Game Info
Year
2025
Players
1-5
Age
16+
Playtime
90 min
Collection
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Description
Massive cooperative campaign dungeon-crawling board game set in a dark medieval fantasy world featuring tactical boss battles and branching narratives
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment:
pos 3 ·
mix 2 ·
neu 0 ·
neg 0
Showing 1–5 of 5
Video z0K1qkh2DSQ
Meet Me At The Table Playthrough at 3:50 sentiment: positive
video_pk 84128 · mention_pk 213421
Click to watch at 3:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The art is amazing and adds a lot to the game.
- The game is fun and engaging.
- The setup and gameplay are visually appealing with a large board.
Cons
- The game is complicated with many rules and mechanics.
- There can be confusion regarding rules and card interactions.
- Some mechanics, like specific clue gathering requirements, can feel unrewarding if not met.
Thematic elements
Comparison games
- Harry Potter: The Deck Building Game
Mechanics (from transcript analysis)
- Backtracking — Players can choose to backtrack, which has specific rules regarding time and threat advancement.
- Boon/Curse — Players can gain boons (like 'wise providence') or curses based on certain game events.
- Campaign play — The game is described as a campaign game where completing certain parts leads to other parts happening.
- Card Play — Players use cards with special abilities that can affect combat, movement, or other game elements.
- character abilities — Characters have unique abilities and stats that influence their actions, such as bravery, might, and fortitude.
- clue gathering — Players need to gather clues (represented by tokens of different colors like yellow and blue) to complete quests and investigations.
- Combat — Players engage in combat encounters with monsters and other enemies, using dice rolls and character abilities.
- Companion app — The game utilizes a companion app (called 'little sir' or 'little sir s e r') for managing keywords and potentially other game elements.
- Dice Rolling — Dice are used for various actions including combat rolls, skill checks (like bravery), and determining monster actions.
- exploration — Players explore kingdom tiles, moving through different locations and encountering events or challenges.
- Heat management — Players manage a 'heat' resource, which can be spent for rerolls or to activate abilities, with consequences for exceeding limits.
- Night Pool / Encounter Pool — There are two distinct pools, 'night pool' and 'encounter pool', used for different game phases (clash vs. encounter) and mechanics.
- questing — Players are undertaking quests for their characters, which involve finding clues and progressing through a narrative.
- scavenging — Players can scavenge for items like consumables, upgrades, or kingdom gear after defeating certain enemies.
- Stat checks — Many actions require passing a stat check, often involving a dice roll modified by character stats like bravery.
- Threat — Threat levels increase or decrease based on player actions and game events, impacting the game's difficulty.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I don't even know what I am anymore.
- The sound of your voice is still me in a moment.
- We are the YouTube people.
- I haven't looked at the rules for this.
- It's good to be here.
- This is why uh we love you.
- We're going to play Kingdom for Lauren.
- The knights that say me.
- I'm going to call Knights of Ren.
- So, here we are playing a game. We're at a con that's all about Lord of the Rings the the card game.
- This is my hearing aid.
- So, he can connect that to his phone and he can hear stuff.
- You're supposed to control three people and like have like all these things you're supposed to work together and a Gandalf apparently can play by himself.
- Stefon Diggs got a 20-yard pass.
- Looks good.
- What the hell? How do I know which one to read?
- Gain the prickling your battles wilderness medicine technique.
- Will picking your battles and wilderness medicine.
- Fortify gives you an extra defense.
- Basically gives you extra health.
- That doesn't seem like a good plan.
- You know what it says? It says scout.
- He actually has something labeled correctly.
- Congrats. You can now incarn incarnate when you die.
- She's got the legs.
- The Saint card has special abilities on.
- My book went faster.
- It's because he painted that one.
- You get to add plus one to it because my bravery is one.
- Are we learning the rules live here?
- The problem is it's a campaign game.
- I think we should probably go in that direction.
- The first thing we're going to do is we are going to
- We can do the 40.
- When you are about to perform a virtue test, an adventure roll.
- Add plus two result.
- He saved the best for last.
- You guys are amazing. Oh my gosh, this is working.
- We're like the best team.
- That was terrible.
- This game is super complicated.
- I don't think that's a bad thing.
- You can't backtrack to an unexplored tile.
- That would be inconceivable.
- I don't know what that means.
- Tree thrusting.
- My gosh.
- I think we should just call it.
- We're going to go south.
- The card art was awful, but I love it so much.
- We need one more yellow clue.
- My gut says we should go to the right.
References (from this video)
No references stored for this video.
Video GGWczegtcuA
Board Games UnLocked Playthrough at 0:16 sentiment: mixed
video_pk 83763 · mention_pk 211727
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Mechanics that add strategic depth, like the haunt respawn system and stacking bonuses.
- Unique knight abilities and synergies.
- Campaign progression with new abilities and mechanics.
Cons
- Mechanics can be complex and require frequent rule lookups.
- Crit effects can sometimes feel underwhelming.
- The difficulty can escalate quickly, making it challenging.
Thematic elements
- Fighting supernatural entities (haunts) that are echoes of the past.
- Utraband, a kingdom built on bones, with swamp lands rife with specters, phantoms, and ghouls.
Comparison games
none
Mechanics (from transcript analysis)
- AI escalation modification — The 'Grim Gift' rule states that during AI escalation, the lowest AI card from the deck or discard pile is always escalated, taking precedence over regular rules.
- Break tokens — Tokens that can be placed in a 'nightpool' and used for various effects, like increasing damage.
- Card cooldown and delay — Cards can go into a cooldown area and then be moved to a delay area, affecting when they can be used again.
- Choke condition — A condition that affects heat limits and can be removed by spending an attack or movement.
- Condition Cards — Players can gain conditions like 'fear' and 'dread' which affect their stats or abilities.
- Courage condition — Gained on a critical hit.
- Force Vault — A keyword that changes depending on the kingdom, often causing monsters to move away from a target.
- guard — An ability that allows a player to turn a roll into a specific number, like a 9.
- Haunt spawning and respawning — When haunts are removed, tokens are placed, and if three or more tokens accumulate, three new haunts spawn, with their power increasing based on tokens.
- Heartseeker — An ability that allows players to look at the top two cards during the draw PP card step and choose which one to attack with.
- Heat resource management — Players use 'heat' to activate abilities and cards.
- Hope tokens — Tokens that allow attacking knights to turn hope symbols into power during the power roll step.
- Knight abilities — Knights have unique abilities like 'superior reflex', 'reach', and 'attack reroll'.
- Knight resilience — Knights can ignore death from moving onto a terrain tile once per round if another knight in their zone is about to die from it.
- Overcome/Overpower — Effects that trigger when a wound is dealt and the attacker's power exceeds the target's AT by a certain amount.
- Precision reduction — Knights lose precision when adjacent to ruined wall terrain tiles.
- Slimed condition — A condition that makes movement more difficult by requiring a roll, but can grant heat. It can be removed by flipping the card to 'drowning'.
- Squire tests — Squires perform tests by drawing cards from the metal deck, with results determined by the card's roll value. Critical success or failure can occur.
- Stat modification — Haunts at level two have bonuses to hit and cause additional vigor loss with attacks based on the number of ethereal unity tokens.
- Taunt/Provoke — An ability that makes a monster a priority target and turns it.
- Terrain ignoring movement — Haunts ignore terrain tiles for movement and line of sight.
- Trap tokens — Tokens placed on the board that trigger effects when monsters or knights move onto them.
- Venom condition — A condition that places break tokens in the nightpool when a wound is dealt.
- Zone attacks and spectral step — Attacking haunts can reappear on specific spaces on their attack diagrams, with effects like unavoidable knockback if they land on a knight.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The question nobody can answer, however, is whether these are echoes of ones who lived before the past resurfacing to threaten the living or something else that merely takes a convenient effective form.
- Yeah, and then the grim gift. During AI escalation, always escalate the lowest AI card from the AI deck or discard pile.
- I finally remembered the top the top icon.
- The stench of water choked mouldering wood fills your nostrils as you walk the slimecoated passages of the old flash horden hall.
- You found a niche in the fortress's kitchens preparing a bubbling stew over the flames. The simple work, carving up turnipss and adding lumps of sausage with more fat than meat in it calms you.
- You gain the courage condition card.
- You have my monkey.
- The monsters we fight every day. Your order's knowledge could be the key to saving UT.
References (from this video)
No references stored for this video.
Video 9E5MdBqko2U
Meet Me At The Table Top List at 12:02 sentiment: positive
video_pk 83608 · mention_pk 210983
Click to watch at 12:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Unique focus on individual character stories
- Neat card-based exploration system
- Awesome clashes with escalating enemy power
- Exciting inverted combat paradigm that builds to a climax
- Lots of different miniatures and unique enemy sculpts
- Engaging exploration with potential for events and discoveries
- Replayable due to character choice and expanding enemy difficulty
Cons
none
Thematic elements
- Character-driven stories and exploration
- Dark fantasy world
- Focuses on individual character stories unfolding through gameplay.
Comparison games
- Aon Trespass Odyssey
Mechanics (from transcript analysis)
- campaign game — A massive campaign game where players explore and progress through linked scenarios.
- Card-based exploration — Players explore areas using a card-based system, removing cards as areas are completed.
- Clashes/Combat — Features full clashes against single or multiple enemies, with enemies leveling up and gaining new abilities. Also includes shorter 'mini fights'.
- Exploration Events — Events can take place based on player location, requiring interaction or avoidance. Players can gain new equipment and interact with NPCs.
- Inverted combat paradigm — Combat escalates in difficulty and power for both players and enemies as the battle progresses, leading to climactic finishes.
- Village and Camp Phases — Phases before delves allow for upgrades, hiring mercenaries, or exploring the village. A short camp phase can reveal new character elements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- You all know whose list is going to be better, it's obviously going to be mine.
- Sadly, if it did not have that, I think Colin would have really enjoyed this.
- I think there'd be any way you're ever going to beat any of these enemies in this game. But lo and behold, when I got the final copy, it is fantastic.
- Abandon all hope. Yehoo, enter.
- So, if you haven't seen it on the table, please check it out. It looks incredible.
- And then the shocker non-shocker of shockers, Nemesis Retaliation is number one.
- There's cheering all around and there's mass happiness. Or you could pull one word, oh I'm sorry, but you're actually super dead and not just dead. And now there's sadness and there's crying at the table.
References (from this video)
No references stored for this video.
Video HbxB1l5F2gM
Board Games UnLocked Analysis at 0:22 sentiment: mixed
video_pk 83533 · mention_pk 210640
Click to watch at 0:22 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Boss fights are fun and well-designed.
- The story and writing are very good.
- The game has potential with future content.
- Unique characters and their potential for distinct playstyles.
Cons
- The game is exhausting and repetitive.
- The gameplay loop is not strong enough.
- The grind is not rewarding, with minimal loot.
- The delve phase is tedious and lacks variation.
- The rules are numerous, overwhelming, and sometimes unclear.
- Character progression and unique abilities take too long to become impactful.
- The loot system is unsatisfying.
- The narrative integration feels weak, with choices having little impact.
- The game is too long, with sessions exceeding 6 hours.
- The randomization of enemies can be overwhelming.
- The game feels unfinished and needs more content from the start.
Thematic elements
Comparison games
- Tainted Grail: The Fall of Avalon
- Gloomhaven
- Into the Unknown
Mechanics (from transcript analysis)
- boss fights — The boss fights are consistently praised as a strong element of the game.
- character abilities — Players find that character abilities are not used frequently enough and take too long to become effective.
- Kingdom Exploration — Exploration of different kingdoms is a core mechanic, but the current variation is seen as insufficient.
- Loot System — The system for acquiring gear and items is heavily criticized for being unrewarding and not exciting.
- Modular content — The game is built around modularity with planned future kingdoms, but the current implementation feels lacking.
- questing — Completing quests is a central part of the gameplay loop.
- randomization — The randomization of enemies and encounters is a point of contention, being too complex or not rewarding.
- Story — The story and writing are highlighted as positive aspects of the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- We are doing the a discussion 2.0 for Kingdoms for Lauren.
- And this is the the latter, like we're quitting the series. uh potentially a put on hold series just because God there's so much about this game I just do not like.
- Like there's so much there's basically two things about this game that we I think we all unanimously like. Boss fights and the story.
- It feels like we are forcing ourselves to go through it because of like the sunk time element
- the grind needs I need Skinner box. I need rewards.
- you're not rewarded for the time investment.
- the rules are numerous and and just they bombard you, overwhelming.
- the writing, like if the writing wasn't here and the boss fights weren't here, this game would be like a [ __ ] two.
- the loop is weak.
- the loop is too big. 6 hours too much.
- the game itself, I'll give it a six.
- It is way too long.
- the gameplay is that I'm bitching about most of it in this discussion. And it's still a five.
- the story is so [ __ ] good. The writing is so good. The boss fights are good.
References (from this video)
No references stored for this video.
Video 2lG8qf1OL1A
Meet Me at the Table Playthrough at 0:00 sentiment: positive
video_pk 10410 · mention_pk 162756
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Rich narrative with meaningful, branching decisions that affect later events
- Deep tactical combat with a dynamic card/dice system and varied knight abilities
- Expansive exploration that grows with map expansion and cipher/story layers
- Asymmetric character arcs and recruitable allies add variety and replayability
- Active community involvement (Patreon) influencing choices and playthrough direction
Cons
- High complexity and frequent rule interactions can invite misreads or mistakes during play
- Cumulative time pressure (time track, curses, gates) can be punishing and slow pacing at times
- Potential for analysis paralysis due to many simultaneous options and card interactions
Thematic elements
- Duty, leadership, sacrifice, and moral choices under pressure
- A perilous fantasy kingdom exploration during a caravan-based expedition
- Story-driven, branching quest lines with character interactions and evolving objectives
Comparison games
- Aon Trespass Odyssey
Mechanics (from transcript analysis)
- Clash phase with tokens — Use break tokens, opening tokens, heat, and passion to resolve combat against foes; involves a clash pool and turn-based windows.
- Clue tokens and investigation — Collect green/blue/yellow clue tokens to advance investigations and grant rewards or progress toward quests.
- Curse and panzer gate mechanics — Gains curses when thresholds are crossed; panzer gates create locked paths requiring keys to bypass.
- Deduction — Collect green/blue/yellow clue tokens to advance investigations and grant rewards or progress toward quests.
- Delve phase and time track — Move on a time track that drives encounters, events, and potential curses; increases urgency to complete objectives.
- Dice-driven combat with armor thresholds — Combat uses red/black dice, armor thresholds, pains, scars, and bane tokens to determine wounds and outcomes.
- Encounter and ambush resolution — Encounters spawn from time, explore, and sometimes trigger ambush events requiring immediate decisions and tests.
- Exploration and map expansion — Draw exploration cards, reveal tiles, place keys and gates, and allow map expansion as you travel through the district.
- Hidden Movement — Track progress toward hunting major threats via hunt tally marks and assign marshall/clue tokens to detect tracks.
- Hunt tally marks and marshall clues — Track progress toward hunting major threats via hunt tally marks and assign marshall/clue tokens to detect tracks.
- Mercenary (level two rogue) card — A level-two mercenary acquired from a delve event, offering a dual-card draw ability when drawing exploration cards.
- Refresh, heat, and arc tokens — Cards have refresh/arc mechanics and special tokens (opening/break/heat) that influence clash windows and shock effects.
- Rest and campfire phase — Reset knight abilities, regain resources, and collect campfire tales that may affect future events.
- Time Track — Move on a time track that drives encounters, events, and potential curses; increases urgency to complete objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I am having an absolute blast with this game.
- The decision space where it's like, okay, do I really help that caravan out or do I let them go on their merry way?
- This one's one of my favorite parts of the game because of the decision space.
- I love the decision space where it feels like your choices truly matter.
References (from this video)
No references stored for this video.
Transcript Navigation
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