Game Info
Year
2025
Players
1-4
Age
10+
Playtime
75 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Cooperative adventure based on the graphic novel series where monster-hunting pig characters use card-crafting mechanics with transparent upgrade cards
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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This page: 1
Sentiment:
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mix 1 ·
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Video i85cAkdkvXs
Dice Tower Review at 0:19 sentiment: mixed
video_pk 35242 · mention_pk 105146
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- thematic art and overall look
- engaging card-upgrade concept
- quality components relative to price point
Cons
- extremely high difficulty, often felt unwinnable
- heavy upkeep and long turns for a cooperative game
- minion/tokens can be punishing with limited reward gains
- potentially demoralizing for families or casual players
Thematic elements
- cooperative monster-hunting with upgrade-driven character progression and a boss-centric progression loop.
- Mud Canyon and the surrounding areas in a comic-book inspired world where a team of heroes fights monstrous foes, aiming to defeat a final boss within a contained arc.
- commentary-driven playthrough with a light comic-book-flavored narrative.
Comparison games
- Pandemic
Mechanics (from transcript analysis)
- Area movement — Players move around a modular board with locations offering special abilities or strategic advantages.
- area movement / location-based abilities — Players move around a modular board with locations offering special abilities or strategic advantages.
- bag building — End of turn, players draw tokens from a bag; tokens can be enemies or negative effects that impact all players.
- boss battler — A final boss with health to deplete across five rounds, supported by minions and shifting boss behavior based on round card flips.
- boss vs. minion waves — A final boss with health to deplete across five rounds, supported by minions and shifting boss behavior based on round card flips.
- card upgrading / market — Players upgrade cards at a market between rounds, enabling more powerful or flexible actions.
- color-coded combat & boss dice — Attacks require color combinations (e.g., blue/yellow) and the boss has dice that can block certain colors, adding randomness and tension.
- Combat: Dice — Attacks require color combinations (e.g., blue/yellow) and the boss has dice that can block certain colors, adding randomness and tension.
- Deck building — Each player has a personal deck of cards that provides actions, with opportunities to upgrade cards for stronger abilities.
- deck-building / hand management — Each player has a personal deck of cards that provides actions, with opportunities to upgrade cards for stronger abilities.
- token bag draw / push-your-luck — End of turn, players draw tokens from a bag; tokens can be enemies or negative effects that impact all players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- one of the hardest cooperative games ever played.
- it's insane.
- the look of the game belies how the game plays
- it's crazy hard but it's also random hard
- it feels almost unwinnable
References (from this video)
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