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Clandestine box art

Clandestine

Game ID: GID0453235
Game Info
Year
2025
Players
1-5
Age
14+
Playtime
120 min
Complexity
2.8/5
Collection
Your Tier
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Mechanic profile
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Description

A thematic strategy game where players command secret societies using mancalas and rondels to maximize intrigue

Description

A thematic strategy game where players command secret societies using mancalas and rondels to maximize intrigue

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video HSPDSxQ0-NM Review at 0:00 sentiment: positive
video_pk 74200 · mention_pk 178586
Clandestine video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Crazy rondel with Mancala mechanism
  • Changing city layout based on player count
  • Deep strategic manipulation of meeple paths
  • Asymmetrical factions with unique abilities
  • Multi-use cards (secrets and relics)
  • Strong game ramp-up
  • Variable powers offer high replayability
  • Engaging ascension track for progression
  • Intriguing end-game scoring system
Cons
  • Prototype components may not fit together exactly
  • Chaos accumulation is negative and limits actions
  • Relying on relics seems less likely to end the game than ascension
  • Advanced factions like Serpent Keepers seem more complex
  • Tracking meeples and actions can take time for some players
Thematic elements
  • Secret societies influencing city goings-on
  • A city
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players identify and choose one of the locations to activate and calculate the power at which to activate it.
  • Area Control — Players add their own set of chambers to the board, which are actions only they can take.
  • Deck building — Secret decks improve as players level up, with set-aside secrets shuffled in.
  • Mancala — A Mancala mechanism is used for moving actions.
  • Player Progression — Ascending (leveling up society) is a core concept, increasing hand size and resource turning-in capabilities.
  • Resource management — Players manage coins, relics, and energy as resources.
  • Rondel — A crazy rondel is a headline feature, forming on the outside public area.
  • set collection — Secret cards have set collection symbols that can be turned in for ascending.
  • Variable player powers — Factions are unique with unique decks and powers, leading to asymmetric gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The big headline here is this crazy rondel that we're going to be talking about that uses a Mancala mechanism as well.
  • A huge huge part of the game is manipulating the paths that all these meeples take to try to set yourself up for some huge actions.
  • The core concept of the game aside from scoring points.
  • The variable powers, they're huge. They're hugely different.
  • The game, we think, really ramps up quite a bit.
  • Until next time, though, make sure everyone has fun at the table, and we'll see you then.
References (from this video)
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