Game Info
Year
2026
Players
1-4
Age
14+
Playtime
60 min
Collection
Mechanic profile
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Vibe profile
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Description
Competitive fantasy game where players battle monsters complete contracts and gain fame through hand management and strategic card play
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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 yakPWMBzfRQ
Playthrough at 0:00 sentiment: positive
video_pk 69277 · mention_pk 165702
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Fulfilling contracts provides points and progress.
- The catch-up mechanism for players behind in points is beneficial.
- The variety of monsters and legends offers different challenges.
- The game has a clear win condition (first to 100 points triggers the end).
Cons
- Some monsters have immunities that make them difficult to defeat with certain attack types.
- Losing combat can result in losing an ally.
- The 'Night bird' monster can trigger drawing another monster to join combat, potentially overwhelming the player.
- The 'Vampire' legend can transform heroes into monsters, making them immune to their basic attack types.
Thematic elements
- Monster hunting
Comparison games
none
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a set number of actions per turn, typically three, which can be increased via catch-up mechanisms. For example, 'we get three actions later on we can get more as a catchup mechanism'.
- Area Control — There's a concept of 'deployed' allies on the board and potentially controlling spaces on a 'fame track'.
- card drafting — New allies and items are revealed in a shop display, and players can spend actions to recruit them.
- catch-up mechanism — Players behind in points can gain extra actions based on the distance to the leader on the 'moon token' track.
- Combat — Players engage in combat with monsters and legends, using ally attack strengths and potentially items.
- Deck building — Players can recruit allies and items from decks to improve their capabilities. The host draws from the 'Ally or the item deck'.
- hand management — Players have a hand of cards (allies, items) and can deploy them. The host mentions having 'six cards in your hand'.
- Push Your Luck — Players can choose to draw more monsters, increasing the challenge and potential rewards.
- set collection — A contract requires having allies of 'all five basic classes deployed and ready at the end of your turn'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The first player to get to 100 points is going to trigger the end of the game and after a final turn and some bonus points the player with the most Fame will win.
- So that's how you get the moon tokens to ready all of your allies with.
- Marty likes to push his Lu.
- You get 10 extra at the end.
- Against All Odds I win 108 to 105.
References (from this video)
No references stored for this video.
Video 4AaJeeH0xXA
Unknown Channel Review at 0:12 sentiment: positive
video_pk 66305 · mention_pk 161290
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Striking, unique art style with color contrast that is eye-catching and immersive
- High variability and decision-making depth driven by board state and available allies/items
- Strong thematic integration; many character traits and monster/legend designs feel flavorful
- Solid variety of play modes (standard and solo) and optional advanced Moon cards for replayability
- Engaging chaos and player interaction; strategic bluffing and adaptation across rounds
Cons
- Potential for high randomness and chaotic turns, which may frustrate some players
- Reliance on drawing certain cards or combinations; late-game planning can be disrupted by unlucky draws
- Complex setup and systems may present a learning curve for new players
Thematic elements
- Fame, legend-building, and personal narrative within a collaborative adventure
- A fantasy world where players adventure, recruit allies, defeat monsters and legends, and pursue a collective Fame and personal Fable that echoes through time.
- storybook/fable-driven campaign with modular legends and contracts
Comparison games
none
Mechanics (from transcript analysis)
- Action economy and limits — Players have a limited number of actions per turn, with a hand limit of six and a play-area limit of six allies; certain ally abilities require no actions to activate.
- Combat with deployed allies — Combat involves using deployed or ready allies and/or hand items to defeat monsters or legends; different classes interact for effectiveness, with immune/vulnerable modifiers affecting damage.
- Contract and fame scoring — Defeating monsters/legends and fulfilling contracts scores Fame; dusk scoring consolidates fame earned that turn; end-game triggers via champion token mechanics.
- Deck-building and draw dynamics — Players draw monsters or legends from the top of the deck (or choose from the row); some turns force additional monster draws via instant actions.
- Exhaustion and readiness — Allies exhaust when used; exhausted cards stay in play but are unavailable until readied. Certain actions and items can ready exhausted allies.
- Moon tokens — Moon tokens can refresh allies and also trigger 'catch-up' mechanics, affecting future turns and the opportunity to draw more actions or cards.
- Phased turn structure — Three phases per round: Dawn (refresh space, recruit-ready monsters/legends, prepare actions), Day (acquire allies/items, deploy abilities, draw more cards), and Dusk (score, resolve contracts, end-of-turn effects).
- solo mode — A separate mode using the board’s opposite side and a champion track, with location markets, Citadel interactions, and a distinct end condition.
- Variable Phase Order — Three phases per round: Dawn (refresh space, recruit-ready monsters/legends, prepare actions), Day (acquire allies/items, deploy abilities, draw more cards), and Dusk (score, resolve contracts, end-of-turn effects).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- look at the art yes I think this game has a such a unique aesthetic and feel that I have just not seen in many other board games
- the color contrast is super interesting, super intriguing, really eye-catching
- this game has a such unique aesthetic and feel that I have a such unique aesthetic and feel
- it's also a great game to play around the table with everybody
- there's a story to tell a fable one might say yes
- you'll keep playing visiting various locations until all are full
- moon cards ... event cards essentially
- solo mode looks quite different from the actual game
References (from this video)
No references stored for this video.
Video g6T2TRO3I0w
Board Stepid Discussion at 9:02 sentiment: positive
video_pk 39556 · mention_pk 119423
Click to watch at 9:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- unique art style
- refreshing feel on deck-building
Cons
- some players may find it asymmetric or chaotic
Thematic elements
- hand-building/deck-building hybrid
- fantasy/adventure with distinctive art
- roguelike-like progression with monster battles
Comparison games
- Aeon's End
- Dune: Imperium
Mechanics (from transcript analysis)
- bag building — players build their hands to tackle monsters
- deck-building with rogue-like twists — monsters threaten resources; cycle through challenges
- hand-building — players build their hands to tackle monsters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's going to be the hit of the Q4 next year
- absolute topnotch game we are super excited to play that again
- production quality is phenomenal
- one versus one asymmetric
- it's a fan service game if you like Mass Effect
- we're going to pre-order it because it's a great price point
- Dirty Harry
- World Order my goodness that sounds amazing
References (from this video)
No references stored for this video.
Transcript Navigation
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