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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 2 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–3 of 3
Video DEeEzgQOqmE
Review at 0:09 sentiment: positive
video_pk 69400 · mention_pk 165887
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Unique narrative experience
- Accessible fantasy adventure
- Elegant card system
- High production quality
- Challenging gameplay due to fewer cards
- Rog-like aspect with multiple playthroughs encouraged
- Robust experience with three chapters
- High replayability due to branching paths and choices
- Well-presented components
- Massive box size
- Organized storage with boxes and lids
- Individual player actions possible in a shared environment
Cons
- Might not be an exciting watch due to reading and exploring
- Drawing fewer cards can make it challenging
Thematic elements
- fantasy adventure
- point and click adventure style
Comparison games
- Seventh Continent
- Splendor
- Weather Machine
Mechanics (from transcript analysis)
- Campaign play — There are three chapters and you can play through each of the three chapters which a pretty robust experience. They have all these tracking sheets for each time you play through so you can get more and do more and see more.
- Card Play — It's a very elegant system with the way you're playing your cards. You're always able to use the number on the top so if you have a challenge that you're facing that says this takes a five you can disregard the rest of the card and just use you know that that would be five but if I'm doing a movement action I'm also going to do this. Combining these cards lets you do some of the things you need to those bigger numbers.
- Deck Building/Management — Character decks that are specific to each character and then you can actually level up.
- exploration — Focus on exploration. When you find yourself here and it's going to take eight movement to go visit location nine because you're going down a bunch of steps but just to go through this door it costs four movement.
- Skill checks — Each character has effectively a bonus to a few different skills so as you come across things like this tinkering skill to unlock something they'd have a plus one they plus two.
- Threat track — Players share things like threat and our Vite is a shared thing it's not per character so if Ryan goes somewhere and our threat goes up and it's while something is happening to me where something happens a number of monsters come out based on our Threat Level.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's somewhere a very narrative s of experience
- like Seventh Continent light like that kind of I would say it's like focus on exploration kind of thing
- the simplicity is a very elegant system with the way you're playing your cards
- The production again is insane kind of off the charts
- it makes it incredibly accessible
- it makes it feel more challenging and more challenging
- this almost has a Rog like aspect where you want to play through it multiple times
- there's a lot of reading and exploring it might not be exactly an exciting watch
- how well this is presented
- it's also massive
- really really nice production
References (from this video)
No references stored for this video.
Video Z_DMulJTwoU
Meeple University Top List at 12:46 sentiment: positive
video_pk 64590 · mention_pk 158084
Click to watch at 12:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clever dice draft and contract mechanics
Cons
none
Thematic elements
- dice-rolling, movement, and fulfillment
- dice draft, movement, and contract fulfillment
Comparison games
none
Mechanics (from transcript analysis)
- Dice draft — Dice draft mechanism to determine actions.
- Movement and contract fulfillment — Movement of units with contract fulfillment scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I am very keen on this game
- This is a energy production type of game; it's a steam powered game.
- it's a heavy pen and paper game
- it's got cute dragons
- Storm Raiders coming out on Kickstarter
- card management for taking your actions and leveling up your actions
References (from this video)
No references stored for this video.
Video b4c8eamKCOg
Meeple University Rules Teach at 0:05 sentiment: neutral
video_pk 64029 · mention_pk 157530
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- salvage resources and complete contracts to earn medals while navigating a storm
- storm sites of Atlantis
Comparison games
none
Mechanics (from transcript analysis)
- Contracts, crew, mods, and resources — Resources, contracts, crew cards, and mod tokens interact for end-game scoring; certain resources (like weapons) are wild and come with risk.
- damage and health tracking — Dice rolls can cause damage; a health tracker and damage markers determine end-game scoring consequences.
- dice drafting — Players roll a pool of dice each round and draft one die to use on their dashboard for movement or resting.
- Dice drafting from a pool — Players roll a pool of dice each round and draft one die to use on their dashboard for movement or resting.
- Movement options for three vehicle types — Three vehicles (trike, plane, submarine) move differently and use the drafted die to determine distance and direction.
- Rest phase and die management — A rest phase allows dice, crew, and resources to be refreshed or traded, with effects that can alter future turns.
- Storm movement and resource scattering — The storm moves along blue paths, with its distance influenced by die pips and end-of-round scoring implications, scattering resources as it moves.
- Vehicle-based action placement with ascending order — Dice must be placed in a vehicle's row in strictly ascending order, with each vehicle offering a unique ability for its turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Storm Raiders is played over six rounds which are tracked at the top of the board
- each player will draft a die from the pool and use it to either move or rest
- the number on the die represents the number of hours spent driving that vehicle on this turn
- the storm then scatters new resources in its path
References (from this video)
No references stored for this video.
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