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Lands of Evershade box art

Lands of Evershade

Game ID: GID0452125
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
120 min
Complexity
3.2/5
Collection
Ratings
Creator Score
Mechanic profile
Percentile rank vs. all games
Vibe profile
Not enough video data yet
Description

Hybrid RPG board game set in a dark fantasy world with exploration and narrative-driven campaign gameplay

Description

Hybrid RPG board game set in a dark fantasy world with exploration and narrative-driven campaign gameplay

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 74
This page: 24
Sentiment: pos 19 · mix 3 · neu 1 · neg 0
Mentions per page
Showing 51–74 of 74
Video LpMZp4gPP1w Board Games UnLocked Playthrough at 0:17 sentiment: mixed
video_pk 80321 · mention_pk 195291
Board Games UnLocked - Lands of Evershade video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging character progression and stat upgrades.
  • Thematic narrative with impactful choices.
  • Challenging combat encounters (though also a con).
  • Mechanics for upgrading cards and abilities.
Cons
  • Frustrating dice rolls and RNG.
  • Difficult and sometimes unfun boss fights.
  • Ambiguous or underwhelming companion system.
  • Complex mechanics can lead to confusion or being overwhelmed.
  • The 'trip' mechanic for enemies requires a high number of successes.
  • Companions may not be worth the effort.
Thematic elements
  • Harvesting 'Deenum' to ascend to godhood, battling corrupted entities, and a protagonist's descent into power-lust.
  • An estate, a mansion, a throne room.
  • The game presents narrative through flavor text describing locations, events, and character motivations, interspersed with player choices.
Comparison games
none
Mechanics (from transcript analysis)
  • Boss Battler — The game features challenging boss encounters that are a significant part of the gameplay experience, noted for their difficulty.
  • boss fights — The game features challenging boss encounters that are a significant part of the gameplay experience, noted for their difficulty.
  • Card Crafting — Basic cards can be upgraded during character advancement, replacing them with more powerful versions.
  • Card upgrading — Basic cards can be upgraded during character advancement, replacing them with more powerful versions.
  • Character advancement — Players level up and gain new abilities or stat increases, such as upgrading dodge, bash, strength, and agility.
  • Combat Actions — Players can perform various combat actions like attacking (e.g., Mighty Bash, Powerful Shot), dodging, and using special abilities.
  • Companion system — Players can utilize companions, which have their own abilities and can potentially assist in combat or other actions, though their effectiveness is debated.
  • Dice Rolling — Many actions require rolling dice based on character stats and skills to determine success or failure, such as for combat attacks, resisting effects, and attempting specific maneuvers.
  • Dice Rolling for Skill Checks — Many actions require rolling dice based on character stats and skills to determine success or failure, such as for combat attacks, resisting effects, and attempting specific maneuvers.
  • Narrative Choice — Player decisions at key story points influence the narrative outcome and lead to different endings or achievements.
  • Narrative choices — Player decisions at key story points influence the narrative outcome and lead to different endings or achievements.
  • Push/pull mechanics — Enemy abilities can push or pull player characters, which can have consequences if characters are pushed into dangerous areas or off the board.
  • Status Effects and Conditions — Characters can gain conditions like 'terror' which can be removed through specific actions or resting.
  • Track Advancement — Players level up and gain new abilities or stat increases, such as upgrading dodge, bash, strength, and agility.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's like I love everything else. I like the dungeon crawling like this the typical monsters. I love that shit. Yeah. And and the looting and the story and all that, but the boss fights are rough.
  • This game is so painfully unfun whenever you roll like garbage.
  • I mean, it was me. I'll take shots at him.
  • I despise that shit in board games.
  • You can tell I play barbarians.
  • We have Y. So, we got 974.
  • And then he's going to summon this guy.
References (from this video)
No references stored for this video.
Video NNPCf_iv-7Q Shelfside Analysis at 13:12 sentiment: positive
video_pk 80206 · mention_pk 194807
Shelfside - Lands of Evershade video thumbnail
Click to watch at 13:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • making the best story possible overall together.
  • combat feels very tactic battler inspired.
  • miniaturized tactic battler stitched together with dungeon crawler ideas.
  • overland is a dungeon map.
  • have puzzles
Cons
  • maps be really small to have fights be faster
  • combat has to be simpler
  • might not be crunchy enough
Thematic elements
  • focus on the game is to not be on combat, rather making the best story possible overall together.
Comparison games
none
Mechanics (from transcript analysis)
  • combat focused on boss — win conditions are more centered around killing the boss or bosses instead of killing all enemies.
  • Environmental interaction — triggering something on the map, like maybe you open a trap door or find out a secret about the boss.
  • map interaction — go to areas on the map to trigger parts of the story book.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, let's see if we can come up with the definition together. Then we'll walk back through all sorts of iterations of dungeon crawling to see how the heck we got here.
  • The genre is getting stretched in all these new creative ways to become more of a vibe.
  • And again, if you think it's really boiled down to something simple like kill monsters, grab the loot, and level up. Well, doesn't that also describe the backsabbing party game Munchkin?
  • And pretty much every single dungeon crawler we've played here is not actually a dungeon crawler by some sense of the definition.
  • Fly, you fools.
  • Rather, it's better to make combat mechanics around, say, constantly responding enemies that goofully stand around and exist to die for the adventurer's profit.
  • So actually the right terminology for a lot of dungeon crawling would be dungeon exterminating.
  • So, since we established that dungeon crawling is now dungeon exterminating with a level of vibes that you feel once your character is equipping items, fighting, and looting, let's go into some other examples of dungeon crawler feel that I felt over the years.
  • And finally, number four, dungeon crawler vibe check. There's actually now zero nada puzzle solving, at least from the strict sense of performing a dedicated puzzle within the dungeon.
  • cooperative board gaming just didn't really exist back then.
  • These are the moments that cause the high fives and make you remember game night.
  • But since it was made with a skirmish mode in mind, its turn order doesn't feel like a dungeon crawler at all.
  • This might be the most dungeon crawlery in the truest sense.
  • Wow, this is actually a pretty good comparison.
  • It's kind of like Munchkin and being dungeon crawler inspired, but now you have the threat of dying and with more mechanics.
  • We've always felt like Gloom Haven fit perfectly into what gamers wanted out of Dn D to just be a murder hobo and to kill everything in their path.
  • It wasn't so much about looting or exploration, even though it technically had those things. Rather, it was about being euro puzzly.
  • And ironically, none of them have that typical high fantasy swords and armor and elves and magic theme.
  • Yeah, I was actually chocked by this.
  • It really feels like we've gone from the video game inspiration to board game form which came with a lot of limitations as dungeon crawling in a board game is inherently timeconuming and also very component consuming.
  • For me, I started this video with the goal of, okay, we're going to nail exactly what a dungeon crawler is. But yeah, still it's just it's just like vibes, right?
  • My final thoughts. So, what do I think is going on with this genre? Well, I think it's been massively overtaken by video game influence onto your board game night.
  • And that makes my life as a reviewer more complicated, but also a lot more fun.
  • It actually sounds a lot like what Hero Quest scenarios are trying to do at the end.
  • So, what do I play now? Like what what?
  • And then I can participate in some sort of conflict like probably combat. And then I can move and interact with some sort of map thing like rooms. I don't care about the puzzle element, and it doesn't always have to be a campaign.
References (from this video)
No references stored for this video.
Video PLtoIM3jre8 Board Games UnLocked Playthrough at 0:17 sentiment: mixed
video_pk 80029 · mention_pk 194050
Board Games UnLocked - Lands of Evershade video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game provides a tense exploration experience with a mysterious setting.
  • Challenging traversal and consequences for actions make the game engaging.
  • Mechanics like skill checks and resource management add depth.
Cons
  • The game can be punishing, with injuries and health loss for failed actions.
  • The AI companion's voice sparked a memory the host couldn't place, causing minor frustration.
Thematic elements
  • Exploration and survival in a dangerous underground environment.
  • A cavern with a history of being a mine, featuring burers and inhabitants.
Comparison games
  • Madara
Mechanics (from transcript analysis)
  • combat/encounter — The presence of 'danger models' representing burers and discussions about 'killing them' and 'attacking them' indicate combat or encounter mechanics.
  • exploration — Players explore different areas of the cavern, examining locations, and discovering new paths or items.
  • Movement — Players move around the board, navigating environmental hazards and enemy positions. Borrowers also have specific movement rules, including ignoring impassable borders.
  • Resource Management — The game involves managing resources like 'pee' (likely a resource or ability) and finding equipment and supplies.
  • Skill checks — Players perform checks based on stats like Strength, Agility, and Intelligence, often with modifiers for relevant skills or equipment, to overcome challenges. Dice rolls are used to determine success.
  • story/quest progression — There are 'quest models' and 'story tracks' that players progress through, indicating a narrative-driven element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I hate that AI is taking over like all the art artistry. That's That kind of pisses me off. It was supposed to do all the jobs we didn't want to do, but instead it does all the jobs we want to do.
  • So, our movement is move by one plus one space if we have light or subterranean.
  • So far, it hasn't punished us like Madara has.
  • I would rather suffer through mustard gas than be in either situation.
  • It's called minecart sledding.
  • The trolley flies over the chasm like a burning comet, leaving a wisp of smoke in its wake.
  • It's the Terminator.
  • Niverl, the leader of this caravan. What you did has saved many lives today.
  • And though if those are supplies, I want supplies. And then we can kill these people when we go up top.
References (from this video)
No references stored for this video.
Video YklseJ6Dkhw Board Gaming Ramblings Discussion at 3:44 sentiment: positive
video_pk 80031 · mention_pk 194056
Board Gaming Ramblings - Lands of Evershade video thumbnail
Click to watch at 3:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Less fighting than many other games.
  • Choices made feel like they matter and change things.
  • Slowly becoming more fun over time.
  • Enjoyable mechanisms.
  • Enjoyable story.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Adventure cycle — The game features a cycle of adventures including a basic starting story, an advanced story, and an expert story.
  • campaign game — The game is a campaign game where players play through a cycle of adventures with different stories.
  • Storytelling — The reviewer enjoys the story as it unfolds, and is excited to play more.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We played games again this month. Maybe Yes, but almost a couple of months ago we almost didn't play games.
  • The longest trick taking Two Towers trick taking game.
  • I had so much fun playing Flip 7 the other day.
  • My biggest letdown was Luna.
  • My biggest surprise this game also was like a really strong contender for most fun experience because we couldn't stop like laughing when we played this game.
  • My number three was the Lord of the Rings: The Two Towers trick-taking game.
  • My number three was Lands of Ever Shade.
  • My number two is Architects of the West Kingdom.
  • My number one is Rosalee.
References (from this video)
No references stored for this video.
Video BymQ3DzH-7k Board Game Hangover Top List at 17:26 sentiment: positive
video_pk 80008 · mention_pk 193930
Board Game Hangover - Lands of Evershade video thumbnail
Click to watch at 17:26 · YouTube ↗
Overall sentiment (raw)
Highly Positive
Pros
  • Hottest board game on the list
  • Great story
  • Choices have meaningful consequences
  • Brilliant game
Cons
none
Thematic elements
  • Story-driven
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Combat is mostly based on these cards.
  • Dice Rolling — roll some dice right here.
  • legacy — the game will remember that you did that, that you said that, that you stole something, and so on, which makes the consequences of your actions really matter.
  • Storytelling — you will go through these paragraphs of text and then make your choices.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Your dad gave you a plot of land and you get to develop it with all these stickers.
  • You cannot lose this game. You just go year by year, make choices, and see where the story leads you.
  • It is freaking expensive to get one of these boards, but it's well worth it because we have played this more than all of these board games together.
  • It's an amazing board game, and Mr. Tves is amazing at this game.
  • This is my go-to game that I throw in the bag to play wherever I go.
  • Everybody loves it, even if you don't like poker, which I don't.
References (from this video)
No references stored for this video.
Video uzB3w9ktbh4 The Dice Tower Review at 6:51 sentiment: positive
video_pk 79951 · mention_pk 193618
The Dice Tower - Lands of Evershade video thumbnail
Click to watch at 6:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • storytelling
Comparison games
none
Mechanics (from transcript analysis)
  • Storytelling — Focuses on developing a narrative through gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, we're going to jump right into these here. I'm going to take a look at them and tell you what I think about them.
  • This game is now 20 years old.
  • It's not nearly as good as made by the people who made War of the Ring.
  • This is my favorite because all the pieces move like rooks sort of and you're trying to take over other people's pieces and each one has a special power and I like the theming of it.
  • Layers expansions bring it up to a nine. Layers is amazing.
  • I think the base game is fine, but when you I mean it's it's very it's enjoyable, but when you add the expansion it's fantastic.
  • Nothing here I think is amazing.
References (from this video)
No references stored for this video.
Video rXVuKSHRp4E Playthrough at 0:16 sentiment: positive
video_pk 79622 · mention_pk 193159
Lands of Evershade video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative delivered through an app.
  • Interesting mechanics around memory loss and survival.
  • Choices have significant narrative impact.
Cons
  • Dice rolls can be frustrating.
  • Sun exposure mechanics can be punishing.
Thematic elements
  • Survival in a harsh, memory-erasing environment, uncovering the truth behind an attack.
  • The Fade Lands, a white wasteland stripped clean by a broken sun.
  • App-driven narrative with text descriptions of events and character memories.
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose actions from a sheet, impacting movement, sun exposure, and other game states.
  • app-driven narrative — The game uses an app to deliver narrative elements, trigger events, and guide the story progression.
  • Dice Rolling — Dice are used to resolve actions like crawling, searching, and interrogating, with success often depending on character stats and abilities.
  • Environmental effects — The 'broken sun' and exposure to it have direct negative consequences on the characters, primarily memory loss.
  • Memory mechanics — Players must manage their characters' memories, which can be lost due to environmental exposure, and make choices about which memories to retain.
  • Story tracker — A story tracker is used to mark progress and trigger events based on player actions and discoveries.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't even know why I'm here, honestly.
  • The Fadelands, the part of the world that was stripped clean and painted white by the vicious broken sun.
  • You must first escape this blistering hell.
  • The mission, the cargo must reach.
  • Seasoned with strong emotions.
  • We figured out who attacked us.
  • You now remember the attack was conducted by an organized band of mercenaries or briggins, all bearing the symbol of a black helmet.
  • You now remember him flying circles above your group and shooting at you with his crossbow.
References (from this video)
No references stored for this video.
Video 1boEZ3YtS5M Analysis at 0:05 sentiment: mixed
video_pk 79448 · mention_pk 192869
Lands of Evershade video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Adventure 3 combat is consistently epic and complex.
  • Advancement in skill trees and item progression feels rewarding.
  • Every combat encounter being different keeps the game exciting.
  • The game allows for a lot of choose-your-own-adventure story moments.
  • Combat is fun and not unsatisfyingly punishing, even when difficult.
Cons
  • Adventure 3 is a step down from previous adventures.
  • Rules can still be confusing, even after many hours of play (e.g., companion vs. partner capabilities).
  • Finding and managing equipment items is a mess, requiring players to stop the game to hunt for them.
  • Companions can feel underpowered and die permanently, which is particularly punishing in solo play.
  • Solo play is too difficult, especially for the final boss fight, making the good ending unobtainable.
  • Adventure 3's story is rushed, with underdeveloped NPCs and choices lacking immediate consequences.
  • Overland sections in Adventure 3 are vague, bland, and can feel like travel rather than exploration.
  • Hex grid movement in overland can be confusing and break immersion.
  • Glitches and typos in the storybook can be jarring and drain faith in the narrative.
  • The final boss fight is too hard for single-player.
Thematic elements
  • Hybrid fantasy RPG
  • Evershade
Comparison games
  • Tainted Grail
  • Isle of Skye
  • Dungeons & Dragons
Mechanics (from transcript analysis)
  • campaign achievements — Achievements trigger early in Adventure 3 and continue throughout, impacting gameplay in the middle of sessions.
  • Choose Your Own Adventure — Used in combat resolution, with prior alliances affecting the fight outcomes.
  • combat mechanics — Fights become more complex in Adventure 3 with features like terrain that works like a clock, devouring bosses, flipping tokens for enemy states, and evolving push/pull mechanics.
  • Companion system — Companions can feel underpowered in Adventure 3 if not upgraded, and can die permanently, making solo play punishing.
  • Dice Rolling — Includes various dice like D12s, D20s, and D6s, with Dvinom dice offering a way to break up normal combat rolls. Rolling high on D20s is satisfying.
  • Dvinom (magical juice) — Takes a more central stage in combat with associated dice rolls (yellow Dvinom dice for deluxe).
  • Hex grid movement — Used in overland sections, but can be confusing when hex numbers reference two spaces, leading to immersion-breaking issues.
  • Item Management — Players accumulate many items, and solo players can run out of equipment spaces quickly. Companions and partners cannot equip items, which feels bad in solo play.
  • Overland travel — In Adventure 3, overland sections can feel like traveling through bland or useless entries, with many unnamed hexes and vague objectives.
  • Progression systems — Skill trees and item progression continue to advance throughout the campaign, allowing players to feel powerful.
  • Storybook text — In Adventure 3, flavor text can fluctuate in length, sometimes becoming very long paragraphs, similar to Tainted Grail.
  • Terror/Trauma mechanics — Still present and respected, with tense trauma rolls leading to potential perma-death for characters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, you could say I 100%ed this hybrid fantasy RPG.
  • Well, uh, Adventure 3, aka A3, made me really reconsider that statement because there's just so much to clean up here.
  • The middle of adventure 3 has this little segment which I'll consider peak land evershade gaming.
  • The fights get more epic. And with that, they're the most complex in all of Lands of Evershade.
  • Adventure 3, not so good.
  • The final fight, which I found to be Awakened Realms exhibit uh okay, not exhibit A, but something like exhibit D in Endgame weirdness.
  • But it's just too hard single player.
  • So, where does it leave the entire core game of this after playing all three of these campaigns?
  • Lantade doesn't have that. Like, yes, it got very hard at some point, but it wasn't unsatisfyingly so. It just, okay, it's too hard. Well, the game ends. That's my story.
References (from this video)
No references stored for this video.
Video a0a3MTyNn2I Review at 0:16 sentiment: positive
video_pk 79450 · mention_pk 192871
Lands of Evershade video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fully fledged character creation system with great detail.
  • Vast, thrilling, exciting, and immersive story in the initial scenario.
  • Choices matter and influence the story (choose your own adventure style).
  • The storybook app is amazing, making the game a breeze to play.
  • Character advancement feels incremental and natural.
  • Stunning models and artwork.
Cons
  • Initial setup is difficult and confusing with unclear token placement.
  • The game does not feel very challenging.
  • Questions the necessity of physical components when the app is so good.
Thematic elements
  • Traversing through the lands following a sprawling narrative to reach the end of the story and win the game.
  • Lands of Ever Shade
Comparison games
  • Eldridge horror
  • D&D
  • AD&D
  • Stalker
  • Legendary Aliens
Mechanics (from transcript analysis)
  • app integration — A storybook app offers narration and automatic navigation to story passages, streamlining gameplay.
  • Character creation — Players create characters from scratch or use pre-generated ones, choosing race and profession, and assigning stats like strength, agility, intellect, and charisma.
  • Combat System — Initiative is determined by drawing tokens. Combat rounds involve players' party acting and enemies acting, with attacks including melee, close range, and ranged.
  • Dice Rolling — Involves rolling dice against a difficulty level, with a number of successes required. Fate tokens can be used to re-roll dice.
  • Keyword System — Characters can possess keywords that provide a boon to dice rolls if relevant.
  • Level Advancement — Players gain more powerful weapons, magic items, and spells, and mark advancements on their player board.
  • Narrative Choice — Players read passages from a storybook which provides options, leads to different entries, and can involve manipulating characters on maps.
  • Story Book/Scenario Book — Players read passages from a storybook which provides options, leads to different entries, and can involve manipulating characters on maps.
  • Track Advancement — Players gain more powerful weapons, magic items, and spells, and mark advancements on their player board.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And in this anvil-sized box, you'll be taking on the role of a group of characters. You'll be traversing through the Lands of Ever Shade following a sprawling narrative in the hope that you can reach the end of the story in this box, no spoilers, and yeah, win the game.
  • So, when you create a character, you'll go through the book. You'll have a bunch of natural beasts. You'll have strength, agility, intellect, and charisma and the race and profession you choose will dictate what stats you get for this yeah.
  • The second thing that we really, really enjoyed about this game is that the story in the initial scenario pack is absolutely vast. It's thrilling, it's exciting, and it's immersive, yeah?
  • So, the first thing that we don't like about this game and this drove me up [ __ ] wall is getting it out of box and having to sort out all those bloody tokens was one of the biggest ball aches that I have experienced aside from actually being kicked in the balls, yeah.
  • So, we are going to say yes. Lands of Evershade is a decent RPG style game that looks amazing, tells a riveting story, and is thoroughly engaging throughout.
  • And the answer to this question is a resounding yes.
References (from this video)
No references stored for this video.
Video -1yGitcAaPM Rules Teach at 2:59 sentiment: positive
video_pk 78673 · mention_pk 191580
Lands of Evershade video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Extremely good tutorial.
  • The tutorial allows learning without reading the rulebook.
  • The tutorial avoids redundant information for experienced players.
  • The tutorial offers slightly different paths for players.
  • The game tracks decisions that impact the campaign.
  • Fate is a valuable and versatile resource.
  • Clever decision token mechanism for player agreement.
  • Random item generation can yield powerful items like the wand of ice.
  • The game mechanics for skill checks, including support and attribute bonuses, are well-explained.
  • The chase mechanics and scenario progression add depth to the gameplay.
Cons
  • Some players might miss specific rules regarding fate rerolls or divinum dice.
  • The initial combat setup involved leaving most equipment behind.
Thematic elements
  • Surviving and making a living on a dangerous frontier
  • Black Ridge, a frontier town in Ever Shade
Comparison games
none
Mechanics (from transcript analysis)
  • Action cards — Players use action cards for various abilities, including offensive actions and spells.
  • Attribute bonuses — Certain character traits or skills can grant bonus dice to skill checks.
  • Character creation — Players create characters, as mentioned in the context of a previous video.
  • Chase mechanics — Specific rules govern the movement and pursuit of an enemy during a chase sequence.
  • Combat — The game features combat, with characters preparing their abilities and equipment.
  • Dice Rolling — The game utilizes D12 dice for various checks and actions.
  • Divinum — A substance called Divinum is present in the game, seemingly related to powerful wielders and magical effects.
  • Fate resource — Fate is a resource that can be spent to re-roll dice, turn action cards back, or gain extra actions in combat.
  • Injury conditions — Characters can gain injury conditions, and accumulating too many can lead to character death.
  • item acquisition — Players can find or be rewarded with items like the 'wand of ice'.
  • Player support — One player can provide an extra die to another player's check under specific conditions.
  • Scenario sheets — The game progresses through distinct scenarios or 'episodes' represented by sheets.
  • Skill checks — Players make checks based on character attributes like strength and agility, often involving rolling multiple dice.
  • Story tracking — Decisions are marked on a story tracker, influencing future events in the campaign.
  • Terror/Boons — Characters can gain terror or boons, which affect their attributes or introduce negative consequences.
  • Tutorial — An integrated tutorial system guides new players through the initial stages of the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The tutorial that is built into this game is extremely good.
  • If you ever reroll the divinum die Sorry, if you ever roll the divinum die as part of a check, which we will see later on, and you spend fate, you can choose to reroll that as well.
  • So, we've now seen how this bit plays out, but I don't believe it has really spoiled the story because you're going to play this yourself and it's going to be different.
References (from this video)
No references stored for this video.
Video OemP3S7LZEM Interview at 1:17:03
video_pk 78096 · mention_pk 189345
Lands of Evershade video thumbnail
Click to watch at 1:17:03 · YouTube ↗
Pros
  • Offers significant build variety through professions, sub-classes, and paths.
Cons
  • Uncertainty about the depth of combat and build relevance.
Thematic elements
  • Narrative RPG
Comparison games
  • Elder Scrolls
Mechanics (from transcript analysis)
  • Character progression — Features 12 professions (classes) with sub-trees and sub-classes, offering significant build variety.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The library to me is never the coolest place in town. It's a It's very rarely the crowdest place in town, but it's a place where people come to learn something to ignite the passion for something.
  • My only hope was to to find this uh to get this job at this local representative from London in London from the same company I used to work. And uh yeah and frankly the main reason I also went to London because I had a couple of friends who were very who were just very kind to me and saying you can stay here with us as long as you need to and that's basically was the only place I could ever go without money or anything.
  • I realized that even though I love all this nerdy productivity stuff, I'm just truly not really an expert in that.
  • And I think it was my wife because she she've been like keep telling me in the background this whole time like dude you're such a nerd. you should do some gaming stuff because you've been playing the whole life and you can talk about games for hours.
  • I would rather try doing that than going into the usual top 10 listicles and you know all the hottest latest stuff. It just resonate with me much more partly because I've been doing a lot of self-reflection and wanted wanted to do something I could do long term.
  • The fact that you're saying that you're happy doing that you can tell it's one of the things that uh sometimes whenever you know creators you know it's a hard balance whenever you want to make content as you said to feed the algorithm to make you know some videos and but I think like judging you know if you watched a couple of videos from the same person most of the time you can tell whether they're having a blast whether it's genuine experience for them and or not at least that that's kind of my take on it.
  • It is not. [laughter]
  • Elder Scrolls has the best character customization we have in a board game. Full stop.
  • The only reason I haven't done the video about it yet, believe it or not, is because I think I don't know the platform well enough to make a sort of video about this.
  • So, the only reason I haven't done the video about it yet, believe it or not, is because I think I don't know the platform well enough to make a sort of video about this. The same stories will reviews as you know, I haven't reviewed Desi.
References (from this video)
No references stored for this video.
Video cc43ZRpIfOg Review at 0:00 sentiment: positive
video_pk 69486 · mention_pk 166011
Lands of Evershade video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Promises to be an RPG in a box.
  • Handholding method for experiencing an RPG.
  • Player's handbook makes it feel like D&D.
  • Streamlined character creation with keywords on tokens.
  • Tactile experience in building characters.
  • Story book is robust with many entries and a tutorial.
  • Integrates combat and non-combat scenarios well.
  • Varied objectives in scenarios (not just combat).
  • Modular and customizable scenarios/campaigns.
  • Streamlined combat actions displayed on player board cards.
  • Grid-based tactical combat.
  • Unpredictable enemy AI.
  • Interesting initiative system.
  • Easy-to-understand dice rolling system for attacks, defense, and skill checks.
  • Tangible character progression with tokens on player boards.
  • Exciting tactile nature of item and skill acquisition.
Cons
none
Thematic elements
  • RPG in a box
  • Choose Your Own Adventure
Comparison games
  • D&D
  • DnD
Mechanics (from transcript analysis)
  • AI Decks — Enemies have AI decks that dictate their actions, adding an element of surprise as their behaviors are revealed throughout the game.
  • Character creation — Players create characters using a player's handbook, choosing species, classes, and backgrounds, with keywords defining character traits.
  • Choose Your Own Adventure — A significant portion of the game involves a choose-your-own-adventure style narrative presented in a story book with numerous entries.
  • Combat — Grid-based tactical combat scenarios occur, where players use abilities from cards on their player board to attack and defend, rolling dice.
  • initiative bag — A bag of tokens determines player and enemy turn order, offering tactical choices within a chance-based system.
  • modular campaigns — The game is modular, allowing for various scenarios and campaign builds, with progress tracked through collected items and advancements.
  • Skill checks — Players make skill checks, often involving dice rolls, influenced by character keywords and abilities.
  • Tech Tree/Skill Tree — Players can advance their characters through a tech or skill tree by gaining experience and using tokens to increase abilities.
  • Token Slotting — Tokens representing professions, keywords, and advancements are slotted into a player board, reinforcing memory and providing tactile feedback.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this one promises to be the most handholding and I mean that in the most positive sense of the term uh method of letting someone experience an RPG straight out of a box
  • the fact that the game comes with a player's handbook already does kind of makes you feel like your D and D
  • it doesn't overwhelm so there's these beautiful spreads but the information on each page here's the page that starts with the races you're choosing you can see like if you look at a lot of DnD D books and modules there's a lot of textt there's a lot of stuff to a lot of tables this has a lot of that but it's like little bit by little bit that makes it feel less overwhelming
  • this game does weave together combat and non-combat back and forth
  • the way that they use these sheets in combination is a I think a really unique idea
  • this game feels like an RPG but a little easier to parse is that everything you're doing on your turn all of your actions are right here in front of you on your player board
  • the tactile nature I can't stress enough how much more exciting that made even like even the items that you get the skills that you get conditions you get and they tease the secret Origins that we have not found but they say you will find your secret origin all that stuff is done in a way that you would you know be like you said earlier erasing and rewriting but it's all done with these tokens as well and it does make it pretty easy to just store even the combat cards that slot in here everything can just be kind of fits in into a slot in a really smart way
References (from this video)
No references stored for this video.
Video uEjfvFFkzIw Rules Teach at 2:39 sentiment: positive
video_pk 67410 · mention_pk 163534
Lands of Evershade video thumbnail
Click to watch at 2:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich narrative and story elements.
  • Less combat-focused than many cooperative fantasy games.
  • Detailed component labeling on miniatures and in box storage.
  • Good player aids (reference cards, icon glossary).
  • Easy-to-understand cover system.
  • Quest items add unique gameplay elements.
  • Potential for character growth and advancement.
Cons
  • Using magic gains terror.
  • Hit points are not automatically refreshed after combat.
  • Some advanced rules are not covered in this initial combat tutorial.
  • The first combat scenario is designed to be easier than subsequent ones.
Thematic elements
  • The core theme revolves around solving a murder, uncovering a conspiracy involving powerful magic users and corrupt officials, and the choices players make that impact the narrative and their character's development.
  • The narrative takes place in a fantasy world with elements of murder mystery and political intrigue, involving a city named Whitewell and a region called Blackridge.
  • The game features a story-driven narrative divided into adventures, chapters, and acts, with player choices significantly influencing the progression and outcome.
Comparison games
none
Mechanics (from transcript analysis)
  • Action Points — Players have two actions per turn, which can be used for basic actions like moving or first aid, or for playing cards and using abilities.
  • Card Play — Players use cards representing abilities, spells, and items, which have specific targeting requirements, effects, and costs (like fate).
  • Character advancement — Characters can gain experience points and level up, receiving attribute boons or new abilities, which are detailed in future videos.
  • Character Stats — Characters have attributes such as strength, agility, intellect, and charisma, which are used for various checks and determine the number of dice rolled.
  • Combat Rounds — The game progresses in a series of combat rounds where players draw tokens from an initiative bag to determine turn order.
  • Cover system — A simple cover system is implemented where adjacency to impassable barriers grants armor bonuses against attacks from certain directions.
  • Dice Rolling — Dice are used for skill checks, combat attacks, and defense rolls, with target numbers and success thresholds determining outcomes.
  • Fate tokens — Fate tokens are a resource that can be spent to reroll dice or refresh cards, providing a way to mitigate bad luck or enhance actions.
  • initiative bag — A core mechanism for turn order, the bag contains tokens (white for players, black for enemies, dual tokens for choices) that are drawn to dictate the sequence of actions.
  • Quest Items — Special items specific to a quest, like the 'noble's signet,' are acquired and can grant unique abilities or be required for other cards.
  • Resting/Healing — Hit points are not automatically recovered after combat; resting is required and involves its own set of rules and mechanics, detailed in subsequent content.
  • Terror — Using magic or failing certain checks can generate 'terror,' which appears to be a negative consequence or resource that impacts the player.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Lands of Ever Shade is a lot less combat and it's got a lot more narrative and story and a lot more things going on.
  • One great thing with this game that Awaken Realms have learned, and I want other publishers to learn, is that every miniature is actually labeled on the bottom.
  • The enemies in this game, they don't roll to try and hit you. They automatically hit you for three damage.
  • If you are looking for something which is a hybrid role-playing game, adventure, story, narrative with the occasional fight, that's more like what Lands of Everlasting is.
  • The first combat of the campaign is designed to be easier.
References (from this video)
No references stored for this video.
Video fe3HWZ0Ypbk Discussion at 46:36 sentiment: neutral
video_pk 66985 · mention_pk 162891
Lands of Evershade video thumbnail
Click to watch at 46:36 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
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 algorithm has changed to a to a kind of thing where you can't do series of videos easily. It doesn't like that. You need to do long form content in one video.
  • If you can't fit it on the shelf, it's not in the collection. And if you have to fit it on the shelf, someone else is leaving.
  • It's like, why? You know, it's bad enough to be doing the whole logging plays to say like, 'Oh, I played this at this time. I played this at this time.' I could not care less who won what game and when.
  • You do not have to meet a minimum prerequisite. It's just it does get on my wick that.
  • It's like there are two people that sort of get on my wick with this or say that try to get out of the idea of helping to pack a game away. Smokers [...] and then the ones doing the BG stats...
References (from this video)
No references stored for this video.
Video GsJvysnP-N0 Playthrough at 0:17 sentiment: positive
video_pk 66752 · mention_pk 162558
Lands of Evershade video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Sexy art
  • Engaging narrative with choices
  • Immersive roleplaying opportunities
  • Interesting character advancement system
  • Surprising narrative options (e.g., option to kill an NPC)
  • Good lore and world-building
Cons
  • Tutorial is lengthy (two acts)
  • Possibility of losing the game if time runs out
Thematic elements
  • Evershade
  • Hybrid board game and RPG with roleplaying elements encouraged
Comparison games
  • Elden Ring
Mechanics (from transcript analysis)
  • camp phase — Players can rest at camp to set up structures, upgrade equipment, and interact with each other.
  • Character advancement — Characters gain XP and can advance through tech-tree-like progression, unlocking new abilities and upgrading stats.
  • Deck Building — The game involves acquiring and using cards for actions and abilities.
  • exploration — Players can explore different locations on the map, which can end the day or reveal new paths.
  • Item Management — Players can equip items and move equipment between their inventory and character board.
  • Personal secrets — Players draw secret tokens that influence character interactions and can be revealed or kept hidden.
  • questing — Players place quest models on the board to advance the narrative.
  • Story tracker — Markers are placed on a story tracker to indicate progress and trigger events.
  • Time Tracking — A time token progresses, and running out of time can lead to negative consequences for characters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We need to play more Elder Ring.
  • This tutorial will help you with your first camp phase in your first character advancement.
  • Lands of Evershade is a hybrid board game and RPG.
  • Kill her in her sleep. That actually that literally took me by surprise if that was even an option.
  • Congratulations. You've completed act two in chapter one of Into the White.
References (from this video)
No references stored for this video.
Video BCCoDlaMYxg Meet Me at the Table Unboxing at 0:04 sentiment: positive
video_pk 66080 · mention_pk 160606
Meet Me at the Table - Lands of Evershade video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • astronomical amount of content and components
  • high component quality and polish (miniatures, art, acrylics, dice trays)
  • easy to learn and highly approachable despite complexity
  • modular campaigns with replayability
  • deep character creation with many options (races, professions, origin tokens, and companions)
  • great presentation for unboxing and room for customization (sundrop minis, paints)
Cons
  • sleeving all cards may not fit in the core box; requires extra holders
  • some packaging can crush items during shipping
  • very large and heavy contents due to extensive components
Thematic elements
  • character creation, progression, and narrative adventures
  • Awaken Realms intro into kind of an RPG type concept while still keeping it as a board game
  • campaign-based with modular adventures and story-driven decisions
Comparison games
  • Nemesis
Mechanics (from transcript analysis)
  • camp phase — camp phase where cards are slotted into slots and used for actions during the camp stage
  • campaign missions — three different campaign missions inside the core box
  • Character creation — race, class, origin tokens and personal secrets guide character creation and skill trees
  • Combat System — tense tactical combat requiring positioning; uses dice and various tokens
  • Combat: Dice — tense tactical combat requiring positioning; uses dice and various tokens
  • initiative and action management — universal markers and a bag-drawn initiative system to determine activation order
  • modular adventures — replayable missions with different paths to the end of each mission
  • Modular Board — replayable missions with different paths to the end of each mission
  • skill trees and advancement — primary and secondary advancement trees for character progression
  • Tech Trees — primary and secondary advancement trees for character progression
  • tokens and dice — Deinium tokens, time tokens, condition tokens, boons, and brill currency influence combat and progression
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The amount of items alone is astronomical.
  • This is Awaken Realms intro into kind of an RPG type concept while still keeping it as a board game.
  • It's a highly approachable game and I'm excited to show you all the cool things inside of here.
  • I can't wait to get to it.
  • The Sundrop miniatures version of the game looks amazing.
References (from this video)
No references stored for this video.
Video -5NUUaeOIp4 Meet Me at the Table Playthrough at 7:05 sentiment: positive
video_pk 66065 · mention_pk 160578
Meet Me at the Table - Lands of Evershade video thumbnail
Click to watch at 7:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Story-driven with meaningful choices
  • Readable lore and optional deeper lore reading
  • Clear structure with distinct camp and story phases
Cons
  • Some terminology and rules are complex and can be hard to parse from dialogue
  • Shipping and component logistics discussions occur, though not gameplay mechanics
Thematic elements
  • moral choices, justice vs. power, Divinum power, protecting a community
  • Nightbloom Crossing and surrounding areas in the fantasy realm of Evershade
  • story-driven, branching decisions, story tracker
Comparison games
  • Oathsworn
  • Grail King's Ruin
Mechanics (from transcript analysis)
  • advancement_tokens — Advancement tokens in a pouch allow a character to advance; tokens are consumed/placed as they upgrade on the character board
  • camp_phase — Camp phase allows healing, refreshing cards, upgrading camp structures, and reequipping; all cards refresh during camp
  • experience_track — Players gain XP; an experience marker moves up the track; advancing to the next level increases capabilities, with a reset of XP when leveling up
  • solo_play_two_handed — Solo play requires playing two full characters (one as a companion) and may include allies; two characters are used for solo sessions
  • story_tracker_and_decisions — A story tracker records past decisions (A, B, Y, etc.); players hold a decision token that can affect who has final say; the token passes clockwise
  • Time Track — Time tokens track days; movement and exploration can progress or end the day depending on token/marker conditions
  • time_and_marker_tokens — Time tokens track days; movement and exploration can progress or end the day depending on token/marker conditions
  • Track Advancement — Advancement tokens in a pouch allow a character to advance; tokens are consumed/placed as they upgrade on the character board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The journey ahead. The distance is not the biggest part of the challenge.
  • Murder!
  • Baron killed the kid.
  • Note, Lands of Everlasting is a hybrid board game and I'm pretty sure this means you have a that if you and other players, you can make the experience more immersive.
References (from this video)
No references stored for this video.
Video RoUwDmsQ4Fg Rules Teach at 0:04 sentiment: positive
video_pk 65943 · mention_pk 160150
Lands of Evershade video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The tutorial system is integrated into the gameplay, teaching players as they go.
  • The game offers a good amount of player choice that affects the narrative.
  • The combat system appears to be tactical and engaging.
  • The character advancement system allows for customization and improvement.
  • The game provides a thematic experience with character-driven backstories and motivations.
  • The components and save system seem well-designed for a board game.
Cons
  • The tutorial aspect can sometimes lead to unexpected rule reveals that impact gameplay.
  • Some players may find the amount of reading and decision-making to be extensive.
  • The game can feel punishing with early character injuries and terror mechanics.
Thematic elements
  • Campaign game heavily inspired by D&D
  • Evershade
Comparison games
  • Dungeons & Dragons
  • Kingdom Death
  • Death May Die
Mechanics (from transcript analysis)
  • camp phase — A phase where players can rest, heal, and interact with elements at their campsite.
  • Character advancement — Characters gain experience and can advance by improving attributes or gaining new abilities.
  • Character creation — Players select races and classes for their characters.
  • Combat — Turn-based combat occurs on a tactical map with movement, actions, and enemy activations.
  • Dice Rolling — Dice rolls are used for skill checks, combat attacks, and other game resolutions, often with modifiers based on character attributes and abilities.
  • Resource Management (Fate/Boon/Terror) — Players manage fate tokens for re-rolls, boons for bonuses, and terror tokens as negative effects.
  • Storybook/Event Resolution — Gameplay progresses through reading entries in a storybook and making choices based on character keywords and requirements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's like uh a D and D session without a DM and cuz thank god I hated doing it.
  • I love learning games on camera. It's our favorite thing to do.
  • Every character gains an injury condition.
  • You're about to engage in your first combat.
  • This is the third orphanage I've burned down.
  • He's very DM coded. This looks like your only chance.
  • I'm going to get some agility and some more HP.
References (from this video)
No references stored for this video.
Video OT_XsjkgVDA Playthrough at 0:19 sentiment: positive
video_pk 65945 · mention_pk 160152
Lands of Evershade video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative with player choices
  • Challenging combat encounters
  • Satisfying character progression
  • Interesting companion mechanics
  • Thematic and atmospheric setting
Cons
  • The game can be challenging and requires careful resource management.
  • Some mechanics, like dice rolling and interpretation, can be complex.
Thematic elements
  • Chasing a dangerous criminal, investigating corruption and ancient mysteries.
  • The city of Whitewell in Evershade
  • The game progresses through a story tracker and player choices impact the narrative.
Comparison games
  • Darkest Dungeon
Mechanics (from transcript analysis)
  • Character progression — Characters gain experience and can advance their abilities.
  • Combat — Encountering and fighting enemies using character abilities and dice rolls.
  • Companion system — Recruiting and utilizing companions with their own unique abilities.
  • Fate — A resource that can be spent to influence dice rolls or other game effects, sometimes gained back.
  • Item Management — Acquiring and using various items like weapons, armor, and trinkets.
  • Skill checks — Players roll dice based on character stats and skills to overcome challenges.
  • Story tracker — A mechanic used to track the progress of the narrative and place markers related to events.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Wow. No one named Desmond could ever be an evil man.
  • It's darkest dungeon. We're going to go under.
  • Whoa, this is like Yeah, we're we're like crane pirates now.
  • He fell. They fell on the vent.
References (from this video)
No references stored for this video.
Video iwN-AGt3CMU Review at 2:17 sentiment: positive
video_pk 65944 · mention_pk 160151
Lands of Evershade video thumbnail
Click to watch at 2:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Gorgeous presentation with high-quality miniatures and art.
  • Streamlined organization system for components and miniatures.
  • Excellent writing with a good balance of narrative and mechanics.
  • Deep character customization and progression system.
  • Engaging and well-designed combat that respects player time.
  • Meaningful player choices with significant narrative impact.
  • The 'fate' dice mechanic offers a unique and engaging twist on traditional dice rolling.
  • The camp phase provides a relaxing downtime activity with tangible benefits.
  • Satisfying progression of characters and items throughout the campaign.
  • The hybrid RPG/board game design successfully blends genres.
  • The game respects player time with efficient setup and takedown.
  • The world feels large, believable, and reacts to player actions.
  • Excellent tutorial that facilitates learning by doing.
  • The division into separate adventure boxes provides a good sense of completion.
Cons
  • HP dials for companions and enemies are fiddly and prone to accidental movement.
  • Party vs. half-party icons are too similar, causing potential confusion.
  • Cardboard tokens, especially horizontal ones, are a pain to organize and access.
  • The insert's organization system for item tokens is confusing.
  • Skill tokens and card fitting can be problematic for fewer players.
  • Component count feels high, with some tokens potentially unnecessary.
  • Companion artwork does not visually upgrade, making cards blend together.
  • Activation rules for partners and companions could be clearer.
  • Lack of a dedicated companion reference card.
  • Rulebook explanations, particularly for combat, lack sufficient visuals.
  • Rulebook wording regarding knocked out/eliminated characters can be ambiguous.
  • Square rulebooks are floppy and wear easily.
  • Absence of a glossary and incomplete index in the rulebook.
  • Ambiguity in overland movement terms ('move by two' vs. 'move up to two').
  • Inconsistent use of 'immediately' for passage transitions can be confusing.
  • Ambiguity in enemy card stacking/shuffling instructions.
  • Included dice tray is flimsy and has high walls, hindering visibility of rolls.
  • Player trays can cause components to jumble if turned sideways.
  • Class upgrade sheets lack clarity, requiring manual lookup in the handbook.
  • The game lacks a centralized reference for all cards and items.
  • Metal coin add-ons are too large for some overland spaces.
  • Class progression can feel redundant with overlapping upgrades.
  • Cover mechanic in combat could be better explained on player aids.
  • Enemy activation chip system can lead to frequent double turns for enemies.
  • Balance can be affected by player count and minmaxing strategies.
  • The 'personal secret' mechanic feels half-baked and underdeveloped.
  • Some story passages can feel rushed or contain jarring narrative jumps.
  • Agility checks are used for both movement and intricate tasks, lacking a dedicated dexterity stat.
  • Ambiguity in flavor text and quest instructions can lead to confusion.
  • The game can feel 'railroaded' in certain narrative paths.
  • Some overland scenarios feel like filler with a drop in writing quality.
  • Combat scenarios can sometimes be 'feast or famine' with instant player elimination.
  • Specific scenarios have issues with unclear instructions or impossible objectives.
  • Companion progression might be missed if specific side quests aren't pursued.
  • Ambiguity regarding progression requirements (e.g., 'city or failand').
Thematic elements
  • Dealing with the decay of civilization in Evershade under a dangerous sun, and the conflict over Devinium, a magic that grants reality-altering capabilities.
  • A high fantasy world called Evershade, protected by a giant stone shield from a broken sun that emits dangerous light. The world has regions like the bleached white veinlands, the Rotlands, and the Forgotten Empire.
  • Choose your own adventure through a storybook, with choices impacting the narrative and world.
Comparison games
  • Dragon Eclipse
  • Tainted Grail: Fall of Avalon
  • Tainted Grail Kings of Ruins
  • Isis Vanguard
  • Nemesis Retaliation
  • War of Mine
  • Elden Ring
  • Dungeons and Dragons
  • Gloom Haven
  • Imperial Soul
  • Frost Haven
  • Lovecraft
  • Mythos
  • Dragon Age
  • Dread
  • FF15
  • Elder Scrolls: Betrayal of the Second Era
  • TI4
Mechanics (from transcript analysis)
  • Character progression — Characters advance by gaining experience, unlocking new abilities, and acquiring items, similar to RPGs.
  • Choose Your Own Adventure — The core gameplay loop involves reading passages from a storybook and making decisions that influence the narrative and gameplay.
  • cooperative play — Designed for 1-5 players, the game is cooperative, with recommendations for lower player counts.
  • Dice Rolling — A D12 system is used for checks, with a 'fate' mechanic allowing rerolls and extra actions, mitigating the randomness of dice.
  • exploration — Players move their party on overworld maps (secret sheets) to interact with game elements and advance the story.
  • Resource Management — Players manage resources like 'fate' for rerolls and special actions, and must manage their character's health and conditions.
  • Set Collection — Acquiring various items and abilities contributes to character builds and progression.
  • Tactical combat — Combat occurs on separate sheets, featuring tactical battles similar to dungeon crawlers with character actions, enemy activations, and strategic positioning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is going to get a recommended score of an 8 out of 10.
  • Lands Evershade is not just a massive home run swing that comfortably makes it to third base. It's an immense towering castle that can inevitably have more problems than say most board games you'll find at retail.
  • It's big and it can be bumpy, but you're going to get to the end of adventures without too much frustration with the cleaned up second edition for components and some flavor text reworking.
  • This hybrid RPG plus board game where combat is so reliant on story and vice versa means that both huge parts need to work in conjunction smoothly all the time.
  • Compared to normal tabletop role playing, you get the benefit of all the art to help immerse you.
References (from this video)
No references stored for this video.
Video tEBWlAONnnw Board Games Unlocked Unboxing at 0:24 sentiment: positive
video_pk 65942 · mention_pk 160148
Board Games Unlocked - Lands of Evershade video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Extremely excited for the game.
  • Perfect blend of TTRPG and campaign game.
  • High quality components like metal posters and coins.
  • Detailed setting and character creation.
  • Potential for meaningful choices and narrative.
  • Good quality insert that accommodates acrylic tokens.
  • Player handbook feels high quality.
  • Well-organized trays for components.
Cons
  • Potential for tuck boxes to get worn out.
  • Uncertainty about how sleeved cards will fit in storage.
  • The game comes with standees which the host won't use.
  • The insert might cause lid lift.
Thematic elements
  • Campaign game with RPG inspirations, character creation, and meaningful choices.
  • Evershade
Comparison games
  • Etherfields
  • Isis Vanguard
  • Tainted Grail
  • Dragon Eclipse
  • Expedition 33
  • Borderlands (video game)
  • Vampire Crawlers
  • Grim Coven
  • Trespass Odyssey
  • Kingdoms Forlorn
  • Dante Inferno
  • Aridia
  • Madara
  • Cloudspire
  • Stalker (video game)
  • Unmatched
  • It Takes Two (video game)
  • Split Fiction (video game)
  • Uncharted series (video game)
  • Ghost of Tsuyima (video game)
  • Dragon Age (video game)
  • Divinity: Original Sin (video game)
  • Castles of Burgundy
Mechanics (from transcript analysis)
  • app integration — The game uses an app to manage stuff and potentially has voice acting/narration.
  • Campaign play — The game is designed for campaign play with a focus on series and playthroughs.
  • Character creation — Features a complete character creation system.
  • Companion system — Features colorful companions and divine familiars like a snail and mothling.
  • Meaningful Choices — Adventures change in a way that makes all these choices meaningful.
  • RPG Elements — Incorporates inspirations from RPGs.
  • Standalone Adventures — Players can pick among multiple standalone adventures.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the perfect blend of a TTRPG and an actual campaign game.
  • I believe that a lot of reviewers play like because they're clearly more popular than than I am um and have way more followers and have more commitment because it's actually their job. I fully believe that there's a lot of uh big reviewers that don't play that far into a campaign.
  • I just I I've always just been into the story more than anything.
  • Awaken realms change the game.
  • It's getting tight.
  • Thank you Awaken Realms for actually making your acrylic tokens fit.
References (from this video)
No references stored for this video.
Video MvD1dfxWkJU ON TABLE Board Games Discussion at 0:09 sentiment: positive
video_pk 41864 · mention_pk 126959
ON TABLE Board Games - Lands of Evershade video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Character customization through tokens and potential hero creation
  • Rich variety of equipment and scalable visuals for different hero builds
  • Strong modular component design with multiple board types (story, city, dungeon, battle)
  • Camp phase adds strategic depth through rest and card management
  • Time track and branching adventure structure add momentum and tension
Cons
  • Rulebook and exact rules not fully provided in the prototype video; may change
  • Final artwork, stats, and balance not yet finalized in the prototype
  • Some components and token varieties may be placeholders requiring final production decisions
Thematic elements
  • Adventure, exploration, and RPG-style character progression within a branching narrative.
  • A fantasy land explored via maps and story paragraphs, with various locations including towns, dungeons, and camps.
  • Story-driven with choices presented as moments in a paragraph-based storybook
Comparison games
none
Mechanics (from transcript analysis)
  • Action and reaction cards — Each hero uses offensive and defensive cards that govern actions during turns and combats.
  • camp phase — A phase where players rest, refresh cards, rearrange equipment, and potentially trade with others.
  • Character boards with attribute tokens — Players place tokens to track hero attributes (intelligence, agility, charisma) on a central hero board.
  • Development tree and card slots — Hero progression is represented by a development tree, unlocking more card slots and options as levels rise.
  • Enemy and battle boards — Combat occurs on dedicated battle boards with miniatures and enemy activation mechanics.
  • Equipment and item tokens — Armor, weapons, artifacts, and other gear are represented by tokens placed on the hero board and in map spaces.
  • Miniature tracking and activation — Miniatures represent heroes and enemies; enemy actions are driven by activation cards.
  • Modular Board — Different boards for story, city, dungeon, battle, and other scenarios with distinct rules and goals.
  • Modular map boards — Different boards for story, city, dungeon, battle, and other scenarios with distinct rules and goals.
  • Player Board | Main Board — Players place tokens to track hero attributes (intelligence, agility, charisma) on a central hero board.
  • Puzzles and special boards — Adventure boards may include puzzles or special rules that alter travel or exploration.
  • Story/time track — A story track functions as a time counter; progress is marked as the adventure unfolds across maps.
  • Tech Trees — Hero progression is represented by a development tree, unlocking more card slots and options as levels rise.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • pretty cool
  • you will also be able to create your own Heroes by yourself
  • there will many many more [heroes] in the final version of this game
  • This can be very useful and often necessary as we explore this mysterious World and its various corners
References (from this video)
No references stored for this video.
Video 7443b3gMxSE ON TABLE Board Games Review at 0:00 sentiment: positive
video_pk 39282 · mention_pk 118286
ON TABLE Board Games - Lands of Evershade video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong narrative and atmosphere; immersive world-building
  • Compelling exploration with branching story
  • Effective team collaboration and clear player roles
Cons
  • Combat can feel light or not very tactical for some players
  • Text-heavy content may be overwhelming or slow pacing
  • Reliance on reading may hinder accessibility; app integration suggested
Thematic elements
  • Exploration, cooperative storytelling, and player-driven narrative shaping
  • A dark fantasy world with cities, catacombs, and diverse landscapes in Lands of EverShade
  • Rich, branching, paragraph-driven storytelling that evolves with player choices
Comparison games
  • Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
  • Activation deck and initiative — Enemies activate one at a time according to tokens drawn from the back-of-activation deck.
  • Character creation and team synergy — Races, classes, and specializations affect abilities; collaboration and role differentiation are central.
  • Combat board and minion management — Separate combat board for battles with hero and enemy miniatures and activation rules.
  • Exploration-driven narrative — Paragraph-based storytelling with branching choices that affect the plot and world.
  • Movement resolution — Dice determine movement to spaces (triangle or circle) on the map.
  • Narrative Choice — Paragraph-based storytelling with branching choices that affect the plot and world.
  • Resource management: Fate and card refresh — Fate tokens refresh action cards; destiny dice help refresh; cards return to the deck after use.
  • Rest and camp phase — Camp Board with Camp Cards provides variable actions and healing options.
  • Skill tests and dice pools — Tests use character attribute dice; more dice from higher attributes, with potential special dice (Venom, Divinum).
  • Terror and wound tracking — Failing tests yields Terror; wounds accumulate and can end a character's adventuring after three wounds.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The story is the most important thing.
  • Lands of EverShade focuses on engaging story and meaningful decisions.
  • This game is not a game with complicated and elaborate mechanics.
  • The combat system doesn't quite convince me.
References (from this video)
No references stored for this video.
Video d4OtoHJ6AlU Meet Me At The Table Playthrough at 0:04 sentiment: positive
video_pk 8388 · mention_pk 24705
Meet Me At The Table - Lands of Evershade video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, multi-axis character creation with meaningful race, origin, and profession choices.
  • Strong RPG flavor integrated into a board game framework, offering extensible character progression and lore.
  • Prototype material emphasizes breadth of options and a high ceiling for replayability.
  • Awaken Realms production philosophy and resource quality described as exceptionally high.
  • Two-player playthrough example demonstrates how two distinct characters can interact and complement each other.
Cons
  • As a prototype, many components and rules are subject to change, which may affect balance and mechanical clarity.
  • The volume of options (professions, origins, races, advancement trees) could overwhelm new players and slow early gameplay.
  • Certain rules and card interactions are introduced verbally in the video, but may require a dedicated rulebook for full understanding in the final product.
  • The-year-published and designer credits are not specified in the video, which could be important for provenance and expectations.
Thematic elements
  • Open-ended RPG-infused board game where player characters originate from diverse races, pursue paths of advancement, and influence a living world through fate-driven outcomes.
  • A dark fantasy world with desolate wildlands, forgotten towns, and arcane locales such as the Moon Lady's Covenant and lore-rich academies.
  • Player-driven, origin-and-profession based character development with story outcomes shaped by choices, milestones, and in-game lore.
Comparison games
  • Dungeons & Dragons (tabletop)
Mechanics (from transcript analysis)
  • Advancement trees and milestones — Primary and secondary advancement trees grant ongoing growth; milestones unlock enhancements and new abilities across the character's life in the game.
  • Bag Building — A physical pouch is used to hold combat items, equipment, and enhancement cards; tokens and small items are slotted into dedicated spaces on the character board.
  • Character creation with multiple axes — Players select race, origin, and profession, then pick initial paths and attributes that influence starting gear, keywords, and future advancement options.
  • Combat card economy — Each character has an action deck comprised of attack/offensive, defensive, and support cards; some cards refresh only under certain resource conditions (fate) or after paying costs.
  • Dice pools and polyhedral dice — Two sets of dice are used: standard 12-siders for general actions and a RPG dice set that includes 4, 6, 8, 10, 12, and 20-sided dice to resolve actions and outcomes.
  • Divinium resource and cards — A D4-based resource (divinium) powers actions, spell-like benefits, and certain card effects; fate and other tokens influence refreshes and rerolls.
  • Grim War and magical power — Mystical bonuses (Grim War) influence spell power and grant additional dice or effects during spell-related rolls.
  • Initiative and combat tokens — A bag of white initiative tokens is populated with successes and used to determine turn order in combat; combat actions include offensive, defensive, and support options.
  • Pouch and inventory management — A physical pouch is used to hold combat items, equipment, and enhancement cards; tokens and small items are slotted into dedicated spaces on the character board.
  • Race, origin, and class (profession) system — Races (Human, Dwarf/Bulgrim, Elf, etc.), origins (e.g., Covenant of the Moon Lady, Arcane Academy), and professions (Hunter, Paladin, Druid, Fighter, etc.) determine starting stats, equipment, keywords, and advancement trees.
  • Range and geometry cues — Some actions use range indicators, with orthogonal adjacency rules and symbolic shapes that define how far or in what pattern an action can be taken.
  • Unique Player Powers — Players select race, origin, and profession, then pick initial paths and attributes that influence starting gear, keywords, and future advancement options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the production four awaken real games is absolutely out of control it is so good
  • it's going to be immense amount of options when it comes to creating your character
  • this is going to be an enormous book that's going to have a lot of wealth of information for you
  • board game with an RPG elephant and a very strong RPG element
  • we have our origin and we will place the Covenant of the moon lady and on top of that we will take our necklace and put it into our pouch
  • the two classes I'm probably going to pick in here you should talk with your people to decide what you think would work well together
  • we're going to gain our little placard that's going to give me the keywords battle magic Warfare and Leadership
  • it's kind of cool cuz as I level up one I'm going to gain guided Smite and prayer battle or battle prayers if I go forward
References (from this video)
No references stored for this video.
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