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Unbroken box art

Unbroken

Game ID: GID0370967
Collection Status
Description

Description from the publisher:

Not all adventures end well. Some groups meet their untimely demise at the hands of monsters all too soon, and Unbroken is a story of one such ill-advised expedition.

You, the player, take on the role of the sole survivor of that failed adventure. Finding yourself in hostile territory, weak and wounded, you will need to gather your wits and strength, craft weapons from scraps found around you, and attempt to tackle progressively more challenging monsters on your way out of this forsaken place.

Unbroken is a solo card game that is quick to set up and play but one that will produce a tense challenging experience.

You will collect resources representing your character's abilities and will need to ensure that you invest in a right mix of resources to both keep yourself alive during your travels and also prepare for the gruesome monsters that wait in the dark. There are several options at your disposal - brute force, trickery, clever use of skills.

Customize your character and use your limited resources wisely - only the craftiest and the most resilient survivors will make it out alive.

Year Published
2018
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 1 · mix 2 · neu 0 · neg 1
Mentions per page
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Showing 1–4 of 4
Video AHRzRQDApjc Ryan Bethany Board Game Reviews game_review at 0:17 sentiment: mixed
video_pk 62272 · mention_pk 154785
Ryan Bethany Board Game Reviews - Unbroken video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Reuses components to minimize box content while maximizing variety
  • Gives players a taste of game design and design thinking
  • Quicker play sessions than expected; can be completed in a single sitting
  • Cooperative puzzle-solving aspect can be engaging for designers and puzzle lovers
Cons
  • Open-ended solutions reduce objectivity; there is no single correct answer
  • Audience is unclear; may not appeal to regular gamers who just want to play
  • Frustration with having to figure out how to play before playing; heavy upfront design tasks
  • No clear single-payer experience; strong design overhead may deter casual players
Thematic elements
  • discovering and reconstructing history through game design
  • Archaeological dig in Egypt; reconstructing ancient games from recovered components
  • educational puzzle/experimental design journey
Comparison games
none
Mechanics (from transcript analysis)
  • clue-based deduction — Players interpret clues and a description paragraph to deduce the setup and win conditions of a standalone mission
  • component-based design — Each mission provides a subset of components; players select and assemble them to build the game for that mission
  • deduction — Players interpret clues and a description paragraph to deduce the setup and win conditions of a standalone mission
  • recycling components across missions — Common components (tokens, meeples, cards) are reused across multiple missions to provide variety with limited parts
  • Scenario / Mission / Campaign Game — Each mission is a standalone game, but shares a common underlying system to design from the components
  • scoring deductions for hint use — Using clues lowers final score; points awarded for accurate reconstruction of intended design
  • standalone missions with shared system — Each mission is a standalone game, but shares a common underlying system to design from the components
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's open-ended and i don't like that there's any kind of objectivity
  • i would rather just play a game; i did not enjoy this at all; hard pass
  • this is supposed to be like almost a logic puzzle... there is only one solution that can come as a result of all these inputs
  • it's a cool puzzle idea right but it's not a pure logic and i think that's what you need for something like this
  • the fact that the game was figuring out how to play the game was not a fan
  • gives you that game design fever
References (from this video)
No references stored for this video.
Video lN4Nv7R4sBI Dungeon Dive Daniel game_review at 1:36 sentiment: mixed
video_pk 61323 · mention_pk 153991
Dungeon Dive Daniel - Unbroken video thumbnail
Click to watch at 1:36 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Rich world-building and backstory that deepen immersion
  • High-quality components and evocative artwork
  • Well-structured rulebook with clear flowcharts and quick-start guides
  • Accessible Easy Mode to reduce early frustration
  • Engaging weapon upgrade system with clear upgrade paths
  • Extensive encounter variety (140+) with flavorful flavor text
Cons
  • Very high difficulty; tight economy leaves little room for error
  • Gameplay can feel dry or overly cube-pushy for some players
  • Flavor text font is very small and may require reading glasses
  • External Kickstarter delivery issues affecting some backers
  • Pacing and optimization pressure can be punishing for less precise players
Thematic elements
  • revenge, survival, perseverance against oppressive odds in a perilous underworld
  • Dark fantasy dungeon setting where a hardened band of adventurers is trapped in a cursed environment after a disastrous expedition, seeking revenge and freedom.
  • flavor-text rich worldbuilding with an emphasis on backstory and atmosphere
Comparison games
  • Mini Rogue
  • Iron Helm
  • Rogue Dungeon
  • Gloomhaven
  • Mage Knight
Mechanics (from transcript analysis)
  • Armor vs health in combat — Monsters have armor that must be broken before health can be damaged; combat is driven by resource spending and card-driven outcomes.
  • Combat: Damage Based — Monsters have armor that must be broken before health can be damaged; combat is driven by resource spending and card-driven outcomes.
  • Difficulty options — Easy mode lets you start with extra resources and skill draws to offset the game's high difficulty.
  • Effort and resource management — Your survivability hinges on managing effort (hp/resolve), spent as weak/medium/strong to perform actions; zero effort can be fatal.
  • Encounters (two-card draw) — During each travel/encounter phase you draw two encounter cards, pick one, and often exchange resources to resolve it.
  • Flavor text and art integration — Encounter cards feature evocative flavor text paired with art to reinforce immersion and theme.
  • Level progression and boss — Four levels with four fights per game, culminating in a final boss battle and a scoring/achievement system.
  • Resource management — Your survivability hinges on managing effort (hp/resolve), spent as weak/medium/strong to perform actions; zero effort can be fatal.
  • Resource types — Cunning, metal, wood, and food are used to craft weapons, upgrade, trade, and sustain your expedition.
  • Scoring and achievements — End-game scoring based on treasures, resources, and various achievements to chase higher scores.
  • Skills from encounters — Successful encounters can grant skills; at times you draw two and choose one, granting bonuses or protection against conditions.
  • Tech trees — Two upgrade paths from basic weapons (club/knife) toward more capable options (spear, sword, axe, mall) with resource costs.
  • Time track — A global time resource that advances as you explore; hitting zero triggers ambushes or game-over scenarios unless mitigated.
  • time tracker — A global time resource that advances as you explore; hitting zero triggers ambushes or game-over scenarios unless mitigated.
  • Travel and combat flowcharts — Two flowcharts guide the travel phase and the combat phase, aiding player decision-making and rule clarity.
  • Weapon upgrade trees — Two upgrade paths from basic weapons (club/knife) toward more capable options (spear, sword, axe, mall) with resource costs.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Unbroken is a solo game of survival and revenge.
  • This game is very difficult.
  • I would actually really enjoy a more thematic, a more luck based you know adventure style dungeon crawl game set in this world.
  • The art in this game is absolutely fantastic, I absolutely love it.
  • Kickstarter game this might have some of the best rules and documentation I have seen.
  • There are 36 different monsters in the game.
  • On easy mode at the beginning of the game you can draw two skills and pick one.
References (from this video)
No references stored for this video.
Video 9dB_ZCbLqN0 top_20_list at 10:10 sentiment: positive
video_pk 9469 · mention_pk 27986
Unbroken video thumbnail
Click to watch at 10:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tense, varied boss encounters
Cons
  • publisher history; availability
Thematic elements
  • Resource management and boss battles
  • Dungeon crawl; solo
  • tense, cinematic
Comparison games
none
Mechanics (from transcript analysis)
  • boss encounter progression — Encounter cards guide the boss fights and progression.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is just my opinion my list if your favorite game isn't on here it's more likely that I haven't played it
  • it's a solid tense game
References (from this video)
No references stored for this video.
Video K5xSPyZUxYU Three Minute Board Games general_discussion at 4:07 sentiment: negative
video_pk 6062 · mention_pk 17983
Three Minute Board Games - Unbroken video thumbnail
Click to watch at 4:07 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • Kickstarter from one of worst studios in board gaming history
  • Golden Bell Studios had dishonest dealings
  • Threats and intimidation
  • Lying about timeline and delays
  • Toxic company run by terrible people
Thematic elements
  • Unknown
  • Unknown
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
  • this is mostly work like this is just a backload of things I probably should get to
  • people will still be looking for it
  • it doesn't matter if the game is like 20 years old people will still be looking for it
  • I've painted this one and I spent a lot of time doing it
  • there's no point putting them on the channel I think both of them have been out of print for like a decade
  • one of the worst kickstarters by one of the worst studios in board gaming history
  • Golden Bell Studios did everything wrong you could possibly think of
  • purely toxic company run by incredibly terrible people
  • it would be kind of a joke that I'd be able to do a three minute video of feudum
  • this game has a tutorial video online that's like 40 minutes long
  • The Rose explanation video feels like a parody but it's actually how the game is played
  • nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
  • stop making me spend hours assembling your damn games
  • this is an uncontrollable mess right now
  • I'm a full-time dad and I'm really doing this in the evenings
  • I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
  • I'm going to do a big cull
  • I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
  • I am a sucker for cute animal games like I really am
References (from this video)
No references stored for this video.
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