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Spirited

Game ID: GID0452189
Game Info
Year
2026
Players
1-6
Age
13+
Playtime
60 min
Complexity
3/5
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Competitive card game where players recruit warriors construct ancient wonders and forge allegiances with different civilizations to gain spirit

Description

Competitive card game where players recruit warriors construct ancient wonders and forge allegiances with different civilizations to gain spirit

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 1 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–3 of 3
Video Dl69yN6LddE Rules Teach at 0:53 sentiment: positive
video_pk 67443 · mention_pk 163567
Spirited video thumbnail
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Spirited feels like an epic, elegant mix of clever card timing and tactical push your luck
  • You balance risk and reward
  • Three-area management across hand, road, and camps offers rich strategic depth
Cons
  • Bust risk from having three of the same kind on the road
  • Described as very complex
  • Final battles can reduce leadership's impact and make stealing easier
Thematic elements
  • building wanders, forging allegiances, and gathering spirit
  • ancient civilizations across the ages
  • card-driven with a time track leading to battles
Comparison games
none
Mechanics (from transcript analysis)
  • allegiance cards and medals scoring — Gain allegiance cards and medals for sets, which contribute to scoring.
  • build a wonder — Discard all seven types to build a wonder and gain spirits and power.
  • bust and shield mitigation — If bust occurs, players regroup; shields mitigate bust effects.
  • clan selection and combinations — Use seven out of twelve clans each game, enabling 792 combinations.
  • draw two cards from deck — On a turn you draw cards; if road has less than two cards, you draw two from the deck.
  • final battle and end-game scoring — Final battle after time track ends; dump hand to camps and gain spirits/points.
  • hand management — Manage cards across three zones (hand, road, camps) to form combinations.
  • multi-area placement — Place or move cards among road, camps, and hand for strategic effects.
  • Push Your Luck — Draw cards to gain more cards while risking busting if too many are the same.
  • set collection — Pursue sets of cards across hand/road/camps to gain points and abilities.
  • time track / hourglass — Hourglass cards advance a time track; when triggered, battles occur.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spirited feels like an epic, elegant mix of clever card timing and tactical push your luck.
  • You'll balance risk and reward.
  • Time your marches and try not to self-destruct for waiting too long when a rogue army floods your road.
References (from this video)
No references stored for this video.
Video _w9S4sWmbVU Rules Teach at 0:08 sentiment: neutral
video_pk 66008 · mention_pk 160358
Spirited video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • allegiance cards and medals — Allegiance cards give ongoing powers and medals that modify overrun limits and grant spirit.
  • Battle resolution — When the time track reaches icons, battles are resolved for all players; there are standard and final battles.
  • build a wonder — Building a wonder costs seven cards, one from each of the seven clans; grants spirit and a one-off effect.
  • deck management; draw and discard — Cards come from a common draw deck; discards go to a discard pile; decks are reshuffled when empty.
  • deck manipulation — Cards come from a common draw deck; discards go to a discard pile; decks are reshuffled when empty.
  • hand management — The game is at its core a hand and card management game; players manage cards across hand, road, and camps.
  • march for allegiance cards, medals, and spirit — Marching allows gaining allegiance cards and medals, increasing spirit; cards are discarded from camps to pay costs.
  • Overrun and regroup — If a clan reaches three cards in your road, overrun occurs, triggering regroup steps to reset road and camps.
  • recruit, rally, summon — Steps in play and scout include gather (play), scout (rally or recruit), and summon (reveal from deck and check overruns).
  • set/board management (road and camps) — Players gain cards to their hand, road, and camps, and they must manage them to avoid overruns.
  • shield and face-down cards — Some cards can be played as shields; face-down cards can be wild and count toward certain stacks; shields protect and have rules when discarded.
  • three turn types — On your turn you can play and scout, build, or march, each with its own sequence of steps.
  • Time track — The game is timed by a time track with passing of time cards advancing the hourglass and triggering battles at icons on turns.
  • time track and passing of time — The game is timed by a time track with passing of time cards advancing the hourglass and triggering battles at icons on turns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is your home and these are the foreign clans.
  • The game is at its core a hand and card management game.
  • In Spirited, players aim to earn the most spirit before the time track reaches the end.
References (from this video)
No references stored for this video.
Video V3Gi0BFW3yw kovray Review
video_pk 34957 · mention_pk 165063
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)
  • The mechanics of this game are fairly simple and fairly straightforward.
  • There is lots of room in this box.
  • The game state of this game is constantly changing.
  • You have to be paying attention to what's going on on and off of your turns.
  • It is something that when it comes down to it, understanding how everything re interacts with one another, how everything mingles and mashes and the timing of all of this, it's one of those games you'll grow to get better and better with.
References (from this video)
No references stored for this video.
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