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Threshold box art

Threshold

Game ID: GID0452360
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
90 min
Collection
Your Tier
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Description

Solo and cooperative game of epic proportions with deep character customization and strategic combat against horrors

Description

Solo and cooperative game of epic proportions with deep character customization and strategic combat against horrors

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 4 · mix 4 · neu 0 · neg 0
Mentions per page
Showing 1–8 of 8
Video xUtowCB0CZQ Gaming Rules! Playthrough at 2:50 sentiment: positive
video_pk 84172 · mention_pk 213658
Gaming Rules! - Threshold video thumbnail
Click to watch at 2:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Captures the MMO experience well.
  • Streamlined progression, especially early on.
  • Open-world sandbox feel with many player choices.
  • Strategic card play and hand management are important.
  • Cooperative play allows for player splits.
  • Combat difficulty scales with player count.
  • Combat is integrated into the main game flow.
  • Deep deck construction and character customization options.
  • Tactical zone movement and positioning.
  • Renown cards provide emergent narrative and personal goals.
  • Good storage solution for components.
Cons
  • Some mechanics need clarification (e.g., wound triggers, card interactions).
  • The game can be very challenging, requiring careful planning.
  • Can be time-consuming, with long combat encounters.
Thematic elements
  • Embarking on quests, fighting monsters, and leveling up in a world recovering from a past war.
  • A world where portals reopened 200 years after a great war, allowing monsters to come through.
Comparison games
  • MMOs
Mechanics (from transcript analysis)
  • card play for actions — Cards are played to perform actions on the board, with effects including instant effects or ongoing effects that remain in play.
  • Card Play for Movement — Discarding cards from hand is used for movement on the overland map, with different costs for moving along roads versus off-road.
  • Challenge Tests — Gathering resources or performing certain actions involves a challenge test, where players reveal cards from their deck to meet a target number.
  • Combat System — Combat is initiated by engaging with quests or mobs and uses a turn-based system where players and enemies act based on initiative.
  • Deck Building — Players have a deck of cards that represent their character's current state, and can customize it by adding new cards as they level up.
  • deck cycling — When the deck is empty, the discard pile is reshuffled to form a new deck, with a penalty of gaining fatigue.
  • Encampment Raids — Players can attack encampments on the board, triggering a wave-based combat system with increasing difficulty and loot rewards.
  • Enemy Action Decks — Each enemy has its own deck of cards that dictates their actions during combat.
  • Ethereal State — Enemies can enter an 'ethereal' state, making them immune to player actions for a turn.
  • Fatigue and Wounds — Taking damage can lead to wounds, and fatigue accumulation can also result in wounds, potentially leading to incapacitation.
  • Hand Management — Players draw up to five cards at the end of their turn, requiring them to manage their hand for future turns and combat.
  • Leveling Up and Deck Construction — Gaining experience points allows players to level up, which in turn grants points to customize their character's deck with new cards.
  • Loot and Item Crafting — Defeating enemies and completing quests yields loot, and items can be enhanced or 'enchanted' through a crafting system.
  • Mob Encounters — Random monsters on the board can trigger combat encounters when players enter their space or when certain events occur.
  • Renown Cards — These are objective cards that provide rewards upon completion, acting as mini-goals for players.
  • Resting and Resetting — Players can rest in town to reset health, fatigue, discard cards, and bring back removed cards, as well as reset mobs on the board.
  • Skill System — Characters have innate skills and gain additional skills from equipment, which determine the types and points of cards they can include in their deck.
  • Status Effects (Dazed, Poisoned) — Enemies can inflict status effects on players, impacting their abilities or causing damage.
  • Title Cards — Special cards earned through achievements that are added to the player's deck.
  • Vocation System — Players have vocations like 'herbalist' that provide special abilities, such as crafting healing potions.
  • Zone-Based Effects — Game effects can target specific zones or adjacent zones, adding a layer of tactical positioning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you've played any kind of MMO on the computer, this game comes the closest to that experience than I've ever seen in a board game.
  • This is not intended to be a 100% accurate how to play video because yeah, the game is still under development.
  • The combat rules are not a separate game to this. They kind of use the same game and you can have one player fighting a combat while other players are walking around on this board.
  • My fatigue can continue to go beyond my health, I guess.
  • This is the kind of game that I can see me doing a full playthrough.
References (from this video)
No references stored for this video.
Video JS-4Ijo5mww Gaming Rules! Other at 30:18 sentiment: positive
video_pk 84047 · mention_pk 212970
Gaming Rules! - Threshold video thumbnail
Click to watch at 30:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Closest to an MMO I have ever played
  • Manages to recreate the MMO experience more than any other game
  • Smooth, streamlined way of playing
  • Deck construction is probably the best part of the game
Cons
  • Quite pricey
  • Current state of the game might make encounters difficult if players aren't together.
  • The other videos start at the beginning (level zero), but this playthrough started at level 10.
Thematic elements
  • MMO-like experience
  • Quest-based campaign
Comparison games
  • Mythwind
  • Stone Saga
  • World of Warcraft
Mechanics (from transcript analysis)
  • Deck construction — Players build their decks based on character level, class, and equipment, with equipment keywords offering more deck customization.
  • Leveling system — Players start at level zero and gain XP through quests to level up, unlocking new cards and abilities.
  • questing — Players undertake quests, such as killing thieves, to gain XP and progress.
  • Simultaneous Actions — Players can take turns with different activities (combat, resource gathering) happening concurrently.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So yes, if you think my voice is a little bit deeper and a little bit croakier than normal, that's because of it.
  • So, please don't think that my channel is now 100% sponsored playthroughs. It's not.
  • I wanted to support the game because it was really good game and I didn't want people to have uh to, you know, to get caught out uh in the same position as I was in.
  • Yep, that's right. For the second year running, I didn't play a single game at Essen Spiel.
  • So, yes, that's just what I wanted to say quickly before we move on to the next game I want to talk about, which is Severton, which is a sponsored playthrough video.
  • Um, so yes, that's just what I wanted to say quickly before we move on to the next game I want to talk about, which is Severton, which is a sponsored playthrough video.
References (from this video)
No references stored for this video.
Video IzKL3aEFXFs Board Games UnLocked Top List at 26:40 sentiment: mixed
video_pk 83689 · mention_pk 211428
Board Games UnLocked - Threshold video thumbnail
Click to watch at 26:40 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Company has good ideas.
  • Meant to be infinitely replayable.
  • Deep character customization mentioned.
  • Cool world.
  • Potentially good gameplay.
Cons
  • Mythwind wore out its welcome quickly.
  • Skepticism about the endgame and character customization depth.
  • Games from this company haven't always hit.
Thematic elements
  • Massive open world role playing game
  • MMO RPG
Comparison games
  • Mythwind
  • Stars of Aarios
  • Gloom Haven
  • X-Wing
  • World of Warcraft
  • Runescape
Mechanics (from transcript analysis)
  • Deck Building — I know there's like deck building for your characters
  • Leveling up — to be able to level up your character.
  • Open world — massive open world role playing game.
  • Side quests — There's an overall map. There's a bunch of side quests you can go and do.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, like every year, we go over the games that we are most excited for in next year, whether or not we know if they're going to be good.
  • 2026 is shaping up to be an awesome year.
  • From my understanding, one engaging narrative with impactful choices leading to multiple paths throughout various missions and p personal journeys.
  • So, it's like that could be either really really cool or incredibly cringey.
  • Throughout the journey, the decision you make will permanently shape your character's personality and the relationship with other individuals, opening and closing possible paths along the way.
  • That alone differentiates this from a bunch of like other games of this type because no other game really has like a a relationship meter or a whatever.
  • So I think this could be really cool.
  • It's a fairly simplistic game.
  • Um, and you're going through and you know, you build your convoy and you're just doing it's it's it's one of those it's kind of hard to explain like you're like I said, you're trying to race.
  • But you know, this is a fun one and it's it's I'm excited to see how streamlined they make it, you know, uh, and see how much faster it makes the games go.
References (from this video)
No references stored for this video.
Video XvoDXAmneAQ One Stop Co-op Shop Discussion at 2:30 sentiment: mixed
video_pk 80840 · mention_pk 198243
One Stop Co-op Shop - Threshold video thumbnail
Click to watch at 2:30 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Very quick and fun to play
  • Kids enjoyed it
Cons
  • Story didn't seem very fleshed out or exciting
  • Leveling up seemed way too limited
  • Unsure how robust and long-term satisfying the final product will be
Thematic elements
  • Adventure
  • MMO emulation
Comparison games
none
Mechanics (from transcript analysis)
  • Deck construction — Players construct and level up their decks as they play.
  • Enemy and boss battles — Players battle enemies and bosses.
  • Hex-based map movement — Players move around a hex-based map.
  • Side quests — Players can engage in side quests.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm kind of off of the Chronicles of Crime series in general.
  • I think it really uh brings Battlecrest to life.
  • I had a blast with this one, and I think it makes Uprising even easier to get to the table, which is a good thing cuz there's a great game design.
  • This is also the one of the last videos where I was like hand-holding things and showing them and giving people like vertigo as I moved.
  • The puzzly board movement of trying to get around and deal with all these threats is really exciting.
  • And as I mentioned in my review, the deck building is my favorite kind where you're upgrading your deck and you're getting rid of one card as you add another one in, so you just purely get cooler and cooler.
  • But this is one I called not for any good reason and actually Peter was asking me the other day if I still had it and he wanted to play it and I kind of regretted that I didn't have it.
  • This is probably the lowest of the four games I covered release games this month because it didn't feel like a racing game.
  • So yeah, this one just was pretty much a flop for me and all my groups that I tried it with.
  • And by all four I mean keeping none of them.
References (from this video)
No references stored for this video.
Video 3O-C0DLD8U8 Preview at 0:02 sentiment: positive
video_pk 67810 · mention_pk 164077
Threshold video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast-paced gameplay
  • Streamlined and easy to play
  • Quick progression and leveling
  • Engaging quest lines and branching narratives
  • Satisfying combat with card-driven actions
  • Good solo experience
  • Potential for interesting multiplayer dynamics
  • Well-designed component management with planned game trays
Cons
  • Early rulebook issues and potential for getting things wrong
  • Some components not fitting perfectly in early versions
  • Combat can feel too easy in early stages
  • Need for clarification on some multiplayer rules
Thematic elements
  • Returning monsters from portals threaten a peaceful society.
  • A world to which people fled from another world attacked by monsters.
Comparison games
  • World of Warcraft
  • Elder Scrolls (Chip Theory game)
  • Hoplomachus Victorum
  • Marvel Champions
  • Dice Throne
  • Runebound third edition
  • Slay the Spire
Mechanics (from transcript analysis)
  • Character progression — Characters gain experience, level up, and can improve their stats (like max health) and gain new skills or cards for their deck.
  • Combat — Combat takes place on separate boards using cards from the player's deck. Enemies have their own decks and stats, and combat involves managing actions, damage, and defense.
  • Crafting/Affix System — Players can combine materials, currency, and specific items to create 'affixes' that can be added to existing gear, providing additional skills or abilities.
  • Deck Building — Players manage a deck of cards that represents their resources and abilities. The deck levels up over time, allowing for better cards to be added, but can also include negative cards like wounds.
  • fatigue system — Reshuffling the deck increases fatigue. Taking damage can lead to wounds, which are added to the deck and can cause defeat if the wound limit is reached.
  • Loot System — Defeating enemies yields loot dice, which are rolled during rest to acquire items. Items can be common, uncommon, or rare, and can provide stat bonuses or new abilities.
  • questing — The game involves completing various quests, ranging from simple deliveries to combat encounters and skill checks, with some quests leading to further branching narratives.
  • Resource Management — Players use cards from their hand as resources to move, take actions, and resolve skill checks. Managing the deck and hand is crucial.
  • Skill checks — Players resolve certain actions or challenges by flipping cards from their deck and comparing the total value against a target range. Some cards have keywords that can modify the outcome.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The big thing they said they were going for is to make the whole like adventure and combat thing really fast.
  • And holy heck, at least for solo, it's fast as anything.
  • This is going to be a very like streamlined, quick to play, quick to progress kind of thing.
  • Initial impressions are that they have 100% succeeded in what they're going for.
  • The combat can feel too easy in early stages, but I think that's kind of the point.
References (from this video)
No references stored for this video.
Video XdbOews773w Rules Teach at 0:01 sentiment: positive
video_pk 67752 · mention_pk 163971
Threshold video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic way of learning the game through a guided first game.
  • Deck building is central to the character's identity and progression.
  • Meaningful character progression through leveling, skill acquisition, and deck customization.
  • Engaging combat system that requires tactical card play.
  • Potential for high production value with features like dual-layer boards.
Cons
  • Prototype components are not fitting well.
  • Wound cards in the deck can be a hindrance, forcing random discards.
  • Gaining fatigue upon shuffling can lead to being wounded.
  • Some aspects of combat and progression could be further explored (mentioned as a desire for future content).
Thematic elements
  • A fantasy world threatened by ancient portals reappearing, summoning monsters and forcing humanity to rely on heroes.
  • The world of Haven, 200 years after a great war
  • Lore is presented through an in-game introduction text and flavor text on cards and locations.
Comparison games
  • Mythwind
Mechanics (from transcript analysis)
  • action selection — Players choose from various actions like traveling, visiting locations, gathering, mining, or engaging in quests, often costing cards from hand.
  • Character progression — Players gain XP, level up, spend class points to add cards to their deck, and acquire skill points to learn new abilities.
  • Combat System — Combat involves playing cards for specific effects, dealing damage, blocking attacks, and managing enemy actions. It is influenced by character stats and card keywords.
  • Deck Building — The player's deck represents their character's skills, spells, and experiences. Good and bad things end up in the deck, and shuffling the deck leads to gaining fatigue.
  • Event resolution — The game includes drawing and resolving adventure cards that can present immediate challenges or ongoing mini-quests.
  • Fatigue — Gaining fatigue occurs when the deck needs to be shuffled. If health is equal to or less than fatigue, the character becomes wounded.
  • looting — After combat or completing quests, players can roll loot dice to gain items or money, with possibilities to upgrade loot tiers.
  • questing — Players undertake quests that involve traveling to locations, defeating enemies, and completing objectives for rewards.
  • Resource Management — Actions cost cards, and players must manage their hand and deck to perform desired actions. Money is used for certain actions like buying potions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a great big open world role- playinging game modeled after MMOs, massively multiplayer online video games, but we're in the cardboard realm.
  • Your deck is your whole character in this game. So, it's skills you have, spells you learn, good and bad things that happen to you along your journey will all end up in this deck.
  • It would not be an MMO without some gathering or fetching quest to start us off.
  • If your health is ever reduced to be equal to or less than your fatigue, you are wounded.
References (from this video)
No references stored for this video.
Video yKlkopPK2Gc Unknown Channel Review at 0:14 sentiment: mixed
video_pk 66188 · mention_pk 160875
Unknown Channel - Threshold video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Genuinely innovative deck-as-hero mechanic with tense power-sustainability tension
  • Tactical combat is straightforward yet deep with combo potential
  • Overworld questing and MMO-style progression feel satisfying and aspirational
  • High customization and build diversity with respec and loot systems
  • Combat pacing reduces downtime in co-op play
Cons
  • Prototype rulebook is catastrophically inadequate; accessibility concerns
  • Rule clarification gaps around phase structure and monster reinforcement
  • Rest mechanic exploitation risks (Hearthstead) without guardrails
  • Crafting feels underpowered or unbalanced relative to loot progression
  • Difficulty scaling and early game can be punishing, with a weak narrative anchor
  • Backer promises vs actual production lag; setup time and living world feel underdelivered
Thematic elements
  • Deck-based avatar growth, loot-driven progression, and MMO-style freedom in questing and exploration
  • MMO-inspired fantasy world with three region boards (Fractured Isles, Sandstone Desert, Red River Valley) and persistent, deck-based hero progression.
  • Systems-driven with emergent moments rather than a strongly scripted narrative
Comparison games
  • Tainted Grail
Mechanics (from transcript analysis)
  • Area Movement — Three region boards determine quest availability, with movement costs using cards (roads vs off-road) affecting exploration choices.
  • Card Crafting — Resources like minerals and supplies are spent to craft items; many recipes are expensive and may feel underpowered relative to loot.
  • Character progression and respec mechanics — Town visits allow selling loot, crafting, leveling up, and resetting the deck; free respecs enable experimenting with builds.
  • Checks and adventure cards — Overworld checks require revealing cards to hit target numbers, with discards whether successful or failed, promoting fatigue and exploration tension.
  • crafting system — Resources like minerals and supplies are spent to craft items; many recipes are expensive and may feel underpowered relative to loot.
  • Deck-as-hero with fatigue and wound integration — Your entire character is represented by a deck; playing cards or taking actions fatigues you, and when fatigue triggers, you can gain wound cards that clog the deck.
  • Drafting and managing hand size — Draw up to five cards each turn; decision whether to exhaust hand for power or preserve cards through hourglass-return mechanics.
  • Enemy behavior deck and simultaneous enemy activation — Each combat round uses an enemy behavior deck to determine what enemies do; all enemies act in a combined phase.
  • Hand Management — Draw up to five cards each turn; decision whether to exhaust hand for power or preserve cards through hourglass-return mechanics.
  • Hex-grid tactical combat with resource costs — Move on a hex map by discarding cards; combat involves playing abilities from hand with costs; enemies activate after all players have finished.
  • Hexagon Grid — Move on a hex map by discarding cards; combat involves playing abilities from hand with costs; enemies activate after all players have finished.
  • Loot progression and item customization (aixle system) — Loot dice, upgrade symbols, and a sliding 'aixle' affix system customize base items into more powerful gear; unlocks skill trees.
  • Overworld region boards and movement as resource cost — Three region boards determine quest availability, with movement costs using cards (roads vs off-road) affecting exploration choices.
  • Rest and landmark mechanic (Hearthstead) — Resting resets deck, heals, and activates landmark bonuses; potential exploit loops if not limited.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The deck is character, tactical combat, loot progression, and MMO style freedom all function well.
  • The rule book is catastrophically inadequate.
  • Wait for final production reviews before backing.
  • The region boards and movement as resource decisions create meaningful exploration tension.
  • Threshold's ambition is clear, but the execution needs polish before it becomes a must-back.
References (from this video)
No references stored for this video.
Video 3GoLIZWDAFk Shopside Review at 0:00 sentiment: mixed
video_pk 66176 · mention_pk 160836
Shopside - Threshold video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deck system provides mechanical tension and remains intuitive
  • Strong integration between overland and combat, with frequent opportunities to explore and loot
  • Diverse upgrade paths and free-form character customization
  • World-building flavor text and MMO-inspired elements contribute to a rich feel
  • Good handling of player downtime in a two-player game, with alternating turns and continuous player engagement
  • Health tracking for monsters on the player board reduces fiddly token management
  • Flavorful progression and loot rewards that give a sense of payoff after play
  • Modular components and player trays aim to streamline setup and organization
Cons
  • Prototype rulebook is extremely bare-bones, with many rules unclear and few examples
  • Monster behavior and key terms like 'reinforce' are not clearly defined
  • Overland checks can consume many cards from your deck, potentially causing fatigue
  • Overland crafting feels expensive and underpowered given resource costs
  • Resting is highly abusable in its current form and could unbalance pacing
  • NPCs and flavor text are not well developed early on, making world feel less immersive
  • Component count creates a table hog; organization could be improved with a vertical storage solution
  • Two-player mainline difficulty can be steep without grinding, which may frustrate some players
  • Early game hook and thematic engagement are weaker than the card mechanics might suggest
Thematic elements
  • Array
  • Haven world
  • MMO-inspired sandbox with flavor text and side quests
Comparison games
  • World of Warcraft
  • Elder Scrolls: Betrayal of the Second Era
  • Tainted Grail: The Fall of Avalon
  • Dragon Eclipse Prototype
Mechanics (from transcript analysis)
  • Area Movement — Movement and actions happen on a world map with hex-based encounters and adventure draws.
  • Card-driven combat — Combat is resolved by playing cards from hand, managing blocks, and applying ongoing and timed effects.
  • Character Progression & Upgrades — XP and renown drive character progression; upgrades come in class upgrades and skill upgrades via cards.
  • Combat: Deck/Hand — Combat is resolved by playing cards from hand, managing blocks, and applying ongoing and timed effects.
  • Deck Building — Your character is defined by a central deck that you draw from and discard during actions, combat, and overland events.
  • Encounter & Loot System — Encounter decks and loot dice produce randomized rewards and prompts to drive exploration and progression.
  • Overland exploration — Movement and actions happen on a world map with hex-based encounters and adventure draws.
  • Progression Flexibility — Free-form deck customization lets players mix and match upgrades and paths, changing playstyle on the fly.
  • Resource/ Crafting System — Overland crafting uses resources (minerals) to craft or remove burdens, integrated with the deck and upgrade path.
  • Resting / Home Base — A shared home base allows rest actions that refresh hands and trigger town actions, with strategic costs.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Threshold, a next generation campaign game where it tries to blend the video game elements of MMOs and action RPGs into a board game for your table with a lot of deck building.
  • the most openw world feeling board game I've ever played.
  • Endurance, that when you use it to pay for movement, it shuffles back into the deck.
  • The rest action doesn't require any cards to do.
  • This is insanely ambitious.
  • My personal score for Threshold is going to be a 6 out of 10.
References (from this video)
No references stored for this video.
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