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Claustrophobia 1692 box art

Claustrophobia 1692

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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 5 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–7 of 7
Video EtyxThBfkPA kovray Review at 0:06 sentiment: positive
video_pk 81800 · mention_pk 204433
kovray - Claustrophobia 1692 video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Miniatures and visually distinct demon units (trogodites) on the board add thematic flair
  • Asymmetric two-player design with human vs demon factions
  • Scenario-driven gameplay provides variability and replayability
  • Flexibility in dice vs card usage for humans, adding strategic depth
  • Strong emphasis on character abilities and planning for strategic execution
  • Approachability combined with depth due to scenarios
Cons
  • Reliance on dice means luck can influence outcomes
  • Learning curve to master multiple characters, abilities, and scenario rules
  • Complexity may be daunting for new players despite overall approachability
Thematic elements
  • humans vs forces of hell (demonspawn)
  • two-player asymmetric combat in a shifting underground labyrinth with scenario-driven narratives and objectives
  • scenario-driven with evolving maps and scenario-specific win conditions
Comparison games
none
Mechanics (from transcript analysis)
  • board limits, movement, and placement — Tile occupation limits, unexplored openings, and ensuring tiles do not contain enemy warriors shape how you position and move units.
  • character-specific boards and abilities — Each character has a unique board with abilities that influence strategy and require familiarity to maximize effectiveness.
  • combat resolution and hits — Attacking involves rolling dice; any die with value equal to or greater than the defender's defense yields a hit. Human hits exhaust dice abilities and can lead to losing a character; demon hits may not carry over for stronger units.
  • dice chucker with strategic depth — The game is described as a dice-driven experience with substantial depth arising from scenario design and character abilities, tempering luck with strategic choices.
  • Dice Placement — Infernal players roll diabolary dice and place them on a planning board with spaces that have requirements, enabling future dice generation, resources, and abilities.
  • dice-based action selection — Human players roll dice based on their number of warriors and assign them to action lines on their board to determine movement, combat strength, defense, and triggers for instincts or gifts.
  • exhaustion and resource management — Humans accumulate exhaustion tokens which reduce available options and can eliminate a character if their board is filled with exhaustion tokens.
  • Exploration and tile placement — Human players explore tiles to reveal new map areas, while the infernal player determines tile placement and space features that affect play.
  • instant cards and gifts — Instant cards can be drawn or obtained via certain abilities and can modify dice or trigger effects mid-turn; gifts tied to die values can be summoned for stronger effects.
  • materia spending and unit summoning — Materia is spent prior to summoning demons onto the board, with placement chosen to maximize impact and control movement or positioning.
  • planning board and diabolary dice (infernal side) — Infernal players roll diabolary dice and place them on a planning board with spaces that have requirements, enabling future dice generation, resources, and abilities.
  • redeemer and gifts tied to die values — Redeemer mechanics allow gifts tied to specific die values to be activated for powerful targeted effects when aligned correctly.
  • Resource Management — Humans accumulate exhaustion tokens which reduce available options and can eliminate a character if their board is filled with exhaustion tokens.
  • scenario-based end conditions — Each scenario dictates end conditions and victory; players may continue with additional scenarios for extended play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Claustrophobia 1692 is a two-player asymmetric combat game where one player controls a group of human warriors and the other commands the forces of hell deep in the shifting underground labyrinth.
  • You'll roll your diabolary dice and assign them to the powers on your planning board.
  • Positioning is key in this game.
  • This game is primarily driven through dice. Your programming, everything you're doing is through dice, but then your combat's through dice.
  • It's a dice chucker. That's really what it is when it comes down to it.
  • This game is coming to crowdfunding. You can check out the link down below to learn much, much more about this game that we talked about today.
References (from this video)
No references stored for this video.
Video D-UuOM7QAbE The Dice Tower Discussion at 2:16 sentiment: positive
video_pk 81739 · mention_pk 204245
The Dice Tower - Claustrophobia 1692 video thumbnail
Click to watch at 2:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • intriguing asymmetrical duel
  • strong thematic pull for fans of dungeon crawls
  • compact scope relative to other big Kickstarter projects
Cons
  • potential learning curve due to asymmetry
  • expansion/add-ons could complicate ownership clarity
Thematic elements
  • dueling asymmetrical tactical confrontation
  • underground fugitives vs. demons in a dungeon
  • duel-driven, tactical combat with monsters
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetrical duel — fugitives vs demons in a back-and-forth confrontation
  • asymmetrical two-player duel — one side plays fugitives, the other runs demons in a back-and-forth encounter
  • Combat: Dice — combat uses dice with special abilities and demon encounters
  • Dice combat — combat uses dice with special abilities and demon encounters
  • Dice-based combat — combat resolved with dice with demon/escape dynamics
  • tactical positioning — torches/tiles and tactical placement influence outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is nuts.
  • It's wild. It's wild.
  • nostalgia-heavy
  • The board looks mega busy.
References (from this video)
No references stored for this video.
Video 09rjzzAImCM The Dice Tower News at 38:52 sentiment: positive
video_pk 81467 · mention_pk 202481
The Dice Tower - Claustrophobia 1692 video thumbnail
Click to watch at 38:52 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Visually stunning page and art.
  • Appealing miniatures, including a hydra.
  • New content (warriors, demons, scenarios).
  • Follows up on a well-regarded game system.
Cons
  • Devious is a new company with only one previous crowdfunding campaign.
  • The art style is a departure from the previous 'grimdark' feel, though still appreciated.
Thematic elements
  • Horror
  • 1692
Comparison games
  • Claustrophobia
  • Claustrophobia 1636
  • Blood Rage
  • Hate
Mechanics (from transcript analysis)
  • Asymmetric play — Implied by the nature of Claustrophobia games, where players often have different roles and objectives.
  • Combat — Features 'new warriors' and 'new demons'.
  • scenario-based — Includes 'new scenarios'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, all of the wood components in this game are being locally sourced from Hokkaido where the publisher, not Mighty Boards to be clear, the original publisher and the designers of the game are based.
  • This is the first real-time two-way pet translator.
  • My thoughts are dark. I would I have never wanted to hack into something more in my life.
  • I'm going to say 3,612 are Twitch streamers, right? Oh, I agree 100%. This is This ain't going IN THIS AIN'T GOING in your your foyer, right?
  • I look, I I can't imagine this has any actual science Did you ever see The Far Side where the guy invents He goes, 'I can finally find out what dogs are saying.'
References (from this video)
No references stored for this video.
Video tA6Yb2xa3R8 Meeple University Rules Teach
video_pk 70494 · mention_pk 167503
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)
  • Claustrophobia 1692 is an asymmetrical two-player dungeon crawler.
  • One player playing as a band of humans in the hellscape and the other as the infernal forces of demons and trogodites trying to crush the humans.
  • The game is driven by scenarios, each with common rules of play, but different win and lose conditions for the players.
  • You'll pick a scenario and the book will tell you exactly which characters to use.
  • Equipments and gifts are never traded. They remain permanently with the warriors who receive them in setup.
  • The human player gains an activation die for each warrior, a deck of instinct cards, and a supply of exhaustion.
  • The infernal player gets their control board with their chosen demon slotted here.
  • There must always be at least one open exit.
  • A mini cannot leave a tile if it is outnumbered by the other side.
  • This is called the blocking rule, and it's broken by two talents, impressive and elusive.
References (from this video)
No references stored for this video.
Video tA6Yb2xa3R8 Meeple University Rules Teach at 0:34 sentiment: neutral
video_pk 70494 · mention_pk 204412
Meeple University - Claustrophobia 1692 video thumbnail
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Asymmetrical two-player design with distinct human and infernal systems
  • Scenario-driven setup with clear win/lose conditions
  • Device of permanent equipment/gift allocation per warrior
  • Tile exploration adds exploration tension and map shaping
  • Clear turn structure with preparation, activation, and infernal phases
Cons
  • Not stated in the tutorial video
Thematic elements
  • asymmetric, scenario-driven combat between humans and demons
  • A hellscape dungeon crawl where humans battle infernal forces
  • scenario-based with explicit win/lose conditions per scenario
Comparison games
none
Mechanics (from transcript analysis)
  • activation dice per warrior — Humans allocate dice to characters to set stats for the round
  • Asymmetrical roles — Human vs. demon sides with different win conditions per scenario
  • blocking rule — Movement restrictions on tiles with occupation limits; powerful talents can modify this
  • combat mechanics with dice — Combat uses dice with skulls causing hits; hits reduce target stats or health
  • equipment and gifts permanency — Equipment and gifts stay with warriors for the round and beyond
  • eternal champion token — Extra life token for demon enabling multiple summons
  • Resource Management — Infernal side uses material prima to summon minis; will cards provide abilities
  • resource management: material prima and infernal will — Infernal side uses material prima to summon minis; will cards provide abilities
  • tile-based exploration — Map is built with tiles; players draw tiles and place them with orientation chosen by the demon
  • Tile/Map Shifting — Map is built with tiles; players draw tiles and place them with orientation chosen by the demon
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Claustrophobia 1692 is an asymmetrical two-player dungeon crawler.
  • One player playing as a band of humans in the hellscape and the other as the infernal forces of demons and trogodites trying to crush the humans.
  • The game is driven by scenarios, each with common rules of play, but different win and lose conditions for the players.
  • You'll pick a scenario and the book will tell you exactly which characters to use.
  • Equipments and gifts are never traded. They remain permanently with the warriors who receive them in setup.
  • The human player gains an activation die for each warrior, a deck of instinct cards, and a supply of exhaustion.
  • The infernal player gets their control board with their chosen demon slotted here.
  • There must always be at least one open exit.
  • A mini cannot leave a tile if it is outnumbered by the other side.
  • This is called the blocking rule, and it's broken by two talents, impressive and elusive.
References (from this video)
No references stored for this video.
Video XKccd0SayyY Rules Teach at 0:05 sentiment: positive
video_pk 67010 · mention_pk 162922
Claustrophobia 1692 video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting game with strategic depth beyond dice rolling.
  • Scenario-based design offers variety and replayability.
  • Card play adds tactical options.
  • Good potential for campaign play.
  • Tough troglodyte is a strong unit.
Cons
  • Can get cramped on the table.
  • Infernal player can potentially overwhelm the human player.
  • Some rules might be unclear in prototype versions.
Thematic elements
  • Dungeon crawling through hell
  • Scenario-based
Comparison games
none
Mechanics (from transcript analysis)
  • Blocking/Movement Control — Player placement and the number of figures on tiles can influence movement and prevent opponents from leaving certain areas.
  • Card Play — Players use cards (Insight cards for humans, Infernal Will cards for the infernal player) to gain special abilities or modify actions.
  • Combat — Combat is resolved by rolling dice, with modifiers based on character stats and potential card effects.
  • Dice allocation — Players roll dice during the preparation phase and assign them to characters to determine their stats (movement, combat, defense).
  • Ranged Combat — The hunter character has a ranged attack ability.
  • Resource Management — Materia Prima is a resource used by the infernal player to summon creatures.
  • scenario-based gameplay — The game is structured around specific scenarios, each with unique objectives and rules.
  • Spawn Rules — Specific rules govern where and when the infernal player can spawn enemies, often dependent on tile entrances and the presence of human warriors.
  • Tile exploration — The game involves drawing and placing tiles to explore the environment as players move.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a really interesting game. While you see dice, this isn't what I would call a dice chucker.
  • The infernal player might have trouble getting some of their forces out onto the board, but this is a game of kind of longer-term strategy.
  • So, that is the end of my turn, and now it's the beginning of the infernal turn.
  • The Hunter has a ranged attack.
  • I don't want to say it's his fault, but it kind of...
  • We'll play it as it as it doesn't. Unless I roll a five or higher.
  • Dead guys don't get dice.
  • She's elusive. SHE'LL BE LIKE, BYE.
  • We'll finish this I'm pretty sure this is going to finish this round, cuz I don't think I'm going to survive another round.
References (from this video)
No references stored for this video.
Video 42IuuLFJr8o Bower's Game Corner Review at 0:00 sentiment: positive
video_pk 62699 · mention_pk 155393
Bower's Game Corner - Claustrophobia 1692 video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong two-player asymmetric combat with tension
  • Redesigned minis and new components
  • Integrated paint add-ons and thoughtful pledge structure
  • Clear campaign potential with 20 scenarios via Profundis expansion
Cons
  • High price relative to perceived value for some backers
  • Shipping costs and currency conversion add friction
  • Confusing pledge levels and missing early information
  • Unclear benefits for existing 1643 owners vs new backers
Thematic elements
  • Humans vs Infernal Forces in a duel
  • Underground tunnels/dungeon setting for a one-on-one tactical duel
  • Array
Comparison games
  • Claustrophobia 1643
  • Claustrophobia 1962
  • Mars Attacks (board game)
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I'm in. Do I want it? Yes."
  • "A facelift that updates this emmerit totem while 100% respecting the DNA that made it a dungeon crawling classic, brutal, no holds bar gamed."
  • "Spectacular asymmetry and a plethora of bombastic movements makes this one of my favorite dungeon crawling games."
  • "This is a two-player game, and it's the two players' move that creates the tension."
References (from this video)
No references stored for this video.
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