Game Info
Year
2025
Players
1-4
Age
14+
Playtime
60 min
Complexity
2.5/5
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Standalone cooperative deck-building game where players protect Earth in the second season of Invincible
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 1 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video feI-rBm0VOU
Board Game Critique Review at 0:30 sentiment: mixed
video_pk 83369 · mention_pk 209903
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Excellent no-shuffle engine that rewards discard planning
- Engaging bystander system with thematic fit
- Clear variety of hero playstyles and builds
- Strong core engine with high replay potential
- Assist keyword returning, and art upgrades in Season 2
Cons
- Crowdfunding pledge structure is confusing with options and bundles
- Storage and box storage feasibility across waves
- High shipping costs and regional localization uncertainties
- Repeated heroes reduce perceived novelty
- Season 1 fix pack history and potential for further issues
- No add-on-only pledge options
Thematic elements
- cooperative defense with bystander-driven power-ups and escalating threat
- Invincible universe city under siege
- campaign-based escalation with endgame mode triggered by bystander deck depletion
Comparison games
- Aon's End
- Astronights
Mechanics (from transcript analysis)
- Bystander system — Deck of civilians that provide one-time bonuses when evacuated; triggers endgame scaling when deck empties.
- City health track and villain health — City survives until zero city health; villains have phases and level-ups.
- Combat: Deck/Hand — Hero health can drop to Exhausted, increasing city damage; planning discard order matters.
- Endgame mode / all clear state — On bystander deck depletion, power spikes and potential endgame mode.
- Hero exhaustion and deck management — Hero health can drop to Exhausted, increasing city damage; planning discard order matters.
- No shuffle deck building — Discarded cards order determines future draws with no reshuffle.
- Variable turn order deck — Turn order is determined by a separate small deck, causing variable action sequences.
- Villain level-ups — Deck runs out; villain levels up with harsher rules and new tile.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The engine is excellent.
- No shuffle deck building core.
- The bystander system is interesting, even if it's not perfect.
- For me, this is a 7 out of 10.
- The season 2 bystander system is the big headline mechanic.
- If you're a new player or you live in a region with scary shipping or you care a lot about localization and storage, that same seven probably means wait and see.
References (from this video)
No references stored for this video.
Video VCtOsaTFpCo
BoardGameCo Discussion at 15:49 sentiment: positive
video_pk 13145 · mention_pk 38449
Click to watch at 15:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- IP synergy with Invincible
- interesting rescue-based progression
Cons
- similar in feel to Astronauts; not drastically unique
Thematic elements
- rescue and deck progression
- Astronauts/Invincible IP-themed
- arc-driven progression with thematic tie-ins
Comparison games
- Astronauts
Mechanics (from transcript analysis)
- Deck Building — upgrade and evolve your deck via rescues
- deck-building — upgrade and evolve your deck via rescues
- progression/arc — deck power grows as civilians are saved
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a massive shakeup.
- I echo what Sam from Lord of the Board said.
- I welcome feedback on anytime I adjust, anytime I change a format, or add a format.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2