Game Info
Players
1-4
Age
12+
Playtime
45 min
Collection
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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 3 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video 1a4eYpvzFE4
Rules Teach at 0:06 sentiment: positive
video_pk 67638 · mention_pk 163804
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Roguelite feel is strong.
- Family theme is present.
- Satisfying progression through leveling up and bag building.
- Dice rolls are exciting, with crits providing benefits.
- Enemies stick around, making the game challenging.
- Story mode is good, especially at two players.
- Bag building with new tokens is a great mechanic.
- Cooperative play is well-implemented.
- Chapter cards offer unique runs.
Cons
- Melee characters are limited in range.
- Coins can be acquired too quickly in 3-4 player games, making upgrades less meaningful later on.
- Rolling a miss on dice can be frequent.
Thematic elements
- family
Comparison games
- Slay the Spire
- Dead Cells
Mechanics (from transcript analysis)
- action selection — Players choose from a variety of actions based on the tokens they draw and their character's abilities.
- boss fights — The game features boss encounters with unique mechanics and decks of cards that determine their behavior.
- Character progression — Players can level up during the game by visiting marketplaces and spending XP to upgrade skills and abilities.
- cooperative play — Players work together towards a common goal, with mechanics that support teamwork.
- Dice rolling — Dice are rolled to determine the success of attacks and other actions, with different colored dice offering varying outcomes.
- Die and Retry — Players go as far as they can, level up upon failure, and try again to complete objectives.
- Item collection — Players can gain items by defeating enemies or through other game effects, which provide benefits.
- Resource management — Players manage resources like focus, rage, and special tokens to perform actions and boost abilities.
- Stun — Enemies can be stunned, preventing them from attacking or moving for a period.
- talent cards — Players can gain and equip talent cards that provide unique passive or active abilities.
- Token Bag Building — Players draw tokens from a bag to perform actions, and can upgrade the bag by purchasing better tokens.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is based upon a video game, which I've never played because I don't play video games.
- If I can't place any more enemies because all of your enemy slots are full. So, those are the two ways you lose.
- The master goblin, you can see this square. That means it's going to spawn as far right on his board as possible.
- The totem is going to take a total of two damage. That's okay. It has four health.
- If we had not used that health potion, we would have just died right before the boss fight.
- I am absolutely in love with this rogue light going around exploring, finding encounter tokens.
- I love that in this game, hey, enemies stick around. So, if you hang out for a while, you're in trouble.
- The bag building, amazing. Love that when you're getting cool additional tokens, everyone can get them.
References (from this video)
No references stored for this video.
Video 1YYHyox4ey0
Review at 0:24 sentiment: positive
video_pk 67098 · mention_pk 163079
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Really special game.
- Rule book is beautifully done and well put together.
- Fantastic on so many different levels because it can be played solo or cooperatively.
- Chapters are well written and well done.
- Well-produced with beautiful quality.
- Different enough from the video game to stand on its own.
- Highly suggested.
- Has enough replayability.
- Does everything you would want a board game to do.
- Well-priced.
Cons
none
Thematic elements
- The Bergerson family are guardians of Mounta Morda and must deal with an evil.
- Mounta Morda
Comparison games
- Children of Morta (video game)
Mechanics (from transcript analysis)
- bag building — Tokens are pulled from a bag, and depending on how many players, how many tokens. Each player that's going to go is going to pull out five tokens. Certain special tokens can either help or hurt you, and there's ways that they'll get pulled in and end up going into your bag.
- Card Play — You're going to have cards here that you're going to be utilizing. There's ability cards in here that will help you. There's spells.
- Character progression — You have your health stat, your experience stat. These will go up as you gain abilities and you'll be able to spend them for certain things. You can upgrade abilities.
- cooperative play — You could play it by yourself or you could play it cooperatively.
- Dice rolling — You would roll and try to hit. The dice themselves are weighted a certain way. You can spend tokens to reroll dice.
- set collection — You can spend your fury depending on what you get for certain things. You can spend tokens in any way that you want.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is not one of those games, you know, you know, with all the board game drama that goes on, and then you have games that are overproduced with 27 expansions that you'll never play, uh short print runs, all this other stuff, and all the drama that goes into it.
- And then, you have a game that comes out for 50 bucks and is just fantastic. It does it it makes you think about the older days of uh of board gaming, you know, that the the 2013, 2014, 2012, you know, those those days when everything was was was, you know, it really hit that peak.
References (from this video)
No references stored for this video.
Video fjadBT6qW_Q
Let's Table It Review at 0:15 sentiment: positive
video_pk 63897 · mention_pk 157416
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Cooperative play that involves the whole family
- Clear distinction between melee and ranged combat
- Chapters provide variety and progressive difficulty
- Accessible design with meaningful choices
- Encourages planning and teamwork
- Kids enjoyed it and felt involved
- Upgrading and token customization adds depth
Cons
none
Thematic elements
- Array
- Fantasy world with dungeon-crawling adventures
- Story-driven campaign with chapter-based progression
Comparison games
none
Mechanics (from transcript analysis)
- bag building — Players draw tokens from a shared bag to perform actions, with tokens evolving over the game
- Character Progression / Upgrading — Characters upgrade stats/tokens and collect experience to improve actions
- Combat System (Melee vs Ranged) — Distinct zones for melee and ranged combat with positioning and enemy movement
- Combat: Damage Based — Distinct zones for melee and ranged combat with positioning and enemy movement
- Dice rolling — Actions influence dice color values; different colors have different dice results
- Dice Rolling / Dice-based Actions — Actions influence dice color values; different colors have different dice results
- Encounter / Chapter-based Scenarios — Encounter phase with tiles and chapter cards that shape encounters and progression
- Experience Dial / Leveling — Experience points tracked with a dial to upgrade characters
- Rage / Resource Management — Shared rage resource allows spending to add dice or modify actions
- Resource management — Shared rage resource allows spending to add dice or modify actions
- Resource Tokens (Focus, Health, etc.) — Focus tracking and resource tokens used to perform actions and manage health/defense
- Simultaneous Actions — All players place tokens to perform actions simultaneously, with space occupancy constraints
- Simultaneous Turns / Action Resolution — All players place tokens to perform actions simultaneously, with space occupancy constraints
- Support / Team Aid — Support cards allow aiding neighbors and triggering bonuses after certain uses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- cooperative fantasy adventure game of fighting monsters as a family
- the best way to play this game is making a plan with everyone
- My kids especially enjoyed this game and felt very involved
- the design of the game was very thoughtful, not too complex
- It's easy to know, you know, with the slots that are available on the left and right side of your board.
References (from this video)
No references stored for this video.
Video CwO83WJ6jD4
The Dice Tower Review at 0:13 sentiment: mixed
video_pk 42655 · mention_pk 129575
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- captures the roguelike/run progression feel well
- cooperative bag-building and shared tokens enhance teamwork
- strong mid-game progression between chapters
- flexible bag-building with meaningful choices
- three-player mode adds depth and interaction
Cons
- iconography is small and hard to distinguish; printing is dark
- production quality somewhat lackluster; bag and tokens are on the small side
- some rounds feel swingy or punishing, which can disrupt momentum
- rulebook/writing could be clearer; some clarity improvements would help
Thematic elements
- family legacy, progression, cooperation
- Family Bergson in a roguelike dungeon-crawl campaign inspired by a video game
- campaign across chapters with persistent upgrades and story progression
Comparison games
- Dead Cells
Mechanics (from transcript analysis)
- bag building — group draws from a communal bag of tokens, which can be upgraded and spent to trigger abilities
- bag-building — group draws from a communal bag of tokens, which can be upgraded and spent to trigger abilities
- combat mechanics — dice-based combat with color-coded symbols, hits, shields, and weapon bonuses
- Combat: Dice — dice-based combat with color-coded symbols, hits, shields, and weapon bonuses
- Cooperation — tokens and actions can benefit neighbors; cards between players enable supportive actions
- cooperative actions — tokens and actions can benefit neighbors; cards between players enable supportive actions
- encounter tiles and chapter structure — chapters resolve via encounter tiles with enemies and environmental effects
- leveling/upgrading between chapters — experience points on dials are spent to upgrade abilities and customize your board between runs
- Resource management — coins accumulate to buy tokens; flame tokens are communal resources used to boost dice
- token customization and wilds — tokens with color-symbols trigger abilities; two tokens can be converted into a wild color
- Token Pairing — tokens with color-symbols trigger abilities; two tokens can be converted into a wild color
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The feeling of runs, you know, there's been Dead Cells did it recently.
- The bag building is pretty neat.
- The tiny icons and the colors, the printing is very dark.
- I would definitely recommend it. But ultimately, there's just too many of those not feel-good terms.
References (from this video)
No references stored for this video.
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