Game Info
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
No description available.
Featured Videos
Rules Teach
In the Heart of Darkness: Learn to Play
Ask a Rules Question
Images
GID0453059.jpg
GID0453059_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 0 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–2 of 2
Video Qmk-htVHQu0
BoardGameTeacher Rules Teach at 0:01 sentiment: neutral
video_pk 88300 · mention_pk 232486
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Players can draw loot cards and keep two.
- Traps kill all creatures that enter the location in a single turn.
- Rescue boat mechanic requiring specific items to escape.
Cons
- Players can lose one strength if in a location with creatures.
- If a protagonist's strength or sanity equals zero, or they have greater than or equal to four curse cards, they are killed.
- Darkness track advances with negative events.
Thematic elements
- Players try to complete quests and escape before darkness takes them.
- Land with a rescue boat
Comparison games
none
Mechanics (from transcript analysis)
- Action Point Allowance — Players are allowed a number of actions based on the number of players. For a three-player game, there are four actions.
- Area Movement — Players can move to an adjacent location.
- Combat — Players can initiate combat by rolling dice equal to their strength, with crawlers and devours dying on one hit and the guardian when they reach zero health.
- cooperative play — Players take the role of a group of protagonists trying to complete quests and make it off the land in a rescue boat.
- Deck Building (Loot Cards) — Players draw loot cards and keep two, discarding one face down. Loot cards can be played to resolve actions or used as personal items.
- Resource Management (Strength and Sanity) — Players lose one sanity for each protagonist with creatures in their location. If a protagonist's strength or sanity equals zero, or they have too many curse cards, they are killed.
- Set Collection (Radio Items) — For the rescue boat, there are five radio items in the loot deck. Once three are played at one time at the Lighthouse, the boat token goes at the harbor.
- Set Traps — Players can place a trap token on their space, which kills all creatures that enter the location in a single turn.
- Track Advancement (Darkness Track) — The darkness track advances with either a gate destroyed token, a crawler entering, or a protagonist being killed. The game ends if the darkness track reaches above seven.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The darkness track advances with either a gate destroyed token is placed a crawler enters the heart of dark nness or a protagonist is killed
- If a creature moves on a trap they are killed
- If during a round a protagonist strength or sanity equals zero or they have greater than or equal to four curse cards they are killed
- Players take the role of a group of protagonist trying to complete quests and make it off the land in a rescue boat before Darkness takes you
References (from this video)
No references stored for this video.
Video kRRN8IwzMz8
Meeple University Rules Teach
video_pk 70575 · mention_pk 167584
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)
- Heart of Darkness is a game of Highly restricted Communications
- you are not allowed to make any verbal or nonverbal communication among the players about the game state
- if you can escape by sea without the darkness exceeding seven then you'll win the game
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2