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Weretigers

Game ID: GID0452970
Game Info
Year
2025
Players
1-4
Age
10+
Playtime
45 min
Collection
Your Tier
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Mechanic profile
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Description

A cooperative dice-defense game where players defend a village through the night against ravenous weretigers.

Description

A cooperative dice-defense game where players defend a village through the night against ravenous weretigers.

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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 3 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video orvtKhHc4Uw Watch It Played Top 10 List at 1:54 sentiment: positive
video_pk 85515 · mention_pk 219299
Watch It Played - Weretigers video thumbnail
Click to watch at 1:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast-paced, cooperative play
  • strong thematic aesthetic
  • relatively quick to learn
Cons
none
Thematic elements
  • mythical were-tigers defending their village from escalating chaos
  • Southeast Asian aesthetics; village setting under a shifting moon
  • cooperative defense with a mystical, lunar backdrop
Comparison games
  • Forest Gump
Mechanics (from transcript analysis)
  • Cooperative Game — team-based defense against threats
  • cooperative play — team-based defense against threats
  • Dice Rolling — players roll dice and assign them to combat threats
  • moon deck triggers — threats are triggered by a moon deck and require adaptation
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In Conserv, the sea is represented by a bag full of fish and water tokens.
  • fast-paced cooperative dice defense game that's infused with Southeast Asian aesthetics
  • Saga Collection introduces a new legacy mode that allows players to master gameplay from every set while delving into the game's lore.
  • two decks in this game of cards to manage. One for combat and one for development.
  • Beyond the Horizon, a civilization game in which players compete to become the most influential society in history through exploration and expansion, development and production, research, and technological advancement.
  • Raw. An auction and set collection game with an ancient Egyptian theme.
  • Northwest, a two to four player tableau building game with unique point salad scoring and shared movement mechanics.
  • What's that I hear? Why, it's that sound game.
  • Living Forest Duel, where two players face off as the spirits of summer and winter.
References (from this video)
No references stored for this video.
Video BQOrtL3KkrU Analysis at 300:22:40 sentiment: positive
video_pk 79927 · mention_pk 193569
Weretigers video thumbnail
Click to watch at 300:22:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cooperative survival theme
  • Dice allocation mechanics
  • Clear objective of surviving until sunrise
Cons
none
Thematic elements
  • Cooperative survival against monsters
  • A village at night
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative play — Players work together to achieve the game's objective.
  • Dice Rolling — Dice rolls determine available actions.
  • threat management — Players reveal and deal with incoming monster threats.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video 1h8eU130wDA Review at 0:14 sentiment: mixed
video_pk 79883 · mention_pk 193476
Weretigers video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Succeeds as a simple dice-based tower defense game without towers.
  • Investments in traps, walls, and allocating dice to villagers are effective.
  • The experience system provides a clear growth path.
  • Has a cool, poppy, fresh, but intriguing identity.
  • Challenging with mounting pressure and clockwork opposition.
  • Easy to learn with low play times.
  • Offers a strategic framework.
  • Sits proudly a cut above in terms of difficulty, framework, and strategy when measured against cooperative contemporaries in its class.
Cons
  • Can feel lacking for fans of deeper experiences.
  • A lot of randomness in turns, enemy spawns, and available tools.
  • Limited ways to mitigate luck or control fate.
  • Rarely a way to look back and reflect on what should have been done differently.
  • Room for growth, but currently pretty basic.
  • Seeing mostly the same content in different orders.
  • Viability of major strategies remains consistent.
Thematic elements
  • village defense against mythological creatures
  • jungle
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players use dice to take actions such as setting traps, building walls, revealing threats, or recruiting new villagers.
  • cooperative play — The game is described as a 'cooperative dice-based lane defense game' where players work together to defend the village.
  • Dice Rolling — Players 'roll a couple of dice' each turn to take actions.
  • Hand Management — The limited pool of dice that get locked up on the experience board or for actions implies a form of hand management.
  • Lane Defense — The game is a 'dice-based lane defense game' where players defend against threats marching through the jungle.
  • Press Your Luck — The description of rolling dice for traps and potentially failing, or the chain reactions of rumor tokens, suggests elements of press your luck.
  • Set Collection — Filling up six slots on the 'experience board' permanently unlocks another die for the player's pool.
  • Worker Placement — Dice can be placed on villagers to take actions, and also on the 'experience board' or to assign damage to enemies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • But when I was contacted by Sordane Publishing to cover their upcoming Kickstarter, Wear Tigers, I was like, Where Tigers?
  • The village is under attack, and it's up to you and your fellow players to defend it.
  • Wear Tigers is, at its heart a simple dicebased tower defense game, just without towers, where you're trying to make proactive decisions to mitigate the worst disasters while you build up and try to react to the rest, hoping to survive till the end and protect what's yours.
  • It's this deliberate, simple structure with intertwined growth and pressure that gives Were Tigers its cool, poppy, fresh, but intriguing identity.
  • This game's greatest strength and gravest weakness is that it lives in two worlds.
  • But I couldn't help but feel that it offers the strategic framework that I'm looking for and some options to do on my turn, but rarely a way to look back and reflect on what I should have done differently.
  • But for all that, where Tigers sits proudly a cut above in terms of difficulty, framework, and strategy when measured against a lot of cooperative contemporaries in its class in terms of shelf space, playtime, and ease of play.
References (from this video)
No references stored for this video.
Video mmRiLNuk2nM Totally Tabled Playthrough at 0:03 sentiment: positive
video_pk 41282 · mention_pk 125269
Totally Tabled - Weretigers video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy setup that gets you into play quickly, making it friendly for family and casual players
  • Growing dice pool via the XP track provides a strong sense of progression and agency
  • Tension rises through moon phases, token management, and lane progression
  • Traps and walls add meaningful strategic options and risk-reward choices
  • The solo playthrough demonstrates clear, repeatable decision points and possibilities
  • Thematic flavor and tactile components (as described in the prototype) feel engaging
  • The game supports expanding difficulty via Kickstarter add-ons and variable endings
Cons
  • This is a prototype/demo, so components and balance may shift in final print
  • Heavy reliance on dice luck can swing outcomes and may frustrate some players
  • Some terminology and mechanics may be intimidating for newcomers
  • Token management and token pushes can become fiddly, especially in later rounds
  • Endgame can hinge on scarce resources (recruitment deck depletion) if not managed carefully
  • Solo play may feel unforgiving if you don’t optimize XP paths and token reveals
Thematic elements
  • Cooperative survival against nocturnal threats in a frontier village
  • A village at night defending against feral wear tigers and lurking horrors.
  • Procedural survival with mystery tokens and variable monsters
Comparison games
none
Mechanics (from transcript analysis)
  • Boss Battler — Some tokens are boss tokens with higher health and more dangerous effects. Bosses can trigger pushes of other tokens and may force global effects, increasing the stakes and requiring coordinated responses.
  • Boss encounters and token push — Some tokens are boss tokens with higher health and more dangerous effects. Bosses can trigger pushes of other tokens and may force global effects, increasing the stakes and requiring coordinated responses.
  • Dice Rolling — Players roll a pool of dice each round and allocate results to activate villager abilities, fight monsters, or unlock new capabilities. Dice values determine which actions are available and how they interact with XP, traps, and walls.
  • dice-based actions — Players roll a pool of dice each round and allocate results to activate villager abilities, fight monsters, or unlock new capabilities. Dice values determine which actions are available and how they interact with XP, traps, and walls.
  • Moon phase and mystery tokens — A moon deck drives the flow of the game by advancing phases each round, triggering monster movement and the appearance or movement of mystery tokens within lanes, creating escalating pressure as the game progresses.
  • Recruitment deck and villager limits — You recruit new villagers up to a maximum of five in play. If recruitment would exceed this limit, you must discard a card. Recruitment is tied to dice sums and strategic timing to maintain a workable workforce.
  • Reveal tokens and scouting — Certain dice results enable scanning of mystery tokens in specific lanes. Revealing tokens informs you of the threat level and whether a token is a monster or has a special ability, affecting decisions and risk management.
  • Villager cards and XP track — Each villager card provides a unique action or modifier. As you defeat monsters, you earn XP that can be spent on the XP track to unlock additional dice, increasing your tactical options over time.
  • Walls and traps — Walls can be built to block monster advancement in lanes, while traps sit on board locations to attempt to destroy advancing tokens when rolled appropriately. Traps can function even if the token is not revealed.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Wear Tigers is a fast-paced, family-friendly cooperative dice game for one to four players.
  • Setup is super easy.
  • The cool thing about a trap is you don't have to have that token revealed in order for it to work.
  • We've survived until dawn. Victory.
  • It's a prototype, a demo.
  • I will replace my recruiter with the healer.
References (from this video)
No references stored for this video.
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