with its own setup and specific hero objectives. The monster or villain has a general win condition, but success hinges on achieving the scenario goals rather than simply defeating foes, which adds strategic variety but can complicate understanding and execution.
  • Thematic but tentacle-driven monster design — Monsters are visually anchored by tentacles to signal lethality and threat, with each sin-themed monster presenting distinct encounter dynamics. The design emphasizes atmosphere and scale, even if thematic coherence with the seven deadly sins is questioned by players.
  • Upgradeable weapons and territory variety — Buildings on the board provide opportunities to upgrade weapons, and terrain choices influence tactical options. This adds depth to movement and combat decisions, while also introducing a sense of progression across scenarios.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The cleverest part of the game is the corruption level.
  • It's the ultimate temptation.
  • The rule book does a terrible job of explaining its theme.
  • If you can look past that, or if you like your monsters with an excess of tentacles, it's worth checking out because it's surprisingly clever for its genre.
  • The theme feels like an afterthought.
References (from this video)
No references stored for this video.
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