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Lairs box art

Lairs

Game Info
Year
2026
Players
2
Age
10+
Playtime
60 min
Publisher
KTBG
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

A two-player game where you build a devious dungeon lair and explore your rival's creation to escape with the most victory points.

Description

A two-player game where you build a devious dungeon lair and explore your rival's creation to escape with the most victory points.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 8 · mix 2 · neu 0 · neg 0
Mentions per page
Showing 1–10 of 10
Video -Vpn5EZTEx4 Board Game Critique Analysis at 11:21 sentiment: positive
video_pk 151825 · mention_pk 425722
Board Game Critique - Lairs video thumbnail
Click to watch at 11:21 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Creative building phase makes each game unique
  • Exploration creates constant tension
  • Quick play time, perfect for two-player sessions
  • Mean and replayable
  • Strategic depth through developing favorite dungeon layouts
Cons
none
Thematic elements
  • dungeon exploration with monsters and traps
Comparison games
none
Mechanics (from transcript analysis)
  • dungeon building — Both players secretly build dungeons filled with monsters and traps.
  • exploration — Players explore each other's creations.
  • Hidden Movement — Both players secretly build dungeons filled with monsters and traps, then explore each other's creations. The hidden movement comes from discovering what your opponent built only when you step into those spaces.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's wild how the core idea of one side moving completely in secret while the other tries to track and trap them has stayed so compelling across decades.
  • In our experience, the best ones make the hidden player feel clever rather than just lucky and give the hunters real tools to fight back instead of just guessing blindly.
  • We found the building phase added this creative layer before the hidden movement even starts that made every game feel unique because of the secret dungeon design.
  • Mind MGMT really stood out as the one that brings together everything we love about hidden movement in the most satisfying package.
  • The shifting map adds this brilliant layer of misdirection that keeps even experienced players on their toes because you can never be completely sure the board state you're seeing is still accurate.
  • Compared to something like Letters from Whitechapel or Fury of Dracula, which deliver that big epic hidden movement experience over multiple hours with accumulating story weight, Mind MGMT gives us similar tension and gotcha moments in a more flexible time frame that we can adjust based on how much energy we have that night.
  • The ones that stick with us give both roles satisfying tools and moments of real agency where a clever move or well-timed ability can completely swing the momentum.
  • The mechanic feels like it has a lot of life left in it, especially as designers keep finding new ways to layer interesting decisions on top of that core secret movement tension without losing what makes it work so well in the first place.
  • Hidden movement might be one of those mechanics that never gets old because the fundamental feeling of outsmarting or being outsmarted is just so satisfying when it's done well with clear rules and meaningful choices on both sides.
References (from this video)
No references stored for this video.
Video nnrQglE0FQs The Dice Tower Analysis at 9:43 sentiment: positive
video_pk 119808 · mention_pk 337189
The Dice Tower - Lairs video thumbnail
Click to watch at 9:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fits everything into the base box, including expansions
  • makes it easier to take out
  • flawless design
  • everyone gets their own player trays
  • keeps everything perfectly contained
  • fits together like a puzzle
  • quickly become one of my favorite inserts
  • fits the adventure pack, deeper dungeons, Kickstarter extras, box zero
  • fits six dry erase boards
Cons
  • getting it back in takes time
  • does not take sleeved cards
  • there are spoilers if you haven't opened everything
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I do use a Bambu P1S as far as my setup.
  • I'm thinking about starting to print some board game resources using the 0.2 nozzle and kind of compare to see if it's worth it printing those smaller resources, things like I don't know, little components, like little bits of meat or brick or whatever you need for certain games, if it matters, if it's worth that upgrade in in time to print those with a 0.2 nozzle as opposed to 0.4 because that can substantially add time.
  • First off, um I think Umit, I think is is how you pronounce the name, printed a container insert. This is Listen, great insert, very functional. It's by Board Game Media.
  • This is a great insert. It's keeps everything there together.
  • I particularly love when game these quick inserts like in between printing the larger inserts, I feel more accomplished when I print those quick inserts that go into small games.
  • Salva designs inserts that focus kind of on being gorgeous.
  • This is an insert that was done for Gugong and Panjun
  • I love printing stuff for Settlers of Catan.
  • This looks gorgeous.
  • The weight actually matters, which is crazy.
  • Heat: pedal to the metal. This one I'm really looking at blinging out a lot
  • These are really good. They just go they clasp together and you can do the base different player colors if you want to
  • This is quickly become one of my favorite inserts. This is just feels good for a just incredible game.
  • This is a Shadows of Brimstone dashboard. This first off it is probably one of the one of the more complicated things that I've printed it's a hundred percent worth it it manages everything from combat values to sanity to gold status XP even the discs and cards it manages it all
  • I do like to mix kind of the the free all these up to an album free this one is paid but it's only like 10 bucks or something so if this is something you want again I don't mind paying for something if I think it's going to really help the game and this does
  • I just printed a poop clicker. Why? Why did I do that? Because I could. That's why I did.
References (from this video)
No references stored for this video.
Video xbrHzvUa0NU Board Games UnLocked Review at 0:16 sentiment: positive
video_pk 119006 · mention_pk 335266
Board Games UnLocked - Lairs video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Absolute blast to play
  • Extremely rare to play again immediately
  • Incredibly creative with base game
  • Freedom in laying out the lair
  • Not overly a deduction game, more approachable
  • Fun of seeing how absurd the other person's lair is
  • Not random, player in control
  • Dice implementation is not a big deal
  • Treasures are super fun to get
  • Game is very quick
  • Incremental addition of mechanisms is well done
  • Pieces work well together
  • New rules are on the sheets and are removable decals
  • Treasures are varied with abilities and conditions
  • Can score only four treasures face up
  • Feels like a legacy game without the horrible parts
  • Allows players control over when to add new content
  • Teaches base game easily and then adds new elements gradually
  • Feels like a whole new fresh game with added content
  • Appropriate for all age groups and player types
Cons
  • Potentially dislike rules added in later boxes/envelopes (though none so far)
  • May not appeal to those who prefer heavy Euros
Thematic elements
  • Dungeon building
Comparison games
  • Search for Planet X
  • Search for the Lost Species
  • Turing Machine
  • Stonespire Architects
  • Dungeon Lords
  • Cozy Stickerville
Mechanics (from transcript analysis)
  • Dice Rolling — Dice are used for combat and interacting with traps, with the system designed to not be all or nothing, allowing for partial success or damage tracking.
  • Legacy-lite elements — Content is added gradually through boxes and envelopes, but nothing is permanent, offering a legacy feel without the drawbacks.
  • Modular content — The game uses a system of boxes and envelopes to introduce new content and rules incrementally.
  • Set Collection — Treasures can be collected, and some provide bonus points for collecting sets or specific types.
  • Tile Placement — Players create their own dungeon by placing tiles with placement rules, such as not having the same hazards back to back or fully blocking off areas.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's extremely rare when I play a game and I immediately play it again, back to back. It's even more rare if I play a game back to back to back.
  • The freedom that this game gives you on how you can lay out your uh your uh layer is just so much fun.
  • The fun of seeing how absurd the other person has developed uh their lair.
  • This one literally be here's my dungeon, now you as a player go through it, that is an absolute blast.
  • The way that they they piece meal stuff to you that's already in the box, you kind of want to sit with it.
  • So, I guess if you want to take the subjectivity out, it's a nine out of 10. But, uh, but [ __ ] you. It's uh, it's my discussion, my review. So, it's a 10 out of 10 for me and I highly recommend it.
References (from this video)
No references stored for this video.
Video qMIWGkzQI8w Neon Gorilla Discussion at 1:47 sentiment: mixed
video_pk 99379 · mention_pk 276303
Neon Gorilla - Lairs video thumbnail
Click to watch at 1:47 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The base game was designed as a learning tool and for two-player adult/child play.
Cons
  • The base game might require expansions to be worthwhile.
  • The cost of expansions and the base game is high ($40 entry, $80 for a two-player game).
  • Difficulty in acquiring the expansion due to its availability.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I always want games to be the most accessible they can ever be. It's not just with the gameplay, it's also with how much money a game costs.
  • You probably need the expansion as well to really make it worthwhile.
  • We just built a lot of other stuff into it.
References (from this video)
No references stored for this video.
Video S0Lc6HWq9ls Brains On Games Game Preview at 0:03 sentiment: positive
video_pk 86939 · mention_pk 353536
Brains On Games - Lairs video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High-quality, tactile prototype components: textured walls and screen-printed pieces.
  • Humorous, engaging theme that makes dungeon-building entertaining.
  • Learning curve is approachable: base game is simple and complexity increases gradually.
  • Strong two-player interaction with meaningful choices and bluffing elements.
  • Rule reminders on player boards help maintain flow without constant rule-book consulting.
  • Potential for extended replayability via future modules and expansions.
Cons
  • Two-player focus limits multiplayer groups; not ideal for larger sessions.
  • Prototype had minor fit issues (walls can be knocked over); final production may tighten tolerances.
  • Base game offers less replayability compared to expanded scenarios; benefits from future boxes.
  • Emergent complexity from modules may be overwhelming for newcomers if not paced properly.
Thematic elements
  • Dungeon exploration and dungeon-building, featuring humorous monsters, traps, and treasure as players bluff and outmaneuver each other.
  • Two-player dungeon lair confrontation where each player designs and explores a personal lair, attempting to collect treasures and defeat monsters before exiting the opponent's lair.
  • Enthusiastic demonstrator voice, emphasizing hands-on play, playful interaction, and progressive rule complexity through modular content.
Comparison games
  • Dungeons & Dragons
Mechanics (from transcript analysis)
  • Card/Chit Market — Treasure chests grant cards that provide victory points and synergies; a three-card market lets players choose added bonuses.
  • Combat via dice — Defeating monsters requires purchasing and rolling dice; outcomes depend on dice with faces up to four, reflecting probability and risk.
  • Combat: Dice — Defeating monsters requires purchasing and rolling dice; outcomes depend on dice with faces up to four, reflecting probability and risk.
  • Exploration-driven movement — The explorer piece navigates the mapped space, using player-chosen lines of sight and revealed paths to advance toward goals while avoiding hazards.
  • Hidden information via layer screens — Screens hide your layer layout and rules, allowing bluffing and strategic withholding of information.
  • Layer Building — Players build a personal dungeon on a grid, placing walls, traps, monsters, chests, and an exit to map the route a guest explorer will follow.
  • Layer-building / dungeon construction — Players build a personal dungeon on a grid, placing walls, traps, monsters, chests, and an exit to map the route a guest explorer will follow.
  • Modular Board — Prototype boxes introduce extra rules and components that can be introduced progressively to increase complexity and replayability.
  • Modular expansions / future modules — Prototype boxes introduce extra rules and components that can be introduced progressively to increase complexity and replayability.
  • Resource Management — Cubes of different colors are spent to move, reveal, backtrack, or peek; fatigue mechanics remove cubes from availability for turns.
  • resource management with cubes — Cubes of different colors are spent to move, reveal, backtrack, or peek; fatigue mechanics remove cubes from availability for turns.
  • Treasure deck and market — Treasure chests grant cards that provide victory points and synergies; a three-card market lets players choose added bonuses.
  • Victory conditions and scoring — The first player to exit after hitting required monster and treasure milestones earns a lead; end-game scoring sums points from monsters defeated and treasures collected.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The prototype is incredible.
  • Two players opposite one another with these screens, the rules are right there.
  • This is a visual spatial game—problem solving when you're running through your opponent's layer and designing your own.
  • It's hilarious and fun even when you're just playing with the base game.
  • I will be a day one backer on this one.
  • What a beautiful game; elegant mechanics when it comes to spending those cubes.
References (from this video)
No references stored for this video.
Video 3FtP5OE6o6A BoardGameGeek Discussion at 2:21:09 sentiment: positive
video_pk 82034 · mention_pk 334193
BoardGameGeek - Lairs video thumbnail
Click to watch at 2:21:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • I'd really like to play Lairs.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You like a game, you better buy it because it might not be available soon.
  • This is the reason I went all in on the um Marvel United uh multiverse because I wanted this mini and it was like I don't remember what it was in, but I'm like, "I'm getting it."
  • It's a weird one and it's I think it's just you can't you got to really read it carefully.
  • My problem is is what happens is you get stuff looking like they have a 5:00 shadow.
  • The contrast medium helps to lessen the intensity of the color.
  • The way contrast paints and speed paints are designed to be done is you just paint them over a bright undercoating.
  • I really like this paint. I was disappointed initially until I realized you need to use the contrast medium to lessen the intensity of the color.
  • It makes the game much more exciting and immersive.
  • The eye dropper bottles are the best and they have problems because they get clogged up and you if you're not careful, you make a giant mess.
References (from this video)
No references stored for this video.
Video feo0Pa-qtGM The Dice Tower Review at 0:17 sentiment: positive
video_pk 81778 · mention_pk 318836
The Dice Tower - Lairs video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds depth and variety beyond the base game
  • Teaching/incremental reveal helps new players
  • Vault box storage supports large content and organization
  • High replayability with multiple monsters and traps
Cons
  • Some intermediate cards may not be used in every playthrough
  • Content can feel substantial and potentially overwhelming for new players
Thematic elements
  • Competitive puzzle and planning in a dungeon-crawl setting
  • Two-player dungeon exploration where players alternate constructing and exploring their opponent's dungeon
  • Abstract, competitive with hidden information and deduction
Comparison games
  • Layers (base game)
Mechanics (from transcript analysis)
  • Color cube resource system — Cubes in five colors represent actions or attributes; players convert fatigued cubes to spent ones to change colors
  • Color-specific abilities — Orange, blue, and purple cubes grant distinct abilities during checks or actions
  • Combat: Dice — Traps and monsters affect players via dice rolls and color-based modifiers
  • Cube Tower — Cubes in five colors represent actions or attributes; players convert fatigued cubes to spent ones to change colors
  • Duel dungeon exploration — Players attempt to guess and navigate a hidden dungeon layout while opposing each other
  • Dungeon Crawl — Players attempt to guess and navigate a hidden dungeon layout while opposing each other
  • Fatigue and spending — You move cubes from fatigued to spent, or spend white cubes to re-color them, enabling new options
  • Hide-and-reveal elements — Base game uses a reveal-based system to moderate information and interaction
  • Simultaneous Reveal — Base game uses a reveal-based system to moderate information and interaction
  • Traps and monsters with dice — Traps and monsters affect players via dice rolls and color-based modifiers
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This expansion on its own, I'm giving a 9.5 to. It is that good.
  • Layers is a seven without this expansion. With this expansion, Layers is a nine.
  • If you own Layers and you like it, but you wish there was a little more, then this is what you need to get.
  • This is not just a little more, it is a lot more.
References (from this video)
No references stored for this video.
Video 7ZFMehDxZJY Playthrough at 0:02 sentiment: mixed
video_pk 81049 · mention_pk 333627
Lairs video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game has unlockable content from boxes and envelopes.
  • The deluxe version has nice components.
  • The game offers strategic choices regarding exploration and resource management.
  • The variety of treasures and their scoring conditions adds depth.
Cons
  • The rule about exhausting cubes when unable to fulfill a penalty is complex and requires clarification.
  • The game can be frustrating with bad luck (e.g., repeatedly running into traps or monsters when trying to explore).
  • The peril rule regarding monster and trap placement can be tricky to manage.
  • Players can get stuck in dead ends or unfavorable situations due to dungeon layouts and revealed elements.
Thematic elements
  • building a dungeon and exploring an opponent's dungeon
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — Players engage with monsters using dice rolls and expending cubes to defeat them. Traps also trigger effects when encountered.
  • Deck Building — Implied through unlocking elements from boxes and using them in the dungeon.
  • dungeon building — Players build their own dungeons before exploring an opponent's. This involves using unlocked elements like monsters and traps.
  • exploration — Players explore their opponent's dungeon by moving their character, revealing walls, traps, monsters, and treasure chests.
  • Push Your Luck — Implied through decisions about engaging with monsters or traps versus conserving resources or retreating, and the risk/reward of dice rolls.
  • Resource Management — Players use colored cubes (e.g., blue, orange, green, brown, red) to perform actions like peeking, moving, hustling, and attacking. Cubes are exhausted and refreshed.
  • Set Collection — Players collect treasure cards which provide bonuses based on other items they possess (e.g., other books, pendants, traps).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Lairs is a game in which you're going to be building out a dungeon before exploring your opponent's dungeon.
  • This is not a gameplay for you if you don't want any spoilers about things that are going to happen in Lairs.
  • When you would exhaust something and you can't, you fatigue a cube.
  • I don't like this game.
  • That's the review, by the way.
References (from this video)
No references stored for this video.
Video uzB3w9ktbh4 The Dice Tower Review at 15:56 sentiment: positive
video_pk 79951 · mention_pk 313210
The Dice Tower - Lairs video thumbnail
Click to watch at 15:56 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Fantastic with expansions.
  • Very enjoyable.
Cons
  • Base game is only fine.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, we're going to jump right into these here. I'm going to take a look at them and tell you what I think about them.
  • This game is now 20 years old.
  • It's not nearly as good as made by the people who made War of the Ring.
  • This is my favorite because all the pieces move like rooks sort of and you're trying to take over other people's pieces and each one has a special power and I like the theming of it.
  • Layers expansions bring it up to a nine. Layers is amazing.
  • I think the base game is fine, but when you I mean it's it's very it's enjoyable, but when you add the expansion it's fantastic.
  • Nothing here I think is amazing.
References (from this video)
No references stored for this video.
Video FKSllbPaQKo BoardGameCo Discussion at 4:53 sentiment: positive
video_pk 62685 · mention_pk 155377
BoardGameCo - Lairs video thumbnail
Click to watch at 4:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight two-player interaction
Cons
  • Limited player count options
Thematic elements
  • Array
  • Fantasy dungeon
  • Two-player competitive exploration
Comparison games
none
Mechanics (from transcript analysis)
  • Engine Building — Players build a dungeon and explore each other's dungeon in turns.
  • Two-Player Competitive Engine-building — Players build a dungeon and explore each other's dungeon in turns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love Shallow Sea. I am really enjoying this one.
  • I do not think it's forever game.
  • There’s a fun little tension of laying cards down and trying to min-max where each card goes as it goes towards multiple scoring criteria.
  • The Druids of Adora, I cannot wait to give you a review on this one, but I need more plays first.
  • Onward is replacing Guards of Atlantis.
  • Way Too Many Cats had way too many symbols and things going on to be able to at a glance understand what's happening.
References (from this video)
No references stored for this video.
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