Game Info
Year
2026
Players
1-6
Age
12+
Playtime
45 min
Complexity
2/5
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Simultaneous-action drafting game where players summon and seal away their own personal demons in a tableau puzzle
Featured Videos
Rules Teach
Personal Demons | Solo Playthrough
Playthrough
Personal Demons Solo Live Play
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Images
GID0452508.jpg
GID0452508_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video OWiT5vneMzc
Rules Teach at 0:00 sentiment: positive
video_pk 66484 · mention_pk 162007
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Offers a good idea of the final game from a prototype.
- Engaging theme that ties into mechanics.
- Multiple difficulty levels for replayability.
- Interesting choice between different demons with unique effects.
- Satisfying puzzle-like gameplay with seal completion.
Cons
- The game is a prototype, so final components might differ.
- Risk of getting too few of a required seal color (e.g., limited yellows after removing the fear card).
Thematic elements
- overcoming personal demons through a therapy ritual
- hell
Comparison games
- Deep Regrets
Mechanics (from transcript analysis)
- card drafting — In multiplayer, players draw cards, choose one, and pass the rest. In solo, they draw a set number, pick one, and discard the rest.
- grid placement — Cards are placed into a personal grid, and their position impacts seal completion and scoring.
- Pattern Building — The core gameplay involves arranging cards to form specific patterns (seals) in the grid.
- Push Your Luck — Players decide whether to focus on completing seals quickly for immediate points or to set up for larger scores later, risking missed opportunities.
- Resource management — Players manage 'sins' (like want, hate, glut) which are gained from cards and spent to perform bonus actions.
- set collection — Players aim to complete seals of specific colors by placing cards with matching seals in a grid.
- Variable player powers — Players choose starting 'demons' (colossal and hefty) that have specific scoring conditions and abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- We've all got our demons of one kind or another, but we are going to partake in a therapy ritual and we are going to overcome those demons, sealing them away for good.
- The game is coming soon to Kickstarter.
- So, it's not necessarily about trying to do the best all the time.
- This is a prototype of the game, but it should give you a fantastic idea of what it's going to be like in the end.
- We need six extra to count your turns. You get six turns each round. There are three rounds in the game.
- So, I think I'm going to make two blue seals and then it's four of any seal.
- So, now we've got some space. Here are six extra candles.
- The balancing part of that is the points available.
- The seals still exist for any purposes that need you to have seals like your big demons.
- So, we are on 68. Too bad. So, not going to be getting the 66.
- That's my personal best at this. 164 was my best before.
- It would be lovely to get this blue seal done. It would score this four points as well as everything else.
- I think it was a risk getting rid of the yellow seals entirely and never getting them back once we got rid of the fear card because you saw how it limited the cards we could take.
References (from this video)
No references stored for this video.
Video ZxJFoVpSqBc
Board Games James Playthrough at 0:34 sentiment: positive
video_pk 66378 · mention_pk 161561
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Stunning, hand-illustrated artwork by Judson Cowan
- Tight solo engine-building that translates well to a compact playtime
- Clear thematic integration of therapy/naming demons with mechanical decisions
Cons
- Prototype components and potential future graphic changes
- Solo balance, especially around Colossals and bonus actions
- Rule density; some interactions can be confusing without reference sheets
Thematic elements
- Therapeutic self-improvement through symbolic demon confrontations; fear and desire management.
- A ritual-inspired demon-confrontation setting where a single player works through six rounds of cards, seals, and candles to manage fears and sins in a meditative, therapy-like framework.
- Abstract pattern-building with ritual imagery and demon naming
Comparison games
- Deep Regrets
Mechanics (from transcript analysis)
- card drafting — Players select and place cards each turn to build a scoring engine and trigger bonuses.
- Compound Scoring — Six rounds in solo mode, with candle-based tracking and end-of-round scoring.
- Pattern/Seals scoring — Seals align on cards to form scoring patterns; completed seals maximize points.
- Resource management — Manage sins, courage, and seals; some actions require spending resources and risk of losing progress.
- Solo scoring rounds — Six rounds in solo mode, with candle-based tracking and end-of-round scoring.
- Top/bottom card placement — Large cards (colossals/hefties) require stacking over existing cards, influencing future scoring and access.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The art is amazing on this game.
- The idea is to name your demons.
- I freaking love this score.
- Judson Cowan did the art for Personal Demons; Deep Regrets shows his style.
References (from this video)
No references stored for this video.
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Showing 1–2 of 2