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Kingdom Rush: Elemental Uprising

Game ID: GID0452219
Game Info
Year
2022
Players
1-4
Age
14+
Playtime
90 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Fully cooperative standalone tower-defense board game where players take asymmetrical hero roles defending their kingdom against monster waves using polyomino tiles

Description

Fully cooperative standalone tower-defense board game where players take asymmetrical hero roles defending their kingdom against monster waves using polyomino tiles

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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 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video 5a1UAThQKKo All You Can Board Crowdfunding Preview at 12:57 sentiment: positive
video_pk 66026 · mention_pk 160458
All You Can Board - Kingdom Rush: Elemental Uprising video thumbnail
Click to watch at 12:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deluxe miniatures and components
  • Supports solo play and co-op
  • New heroes and towers, with elemental themes
Cons
  • High price and shipping
  • Deluxe edition and retail availability uncertain
Thematic elements
  • Tower defense with fantasy monsters
  • Tower defense board game; expansion/spinoff of Kingdom Rush video game series
Comparison games
  • Rift in Time
Mechanics (from transcript analysis)
  • Asymmetric hero/dice mechanics — Asynchronous dice and abilities
  • co-op/solo play — Cooperative or solo play modes available
  • miniatures — Large miniatures included; premium components
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i'm really intrigued by bandata i'm just
  • it's visually really stunning game
  • not coming to retail this is a kickstarter exclusive
References (from this video)
No references stored for this video.
Video aMLELQH7Sn4 Allies or Enemies Discussion at 0:00 sentiment: positive
video_pk 66018 · mention_pk 160394
Allies or Enemies - Kingdom Rush: Elemental Uprising video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep puzzle-like feel with evolving tower strategy
  • strong co-op mechanics and trading
  • varied heroes with distinct play styles
  • campaign-style replayability with 12 scenarios
  • high component quality and presentation
Cons
  • long setup time and complexity for retail version
  • potential repetitiveness as the core puzzle remains similar
  • difficulty spikes on higher scenarios
  • box contents and storage can be noisy for players
Thematic elements
  • cooperation, resource management, area denial, puzzle-like level progression
  • Fantasy kingdom under siege with elemental-themed campaigns; cooperative tower-defense campaign in a fantasy realm
  • campaign-based progression with escalating scenarios and boss encounters
Comparison games
  • Kingdom Rush (video game)
Mechanics (from transcript analysis)
  • Cooperative Game — two or more players coordinate actions and share tower upgrades through trading
  • cooperative play — two or more players coordinate actions and share tower upgrades through trading
  • hero abilities — each hero has unique powers that can affect the board and the tide of hordes
  • Polyomino — players place and upgrade towers using geometric tiles to block hordes on a path
  • polyomino tile placement — players place and upgrade towers using geometric tiles to block hordes on a path
  • scenario campaign structure — 12 distinct scenarios with varying maps and endgame conditions
  • tower defense with upgrades — buy, upgrade, and trade towers with teammates to strengthen defenses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's basically a puzzle game and you try to put polyomino tiles in just the right way
  • there's massive replayability in this game with 12 scenarios
  • upgrading towers is key and you give the better version to your teammate
  • setup is a bit of a pain in the butt but it's still worth it
  • it's co-op polyomino tower defense that feels fresh
  • this is a surprise for us and we didn't know what to expect
References (from this video)
No references stored for this video.
Video sESXqfYcS9I Totally Tabled Playthrough at 0:03 sentiment: positive
video_pk 27946 · mention_pk 81573
Totally Tabled - Kingdom Rush: Elemental Uprising video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich solo-focused implementation with clear progression and upgrade paths.
  • Elegant integration of multiple damage types and true-damage mechanics.
  • Tactical depth with boss-like enemy types (e.g., sand warriors) and powerful modular towers.
Cons
  • Rule complexity can be daunting for first-time players.
  • Component management (tokens, blossoms, skulls) can be visually dense and require careful setup.
Thematic elements
  • tower-defense strategy within a cooperative/solo play framework.
  • A fantasy kingdom under threat from advancing hordes of monsters.
  • campaign-based escalation with scenarios and evolving threats.
Comparison games
  • Kingdom Rush (base game)
Mechanics (from transcript analysis)
  • card crafting — Spend resources (crystals and gold) to upgrade towers to higher levels and install modification cards that alter damage, range, and damage type.
  • Color-coded building sites and restricted construction — Three colors of building sites (yellow, purple, green). Each round you exclude one color, restrict building on two colors, and plan around the remaining two.
  • Combat: Damage Based — Physical, magical, and true damage types; certain effects require converting or applying true damage to overcome defenses.
  • Cooperative and solo mode — Play a main hero plus two bench heroes; in solo mode you simulate multiple heroes by using a main board plus bench cards and rules.
  • Damage types — Physical, magical, and true damage types; certain effects require converting or applying true damage to overcome defenses.
  • End-of-round and end-of-scenario rules — Five rounds per scenario; the primary win condition is destroying all hordes by round five; mistakes can cause loss conditions (e.g., hordes reaching the exit or no space to spawn).
  • Hero abilities and bench heroes — Active hero (e.g., Aur) has personal abilities; bench heroes can be activated for additional effects within a round.
  • Horde management and movement — Hordes advance toward an exit; if not sufficiently covered, they move and deal damage; cover spaces to prevent advancement.
  • resources and economy — Starting resources include crystals and gold; defeating hordes yields rewards (gold, skull tokens) used for further upgrades or mods.
  • Scenario objectives and wound/health mechanics — Each horde has health and special icons; some require true damage or specific actions to prevent a mass damage trigger.
  • tile placement — Place level-based towers on active building sites with directional damage patterns and adjacency rules.
  • Tower placement and orientation — Place level-based towers on active building sites with directional damage patterns and adjacency rules.
  • Upgrades and modifications — Spend resources (crystals and gold) to upgrade towers to higher levels and install modification cards that alter damage, range, and damage type.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're going to skip that opening tutorial mission and just jump into the first scenario
  • the goal is to cover up as many of these enemy spaces as we can
  • the way we win the game is at the end of five rounds we need to have destroyed all of the hordes
  • blossom is true damage; we can cover up one of those spaces
  • we upgrade it into this Marksman Tower... three straight arrows
  • sand Warriors... they have protection and can move up to two spaces
  • this is true damage so we can actually take care of all of those true damage locations
References (from this video)
No references stored for this video.
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