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Altenor Secrets

Game ID: GID0453138
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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 2 · mix 0 · neu 0 · neg 0
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Showing 1–3 of 3
Video TVttwSQcPLQ Meeple University Rules Teach
video_pk 70658 · mention_pk 167667
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)
  • alternator secrets is a quick playing tactical battle game set in the rotating halls of altenew
  • the cards you've played aren't taken back into hand until you're out of cards
  • we are using a prototype copy of the game and so the rules and components may not be final
  • an intricate chess match
References (from this video)
No references stored for this video.
Video WPHV6Zug2MQ Meeple University Rules Teach at 0:46 sentiment: positive
video_pk 70647 · mention_pk 240063
Meeple University - Altenor Secrets video thumbnail
Click to watch at 0:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast-paced and compact four-round structure
  • asymmetrical guilds with unique abilities
  • dynamic board manipulation via dial rotations and interruptions
  • production components planned (standees/minis)
Cons
  • rules and components may not be final (prototype copy used in video)
  • final components/rules may differ; Kickstarter extras may vary
Thematic elements
  • guilds of adventurers battling in a rotating-tower dungeon to score points
  • Tower of Alternor in the rotating halls of altenew
Comparison games
none
Mechanics (from transcript analysis)
  • Action Interruption — Two interruption cards can be played after an opponent's action but before it resolves to rotate the board.
  • alternative dice-based mode — There are also simple dice-based rules for a straightforward alternative to card play.
  • asymmetrical guilds and abilities — Different guilds (e.g., Athuri scholars, Alchemists) have specific advantages and optional abilities, including 'once off' action cards.
  • board rotation via dial holders — Each player starts with eight cards enabling one of the tower's rings to rotate in a specified direction; dial holder activates rotation.
  • Card-based combat — Players hold 2-6 cards, discard one randomly, reveal simultaneously; higher total wins; attacker adds one; fighters add one; cards replenished after depleting.
  • Combat: Deck/Hand — Players hold 2-6 cards, discard one randomly, reveal simultaneously; higher total wins; attacker adds one; fighters add one; cards replenished after depleting.
  • Compound Scoring — Four main scoring methods: hold objective holes, hold treasures, hold base camps, or eliminate a fighter in combat.
  • health and turns — Fighters have four health, beginners have three; each turn you activate a character with two actions, moving or interacting with halls.
  • interrupt actions — Two interruption cards can be played after an opponent's action but before it resolves to rotate the board.
  • pre-game objective bets — Before the game, players bet on which of the four objective types they plan to specialize in, possibly earning up to six bonus points.
  • rotation interruptions — The ability to interrupt a move or action with a ring rotation adds defensive/offensive options.
  • Scoring objectives — Four main scoring methods: hold objective holes, hold treasures, hold base camps, or eliminate a fighter in combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game is a tactical battle over four rounds
  • we are using a prototype copy of the game
References (from this video)
No references stored for this video.
Video TVttwSQcPLQ Meeple University Rules Teach at 0:46 sentiment: positive
video_pk 70658 · mention_pk 240802
Meeple University - Altenor Secrets video thumbnail
Click to watch at 0:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight and quick tactical battle
  • short game length (four rounds)
  • two actions per character per turn
  • interruptions add disruption and strategic disruption opportunities
  • card replenishment via Nexus
  • asymmetrical guilds add variety
  • multiple scoring options maintain dynamic play
Cons
  • prototype copy; rules and components may not be final
Thematic elements
  • Guilds of adventurers battling to control rooms, artifacts, and towers
  • Rotating halls of Altenew; tower of Altanor
  • Procedural, objective-driven tactical play
Comparison games
none
Mechanics (from transcript analysis)
  • Action Interruption — Two interruption cards can be played after an opponent has declared an action but before it's resolved.
  • Asymmetric Player Powers — Special abilities based on guild identity (e.g., rotating dials for Atori scholars, defending treasures for Alchemists).
  • asymmetrical_guild_abilities — Special abilities based on guild identity (e.g., rotating dials for Atori scholars, defending treasures for Alchemists).
  • board_rotation — A dial holder can rotate towers/rings; most rotations are free actions, with two interruptions to disrupt opponents.
  • card_based_combat — Players hold 2-6 cards and discard one randomly; cards are revealed simultaneously; attacker adds one; any fighter in combat adds one; higher total wins; cards aren’t replenished until out.
  • Combat: Deck/Hand — Players hold 2-6 cards and discard one randomly; cards are revealed simultaneously; attacker adds one; any fighter in combat adds one; higher total wins; cards aren’t replenished until out.
  • Combat: Dice — There is a simpler dice-based battle variant as an alternative to card play.
  • Compound Scoring — Four main ways to score: hold objective holes, hold treasures, hold both base camps, or eliminate the opponent's fighter.
  • dice_based_variant — There is a simpler dice-based battle variant as an alternative to card play.
  • health_and_roles — Fighters and other major roles have four health; beginners start with three.
  • interruption_cards — Two interruption cards can be played after an opponent has declared an action but before it's resolved.
  • movement_actions — On a turn, a player activates one character, taking two actions; move 1 hall (walk) or 2 halls (run) in the same direction.
  • nexus_card_replenishment — All cards are replenished at the Nexus in the center of the board.
  • one_off_ability_cards — There are one-off ability cards that can increase defense or attack, among other effects.
  • round_end_scoring — Scores are tallied after four rounds; some objectives are worth more than others; players can bet on objective types for bonuses.
  • scoring_objectives — Four main ways to score: hold objective holes, hold treasures, hold both base camps, or eliminate the opponent's fighter.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • alternator secrets is a quick playing tactical battle game set in the rotating halls of altenew
  • the cards you've played aren't taken back into hand until you're out of cards
  • we are using a prototype copy of the game and so the rules and components may not be final
  • an intricate chess match
References (from this video)
No references stored for this video.
Transcript Navigation
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