Too Many Bones comes loaded for bear by breaking into a new genre: the dice-builder RPG. This game takes everything you think you know about dice-rolling and turns it on its head. Dripping with strategy, this fantasy-based RPG puts you in the skin of a new race and takes you on an adventure to the northern territories to root out and defeat growing enemy forces and of course the infamous "baddie" responsible.
Team up or go it alone in a 1-4 player Coop or Solo play campaign. With over 100+ unique skill dice and 4-7 classes to choose from, every battle is its own mini challenge to figure out. Your adventure will consist of 8-12 battles before you reach your final destination and face off against one of a number of possible kingpins in order to win. Along the way, you will be faced with storyline decisions that will quickly have you weighing risk/reward, odds, and logic - with dice woven into every aspect! Your party will also be faced with other decisions: when to rest, when to explore, or even which fights to pursue! The Encounter cards offer fun plot twists and some comic relief, all while setting the stage for your next battle.
- Deep engine with a large payoff for long-term play
- Lots of content and replayability
- Steep learning curve
- Can be fiddly and heavy to teach
- Requires repeated plays to internalize rules
- Dice-based character progression and monster encounters
- Fantasy dungeon-crawl with dice-driven engine
- Campaign-centric with modular scenarios
Mechanics (from transcript analysis)
- Dice-driven actions — Characters' abilities and combat resolved via dice pools
- engine building — Layered systems for character development and loot
Video topics + discussion points
Quotes (from this video)
- "Loving it, absolutely loving it"
- "I think Jaws of the Lion is a better all-round put together package"
- "it's one of the most complicated games out there; the learning curve is huge"
- "I rate the game I think like a 9.5 out of 10"
- "we played Star Wars Imperial Assault all day"
References (from this video)
- Unique character designs
- Deep tactical gameplay
- High replayability
- Innovative dice and backup plan mechanics
- Thematic mini-games
- Complex ruleset
- High difficulty
- Some rule ambiguities
- Cooperative RPG adventure
- Fantasy world with gear locks fighting a tyrant
- Encounter-based progression
Mechanics (from transcript analysis)
- Character progression — Skill point allocation, stat upgrades
- Dice-based combat — Custom dice with multiple facings, backup plan mechanic
- tactical positioning — Battle mat with strategic unit placement
Video topics + discussion points
Quotes (from this video)
- The game is very complex, with dozens of enemy and hero abilities
- Positioning is key in every round
- Every round has a decision to make, you're never just hitting 'next'
References (from this video)
- deep, sprawling design with unique engines
- great for two players and small groups
- complex and long; not frequently tabled
- dice-based RPG-ish combat on a grid
- Dark fantasy/rogue mechanics; modular tyrants
- cooperative puzzle/ roast and complex rules
- Gloomhaven
- D&D style board games
Mechanics (from transcript analysis)
- dice-based combat / boss tyrants — grid-based battles with dice upgrades and boss mechanics.
Video topics + discussion points
Quotes (from this video)
- There is a lot of tension around the table with arcs; the tension is utmost.
- This is one of the more polarizing games, but I enjoyed it.
- Mechs versus Minions is pure fun; you are manipulating this mech by running your command line.
- Race for the Galaxy which for both of us is our most played game from a physical play standpoint.
References (from this video)
- Rich, crunchy optimization with deep puzzle vibes
- Fantastic art and tactile components
- Huge variety across encounters and boss fights
- Very steep learning curve
- Rulebook and setup are intimidating for casual groups
- boss-battle RPG dice allocation
- Adventure/roguelike with dice-driven combat
- cooperative campaign with procedural encounters
- Mage Knight
- Gloomhaven
Mechanics (from transcript analysis)
- cooperative puzzle-solving — Teamwork to navigate encounters and manage resources.
- Dice-based combat and resource management — Dice determine actions, attacks, and outcomes across encounters.
- Gear/character progression — Characters (Bones) upgrade with unique paths and abilities.
Video topics + discussion points
Quotes (from this video)
- the partner Dynamics in tiu are so fun because you can't talk to each other
- it's the best card game trick-taking game
- this is the game that we keep coming back to for group drama and big moments
- you can't beat the drama at the end when both teams are close to a thousand points
References (from this video)
- deep crunchy gameplay
- strong theme
- heavy setup
- long plays
- dice-driven RPG-like adventure
- fantasy dungeon waking with mechanical monsters
- cooperative boss-battle progression
- Gloomhaven
- D&D: Adventure System
Mechanics (from transcript analysis)
- Co-op — players cooperate to defeat monsters
- dice-building — use dice as character actions and abilities
- gear-upgrades — collect gear to empower characters
Video topics + discussion points
Quotes (from this video)
- Forest Shuffle is a super quick good good looking game
- it's actually a really really good Bard game
- War of the ring this is the most thematic board game ever created
- quick easy to teach game
- this game can end if Mr Nixon wins by stalling
- it's almost like a Miniatures game where you have a board
- it's hot right now that we only have the expansion box
- you are playing a pilot and a co-pilot and trying to land a plane
References (from this video)
- premium components and production quality
- deep, replayable solo and multiplayer play
- strong ongoing support and expansions from Chip Theory
- new content mechanisms (lava mat, brake type baddies) keep gameplay fresh
- excellent storage solution with Trove Chest for organized setup
- high price point and large physical footprint
- heavy components and potential shipping delays
- design nitpicks such as day-counter card vs neoprene solutions
- dice-based engine-building with premium components
- A fantasy Daylor world where gearlocks battle tyrants using dice-driven powers
- campaign-oriented with expansions and episodic tyrant encounters
- Terraforming Mars
- Arkham Horror: The Card Game
- Cloudspire
Mechanics (from transcript analysis)
- battle mat with lava dynamic terrain — Neoprene mats incorporate lava tiles; flipping chips alters the battlefield and tactical decisions.
- campaign expansion waves — New tyrants, encounters, and gear in waves like 40 Waves in Daylore and Rage of Tyranny to extend replayability.
- Dice-driven combat — Roll and allocate dice results to activate powers and resolve actions; bones economy limits options each turn.
- Gear Locks — Asymmetric characters with unique abilities that shape play styles and synergy with tyrants.
- premium storage and components — Troves, neoprene mats, and molded plastic cards designed for organized, premium gameplay.
Video topics + discussion points
Quotes (from this video)
- i love this game i love this game
- it's a premium product, premium feel matches the premium gameplay
- it's not for everybody
- the trove chest is a beautiful storage solution
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this would have absolutely blown our minds
- Gloomhaven would have been an absolute joyous experience
- HeroScape would have been just an absolute dream as a kid
- we would have salivated over and been obsessed with salivating little munchkins back in middle school
- If we had Aeon's End as kids, it would have eaten up so much of our time
References (from this video)
- Deep, crunchy mechanics for dice enthusiasts
- Cooperative/competitive options with robust theme
- High production quality
- Lengthy play sessions
- Steep learning curve for new players
- Dice-driven engine-building with heavy resource management.
- Fantasy world with voxel-dice combat and rogue-like dungeon exploration vibes.
- Dark fantasy with humor and crunchy mechanics.
- Pixelborn
- Nugget and Ghilly
Mechanics (from transcript analysis)
- Dice pool/roll-driven combat — Players roll and allocate unique dice to activate abilities and effects.
- Dungeon-crawl style engine-building — Players build engine interactions over multiple turns to improve efficiency.
- Resource/upgrade economy — Acquiring resources to upgrade engines and unlock powerful actions.
Video topics + discussion points
Quotes (from this video)
- the artwork in this set's really cool
- I'm so excited
- this is adorable
- we're going to open a chapter two Trove
- Pixelborn is an option
- it's free to install
References (from this video)
- dice-driven character progression
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Our crossovers are like popcorn.
- I adore Revive.
- Planet Unknown. Highly enjoy it.
- Mind Management is a hidden movement puzzle that really shines.
- Bruge is a fantastic engine-builder with a huge stack of cars and cards.
- Too Many Bones remains a powerhouse for me.
- Isla and Something Shiny is something I won't forget.
- Phantom Opera is one of the clever hidden movement implementations I know.
- Feast for Odin is one I keep coming back to.
- Northwood is a logic puzzle in solo form that I love.
- Lord of the Rings trick taking game is a clever cooperative twist.
References (from this video)
- crunchy, cohesive system
- thematic depth
- very heavy for casual players
- learning curve with rules
- crunchy engine-building with a dice-centric combat system
- fantasy dungeon-crawl with dice-driven combat
- tabletop RPG flavor with modular progression
Mechanics (from transcript analysis)
- dice-drafting and resolution — dice pools govern actions and outcomes
- Resource management — managing cores and components
- Story-driven progression — boss mechanics and evolving challenges
Video topics + discussion points
Quotes (from this video)
- Here's Spirit Island.
- audacious. It's undoable from a cost perspective.
- Again, it's in development. So, anything that I just said is very subject to change.
- There is a pool table.
- the best office space I've seen.
- We have new stuff for Elder Scrolls
References (from this video)
- premium components
- strong single-player focus
- lots of expansion content
- price barrier
- learning curve
- fantasy adventure with quirky humor
- RPG-inspired boss-battle system with dice and cards
- campaign-like but modular and quick play sessions
- Mage Knight
- Gloomhaven
Mechanics (from transcript analysis)
- premium component deck/board system — high-quality components yield a premium solo or small group experience.
Video topics + discussion points
Quotes (from this video)
- this is the zombie game in my collection
- gaming Nirvana
- my first ever certified dopamin award
References (from this video)
- premium components
- extremely deep and satisfying
- high replayability with gears and bosses
- pricey
- heavy complexity
- humor and crunchy combat
- fantasy RPG with dice-driven mechanics
- boss-fight oriented with gear locks
- Mage Knight
- Gloomhaven
Mechanics (from transcript analysis)
- dice-driven RPG with card/board overlays — progression through bosses with loot-driven evolution.
Video topics + discussion points
Quotes (from this video)
- this is the zombie game in my collection
- gaming Nirvana
- my first ever certified dopamin award
References (from this video)
- Tightly integrated dice-driven progression with a strong thematic DNA
- Clear pathways for upgrading dice and pursuing diverse strategies
- Rich player engagement through tactical decision-making and humor
- Durable components and modular expansion potential
- Very high complexity and table space requirements
- Less customization flexibility compared to Elder Scrolls in terms of creating a unique character
- dice-forward RPG progression with character-specific upgrade paths
- fantasy dungeon-crawl with Gearlocks, a dice-driven tactical framework
- story-lite progression focusing on individual character advancement toward a tyrant endpoint
- The Elder Scrolls: Betrayal of the Second Era
Mechanics (from transcript analysis)
- backup plan and tenacity — Backup plan rewards you for leveraging dice results and tenacity-based class abilities when results are weak.
- battle mat and tokens — A compact battle mat organizes melee/ranged slots and enemy ingress with tangible components.
- dice pool and upgrades — Characters start with a pool of dice that upgrade and interact with skill lines as you progress.
- exhaustion vs cooldown — Dice can exhaust or cycle through a cooldown track, shaping how often they return to play.
- reference sheets and stat-tracking — Character-specific reference sheets track skills, stats, and die interactions.
Video topics + discussion points
Quotes (from this video)
- I think Elder Scrolls might be the better game.
- what makes Elder Scrolls really different uh is that everybody gets this same character Matt
- There is an improvement from this game to this one specifically because these characters are more flexible.
- What you're seeing is an evolution in design where this is really cool.
References (from this video)
- Rich, crunchy combat systems
- High replayability with varied builds
- High complexity and setup time
- Steep learning curve for newcomers
- dice-based roleplaying with deep, crunchy systems
- An overstuffed fantasy armory of dice and tactical combat
- dice-crazy, high-energy, risk-taking vibe
Mechanics (from transcript analysis)
- dice-based combat / dice pool management — players roll and allocate dice to trigger abilities and defeat foes
Video topics + discussion points
Quotes (from this video)
- Flamecraft as a human just let me describe them and you'll know what I mean
- Fage now Mage is that fancy foodie friend who brings a curated cheeseboard to literally every Gathering
- I nailed it
References (from this video)
- deep, crunchy combat and character progression
- unique components and systems
- heavy, expensive
- complex setup and teach
- crunchy, high-skill dungeon crawl
- fantasy dungeon-delving with dice-driven adventures
- character-led, campaign-like progression
Mechanics (from transcript analysis)
- boss fights / modular progression — progression through challenging encounters with evolving capabilities
- Dice-driven combat — dice pools and power-ups drive outcomes and growth
Video topics + discussion points
Quotes (from this video)
- this is my Holy Grail game
- imagine a boy of 10 eagerly finishing his homework ... the most magical thing he's ever seen
- this game is hard to get to the table the rules are tough and it's an absolute geekfest
- two people can geek out and play their part in the story of midd Earth
- I must feel like I deserve it
References (from this video)
- Array
- Array
- Dungeon crawling with boss-focused fights
- Array
- High fantasy RPG adventure
- Array
- Array
- Array
- positive
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- If you enjoy Stardew Valley, you’ll love the board game.
- Cuphead is the best real-time game we've ever played.
- Mass Effect is a space-themed campaign with a rich story that could do justice to the IP.
- Through the Ages gives you that civilization-game feel with a great app version.
References (from this video)
- Deep tactical combat
- Rich character progression
- Complex rules, long playtime
- Adventure/Character progression
- Unknown
- Unknown
- Gloomhaven
- Descent
Mechanics (from transcript analysis)
- Cooperative/team progression — Players level up characters through a shared nonlinear campaign path.
- Dice-driven combat with exploding dice — Dice determine skill checks and combat outcomes; dice explode for bigger effects.
Video topics + discussion points
Quotes (from this video)
- Magnificent the best of the year of 2024 for us yeah
- I have weird taste in board games
- it's a fantastic Co-op game with a little tactical combat
- the best part of the game is character development
References (from this video)
- Deep mechanical depth and satisfying progression
- Rich thematic flavor and strong solo viability
- High replayability with varied unlocks and encounters
- Very heavy and punishing for new players
- Can be overwhelming due to its density and complexity
- Unlocking powers and progressing through a dungeon realm
- Steampunk fantasy with dungeon-delving and loot
- mythic-fantasy with mechanical puzzle elements
- Tangle Woods Red
- Hoplamachus Victorium
- Solar Sentinels
Mechanics (from transcript analysis)
- Boss-style progression with locks and keys — Defeat baddies, unlock gear, and advance through an escalating challenge.
- Dice pool and power unlocking — Use dice to fuel actions and unlock character powers through progression.
- Solo-focused engine with heavy depth — Robust solo system designed for deep strategic play and high replayability.
Video topics + discussion points
Quotes (from this video)
- This game is actually pretty big. And what I mean by that is there are a lot of choices in this game.
- I think Tangle Woods Red has the most meat to it.
- On the Cody scale, I'm going to give it an eight out of 10.
- This is a fantastic, fantastic game system, and each of the games are a lot of fun.
- I would love to see a version of this like in World War II.
- Tangle Woods Red and indeed all of 20 Strong. This is a fantastic, fantastic game system.
References (from this video)
- immersive engine-building loops
- heavy thematic feel and tactile components
- very heavy, long playtime
- complex rule set can be intimidating
- dice-driven engine-building and loot-driven progression
- fantasy dungeon-crawler with a humorous vibe
- epic, mythic quest with heavy sci-fi/fantasy flavor
- Terraforming Mars
- Gloomhaven
Mechanics (from transcript analysis)
- dice placement — dice are rolled and allocated to actions to build engines and gain resources
- engine-building — players incrementally unlock powers and improve their dice pools
Video topics + discussion points
Quotes (from this video)
- Spirit Island not Spirit Away mind you it's a great movie if we were giving away Badges of approval for movies Spirited Away a batch of approval but Spirit Island also and this is greater than games
- Spirit Island is a fabulous game... it's fantastic
- Terraforming Mars yes it's our favorite ugly game terrifying Mars is amazing
- I would play that anytime you brought it out
- it's so freaking cool
- we're giving away four copies of Sagrada to four different people
References (from this video)
- solid game with interesting mechanisms
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best two-player games ever
- it's not amazing it's just fun
- it's an amazing deduction game it's really hard to get
References (from this video)
- Engaging dice-driven combat
- Strong solo play potential
- Iterative upgrades between battles
- Complex rules may deter newcomers
- Variable encounter difficulty
- dice-driven monster combat, roguelike boss fights
- fantasy dungeon delve with dice-based combat
- procedural, narrator-driven guidance during solo play
Mechanics (from transcript analysis)
- boss_encounters_and_tyrants — Random tyrant encounters add escalating challenges.
- dice_pool_combat — Characters use a pool of dice whose faces determine actions and outcomes.
- exhaust_and_reload — Dice and abilities become exhausted and must be refreshed, adding tactical depth.
- loot_and_training_points — Loot tokens convert into training points; upgrades occur between battles.
- resource_management — Hydro, bone tokens, and loot influence actions and ability usage.
- special_abilities_and_agent_dice — Special agents with dice and abilities that affect the battlefield.
Video topics + discussion points
Quotes (from this video)
- I hate goblins
- great job guys
- I like a challenge
- this is interesting
- we'll see how we get on
References (from this video)
- Deep customization with dice pools and character progression
- Satisfying sense of progression across sessions
- Tightly integrated combat puzzle with tactical decisions
- High complexity and learning curve
- Visual legibility issues on the map during play
- Dungeon-crawl with evolving character dice builds
- Dark fantasy dungeon-crawling with modular bosses and mythic dice
- Campaign-driven, with persistent progress across sessions
- Elder Scrolls (board game adaptation)
Mechanics (from transcript analysis)
- Boss-encounter progression — Encounters scale in complexity as players unlock abilities and items across a campaign.
- Dice-drafting / dice-building — Players build a pool of dice with different faces to determine actions and outcomes.
- Dice-placement and resolution — Use dice to resolve combat and skill actions with a layered system of stats and effects.
Video topics + discussion points
Quotes (from this video)
- It's a more attractive model than the big 80 game campaign.
- You still get that feeling of progression. Although since it's only three games, oftentimes the progression is more drastic within a session than what you might get when it's you know an 70-80 game thing.
- Hey, Daniel, there's this game that they're coming out with that's the two kind of the Too Many Bones system.
References (from this video)
- tremendous depth and variety
- long-tail replayability
- high learning curve
- expensive and large footprint
- heavy, highly tactical, upgrade-focused
- fantasy 'gearlock' dice combat with deep customization
- sandboxy, persistent progression across sessions
- Mage Knight
- Too Many Bones
Mechanics (from transcript analysis)
- dice-building and upgrading — players customize dice and build out a powerful battle line across sessions
- scenario-driven, campaign-like play — each day presents a new challenge with escalating complexity
Video topics + discussion points
Quotes (from this video)
- it's the quickest cooperative game on my list
- bang for your buck in 10 minutes is unmatched
- the energy around the table is fantastic
- the deck-building and progression in Mage Knight is like nothing else
References (from this video)
- Tight gear-lock systems
- 90-minute length fits as a gateway to heavier games
- Can be gear-dense and fiddly
- Elder Scrolls
Mechanics (from transcript analysis)
- Roll-and-build RPG — Dices and gear locks drive character progress.
Video topics + discussion points
Quotes (from this video)
- Spirit Island is number one on the list.
- Mage Knight is the hardest but most rewarding on the table.
- Not a fan at all of Marvel IP so I wouldn't put Marvel Champions on the top 10.
- Dune Imperium is a lateral move; some people love it, others not so much.
- Final Girl is thematic and nostalgic—taps into VHS-era horror.
- Sleeping Gods feels like Breath of the Wild for board games.
- Warps Edge has the same appeal as deep space D6 — but lighter.
- The solo scene in board gaming is the best corner of hobby.
References (from this video)
- Unique characters
- High-quality components
- Cooperative dungeon adventure
Mechanics (from transcript analysis)
- Cooperative dungeon crawling — Experience point-based character upgrades
Video topics + discussion points
Quotes (from this video)
- How many people do you think spent that much to get everything for KDM? Two, three people on this planet.
References (from this video)
- Deep, tactical combat with meaningful decisions
- Strong cooperative planning and team coordination
- High replayability and variety in encounters
- Steep learning curve and dense rules
- Complex setup and bookkeeping can be fiddly
- Fatigue/tenacity systems require careful tracking
- Dice-driven fantasy combat with fatigue/resource management
- Dungeon-crawling fantasy world with dwarven engineers and monsters
- Cooperative adventure with humor and tactical planning
- Gloomhaven
- Descent: Journeys in the Dark
Mechanics (from transcript analysis)
- Cooperative combat with AI monsters — Characters and companions coordinate to defeat monsters with unique abilities.
- Delves / exploration — Structured delve encounters with varying layouts and objectives requiring planning.
- Dice-drafting / dice management — Players roll and manage a pool of dice to generate actions, damage, and status effects.
- Experience (XP) upgrades — XP spent to upgrade dice, add actions, or enhance survivability and offense.
- Fatigue and tenacity management — Fatigue tracking and tenacity resources drive special actions and risk decisions.
Video topics + discussion points
Quotes (from this video)
- Yep. We're going to day nine. All right. We're going to start thinking about what we want the thing to be going into the delve.
- the guire does is uh it's got colossal, which means that it adds HP equal to the number of trained combat skill dice.
- Let's go to an inn. So, let's go Fort Ash. Crossford day 10.
- I'm going to spend mine now. I'm going to drop one to add a health chip, and I'm going to drop two more to add another armor chip.
- The volume did go off. I get a tenacity. I hit the drammor for two.
References (from this video)
- innovative dice mechanic
- spectacular table presence
- expensive
- complex rules
- dice-driven tactical play
- fantasy realm with dice-driven adventures
- procedural progression and campaign
- Gloomhaven
- Earthborne Rangers
Mechanics (from transcript analysis)
- boss-focused scenarios — modular boss encounters driving play
- Dice allocation — dice-based combat and skill checks
Video topics + discussion points
Quotes (from this video)
- thank you everyone for watching those who are new those who've been around
- I like to say quality over quantity
- I don't like locking in days and promising to play stuff
- play what you want when you want
- shelf of opportunity is real
References (from this video)
- Deep tactical depth and tense, dice-driven combat
- Excellent character synergy between Tantrum and Patches
- Rewarding loot progression and unlock circuit with meaningful choices
- Varied encounters, scouting, and lock-picking add flavor and variety
- Strong thematic flavor and dynamic, high-energy play
- Steep learning curve and broad rule complexity
- Early scenarios can be punishing and rely on luck in spots
- Rule text and components can be ambiguous or require errata (noted in playthrough)
- Need updated mats and rulebook for the smoothest experience
- dice-driven RPG with heavy loot progression and boss-like combats
- fantasy dungeon exploration with bone-dice combat and modular encounters across a branching journey
- procedural, episodic dungeon delves driven by encounters, loot, and strategic decisions
Mechanics (from transcript analysis)
- Deck/buff management — managing dice with buffs, debuffs, and equipment slots; strategic exhaustion and reallocation are key.
- Gear locks and loot — treasure and loot cards that grant powerful bonuses; gear locks can be upgraded or replaced as you progress.
- Lock picking mini-game — a dice-based puzzle to access locked loot; typically requires rolling a combination of dice to meet a target.
- Rage dice — a dice pool mechanic where rage points fuel bigger attacks and unlock special actions; rage management drives tempo and risk.
- Spotting scope and scouting — scouting reveals upcoming enemies and potential loot, informing risk assessment and path choices.
- Toxins/poison — status effects that hamper enemies and can create tactical shifts — stacking toxins on threats can alter outcomes.
- Training points and level-ups — earn training points after encounters to increase skills, improve dice, and unlock new abilities for each character.
Video topics + discussion points
Quotes (from this video)
- wow that's a battle these are the tactical battles that we love too many bones for that's what it's all about
- Tantrum and Patches make a dynamic duo amazing amazing
- i like toxins i like toxins a lot
- we are victorious
- it's a beauty
- this is tough
- we're moving in and this is why we need decks
- this is a really tough battle
- what a gamble we took
- the final push felt incredibly satisfying
References (from this video)
- Beautiful components worth the price
- Excellent character crafting mechanics
- Constantly evolving game with updates
- High-quality production value
- Significant randomness in dice rolls for special abilities
- Ineffective to use special dice versus reliable base dice
- Can be quite expensive (100+ dollars)
- Limited appeal to some players due to character building focus
- Character building and combat progression
- Abstract grid-based world
- Character-focused gameplay loop
Mechanics (from transcript analysis)
- Abstract combat — Technical combat on abstract board separate from character building
- Character crafting — Build character through dice drafting and tech trees
- Dice-based progression — Start with dinky dice, upgrade after each combat victory
- Multiple encounters — Series of 7-8 combats before big boss
- Tech tree system — Choose character building path (e.g., healing bombs vs splat bombs)
Video topics + discussion points
Quotes (from this video)
- This game could basically be called Pandemic: Thunderbirds
- It's depressing as all heck
- You're not doing anything heroic in this game
- Really under the radar cool co-op
- This man is blinded by IPs
- Strong theme in the box, you can teach most of this game by theme alone
- It is all tech at this point
- You're really getting a lot of your money's worth
- It can get quite fiddly for my liking
References (from this video)
- Premium physical components and tactile gameplay
- Unique, engaging dice system with deep customization
- High price point
- Complex rules and setup can be daunting
- Dice-driven RPG with micro-campaign loop
- Humorous dark fantasy with premium components
- Campaign-lite, focused on character builds and outcomes
- Dungeons & Dragons Adventure System (advanced variants)
- Runebound (for blended exploration and campaign feel)
Mechanics (from transcript analysis)
- Dice-pool combat and action resolution — Dice control health, actions, and outcomes with specialized dice.
- Mini-campaign arcs — Small self-contained narratives per session with progression.
Video topics + discussion points
Quotes (from this video)
- This game is amazing at creating an emerging narrative.
- I voted this number one adventuring game this year.
- Emerging narratives are just fantastic in Explor It.
- The lore, the art, the setting—the Gothic vibe here is unmatched.
- You can play solo without a DM and still have a deep experience.
- This is one of the best dungeon crawlers you can buy today.
References (from this video)
- Strong two-player dynamics with shared planning and support
- Deep customization and tactical dice interactions
- Lengthy sessions, heavy bookkeeping at higher player counts
- dice-driven RPG-like grind with boss tyrant
- fantasy dungeon tech with dice-based character progression
- campaign-like, boss-centric progression
- Gloomhaven
Mechanics (from transcript analysis)
- cooperative/solo play emphasis — designed for tight solo or cooperative play, with two-player co-op offering a break from solo play
- dice drafting and gear lock customization — building a unique character via gear locks and dice trees
Video topics + discussion points
Quotes (from this video)
- Don't cross in front of my light again
- Please play this game. No one plays this game.
- Pure greed. Score points is fun.
- Two players is very popular player count.
- Cinema's a lie. Narnia is not real.
References (from this video)
- Deep tactical depth with varied enemy abilities
- Flavorful items and flexible dice-based mechanics
- High player agency and dramatic comebacks possible
- Steep learning curve and heavy RNG can punish you hard
- Requires careful tracking of many moving parts
- Cooperative dynamics can be stressful and punishing in failed runs
- dice-driven tactical combat with fatigue/resource management
- Dark fantasy dungeon exploration with cults and anchors; set in Ner and Imperial City environs
- play-by-play with live commentary and emergent storytelling
Mechanics (from transcript analysis)
- Character abilities and status effects — Each fighter has unique abilities and statuses (repost, stealth, ethereal, elusive, etc.) that modify how they interact in combat
- Enemy deployment from a Dark Anchor / EP stack — An anchor raises enemies from a side stack, increasing threats as it takes damage; you may deploy additional enemies to the board
- Fatigue and health management — Fatigue dice and HP track govern actions, how long a character can stay engaged, and when recovery is needed
- Itemization and 'cheese' items — Gameplay includes flavorful consumables and artifacts (e.g., cheese wheels, beetle cheese poutine) that grant temporary bonuses
- Movement, range and combat options — Engage, volley, decoys, illusion dice, and positioning to maximize effect and avoid retaliation
- Skill dice economy and cooldowns — Players recover and replace skill dice at cooldown with fatigue costs; special abilities can modify this (e.g., tenacity, Vitex).
Video topics + discussion points
Quotes (from this video)
- Dark anchors have a dark spiritual energy that it's best not to triple with.
- as many as possible
- Powering chip here. You got like 16 or 17.
- Cheese. Jeez. Okay.
- This is awesome. Look at your powering chip here.
References (from this video)
- Engaging RPG experience
- Challenging at 2-player count
- Big moments and disappointments
- Lockpicking mechanism is overly complicated
- Very difficult at 2-player count
- Punishing difficulty
- RPG adventure
- dice-driven gameplay
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Star Wars in a box
- We are talking about objectively the best games in the whole wide world
- The limit does not exist
- As mean as a game as you can play
- I love not knowing what's going to happen
- It's perfect
- Root is my type of game
- Most played game of all time
- This is phenomenal
- If you're in a horror movie is not everything dependent on luck
References (from this video)
- Interesting replay value and dice variety
- Solid components
- Rules can be fiddly and opaque
- High complexity for solo play
- Unknown
- Unknown
- Unknown
Mechanics (from transcript analysis)
- unknown — Unknown
Video topics + discussion points
Quotes (from this video)
- it's important to think about my health as well
- i need to take a break
- it's only a game
- think of your health particularly in this day and age
- take care and remember it's only a game
References (from this video)
- Deep crunchy combat
- Dedicated fan community
- Steep learning curve
- heavy setup
- crunchy dice-driven combat
- fantasy, skeletons
- npc-driven dungeon crawl vibe
Mechanics (from transcript analysis)
- dice-building — custom dice and dice pools drive combat
- hand-management — managing resources and abilities across turn-based play
Video topics + discussion points
Quotes (from this video)
- we have 160 games sitting on our Shelf of Shame
- YOLO YOLO
- we have big news coming but we don't know when
- it's a mess again because we take games out and then we just throw them back in there willy-nilly
- we might end up streaming
- the 25,000 prize money could fund board games
References (from this video)
- Well regarded by hosts
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Deep thematic engine with lots of player choice
- Beautiful production
- Engaging for solo and group play
- Very heavy; steep learning curve
- dice-driven RPG with quirky character classes
- Fantasy dungeon crawl with an over-the-top aesthetic
- campaign-driven, high-fantasy
- Gloomhaven
Mechanics (from transcript analysis)
- asymmetric characters — Each character class and setup provides unique abilities and goals.
- dice placement / drafting — Roll and allocate dice to perform actions; dice shape your options.
Video topics + discussion points
Quotes (from this video)
- Nana is just so freaking cute.
- it's insanely frustrating
- it's a fruitful experience when everything comes together
- I freaking loved it
- Nana is just so freaking cute
- the artwork is stunning, I love card games
- Grand Austria Hotel makes my brain happy
- Sea Salt and Paper is probably one of my most played games at this point
- it's bonkers but fun
References (from this video)
- Fantasy adventure with dice-driven combat
Mechanics (from transcript analysis)
- dice-drafting / dice-based combat — Dice generate actions and outcomes in a campaign-like system
Video topics + discussion points
Quotes (from this video)
- "Obsession is a great game."
- "it's a deception game that you actually have to like go off and have secret conversations with people."
- "in coup you don't trust anyone. No. At all."
- "Dixit because the cards are weird and the art's weird and like, you know, it's kind of a whimsy."
- "Long Shot the Dice Game"
References (from this video)
- high variability and replayability
- strong theming and depth
- heavy rules/lots of setup
- takes time to learn
- dice-driven, boss-centric strategy
- fantasy dungeon-adventure
- epic, heavy
Mechanics (from transcript analysis)
- asymmetric characters — each class/gear lock plays differently
- dice drafting — draft and allocate dice to characters
- dice placement — use dice to activate abilities and fight tyrants
Video topics + discussion points
Quotes (from this video)
- it's absolutely Bonkers it's so easy to teach and play and it's beautiful.
- Sea Salt and Paper simple little set collection game it's great we love it
- White Castle is ... one of the craziest experiences I've had in board games
- I am obsessed with this game I'm quite literally always playing it
- Kuba Libre is my favorite coin game currently
- Dice Town is a super fun rockus dice rolling game
- Hookie is hookie when I first played it it has taken up a spot in my brain ever since
- Final Girl I am trying not to put Final Girl on every list because people get really fussy about it
References (from this video)
- deep engine-building and high variability
- thematic character progression feels rewarding
- dice-driven and can be expensive with expansions
- steep learning curve
- character progression with dice-driven combat
- fantasy dungeon crawl
- story-driven progression with class diversity
Mechanics (from transcript analysis)
- Character progression — different classes and decks lead to varied builds per play
- dice-building — multi-dice engines with class-specific abilities and upgrades
Video topics + discussion points
Quotes (from this video)
- the monuments are just beautiful looking
- the engine building ... pump up the points
- Welcome To The Moon adds a really interesting twist on it
- the simultaneous play which is a huge one honestly
- bag drawing from the bag push your luck
- every scenario has its own custom deck
- diagonal movement which feels like a game-changing change
- the production value I think is great
References (from this video)
- Deep, satisfying tactical loop
- Strong fan support and lore
- Heavy rule book; long play sessions
- Fantasy RPG-inspired dice core with gear upgrades
- Hadrian's Wall
- Feast for Odin
Mechanics (from transcript analysis)
- Dice-drafting / dice allocation — Players roll and allocate dice across multiple tracks and actions.
- Gear/loot progression — Gear upgrades drive progression and power curves.
Video topics + discussion points
Quotes (from this video)
- Spirit Island is just so engaging and interesting.
- Words cannot express how dominant this is.
- My true love is still Mage Knight… but Spirit Island ate and left no crumbs.
- The solo gaming community is the best gaming community.
- Thank you so much to the solo Community; you guys do a great job.
References (from this video)
- premium components and tactile quality
- deep customization and replayability
- wide expandability and campaigns
- high price point
- complex to learn and manage components
- dice-based character development with heavy gear and table presence
- fantasy dungeon-crawl with dice-driven combat
- rpg-like campaign with gear locks and bosses
Mechanics (from transcript analysis)
- campaign structure — long-term progression and campaigns
- dice pool / dice-driven combat — dice determine actions and outcomes
- Gear Locks — character classes with unique dice mechanics
- modularity / expansions — new bosses and campaigns increase depth
Video topics + discussion points
Quotes (from this video)
- this is the absolute Holy Grail that I found in that category
- incredible incredible system
- one of the best presentations that I've had from any board game
- it feels epic like the exploration the amount of detail
References (from this video)
- deep, memorable, tasty dice system
- cult-like appeal with fan content support
- rulebook can be dense
- first-timer learning curve high
- dice-dynamic, engine-building, roguelite vibe
- dark fantasy dungeon crawl with bones dice
- campaign-esque, cult-following experience
Mechanics (from transcript analysis)
- dice-drafting/activation — roll and activate unique Bone Dice with different effects
- story-driven boss battles — epic fights culminating in final battles
Video topics + discussion points
Quotes (from this video)
- this game is so good at literally you get a storybook and it'll be like go here do this when this happens this is what it means and read this page and it just teaches you as you go in such like a beautiful way
- I really liked it I'm not sure how you felt I don't know how I feel yet we've only played two or three
References (from this video)
- heavy crunch and dice-building
- fantasy dungeon-adventure with dice-card combat
- episodic dungeon-crawler
Mechanics (from transcript analysis)
- boss battles with modular encounters — encounters that scale in difficulty
- dice-placement and dice-building — polyhedral dice used in combat and skill checks
Video topics + discussion points
Quotes (from this video)
- my game collection has shrunk in size over time
- i'm very type a about these things
- welcome so here is where i keep all of my games
- that's my raw material to work with
- happy gaming
- if you're watching this leave me a comment of something you'd like to see me play on the channel because i mean it's here i've got it
References (from this video)
- RPG elements
- Character building
- Dice rolling
- Good for group
- Heavy game
- Lockdown preventing play
- RPG
- character_building
- dice_chucking
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)
- Deep crunchy strategy
- High production values
- Very heavy for many players
- Complex tactical resource management
- Fantasy dungeon-crawl with dice-driven combat
Mechanics (from transcript analysis)
- Dice-chucker / dice-driven combat — Heavy dice mechanics with deep resource management.
Video topics + discussion points
Quotes (from this video)
- Spirit Island is the best co-op game.
- Go play War Story, y'all.
- Voidfall is a great game.
- How did they figure this out? This never sucks.
- This is one of the best crunchy experiences.
References (from this video)
- Tactile components and crunchy depth
- Engaging engine-building with character variety
- Steep learning curve and potential rulebook ambiguity
- Long setup and teach time
- Crunchy, modular engine-building with dice
- Fantasy/ RPG-inspired
- Character-driven, asymmetric play
- Gloomhaven
Mechanics (from transcript analysis)
- Complex command sheet — Two-page shorthand/hieroglyphic sheet requires learning and teaching.
- Dice-based engine-building — Characters have unique dice-based abilities and decisions drive engine growth.
Video topics + discussion points
Quotes (from this video)
- This is a gun to our head situation.
- The fate of board games hinges on our decisions.
- Gloomhaven gets lives to fight another day.
- Unlock is evolving; Exit is gone for now, but Unlock lives on.
- Terraforming Mars is the quintessential modern classic.
References (from this video)
- epic RPG feel in a compact box
- diverse gear locks lead to high replayability
- heavy rule set
- complex setup and maintenance
- dice-driven RPG boss battles and loot
- gearlock RPG-like adventures
- campaign with character growth and depth
Mechanics (from transcript analysis)
- deck and loot progression — Character progression with cards and upgrades
- dice-drafting and dice-rolling combat — Gearlocks gain abilities and fight bosses with heavy dice work
Video topics + discussion points
Quotes (from this video)
- it's frantic
- it's incredibly stressful
- the production quality of this game is insane
- the app narration and story of these games is incredible
- Stardew Valley is a no-brainer for fans of the video game
References (from this video)
- deep dice-management puzzle that rewards planning and foresight
- innovative lab die mechanic creates meaningful choices
- clear progression into tougher tyrant encounters with flavorful abilities
- strong thematic coherence around splicing, dice, and boss fights
- high complexity and learning curve for new players
- occasional rule flavor text and puzzle text can be opaque
- games can be lengthy and dense for casual players
- dice-driven combat, monster hunting, boss battles
- fantasy dungeon crawl with dwarven bones and tyrant bosses
- procedural boss battle progression with thematic tyrant fights
Mechanics (from transcript analysis)
- dice pool and placement — players roll dice and place faces to power actions, power levels, and effects.
- initiative and day-splicing — rounds progress through day phases with initiative and splice decisions affecting tempo.
- lab dice and knob dice customization — faces on certain dice can be altered to tailor outcomes, enabling strategic shaping of rolls.
- setback and reward flow — draws and card effects influence day goals, difficulties, and potential rewards.
- tyrant/boss battle systems — encounters with a tyrant that brings unique abilities and schemes, scaling with progression.
Video topics + discussion points
Quotes (from this video)
- Wolfy what a beast. What have we created.
- leave a comment and i'd love to find out how you do against wolfy
- this was so much fun i hope you enjoyed it as much as i did
- we won that one hands down
References (from this video)
- Deep tactical depth with high variability across gearlocks
- Premium components and tactile dice-driven gameplay
- Strong group dynamics, especially with 3 players
- Steep learning curve and long setup/teach time
- Can feel highly nondeterministic and lengthy in some plays
- Dice-driven RPG-like character progression
- Fantasy dungeon-crawl featuring gearlocks with unique abilities
- Sandbox-y, highly character-centric with heavy encounter variety
- Mage Knight
- Twilight Struggle
Mechanics (from transcript analysis)
- dice-driven combat and dice pool management — Gearlocks use dice as core resources to activate abilities and attacks.
- dynamic encounter and enemy variety — Numerous enemy abilities create a richly tactical map.
- sandbox-like character progression — Each gearlock has unique paths and skills to customize over time.
Video topics + discussion points
Quotes (from this video)
- that whole thing of like okay well you know if I play in suit and beat it I can you know take the full number of Pips actions
- this is truly the tense board game I have ever played
- the exploration just feels like a really good fit for it
- it's so fun to move on one of those little lines and get a new piece
- the racing and slip streaming is really interesting
- I think it's always hard to remember between my birthday and Christmas because they're pretty close together
- this is one of the most intense experiences I've had with the table
- must own