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Enthrone box art

Enthrone

Game ID: GID0452287
Game Info
Year
2025
Players
2
Age
14+
Playtime
30 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Abstract two-player deduction game featuring sculpted fantasy busts on a stained-glass board

Description

Abstract two-player deduction game featuring sculpted fantasy busts on a stained-glass board

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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 2 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video cQ_xyb4cHfc Top List at 0:37 sentiment: positive
video_pk 67725 · mention_pk 163925
Enthrone video thumbnail
Click to watch at 0:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • greatest table presence
  • full of faints and fake outs and tons of intrigue
  • three paths to victory
Cons
  • two-player only
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)
  • What are the best board games?
  • I played 32 new board games in the month of October, and these are my top five.
  • I'm a dummy because it's really good.
  • It is one of the best flip and right games.
  • Welcome to has been sitting on my shelf of shame for like five to six years, and I finally played it, and I'm a dummy because it's really good.
References (from this video)
No references stored for this video.
Video e-rQhj4_SE4 Review at 0:07 sentiment: positive
video_pk 67657 · mention_pk 163839
Enthrone video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • insanely good production value
  • cool look
  • cool vibe
  • quick playing time (15 minutes)
Cons
none
Thematic elements
  • faints, fakes, and intrigue
  • wizard's chamber or Mount Olympus
Comparison games
  • chess
Mechanics (from transcript analysis)
  • Capture — There are multiple ways to win, including capturing opponent's characters.
  • Movement — Only characters in the top half of the board can move or capture. Moving a character slides it to the bottom, and others slide up.
  • Objective Fulfillment — One way to win is to get your character to the center space.
  • set collection — One way to win is to capture all the characters your character cares about.
  • tile placement — Characters are represented by tiles, with locked tiles at the bottom and movable tiles at the top.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oh my god, this is a board game.
  • It's called Enthrone, and it makes me feel like I'm in a wizard's chamber or in a meeting on Mount Olympus, something like that.
  • It's a two-player only game full of faints and fakes and intrigue.
  • You're constantly thinking, 'Is that their character? Do they want me to think that's their character? Do they want me to capture that character because they care about capturing that? What is going on?'
  • A game of this takes about 15 minutes, so it's one I want to play over and over again.
References (from this video)
No references stored for this video.
Video y__ZY-VHc2o Unknown Channel Review at 0:34 sentiment: mixed
video_pk 66262 · mention_pk 161159
Unknown Channel - Enthrone video thumbnail
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Tight, elegant core mechanism with a focused, chess-like feel.
  • Short play time (roughly 15–30 minutes) enables rapid iteration and multiple plays in an evening.
  • Production value matches gameplay weight (eight sculpted busts, premium board).
  • Core deduction is woven into every decision, not a separate phase.
  • Multiple win conditions provide tactical variety without heavy rules overhead.
Cons
  • Early deterministic puzzle can become predictable with more plays.
  • No variable player powers or events reduces long-term replayability concerns.
  • Fixed board setup and lack of variability can lead to staleness after repeated plays.
  • Insert quality and tear-down friction can detract from the experience over time.
Thematic elements
  • Hidden identity and deduction within a constrained, queue-driven action space.
  • Fantasy kingdom with a central throne; players secretly control one of eight character busts (King, priestess, knight, jester, etc.).
  • Single-identity deduction embedded directly into core gameplay; players deduce and act within a tightly constrained track.
Comparison games
  • Scales of Fate
Mechanics (from transcript analysis)
  • action_track — An eight-position track where only pawns in the top five can move; the top three can enter the throne, the top two can attack; bottom three are locked.
  • elimination_and_threats — You can eliminate opposing pawns, affecting the board state and threat evaluation.
  • hidden_identity — You secretly control one character and try to deduce or block your opponent’s identity and path to the throne.
  • multi-win_conditions — Win by reaching the throne, eliminating the opponent’s character, or hunting target characters; there is a fourth win condition if the opponent eliminates four characters without winning.
  • player elimination — You can eliminate opposing pawns, affecting the board state and threat evaluation.
  • priority_queue_and_shift — When a pawn moves, its tile slides to the bottom and everything shifts up, creating a persistent priority dynamic.
  • Time track — An eight-position track where only pawns in the top five can move; the top three can enter the throne, the top two can attack; bottom three are locked.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Enthroned has eight sculpted fantasy character busts. King, priestess, knight, jester, all the classics.
  • The action track creates dynamic interconnected decisions every turn.
  • I'd rather have 50 amazing plays of a tight, focused game than a hundred plays of something that's trying too hard.
  • Scales of Fate has nine demigods, and each player secretly controls two of them.
  • Zero randomness design is elegant.
  • The dual identity deduction is exponentially more complex than single identity systems.
  • No two games felt identical to us because of that variability.
  • Three age structure with variable setup has kept our plays feeling fresh.
  • The endgame guessing added explicit stakes in our plays that rewarded all the deduction work we've been doing across three ages.
  • The scoring system creates high stakes tension and the psychological warfare deepens as you and your opponent get more experience.
References (from this video)
No references stored for this video.
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