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Oath: New Foundations box art

Oath: New Foundations

Game ID: GID0453347
Game Info
Year
2026
Players
1-6
Age
10+
Playtime
90 min
Complexity
4/5
Collection
Your Tier
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Description

Expansion for Oath adding family lineages hundreds of new cards and revised systems for building resilient empires.

Description

Expansion for Oath adding family lineages hundreds of new cards and revised systems for building resilient empires.

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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 F1GY_MPpvzs Box of Delights Analysis at 0:00 sentiment: positive
video_pk 87633 · mention_pk 229383
Box of Delights - Oath: New Foundations video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds solo, two-player, and co-op modes.
  • The order deck offers a responsive and simple way to manage an automated opponent.
  • Boosted actions and suit mechanics provide innovative gameplay for solo/co-op.
  • The design aims to make the automated opponent feel reactive to the game state rather than purely random.
  • Focuses on making the player's turn quick and engaging.
Cons
  • Very early in the design/development cycle, availability is late 2025.
  • The order deck is just one module, not a complete game on its own.
  • Solo play may not offer as much challenge without additional supporting components.
  • The complexity of Oath makes designing an AI opponent challenging.
Thematic elements
Comparison games
  • GMTs coin games
Mechanics (from transcript analysis)
  • Automated Opponent (Order Deck) — Controls the actions of an automated opponent through a deck of cards.
  • Card Play (Advisors) — Advisors can be played by both human players and the automated opponent, influencing available suits and actions.
  • Mood System — The automated opponent's mood influences the type of actions they will take, reacting to game state and objectives.
  • New Victory Conditions — Discussed as a necessary component for solo and co-op play.
  • player interaction — The design aims for the automated opponent to interfere and act as chaotic interference in multiplayer games.
  • Resource Management — The automated opponent's actions are influenced by the management of resources like favor and secrets, which can be used to boost actions.
  • Site Overlays — Mentioned as a mechanic in New Foundations that conflicted with an earlier design idea (Shadow Sites).
  • Suit Actions — Actions are associated with suits (e.g., Arcane, Discord, Nomad), which are tied to the automated opponent's mood and available advisors, influencing boosted actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is just a single module, all right. This is a small part of what makes up this expansion for the co-op for the solo.
  • There's no artificial intelligence, it's not that complex all right, but here's an example Circ command we could build logic into an AI opponent that says right o Coper devotion needs the B of the darkest secret.
  • It's not purely random, it's driven by the game state, but it is absolutely incidental. It's not AI to any stretch of the imagination, but it's still doing smart stuff.
References (from this video)
No references stored for this video.
Video SQWgr7CKVHY The Cardboard Herald Interview at 30:03 sentiment: positive
video_pk 82003 · mention_pk 205498
The Cardboard Herald - Oath: New Foundations video thumbnail
Click to watch at 30:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Keeps core mechanics intact while enabling growth
  • Allows deeper storytelling and longer-term player investment
  • Preserves the design ethos of Oath while enabling future expansions
Cons
  • Complexity can increase with added layers
  • Careful balance required to avoid overpowering base strategies
Thematic elements
  • Array
  • Expansion for Oath that deepens systems and memory of decisions
  • Consolidates and expands the world-building approach of Oath while keeping it design-driven
Comparison games
  • Oath
  • Root
  • Arcs
Mechanics (from transcript analysis)
  • Asymmetry research / new roles — Considers creating asymmetrical roles without overwhelming the core design
  • Extended base into modular expansions — Designed to keep core game intact while allowing new modules to enter without breaking balance
  • Modular Board — Designed to keep core game intact while allowing new modules to enter without breaking balance
  • Relic system revision — Relics cost variable supply; early relics can shape strategy, late relics shape late-game identity
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Oath does not have any written backstory. There is no world in Oath and it's because the game is designed for the players to generate that world."
  • "This is a six, seven, eight-year project. This is going to be a very large undertaking if we were to do it well."
  • "The expressiveness of a design is the key; two things are crucial: intention and how content can be introduced without diluting the core experience."
  • "What we did is we treated the game as a big DOT release, this is Oath 1.1. It's Oath Revised."
  • "Root was this lesson that if you have a game that is successful, that engages an audience, and you're part of that dialogue whether or not you want to be there."
References (from this video)
No references stored for this video.
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