Game Info
Year
2025
Players
2-5
Age
10+
Playtime
100 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
An area-control and deduction game for 2-5 players set in the world of Oshra (the Hidden Leaders universe) during a civil war. Players lead the five most powerful houses, gathering armies and using hidden unit deployment and battle cards to conquer and hold fortresses in the power vacuum of a rebellion against the Emperor. Published by BFF Games.
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 2 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video 9HrMGTfym2M
Hungry Gamer Playthrough at 0:12 sentiment: mixed
video_pk 87485 · mention_pk 336373
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Game moves quickly and flow is clear once you get going
- Two-player flow highlights tactical decisions and risk management
- Interesting use of ambush and card-driven combat
Cons
- Initial rounds can feel not very exciting
- Ambush and attrition can lead to lengthy battles with uncertain outcomes
- Reliance on card luck and hand management can influence balance
Thematic elements
- Array
- medieval
- competitive, tactical
Comparison games
none
Mechanics (from transcript analysis)
- Ambush — Ambush attempts trigger surprise combat
- Area Control — Control fortresses and territories to influence game flow
- Area Movement — Move armies across the board to spread influence and engage opponents
- conquer — Capture enemy territories for control and benefits
- Deck / Reinforcement flow — Deck-driven reinforcement and card management influence combat opportunities
- Draw / Hand management — Draw cards after conquests and discard cards to manage hand
- face-down cards — Play cards face down to hide strength or actions
- Initiative / turn order — Initiative is held or passed, affecting who goes first
- Move — Move armies across the board to spread influence and engage opponents
- Territory control — Control fortresses and territories to influence game flow
- upgrade — Upgrade unit strength using upgrade actions/cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "this game moves pretty quick once you get going"
- "not the most exciting start"
- "two-player play of yield"
- "I outsmarted myself several times but I'm pleased that we got to see some Army elimination"
- "there you have it folks that is a quick two-player play of yield"
References (from this video)
No references stored for this video.
Video O5B3oPnTEqg
kovray Top 10 List at 5:17 sentiment: positive
video_pk 87494 · mention_pk 351498
Click to watch at 5:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- intriguing world-building
- layered decisions
Cons
none
Thematic elements
Comparison games
- Hidden Leaders
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "the world building in yield is really interesting to me"
- "it's big praise"
- "I love when heavy games make sense cuz they feel less heavy"
- "cities I feel like is going to do wonders for this hobby"
References (from this video)
No references stored for this video.
Video KHsbXmLn-xc
kovray Rules Teach at 0:00
video_pk 68332 · mention_pk 164711
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- what an interesting concept and interesting gameplay as well
- yield will you yield at the right time and come out Victorious
- the more that the fortresses get conquered back and forth the more they'll be worth
- you'll score a point for the height of all the fortresses you owned
- the player with the most victory points from the fortresses they control will win the game
References (from this video)
No references stored for this video.
Video KHsbXmLn-xc
kovray Rules Teach at 0:23 sentiment: positive
video_pk 68332 · mention_pk 228937
Click to watch at 0:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Deep asymmetric design with distinctive leader abilities
- Rich multi-phase structure (strategy, battle, conquer, recovery)
- Strong feel of area control and positional decision-making
- Clear thematic framing around fortresses and conquest
Cons
- Relatively heavy rules and numerous concepts for new players
- Longer play sessions can be challenging for casual groups
- Card-driven combat requires careful deck management and planning
Thematic elements
- asymmetric power dynamics, control of valuable fortresses, research and combat through a card-driven system
- A fantasy-faction warfare setting with fortress locations set on a shared map over a multi-year cycle
- asymmetric, card-driven, multi-phase campaign with yearly progression and point-based endgame
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — Players vie for control of fortresses and gain points based on fortress value and conquest
- area_control — Players vie for control of fortresses and gain points based on fortress value and conquest
- asymmetric_leaders — Each player selects a leader with a unique ability, adding role-specific asymmetry
- battle_and_ambush — Ambush cards trigger battles with unit bonuses and multi-player participation rules
- card_driven_actions — Strategy cards determine actions each round, including movement, upgrading fortresses, and battles
- conquest_and_scoring — Conquering fortresses increases fortress value and yields endgame points; multiple conquests possible
- movement_and_blocking — Movement is constrained by paths; players can block opponents and threaten fortress control
- Point Salad — Conquering fortresses increases fortress value and yields endgame points; multiple conquests possible
- Reclaim as Action — End-of-year recovery returns destroyed armies; players draw new cards to replenish hands
- recovery_and_recruitment — End-of-year recovery returns destroyed armies; players draw new cards to replenish hands
- simultaneous_action_selection — All players secretly choose actions each season, then reveal and resolve in order
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- what an interesting concept and interesting gameplay as well
- yield will you yield at the right time and come out Victorious
- the more that the fortresses get conquered back and forth the more they'll be worth
- you'll score a point for the height of all the fortresses you owned
- the player with the most victory points from the fortresses they control will win the game
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4