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52 Realms: Adventures box art

52 Realms: Adventures

Game ID: GID0453359
Game Info
Year
2024
Players
1
Age
8+
Playtime
20 min
Complexity
1.5/5
Collection
Your Tier
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Description

A solo dungeon crawl print-and-play card game where players use a standard 52-card deck to navigate dungeons fighting monsters collecting loot and facing the final boss

Description

A solo dungeon crawl print-and-play card game where players use a standard 52-card deck to navigate dungeons fighting monsters collecting loot and facing the final boss

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 5 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–6 of 6
Video xCE-ForhXH4 slickerdrips Top List at 12:18 sentiment: positive
video_pk 86609 · mention_pk 224647
slickerdrips - 52 Realms: Adventures video thumbnail
Click to watch at 12:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic print and play
  • Solo dungeon crawling
  • Fast playing and addictive
  • Satisfying combat decisions
  • Rewards can be taken as points or items
  • High replayability through character and map combinations
  • Only requires a standard deck of cards and printed components
Cons
  • Kickstarter exclusive elements might be hard to get
  • Potential for expansion content to be gated
Thematic elements
  • Solo dungeon crawling
  • Dungeon
Comparison games
  • Waypoint Aquamarine
  • Scribbly Gum
  • Koala Baby Rescue
  • Tomb of the Wandering Soul
Mechanics (from transcript analysis)
  • Combat — Card-based combat against enemies with unique suits and HP.
  • Deck Building — Players use a deck of cards for actions, items, and combat.
  • Dungeon Crawl — Players move through a dungeon, encountering events and enemies.
  • Resource Management — Managing strength, equipment, and wounds.
  • Set Collection — Collecting loot from battles as points or new items.
  • Solo Play — Designed specifically for one player.
  • Variable player powers — Each character has their own set of abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it is my favorite game of the year and probably of many years
  • just for bringing slay the Spire kind of accurately like adapting it so well to the tabletop I would be so so impressed just with that
  • the fact that we can also play it cooperatively and that like ra can join me on these runs just makes it Excel just makes it sing
  • I can't fault it in any way whatsoever
  • there's so many good things it's really hard to cut it down
  • we're starting out with number 10 but I'm going to say the numbers wrong in a minute because I'm reading off a spreadsheet and I've done row numbers wrong
  • I mainly play solo or two players uh and a lot of the two players is not exclusively but a lot of it is cooperative games
  • if they are competitive then there is little to zero like negative interaction between the players no Fighting No Stealing anything like that have zero interest in doing that against another player
References (from this video)
No references stored for this video.
Video c5r2mefPR2Q UndeadVikingVideos Discussion at 26:43 sentiment: positive
video_pk 85601 · mention_pk 219808
UndeadVikingVideos - 52 Realms: Adventures video thumbnail
Click to watch at 26:43 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • It's a deck of cards.
  • It's likely very good.
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
  • Deck Building — Described as a 'deck of cards'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It was fantastic. It was just there was so much stuff going on that was really enjoyable.
  • Well, I think there's that one Warhammer guy that syn There's some synthesizer show synthesizer synthesizer shows that I watch that have been around for a long time.
  • We must slay them.
  • Thanks for nothing, Danny Nunan.
  • It's like, Oh, honey, I'm so sorry.
  • This is the longest running weekly live stream thing held on YouTube 10 years or so in a row.
  • Americans don't even like America.
  • It's not like we're keeping track here yeah, who's keeping score
  • Oh, really? Runner up code names.
  • You don't make a podcast.
  • I mean, the definition I don't even know what you're saying.
  • You're just making up words.
  • So defeist.
  • Yeah, that gumballs.com. They suck.
  • This is not a good website.
  • The two eyes are swords.
  • It's like, how does anybody know this guy exists?
  • I'm always impressed when things like that exist.
  • Oh, yeah. I guess you can. Yes, you can. But that's not the same because podcast is a different
  • It's like, oh, you know, use use use non like you have didn't make this game colorblind uh friendly.
  • Be excellent to one another as Bill and Ted would say.
  • The fact that the dice rolls were so unlucky against me.
  • I love the game, but it's when those dice rolls don't go your way.
  • It's like, Oh, you know, should he fight the wolves or should he run away?
  • This is the most evil, most powerful terrorist organization in the world that never wins.
  • It's like, 'No, nobody's died. This is realistic.'
References (from this video)
No references stored for this video.
Video cNErrUYOPno Playthrough at 0:00 sentiment: mixed
video_pk 78094 · mention_pk 189336
52 Realms: Adventures video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Mix and match content with new maps and characters
  • Print and play, accessible with basic components
  • Engaging mechanics like equipment fusion and the clock
  • Satisfying combat when successful
Cons
  • Lost the final boss fight due to running out of time/cards
  • The 'winding passages' mechanic can be unpredictable
  • Difficulty in managing wounds and equipment simultaneously
  • Player made a strategic error in pathing, leading to a loss
Thematic elements
  • Surviving and defeating the clockmaker
  • Mysterious clockmaker's labyrinth
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — When using the tinkerer's 'spare parts' ability or gaining items/equipment, players draw multiple cards and select one.
  • cooperative play — Although played solo in the video, the mechanics and themes suggest a cooperative or solo experience where the player aims to defeat a boss.
  • Deckbuilding — While not explicitly called deckbuilding, the game involves drawing cards for equipment, loot, and passages, and managing the discard pile, with elements of drawing and placing cards.
  • Dice Replacement (Cards) — Cards are used to determine enemy stats, attack values, passage requirements, and rewards, acting as a randomized element similar to dice.
  • Equipment Fusion — Players can combine equipment cards to create a single card with the sum of their ranks, increasing power.
  • Hand Management — Players manage their hand of equipment cards, deciding which to exhaust for actions like traversing passages or attacking enemies.
  • Modular Board — The game utilizes different maps and characters that can be mixed and matched, creating a modular experience.
  • Press Your Luck — Elements like scavenging the discard pile before knowing the enemy's attack, or choosing to risk damage for a reward, are present.
  • Resource Management — Players manage wounds, equipment, and a central 'clock' mechanic which impacts gameplay.
  • Set Collection — The Hunter character has a 'trophy collection' mechanic where defeating enemies with specific card ranks can earn points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I've been commissioned by Postmark Games to do another video for 52 Realms.
  • And I'd say if you're completely new to 52 Realms Adventures, I'm going to be explaining what I'm doing here as I'm doing it, but maybe that first map might be an easier introduction.
  • But yeah, I'm excited to be back because this was one of my favorite games of last year.
  • So, it's not a straight path through this stuff.
  • So, the passages are 12. I've got exhaust equipment equal to or greater than 12 to pass through this passage.
  • So, we are fighting enemy A. A means whatever the rank of the enemy is, it's five more than that is its HP.
  • So, I think I'm going to block with an eight. So, he attacked me for seven. I blocked with eight.
  • So, he's doing clubs. Attack X. If not damaged, increase the clock by one.
  • So, I can do 14 damage. I've got no equipment though like ready. So you are done.
  • The loot doesn't matter because I lost.
  • I was so close as well.
  • I didn't ever fail at a passage.
  • But there we go. That is some more 52 Realms adventures.
  • I'd like to do another one with the hunter to be honest.
References (from this video)
No references stored for this video.
Video kqUW4_MKnsI Playthrough at 0:01 sentiment: positive
video_pk 78092 · mention_pk 189334
52 Realms: Adventures video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Mix and match maps and characters for lots of combos.
  • Flooding mechanic makes enemies and rooms behave differently.
  • Sneak attack allows taking enemy cards as loot.
  • Flurry ability adds significant attack power.
  • Poison coating is very effective for boosting card ranks.
  • The game feels like it's improving with more plays and understanding of mechanics like flurry.
Cons
  • Running out of cards leads to a loss.
  • Taking too many wounds leads to a loss.
  • Flooded rooms can cause card destruction if ending turn there.
  • Shuffling cursed cards back into the deck can be problematic.
  • Taking a wound to move again might not be ideal.
  • Some enemy abilities can be disruptive, like discarding cards or exhausting equipment.
  • The boss room flooding is very bad.
Thematic elements
  • Solo dungeon crawl
Comparison games
none
Mechanics (from transcript analysis)
  • Combat — Involves attacking enemies with equipped cards, defending against attacks, and managing enemy actions.
  • Deck Building — The game involves drawing cards from a shuffled deck to determine items and enemies.
  • Hand Management — Players draw and hold equipment cards, deciding which to use and when to exhaust them.
  • Modular Board — The game features different maps and characters that can be combined.
  • Press Your Luck — Decisions about when to take risks, like attacking with a low-ranked card for a sneak attack, or resting to recover equipment.
  • Resource Management — Managing card exhaustion and abilities like 'Strength Potion' to optimize actions.
  • Set Collection — Collecting loot or equipment cards can contribute to victory points or player capabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If I defeat an enemy by attacking with an equip of rank five or less, I can take the enemy card as loot.
  • My final score 7 15 28 35 45 54 67 80 91 which I feel very good about.
  • The the tougher enemies earlier on that got sneak attacked and put straight in here. Made better use of the flurry and the sneak attack this time. And poison coating just oh so effective.
References (from this video)
No references stored for this video.
Video 5RO1eCYdDe4 Playthrough at 0:01 sentiment: positive
video_pk 78093 · mention_pk 189335
52 Realms: Adventures video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • New map and characters available, allowing for mix-and-match play.
  • The trophy collection mechanic provides good end-game scoring.
  • Equipment management and refreshing is strategically important.
  • The clock mechanic adds a layer of tension and affects gameplay significantly.
  • Successfully reaching the end and defeating the boss felt rewarding.
Cons
  • Taking too much equipment might hinder reaching the end.
  • The 'wind' mechanic (diamond suit) can become deadly if the game goes on too long.
  • Failing to traverse corridors leads to penalties (increase clock, gain loot).
Thematic elements
  • dungeon crawling
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — During encounters, players draw three cards and choose one to keep, often deciding between an enemy or a reward.
  • Clock Mechanic — A central clock that influences rewards, enemy actions, and potentially player penalties.
  • Deck Building — Implied by drawing and discarding cards, managing equipment, and shuffling discard piles back into the deck.
  • Hand Management — Players draw cards and choose which to use for combat, rewards, or items, and manage equipment.
  • Modular Board — The game features multiple maps and characters that can be mixed and matched.
  • Print and play — Described as a 'print and play dungeon crawling solo game'.
  • Push Your Luck — Decisions about traversing corridors, engaging enemies, and managing wounds involve inherent risks.
  • Set Collection — The 'trophy collection' mechanic where defeating enemies with unique ranks grants points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a print and play dungeon crawling solo game
  • The clockmaker Labyrinth it's a bit different to the other Maps if you haven't seen the other playthrough there are no arrows through the corridors we can go any direction we like
  • The clock that's going to matter for rewards for certain rooms for how enemies might act we want it to be low
  • whenever you take a wound refreshing equipment trophies whenever you defeat an enemy you can place it in your trophy collection if its rank doesn't match a card already in there
  • The clock maker is a Clockwork gnome uh oh we haven't HP it's a SE boss so rank plus 15 23 Health
  • The points on your loot cards and then for the hunter only points equal to twice the number of cards in your trophy collection
  • so we actually got to the end here so the points are two points for every item you had left none of them the points on your loot cards and then for the hunter only points equal to twice the number of cards in your trophy collection
References (from this video)
No references stored for this video.
Video 2mWdwHokrWU Rules Teach at 0:01 sentiment: positive
video_pk 78095 · mention_pk 189337
52 Realms: Adventures video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Replayability through different maps and characters.
  • Engaging combat system.
  • Satisfying loot and scoring system.
Cons
  • Risk of running out of cards or taking too many wounds.
Thematic elements
  • print and play dungeon crawler
  • castle
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose between actions like attacking, defending, resting, or using special abilities.
  • Combat — Involves drawing cards to determine enemy rank and player reward, managing HP, and using equipment for damage or defense.
  • Curse cards — A negative effect drawn when an Ace appears, which can be mitigated by certain items like health potions.
  • Deck Depletion — Losing if the deck runs out and you need to draw a card.
  • event cards — Drawing cards that trigger specific events based on suit, sometimes presenting challenges or opportunities.
  • Hand Management — Drawing cards to use as items, loot, or equipment.
  • Modular Board — The game uses different maps, and different characters will have their own quirks, paths, events, and enemies.
  • Player Progression — Starting with basic equipment and potentially gaining more powerful items and loot throughout the game.
  • Press Your Luck — The host mentions the tension of drawing cards for events or enemy actions, and the potential for negative outcomes like curses or wounds.
  • Print and play — The game is a print and play, available via Kickstarter, with files provided upon backing.
  • Push Your Luck — Deciding whether to take on more fights for potential rewards or play it safe.
  • Resource Management — Managing equipment cards, health, and potentially curses.
  • Set Collection — Collecting loot cards for points at the end of the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a race against time and wounds to try and get as much loot as possible at the end of the game.
  • It's risky like if you go for more fights you'll get more loot but you don't want to run out of cords.
References (from this video)
No references stored for this video.
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