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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
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
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: 17
This page: 17
Sentiment: pos 11 · mix 0 · neu 2 · neg 0
Mentions per page
Showing 1–17 of 17
Video 7YHWDXQ40ys 3 Minute Board Games Review at 0:18
video_pk 112065 · mention_pk 322811
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 0:18 · YouTube ↗
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)
  • G'day go to and welcome to Orbit Star in about 3 minutes.
  • Can you be the most accomplished scientist of all?
  • I love fiction that's presented as non-fiction, and this game is based on a book survey of an alien world, and I think that's an amazing premise for a game.
  • It's also a decolonized game.
  • It's very much leave only footprints, and even then, you don't leave those as you're in a hover cone.
  • Orbit Star, survey says, gold medal game.
References (from this video)
No references stored for this video.
Video hPPxZAfqejY 3 Minute Board Games Discussion at 1:21 sentiment: positive
video_pk 106474 · mention_pk 307791
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 1:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Won an award from New Zealand Game Awards for best board game
  • Successfully funded on Kickstarter
  • People have received their games
  • Gotten a pretty good rating overall
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)
  • I feel like I should have a ukulele or something.
  • This channel has enabled me to be there every morning to drop her off at school and every afternoon to pick her up and to be there, you know, 365 24/7.
  • So, this channel, which I do when Anne is asleep and when she's now at school and being looked after by her teacher aids, so this channel has enabled me to be there every morning to drop her off at school and every afternoon to pick her up and to be there, you know, 365 24/7.
  • And yeah, if you if you like what we do, please come support us.
References (from this video)
No references stored for this video.
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.
Video SPAYsNWQ_OU 3 Minute Board Games Rules Teach at 0:00 sentiment: neutral
video_pk 29934 · mention_pk 87842
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Clear rule explanations and worked examples
  • Provides a definitive reference for complex keyword interactions
  • Shows step-by-step sequencing of above/below the line actions
  • Illustrates timing and card draw mechanics with concrete examples
Cons
  • Can be lengthy and dense for new players
  • Some interactions rely on precise timing that may require multiple readings
Thematic elements
  • Syndicate control of sectors through influence, tokens, and a card-driven action system; strategic disruption of opponents’ stacks.
  • A sci-fi corporate-spy world where rival syndicates vie for territorial influence across a modular space-board with regions like Spire, Avante, Bio Division, and others.
  • Instructional, rule-by-rule explanation with worked examples
Comparison games
none
Mechanics (from transcript analysis)
  • Add — Place influence in a region; if insufficient influence is available, you can take influence from other places on the board. Control of an area grants an operations token and can trigger other effects.
  • Adjacent — Some actions can only place or affect influence in regions adjacent to certain locations (e.g., adjacent to a card’s position or a named region).
  • Beguile — Move the top card of any agent stack to another agent stack; can target your own or other players’ stacks as long as the destination stack does not have a face-down card on top.
  • burn — Move the top card of any agent stack to the burn pile; only the top burn card counts for subsequent interactions.
  • Consolidate — Move up to X influence from any sectors to targeted sectors in order to strengthen presence in those sectors.
  • Displace — Add one influence to a named region and place a status token there; influence can be moved to adjacent sectors, and the token interactions can cancel each other out.
  • Draw and Play — Certain cards allow you to draw and immediately play the top card of the deck, with the resulting sequence resolved in order (above the line first, then below the line).
  • Eliminate — Remove an opponent’s presence (influence) from a region where you have presence; requires conditions about existing influence.
  • Influence Points — Add one influence to a named region and place a status token there; influence can be moved to adjacent sectors, and the token interactions can cancel each other out.
  • Interfere — Draw X cards and place X cards face up on any agent stacks; you discard any X cards (not necessarily the drawn cards). Placed cards do not trigger when placed, but can affect later checks.
  • invest — Add one influence to a sector and place an Invest token; while the token is in play, you may gain a benefit related to opponent influence increases in that sector.
  • Investment — Add one influence to a sector and place an Invest token; while the token is in play, you may gain a benefit related to opponent influence increases in that sector.
  • Lockdown — Add one influence and place a lockdown token in a sector; the sector becomes untargetable or protected until the token is removed by other effects.
  • March — Move at least a minimum number of influence between adjacent sectors, then eliminate one influence in either the origin or destination sector.
  • Opportunist — Add X influence to a sector that already has an operation token.
  • Player Elimination — Remove an opponent’s presence (influence) from a region where you have presence; requires conditions about existing influence.
  • pull — Move up to X influence into a targeted sector from adjacent sectors; you can pull influence (including opponents’) into the target area.
  • Push — Move up to X influence out of the targeted sector into adjacent sectors; you may distribute to multiple adjacent regions and can affect others’ influence as well.
  • Re-Rolling and Locking — Add one influence and place a lockdown token in a sector; the sector becomes untargetable or protected until the token is removed by other effects.
  • Reanimate — Bring cards back from the burn pile: add one to a named sector, draw that burn card, then place one card from your hand face up into any agent stack (subject to restrictions).
  • Reclaim as Action — Bring cards back from the burn pile: add one to a named sector, draw that burn card, then place one card from your hand face up into any agent stack (subject to restrictions).
  • Redeploy — Remove X influence from a region to place 2X influence across adjacent sectors.
  • Replace — Remove an opponent’s influence and then add your own in their former position, effectively trading places across the board.
  • Riot — Add influence to a sector; if there's already a status token there, you remove it; otherwise, you may gain a riot token. During play, the riot token can alter the targeting of subsequent actions.
  • sacrifice — Draw a card from the agent deck, place any card from your hand onto the burn pile, then add one influence to a sector mentioned on the burn card.
  • Ship — Move X influence from one named sector to any other sector; the influence moved can be not only your own but also opponents’ influence.
  • Spend — Remove any number of your influence from sectors; the amount removed determines the value X for your next action.
  • Strengthen — If you already control a sector, you may add influence to that sector; if you do not control it, you cannot add influence via Strengthen.
  • The Ser — Playable only if you don’t have control; you pull X into the region and add X to the targeted region.
  • Transfer — Move up to X influence across any adjacent borders; transfers can occur in multiple places and don’t have to be your own influence.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • definitive single source of truth that tells them exactly how an action works
  • The basics of card play out of the way
  • It's quite tricky timing, but I hope that example makes it clear how these draw and player cards work
  • Hopefully that helps clarify a whole bunch of rules things for Shadow Moon Syndicates
  • If you have any further questions, please leave them in the comments below
References (from this video)
No references stored for this video.
Video MUf7jgx1ejg 3 Minute Board Games Review at 0:50 sentiment: positive
video_pk 12251 · mention_pk 35786
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 0:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic underworld setting with strong narrative flavor
  • Card-driven action economy that can create tense, emergent gameplay
  • Clear objective of becoming ruler of Shadow Moon with defined endgame goals
Cons
none
Thematic elements
  • Power, crime, and survival within an underworld ruled by corporate interests and criminal factions.
  • Dystopian corporate-dominated galaxy where mega-corporations and criminal syndicates contend for power in peripheral worlds and mining hubs.
  • Noir-inspired, grimly humorous, crime-noir flavor with high-stakes political intrigue
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players vie for influence over territories on a map, scoring points for control and controlling key locations.
  • area_control — Players vie for influence over territories on a map, scoring points for control and controlling key locations.
  • card-driven — Actions and events are selected and resolved through playing action cards, shaping the turn order and opportunities.
  • crimes_and_repercussions — Players plan and execute audacious crimes, balancing risk with reward and potential backlash.
  • gang_management — Players recruit and maneuver criminal gangs, leveraging their unique abilities to influence outcomes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Shadow Moon syndicates is a card driven area control game where you manipulate criminal gangs and commit audacious crimes all in an effort to become the ruler of the Shadow moon.
  • the death rates on mmu sites are horrific but it's good honest work which is hard to find on the Shadow modee
  • these creeps have the strangest hiring practices of all of their managerial Force being orphans owned by the company best stay off their Turf entirely as they're the most dysfunctional family business in the Galaxy
  • funding on Kickstarter now
References (from this video)
No references stored for this video.
Video LPWGiPd300Q 3 Minute Board Games Discussion at 3:42 sentiment: positive
video_pk 11995 · mention_pk 35153
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 3:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • described as deeply replayable with many strategies
  • high level of visual appeal and art direction (Paul Tobin and Arcus Games)
  • heavily anticipated Kickstarter and ongoing development momentum
Cons
  • no explicit drawbacks discussed in the transcript
Thematic elements
  • Unknown
  • Unknown
  • Unknown
Comparison games
  • GKR Heavy Hitters
Mechanics (from transcript analysis)
  • Area Control — described explicitly as an area control game with depth of strategy
  • Card manipulation — described as card manipulation mechanics integral to gameplay
  • Deck Manipulation — described as card manipulation mechanics integral to gameplay
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I designed Red Dust Rebellion before before it existed so it was on GMT's radar as early as 2017
  • it's going to be a lot of people's forever game because I'm really really stoked with just how replayable it is, just how deep it is and just how many strategies there are within Shadow Moon Syndicates
  • the Channel's not going away at all it's just going to drop down to a lower priority because I have three really big things coming up
References (from this video)
No references stored for this video.
Video OyI_TyFiUsY 3 Minute Board Games Preview at 0:00 sentiment: positive
video_pk 10584 · mention_pk 31177
3 Minute Board Games - Shadow Moon Syndicates video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Compelling area-control premise centered on criminal gangs and territory
  • Ambitious theme of power struggles and shadowy politics on Shadow Moon
  • Kickstarter campaign suggests community interest and early backing
Cons
  • Theme contains dark, potentially gory elements (flesh and the dead) that may deter some players
  • Narrative and flavor-heavy presentation could be opaque to newcomers
Thematic elements
  • Power struggles, illicit enterprise, and survival in a dystopian space-city setting.
  • A neon-lit, crime-ridden underworld on the Shadow Moon, where rival syndicates vie for control of the central Spire and the territories around it.
  • Promotional/rumor-driven with hints of danger, intrigue, and clandestine politics.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players vie for dominance of key districts by manipulating criminal gangs and leveraging influence.
  • area_control — Players vie for dominance of key districts by manipulating criminal gangs and leveraging influence.
  • faction_management — Manage multiple gangs and factions to balance offense and defense while undermining rivals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Shadow Moon syndicates is a c driven area control game where you manipulate criminal gangs and commit audacious crimes all in an effort to become the ruler of the Shadow Moon
  • Syndicate are actually the original founders of the Moon using the neural network to unbalance and undermine their Rivals while their bodies like dormant and suspended animation
  • these syndicates will take someone like you and spit you out
  • Shadow Moon syndicates is funding on Kickstarter right now
References (from this video)
No references stored for this video.
Video 5-1VUXtdnVc Beyond Solitaire Interview at 4:49 sentiment: positive
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Beyond Solitaire - Shadow Moon Syndicates video thumbnail
Click to watch at 4:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High degree of interaction and aggressive, in-your-face play
  • Dynamic, evolving board state with missions and push-pull interactions
  • Strong variety through multiple factions and potential expansions
  • Three-round structure provides a compelling arc and strategy reset
Cons
  • Very high complexity; steep learning curve
  • Can be chaotic with many moving parts and factions
  • Large number of factions may overwhelm new players
Thematic elements
  • area control, card manipulation, crime syndicate dynamics
  • angry factions in space, criminal syndicate-themed intrigue
  • overtly confrontational, Oceans-11-esque criminal enterprise vibe
Comparison games
  • Twilight Imperium
  • Oceans 11 (metaphor for heist-theme, not a game)
Mechanics (from transcript analysis)
  • above the line / below the line cards — cards have top and bottom abilities; top only when played on a random card; bottom included when played onto an empty table
  • Area Control — control regions to complete missions for scoring across multiple spots
  • area control with missions — control regions to complete missions for scoring across multiple spots
  • Drafting — players assemble a criminal syndicate by drafting factions and agents
  • drafting and manipulation — players assemble a criminal syndicate by drafting factions and agents
  • multi-faction variability — starter set with 10 factions; you’ll only play 6-7 per game; draft and mix for replayability
  • push-pull and teleportation mechanics — dynamic card interactions that move pieces around the board
  • set-interaction with discard piles — cards allow drawing from other players' discard piles and interacting with them
  • tableau management and burn pile — manipulation of a burn pile that can be resurrected or assassinated
  • three rounds with evolving tableau — final round removes the tableau and everyone draws a fresh hand for a climactic finish
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the first game in this well received and well regarded historic wargaming series that is completely made up that is complete fiction.
  • we removed all of the lines of communication and moved to space ports and rockets.
  • Shadow Moon Syndicates is a very different beast to Red Dust.
  • Oceans 11—that's the vibe here; it’s a criminal syndicate in space and it’s very confrontational.
References (from this video)
No references stored for this video.
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