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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 1 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–3 of 3
Video sOsBzuoQq0M
Meeple University Top 10 List at 12:21 sentiment: positive
video_pk 88631 · mention_pk 234107
Click to watch at 12:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Smart and unique approach to two-player area control.
- Tight and engaging gameplay.
- Simple yet offers deep combos.
Cons
- The artwork on the front box was not a big fan of, but respects the personal story behind it.
- Usually attack-defense, but this is maybe not much of that.
- Two-player battle games are not generally Stella's jam.
Thematic elements
Comparison games
- Sorcerer
Mechanics (from transcript analysis)
- Area Control — Players compete for control of three battlefield areas.
- Card Play — Playing cards into areas to gain control or trigger effects.
- Icon activation — Collecting and activating icons, each with unique actions and combo potential.
- Set Collection — Collecting sets of icons to win control of a field.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- so as usual these games are new to us not necessarily very brand new games and they could be coming for review copy they could be games that's been commissioned for us to do or prototype games new games any type of games that we played in the month of May and we love these games
- so the dice range from D4 to D20 it's your standard set of dice dice will be added or subtracted every time
- This game is by the way just finished Kickstarter so this is a prototype which is already looking very cute
- people say it feels a little bit like terraforming Mars which is probably the game in our top 10 ever
- It's just so many combinations so many things you can do and you've got to time your actions right
References (from this video)
No references stored for this video.
Video FwrNVcyvTZc
Maple University Rules Teach
video_pk 70598 · mention_pk 167607
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)
- on your turn you will take one Lich action and if you have any spells in your hand you may also optionally play any number of spell cards either before or after your Lich action but not during
- the game ends immediately when any one player has scored five or more noise points and the player who does that is the winner
- bad baby lichlords is played in turns starting from the first player and going back and forward until one player has won five noise points worth of Realm cards
- we are using a prototype copy of the game and so the rules and components may not be final
- you'll still take turns in a clockwise order and the first player must be the second of one of the two teams
- when playing one either as part of a cast action or by choice on your turn you'll resolve the effect usually being able to choose your target from any realm
- the pink realm introduces skeletons into some of the objectives
References (from this video)
No references stored for this video.
Video FwrNVcyvTZc
Maple University Rules Teach at 0:05 sentiment: neutral
video_pk 70598 · mention_pk 184609
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- undead factions, bone piles, minions, and a thematic goal of scoring noise points to wake a father figure.
- The Realms with skeletons and minions, battling to wake the Lich King and his father, with bone piles between Realms.
- fantasy theme conveyed through on-table actions and objective-based play; presented with a light, humorous framing (baby Lich Lords).
Comparison games
none
Mechanics (from transcript analysis)
- Card Crafting — Spell cards may be played before or after your Lich action; you can draw spells with Teach Skill; spell icons determine effects and you can cast them to affect any realm; if you have two matching spells played together you can resolve the more powerful bottom effect (The Forbidden combo). Spells count as wild for others for certain interactions.
- Dig action — Dig: take the top Skeleton from the Bone Pile of a minion's Realm and place it on either player's side of that Realm.
- End-of-turn scoring — At the end of each turn, check Realm objectives; if met, the player scores by taking the top card from the Realm's deck and then discards all minion and skeleton cards in that Realm to the burn pile.
- Forbidden combos — If two identical spell cards are played, you can resolve a stronger bottom effect; wild spells count for others in some cases.
- Game End Condition — The game ends immediately when any one player has scored five or more noise points; that player wins.
- Icon-Based Actions — Icons on minions (sword, scroll, lightning, heart, etc.) trigger actions (fighting, teaching, raising, boss, friendship) resolved in sequence.
- Leave action — The arrows are the Leave effect and you must move that minion to an adjacent Realm.
- Lich action (two options) — On your turn you may take one Lich action: 1) take the top Skeleton from any bone pile and place it onto your Realm side, then raise it to a Minion and resolve its skills left-to-right; 2) raise a Skeleton already on your side of the board, flipping it to Minion and resolve its skills left-to-right.
- Multiple-player variants — For 3 players: use three Realms in a triangle; for 4 players: four Realms with two-team play; players interact on their own half of the board.
- Pink Realm optional content — The pink realm introduces new skills (e.g., Possess) and more complex objectives, affecting skeletons and new interactions.
- Raise action — Raise: choose a Skeleton in the same realm and raise it to Minion, then resolve all of its skills left-to-right.
- Reclaim as Action — Raise: choose a Skeleton in the same realm and raise it to Minion, then resolve all of its skills left-to-right.
- Resolve skills — When raising or resolving a minion, you resolve all mandatory skills left-to-right; some skills affect your side, your opponent's side, or either side.
- Rulebook dependency — Starter set notes that there may be rules and components not final; rules may require checking the rule book for full explanations.
- Simultaneous Actions — Icons on minions (sword, scroll, lightning, heart, etc.) trigger actions (fighting, teaching, raising, boss, friendship) resolved in sequence.
- Spell cards and casting — Spell cards may be played before or after your Lich action; you can draw spells with Teach Skill; spell icons determine effects and you can cast them to affect any realm; if you have two matching spells played together you can resolve the more powerful bottom effect (The Forbidden combo). Spells count as wild for others for certain interactions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- on your turn you will take one Lich action and if you have any spells in your hand you may also optionally play any number of spell cards either before or after your Lich action but not during
- the game ends immediately when any one player has scored five or more noise points and the player who does that is the winner
- bad baby lichlords is played in turns starting from the first player and going back and forward until one player has won five noise points worth of Realm cards
- we are using a prototype copy of the game and so the rules and components may not be final
- you'll still take turns in a clockwise order and the first player must be the second of one of the two teams
- when playing one either as part of a cast action or by choice on your turn you'll resolve the effect usually being able to choose your target from any realm
- the pink realm introduces skeletons into some of the objectives
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3