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Wroth box art

Wroth

Game ID: GID0394093
Collection Status
Description

Wroth is a 1-4 player area control board game that can be played competitively, cooperatively, or solo.

Players choose a faction and vie for control of the island of Wroth by drafting action dice to gain resources, deploying and moving troops, and attacking the opposition - all while trying to hold key positions and dominate the region. Wroth rewards cunning troop management and the clever use of your faction’s elite troops and powerful once-per-game abilities.

Wroth can be taught in 10-15 minutes, and is playable in roughly an hour. Wroth is Chip Theory’s way of bringing their penchant for deep strategy, asymmetry, multiple play modes and beautiful production into a concise and approachable package, all at an affordable entry point. Wroth is the perfect game to pull out at game night, even if you’ve never tried it before!

—description from the publisher

Year Published
2025
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 7 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–8 of 8
Video vlmBBTYK93I Unknown general_discussion at 0:54 sentiment: positive
video_pk 62511 · mention_pk 155159
Unknown - Wroth video thumbnail
Click to watch at 0:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Premium production and components
  • Tight tactical depth and planning
  • Solid solo and two-player support
  • Distinct asymmetric factions with good replayability
Cons
  • Neon aesthetic is polarizing
  • Some players may find the combat feel a bit sterile or math-driven
Thematic elements
  • Faction warfare emphasizing order, knowledge, chaos, and unyielding force
  • Mysterious island called Roth; neon cyberpunk aesthetic; five asymmetric factions
  • tactical, deterministic combat with dice drafting
Comparison games
  • Nexus Ops
  • Battle for Rokugan
Mechanics (from transcript analysis)
  • asymmetric factions — Five factions (Aldan, Guild, Kota, Ugland, Runin) each with unique elite troops and faction abilities.
  • Catch-up — Draft order includes a catch-up element: the player with the fewest points gets the leftover die to balance the round.
  • catch-up mechanism — Draft order includes a catch-up element: the player with the fewest points gets the leftover die to balance the round.
  • Combat: Deterministic — Attacking uses a battle action die that guarantees damage; damage is assigned to enemy troops in or adjacent to regions you control.
  • Currency system (kora) — Kora is earned and spent to perform actions; acts as the economy of the round.
  • Deterministic combat — Attacking uses a battle action die that guarantees damage; damage is assigned to enemy troops in or adjacent to regions you control.
  • dice drafting — Each round you draft two action dice (three dice in two-player games) from four action types.
  • Dice drafting for action selection — Each round you draft two action dice (three dice in two-player games) from four action types.
  • Maneuver and deployment actions — Maneuver lets you move up to two troops or deploy basic troops; Extend deploys to regions you already occupy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The bluff token is genius design. It costs nothing, returns every round automatically, and can be placed anywhere to create maximum ambiguity.
  • Battle for Rokagon plays exactly five rounds.
  • The glow-in-the-dark miniatures are the signature feature.
  • We had a game where an opponent took my dragon monolith against the odds; they rolled well, I rolled poorly, and it swung the game.
  • Roth's heartbeat is dice drafting for action selection.
References (from this video)
No references stored for this video.
Video doRQHU0yyHo Unknown Channel top_10_list at 7:25 sentiment: positive
video_pk 62533 · mention_pk 155238
Unknown Channel - Wroth video thumbnail
Click to watch at 7:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible entry point into Chip Theory's catalog
  • Multiple play modes (solo, cooperative, competitive)
  • Premium components and production
  • Tight balance between economy and control
  • Two-to-four players, 60-90 minutes
Cons
  • High price point implied by premium components
Thematic elements
  • Dice-driven action economy with area control and premium components
  • Strategic conflict in a premium-themed fantasy/industrial setting, focused on territory control and resource management
Comparison games
  • Inis
  • Kemet
Mechanics (from transcript analysis)
  • Area Control — Control regions to accumulate victory points; domination is achieved by having twice as many troops as opponents in a region.
  • dice drafting — Roll action dice each round and draft them to perform various actions; icons on dice determine possible actions.
  • multi-mode play — Supports solo, cooperative, and competitive play within one box.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • No fluff, just real talk from people who've actually played these.
  • The board game landscape in 2025 is genuinely incredible.
  • That's our top 10 board games of 2025.
References (from this video)
No references stored for this video.
Video QISdvZ1DhVM Cardboard Herald game_review at 0:00 sentiment: mixed
video_pk 60177 · mention_pk 152615
Cardboard Herald - Wroth video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Fast, punchy area-control gameplay
  • Asymmetric factions with unique powers
  • High unit density and straightforward teaching
  • Visually striking production and color palette
  • Fits into many gaming spaces and plays in about 30 minutes at two players
Cons
  • Cooperative and solo modes are poorly designed
  • Two-player balance can be uneven with a dominating player at higher player counts
  • Production relies heavily on plastic components and neoprene mats; could be improved
  • Lacks depth; limited long-term strategy; expansion would risk core feel
Thematic elements
  • asymmetric factions vying for control across a layered map with fast, tactical clashes
  • Techno-paletted, brutalist battleground with a shared staging area and multi-tier plateau where units move between levels
  • abstract, tactical, arena-brawler with emphasis on immediate action over long-term strategy
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players contend control of multiple regions; control yields points, with extra bonus for fully unopposed regions.
  • area_control — Players contend control of multiple regions; control yields points, with extra bonus for fully unopposed regions.
  • asymmetric_factions — Factions start with unique powers and abilities that subtly shift play balance.
  • dice drafting — Each round players draft action dice representing their short two-to-three turn actions.
  • dice_drafting — Each round players draft action dice representing their short two-to-three turn actions.
  • dynamic_adjacency_on_map — A unit's adjacency changes when moved to upper tiers, altering reach and influence.
  • exodus_action — A costly ability that sacrifices two dice (potentially including a powerful die) to unlock a powerful effect.
  • move_and_reinforce — On-turn actions move units between adjacent areas and reinforce groups already on the board.
  • special_or_allseeing_dice — A special die that can modify actions; provides alternative power swing options.
  • token_based_scoring — Point tokens distributed at setup determine bonuses and endgame scoring incentives.
  • variable map — A unit's adjacency changes when moved to upper tiers, altering reach and influence.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Roth is well weird.
  • It's a lean mean blunt force smack of area control to the face with a color palette that could put the '9s X-Men to shame.
  • deceptively simple.
  • cooperative and solo modes are complete ass.
References (from this video)
No references stored for this video.
Video aJVxV1mwCqM I can totally play board games as cardboard, but I choose not to general_discussion at 3:31 sentiment: positive
video_pk 50830 · mention_pk 151103
I can totally play board games as cardboard, but I choose not to - Wroth video thumbnail
Click to watch at 3:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Metal tokens provide superior table presence and tactile feedback
  • Texture and detail on metal pieces are clearer than plastic
  • Metal components align with Roth's neon, high-contrast aesthetic
Cons
  • Storage and organization become more complex due to numerous colored tokens
  • Some color choices (e.g., very bright pink) may be visually overpowering for some players
Thematic elements
  • High-tech faction warfare with emphasis on production quality and tactile pieces
  • Futuristic neon-lit factions vying for air control on a dense, premium-board battlefield
  • Strategic, faction-driven conflict with an emphasis on component premiumization and visual impact
Comparison games
  • Hobachis Vtorm
  • Scythe
  • Veil of Fate
Mechanics (from transcript analysis)
  • Area Control — Players compete for control of key areas to gain strategic advantage and resources.
  • area/zone control — Players compete for control of key areas to gain strategic advantage and resources.
  • Combat resolution with premium components — Tactical engagements are influenced by the quality and weight of components, reinforcing thematic immersion.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Roth is one that I've already been a fan of even for the prototype.
  • these metal pieces look freaking sick.
  • I can't wait to get this air control played very, very soon.
  • If you made it to the very end, go ahead and comment slick down below for the slick metal pieces that just give a huge lift to our board games...
References (from this video)
No references stored for this video.
Video Q2RVOzqjL4w Totally Tabled general_discussion at 2:12 sentiment: positive
video_pk 41894 · mention_pk 149323
Totally Tabled - Wroth video thumbnail
Click to watch at 2:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high production value
  • dynamic dice drafting
  • strong solo mode potential
Cons
  • rules complexity and potential learning curve
Thematic elements
  • faction conflict and strategic maneuvering
  • area control with asymmetrical factions
  • competitive with flexible solo/coop/versus modes
Comparison games
  • A Dice Throne
  • Wonderlands War
Mechanics (from transcript analysis)
  • Area Control — control of strategic zones with multiple factions
  • asymmetric factions — different factions with unique abilities and win conditions
  • Cooperative Game — plays against an AI faction in solo or cooperative modes
  • dice drafting — dice drafting used to select and resolve actions
  • premium components — neoprene mats and high-quality bits typical of Chip Theory
  • solo/coop against AI — plays against an AI faction in solo or cooperative modes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Anarchy is incredible. I highly recommend checking it out.
  • I'm a huge fan of dice drafting, so I'm really curious to see how that works.
  • This is a moving telescope which governs your action selection in almost what seems to be a pseudo rondelle.
  • BGG says this one plays best solo and only takes around 45 to 60 minutes. That is crazy quick.
  • I'm definitely excited to get Scar Bray to the table.
References (from this video)
No references stored for this video.
Video 7vdjYC-3WKY Unknown Channel top_15_list at 5:51 sentiment: positive
video_pk 28930 · mention_pk 84991
Unknown Channel - Wroth video thumbnail
Click to watch at 5:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • bright, standout components and art
  • easy entry with deep strategic payoff
Cons
  • thematic depth may be light for some players
Thematic elements
  • area majority via dice drafting and control
  • early medieval fantasy/strategy world (colorful boards)
  • light, competitive strategy with asymmetric factions
Comparison games
none
Mechanics (from transcript analysis)
  • area majority — dice drafting to claim areas and score points
  • Faction Asymmetry — different factions play differently and alter scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's one of those lovely puzzle games and I always find myself coming back to it.
  • The board is so small, you feel an intense pressure come on top of you and it's on straight away.
  • I'm the biggest Teenage Mutant Ninja Turtles fanboy of all time.
  • Turtle Power.
  • Easily the best co-op game of the year for me.
  • The amount of replayability from the start is insane.
References (from this video)
No references stored for this video.
Video 3CvfSf4MCY8 Watch It Played playthrough at 0:11 sentiment: positive
video_pk 7756 · mention_pk 83439
Watch It Played - Wroth video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
mixed-to-positive
Pros
  • Asymmetric factions with strong thematic flavor
  • Tense late-game swing potential via feats and grizzled vs traps
  • Deep strategic decisions per round
Cons
  • High learning curve and many edge cases to manage
  • Dice luck can heavily influence reach and kills
  • Balancing between trap usefulness vs. grizzled dominance across regions
Thematic elements
  • tribal factions vie for control using drafted dice and region dominance
  • island of Roth, a contested archipelago
  • fantasy/mythic tribal conquest
Comparison games
  • None mentioned in video
Mechanics (from transcript analysis)
  • Area Control — Regions score points based on the number and type of units present and domination.
  • area control / region scoring — Regions score points based on the number and type of units present and domination.
  • dice drafting — Draft seven dice per round; each die encodes possible actions (deploy/move/attack) and resources (Kora).
  • Exodus action — Move troops from a region to adjacent regions by spending two dice.
  • Feat cards — Once-per-game cards that modify combat or scoring in powerful ways.
  • Spoils / Kora resource — Regions yield Kora spoils; controlling spoils grants extra dice and endgame scoring.
  • Traps and elites — Trappers deploy traps in regions not occupied by you; elites grant special interactions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The grizzled are very, very strong. They can take a lot of damage and they are very special to me because whenever a grizzled piece moves into a region, I get to attack that region for one damage.
  • Stealth trapping should have definitely been in seven and eight.
  • The feats are great cards. You got to use them.
  • The difference was that the kor a were not trapping.
References (from this video)
No references stored for this video.
Video XagX1hVgKH0 The Dice Tower top_12_list at 11:19 sentiment: positive
video_pk 7757 · mention_pk 93554
The Dice Tower - Wroth video thumbnail
Click to watch at 11:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • highly thematic with striking art
  • strong sense of asymmetry and strategic depth
  • immersive worldbuilding and tribal identity
Cons
  • steep learning curve for newcomers
  • rules density can be intimidating
Thematic elements
  • tribal warfare, survival, culture clashes
  • Post-apocalyptic world with asymmetric tribes fighting for dominance.
  • area majority with tribal flavor and evolving power dynamics
Comparison games
  • Root
  • Blood Rage
Mechanics (from transcript analysis)
  • area majority — Players vie to control the most influence across the map.
  • asymmetric tribes — Each tribe has unique dice, powers, and win conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Spooktacular. Definitely check it out.
  • It's so asymmetric and the fact these monsters also have different difficulty.
  • Origin Story really is one of the more thematic trick-taking games that I've ever played.
  • This is a fantastic deck building game.
  • There’s so many captains that you play in it feel so distinct. It really nails the Star Trek theme.
  • Pandora's box. Oh, so fun.
References (from this video)
No references stored for this video.
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