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Malhya: Lands of Legends box art

Malhya: Lands of Legends

Game ID: GID0453230
Game Info
Year
2024
Players
1-5
Age
12+
Playtime
300 min
Complexity
4.2/5
Collection
Your Tier
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Description

A cooperative narrative campaign game set in a fantasy world with over 100 hours of choice-driven storytelling and combat

Description

A cooperative narrative campaign game set in a fantasy world with over 100 hours of choice-driven storytelling and combat

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 15
This page: 15
Sentiment: pos 3 · mix 4 · neu 0 · neg 0
Mentions per page
Showing 1–15 of 15
Video xwdjkSqUqBw Rob's Gaming Table Playthrough at 6:05 sentiment: mixed
video_pk 107782 · mention_pk 311394
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 6:05 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The host expresses a strong desire to finish the campaign, indicating the game is engaging.
  • The game provides a sense of urgency and importance to the narrative.
  • The game mechanics for combat and progression are discussed in detail, showing depth.
  • The ability to gain items and level up provides a sense of accomplishment.
Cons
  • Difficulty in getting back into the game after long breaks, especially after conventions.
  • The game can feel like a 'distraction' when new, exciting games are available.
  • Combat encounters can be challenging to set up and play correctly after a break.
Thematic elements
Comparison games
  • Gloom Haven
Mechanics (from transcript analysis)
  • Campaign play — The game is played as a long campaign, with players taking breaks and needing to re-familiarize themselves with the rules and story upon returning.
  • Character progression — Heroes gain levels and can choose to improve stats or gain new abilities, such as backpack space or auras.
  • Combat — The transcript details a combat encounter, including initiative order, character actions, attack rolls, defense rolls, and enemy AI.
  • exploration — Players explore the game world, encountering various events and locations like mazes, alleys, and inns.
  • Item Crafting/Acquisition — Players can acquire and use items such as potions, arrows, and lockpicks, and can potentially craft them.
  • looting — After combat, players search defeated enemies to find items and resources.
  • scenario-based gameplay — The game progresses through scenarios, with specific scenario cards and entries dictating the narrative and objectives.
  • Spellcasting — The game includes a spellcasting system where players can manage and replace their spells.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's like that meme, you know, where the the dude's walking with his girlfriend holding a hand, he's like looking back at some other girl passing by. That's what happens.
  • And it's like, at home I got old and busted, but here's new hotness.
  • This is like a good thing for this game. This is like I may and complain about games all the time, including this one, cuz even my favorite games, they're not perfect. But one thing about this game, I want to finish it.
  • It's like I get back from Gen Con, one of the one of the cons of the con is I get back and I'm like, I want to just get into new stuff. I just want to play new stuff. I want to cut ties with everything I was playing before and just move on to new stuff.
  • So, this will take a minute to get back in the flow of this.
References (from this video)
No references stored for this video.
Video B_V2B14_Rdk Stonemaier Games Discussion at 19:39 sentiment: positive
video_pk 83552 · mention_pk 210743
Stonemaier Games - Malhya: Lands of Legends video thumbnail
Click to watch at 19:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Significant effort put into story and world-building.
  • Dynamic encounters based on time of day.
Cons
  • Heavy box, difficult to lift after surgery.
Thematic elements
  • Adventure/RPG
  • Story-driven with emphasis on world-building and dynamic encounters.
Comparison games
none
Mechanics (from transcript analysis)
  • Adventure — Big box adventure/ RPG type of game.
  • Role-playing — Big box adventure/ RPG type of game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Quantity time I have like uh for a longer game. So one of these is for quantity time is play a longer game that you love but maybe you rarely rarely get to play. You get a big chunk of time with someone that you value and playing a longer game that you really enjoy. And there's quality time which is more about bonding with someone over a an activity that really connects you with that person. And so some examples I gave for this would be to like go to a game cafe or a store with someone else and you know play a game, have a have a cup of coffee.
  • Well, that kind of lead that's interesting because I I think people might I I think you highly value time. I do, too. I think maybe people value it in different ways because two of the categories that I have on the love languages are quality time and quantity time.
  • For me, the number one way that someone can make me feel uh appreciated or care for it or loved is if they learn a game that I don't know and they take the time to teach it to me. That is far more valuable to me than a new game.
  • So, yeah, I get that. I 100% get that. That's wonderful. And the thing I love about this whole concept of these love languages, whether they apply to games or otherwise, is that it it I think it leads to deeper connections with other people. It it means that you're looking outside of yourself.
  • Because for me, um my if I didn't know about this concept, I would assume that other people feel the most loved if I go out of my way to do something for them, if I save them time or inconvenience. But that might not be that might be way down on someone else's list. They might love to get a new game under the tree or, you know, as a gift. They might love to have that that game day or that time at a game cafe. That might be very high on their list. So, it it's really helped me to pay attention to how other people feel valued and to learn more about them in that way.
References (from this video)
No references stored for this video.
Video -anDoS6CNKE Review at 5:03 sentiment: mixed
video_pk 81125 · mention_pk 199978
Malhya: Lands of Legends video thumbnail
Click to watch at 5:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Stealth mode is a unique mechanic.
  • The game offers a lot of content and story.
  • Flexible player count and hero swapping.
  • Clever save system allows for easy pausing and resuming.
  • Thematic design and component quality (dual-layer boards).
  • Crafting system is simple and included.
  • Ability to modify difficulty and incorporate new rules.
  • Good art on tiles and components.
Cons
  • Very difficult and unforgiving, leading to player frustration.
  • Poorly organized rulebook and lack of quality assurance.
  • Translation issues in some documents.
  • High symbol count and complex ruleset.
  • Tiny stickers for cubes are frustrating to apply.
  • Scaling issues at lower player counts.
  • Mechanics can feel punishing, especially loot loss.
  • Randomness in talent and weapon draws can lead to suboptimal character builds.
  • Combat can be very swingy due to RNG.
  • Rulebook spine glue can be problematic.
Thematic elements
  • RPG in a box
  • Fantasy
Comparison games
  • Folklore: The Affliction
  • Aridia
  • Gloomhaven
  • Chronicles of Dun Dunagore
  • Seventh Continent
  • Seventh Citadel
  • Mansion Madness second edition
  • Dark Souls
  • Demon Souls
Mechanics (from transcript analysis)
  • Campaign play — The game is set up for a long campaign with multiple books to play through.
  • cooperative play — The game is designed for cooperative play, with mechanics that encourage teamwork and strategic positioning.
  • crafting — Players can craft potions, keys, and arrows using gathered materials.
  • Dice Rolling — The game uses various dice for combat, skill checks, and other game events.
  • event cards — The game includes event booklets and cards that introduce random events and challenges.
  • Hidden Information — The game has puzzle aspects where players might need to remember information or take notes.
  • Loot Loss — Players can lose weapons, armor, and other loot upon character death, which can significantly impact gameplay.
  • Modular Board — The game uses modular tiles to create different scenarios and combat arenas.
  • Push Your Luck — Skill checks are described as a push-your-luck mechanism where players can choose to stop or continue rolling dice.
  • Set Collection — Players collect artifact cards and can potentially upgrade their talents by reaching certain levels.
  • Skill checks — The game involves rolling dice for skill checks, which can be influenced by character stats, items, and talents.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is one of those crowdfunding games where it's like, yeah, they kind of they put a lot of paper and cardboard and plastic in the box, but they didn't spend the money on the quality assurance, play testing, translation, that kind of stuff.
  • There's just so many symbols. So there's like 10 pages in the rule book that are all just like a glossery of symbols to learn.
  • This is meant to be like an RPG in the box. And what the publishers described it as is like you are expected to play it like an RPG where like you will roll skill checks and obviously you can't pass everything and sometimes you will just die cuz you wandered into something kind of randomly that you shouldn't have and you can't handle it and you will just die and lose all your weapons and armor.
  • I think the decision is easy that I'll take the movement.
  • You lost all your weapons. Now you got to crawl your ass to a shop at a town. If you can find one.
  • It’s just like that funny meme where it’s like Friday, f this, and it shows an office worker like throwing paper in the air and then it’s like Monday shows them on the ground crawling and picking it all off the floor.
  • This game is meant to play it through and just kind of go on the journey. You will always make it through to the end. like a fail forward um system.
  • My special ability, actually, I forgot to mention. Um, she can actually carry one extra heavy item is her special ability.
  • And then my turn ends. So, now we had to add two more pinks.
  • Every time you play, they always roll these twos.
References (from this video)
No references stored for this video.
Video _Ly9pEqV_IA Rob's Gaming Table Playthrough at 4:40 sentiment: positive
video_pk 81002 · mention_pk 199007
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 4:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging narrative and world-building
  • Satisfying character progression and combat
  • Interactive community elements
Cons
  • Challenging rulebook and setup
  • Potential for complex games to be overwhelming
Thematic elements
  • The reappearance of the terrible Titan Hamror
  • Malaya
Comparison games
  • War of the Ring
  • Cloudspire
  • Gloomhaven: Jaws of the Lion
  • Sword & Sorcery
  • Chronicles of Juna
Mechanics (from transcript analysis)
  • Campaign play — The hosts discuss pausing their campaign play to prepare for the next session and the time commitment involved in playing through large campaigns.
  • Character progression — The hosts talk about leveling up their characters and choosing new talents to improve their abilities and combat effectiveness.
  • Combat System — The hosts engage in combat, discussing dice rolls, attack actions, enemy movement, and the strategic positioning of characters.
  • Event system — The hosts encounter various events during their travel and exploration, which trigger specific scenarios and choices within the game.
  • Skill checks — Many of the game's scenarios involve skill checks based on character attributes, with players rolling dice and attempting to achieve a certain number of successes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I tell you guys every time, do not come at me with this. Down below in the video description you'll find the number, address, email to my lawyer. Please contact my lawyer when you have any problems with me influencing you in any way to buy or not buy games."
  • "It's like they care more about like making sure that your finger can get on the mouse and click the back button and make sure you click the back button with the highest you know, bundle total as possible."
  • "The answer is just yes. Yeah, anyone else feel like collecting games and playing games are two different hobbies? This is correct. It's a constant battle of the dark side of the force and the light side of the force. Always."
  • "The impression I get from this this industry and the crowdfunding thing is the freshness means like the the seamless like they they care more about like making sure that your finger can get on the mouse and click the back button..."
  • "My lawyer told me to just friendly chastise you when your enthusiasm persuades me to pick up a game."
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 4:43 sentiment: other
video_pk 80970 · mention_pk 198876
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 4:43 · YouTube ↗
Overall sentiment (raw)
Frustrated but engaged
Pros
  • Thematic immersion
  • Engaging narrative
  • Variety of enemies and challenges
  • Sense of adventure
Cons
  • Confusing rulebook
  • Frustrating skill check system
  • Poorly balanced difficulty for fewer players
  • Tedious combat sequences
Thematic elements
  • Mythological
  • Tournament
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Action Points — Players use action points to perform various actions, and managing these points is key to turns.
  • Character progression — Players can gain new weapons, items, and potentially level up abilities, contributing to character advancement.
  • Combat — Turn-based combat involves attacking, defending, and managing character abilities and enemy actions, often with specific rules for different enemy types and attack effects.
  • Initiative tracking — Players choose initiative secretly, then reveal simultaneously, with ties broken by rock-paper-scissors-like mechanics (rock, parchment, double blade).
  • Skill checks — The game relies heavily on skill checks, often involving dice rolls where specific symbols or colors of dice are crucial, with varying success probabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 2:39:01 sentiment: other
video_pk 80970 · mention_pk 198877
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 2:39:01 · YouTube ↗
Overall sentiment (raw)
Challenged
Pros
  • Tactical combat positioning
  • Variety of attack and defense dice
Cons
  • Long combat duration
  • Reliance on lucky dice rolls
  • Tedious enemy actions
Thematic elements
  • Fantasy combat
  • Arena
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — Turn-based combat involving movement, attacks with various dice, defense rolls, and managing character abilities.
  • Dice Rolling — Dice results determine attack success, damage, special effects (like shock, bleed, push), and defense. Different colored dice and symbols have specific meanings.
  • Enemy AI — Enemies have specific movement and targeting rules, influenced by proximity and abilities like 'long reach' and 'outnumbering'.
  • Resource Management — Players manage action points, aura points, health, and consumable items like potions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 2:58:10 sentiment: other
video_pk 80970 · mention_pk 198878
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 2:58:10 · YouTube ↗
Overall sentiment (raw)
Perplexed
Pros
  • Tactical depth
  • Engaging special abilities
Cons
  • Rulebook ambiguity
  • Frustrating luck dependency
  • Slow pace due to rule checks
Thematic elements
  • Fantasy duel
  • Arena
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Aura Points — A limited resource used to enhance attacks or defenses, or potentially for other special abilities.
  • Damage types — Distinction between 'defendable' and 'non-defendable' damage, with the latter bypassing some normal defense mechanics.
  • Enemy Abilities — Enemies have unique stats and abilities, such as reach, magic defense, or specific attack patterns.
  • Magic Attacks — Magic attacks use specific dice (e.g., yellow) and can have effects like pushing or causing injuries, with defense potentially involving specific shields or dodge dice.
  • Movement — Figures have movement values allowing them to traverse the board, with special abilities like 'light movement' or walking on water.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 3:05:22 sentiment: other
video_pk 80970 · mention_pk 198879
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 3:05:22 · YouTube ↗
Overall sentiment (raw)
Frustrated by mechanics, engaged by theme
Pros
  • Interesting scenario design (PvP)
  • Thematic elements (transformation)
  • Meaningful item acquisition
Cons
  • Ambiguous rules
  • High reliance on dice luck
  • Frustrating skill check system
  • Poor player scaling for 2 players
Thematic elements
  • Heroic duel
  • Arena
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Itemization — Acquiring and equipping new weapons that offer different stats and abilities, impacting combat effectiveness.
  • player vs. player combat — A scenario where players must engage in combat against each other, with specific rules for initiative and attack effects.
  • Resource Management — Players manage action points, aura points, and health, making decisions about when to spend resources for better outcomes.
  • Skill checks — Mechanics involving skill checks with specific success thresholds and penalties for failure, influenced by character stats, equipment, and dice rolls.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 3:27:45 sentiment: other
video_pk 80970 · mention_pk 198880
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 3:27:45 · YouTube ↗
Overall sentiment (raw)
Exasperated
Pros
  • Thematic consequences for failure
  • High stakes in combat
Cons
  • Punishing 'fail forward' mechanics
  • Ambiguous damage rules
  • Difficulty scaling issues
  • Player elimination impacting cooperative play
Thematic elements
  • Heroic fantasy combat
  • Arena
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Aura Points — A resource used to modify dice rolls or trigger abilities, often critical for success in challenging encounters.
  • Character Knockout — Players can be knocked out if their health reaches zero, potentially impacting turn order and available actions.
  • Damage types — Distinction between defendable and non-defendable damage, impacting how players can mitigate hits.
  • Skill checks — The game uses skill checks with specific success thresholds that determine outcomes like paralysis, injuries, or resistance to effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 3:38:20 sentiment: other
video_pk 80970 · mention_pk 198881
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 3:38:20 · YouTube ↗
Overall sentiment (raw)
Demoralized
Pros
  • Thematic magic effects
  • Challenging encounters
Cons
  • Frustrating skill checks
  • Unclear magic attack rules
  • High reliance on specific dice
  • Resource limitations
Thematic elements
  • Magical combat
  • Arena
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Magic Attacks — Attacks utilizing magical effects, often with special rules, dice, and damage types (e.g., shock, fire) that may bypass normal defenses.
  • Player vs. Environment — Environmental effects or special scenario rules that influence combat, such as the sorceress moving or performing area-of-effect attacks.
  • Resource Management — Managing aura points, health, and available items like potions is crucial for surviving challenging encounters.
  • Skill checks — Tests of character abilities against specific thresholds, often involving dice rolls modified by equipment and character stats, with varying consequences for success or failure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 3:52:19 sentiment: other
video_pk 80970 · mention_pk 198882
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 3:52:19 · YouTube ↗
Overall sentiment (raw)
Weary but victorious
Pros
  • Satisfying boss defeat
  • Strategic movement options
  • Meaningful item choices
Cons
  • Repetitive combat mechanics
  • Ongoing rule interpretation issues
  • Resource scarcity
  • Lack of player scaling
Thematic elements
  • Fantasy boss battle
  • Arena
  • Adventure
Comparison games
none
Mechanics (from transcript analysis)
  • Aura Points — Used to enhance attacks by adding extra dice or triggering special effects.
  • Boss combat — A multi-stage boss fight with a transformed enemy (dragon) having unique stats, abilities, and attack patterns.
  • Movement and positioning — Players discussed optimizing movement to gain combat advantages like backstabs or to avoid enemy reach and attacks.
  • Resource Management — Managing health, aura points, and items is critical for surviving extended combat.
  • Weapon Swapping — Players can choose their starting weapon and potentially swap them, affecting combat capabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video VBYN67k9I38 Rob's Gaming Table Playthrough at 4:26:18 sentiment: other
video_pk 80970 · mention_pk 198883
Rob's Gaming Table - Malhya: Lands of Legends video thumbnail
Click to watch at 4:26:18 · YouTube ↗
Overall sentiment (raw)
Amused by design, competitive
Pros
  • Unique player vs. player scenario
  • Engaging final challenge
  • Discussion of game design choices
Cons
  • Player scaling issues amplified in PvP
  • Reliance on specific dice results
  • Resource limitations create difficult choices
Thematic elements
  • Player vs. Player Tournament
  • Arena
  • Competitive
Comparison games
none
Mechanics (from transcript analysis)
  • Action economy — Players must make strategic decisions about how to spend their limited action points and aura points for maximum impact.
  • initiative selection — Players secretly choose their initiative order, influencing turn priority in combat.
  • player vs. player combat — Rules specifically for players fighting each other, including initiative selection, attack and defense rolls, and tie-breaking mechanics.
  • Resource Management — Managing health, aura points, and equipment is critical, especially in a head-to-head scenario where resources are scarce.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Repetitive, boring bashing over and over again.
  • The six action points makes it super tight.
  • Non-defendable damage.
  • I'm getting the vibe that this game had that problem which you've seen in some games.
  • It's like a lazy way of like we didn't work the balance of the game out correctly.
  • The rule book being very poorly organized.
  • This is my luck. This is my luck.
  • I just want to know for future situations.
  • We're going to try to kill him first.
  • This is nuts.
  • My God.
  • I just don't know.
  • It's like, yeah, you just roll.
  • This is crazy.
  • My mind is blown.
  • This is like a d12, right?
  • This is a d12.
  • This is so silly.
  • I don't know if that matters.
  • I think it matters.
  • This is my luck.
  • This is disgusting.
  • I hate these skill checks.
  • I hate them.
  • I hate the black dice.
  • This is also crazy.
  • This is not the best viewing experience.
  • This is nuts. Man. Like, I feel like we're doing I always feel like we're doing something wrong.
  • The black dice are just atrocious.
  • I feel like we're doing I always feel like we're doing something wrong.
  • I don't know. Like, I hate these skill checks. I hate them.
  • This is junk, man. This is crazy.
  • So, you're thinking like maybe he's maybe if he's hitting us for only like two extra. So if it was like one undefendable and then he was two health points you just healed or whatever.
  • Yeah, this is nuts.
  • Holy crap, the freaking cats suck.
  • I don't know why I spent a point. I should not have done it.
References (from this video)
No references stored for this video.
Video f6_vz8zQIOs The Dice Tower Preview at 1:24 sentiment: mixed
video_pk 80813 · mention_pk 198118
The Dice Tower - Malhya: Lands of Legends video thumbnail
Click to watch at 1:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Heard a lot of good about this game.
Cons
  • Bad rule book with no index.
  • A lot of work to get through the rule book.
Thematic elements
  • Giant adventure style game where you level up heroes and face dangerous enemies.
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — Face dangerous enemies.
  • Leveling up — Can level up your heroes.
  • Save system — Save your progress easily.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tidal Blades 2 is my favorite of the ones here.
  • check out Too Many Cats cuz not a lot of people have.
References (from this video)
No references stored for this video.
Video AzGx646run4 Playthrough at 0:16 sentiment: mixed
video_pk 80763 · mention_pk 197824
Malhya: Lands of Legends video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game has a relatively quick setup for new scenarios.
  • The game has interesting mechanics like stealth and combat.
  • The progression through scenarios and discovery of new areas is engaging.
Cons
  • The game can be punishing with enemy actions and dice rolls.
  • Some mechanics or rules can be confusing or require frequent referencing.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — The game involves combat encounters with enemies.
  • crafting — Players can craft items using collected materials.
  • Dice Rolling — Dice are used for various tests and combat resolution.
  • looting — Players can search for items and gain loot during the game.
  • Movement — Players have movement points to navigate the game board.
  • scenario progression — The game progresses through different scenarios indicated by numbers in a book.
  • Stealth — The game features a stealth mechanic where players try to avoid detection by enemies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We are in stealth, I believe, based on the stealth board being out here.
  • It feels like they're going to get too crazy too quickly.
  • I wish the other problem is if we knew what the story entry was here.
  • I don't think it's worth tossing all the plants and probably still failing or or something bad still happening cuz we don't know what the successes are.
  • I don't think we need to do that.
  • This is quite rough.
  • We're going to get wrecked. So, just wreck me.
  • We're going to read 153.
  • Don't put pressure on yourself to play variety. Like, do whatever you want to play.
  • I feel like it always like I don't know.
  • I don't know. I don't think he can hit me at all.
  • I don't think he can hit me at all.
  • I don't know. You roll a black dye. You block nothing, but you do block one.
  • Yeah. So, I take two.
  • So, I take two.
References (from this video)
No references stored for this video.
Video dAALCl3NiLE ON TABLE Board Games Playthrough at 0:00 sentiment: positive
video_pk 43028 · mention_pk 130888
ON TABLE Board Games - Malhya: Lands of Legends video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Enormous campaign scope with vast, immersive world-building and narrative potential
  • Rich branching storytelling through a paragraph-based scenario system
  • Dynamic exploration that uses day/night and weather to shape play
  • Tactical combat with varied dice pools, weapon effects, and upgrade paths
  • Cooperative play with individual character arcs and group decision-making
  • Merchant interactions, market management, and quest-driven rewards
Cons
  • High complexity and learning curve for new players
  • Prototype/demo content may differ from the final product, creating uncertainty
  • Rule density can slow early sessions as players orient themselves
  • Balance may vary across encounters due to table-driven design and content scope
  • Dice-driven outcomes introduce luck, potentially dampening precision-focused play
Thematic elements
  • Exploration, cooperative dungeon-crawl, campaign-driven storytelling with a strong emphasis on narrative branching and world-building.
  • A fantasy world centered on the land of Malia, depicted on a vast world map with villages, temples, and ruins, where players explore, quest, and contend with dangers as a team.
  • Branching, paragraph-driven scenario progression that ties reader-friendly narrative blocks to numbers or cards, generating multiple potential outcomes.
Comparison games
  • other adventure games
  • dungeon crawlers
  • generic dungeon crawl prototypes
Mechanics (from transcript analysis)
  • Character tests and attribute checks — Tests are driven by character attributes and can be augmented with abilities or spent actions. Success or failure directs the story to new paragraphs.
  • Combat system with initiative and dice pools — Combat uses initiative to determine order, with players rolling action dice and power dice. Weapons provide special effects and can modify success outcomes depending on spent action points.
  • Combat: Dice — Combat uses initiative to determine order, with players rolling action dice and power dice. Weapons provide special effects and can modify success outcomes depending on spent action points.
  • Day and Night cycle — A persistent cycle governed by a dedicated day deck. The cycle determines which areas are accessible, which events trigger, and how resources are spent as the team moves across the map.
  • Deck-driven exploration — Two linked decks (day deck and event deck) guide the exploration flow, offering location indicators, terrain types, and narrative prompts that drive paragraph progression.
  • Dice Placement — Enemies have variable stats and may be upgraded with tokens. The number and placement of enemies depend on the encounter table and number of players.
  • Encounter pacing and terrain effects — Encounters balance exploration, combat, and narrative moments. Terrain features influence line of sight, movement, and tactical options.
  • Enemy variety and table-driven placements — Enemies have variable stats and may be upgraded with tokens. The number and placement of enemies depend on the encounter table and number of players.
  • Item discovery and equipment upgrades — Loot drops and merchant purchases expand a character’s toolkit, offering new capabilities and synergies for combat and exploration.
  • Narrative Choice — A paragraph-based system where the party reads and resolves outcomes by following numbers from cards to specific paragraphs in the campaign book, shaping the adventure's path.
  • Progression through a modular campaign board — Campaign progression is modular and branching, enabling unlockable content, alternate routes, and evolving encounters across sessions.
  • Resource Management — Healing relies on items like yellow and red drinks, potions, and elixirs. Wounds require specific remedies and timing to recover fully.
  • Resource management and healing — Healing relies on items like yellow and red drinks, potions, and elixirs. Wounds require specific remedies and timing to recover fully.
  • Resource-based risk/return decisions — Gold and items present meaningful trade-offs: spending them can unlock powerful options but can also jeopardize future survivability if misused.
  • Scenario book / paragraph-based progression — A paragraph-based system where the party reads and resolves outcomes by following numbers from cards to specific paragraphs in the campaign book, shaping the adventure's path.
  • Stun, shields, and defense mechanics — Damage resolution includes stuns and shields; outcomes depend on defense rolls and the type of attack, affecting wound allocation and character health.
  • Symbol-driven map navigation — Certain action cards carry symbols that guide map navigation and determine which encounter or paragraph is activated next.
  • Team-based cooperation and role allocation — Multiple heroes share the map. Cooperative decision-making and coordinated actions influence movement, combat positioning, and quest outcomes.
  • Travel tokens and movement — Movement on the world map is managed by team tokens and travel tokens; weather and terrain affect how far and how quickly the team can travel between locations.
  • Variable Map — Certain action cards carry symbols that guide map navigation and determine which encounter or paragraph is activated next.
  • Village event economy — Villages present a microcosm of activity: games of skill, merchants, and items. Outcomes affect gold, inventory, and subsequent narrative paragraphs.
  • Weather system — Weather is dynamic and can be sunny or bad, influencing travel costs and encounter difficulty. Weather cards are drawn from an event deck and then matched to current conditions on the map.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this adventure will not appear in final version of this game
  • malia lands of legends is a huge adventure game
  • this game offers you a huge dungeon crawler with a fantastic world
  • i'm so curious to find out what else will be inside this final version of this game
  • if you like a huge dungeon crawlers with a fantastic world i think you should check out malia lands of legends
References (from this video)
No references stored for this video.
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