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Enormity box art

Enormity

Game ID: GID0453228
Game Info
Year
2024
Players
1-4
Age
14+
Playtime
90 min
Complexity
3/5
Collection
Your Tier
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Description

An extraction dungeon crawler set on a sci-fi ship where players scavenge for loot while confronting alien lifeforms

Description

An extraction dungeon crawler set on a sci-fi ship where players scavenge for loot while confronting alien lifeforms

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video MVRa4OYUvKw Preview at 1:37 sentiment: positive
video_pk 74162 · mention_pk 178475
Enormity video thumbnail
Click to watch at 1:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Continues the trend of large, immersive games from the publisher.
  • Successfully captures the desired feeling for an aliens-type genre game.
  • Creates intense pressure and a feeling of power and awesomeness.
  • Mixes overwhelming situations with the potential for everything to fall apart.
  • Finds new ways to create intensity and action-packed gameplay.
  • Highly immersive and fear-inducing.
  • Engaging cooperative experience.
Cons
  • Not a light game; has complex moments.
  • Mistakes are likely due to the complexity.
  • Prototype stage means rules are subject to change and may vary between content creators.
  • Can be overwhelming when the situation ramps up.
Thematic elements
  • aliens
  • a derelict ship
  • through lore book entries and reading logs
Comparison games
  • Trespass
  • Kingdoms
  • Alien
Mechanics (from transcript analysis)
  • Action cards — Players play three double-sided action cards on their turn, with the option to use an 'exert' to play the opposite side.
  • adrenaline — Performing certain actions increases an adrenaline marker, which can lead to more powerful abilities but also risks.
  • Conditions — Players can suffer from various conditions that affect gameplay for the rest of the game.
  • cooperative play — The game is fully cooperative out of the box, with players working together.
  • Countdown Track — A countdown marker moves across the board, applying pressure and triggering events as it progresses.
  • Dice combat — Combat involves rolling dice, with modifiers based on stress and weapon capabilities, aiming to hit enemy health thresholds.
  • Discoveries — Players can make discoveries which are numbered and colored, requiring them to read passages from a lore book.
  • Enemy AI/Automa — Enemies have their own AI decks and behaviors that determine their movement and attacks.
  • Grid-based movement — The game uses a grid-based system for player movement.
  • noise mechanic — Making noise by moving around triggers dice rolls that can affect enemy movement and behavior.
  • scavenging — Players can scavenge to interact with items and locations to gain resources or cards.
  • scouting — Players can scout to reveal blips and prepare for incoming enemies.
  • Skill checks — Characters have skill checks on their cards that are used to resolve certain situations.
  • Stress and health management — Players manage stress and health, with crossing thresholds leading to negative consequences like nervous breakdowns.
  • Unique Specimens — Special cards can add traits, dice, health, and passive abilities to enemies, making them more powerful.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a gigantic game it's not a light game
  • this is a full Cooperative game out of the box
  • it's not a light game and there will be mistakes made
  • the adrenaline marker and and if you don't know itu stuff it it has a system where like the more damage you take the more adrenaline all this stuff that you do the more amped up you get and the more powerful things get
  • if you risk it too much in this game and your stress gets too high and it crosses with your health you can have a nervous breakdown
  • this is a grid base system so you're just moving the grid base
  • when you make noise you got to roll
  • bullets are restricted you're not just firing in this game
  • this is very much a like Metroid is type game where your certain stuff is going on you're kind of discovering things
  • they're going big they're going for it
  • this game while it's in its early form really hits the feeling that I want in a aliens type uh game franchise type game
  • fully Cooperative really immersive creating fear
  • there's something about itu games where they create this pressure and power and feeling of Awesomeness and mix with this like oh my God it can all fall apart
References (from this video)
No references stored for this video.
Video rLleF25jJew Preview at 0:01 sentiment: positive
video_pk 74151 · mention_pk 178443
Enormity video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Lots of content already in prototype
  • Potential for a lot of stuff to be happening
  • Modular design with reusable components and secret stickers
  • Option for one-off games or persistent campaigns
  • Deep boss fight mechanics similar to Aon Trespass Odyssey
  • Character progression and upgrades in the full game
  • Large, explorable map
Cons
  • Limited prototype has only a couple of scenarios and enemy types
  • Potential for permanent negative conditions like 'gift' cards
Thematic elements
  • Spacers trapped aboard a ship with intruders
  • an enormous ship called The Shepherd
Comparison games
  • Aon Trespass Odyssey
Mechanics (from transcript analysis)
  • Adrenaline Track — Moving up this track unlocks more powerful tokens and abilities for players, but also influences enemy capabilities.
  • Boss AI Decks — Bosses have unique AI decks that dictate their behavior and attacks, with different levels and 'BP' (Boss Power?) cards determining the difficulty of attacking them.
  • Card Pairing — Character cards (class and suit) are paired up to determine available action cards, with the full game featuring an upgrade tree for unlocking more options.
  • Countdown Track — A track with white, red, and black sections that increases the enemies' awareness, affecting their stats, behavior, and dice rolls.
  • Discoveries/Anomalies — Tokens on the map that lead to drawing from specific decks or reading entries in a Mythos book, uncovering events, challenges, or loot.
  • Inverted Combat System — Characters start with limited abilities, but as adrenaline increases (due to fear, damage, or climax), they unlock more powerful actions and weapon upgrades, mirroring the enemy's increasing threat.
  • Loot Deck — A deck specific to certain scenarios or locations that players draw from to find equipment and upgrades.
  • Metroidvania Style Map — The game features a large, interconnected map that players explore, with locations potentially being reused and combined to form a massive play area.
  • Noise Rolls — Rolling dice when taking certain actions to determine if enemies are alerted or if blips move closer.
  • Stress/Health — Players have health and stress tracks, with a stress breakdown occurring if they meet or cross. Certain events can also lead to permanent 'gift' conditions.
  • Token Pool — Tokens (discipline, confidence, expertise) are added to a pool and can be spent by subsequent players to modify actions or rolls. Tokens move from an 'incoming' to an 'active' section.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we are spacers trapped aboard an enormous ship
  • this is more spaceship crawling as there are things out here there will be discoveries to be made
  • the incursions the big boss fights function very much like the boss fights in Aon trespass Odyssey
  • part of having a token pool and giving tokens to the next player to be able to use on their turn
  • this is a game of two halves of you know storybook reading and then going to a boss fight this is more spaceship crawling
  • the inverted combat system where everybody starts out Heroes and monsters kind of standard not able to do too much but as adrenaline starts pumping as we start to fear for our lives as we start to take damage as things kind of reach a climax we will unlock more and more of these tokens be allowed to do more our weapons can get more powerful but so too can the enemy attacks their ability to withstand damage and their eagerness to hunt us now
  • The Moth Man's got 780 can't actually be wounded or can it
  • there is so much to talk about and so much that isn't in here yet
  • this is a game that you could spend an enormous amount of time on
References (from this video)
No references stored for this video.
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