Game Info
Players
2-4
Age
12+
Playtime
45 min
Collection
Your Tier
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Description
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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 1 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–3 of 3
Video SMLK_LURcm8
JestaThaRogue Rules Teach at 0:19 sentiment: positive
video_pk 91999 · mention_pk 246973
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clear action economy with multiple routes to scoring
- Engaging dwarven theme with mining, gem trading, and castle mechanics
- Defined endgame structure via trading goals and secret goals
Cons
- Rule complexity with many interdependent parts may create a steep learning curve
- Some interactions rely heavily on board state and components (monsters, walls), which can slow play
Thematic elements
- Dwarves, mining, gem trading, ogres, dragons
- Dwarven kingdom-building during winter survival
- Euro-style resource management with engine-building and set collection
Comparison games
none
Mechanics (from transcript analysis)
- Action Points — Each player has three action points; each action costs one point
- Action points / action economy — Each player has three action points; each action costs one point
- Card placement / stacking — Play kingdom cards adjacent to or on top of any other cards; a card can be stacked on top of an empty kingdom card with matching color icons
- Castle mechanic — The castle grants an extra action per turn while in play; activating it allows digging and revealing the top card from a stack under certain conditions
- Deck Manipulation — The castle grants an extra action per turn while in play; activating it allows digging and revealing the top card from a stack under certain conditions
- Digging / card replenishment — If the castle is activated, you can dig to return dwarves and reveal the top card; cannot dig if a monster is present
- Door placement and movement — Place a door on any free space in the kingdom; move a door onto adjacent cards when allowed
- End Game Bonuses — Players complete trading goals and secret goals; endgame triggers include three trading goals or two training goals plus a secret goal
- Endgame goals / trading — Players complete trading goals and secret goals; endgame triggers include three trading goals or two training goals plus a secret goal
- Melding and Splaying — Play kingdom cards adjacent to or on top of any other cards; a card can be stacked on top of an empty kingdom card with matching color icons
- Mining / gem rewards — Mines activate to place five dwarves on a color and grant emerald, ruby, sapphire, or gold depending on the mine activated
- Monster effects — Monsters (frost giants, dragons) influence play; dragons stop mines in their kingdom
- Ogre card interaction — Ogre cards can be played to move, remove or swap dwarves; they may also steal gems and ogre cards from other players
- Tile Placement — Place a door on any free space in the kingdom; move a door onto adjacent cards when allowed
- Trading / set collection scoring — Tavern and general store enable drawing and gem trading to complete goals; gem cards contribute to end scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "you play as dwarfs building a kingdom and stockpiling food in order to survive the coming winter"
- "it's a game for two to four players"
- "the youngest player goes first"
- "gameplay is over three phases"
- "the castle will give its owner an extra action per turn as long as it's in play"
- "dragons stop all mines in that kingdom from working"
- "gem card remaining in hand are also worth their printed value"
- "most points wins with the tiebreaker"
References (from this video)
No references stored for this video.
Video xReZuCCJK0A
it will university Rules Teach
video_pk 70140 · mention_pk 167041
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the game has high interaction between players
- there are different ways and strategies that make the game place different each time
- you start with nine cards
- you can only have maximum nine
- mines to mine the gems they are dragon and frost giant cards that can be played in the opponent's kingdom to disadvantage them slightly
References (from this video)
No references stored for this video.
Video xReZuCCJK0A
it will university Rules Teach at 0:38 sentiment: neutral
video_pk 70140 · mention_pk 185735
Click to watch at 0:38 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- high interaction between players
- replayability due to different strategies
Cons
- hand-size limit constrains play (nine-card limit)
Thematic elements
- kingdom-building, resource management (gems, food, castles)
- kingdom-building with dwarfs in a shared universe
Comparison games
none
Mechanics (from transcript analysis)
- Action Interruption — gems interrupt opponents and fulfill orders, allowing interaction between players.
- Dice Placement — placing the kingdom card on the common area.
- dwarf placement and movement — place a dwarf, move a dwarf.
- interrupt and interaction — gems interrupt opponents and fulfill orders, allowing interaction between players.
- kingdom card placement — placing the kingdom card on the common area.
- operating — operate (context suggests activating or using a capability during a turn).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the game has high interaction between players
- there are different ways and strategies that make the game place different each time
- you start with nine cards
- you can only have maximum nine
- mines to mine the gems they are dragon and frost giant cards that can be played in the opponent's kingdom to disadvantage them slightly
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3