Game Info
Year
2024
Players
2-4
Age
10+
Playtime
60 min
Complexity
2.3/5
Collection
Mechanic profile
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Vibe profile
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Description
Engine-building card game where wizards attract and train mystical monsters for a tournament
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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mix 0 ·
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Video 5MQjKqD9hMg
Rules Teach at 0:00 sentiment: positive
video_pk 67318 · mention_pk 163281
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
- mages battling with monsters using mana, growth, and origin-based effects
- the wilds, a magical tournament where mages recruit monsters
- instructional tutorial with live playthrough
Comparison games
none
Mechanics (from transcript analysis)
- Collecting monsters from the wild — players collect monster cards from the wild by paying runestones and place them into their row or reserve.
- Combat: Damage Based — all players start with a set health total (e.g., 90 in the example) and take damage from monster attacks until a player reaches zero or less health.
- damage and health tracking — all players start with a set health total (e.g., 90 in the example) and take damage from monster attacks until a player reaches zero or less health.
- Diffuser, Imbue, and Banner keywords — monsters and cards can have class effects (like diffuser or mana addict) and banners indicating ongoing or relationship effects that influence play.
- Growth tokens and evolution — monsters gain growth tokens which increase their strength; some cards transform or evolve into stronger forms when growth thresholds are met.
- Mana tokens and mana management — monsters have Mana slots; placing Mana on them powers their abilities, and Mana is removed from stage cards when collected.
- Origins and origin effects — Origins are decks of cards that provide ongoing effects and can trigger additional mana or spells when activated.
- Resource management — monsters have Mana slots; placing Mana on them powers their abilities, and Mana is removed from stage cards when collected.
- Staff activation and card effects — a staff moves along the board; when it lands on a card, that card activates its effects and may discharge mana.
- Stun tokens and stunned turns — three or more stun tokens trigger a stunned turn with different flow and reduced actions; otherwise players take normal turns.
- Tags — monsters and cards can have class effects (like diffuser or mana addict) and banners indicating ongoing or relationship effects that influence play.
- Tricks and back-side cards — stage cards have backs that reveal advanced tricks with bonuses once specific conditions are met or cards are removed.
- Turn phases (income, action, activation, staff, tricks) — each turn consists of five phases: income, an action (mediate or collect), activation of landed cards, staff movement/activation, and tricks resolution.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- we all start the game with 90 health
- the game comes with a pawn that lets you make it obvious what step of the collection you are at
- I'm filming with a prototype version of the game that means the art and components you see here might not match those in the final game
- let's jump into the game out here we have the game fully set up and ready to play for our three different players
- there are five phases that we're going to go through in order
References (from this video)
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