Game Info
Year
2021
Players
1-4
Age
12+
Playtime
35 min
Collection
Mechanic profile
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Vibe profile
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Description
Fantasy card game where Veilwraiths traverse the void seeking five keys to escape through a portal
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Playthrough
Veilwraith - Solo Live Play Stream
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Images
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GID0452363_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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mix 0 ·
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Video 2D3m839nQ5Y
Cardboard Herald Playthrough at 0:00 sentiment: positive
video_pk 5876 · mention_pk 17404
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong thematic integration with atmospheric, monochrome artwork
- Tight, puzzle-like deck and action management
- Engaging solo play that scales with strategic memory upgrades
- Narrative hints and world-building feel cohesive within the veil universe
- High presentation quality suitable for livestreams and tutorials
Cons
- Setup and shuffling can be fiddly and error-prone during live play
- Memory deck management adds a layer of complexity for newcomers
- Story is fragmentary and relies on interpretation rather than linear narrative
Thematic elements
- Memory gathering, power management, dreamlike existence, and personal struggle against cosmic threats
- The Veil Wraith's haunted dream-realm, tapping into memories to power confrontations within a Kilforth-inspired world
- Fragmented, memory-driven vignette storytelling with interpretive lore
Comparison games
- Gloom of Kilforth
- Arkham Horror
- Nemo's War
- Cartographers
Mechanics (from transcript analysis)
- Action laddering — Actions start at base positions and slide up as you take turns, increasing their strength and impact.
- boss battler — Encounters come as minions (serifs, pariahs, erymites, etc.) with specific defeat conditions and penalties.
- Boss minions and threats — Encounters come as minions (serifs, pariahs, erymites, etc.) with specific defeat conditions and penalties.
- Flip mechanics on keys — Certain keys can flip to grant extra actions or bonuses, adding strategic choice.
- Influence / Fight / Explore — Three core resources used to defeat threats, with combat and negotiation against adversaries.
- Influence Points — Three core resources used to defeat threats, with combat and negotiation against adversaries.
- Keys and portal win condition — Acquire five keys and defeat boss minions to access a portal and win the vignette.
- Memory cards — Memories are drawn and upgraded to modify actions, provide draws, and affect deck dynamics.
- Memory upgrades and deck management — Upgrading memories changes power levels, hand size, and future play options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game just oozes theme
- The artwork... the black and white monochromatic look
- It's a puzzle of the game—the memory and action management is clever
- Memory cards – memories from which my wraith draws all of his supernatural capabilities
- this game would come in a death metal album
References (from this video)
No references stored for this video.
Transcript Navigation
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