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Innsmouth Travel Guide box art

Innsmouth Travel Guide

Game ID: GID0446282
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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
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Video 2TCK8wBl2Vs Rules Teach at 2:27 sentiment: positive
video_pk 67905 · mention_pk 164182
Innsmouth Travel Guide video thumbnail
Click to watch at 2:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • More complex than simple roll-and-writes.
  • Fits the Arkham theme well.
  • Feels more thematic than the previous game.
  • High replayability due to characters and objectives.
  • Scored higher in this game than the previous one.
  • Games are quick once learned (30-40 minutes).
Cons
  • Blue triangles can be difficult to see.
  • Some players found certain dice rolls 'terrible' or 'rubbish'.
Thematic elements
  • Dealing with threats from the sea (deep ones) or cultists
  • Inmouth, a coastal town
Comparison games
  • Arkham Travel Guide
Mechanics (from transcript analysis)
  • dice drafting — Players choose from a pool of rolled dice each round to determine their actions, influencing route building and other game elements.
  • End game scoring — Points are awarded based on final routes, objectives, artifact cards, and other criteria.
  • Objective Fulfillment — Players score points based on completing shared objectives related to their route building.
  • Route Building — Players draw lines on their board to create routes connecting various locations.
  • set collection — Collecting specific types of tourists or connecting to caches for end-game scoring.
  • threat management — Threat markers are placed on the board, increasing the game's difficulty and potentially penalizing players.
  • Variable player powers — Players can choose different characters, each with unique abilities that modify gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, we're going with this one. Okay. Look at the fish.
  • The fish people. Okay. Yeah, why not?
  • Makes my brain hurt already.
  • This felt more themey than the last one.
  • Riding the boats around worked better for me than the
References (from this video)
No references stored for this video.
Video 2C_6a0Xt4ZY Board Game Dad Playthrough at 0:00 sentiment: positive
video_pk 34298 · mention_pk 102150
Board Game Dad - Innsmouth Travel Guide video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging solo dice-based roll-and-write variant with a clear rule set
  • Strong emphasis on winding routes and color-based destination bonuses
  • Use of caches provides meaningful strategic choices and risk mitigation
  • Narration offers transparent reasoning and demonstrates how the system works in practice
  • Derivative of In route that expands with a dice-only twist, maintaining core system while adding variety
Cons
  • Can feel fiddly with many interacting rules (caches, threats, and special abilities)
  • Luck of the dice can significantly influence route possibilities and end results
  • Setup and tracking of multiple components may be time-consuming for new players
Thematic elements
  • Travel planning and route optimization under threat from monsters; balancing tourist satisfaction with danger management.
  • Imaginary urban environment with routed maps, tourists to pick up, and looming deep-one threats.
  • solo playthrough with narrated decision-making and on-the-fly explanations
Comparison games
  • In route
  • Arkham Travel Guide
Mechanics (from transcript analysis)
  • caches and tools — Caches provide tools that improve defense and route options; accessing them requires visiting cache locations along the route.
  • dice-driven threats and dice modifiers — Deep-one threats appear based on die results; special dice and bonuses modify results and enable strategic adjustments.
  • endgame: continuous route requirement — Only a single continuous route counts for final scoring; non-connected segments are erased unless connected by bridges or ferries.
  • Limited Points — Only a single continuous route counts for final scoring; non-connected segments are erased unless connected by bridges or ferries.
  • Network/route building — Players draw a route on a map using dice-based coordinates and route segments, aiming to connect destinations and pass by tourists.
  • route-drawing / map drafting — Players draw a route on a map using dice-based coordinates and route segments, aiming to connect destinations and pass by tourists.
  • special abilities and bonus dice — A detective-style ability provides one-time benefits; a bonus die can erase/add segments or allow two-segment moves in clever ways.
  • threat mitigation via routing decisions — Players must plan routes to minimize deep-one threats, using caches and route positioning to reduce risk.
  • tourist placement and scoring by color — Tourists are placed on the map and score points when the route visits destinations they like; colors indicate different scoring implications.
  • two main objectives with asymmetric scoring — Points come from winding routes and from visiting certain types of blocks; objectives offer up to 24 points each.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • An excellent roll and write
  • we're going to be using dice
  • the objective of the game is very similar to in route
  • I want to make a windy route
  • it's going to be a pretty powerful move
  • I really like the system, so we'll be playing it again
References (from this video)
No references stored for this video.
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