Game Info
Year
2024
Players
1
Age
10+
Playtime
15 min
Collection
Your Tier
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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
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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 3 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video hzr110PtCyI
Tabletop Tokki Top 10 List at 20:50 sentiment: positive
video_pk 86626 · mention_pk 224774
Click to watch at 20:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- deliciously tight design
- quick to teach with varied quest-perk combos
Cons
- theme may feel light to some players
Thematic elements
- guild membership, quests, and perks
- fantasy guild with quests and perks
- tight, puzzle-like quest system
Comparison games
none
Mechanics (from transcript analysis)
- Multi-Use Cards — quests stacked with four up quests; rest are party members with perks on their backs
- perks center — unused party members can be converted to one-time perks
- quest/perk management — assign party members to quests and manage perks
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- one of my favorite pieces of content that I get to share with y'all all year which is of course my top 10 solo board games from this year
- it plays in just about an hour so it's really easy to get to the table
- this is just such an immersive fun experience
- The Last Lighthouse is definitely one that has held my attention in terms of its overall presentation
- Sweet Lands is my number one solo game of 2024
- I love the multi-use cards, being able to destroy nightmares and turn them into traps
References (from this video)
No references stored for this video.
Video pPSXQia_G8k
UndeadVikingVideos Discussion at 10:24 sentiment: positive
video_pk 81863 · mention_pk 204718
Click to watch at 10:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Imaginative and divergent setting from standard fantasy
- Offers a different flavor of post-apocalyptic RPGs
Cons
- Rules can feel archaic to modern players
- Less ongoing support compared to newer systems
Thematic elements
- Array
- Science Fantasy
- Open-world exploration
Comparison games
- Dungeons & Dragons
- Star Frontiers
Mechanics (from transcript analysis)
- exploration — Exploring ruins, scanning for resources and hazards.
- Role Playing — Players portray post-apocalyptic survivors in a ruined world.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Growing up I didn't feel like D and D was a valid thing.
- D&D has is is just keeps growing and growing and becoming more and more of itself.
- I wish I had that venue when I was a kid.
References (from this video)
No references stored for this video.
Video nBqn1DDb7Pc
Unknown Channel Playthrough at 1:04 sentiment: positive
video_pk 66274 · mention_pk 161167
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)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3