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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 1 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video IJ_skIe_ONw
DaniCha Playthrough at 0:00 sentiment: positive
video_pk 64582 · mention_pk 158050
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Engaging loot and improvisation system that adds variety to each turn
- Dynamic boss encounters with escalating stage cards
- Clear flavor of martial-arts themed combat and character progression
Cons
- Rule recall and memory can be challenging during play; potential for mistakes
- Fast escalation by enemies can feel overwhelming in solo play
Thematic elements
- combat-focused progression with loot, defenses, and improvised effects
- Urban fantasy street-brawling arena with martial-arts fighters and boss monsters
- procedural boss encounters and loot-driven storytelling during solo play
Comparison games
none
Mechanics (from transcript analysis)
- boss battler — Minions and bosses spawn with set stats and special abilities; players must prioritize targets and manage multiple threats.
- combat rolls — Dice are rolled for attacks and defenses; criticals can alter outcomes and grant bonuses like extra hits or guards.
- deck manipulation — Resolve the improvised effect of each card you control; cards may grant extra draws, power, or direct damage.
- defense_tokens — Gaining and spending defense tokens to block or mitigate damage; multiple token types exist (kick, grapple, punch, etc.).
- Improvise — Resolve the improvised effect of each card you control; cards may grant extra draws, power, or direct damage.
- loot cards — Loot cards grant ongoing benefits or direct effects (e.g., heal, direct damage, or stronger attacks) when used or discarded.
- minion/enemy cards — Minions and bosses spawn with set stats and special abilities; players must prioritize targets and manage multiple threats.
- Power economy — Power is accumulated and spent to activate moves, draw loot, or trigger card effects; managing power is central to offense and defense.
- stage cards / boss behavior — Stage turns add boss movement and new active objectives; objectives can be flipped to active/complete, dictating map control and threat progression.
- threat/react phases — Threat phase draws and resolves enemy actions; react phase allows responses to threats before enemy turns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Street Masters Tide of the Dragon expansion.
- I'm finding it to be a very interesting game.
- Gosh. I hope I'm playing right.
- Kung Fu T. During your turn, discard this card to play a card.
- I'm still learning Street Masters, so forgive me for any mistakes.
References (from this video)
No references stored for this video.
Video j5OE27oyuHE
DaniCha Discussion at 0:00 sentiment: positive
video_pk 63899 · mention_pk 157418
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Art style evokes a Street Fighter vibe and looks appealing
- Minis with good detail
- Standalone expansion adds content and is usable on its own
- Cooperative design supports solo-friendly play and multiplayer
Cons
- Box is hefty and not very portable
- Overall complexity may be heavy for newcomers
- Requires sorting and organizing a lot of cards and components
Thematic elements
- Cinematic beat-em-up teamwork in a cooperative setting
- Urban martial arts / street-fighting gangs in a stylized world
- Character-driven ensemble with fighter backstories and evolving epilogue/story milestones
Comparison games
none
Mechanics (from transcript analysis)
- Combat: Dice — Combat resolution relies on dice rolls as part of attacks and defenses
- Cooperative Game — Players collaborate to achieve common objectives against the game challenges
- cooperative play — Players collaborate to achieve common objectives against the game challenges
- Deck-driven actions — Each fighter uses a customized deck to determine actions and abilities
- Dice-based combat — Combat resolution relies on dice rolls as part of attacks and defenses
- Modular board — The game uses a map with various stage and deck components to drive scenarios
- Modular board and decks — The game uses a map with various stage and deck components to drive scenarios
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a prettyy hefty box not the most portable
- I like the art in this I'm not really sure if there's has been any controversy about art I feel like the art is always up for debate when it comes to games but I like it really gives you that like Street Fighter type of vibe which I think is kind of the goal
- this is a standalone expansion
- I think this would probably keep me busy for a while
- two covers in this I wonder if that was intentional
References (from this video)
No references stored for this video.
Video Y74PuZ-aRzA
DaniCha Playthrough at 0:00 sentiment: mixed
video_pk 63742 · mention_pk 157245
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Isabella's deck feels dynamic and appealing.
- Thematic flavor and variety of enemy minions and boss.
- Tense, cinematic combat with multiple threats.
Cons
- Rule clarifications needed (e.g., how boss defense tokens are gained when retreating).
- High difficulty and risk; near the end the player is low on health.
- Complex turn sequence can be confusing and may require reference cards.
Thematic elements
- Array
- Sky High stage in a city-fighting fantasy setting
- First-person, solo narration focused on combat and deck interaction
Comparison games
none
Mechanics (from transcript analysis)
- Attack dice resolution — Attacks are resolved by rolling a number of dice to determine hits and effects
- boss battler — Boss and minions activate, move and attack; a boss drives stage progression
- Combat: Damage Based — The game uses defense tokens to limit damage and grant shields
- deck manipulation — Players discard top cards of their deck to modify attacks or trigger bonuses; draw new cards
- Deck top-card manipulation — Players discard top cards of their deck to modify attacks or trigger bonuses; draw new cards
- Defense tokens — The game uses defense tokens to limit damage and grant shields
- Enemies and boss mechanics — Boss and minions activate, move and attack; a boss drives stage progression
- Events — Stage-specific events and collective objectives influence win/lose conditions
- Loot and power resources — Loot cards grant coins/power and can be spent for effects
- Movement — Fighters move across a grid-based stage using move actions and distance tokens
- Offbeat cards and damage — Offbeat cards trigger special effects and may cause damage to the active fighter
- Stage events and objectives — Stage-specific events and collective objectives influence win/lose conditions
- Traps and defeated minions — Defeated minions attach trap cards to the fighter, triggering penalties on adjacents
- Turn structure: Player, React, Enemy — Turns alternate between player actions, reaction phase, enemy activation, and stage progression
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I love how arrow Isabella is, and maybe that's why I'm drawn to her deck.
- I really like Isabella's deck. Um, might be my favorite one so far.
- What a tongue twister.
- This felt pretty intense.
- I only have one health left, which is crazy.
- I lost the game. But this felt pretty intense.
- Street Masters Tide of the Dragon using Isabella against the Fire Cloud Gang.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3