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Honor's End

Game ID: GID0452139
Game Info
Year
2026
Players
1-4
Age
14+
Playtime
90 min
Collection
Your Tier
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Description

Cooperative deckbuilding adventure where knights choose paths of Valor Fortitude or Wisdom building decks to defeat enemies while managing Honor points

Description

Cooperative deckbuilding adventure where knights choose paths of Valor Fortitude or Wisdom building decks to defeat enemies while managing Honor points

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 12
This page: 12
Sentiment: pos 8 · mix 3 · neu 1 · neg 0
Mentions per page
Showing 1–12 of 12
Video uB8P_NztkBE Board Gaymes James Discussion at 1:32 sentiment: neutral
video_pk 84607 · mention_pk 215153
Board Gaymes James - Honor's End video thumbnail
Click to watch at 1:32 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Upcoming Ivy Studios title; potential expansion of their catalog
Cons
  • Limited information around mechanics
  • Crowdfunding risk
Thematic elements
  • adventure
  • fantasy/adjacent to Kickstarter releases
  • teaser information on upcoming project
Comparison games
none
Mechanics (from transcript analysis)
  • Kickstarter-driven release — crowdfunding-based release with backer incentives
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the oil industry mechanics that goes through the life of John D. Rockefeller in the time period.
  • flip a random tile and that's going to show how much oil you get there.
  • the oil is allowed to be transported over any of the rail networks that are in there.
  • Once it's actually into one of the cities, then it can be used just like how beer was used in Birmingham in order to pay for and ship the kerosene products.
  • This is a great way to get your kids hooked on the TCG trend really, really early, as well as give you a blast from the past.
References (from this video)
No references stored for this video.
Video wKwcEpwZ4CI Hungry Gamer Rules Teach at 0:09 sentiment: positive
video_pk 84398 · mention_pk 214439
Hungry Gamer - Honor's End video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong solo and co-op support with simultaneous play
  • Innovative deck-building that rewards chaining and tactical decisions
  • High production quality (prototype) and attractive art
  • Clear campaign progression with chapter-based additions
  • Satisfying tuck mechanics and resource economy
Cons
  • Wound cards are descriptive but mechanically light
  • Some non-character card art could be more distinctive
  • Early campaign balance could cause rinse-and-repeat feel if not enough chapter variety
  • Future chapter variability is uncertain beyond the shown content
Thematic elements
  • Cooperative deck-building with risk management and hero progression
  • Fantasy adventure with a chapter-based campaign and dungeon-like encounters; tracks for monarchy, temple, and threat
  • play-script style text; quick narrative beats between chapters
Comparison games
  • Moonrakers
Mechanics (from transcript analysis)
  • Campaign — Campaign adds new mechanics; one-offs exist for 1-4 players.
  • Campaign progression vs one-off mode — Campaign adds new mechanics; one-offs exist for 1-4 players.
  • Deck Building — Players build and chain cards to trigger combos and additional plays.
  • Deck-building with chain plays — Players build and chain cards to trigger combos and additional plays.
  • Dice pool with danger and inspiration dice — Arising dice determine outcomes; shields and rerolls modify results.
  • End-of-round and resolve phase — Danger dice resolve and players deal damage to bosses.
  • Simultaneous Actions — All players act in a shared turn phase to keep pace.
  • simultaneous turns — All players act in a shared turn phase to keep pace.
  • Threat, enemy, monarchy, temple tracks — Tracks influence penalties, upgrades, and resource generation.
  • Track Advancement — Tracks influence penalties, upgrades, and resource generation.
  • Tuck abilities and activations — Cards can be tucked under others to activate bonuses or effects.
  • Wounds and starting deck modification — Players start with a wound and build from there; wounds clog the deck.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love that it's simultaneous play.
  • The deck building works regarding what you can play is pretty darn clever.
  • You're burning through this deck.
  • I really like the way you're trying to draw more cards and then play more cards. It really works well.
  • I do like the way the story unfolds, and I like that each game is pretty darn quick.
  • I really like the defense mechanic. It's quick and clean and simple, but it's really cool.
References (from this video)
No references stored for this video.
Video IwC8tsXSADo Tim Chuon Rules Teach at 0:31 sentiment: positive
video_pk 84316 · mention_pk 214192
Tim Chuon - Honor's End video thumbnail
Click to watch at 0:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative through storybook.
  • Cooperative synergy between players.
  • Combo potential with card play.
  • Meaningful choices in gameplay.
  • Fun cooperative mode.
Cons
  • Danger dice can be detrimental.
  • Wounds can clog up the deck.
  • Losing honor is a losing condition.
Thematic elements
  • Cooperative fantasy adventure
  • Valorian countryside
  • Storybook with branching paths
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Players play cards from their hand to perform actions, with some cards allowing for chained plays.
  • Consumables — One-time use items that provide benefits.
  • cooperative play — Players work together to achieve common goals, with mechanics like ally bonuses and shared resources.
  • Deck Building/Management — Wounds can clog up a player's deck, and there are mechanics to remove them.
  • Dice Rolling — Dice are rolled for various effects, including danger dice that can have negative consequences.
  • Player Powers/Heroes — Unique heroes with special abilities that can be gained and activated.
  • Resource tracking — Players track Temple and Monarchy resources to activate certain abilities or move up tracks.
  • Storybook/Campaign — The game uses a storybook to guide the narrative and setup, with different modes like adventure and story.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Danger dice in this game are really bad. You don't want them.
  • We're fighting arrows with arrows here.
  • You can combo off so many things.
  • We got a little too cocky.
  • Go on and comment shady down below for the slightly shady things we could have been doing for our honor to be decreased to eight.
References (from this video)
No references stored for this video.
Video WmwT_sfH6fk Board Game Critique Review at 0:17 sentiment: mixed
video_pk 84195 · mention_pk 213750
Board Game Critique - Honor's End video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Strong cooperative play with meaningful tactical conversations
  • Card ordering and chaining create satisfying payoff when sequences land
  • Solo mode offers enough decision space without feeling like a half-game
  • Quick setup and tear-down for weeknight sessions
  • Campaign mode with branching possibilities adds potential longevity
Cons
  • Hero balance is rough; some heroes shine while others feel underpowered
  • Limited enemy variety; the same core puzzle repeats across bosses
  • Replayability declines after multiple sessions
  • Learning curve is steep; deck sequencing is not intuitive at first
  • Prototype components and layout caused some confusion; rules clarity could be improved
Thematic elements
  • Cooperative deck-building with risk management and a branching campaign.
  • Medieval realm defending the kingdom across escalating threats and three boss encounters.
  • Story-driven with branching outcomes and a shared progression.
Comparison games
  • Aon's End
  • Sentinels of the Multiverse: Definitive Edition
  • Marvel Champions
  • Arkham Horror: The Card Game
  • Lord of the Rings: The Card Game
  • Astronauts
  • Spirit Island
  • Star Realms
Mechanics (from transcript analysis)
  • Boss Battler — Three escalating bosses with evolving traits; defeating a boss can advance the campaign and affect future encounters.
  • boss-based progression — Three escalating bosses with evolving traits; defeating a boss can advance the campaign and affect future encounters.
  • Card chaining — Cards have directional arrows that allow chaining into more cards within a single turn, enabling powerful combos.
  • Danger dice — Each round you distribute dice and roll them to determine danger levels; players defend with card effects and shields.
  • deck discard non-shuffle — The discard pile is not shuffled; when the deck runs out, you flip the discard and it stays in order, giving players turn-to-turn planning.
  • Deck Manipulation — The discard pile is not shuffled; when the deck runs out, you flip the discard and it stays in order, giving players turn-to-turn planning.
  • Limited Resource Pool — A team-wide resource or metric that must be kept above zero to survive; losing the pool ends the game.
  • Resource Management — Two resettable resources that influence purchases and actions between enemies; use-it-or-lose-it mechanics prevent hoarding.
  • resources temple and monarchy — Two resettable resources that influence purchases and actions between enemies; use-it-or-lose-it mechanics prevent hoarding.
  • shared honor pool — A team-wide resource or metric that must be kept above zero to survive; losing the pool ends the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The stakes are high, the dice are dangerous, and Eve's patience is thin.
  • I lined up a three turn sequence. Set up, set up, and then boom, eight damage and a cleanse in one go.
  • Deck made of mashed potatoes. Dead hands.
  • The learning curve bit me.
  • Final word. Honors End isn't a bad game.
  • If your feelings are bruised, consider this an ice pack for your pledge button.
References (from this video)
No references stored for this video.
Video H5wNAb7hp94 Board Games UnLocked Top List at 1:18:53 sentiment: positive
video_pk 83588 · mention_pk 210871
Board Games UnLocked - Honor's End video thumbnail
Click to watch at 1:18:53 · YouTube ↗
Overall sentiment (raw)
Positive, anticipated
Pros
  • Strong solo mode
  • Cooperative deck building is fun
  • Unique art
  • Efficient game design (space-saving)
  • Unlockable content
  • Good quality components
Cons
  • Potential for imbalance in characters (based on past games)
  • Pre-painted minis can be poor quality (from other games by the studio)
Thematic elements
  • Origin story, choices, valor, fortitude, wisdom
  • Fantasy
  • Campaign
Comparison games
  • Mythic Mischief
  • Moonrakers
  • Veiled Fate
  • Pillars of Fate
  • Scales of Fate
  • Tend
  • Tainted Grail
Mechanics (from transcript analysis)
  • Campaign play — Can be played as a campaign with unlockable content.
  • cooperative play — The game can be played cooperatively.
  • Deck Building — Players engage in deck building as part of the gameplay.
  • lane battler — Described as a 1v1 lane battler, though it can also be played solo.
  • path selection — Players choose paths like valor, fortitude, or wisdom, influencing their gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • On Trust Odyssey is a 10 out of 10 game for me. there was no reality where any of these other games were gonna surpass this.
  • It'll I probably won't even [ __ ] get to it next year when it comes out because I still haven't finished my atto stuff
  • This game is is the replacement. Like it's so it's it it is Netrunner. They just changed the terms.
  • So in the uh in this game, you're both doing the same thing. They they found a way to merge the corp and the runner for each person to control at the same time.
  • Michael Bogs is the creator of this and he was the one doing the last like third of Netrunner.
References (from this video)
No references stored for this video.
Video B3joWDImVH8 One Stop Co-op Shop Review at 2:33 sentiment: mixed
video_pk 81457 · mention_pk 202353
One Stop Co-op Shop - Honor's End video thumbnail
Click to watch at 2:33 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • engaging core mechanics
Cons
  • balance felt off in places
Thematic elements
  • solo co-op deck builder with campaign
  • story-driven campaign with card combos
Comparison games
none
Mechanics (from transcript analysis)
  • Deck Building — combo-focused deck-building with campaign progression
  • deck-building — combo-focused deck-building with campaign progression
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Galaxy Trucker is a perennial favorite. I've loved this game series for years.
  • This is one of the coolest like for an anime lover like me and a manga lover, this is one of the most well-done kind of theme-to-game mechanics thing I've seen.
  • So, I'm keeping it probably to cull it,
  • Galaxy Trucker with expansions, that is definitely a keep to finish out September.
  • I think this one is great.
  • I love how they kind of do different stories in little bite-sized chunks.
  • The riff on KDM, Kingdom Death Monster's combat system, is really well done.
  • I enjoyed the core mechanics of this one pretty well, but the balance felt off.
  • I thought this one was pretty fun.
References (from this video)
No references stored for this video.
Video WHlpmaZOyN0 Neon Gorilla Review at 0:34 sentiment: positive
video_pk 80794 · mention_pk 198009
Neon Gorilla - Honor's End video thumbnail
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Card tucking mechanic
  • Fun to build strategies around specific cards
Cons
none
Thematic elements
Comparison games
  • Moonrakers
Mechanics (from transcript analysis)
  • Card tucking — A mechanic where cards have symbols that can power other cards, and some cards can have an unlimited number of cards tucked underneath them, unlike other cards that can only be tucked once.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The the big big breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
References (from this video)
No references stored for this video.
Video _kbXT2oDQdQ Rules Teach at 0:06 sentiment: positive
video_pk 67773 · mention_pk 164035
Honor's End video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game "sings" with 2-4 players.
  • The inspiration dice mechanic is loved, providing bonus actions and flexibility.
  • The symbol-heavy design makes it accessible, especially for children.
  • The cooperative planning phase is well-executed, fostering teamwork.
  • The danger dice mechanic, where shielding misses is beneficial, is a unique and engaging feature.
  • The game offers a compelling puzzle-like experience through hand and action optimization.
  • The campaign structure provides a narrative drive.
Cons
  • The solo mode needs tweaking to be as good as multiplayer.
  • Chapter 1 felt a bit easier than expected, though later chapters are anticipated to be more challenging.
  • Iconography can be confusing, though the host hopes it will be changed.
  • The game is not a traditional deck builder; it's more about optimizing existing cards.
Thematic elements
  • a knightly quest involving rescuing individuals, fighting corrupted beings, and uncovering a larger conspiracy
  • a fantasy world with knights, corruption, and ancient threats like the Zoti
  • driven by a campaign book with story recaps and chapter-based progression
Comparison games
none
Mechanics (from transcript analysis)
  • action chaining — Players can chain actions by playing cards that grant additional actions, allowing for complex turns.
  • Campaign play — The game is structured around a campaign with chapters and story progression, offering a narrative experience.
  • cooperative play — Designed for 1-4 players, with the host emphasizing that the game "sings" at 2-4 players, focusing on player interaction and shared decision-making.
  • Danger dice — A pool of dice with various symbols (wounds, honor loss, misses) that are rolled each round and must be managed, with shielding allowing for removal from the pool.
  • Deck Building — Players start with basic cards and can acquire new ones, though the focus is on optimizing existing cards rather than constantly upgrading the deck with many new cards.
  • Inspiration dice — Special dice that can provide bonus actions, card draws, or be used as wilds, adding a layer of tactical flexibility.
  • Resource Management (Monarchy/Temple Tracks) — Players advance on temple and monarchy tracks to gain benefits like consumables or advanced action cards.
  • symbol-based actions — Cards primarily use symbols to convey effects, making the game visually intuitive and accessible, with minimal text.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Two player to four player is really where this game sings.
  • Don't forget this is a prototype. So rules can change, things can change, cards can be different.
  • This is a symbol heavy game. None of these cards that I've seen so far have any text. It's all symbols, which works quite well, actually, especially well with my kids.
  • Every hand is a puzzle.
  • I can't tell you how much I love that the danger dice have a miss, but you still want to shield that miss because otherwise you might have shields and you roll these misses and you go, 'Well, then these shields are useless.'
References (from this video)
No references stored for this video.
Video C5Tt2-24u94 Interview at 1:40:21 sentiment: positive
video_pk 66525 · mention_pk 162107
Honor's End video thumbnail
Click to watch at 1:40:21 · YouTube ↗
Overall sentiment (raw)
Very Positive
Pros
  • Solves the 'quarterback' problem in co-op games.
  • Cards offer multiple uses, making each turn a puzzle.
  • Satisfying deck building and strategic decisions.
Cons
  • Slightly delayed release due to design complexity.
Thematic elements
  • Campaign
Comparison games
  • Moonrakers
  • Luminor
  • Slay the Spire
  • Ascension
Mechanics (from transcript analysis)
  • asymmetric roles — Players have different roles and abilities, contributing to the cooperative puzzle.
  • asymmetry — Players may have different puzzles to solve due to different roles or abilities, preventing quarterbacking.
  • Campaign — Features a narrative campaign with nine chapters.
  • Card tucking — A breakthrough mechanic where cards have bottom sections to power other cards.
  • Cooperative — Designed from the ground up as a cooperative game.
  • Cooperative deck building — A cooperative deck-building game that evolved from a digital companion to Moonrakers.
  • Deck Building — Core mechanic, with a focus on card tucking.
  • Narrative Campaign — Features a nine-chapter narrative campaign where story elements and game mechanics evolve.
  • Simultaneous Play — Players play simultaneously, reducing the opportunity for one player to dominate decisions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think that the worst thing that we could possibly do is bore you.
  • We're going to make a game that a lot of people don't like and that is totally fine.
  • It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
  • I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
  • I love fusing two things that aren't aren't usually together. That's where you find new.
  • The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
  • I want to be like thinking about something the whole time, you know? I want to be doing something.
  • He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
  • We're really proud of where that ended up.
  • So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
  • It's my favorite of our designs. I love it. I'm so happy that it is delivering.
  • I don't want to be that guy [the quarterback]. But I can't stop myself.
  • The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
  • It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
  • The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
  • So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
  • The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
No references stored for this video.
Video nXp1ZFjAjJA The Board Game Garden Top 26 List at 17:34 sentiment: positive
video_pk 37594 · mention_pk 112947
The Board Game Garden - Honor's End video thumbnail
Click to watch at 17:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong solo mode
  • engaging card interactions
Cons
none
Thematic elements
  • deck-building with chaining rows
  • card chaining and solo content
Comparison games
none
Mechanics (from transcript analysis)
  • Card chaining — build rows of cards to maximize scoring opportunities
  • solo mode — solo campaign potential
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Stem and Branch is in a different language here on the box.
  • Three Sisters the Harvest Edition includes a solo campaign, which I am so excited about.
  • Compania is a very cool game where you are placing out your workers and revealing behind a screen.
References (from this video)
No references stored for this video.
Video VM7YTZU-V3c Board Game Garden Discussion at 0:00 sentiment: positive
video_pk 34897 · mention_pk 104070
Board Game Garden - Honor's End video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Two modes provide varied play experiences and replayability
  • Solo mode explicitly supported with dedicated components
  • Story mode progression unlocks additional components for ongoing play
  • Deck-building with distinct hero, wound, equipment, and consumable cards
  • Clear progression tracks (temple and monarchy) that influence deck quality and options
Cons
  • Prototype components and rules may change before final release
  • Rules complexity and component density may present a steep learning curve
  • Long playtime (90–120 minutes) could be intimidating for casual players
  • Not a traditional fully-cooperative deck-builder since each player maintains their own deck
Thematic elements
  • honor, chivalry, and ancient magic threatening the realm
  • Valora, a medieval kingdom
  • story-driven cooperative adventure with two distinct modes (story and adventure)
Comparison games
none
Mechanics (from transcript analysis)
  • card chaining and tuck abilities — Cards can be played in chains, with tucked abilities, main actions, and ally abilities that influence teammates.
  • Cooperative Actions — Cards can be played in chains, with tucked abilities, main actions, and ally abilities that influence teammates.
  • Cooperative Game — Players work together to defeat enemies and advance a shared narrative, while managing personal decks and resources.
  • cooperative play — Players work together to defeat enemies and advance a shared narrative, while managing personal decks and resources.
  • Deck Building — Each player builds and evolves their own deck, using cards to power actions and progress.
  • deck-building (individual decks) — Each player builds and evolves their own deck, using cards to power actions and progress.
  • dice pool and danger management — A shared pool of danger dice (and inspiration dice) enters play; players balance risk, shield dice, and gain or lose honor based on outcomes.
  • Track Advancement — Temple and monarchy tracks drive deck growth and access to equipment/consumable cards, shaping strategic direction.
  • Track-based progression — Temple and monarchy tracks drive deck growth and access to equipment/consumable cards, shaping strategic direction.
  • two-mode structure — Story mode offers a narrative arc with progressive chapters and unlockable components; adventure mode is a repeatable one-shot against three enemies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a prototype and subject to change.
  • Honor's End is a cooperative deck building game.
  • There are two different modes in this game, the story mode as well as the adventure mode.
  • The story mode offers in-game expansions that add more components as you progress.
  • This is available now when this video goes up and will go up a few days after the campaign launches.
References (from this video)
No references stored for this video.
Video 0QrIH6MojN0 Solo Power Games Playthrough at 8:36 sentiment: mixed
video_pk 33094 · mention_pk 98184
Solo Power Games - Honor's End video thumbnail
Click to watch at 8:36 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • fast-paced due to simultaneous play
  • deep deck-building with chaining and tuck mechanics
  • solo mode with Squire Edmund adds depth
  • aesthetically appealing with clear card art and components
Cons
  • dice luck can be punishing in solo
  • large dice pools and multiple risk faces can overwhelm
  • loss conditions can feel harsh and grindy without perfect luck
  • early rounds demand tight balancing between offense and defense
Thematic elements
  • Monarchy, temple and key-track progression, dungeon-style monster encounters
  • Fantasy kingdom with monarchs, temples, and enemies; campaign-driven progression and story integration
  • Story-driven adventure with campaign unlocks and expansions-like pathways
Comparison games
  • Spooktacular
  • Tend
  • Legacy of You
  • Regisside
Mechanics (from transcript analysis)
  • ally_squire_mechanic_in_solo — solo mode uses a Squire Edmund deck to simulate ally support, adding attack and draw options.
  • danger_dice_and_risk — danger dice (black and gray) introduce risk; wounds, dishonor, shields, and rerolls shape outcomes; some dice are permanent across rounds.
  • Deck Building — start with a base deck, acquire new cards, tuck to trigger bottom-row actions; wounds clog the deck; discard and reshuffle mechanics.
  • deck-building — start with a base deck, acquire new cards, tuck to trigger bottom-row actions; wounds clog the deck; discard and reshuffle mechanics.
  • end_and_trait_card_rewards — defeating enemies yields trait cards with immediate effects and potential drawbacks that alter subsequent rounds.
  • Simultaneous Actions — cards are laid out and resolved in a flowing, multi-row system; arrows on cards allow chaining and expansion of actions.
  • simultaneous_action_and_chaining — cards are laid out and resolved in a flowing, multi-row system; arrows on cards allow chaining and expansion of actions.
  • Track Advancement — multiple tracks including enemy health, threat, honor, temple, and monarchy govern progress, damage, and victory conditions.
  • track_and_resources_system — multiple tracks including enemy health, threat, honor, temple, and monarchy govern progress, damage, and victory conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I thought it was a lot of fun and the simultaneous play made it brisk even at higher player counts.
  • I love love love deck building.
  • Solo seems so much harder than the Oh shoot.
  • The simultaneous play made it brisk.
  • I really have enjoyed it solo.
References (from this video)
No references stored for this video.
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