Game Info
Year
2023
Players
2-4
Age
14+
Playtime
60 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Players become Perceivers in the city of Kalena gathering resources building structures and chasing away Specters across three seasons
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Images
GID0452465.jpg
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment:
pos 7 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–7 of 7
Video IQ9KCCwMBZQ
Board Stupid Interview at 1:13 sentiment: positive
video_pk 40564 · mention_pk 122956
Click to watch at 1:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Introduces players to Euro mechanics without excessive complexity
- Good as a family/friendlier entry point into heavier Euro games
Cons
none
Thematic elements
- Introductory Euro experience leading into heavier titles; family-friendly
- Fantasy/medieval city exploration (implied by demo context)
- n/a
Comparison games
none
Mechanics (from transcript analysis)
- Euro-style resource management — Described as a lighter Euro designed as an introduction to a more complex title; focuses on accessible decision-making and streamlined play.
- Resource Management — Described as a lighter Euro designed as an introduction to a more complex title; focuses on accessible decision-making and streamlined play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I literally bought it
- the production looks insane
- it's almost ready to go
- replayability is very high
- this is definitely my stuff
References (from this video)
No references stored for this video.
Video IQ9KCCwMBZQ
Board Stupid Interview at 1:48 sentiment: positive
video_pk 40564 · mention_pk 122957
Click to watch at 1:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Gorgeous production value and polish
- Strong replayability through branching paths and variable party
- Fits a one-hour playtime with quick setup and approachable rules
Cons
- As a co-op game, it may require coordinated play; solo play may be less ideal
Thematic elements
- Cooperative adventure/dungeon-crawler with narrative focus
- City under threat with ghostly elements; rescue mission
- branching, Libra-inspired Choose Your Own Adventure elements
Comparison games
- Regim
Mechanics (from transcript analysis)
- Branching narrative with variable endings — Story paths change with choices; high replayability as players may replay to see different outcomes.
- cooperative dungeon-crawl — Players cooperate to explore, fight, and progress through a city-infused dungeon environment with combat elements.
- Dungeon Crawl — Players cooperate to explore, fight, and progress through a city-infused dungeon environment with combat elements.
- Narrative Choice — Story paths change with choices; high replayability as players may replay to see different outcomes.
- Party composition and role specialization — Players can choose different party members, each contributing differently to the story and mechanics.
- Unique Player Powers — Players can choose different party members, each contributing differently to the story and mechanics.
- Variable objectives and card-driven play — Objectives are shuffled/altered through cards; different runs offer different end states.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I literally bought it
- the production looks insane
- it's almost ready to go
- replayability is very high
- this is definitely my stuff
References (from this video)
No references stored for this video.
Video 7D1Ew6e-F_A
Board Stupid Top 10 List at 13:14 sentiment: positive
video_pk 40221 · mention_pk 121648
Click to watch at 13:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Intro to Euro mechanisms without heavy weight
- Fast play and clear rules
Cons
- A lot of moving parts can feel dense for complete beginners
Thematic elements
- Euro-style resource management with magical themes
- Haunted lands in a fantasy setting
- Accessible, bright thematic presentation with banishment and skill acquisition
Comparison games
none
Mechanics (from transcript analysis)
- banishment / skill acquisition — players banish ghosts and purchase new abilities to improve engines
- Euro-style resource management — generate resources, buy skills, banish ghosts to progress
- Resource Management — generate resources, buy skills, banish ghosts to progress
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the bird is the word
- it's an engine building game
- Cooperative game
- Indiana Jones vibes
- open drafting in entire placement
- you only have one worker to worry about
References (from this video)
No references stored for this video.
Video W-LCB8jIEAE
Board Stupid Top 5 List at 5:16 sentiment: positive
video_pk 33754 · mention_pk 100357
Click to watch at 5:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- strong theme and production values
- accessible for players newer to Euros
- engaging power unlocks and improvements
Cons
- not as heavy as some Euro heavyweights; may feel lighter to some players
Thematic elements
- unlockable powers and production-focused mechanics
- euro-style game focused on building and powering a haunted landscape
- light narrative framing around exploration and development
Comparison games
- Wingspan
- Patchwork
Mechanics (from transcript analysis)
- Building Construction — construct buildings to deepen scoring and capability
- Engine Building — develop powers and resources to improve future turns
- Resource Generation — collect and convert resources to unlock abilities
- Resource Management — collect and convert resources to unlock abilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a gem
- it's absolutely a great game
- the production is over the top
- what a game what a great game
- it's absolutely fantastic
- it's a gem again absolutely
- the art design is great
References (from this video)
No references stored for this video.
Video dNpdigbTggQ
Board Stupid Top 5 List at 3:12 sentiment: positive
video_pk 33393 · mention_pk 99240
Click to watch at 3:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- gorgeous art design
- whimsical yet thematic
Cons
- could be heavy for newcomers
Thematic elements
- ghost banishment and resource management
- haunted landscapes with ghosts
- whimsical Euro with a spooky vibe
Comparison games
none
Mechanics (from transcript analysis)
- Hex Exploration — explore hex-based maps to uncover ghosts and objectives
- Resource Management — manage resources to banish ghosts and power actions
- tile/action tiles — flip or reveal tiles to access different actions
- Tile/Map Shifting — flip or reveal tiles to access different actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's absolutely fantastic
- underrated gem
- it's a hex exploration game you're doing a little bit of that
- Carnage it's a lot of fun
- dripping Star Wars in every single card
- this is my number one and Spiel is where it shone
- the buzz was hot for this game
References (from this video)
No references stored for this video.
Video t1Sg5fuRt8I
Board Stupid Review at 0:38 sentiment: positive
video_pk 30180 · mention_pk 88698
Click to watch at 0:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- stunning art and high production value; every piece is unique and well-made
- clear, icon-driven rule set and readable board despite many components
- interesting blend of engine-building Euro mechanics with crisis management (ghosts)
- strong replayability due to many skill cards, market variants, and assignment cards
- effective catch-up mechanics that keep players engaged and competitive
Cons
- some swinginess in scoring potential due to catch-up cards and dice
- learning curve can be moderate for newcomers to Euro/blend of genres
- potential downtime at higher player counts if turns lengthen or players hesitate
Thematic elements
- ghosts, hauntings, resource development, community building
- fantastical realm with haunted lands and villages under spectral threats
- whimsical fairy-tale fantasy with crisis-management undertones
Comparison games
- Catan
- Scythe
Mechanics (from transcript analysis)
- Action Points — players have a limited pool of action tokens representing movement, harvesting, building and special actions; tokens can be activated in various combinations in any order to create an engine.
- action tokens and token activation — players have a limited pool of action tokens representing movement, harvesting, building and special actions; tokens can be activated in various combinations in any order to create an engine.
- building and ownership track — buildings placed on the board increase ongoing income and track ownership with inset cubes on building spaces.
- Catch-Up — three seasons, three rounds per season; end of season reshuffle; catch-up mechanisms allow weaker players to pick up assignment cards and ensure competitive balance.
- End Game Bonuses — assignment cards grant end-game bonuses that influence final score and encourage strategic timing.
- end-game scoring via assignment cards — assignment cards grant end-game bonuses that influence final score and encourage strategic timing.
- ghosts and haunt phase — specters placed on terrain restrict buildings/harvest; last-place player chooses ghost placement each haunt; ghosts can also have abilities that restrict actions.
- market/training/upgrades as action options — free actions in the market area and upgrade paths via tokens and resources; central market provides income and token refresh opportunities.
- resource harvesting and production — harvest action yields resources from terrain tiles; some upgrades boost harvest or grant extra resources.
- season/round structure with catch-up — three seasons, three rounds per season; end of season reshuffle; catch-up mechanisms allow weaker players to pick up assignment cards and ensure competitive balance.
- vanquish/persuasion mechanic — to vanquish a ghost or defeat it, players spend persuasion tokens and roll a reward die; end-of-season scoring via assignment cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the art design I think is absolutely spectacular
- it's absolutely delightful to look at
- for the price €49 and the production, it's brilliant
- five out of five for production and design
- the combination of skills breaks the gameplay loop
References (from this video)
No references stored for this video.
Video A5hMHaTnnPg
Board Stupid Review at 0:00 sentiment: positive
video_pk 29832 · mention_pk 87557
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Approachable Euro-game foundation with a clear sense of progression, yet enough depth to reward thoughtful planning and adaptation.
- A standout production attributed to premium components: thick boards, double-screen-painted wooden pieces, robust inserts, and durable tokens; the tactile experience supports immersion.
- Aesthetic and thematic presentation that feels fairy-tale-inspired yet purposeful, with charming artwork and clever Easter eggs embedded in the map design.
- High replayability due to the mix of skill cards and variable objectives; each session can feel different based on card draw and ghost configuration.
- Nice balance between player interaction and independence; two to four players offer distinct experiences, with catch-up mechanics helping maintain tension throughout.
Cons
- For some players, the game may not reach the depth of heavier Euro titles, which could leave veteran Euro players wanting more complexity or strategic asymmetry.
- Two-player games can feel different and potentially more constrained; ghost management becomes more personal and strategic focus shifts, which may not click for all groups.
- As with premium-component-heavy games, production quality comes with a higher price point and larger table footprint, which may be a barrier for some buyers.
Thematic elements
- A cooperative-leaning resource-management and area-control game where players balance personal advancement with shared village prosperity while ghosts intermittently disrupt progress.
- The land of Kina is under threat from invading or resident ghosts; players assume the roles of perceivers tasked with banishing ghosts and guiding development to restore prosperity.
- Whimsical fairy-tale flavor with nods to classic folklore and fantasy lore, tempered by a grim undertone that underscores the stakes of keeping the land inhabited and flourishing.
Comparison games
- Living Forest
- Agricola
Mechanics (from transcript analysis)
- Action token-based action selection — On a turn, players flip and resolve various action tokens to move, banish, harvest, build, or train. The tokens’ availability and timing shape strategic choices and bluffing opportunities.
- Area Control — Players flip build tokens to place buildings on the map, which not only provide future benefits but also block ghosts from occupying those spaces, shaping map control and scoring opportunities.
- Building and area control — Players flip build tokens to place buildings on the map, which not only provide future benefits but also block ghosts from occupying those spaces, shaping map control and scoring opportunities.
- Configurable ghost difficulty — Ghosts can be tuned to hinder movement, harvesting, or building, and multiple ghastly effects can be stacked to create a harder challenge, enabling scalable difficulty for players of different skill levels.
- Ghost banishment — Banishment is performed by flipping banish tokens to influence which ghosts leave the map; later stages require more tokens to remove ghosts, increasing tension as the round progresses.
- Hex-map movement — Movement across the hex grid is governed by the number of tokens spent and terrain encountered, with different terrains imposing different costs to encourage planning and terrain control.
- Public and variable scoring — Points are largely visible on the track for all players, with some cards offering secret objectives. This combination fosters strategic pacing and competition without hidden victory conditions dominating play.
- resource harvesting — Harvesting yields land-type resources (e.g., wheat) by flipping harvest tokens, tying resource generation to the terrain you occupy and enabling building and upgrading.
- Semi-Cooperative — A round-based ghost presence creates a built-in cooperative pressure—if the board fills with ghosts, everyone loses—encouraging players to banish threats efficiently and cooperate even while competing.
- Shared failure state — A round-based ghost presence creates a built-in cooperative pressure—if the board fills with ghosts, everyone loses—encouraging players to banish threats efficiently and cooperate even while competing.
- Training and skills — Players train to upgrade their capabilities, gaining access to a pool of skill cards drawn each game; these cards introduce variability and targeted strategic options for each run.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's basically just a Euro game right, it's a pure Euro game.
- this game looks amazing, the production is phenomenal.
- it's a light to medium at the most in terms of its complexity.
- one of my games of the year.
- for a nonheavy Euro lover this is the best Euro I can play.
- the catch-up mechanism keeps you in the game; you're always in the game.
- the shared failure state with ghosts makes everyone invest in the game.
- the production quality is premium; everything is well thought out and ergonomic.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–7 of 7