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Shadow Moon Syndicates box art

Shadow Moon Syndicates

Game ID: GID0452150
Game Info
Year
2024
Players
2-5
Age
14+
Playtime
60 min
Complexity
2.5/5
Collection
Your Tier
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Description

Criminal syndicate competition game where players use cards to influence regions carry out operations and accumulate credits over three rounds

Description

Criminal syndicate competition game where players use cards to influence regions carry out operations and accumulate credits over three rounds

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 6 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–10 of 10
Video _U5JnRJ04_4 3 Minute Board Games Top List at 0:57 sentiment: positive
video_pk 87072 · mention_pk 226973
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 0:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Highly interactive
  • High skill ceiling
  • Allows players to screw over friends
Cons
none
Thematic elements
  • Recruiting syndicate members, leveraging abilities, enriching oneself, pulling off heists and criminal activities.
  • Rotten with crime, vying for power.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Criminal activities all across the shadow moon, jamming, blocking and interfering with opponent's plans.
  • Player Elimination — Leveraging abilities to enrich yourself and pulling off heists.
  • Set Collection — Recruiting different members of syndicates to your side and leveraging their abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video _U5JnRJ04_4 3 Minute Board Games Top List at 29:10
video_pk 87072 · mention_pk 227023
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 29:10 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Criminal heists and syndicate power struggles
  • Shadow Moon
  • Heist movie
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video 9fW3Mn-rNpU Meeple University Top 10 List at 23:02 sentiment: positive
video_pk 86906 · mention_pk 226461
Meeple University - Shadow Moon Syndicates video thumbnail
Click to watch at 23:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight, focused design
  • distinctive art and production feel
  • two-player head-to-head potential
Cons
  • likely complex to teach
Thematic elements
  • influence and area control with cards
Comparison games
  • Arboretum
Mechanics (from transcript analysis)
  • Area Control — Players vie for influence in different areas and can remove components from the board.
  • Multi-Use Cards — Cards have multiple uses to gain influence and score points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we keep this casual so if you have any questions we'll have a look and then we'll try to answer as best as we can
  • our top games of the last two months
  • it's a two-player game and it's tight and crunchy
References (from this video)
No references stored for this video.
Video S--buATTSlk Before You Play Rules Teach
video_pk 69815 · mention_pk 166668
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Players are taking on the roles of Syndicate crime bosses in Shadow Moon trying to strike it rich.
  • The Spire is sort of special because at the end of each round for each sector you control you're going to gain one credit from the supply however the player controlling the Spire will gain three credits so it is a bit more valuable.
  • Strength is a new keyword interfering allows us to draw the specified number of cards from the deck and then I can place that number of cards from my hand on top of agent Stacks so I'm basically ruining their plans so that it makes it harder for them to activate the the below the line effect.
  • Whenever Bob takes their actions they have a maximum of five influence in the sector yes that they are going to be adding.
  • The Kingpin is only played in a two-player game and in higher player counts you'll also have more types of syndicates in the game.
References (from this video)
No references stored for this video.
Video WY-2RabraMs Meeple University Rules Teach
video_pk 69885 · mention_pk 166774
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • shadow Moon syndicates plays over three rounds
  • the game is fundamentally a tactical area control battle and all of your points are going to come from two main sources
  • these are from building up influence and cashing them in to claim operations tokens and from building up influence to control sectors and hold them at the ends of rounds
  • you'll also gain credits from your objective cards but these two score from combos with operations tokens and area control
  • count the Kingpin uses an unused influence color and starts with no influence on the board
References (from this video)
No references stored for this video.
Video S--buATTSlk Before You Play Rules Teach at 0:05 sentiment: positive
video_pk 69815 · mention_pk 226550
Before You Play - Shadow Moon Syndicates video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting interplay of mechanics (area control, hand management)
  • Dynamic board state with influence manipulation
  • Asymmetric syndicates offer replayability
  • Strategic decision-making regarding operation tokens and card play
Cons
none
Thematic elements
  • Syndicate crime bosses trying to strike it rich
  • Shadow Moon
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players gain control of sectors by having at least two influence tokens and the most influence among all players in that sector.
  • Card Drafting — Players select cards from a row and build their hand for future turns.
  • Hand Management — Players play cards from their hand each turn, managing their hand and stack order to utilize card effects effectively.
  • Influence placement — Adding influence cubes to sectors on the board is a primary action for gaining control.
  • Push/Pull — Mechanics allow players to move influence cubes between sectors.
  • Secret objectives — Players have hidden objectives that provide points at the end of rounds and the game.
  • Set Collection — Players collect operation tokens and aim to fulfill objectives based on keywords and sector control.
  • Variable player powers — Each syndicate (suit) of agent cards acts asymmetrically.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Players are taking on the roles of Syndicate crime bosses in Shadow Moon trying to strike it rich.
  • The Spire is sort of special because at the end of each round for each sector you control you're going to gain one credit from the supply however the player controlling the Spire will gain three credits so it is a bit more valuable.
  • Strength is a new keyword interfering allows us to draw the specified number of cards from the deck and then I can place that number of cards from my hand on top of agent Stacks so I'm basically ruining their plans so that it makes it harder for them to activate the the below the line effect.
  • Whenever Bob takes their actions they have a maximum of five influence in the sector yes that they are going to be adding.
  • The Kingpin is only played in a two-player game and in higher player counts you'll also have more types of syndicates in the game.
References (from this video)
No references stored for this video.
Video WY-2RabraMs Meeple University Rules Teach at 0:30 sentiment: neutral
video_pk 69885 · mention_pk 226569
Meeple University - Shadow Moon Syndicates video thumbnail
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • crime syndicates vying for control in a tactical area control setting
  • Shadow Moon
Comparison games
none
Mechanics (from transcript analysis)
  • agent deck / deployment — Players recruit agents from a deck and resolve actions with above/below the line effects.
  • Area Control — Players gain and spend influence to place around the map and contest control of sectors.
  • card row / burn pile interaction — There is a card row and a burn pile; cards interact with actions and provide strategic options.
  • Compound Scoring — Intermediate scoring after rounds 1 and 2; endgame scoring after round 3.
  • operations tokens and fulfillment — Players spend influence to fulfill operations and gain credits; tokens are used to track actions.
  • round-based scoring — Intermediate scoring after rounds 1 and 2; endgame scoring after round 3.
  • status tokens (displace / lock down) — Double-sided status tokens influence how territorial actions work and can protect or disrupt control.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • shadow Moon syndicates plays over three rounds
  • the game is fundamentally a tactical area control battle and all of your points are going to come from two main sources
  • these are from building up influence and cashing them in to claim operations tokens and from building up influence to control sectors and hold them at the ends of rounds
  • you'll also gain credits from your objective cards but these two score from combos with operations tokens and area control
  • count the Kingpin uses an unused influence color and starts with no influence on the board
References (from this video)
No references stored for this video.
Video iLKMioFeSnY Review at 0:00 sentiment: positive
video_pk 69529 · mention_pk 166054
Shadow Moon Syndicates video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique mechanics driving area control
  • Interesting card play with stack combos
  • High player interaction and 'take that' elements
  • Dynamic board state due to player actions
  • Engaging mind games and strategic timing
  • Streamlined dummy player system for two-player games
Cons
  • Can be chaotic, especially in five-player games
  • Board state can change drastically by the end of a round
  • Requires significant attention to other players' actions
Thematic elements
  • Area control driven by unique mechanics
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Manipulating your presence in a lot of different territories in many many different ways.
  • Card Play — Playing or deploying an agent, doing the top of their card, and if it matches the syndicate of the last agent on your stack, you get to do the bottom as well.
  • Dummy Player — In a two-player game, there is a dummy player called The Kingpin that works in a streamlined way by rolling a die and playing the top portion of a card.
  • Hand Management — Starting with six cards, playing them, and the ability to exchange one card from your hand with any card available from a row.
  • Influence Tokens — Placing influence tokens trying to control locations.
  • Keyword Actions — Around 15 different keywords that can trigger and manipulate the board in different ways.
  • Objective Cards — Fulfilling objective cards, which are looked at at the end of the game for scoring, and can be scored during the game as well.
  • Operation Tokens — Completing operation tokens that come out on the board between two spaces, influence them from either location, and can be flipped to do an extra power.
  • Push and pull — There's pushing, there's pulling, you can lock things down so no one can touch those particular influence tokens.
  • Stacking — The last agent that's on your stack.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a very very heavy PVP game this is a very take that game
  • By the time it gets back around you in a five player game the board state has changed significantly because everybody is shuffling everything around out here
  • So there is a lot of reaction you're going to have to do to try to probably dig yourself out of the hole that your opponents put you in
  • it's pure chaos in the best way possible if you like that style of game where you would really enjoy that like pushing people around and moving their stuff and messing up their plans this has that in space
References (from this video)
No references stored for this video.
Video Vv7pM64w-PY MLE University Rules Teach at 0:04 sentiment: positive
video_pk 65965 · mention_pk 160217
MLE University - Shadow Moon Syndicates video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Area control triggered by simple card play with lots of tactics and strategy.
  • Ten different factions to choose from for flavor and strategy.
Cons
  • Prototype components and rules; not final.
Thematic elements
  • crime syndicate / boss influence
  • Syndicate crime world with multiple sectors
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — Aim to have majority influence in sectors; end-of-round scoring.
  • bottom_benefits — Some cards have bottom benefits that can be resolved under certain conditions.
  • Closed Drafting — Option to swap a card from hand with a card in the market to optimize your hand.
  • Compound Scoring — Scoring occurs after each player has played six cards; the game ends after three rounds.
  • faction_cards — Ten factions with flavor and varying abilities; factions can affect strategy and complexity.
  • Hand Management — Players manage agent cards in hand to perform actions.
  • hand_management — Players manage agent cards in hand to perform actions.
  • objectives_and_market — Players start with objectives; remaining objectives are discarded; bottom-benefits may apply under conditions.
  • open_drafting — Option to swap a card from hand with a card in the market to optimize your hand.
  • round_based_scoring — Scoring occurs after each player has played six cards; the game ends after three rounds.
  • token_economy — Influence tokens and operation tokens are used to perform actions and gain credits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you are a Syndicate Crime Boss trying to earn points
  • you want to have majority influence in many sectors at the end of each round
  • you'd play a card and do the actions then optionally swap one of your cards in hand with a card in the market to optimize your hand
  • end after three rounds
  • if you like area control triggered by simple card play with lots of tactics and strategy then Shadow Moon Syndicate is for you
  • the components in this video are prototype so rules and artwork are not final
References (from this video)
No references stored for this video.
Video yMuDeDHVODo 3 Minute Board Games Unboxing at 0:22 sentiment: positive
video_pk 35583 · mention_pk 106342
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 0:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful card art by the Arcus crew
  • Legible, well-illustrated rulebook with many examples
  • High-quality, chunky currency tokens and stackable tokens for readability
  • Rich world-building via the appendix and in-world lore
  • Strong collaboration with Sam McDonald improving the expansion
  • High replay value and variety from multiple factions and expansions
  • Relatively easy to teach after a few plays; designed as a 'forever game'
Cons
  • No solo mode due to interactive, highly social gameplay
  • Steeper learning curve due to a large keyword set
  • Some Kickstarter-exclusive components (dashboards/glorified accessories) may affect accessibility
Thematic elements
  • crime syndicates, heists, faction alliances, power struggles
  • Noir sci-fi crime world on a Shadow Moon city; underworld factions vie for power
  • world-building through an appendix and flavor text; card-driven, faction-specific backstories
Comparison games
  • Red Dust Rebellion
  • Circadians Chaos Order
  • Circadians First Dawn
  • Vampire: The Masquerade (inspiration)
Mechanics (from transcript analysis)
  • asymmetrical factions — Ten syndicates in core set; each has unique strengths/weaknesses affecting strategy.
  • Board as dashboard — The board features a Shadow Moon dashboard with blips/alerts representing activity; a J3M OS on board surfaces.
  • Card-driven actions — Players use cards that drive actions and influence the board; central pool of characters shared by all players.
  • Character pool and recruitment — Players recruit syndicate members from a shared pool to their own private gang.
  • expansion integration — Expansion 'Elicit Company' adds six more factions with their own rules and cards.
  • Keywords and rule references — A compact rulebook plus a per-player keyword sheet (push, pull, burn, displace) to speed learning.
  • Randomizer/faction selection — Expansion and core game can incorporate randomizer cards to choose seven factions for a game.
  • Token system — Credit markers, objective markers, and status tokens used to track progress; stacks are stackable for readability.
  • upgraded components — Dashboards, upgrade tokens, and large currency tokens enhance aesthetics and storage.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love this cover. I think it's one of the most eye-catching covers of a board game ever.
  • This is a vibe that I don't think I've seen in many other products.
  • Shadow Moon Syndicates is a better game. I think this is the game I definitely play Shadow Moon Syndicates a lot more.
  • It is what I consider a forever game.
  • I really like this game. I mean, I liked Red Dust Rebellion. I think this is a better game.
  • Unboxing something that you've helped create is a really cool experience.
References (from this video)
No references stored for this video.
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