Description from the publisher:
Step into the shoes of a hero that has been bashed and tortured by one or more of the four gangs in the game. You win by building up your hero, scouting gang dens to find the baddies who wronged you, then taking bloody revenge through action-packed fight sequences made up of dice based puzzles.
Vengeance alternates between montage turns and fight turns. In montage turns, players heal and upgrade their heroes through new abilities and items. They also go out scouting gang dens to find the bosses who wronged them and take revenge on them in the fight turn.
The fight turn is the heart of the game. Players pick one of the scouted gang dens containing a boss who has wronged them and burst into the gang den to exact bloody revenge. Players gain VPs for killing the boss, clearing the den from all the minions or, for maximum points, both. Players have three turns to do this and get out of the den in one piece.
Fights are basically dice-based puzzles. In each round of the fight, players roll a set of dice and decide the order in which they play the rolled results. Upgrade skills and items allow players to swap die-results for others or string together a number of results to perform enemy-slapping combos. Upgrades thus work towards mitigating the luck of the die-roll, giving players more control over their Fight actions.
Players score points by killing bosses who wronged them, i.e., matching the figure on their vengeance card with one of the face down Boss cards attached to each den and/or by clearing all minions of a gang which matches the color of a vengeance card they have in play.
At the end of the game players also score bonus victory points through three mission cards in play.
- cinematic, montage-like structure that reinforces the theme
- deep, customizable character builds with varied abilities
- clear solo campaign support and strong thematic flavor
- tight dice-based combat with meaningful decisions and combos
- high rules density and potential complexity for new players
- luck elements inherent to dice rolls may affect perceived fairness
- player interaction can feel blocking or competitive to the detriment of others
- revenge, justice, boss networks, cinematic action motifs
- Urban vigilante revenge scenario where a hero pursues bosses across dens in a stylized city
- montage-inspired progression: prelude, recon, training, then heart of the action
Mechanics (from transcript analysis)
- boss and minion denial mechanics — kill minions to access bosses; certain enemies (grunts, gunmen, bosses) have blockers or prerequisites to defeat
- card drafting and action slots — players hold six cards and place them into slots to boost dice or enable abilities; cards influence available actions and timing
- character-specific abilities and luck mitigation — each character has unique powers that enable combos, convert moves to hits, or mitigate luck via dice results
- Dice-based combat — a pool of dice is rolled to resolve attacks; the outcome depends on dice faces and character abilities
- end-game missions and scoring — if the boss is defeated, players score points; end-game missions provide additional objectives and bonuses
- movement between zones and zone-adjacency combat — enter dens, fight minions, and target bosses across connected zones with positioning affecting outcomes
- risk and damage management — taking damage reduces a character's effectiveness; players balance risk with timing and planning
- solo campaign and character-driven objectives — each character has a solo story with setup tailored to that character and specific objectives
- three-round den skirmishes with a boss — each den is resolved in a short sequence; success yields victory points and progress toward boss defeat
Video topics + discussion points
Quotes (from this video)
- Vengeance is a board game adaptation of revenge movies like Kill Bill, Old Boy, my favorite, and John Wick.
- You play a hero that's been wronged by one of the bosses here.
- The combat is basically a dice based puzzle.
- It's competitive; it's who gets the most victory points first.
- The game follows the structure of a montage—training, recon, and then the heart of the game: combat.
- There are three rounds you want to kill the bosses in the den.
- The solo campaign is reflected in the setup for each character; Shadow Man is the simplest and Kasia is one of the harder.
- We have a review copy for Birth to Death; we're gonna be reviewing this game real soon.
References (from this video)
- Thematic integration with revenge cinema and a vivid three-act structure.
- Deep strategic layer with dice drafting, upgrades, and vengeance cards.
- Clear, cinematic setup and overlay of combat with den-based scavenging.
- Multiple paths to scoring through bosses, dens, goals, and achievements.
- Complex setup and a potentially long playtime; may be heavy for casual players.
- Balancing of vengeance card deck and den layouts could affect pacing.
- revenge, vigilante justice, dramatic come-back
- Urban crime underworld with a revenge-driven narrative inspired by action cinema
- movie-structured with three acts, montage and combat phases
Mechanics (from transcript analysis)
- Boss/den scoring — Points scored for killing bosses and clearing dens; goals and achievements provide additional scoring.
- Combat phase — Three rounds of fighting dice resolved with upgrades, vengeance cards, and den-based boss encounters.
- dice drafting — Draft montage dice from a common pool in player order; dice have symbols such as recon, speed, wild, and heal.
- Montage phase — A four-phase montage where players heal, upgrade, recon, draft dice, and determine order; includes dice drafting and card placement.
- Recon tokens — Tokens spent to reveal boss details in dens; tokens can be exchanged for abilities or peek at hidden bosses.
- Upgrades and items — Two types of upgrades (ability and item) bought from a shop with a redraw mechanic; up to four active upgrades.
- Vengeance cards — Secret cards representing villains who wronged you; played during montage or combat to impose damage and gain points.
Video topics + discussion points
Quotes (from this video)
- Vengeance is a really cool board game that is inspired by revenge movies like Old Boy and Kill Bill.
- The structure of the game follows a movie structure so there's three acts.
- it's a very interesting dice puzzle.
- you should follow the QuickStart guide which you can find inside the box
- three acts and in those three acts you have two phases alternating, one is montage and the other one is combat
References (from this video)
- Strong thematic alignment with action-movie vibes (John Wick, Kill Bill).
- Diverse hero options with distinct play styles enhancing replay value.
- Engaging risk-reward elements via missions and achievements.
- High production value in artwork and component design.
- Balanced mechanics that support theme and offer tension at higher difficulty.
- Setup and component management can be fiddly, especially with minis and zones.
- Some balance variance between heroes may affect early game stability.
- Component identification for newer players can be annoying.
- Revenge and action-movie tropes
- Contemporary action-movie underworld with vigilante justice
- Montage-driven, cinematic
Mechanics (from transcript analysis)
- Boss and minion scoring — Defeating the boss and clearing minions yields victory points; matching boss vengeance cards also provides points.
- Character action layout — Right side of montage determines the action you take; left side determines your movement speed, influencing turn order and positioning.
- Combat and zone movement — To complete den encounters you enter zones, engage in up to three fight rolls against minions and bosses, and must consider zone adjacency for optimal damage distribution.
- Damage tracking and wound types — Heroes suffer damage categorized as mind damage or regular damage, with distinctions between stress and healability.
- Dice pool and montage — You roll dice equal to your mind value, assemble a pool, and select dice to use. Double results can upgrade attributes like recon speed or wild outcomes.
- drafting — Draft 9 vengeance cards (with a 7 initial, remainders reshuffled with Blitz cards) to shape the early round options.
- In-montage card play — At the end of montage, players can play new vengeance cards to gain runes and boost scoring potential.
- Mission cards and achievements — Mission cards are checked at the end and achievements can replace or augment scoring opportunities, adding variety and replayability.
- Recon and boss peeking — Recon tokens let you peek at boss cards to identify opposing gang members and, if desired, draw vengeance cards.
Video topics + discussion points
Quotes (from this video)
- Vengeance is not only dripping with a theme absolutely love but also made sure it implemented mechanics to support it from being weaker or tougher for some characters when taking damage to luck and luck mitigation while balanced and to racing another player to kill that son of a [__].
- Vengeance is a kickass game and gets a kick-ass score of an 8 out of 10
- vengeance game offers interesting choices as well in terms of achievements and mission cards
- the game here is set except for some random elements to make every game different yet the most victory points at the end of the game and you'll win
- setup and filling with the base to change them on what minis they go and identifying each mini can be a little annoying but is it worth it
- Vengeance is not only dripping with a theme absolutely love
References (from this video)
- demonstrates breadth of studio output
- strong world-building across multiple titles
- limited detail in transcript about specific mechanics
- apocalyptic warfare with survival focus
- part of their portfolio of world-building games
- story-driven with strategic depth
Mechanics (from transcript analysis)
- story integration — part of the evolving world with shared lore and mechanics
- world-building universe expansion — co-development alongside Petrichor to expand the same universe
Video topics + discussion points
Quotes (from this video)
- It's sort of a puzzle. It's a big puzzle yeah.
- Bring cozy back to post-apocalyptic, Cozying up the end of the world.
- The world without us—exploring what would happen if humans disappeared in five, ten years time.
- We decided to stop being coy about the whole lore and story and actually to delve more to communicate a lot more of that lore.
- Posthuman Saga takes place a good year after the events of the first game and the video game ties into that.
- Nights of Fire is on Kickstarter right now, and meanwhile we're moving on to Posthuman Saga.
- Petrichor was developed by David Chircop and David Turczi, with the Poland team.
- There were four main challenges people had with expanding Posthuman, which narrowed the design space.
- Expansions need to be robust enough to take on new content without destabilizing the system.
References (from this video)
- Strong cinematic revenge theme that emotionally engages players
- Dynamic dice combat with meaningful decision points and upgrade paths
- Vivid, cinematic fight descriptions and distinctive miniature presentation
- Robust upgrade system that adds strategic depth and varied play styles
- Feels like controlling a badass action-hero persona within a revenge fantasy
- Pacing may feel dense for players who prefer shorter engagement loops
- Reliance on dice introduces variability that may frustrate some players seeking consistency
- revenge as personal justice, empowered antihero fantasy, heroic escalation against a violent gang
- Neo-noir urban settings with dens to raid, bosses to confront, and a montage-driven progression structure
- cinematic, montage-forward progression with acts and escalating combat, designed to evoke action-movie vibes
Mechanics (from transcript analysis)
- Den exploration and boss targeting — Players select dens to target a specific boss, fight through waves of enemies, and aim to defeat the boss to accrue points and progress the narrative
- Dice-based combat — Core combat system uses three dice per boss encounter, with opportunities to swap results and form tactical combos via upgrades, creating a push-your-luck, risk-reward dynamic
- Missions and achievements — Points are earned from boss victories, clearing entire dens, completing missions, and achieving in-game milestones
- Montage phase — Structured acts that alternate between montage and combat, allowing healing, ability/item upgrades, and dungeon/boss revelation to drive pacing
- Upgrade and item system — During montages and through mission rewards, players acquire ability and item upgrades that unlock new moves and improve dice manipulation
Video topics + discussion points
Quotes (from this video)
- what I enjoyed the most about the game is that it actually makes you care about getting revenge for your character and it makes you feel like a total badass action hero
- Rhino says yes to vengeance
- you should totally give it a try
- the fight scenes play out very vividly in players Minds because of the very well design combat system
- there is a lot of meaningful choices during the game such as which bolsters the target how to handle the dice puzzle that is the combat
- the game flow follows a movie structure and starts with the wronging
- you have three dice rolls in total
- you can heal your damages you get ability and item upgrades and you can find out where each gang boss is hiding