Game Info
Year
2025
Players
1-4
Age
14+
Playtime
240 min
Collection
Mechanic profile
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How this game feels to play
Description
No description available.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 26
This page: 26
Sentiment:
pos 23 ·
mix 1 ·
neu 0 ·
neg 1
Showing 1–26 of 26
Video eio5gIiDoqQ
Rules Teach at 0:01 sentiment: positive
video_pk 69008 · mention_pk 165318
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Great big game of exploration
- Loads and loads to it
- Interesting combat mechanics with stances and dice
- Rich world and lore
- Engaging class and skill system
- Variety of encounters and quests
- Legendary items offer powerful effects
Cons
- Can be overwhelming due to the amount of content
- Risk of accumulating too much fatigue
- Certain mechanics like draining dice can be punishing
Thematic elements
- Exploration, battling, questing, leveling up, guild work, artifact hunting, escaping imprisonment
- Tamriel, within the Elder Scrolls universe
- Scenario-based with emergent storytelling through gameplay choices and encounters
Comparison games
none
Mechanics (from transcript analysis)
- Character progression — Players gain classes, can upgrade them, spend experience points (XP) to improve attributes or gain skill dice, and acquire items.
- Combat System — Involves moving, engaging, rolling combat dice, using different stances (heavy weapon, light weapon, magic, etc.), and managing stamina and fatigue.
- Companion system — Players can summon and control companions that assist in combat and exploration.
- Dice rolling — Dice are central to actions, combat, skill checks (like lockpicking), and resolving abilities.
- exploration — Players explore map tiles in delves, revealing new areas, enemies, and objectives.
- Guild System — Players can join guilds (like the Undaunted) which offer unique actions, quests, and special effects.
- questing — Players undertake quests, such as 'Curators of Chaos,' which involve traveling to locations, completing encounters, and finding artifacts.
- Resource management — Players manage stamina, magicka, health, fatigue, and dice in cooldown tracks.
- scenario-based gameplay — The game is played through scenarios, starting with 'jailbreak' and then moving into a larger quest involving exploration and encounters.
- Skill checks — Actions like lockpicking require rolling dice against a target number, with options to use fatigue to improve rolls.
- Weather effects — Weather conditions (sunny, rainy) impact movement and gameplay mechanics.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a great big game of exploration, of battling, questing, leveling up in many realms of the Elder Scrolls universe.
- So, we are starting in classic Elder Scrolls tradition with adventurers fighting to escape imprisonment.
- There's loads and loads to it.
- That was horrible.
References (from this video)
No references stored for this video.
Video qTwTT7mBaxU
Playthrough at 5:19 sentiment: positive
video_pk 68992 · mention_pk 165290
Click to watch at 5:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- True solo mode is appreciated.
- Engaging for solo players.
- Can be very rewarding with the right build.
- Great components and table presence.
- Deep mechanics offer strategic choices.
Cons
- Rulebook is very dense and complex.
- Requires extensive use of reference sheets.
- Many keywords to memorize.
- Can be overwhelming for new players.
- Some loot acquired may not be useful.
Thematic elements
- High Rock
Comparison games
- Too Many Bones
- Aridia
- Gloomhaven
Mechanics (from transcript analysis)
- Action Point Allowance — The host discusses managing actions for travel and town encounters.
- Area movement — The host moves their token across the map to different locations.
- Character progression — The host discusses gaining XP and upgrading character abilities.
- cooperative play — The host discusses playing with companions and how they function.
- Deck building — Mentioned in comparison to Too Many Bones, but not detailed for this game.
- Dice rolling — Every die in the game has keywords on each side that need to be understood and memorized.
- Encounter cards — The host draws cards for events during overland travel.
- set collection — The host discusses acquiring items and trainers for their character.
- Variable player powers — The host discusses different character classes, races, and abilities.
- worker placement — The host chooses to place their character token on certain locations for actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game literally like it might give you paper cuts with how much you'll be flipping and flopping to different sections of the rule book trying to put together the flow of the game.
- We're playing keyword simulator here, right? So, um it's a true test of your memory and your patience in this game.
- I am offended when a game says one player on the side of the box, but you're forced to play with two characters. I feel like that's just like lazy uh on the development side of things.
- It's like I feel like I'm playing the same game. And then I have something that happened with like Hopus and Cloudspire. like just some of the like the graphic design, the enemies, like the stats, like the keywords being named the same or similar. It's like, yeah, it's gets messy. Gets messy for sure.
- I don't have faith in the in the my pulls on the in the loot in this game, especially playing true solo. So much of the loot is garbage.
- You know, a lot of the games don't care about that. They only care about getting your money up front and getting the game in your house.
References (from this video)
No references stored for this video.
Video REmUk_p-0i0
Playthrough at 0:00 sentiment: positive
video_pk 68955 · mention_pk 165256
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The weather mechanic providing a boost (sunny allows more movement).
- Acquiring powerful legendary items like Fracturing Poison.
- Gaining a companion that grows stronger with defeated enemies (mud crab).
- Successful skill checks for legendary items (lockpicking for potion of potential and potion of heroism).
- The ability to gain XP and level up character stats like cooldown.
- Successfully completing a delve with multiple enemies.
- Acquiring a persistent effect to change weather from flooding to rainy.
- The positive feeling of successfully navigating challenging encounters.
Cons
- Some town locations and services being closed.
- The 'blind' status effect on the mud crab making its targeting unpredictable.
- Encountering difficult enemies in delves that require specific strategies.
- The need to discard legendary items for town encounters.
- Certain abilities or mechanics being complex to manage (e.g., companion effects, skill dice interactions).
- Taking damage and fatigue from certain encounters or mechanics.
- The mud crab's blind status causing it to target the strongest adjacent unit, even if it's an ally.
Thematic elements
- Exploring ancient ruins, confronting dangers, and uncovering secrets
- Black Marsh
Comparison games
none
Mechanics (from transcript analysis)
- Combat — Encounters involve turn-based combat with enemies, where players use abilities and companions to defeat opponents.
- Companion system — Players can acquire companions that assist in battles, like the mud crab or diving cliff racer.
- Cooldown Tracks — Adventurers have cooldown tracks that can become 'terrifying' and need to be managed through resting.
- Delves — Specific scenarios or dungeons that involve exploration and combat, often with objectives like collecting shards or defeating specific enemies.
- Item Management — Players can acquire and use various items, including food, potions, armor, and glyphs, with some having unique effects.
- Leveling up — Players gain XP, which can be used to increase stats or gain new abilities.
- Movement — Players move across a map, with movement being affected by weather conditions like sunny (four hexes) or flooding (one hex).
- questing — Players can pick up side quests at a quest board, such as the 'blood crabs' or 'another day, another dedra' quests.
- Skill checks — Certain actions, like lockpicking, require skill checks against a target number.
- Weather system — Weather conditions like sunny, rainy, or flooding affect movement and other game elements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's like a 100page rule book.
- Our cooldown tracks are terrifying.
- I'm going mud crabs. Definitely.
- The Elder Scrolls: Betrayal of the Second Era is a game that demands careful management of resources and strategic decision-making, offering a complex and engaging experience for players willing to delve into its rules.
- The sheer variety of encounters and mechanics ensures that each session presents new challenges and opportunities for players to explore and overcome.
- The feeling of overcoming difficult delves and acquiring powerful loot provides a strong sense of accomplishment.
References (from this video)
No references stored for this video.
Video sx1VumPc1EM
Playthrough at 6:02 sentiment: mixed
video_pk 68541 · mention_pk 164818
Click to watch at 6:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- High variability and replayability due to different card draws, dice rolls, and combinations.
- The game offers significant character build customization with classes, races, and skill lines.
- The concept of flexible movement is appreciated.
- The companion system with Chief Dushkull could offer interesting strategic choices.
- The game's complexity provides depth for players who enjoy strategic decision-making.
- The potential for gaining tenacity and managing cooldowns adds a layer of resource management.
Cons
- The chosen one-handed and shield build has very low damage output, making it difficult in solo play against armored or stalwart enemies.
- Reliance on tenacity makes the build vulnerable to mechanics that penalize its acquisition or use.
- The game can be punishing with mechanics like fatigue rounds and forest blight cards.
- The host struggles with remembering specific rules and abilities due to the game's complexity.
- The current build is not well-suited for true solo play due to a lack of damage output and potential for getting overwhelmed.
- The game's timer and round limit can be unforgiving if players cannot efficiently defeat enemies.
- The effectiveness of certain abilities and dice is highly dependent on specific dice rolls.
- Certain items obtained from loot are magic-based, which is not useful for a non-magic build.
Thematic elements
- One-handed and shield build exploration
- Valenwood
Comparison games
- Too Many Bones
Mechanics (from transcript analysis)
- Campaign progression — The game features a campaign with progression based on experience points (XP) and the potential for permanent changes or penalties, such as forest blight cards, which affect future turns.
- Character Build Customization — The host discusses choosing a class (Acrobat), race (Wood Elf), skill lines (one-handed and shield), and how these choices influence gameplay and strategy.
- Combat System — Combat involves rolling dice, engaging enemies, and managing resources like tenacity and cooldowns. The host notes the difficulty of low damage output with the current build against armored enemies.
- Companion system — The host considers the possibility of gaining Chief Dushkull as a companion, who provides benefits like tenacity generation and assistance in combat, though this depends on a player choice.
- dice manipulation — The host discusses abilities and items that allow for dice manipulation, such as rerolling, converting results, or preventing damage, highlighting the strategic importance of these mechanics.
- Encounter System — The game uses a system of town encounters, peaceful encounters, and conflict encounters, with influence tracks that modify their effects and difficulty.
- Guild System — The host explains the process of choosing a guild and discusses the unique town kiosk actions associated with each, such as gaining fear status dice or searching for items.
- Movement — The host discusses the importance of movement flexibility, including options to move through enemies and chaining moves after defeating an opponent, linking it to stamina and action economy.
- Overworld Map — The game features an overworld map with different regions and hexes, influencing encounters and requiring strategic movement to reach objectives within a certain number of days.
- Rest Step — Players have a rest step where they can typically heal and recover dice, but certain choices or game effects can modify this step, such as skipping healing or gaining fatigue.
- Retreat — The host discusses the ability to retreat from battles or encounters, which results in a failed encounter but allows the party to save resources and avoid defeat.
- Skill checks — The host mentions the need to perform skill checks, such as lockpick checks, to gain rewards or overcome obstacles, with success often depending on dice rolls and specific abilities.
- Status Dice — The game utilizes status dice like fear and stealth, which can be applied to enemies or allies to provide various effects.
- Tenacity resource — The host repeatedly mentions the importance of tenacity, a resource that fuels certain abilities and actions, and the need to generate it effectively, particularly with the chosen build.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I like flexibility cuz flexibility leads to like a lot more choices when you're making decisions. Feels more rich, more rewarding, and more varied.
- But the problem there is with these games that have timers of round counters that lead to fatigue rounds which ultimately will wreck you and then cause you not to gain XP and then snowball into you doing worse and worse as you move through the campaign. Um, not a fan of that kind of design, but we'll get we'll get through it.
- This game is not a great true solo game. It's fine. It's fine. I mean, it's one of the better ones out there, I think. But still, you're kind of like, yeah, I I think you have to be really really experienced with the game or there's like you're limited on your classes and builds playing true solo, which is most games are that way, right?
- I knew I would not like this, but I had to try it once. I had to try it once. Um I knew it would be a challenge, but uh yeah, definitely is rough.
- The math doesn't make sense. That's why you need to use two-handed to that's why I was doing that last time to do like all the extra damage. I just wanted to see how this worked. I I didn't have any any hopes that it would be like amazing. I just I knew it would be a challenge, but uh yeah, definitely is rough.
References (from this video)
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Video 2wQFMXMnOCY
Unboxing at 0:56 sentiment: positive
video_pk 67912 · mention_pk 164189
Click to watch at 0:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Beautifully packed with organized trays
- Convenient 'take out and play' components
- Refreshing new solo game after playing another for a long time
- High production quality, especially the PVC elements
Cons
- Last chapter of Osworn was not satisfactory, leading to a break from it.
- Rulebook is very thick (97 pages), potentially a lot of rules to cover.
Thematic elements
- Exploring the Elder Scrolls universe in a solo campaign game
- The Elder Scrolls universe
Comparison games
- Osworn
- Mythwind
- Too Many Bones
Mechanics (from transcript analysis)
- Campaign — The host is covering the game as part of a solo campaign, with a story to unveil and things to discover.
- PVC components — The game features PVC cards and boards, which is noted as distinguishing for Chip Theory Games.
- Take out and play components — Individual playable trays allow players to take components out of the box and start playing immediately.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- So, I just put away Osworn, which means the next solo game I'm covering is The Elder Scrolls: Betrayal of the Second Era by Chip Theory Games.
- My favorite part of the game so far are these individual playable. See this? I love love components like this because it's a take out and play type of thing.
- Honestly, this is very distinguishing to chip theory and that is the PVC PVC cards and PVC boards.
- Morowind. Western Skyrim. Oh my gosh, we love a beautifully packed game. Let me show youall what's in this box. This is so nicely done. Especially compared to Osworn. This is so beautiful.
- This is the most I've ever seen in any rule book. Now, the good thing is since it's not a prototype anymore, I have dice. We also have official tutorials out and there's a lot of stuff out to help you dive into this game, which is very nice.
References (from this video)
No references stored for this video.
Video Xt0VJF9eZwg
Analysis at 0:02 sentiment: positive
video_pk 67817 · mention_pk 164083
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- New skills and classes add variety and replayability.
- New classes are more beginner-friendly, easing the learning curve.
- Werewolf and vampire abilities are interesting and powerful additions.
- Werewolf abilities treat health as a resource, leading to interesting plays.
- Soul magic and storm calling offer new offensive and defensive options.
- The addition of special enemies that provide rewards upon defeat is engaging.
- Expansions add significant content, especially new regions and skills.
Cons
- The base game is complex and difficult to teach.
- The rulebook is very long.
- Werewolf form restricts the use of other skills.
- Some new items can be situational.
- The crowdfunding campaign has a lot of material, making it potentially overwhelming.
Thematic elements
- Tamriel
Comparison games
none
Mechanics (from transcript analysis)
- Aura Effects — Storm calling magic creates auras that can protect players. One such aura prevents critical hits.
- Dice Rolling/Action Selection — Players roll dice to perform actions. Some abilities allow for extra dice rolls or rerolls.
- Encounter Objectives — The demonstration involved defeating a monolith by the end of round five, otherwise losing the encounter.
- Enemy Bag Building — Special enemy chips are put into a bag, and defeating them provides bonuses and removes them from the bag.
- Itemization — Players can acquire items like the 'grim harlean jerken' and 'potion of heroism' which offer unique abilities.
- Resource Management (Health) — The werewolf abilities are noted for using health as a resource, offering powerful effects at the cost of health.
- Skill System — New skills and classes are introduced, including warrior, mage, thief, bounty hunter, werewolf, and vampire abilities. Some skills are noted as being more complex or having unique mechanics like requiring transformation or treating health as a resource.
- Soul Trapping — Soul magic allows players to trap enemy souls in gems, which can then be used for additional damage later.
- Werewolf Transformation — Players can become werewolves, gaining access to specific werewolf abilities but being restricted to only using werewolf and basic combat abilities while transformed.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- But what I have seen I like.
- This game is difficult to teach and yet little things like this I think are a nice touch.
- I really really like both of them. I especially like the werewolf because the werewolf has a lot of abilities that hurt you but also do a lot of damage. I like it when games treat health as a resource.
- If you already like the game, this is just going to add more to it.
- This is still a complex game. The rulebook is still 100 pages long, but this makes it just a little bit easier to teach someone else.
References (from this video)
No references stored for this video.
Video lRvmFu4Nnnc
Analysis at 0:13 sentiment: positive
video_pk 67741 · mention_pk 163963
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Adds a slew of new race cards with brand new art.
- Allows for a full four-player party of Khajiits.
- Introduces new classes like warrior and witch hunter.
- New skills like dual wielding and storm calling allow for high damage.
- Adds beloved vampire and werewolf curses.
- Includes a new region with gazetteer quests, classes, skills, encounters, enemies, items, and a clash mat.
- Adds the Khajiit homeland with political intrigue and dragons.
- Brings the power of Daedric Princes with a new hedonism mechanic.
- Provides a use for hedonism dice.
Cons
none
Thematic elements
- Overseeing the administration of a thieves guild, howling at the moon, becoming transformed by curses like lycanthropy, political intrigue in a catty domain, dragons roaming skies, and the power of Daedric Princes.
Comparison games
none
Mechanics (from transcript analysis)
- abilities — New once per battle abilities are added.
- Clash Mat — The Summer Set expansion includes a clash mat.
- classes — Includes additional classes like warrior and witch hunter.
- Encounters — New encounters are added with the Fur and Fang expansion and the Summer Set region expansion.
- Hedonism — Introduces a new hedonism mechanic where players may forfeit skills in the quest for Daedric power.
- Lycanthropy — The Fur and Fang expansion adds vampire and werewolf curses and the possibility of becoming transformed by these afflictions.
- Race Cards — Adds a slew of new race cards to the game, all featuring brand new art.
- Regions — Adds a brand new region (Summer Set) and the Khajiit homeland (Elsewhere).
- Skills — Mentions new skills like dual wielding and storm calling, and other skills acquired through hedonism.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm Bailey Myers. This is Good Time Society and you better join my vampire assassin club.
- If you want in, just like this video, subscribe to the channel and come on back for more great games and good times.
References (from this video)
No references stored for this video.
Video 5s8K2e57gEs
Top List at 3:27 sentiment: positive
video_pk 67563 · mention_pk 163694
Click to watch at 3:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Leads to a truly modular experience.
- Different region modules offer a ton of variety.
- Many different elements are modular.
Cons
- Sounds like a lot of setup to do.
Thematic elements
- Tamriel (regions like Morrowind, Skyrim, Black Marsh)
Comparison games
none
Mechanics (from transcript analysis)
- Modular board — Different regions offer unique systems, conflict/peaceful encounter cards, and enemy tokens.
- Modular Characters — Characters' skill lines and chosen guilds affect the core puzzle and overarching mission.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm referring to games where the core experience involves plugging in one or more modules that are part of the core game that have a significant impact on gameplay.
- I'm not just talking about variable setups where maybe you have a few tokens or tiles that are slightly different than in a previous game.
- I'm also not talking about player asymmetry where each player is a different character or different faction, things like that.
- I'm also not including expansion modules.
- I'm talking about the where the core game is designed around the idea where modules shape the core game experience.
- This game is essentially infinitely modular.
- this is perhaps the the best example that I'll have on this entire list of a truly modular game where the core experience of Shackleton base depends on you plugging in these three modules that have a significant impact on the game.
- To say this is a large game is an understatement, but with these different region modules comes a ton of variety.
- you are plugging in different elements to create a new unique experience rather than a scenario where it says like this is the scenario that you're playing.
- all modular setup that all that all modular setup does take some work to put together and reset.
- I think the takedown is almost worse because you're like, "Oh, we finished playing the game. Now we get and you have to sort out all of these different components."
- I think that is a great space for modularity in a game like this.
- You can really play the same temple track over and over again in Lost Arms Vernac and get plenty of replayability out of it.
- I think Clank I think is my favorite modular game where just with the map modularity uh just flipping over which side of the board you're going to play on um can add can really make each game feel quite different every time you play.
- We are talking about big modules that you are plugging into the game in from that are built into the core experience and they are making the game feel different or unique or harder or easier um or shorter or longer.
References (from this video)
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Video dvDsDfTbxy4
Unknown Channel Discussion at 2:37 sentiment: positive
video_pk 67144 · mention_pk 163123
Click to watch at 2:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
- open-world exploration, epic questing
- Tamriel, a vast fantasy realm
- single-player open-world RPG
Comparison games
none
Mechanics (from transcript analysis)
- Character_progression — leveling and skill development
- combat_system — real-time combat and magic
- open_world_exploration — explore a large, interconnected world
- quest_system — multi-branch quest lines with choices
- Track advancement — leveling and skill development
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I have hit my official limit for creating videos on a daily basis.
- I need a creative reset.
- I'm actually traveling again tomorrow.
- This is nowhere near goodbye.
- I'll be back better than ever in a couple weeks after a little creative reset.
- There is a Don't Starve preview that I filmed with Bonds that's coming out.
References (from this video)
No references stored for this video.
Video YIFybNbxbvM
Review at 0:03 sentiment: positive
video_pk 66872 · mention_pk 162684
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Highly customizable characters
- Deep and evolving character progression
- Engaging gameplay outside of combat
- Clean and improved dice cooldown system
- Mechanically clever player board management
- Vast amount of content in the core box
- High production quality with deluxe components
- Simple adjustment for player count
- Mechanically enjoyable system
- Exciting character creation and unique moments
- Spectacular design
Cons
- Generic fantasy theme due to lack of IP familiarity
- Learning curve and high barrier to entry
- Rulebook could be better
- Symbol-heavy iconography requires learning
- Long playtime per session
- Requires significant player investment
- Large table space requirement
- Plain map artwork
- Delves feel distracting and modular
Thematic elements
- A betrayal plot
- Tamriel's second era
Comparison games
- Too Many Bones
Mechanics (from transcript analysis)
- character customization — Players can customize their characters extensively by choosing race, abilities, and skills, with options that evolve throughout the game.
- Dice Cooldown Management — Used dice go into a cooldown state, which players manage and can upgrade, offering a cleaner system than in previous Chip Theory Games titles.
- exploration and encounters — Gameplay involves traversing maps, visiting towns, and engaging in various peaceful and non-peaceful encounters, not just combat.
- scenario-based gameplay — The game is structured around playing through three-scenario mini-campaigns, providing a manageable scope for progression.
- skill progression — Characters level up by gaining XP, allowing for the addition of new skills and balancing of stats, which can be done during gameplay.
- Variable player powers — Each character's unique combination of race, skills, and abilities leads to asymmetric gameplay from the start.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I think that this is an improvement on that system. I think it is a new iteration and I'm I'm grateful to see those roots, but by no means does it feel like Too Many Bones 2.0. No. It does feel different enough that it is a unique product.
- To me, that's really the shining hallmark of this game. Two Two things. One is that there's so much custom uh customability. No. There's so many ways. Yes. There's so many ways to customize your character, and it really um gets me as a gamer invested in the game because I really do feel like this character that I've created is unique to me.
- And so it really grabs that RPG feel very very well and makes it personal.
- The cool down system of the dice. I really really like that where as you use your skills and your dice they go into cool down.
- Really clever um mechanically how that works and you can see it visually so you're not having to internalize it. It's right there in front of you. Very smart way of handling it.
- And to me the other aspect of this that is a clear kind of evolution of this system is just how expansive it is. There is so much content in this game that while it can feel overwhelming, right?
- This is a game that is not a quick grab off the shelf and play. Not you're not going to learn it in 15 minutes. You're not going to be playing within a half hour. It's just not the way it works.
- For me this is probably more a solo game.
- So that is going to lead into that high price point and that's not something we talk a lot about is the price point.
- I do wish that the map itself didn't look so plain. I I think it it doesn't What sells the theme, what brings you into the world here is the character creation, are those little nuggets of story that you're getting along the way.
- the hallmarks of it are the character customization, the breadth of the game. If you have an interest and a love of the IP and you like heavier games, to me this is a no-brainer.
- I'm giving it an eight out of 10.
- I love to me bones. It's in my top five games of all times and I think I can say mechanically I enjoy this system better.
- The reason it's not a 10 for me is because same thing you said, just the theme itself. I I I still have that little bit of a it feels a little generic because I don't have that background. That's a me problem. That's not the game.
- I also I don't love the I I believe they're called delves that you can go into. I find those are are distracting. They almost feel like this modular weird expansion, you know?
- And it's one that I'm absolutely stoked to continue to explore. And it's one that I want to explore often enough that I don't forget how to play because it is such an undertaking to jump in. But yeah, but for me, I think it's an excellent game. It's going to be a nine.
References (from this video)
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Video kYV8ywi3bMY
Playthrough at 0:06 sentiment: positive
video_pk 66680 · mention_pk 162470
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Host loves the game and is excited to play it.
- Complex rule set is manageable with dedicated study.
- Rich world-building and thematic elements.
- Strategic gameplay with multiple character build options.
- Satisfying combat encounters.
- The community-created reference sheets are very helpful.
Cons
- The game is long.
- Potential for rule errors during play.
- Some mechanics can be complex to grasp initially.
Thematic elements
- Controlling characters in different provinces, dealing with influence tracks, and unique mechanics like 'resistance'.
- Valenwood, a province with impenetrable forests, part of the Aldmeri Dominion, affected by the Three Banners War.
Comparison games
- Too Many Bones
Mechanics (from transcript analysis)
- Battle Forms (Defensive, Magic) — Characters can adopt different battle forms at the start of their turn, providing different benefits like healing or gaining tenacity.
- Combat Dice — Dice with different symbols representing damage, tenacity, or other effects used in combat.
- Companion system — The ability to gain companions that assist players in combat.
- Delve Feature — A specific gameplay element that will be explained in more detail when encountered.
- Enchantments — Items that can be applied to characters or tiles to provide ongoing benefits.
- exploration — A core mechanic in delves where players reveal new tiles and encounter enemies or objectives.
- Fatigue (Light, Over) — A negative status that players can gain, affecting their actions and potentially causing damage.
- Guild Deck — A deck of cards representing different guilds that players can choose from to help complete quests.
- Influence tracks — Three tracks measure a character's influence in a region and how it affects encounters, with effects triggering at different levels.
- Keywords (Divert, Rally, Dodge, Retreat, Native, Ethereal, Decay, Rot, Stalwart, Shatter, Bladed, Vindictive, Iron Bark) — Various keywords are explained that modify enemy behavior, player actions, or damage/healing.
- Keywords (Resistance) — A minor keyword that impacts end-game quests and can be gained multiple times, allowing players to reduce influence tracks.
- Lockpicking — A mini-game involving rolling dice to acquire loot or items.
- Native Skills (Iron Bark) — A skill associated with a region that increases defense when dealt damage by a non-adjacent unit.
- Skill Lines (Two-Handed, Templar, Sorcerer, Destruction Staff, Light Armor, Speech) — Characters can specialize in different skill lines, which provide unique abilities and dice to use in combat.
- tenacity — A resource used to trigger class abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Oh boy, do I love it.
- This is going to be a heck of a first encounter with four enemies.
- I know nothing about Elder Scrolls. I know I'm terrible. So, if I botch names or whatnot, I apologize, but I love the game, so I'm really excited to show you the game.
- This is going to be a lot of fun. Oh boy, I feel like these two are super super powerful.
References (from this video)
No references stored for this video.
Video v8qZkvN1JJw
Top List at 51:40 sentiment: positive
video_pk 66676 · mention_pk 162459
Click to watch at 51:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Uses mechanics loved from Too Many Bones but adds more layers.
- Good setup for save systems in campaign play.
- Opens up battle maps and player boards.
- Cool skill ramp-up mechanic with a trade-off.
- Neat cooldown track.
- Many ways to build characters with different classes.
- Exploration on maps.
- High quality, waterproof components (Chip Theory quality).
- Neat portfolio card holders.
Cons
- Haven't played it a lot recently, so it would likely go down the list if re-ranked.
Thematic elements
- campaign
- Elder Scrolls universe
- campaign
Comparison games
- Too Many Bones
- Mage Knight
Mechanics (from transcript analysis)
- Campaign — A campaign game with a save system.
- Cooldown Track — Utilizes a cooldown track for actions or abilities.
- map exploration — Involves exploring maps to achieve objectives.
- Modular board — Player boards and battle maps open up more during play.
- skill progression — Players can ramp up skills, with a trade-off for adjacent skills.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It turns into one big puzzle because there's just a line of enemies that you have to defeat.
- So much stuff.
- And Vantage is just a masterpiece. It's so [ __ ] cool.
- Just the scenario ingenuity of these games is so cool because of different stuff just popping up and happening.
- Um this one [clears throat] is a a super and and this is the reason this is the sole reason why this game beat out Elder Scrolls when we were doing that comparison.
- It's just a masterful achievement.
References (from this video)
No references stored for this video.
Video 6h1a5wOvM1k
The Hungry Gamer Top 10 List at 1:01:40 sentiment: positive
video_pk 66144 · mention_pk 160782
Click to watch at 1:01:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Epic production value and cinematic storytelling
- Deep character crafting and campaign depth
- Excellent solo and two-player experiences
Cons
- Heavy time commitment; long sessions
- Complex rule set may be intimidating for new players
Thematic elements
- Array
- Fantasy / RPG
- Cinematic, action-oriented storytelling with expansive character crafting
Comparison games
- Too Many Bones
- Seventh Citadel
- Seventh Continent
Mechanics (from transcript analysis)
- Campaign — Multiple campaigns with expanding adventures, long-term character development, and evolving goals.
- Campaign-driven Campaign Framework — Multiple campaigns with expanding adventures, long-term character development, and evolving goals.
- card crafting — Players craft and customize characters with skills and items across campaigns.
- Character Crafting and Progression — Players craft and customize characters with skills and items across campaigns.
- Combat: Dice — Combat involves dice that can dramatically swing outcomes, with large-scale battles.
- Dice-based Combat with High Stakes — Combat involves dice that can dramatically swing outcomes, with large-scale battles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is the most scientific way of deciding the best game
- the Fellowship of the Ring trick taking game from Office dog I believe
- the app has amazing voice acting and storytelling
- Elder Scrolls is now my favorite game of all time
- Captain's Chair is based on the Imperium system I think this is better in every single way
- Fate Forge is a campaign game you can play in a relatively short window, but it's still deeply narrative
References (from this video)
No references stored for this video.
Video mcIk3Fh7RCQ
Neon Gorilla Review at 0:02 sentiment: positive
video_pk 59459 · mention_pk 152013
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Deep build diversity through race, skills, class-like paths, and cooldown management
- Clear evolution of the Too Many Bones design lineage with fresh systems
- Companions and quest structure add meaningful strategic depth
- High-quality components and substantial content value
Cons
- High complexity may deter newcomers
- Potentially AP-prone and time-intensive sessions
- Item draws can feel unrelated to current build or strategy at times
- Less emphasis on traditional narrative in favor of systems-driven gameplay
Thematic elements
- adventure, exploration, character progression within a persistent campaign
- Tamriel-based open-world campaign spanning multiple provinces, with dungeon delves and guild-driven quests
- emergent, quest-driven experience framed by province/guild choices and side quests
Comparison games
- Too Many Bones
Mechanics (from transcript analysis)
- Adventurer customization (race, skills, battle forms) — Create a character from among races, then assign stats, skills, battle forms, and a cooldown-based progression system.
- Companions and encounters — Companions join encounters, providing extra turns and power, balanced by time-limited use.
- Cooldown/fatigue tracking — A cooldown track returns dice each turn; fatigue dice clog the track and XP powers upgrades.
- Deck-based encounter resolution — Encounters are resolved by drawing and resolving cards with branching outcomes (peaceful, conflict, unstable).
- Dungeon Crawl — Delves and dungeons expand endgame content with tile-by-tile exploration and dynamic enemy setups.
- Dungeons and delves — Delves and dungeons expand endgame content with tile-by-tile exploration and dynamic enemy setups.
- Items and loot system — Loot cards, town rewards, glyphs, potions, and other items that influence builds and tactics.
- Open-world map with encounters — Navigate a large map with distinct province effects that alter town encounters and available actions.
- Province and Guild selection — Choose a province for the campaign and one of nine guilds to dictate quest focus, town abilities, and flavor.
- Quest and side-quest system — Draw and execute province/guild-specific quests, with flavor text and rewards including companions and loot.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this game is fun
- build diversity is high
- the cooldown system is such a wonderful little mini game
- it's an evolution in most cases for the better
- dungeons are the pinnacle activity and the best test of your Adventurer
- if you like Too Many Bones you're probably going to like this game
References (from this video)
No references stored for this video.
Video 3Sa3vs7jgoo
The Brothers Murph Top List at 18:15 sentiment: positive
video_pk 38620 · mention_pk 116401
Click to watch at 18:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- three-section journey provides focused, structured play
- character progression feels satisfying and thematic
Cons
- longer, heavier experience not ideal for casual players
- complex rule set may require careful teaching
Thematic elements
- journey-driven RPG-style progression
- Tamriel-based journey with guild specializations
- campaign with three major sections
Comparison games
- The Elder Scrolls video game series
- Black and Cruz (mentioned in context of discussion)
Mechanics (from transcript analysis)
- campaign progression with three sections — players advance through a structured three-act journey
- dice-based skill advancement — experience gained to upgrade skills across a three-section arc
- tableau-like character development — you build and customize your character with skills and gear
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- We’re obsessed with board games.
- I freaking love Unstoppable.
- This game is great because there’s also it's a very open game where when a threat is out there, you can know what's on the other side of that.
- You can see from the other side like what is on the other side.
- Terra Mystica is getting a giant crazy big box version.
References (from this video)
No references stored for this video.
Video ZxXxKPkBJeU
BoardGameGeek Top List at 21:48 sentiment: positive
video_pk 35186 · mention_pk 105037
Click to watch at 21:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic tie to Elder Scrolls IP without requiring video game play
- Flexible, short campaign arcs that fit a weekend playthrough
- Rich character development and dice-based progression
Cons
- Requires commitment to campaign structure; can be heavy for casual sessions
- Balance between IP fanservice and generic campaign mechanics
Thematic elements
- character progression, questing, world-building
- Elder Scrolls universe; campaign-driven adventures across different guilds
- campaign-driven with a focus on building a character and pursuing quests
Comparison games
- D&D-style campaigns
- Other Chip Theory cooperative campaigns
Mechanics (from transcript analysis)
- Campaign — three-session campaigns that can be reset and re-launched.
- Dice-based progression — experience to unlock more dice and expand character capabilities via skill trees.
- multi-session campaigns with focused arcs — three-session campaigns that can be reset and re-launched.
- town trainers and itemization — locations allow training and acquisition of common/legendary items; progression paths a la RPGs.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a living website, which one we really like about it.
- The list is a snapshot in time; it will morph over time as people rate more games.
- BG is this living website; the community can contribute their own photos, their own feelings about a game.
References (from this video)
No references stored for this video.
Video ZLKw4N4GUx8
The Dice Tower Top 10 List at 5:04 sentiment: positive
video_pk 33238 · mention_pk 98681
Click to watch at 5:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Grand production and expansive world feel
- Focused campaign progression keeps balance while still offering depth
Cons
- Only a surface exploration of a large box; content may be fan-service heavy
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- campaign progression / sandbox play — character creation, class selection, abilities and hero/enemy chips, with a three-act campaign progression.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Moon Colony Bloodbath isn't much to look at.
- the production of Galactic Cruise is deliciously spot-on, even to the point of giving players not only a player aid card, but a player aid pamphlet styled as an employee orientation leaflet.
- Zenith is my favorite of the year.
- Zenith is a tug-of-war between two players.
- I relish the thrill of finding something new.
- There are a lot of moving parts, but sending that first rocket into space is satisfying indeed.
References (from this video)
No references stored for this video.
Video vwNcT48viZI
The Dice Tower Discussion at 5:35
video_pk 29912 · mention_pk 161414
Click to watch at 5:35 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- We added them together. That was the incorrect usage there.
- Blast some imps. Do it.
- Tea fatigue is what I'm calling it.
- We’re going to show you 200 through 101 and talk about them.
References (from this video)
No references stored for this video.
Video cl3a1WZvJtE
Going Analog Top List at 24:32 sentiment: positive
video_pk 10917 · mention_pk 32150
Click to watch at 24:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Faithful Elder Scrolls vibe with a smooth combat flow
- High character variety and progression depth
- Open-world feel in a cooperative board game format
Cons
- Long play sessions; heavy and complex to teach
- Still in development/shipping status at the time of review
Thematic elements
- Cooperative RPG with open-world exploration and dungeon-crawling
- Elder Scrolls universe; Skyrim-inspired fantasy RPG
- Living-world RPG experience
Comparison games
- Too Many Bones
- Skyrim (video game)
Mechanics (from transcript analysis)
- Character classes, races, and dice — Each player builds a character with unique class/race and dice that affect actions and cooldowns.
- Character progression — XP unlocks more dice and new skills; builds feel like classic Elder Scrolls progression.
- Cooperative campaign structure — Overworld choices lead to dungeon runs, side quests, and longer campaign arcs.
- Dice-based skill checks and cooldowns — Dice faces determine actions; cooldowns limit actions between turns.
- Open-world overworld and encounters — Cooperative exploration with an Overworld map and dungeon encounters.
- Terrain and combat tokens — Poker-like chips for units, attacks, and defenses; streamlined combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's not terribly complicated but you get that same feel as more complicated games it's just really elegantly designed
- the stone thing is so cool it's so weird is because it looks like a limitation and it almost feels initially like oh they didn't really think this through but then totally thought yeah
- I absolutely love this game but if I had to pick something negative to say I think I've already played it a bunch and I'm starting to be familiar with the deck
- the 3x3 grid like that alone ... that's a really cool idea of like having to pick which row and which column to trigger
- it's a contender for my early game of the year
References (from this video)
No references stored for this video.
Video jzSsS-TKwYs
Tabletop Turtle Top List at 2:27 sentiment: positive
video_pk 9915 · mention_pk 29165
Click to watch at 2:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- vibrant world feel
- deep tactical battles
Cons
- solo play can be unwieldy
- example items could be better balanced
Thematic elements
- living world with evolving map and narrative
- Tamriel
- story-driven with world-events and random encounters
Comparison games
- Too Many Bones
Mechanics (from transcript analysis)
- skirmish campaign — tactical battles with class-based powers and route-planning
- world map events — random encounters and evolving map influence the route
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is obviously an S tier game.
- I'm combining a few Clank games here, but they're all A tier.
- I hate Kingdom Death Monster. I hate it.
- This is an easy A tier game.
- This is an S tier game.
- Don't yuck yums.
References (from this video)
No references stored for this video.
Video DjSi2y0VaVk
Good Time Society Discussion at 2:27 sentiment: positive
video_pk 9709 · mention_pk 28677
Click to watch at 2:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Impressive scale and ambition
- Becca provides approachable guidance for large, heavy games
Cons
- Complex rules; steep learning curve for new players
Thematic elements
- epic fantasy exploration with campaign-style play
- The Elder Scrolls universe in a board game format
- immersive storytelling with heavy lore
Comparison games
- Skyrim (video game experience as fan context)
Mechanics (from transcript analysis)
- campaign/education format — how-to-play and instructional approach to a large, complex game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game has been around since 1963.
- This is Acquire. This game is fascinating.
- The world series of board gaming is super competitive, but super friendly.
- The art is beautiful; I wish I could punch in on it quick.
- Becca did The Elder Scrolls how-to play. It hurts to bring it inside the house; literally, it was like rocks.
- I love puzzle games; labberia looks wild.
- Magical Athlete is back now in a new version implemented by Richard Garfield.
- You just grab a tile, put it on. Nope, that's not it.
References (from this video)
No references stored for this video.
Video ovBi-cXr9Zg
Tabletop Turtle Top List at 36:05 sentiment: positive
video_pk 8041 · mention_pk 23678
Click to watch at 36:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- highly thematic dungeon crawl with robust character options
- strong tactical combat and campaign potential
Cons
- solo play is strong; two-handed (two-hero) mode noted
Thematic elements
- hero progression with tactical battles
- Tamriel, dungeon-crawl exploration
- campaign-like with modular experiences
Comparison games
- Jaws of the Lion
- Skyrim / Morowind campaigns
Mechanics (from transcript analysis)
- Character building — distinct hero abilities with campaign-driven progression
- cooperative dungeon crawl — group of heroes engaging in tactical battles
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is the kind of game you play when you want to feel smart.
- Everything feels like a good decision.
- The card play in this game is absolutely stellar.
- A lot of little things come together to feel cohesive and satisfying.
- You reap what you sew, you know, you need to be strategic and methodical about it.
References (from this video)
No references stored for this video.
Video gEl1z35HXhw
The Broken Meeple Discussion at 40:54 sentiment: negative
video_pk 5320 · mention_pk 15829
Click to watch at 40:54 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- visually appealing components
Cons
- high price point
- complex and cluttered rule set
- maps and icons can slow play
Thematic elements
- adventure in Tamriel with betrayal dynamics
- Elder Scrolls universe
- map-driven, chip-based components
Comparison games
- Tainted Grail
- Nemesis
Mechanics (from transcript analysis)
- chip_and_map_overlay — chips overlay maps altering layout and effects
- encounter_variability — varied boss and event encounters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's only a game
- it's not worth it to hype something that may never come out
- remember, it's only again merry Christmas and have a happy new year
References (from this video)
No references stored for this video.
Video IsbMqrjqfl0
Box of Delights Rules Teach at 0:00 sentiment: positive
video_pk 3184 · mention_pk 9368
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic integration with the Elder Scrolls IP and campaign-style progression
- Co-op capable with solid solo play options and multi-character depth
- Content-rich production with varied regions and dynamic encounters
- Deep character customization through skill lines and dice-based progression
- Region-specific rules and quests offer replayability and scalability
Cons
- High complexity and lengthy setup typical of Chip Theory Games
- Steep learning curve and dense rulebook that may deter newcomers
- Prototype/demo status may indicate final components or rules could shift in production
Thematic elements
- adventure, exploration, artifact collection, guild-driven quests and assassination contracts
- Tamriel universe with multi-region exploration (Morrowind, Skyrim, Black Marsh, High Rock, etc.)
- campaign-driven, modular quest arcs with region-specific rules and evolving objectives
Comparison games
- Too Many Bones
- Marcus Victorum
Mechanics (from transcript analysis)
- Artifacts and artifact tracking — An artifact track records artifact discoveries by a nemesis and scales progression/difficulty accordingly.
- Campaign arc and day tracking — The scenario unfolds over a fixed number of days (up to 12); day progression and quest objectives shape pacing and reward scaling.
- Combat dice and cooldown — Combat uses dice with different levels and a cooldown mechanic to manage action economy across encounters.
- Enemy bags and region-specific foes — Enemies are drawn from bags; region codes restrict which foes may appear, creating region-specific variety.
- Gazette region pages — Each map region has a dedicated page in the Gazette that reveals shops, guilds, and region-specific events when explored.
- Guild-driven quest setup — Players select a guild to align with; a session snapshot details the main objective and narrative flavor for that guild.
- Overland movement — Players use Overland tokens to move across a branching map; travel distance and encounter options vary by region.
- Skill lines and tokens — Characters have up to eight skill slots represented by tokens; players allocate health, stamina, magicka, and other skills across lines, adjusting as the game progresses.
- Town encounters and Overland deck — Town encounters can add items to the peaceful Overland deck; advancing encounters can increase the Moro Tong presence for quest tracking.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is not a sponsored video I don't get paid to do any of my videos this is just purely me sharing the love of board gaming with you guys
- this is a production sample that chip Theory games have sent me
- I'm not going to be doing a full campaign scenario because just one game through of this is going to take about six hours
- it's based on a popular video game franchise Elder Scrolls
- I'm going to be playing solo but because it's a co-op game you can play multiple players solo if you want to
References (from this video)
No references stored for this video.
Video 8AWaFF4v3r4
Rolls in the Family Top 10 List at 27:48 sentiment: positive
video_pk 1781 · mention_pk 5150
Click to watch at 27:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Epically themed, with a strong sense of campaign progression
- Potential to scale and customize with modules
Cons
- Campaign setup and length may be a barrier
Thematic elements
- Fantasy exploration with overlapping objectives and player powers
- The Elder Scrolls universe
- Campaign-like experience with modularity
Comparison games
- Gloomhaven
- Too Many Bones (as engine-building and campaign-style comparison)
Mechanics (from transcript analysis)
- Cooldown / card-based character progression — Character actions and cooldowns shape strategic timing
- Cooperative exploration with modular objectives — Players cooperate to achieve larger goals while managing personal powers
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- There's nothing even close really, I think, to what this game is doing with this.
- It's not a campaign. It's a campaign game, but it can be played in one-offs as well.
- This one has the potential to be the best game we try this year.
References (from this video)
No references stored for this video.
Video Bz9SUTUX3C0
BoardGameGeek Top List at 5:47 sentiment: positive
video_pk 1446 · mention_pk 4182
Click to watch at 5:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- deep Elder Scrolls flavor with familiar factions and races
- dynamic dice-cycling adds tactical tone
- strong character customization and replayability
Cons
- heavy rules weight may deter lighter players
- requires a committed group for full campaigns
Thematic elements
- rpg-like classes, skill development, delves and dungeon exploration
- Elder Scrolls world with Tamrielic races and locales
- campaign-ish progression with class and skill advancement
Comparison games
- Too Many Bones
Mechanics (from transcript analysis)
- Campaign-style progression — Short, self-contained campaigns with a set number of sessions and customizable characters.
- cooldown/recovery mechanic — Used dice go on cooldown and recover gradually, creating resource management decisions.
- dice-based skill system — Character skills level up via trainers; dice are earned and used to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I think it captures Stardew Valley the video game really well in a board game format and it's just fun to be able to work together and work on that community center.
- It's a cooperative game where people can hop in and out of the game at any point because it's just like very casual.
- The art in this game is so beautiful and it feels like it's from the books and it is again based on the books which of course is how we first encountered Middle Earth.
- Star Wars in a box is awesome and one that does it really well where you're pitting the Rebel Alliance vs the Empire.
References (from this video)
No references stored for this video.
Transcript Navigation
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