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Gamma Guild

Game ID: GID0452409
Game Info
Year
2024
Players
1
Age
10+
Playtime
15 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
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Description

Quick solo fantasy hand management game in a mint tin managing a Guild to complete 12 quests before time runs out

Description

Quick solo fantasy hand management game in a mint tin managing a Guild to complete 12 quests before time runs out

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–1 of 1
Video nBqn1DDb7Pc Unknown Channel Playthrough at 1:04 sentiment: positive
video_pk 66274 · mention_pk 161167
Unknown Channel - Gamma Guild video thumbnail
Click to watch at 1:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Portable mint tin format
  • Fast play time (roughly 15-20 minutes)
  • Strong thematic integration with guild management
  • Rich, flexible mitigation via guild perks
  • Clear strategic decision space with limited components
Cons
  • Some quests can require high level/lead-type constraints which can be challenging
  • Early draws may limit options and feel punishing
Thematic elements
  • Guild reputation, questing, and resource management
  • Fantasy guild management where players run a guild and complete quests over 12 days
  • Tactical, procedural decision-making with per-quest constraints
Comparison games
  • Cursed
Mechanics (from transcript analysis)
  • Exhaustion and turn order — Completing a quest exhausts used guild members; they are discarded from play and can be drawn again later.
  • Guild member management and assignment — Players draw guild members and assign them to quests to meet level and type requirements.
  • Guild perks and perk mission — Players can go on guild perk missions to gain abilities, discarding some pledged guild members but keeping others.
  • Mitigation via perks — Perks can modify quest requirements, draw additional guild members, or move a member's type or level to improve outcomes.
  • Quest deck management — There are 12 quest cards; at the start of each round one is discarded; quests specify numbers and lead/type constraints.
  • Timed objective — There are 12 days/rounds; failure to complete all quests by the end results in a loss.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a mint tin solo corner game and just this small mint tin box here
  • I like this game a lot.
  • this is like a mint game that actually works quite well regarding its flow, regarding the tactical choices you have to make and so on.
  • I will give this a light gold. It's a games award because I think this is like a really cool design in a small box.
  • I like the portability as well.
References (from this video)
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