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Fallen Land: A Post-Apocalyptic Board Game

Game ID: GID0452144
Game Info
Year
2017
Players
2-5
Age
14+
Playtime
240 min
Complexity
3.5/5
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Massive thematic post-apocalyptic sandbox game combining strategy card building and light role-playing with 1200+ unique cards

Description

Massive thematic post-apocalyptic sandbox game combining strategy card building and light role-playing with 1200+ unique cards

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 5 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–5 of 5
Video dmbvfKzFSLo Dungeon Dive Daniel Review at 0:16 sentiment: positive
video_pk 65952 · mention_pk 160164
Dungeon Dive Daniel - Fallen Land: A Post-Apocalyptic Board Game video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Excellent, well-structured documentation
  • Helpful quick start guide
  • Strong, well-organized rule book
  • Innovative first player sheet that clarifies phase flow
  • Clear phase order and council mechanic
Cons
none
Thematic elements
  • Survival, diplomacy, rebuilding society
  • Post-apocalyptic United States with towns forming a council; monthly cycles and factions.
  • Campaign-driven with scenarios and solo/competitive play
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign/scenarios — Post-apocalyptic scenarios and campaigns support competitive, cooperative, and solo play.
  • Deeds system (movement, encounter, PvP, resource, healing, mission) — Players spend time on deeds each turn; four weeks to allocate actions and drive character progression and exploration.
  • Exploits phase — MPCs (NPC characters) act on the board while players plan exploits during the main phase.
  • First player mechanic — A chairperson role guides the turn order and ensures phase resolution according to a dedicated sheet.
  • NPCs and missions — NPCs can be dispatched to complete missions for the players.
  • Town phase — Resource production, housing, sales/purchases, and NPC hiring occur during the town phase.
  • Turn structure and pacing — Each turn represents a month; after actions, the round passes to the next chairperson.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Fallen land has some of the best documentation I've ever seen in the game
  • this first player sheet is so cool I wish more games came with something like this
  • board game documentation is so important
References (from this video)
No references stored for this video.
Video _Jlf2Q0xGZ8 Dungeon Dive Daniel Unboxing And Review at 0:18 sentiment: positive
video_pk 65953 · mention_pk 160165
Dungeon Dive Daniel - Fallen Land: A Post-Apocalyptic Board Game video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Excellent documentation and rulebook, described as one of the best read and teach plays
  • Includes the Descendants and other expansions in the second edition, plus a scenario book
  • Retail friendly availability after crowdfunding (via Fallen Dominion and partners)
  • Strong physical components: 3D faction markers, dice, clips for tracking resources
  • Board size well-suited for the game’s scale; map colors and art improved
  • Rich post-apocalyptic flavor with a huge variety of loot and equipment
  • Multiple play modes (competitive, cooperative, solo) add replayability
Cons
  • Card-heavy writing can slow play; may be suboptimal with six players
  • Large and lengthy setup/teardown potential; may run several hours with more players
  • Art cohesion improved in second edition but first edition had a more eclectic look
Thematic elements
  • survival, faction-building, governance, resource competition in a chaotic world
  • Post-apocalyptic United States in a ruined, evolving wasteland
  • sandbox, scenario/campaign driven with emergent storytelling
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — cards are used to perform actions, encounters, and acquire loot and resources
  • deck-building — cards are used to perform actions, encounters, and acquire loot and resources
  • exploration — factions send out parties to explore wastelands, claim resources, and pursue objectives
  • Modular board — faction boards, loot, encounters, and cards create varied play experiences
  • modular_and_variable_setup — faction boards, loot, encounters, and cards create varied play experiences
  • Resource management — track and allocate resources, fallout markers, ammo, and town defenses
  • resource_management — track and allocate resources, fallout markers, ammo, and town defenses
  • scenario_and_campaign_play — a scenario book with competitive, cooperative, and solo modes, plus campaign links
  • town-building — players develop and defend their town, upgrade infrastructure, and manage markers
  • trading_and_diplomacy — players trade and form or break treaties with others to endure the post-apocalypse
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game rules I love this game so much
  • this game just it absolutely nails its documentation it's kind of a gold standard
  • the cards add so much
  • this is a really cool unboxing
  • the artwork has been touched up and the colors on this map look great
  • the second edition includes a scenario book that you don't get with the first edition
References (from this video)
No references stored for this video.
Video SOXoRwvxcv0 Dungeon Dive Daniel Review at 0:19 sentiment: positive
video_pk 65951 · mention_pk 160163
Dungeon Dive Daniel - Fallen Land: A Post-Apocalyptic Board Game video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Excellent, cohesive game design with deep thematic integration
  • Top-tier documentation: quick-start guide, first-player sheet, scenario book, and well-written rulebook
  • Outstanding solo experience with clear progression and minimal downtime
  • Expansions add meaningful content (Descendants) and map variety
  • Rich flavor text, art, and a high degree of replayability through many scenarios and missions
Cons
  • Heavy bookkeeping and stat-tracking can be fiddly
  • Long turns in multiplayer; potential downtime with more than one other player
  • Some text is dense and small, requiring good glasses or setup
Thematic elements
  • survival, exploration, town-building, scavenging
  • Post-apocalyptic United States with a hex-map sandbox adventure
  • solo playthrough with first-person narration
Comparison games
  • Talisman
  • Runebound
  • Sleeping Gods
  • Touch of Evil
  • Fortune and Glory
Mechanics (from transcript analysis)
  • action cards and red-dot deck — two decks of Action cards for solo vs competitive play; Red Dot cards enable direct conflict, while non-Red Dot cards support cooperative/solo play.
  • character party and linking — five survivors form a party with links between characters; gear and synergies can reward linked pairs or groups.
  • Combat: Deck/Hand — two decks of Action cards for solo vs competitive play; Red Dot cards enable direct conflict, while non-Red Dot cards support cooperative/solo play.
  • cooperative actions — five survivors form a party with links between characters; gear and synergies can reward linked pairs or groups.
  • Encounters and missions — encounter cards and mission deeds drive challenges; a D100 mechanic advances missions and wind conditions.
  • equipment and loot integration — characters and the party equip weapons, armor, and gear; vehicles can carry load and confer bonuses; items affect multiple stats.
  • Hex-map movement — movement across a hex grid with variable costs by terrain; a character (Bruce) can reduce costs to 1 and a vehicle adds movement bonuses; irradiated hexes impose risk.
  • psychology and PTSD — psychology tests govern mental state; accumulated psych damage can cause discard, reflecting survivorship strain.
  • Scenarios and campaigns — a scenario book with varying wind conditions; scenarios can be chained to form campaigns for longer play.
  • solo AI opponent — a ghost/AI opponent in solo mode that accrues victory points and creates competition, adding tension.
  • town events from Descendants expansion — Descendants expansion adds Town Events that influence end-of-turn conditions and town progression.
  • town management — manage Town Health, Prestige, upgrades via Town Technologies, and interact with Town Events and an auction system.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Fallen land is the gold standard for board game documentation.
  • one of the finest adventure games that I've ever played.
  • this is like top tier s tier board game design right here.
  • Fallen land second edition is still available to purchase from the Fallen Dominion website, which is amazing.
  • There is so much content and such clever design—it's all cohesive and thematic.
  • the combination of four cards is really helping out my party with their combat skills.
References (from this video)
No references stored for this video.
Video 8pRl03u-hjI Dungeon Dive Review at 0:59 sentiment: positive
video_pk 65950 · mention_pk 160162
Dungeon Dive - Fallen Land: A Post-Apocalyptic Board Game video thumbnail
Click to watch at 0:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast, satisfying setup flow that quickly moves from box to playable board.
  • Massive sandbox with exceptional replayability and an extraordinary breadth of play styles.
  • Rulebook and documentation are excellent; considered a gold standard with quick-start guides and detailed examples.
  • Strong, cohesive art and atmosphere, especially in the second edition.
  • Rich loot system with numerous items, weapons, and vehicles, encouraging experimentation.
  • Extremely good value for money given the scope and components, especially with the Descendants expansion.
  • Versatile solo variants and the ability to create custom house rules and NPC-driven challenges.
Cons
  • Heavy bookkeeping and tracking of many stats, items, and town resources can be daunting.
  • Some card text is very small, which can hinder readability in darker rooms.
  • Fiddly setup and a lot of components may intimidate new players.
  • Long play sessions, particularly with multiple players; solo variants can still be lengthy.
Thematic elements
  • Survival, scavenging, faction-building, exploration, and city defense in a devastated wasteland.
  • Post-apocalyptic North America with a large sandbox map, towns, and factions.
  • Scenario-driven and open-ended sandbox play with rich encounters, loot, and town development.
Comparison games
  • Fallout: The Board Game
  • Waste Nights
Mechanics (from transcript analysis)
  • Cooperative Game — The game supports distinct modes that feel complete and balanced without feeling shoehorned.
  • Deck building — A large loot deck drives equipment, gear, and tools for characters, creating a strong loot-led progression loop.
  • Deck-building / Loot deck — A large loot deck drives equipment, gear, and tools for characters, creating a strong loot-led progression loop.
  • Encounters and missions — A vast array of encounters and mission cards provide varied short- and long-term goals with rewards and penalties.
  • Multimodal play (solo, cooperative, competitive) — The game supports distinct modes that feel complete and balanced without feeling shoehorned.
  • NPC mercenaries and AI-like opposition — Mercenary groups act with simple AI-like rules to challenge players or to threaten their towns and spoils.
  • Resource management — Town tokens, upgrades, auctions, and tech tokens drive the development of settlements and their defenses.
  • Time scale and movement — Turns reflect months/weeks; travel and missions take multiple weeks, creating strategic time management.
  • Town building and resource management — Town tokens, upgrades, auctions, and tech tokens drive the development of settlements and their defenses.
  • Town events and scenario book — Town event cards offer monthly goals; the scenario book provides one-offs and campaigns with varied length and complexity.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Fallen Land is one of the best bangs for your buck that you can get.
  • Fallen Land is a giant huge epic sandbox post-apocalyptic adventure game.
  • I love this game and Fallen Land will probably never leave my top 10.
  • The rule book is very well written. It’s such a well-presented rule book.
References (from this video)
No references stored for this video.
Video H-jiaEptrx0 Dungeon Dive Top 10 List at 17:26 sentiment: positive
video_pk 65954 · mention_pk 160169
Dungeon Dive - Fallen Land: A Post-Apocalyptic Board Game video thumbnail
Click to watch at 17:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • epic post-apocalyptic adventure feel
  • great theme integration and loot variety
  • engaging home base and exploration loop
Cons
  • can be long and fiddly
  • rulebook can be dense
Thematic elements
  • survival, random encounters, loot-driven progression
  • post-apocalyptic wasteland with base-building and scavenging
  • episodic, narrative-driven with a roaming caravan feel
Comparison games
Mechanics (from transcript analysis)
  • random encounters and loot — table-driven events drive exploration and risk-reward choices.
  • Resource management — players recruit survivors, build a base, and scavenge for loot.
  • worker/settlement building and resource management — players recruit survivors, build a base, and scavenge for loot.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This top 10 list is a top 10 curated list and it's a little bit of a weird thing so let's talk about that for a minute.
  • Hand of Fate ordeals offers up so much you so many unique qualities that I don't see in a lot of games and that's why it is on this list.
  • Escape the Dark Castle is practically a party game and that's the way I like to end a long day of playing more complex and involved games.
  • Popper's Ladder really is a win-win-win all around and that's why it is something that I would recommend for the family weight category.
  • Eldritch Horror truly becomes a globe trotting pulp Adventure game of the highest order.
  • Tales From The Red Dragon Inn is a narrative Skirmish game; it's like a Saturday morning cartoon come to life on your tabletop.
  • Gloomhaven truly belongs in a collection like this.
References (from this video)
No references stored for this video.
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