Game Info
Year
2026
Players
1-4
Age
14+
Playtime
90 min
Complexity
3/5
Collection
Your Tier
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Description
A dark fantasy campaign board game where players defend the port town of Westarch from marauders with deep character customization
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 2 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video DkPILbilqK8
Meet Me At The Table Playthrough at 0:06 sentiment: positive
video_pk 81613 · mention_pk 203541
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The ability to customize characters and change how they fight.
- The color-coded dice system is phenomenal.
- The game has a lot of lore and narrative decisions that affect the outcome.
- The modular board adds replayability.
- The skills and abilities offer diverse playstyles.
- The town phase adds depth with crafting, healing, and upgrades.
Cons
none
Thematic elements
- Tabletop skirmish with lore and narrative decisions.
- Narrative decisions affect the outcome of the game.
Comparison games
- Rolling Solo playthroughs
Mechanics (from transcript analysis)
- character customization — Players can choose skills, abilities, and gear for their characters, allowing for different playstyles.
- Combat — Combat involves rolling dice against enemy defenses, with mechanics like critical hits, flanking, and status effects (bleed, burn, slow, immobilize, disarm, break).
- Corruption Track — A track that advances, potentially making enemies stronger if not managed by dispelling corruption tokens.
- Dice Rolling — The dice used are color-coded (12-sided are yellow, 8-sided are red, 6-sided are green).
- Injury system — Characters can gain injuries that carry over to future turns or battles, affecting their abilities.
- Modular Board — The game board is made up of modular tiles that are laid out based on the specific mission.
- Resource Management — Characters utilize different resources like energy, mana, focus, and fury to activate abilities.
- Town phase — Players can visit buildings like the healer, blacksmith, and guild to craft items, heal injuries, and gain new abilities or quests.
- travel phase — Includes drawing event cards (road, forest, plains) that can introduce challenges or opportunities during travel.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The amount of things you can do with your character is pretty awesome. And it gives you the ability to change up how these characters fight.
- I think that's a phenomenal idea instead of making every single die the same color and having to fumble through trying to find all the right dice.
- This could be the worst plan ever.
- I got a crit. Guys are crit machines.
- This is the most bonkers part about this is I jumped out of stealth, stabbed him right in him, then I ran underneath him and I'm hiding again.
References (from this video)
No references stored for this video.
Video SKXgpIOl_mU
One Stop Co-op Shop Review at 0:02 sentiment: mixed
video_pk 78785 · mention_pk 191898
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Core dice-based combat with multiple dice sides and the possibility of critical hits.
- Ability to overlay acquired abilities for ongoing character improvement.
- Fate cards cleverly combine initiative and activation into a single mechanic.
- Allied substitution and campaign/settlement progression add depth and variety.
- Distinct boss and minion interactions with scenario-specific dynamics.
Cons
- Dice outcomes can be swingy, leading to frustration when results are poor.
- Enemy activation and resolution can feel lengthy and fiddly.
- Action economy is quite basic for a dungeon-crawler boss battler, which the host notes as not his preferred style.
- The bells and whistles can feel unnecessary or overwhelming for some players.
- Prototype components and rule ambiguities (e.g., fatigue dispelling) are not fully resolved in the video.
- Miniatures arrived on bases that required glue, which the host disliked.
Thematic elements
- explanatory and demonstrative
Comparison games
- Gloomhaven
- Tidal Blades 2
- Kingdom Death: Monster
Mechanics (from transcript analysis)
- Allies / fill-in characters — Allied characters can substitute for main characters and can level up with the party.
- Blood deck hit resolution — After dealing damage, a blood card is drawn to determine exact hit location and related effects.
- Campaign vs scenarios — Gameplay can be run as a campaign or as standalone scenarios.
- Combat: Damage Based — Hit outcomes can cause knockdowns; fatigue affects performance and requires dispelling or recovery actions.
- Combat: Dice — Combat uses different dice (D4, D6, D8, D10, D12) with crits on high results, influencing hit chance and damage.
- Corruption tracker — A round-based tracker that, when advanced to the top, makes enemies more powerful and corrupted.
- Dice-based combat with multiple dice types — Combat uses different dice (D4, D6, D8, D10, D12) with crits on high results, influencing hit chance and damage.
- Equipment switching and bonuses — Characters can switch equipment (e.g., weapons) to alter dice and damage, with some bonuses on use.
- Fate cards (initiative and activation) — A card dictates activation order (minions, heroes, leader) and what each side does for the current scenario.
- Gambit tokens — Gambits (represented by tokens) can be used at round start to gain strategic options, such as extra movement.
- Hit location and armor interaction — Blood cards and armor determine how much damage is actually taken, with possible armor mitigation.
- Knockdown and fatigue — Hit outcomes can cause knockdowns; fatigue affects performance and requires dispelling or recovery actions.
- Line of Sight — Range and line of sight affect which targets can be attacked and from where.
- Line of sight and range concepts — Range and line of sight affect which targets can be attacked and from where.
- Resource systems (Focus, Fury/Overpower) — Each hero generates and spends resources (Focus, Fury/Overpower) to activate special abilities.
- Settlement upgrades — Town-phase progression where settlements can be upgraded to grant more abilities.
- Three actions per turn per character — Each hero has three actions per turn and can repeat actions; movement, attack, and other actions are configurable.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Bloodwork is, like I said, a campaign adventure combat game.
- I'll share my thoughts at the end of the video on what I like and what I'm not so sure about in the system.
- This is not the type of game that I love playing.
- Bloodwork has some cool stuff going on.
- It's a bit too swingy for my taste.
- For those big dungeon crawler boss battler lovers out there, this might be the exact right game for you.
References (from this video)
No references stored for this video.
Video 685qY8QGVws
Meet Me at the Table Playthrough at 0:04 sentiment: positive
video_pk 78784 · mention_pk 191897
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- prototype status provides flexibility and room for changes
- engaging phase structure with town/travel/combat
- branching narrative with meaningful choices
- strong combat with high damage and combos
- loot/gear upgrades via blacksmith store
Cons
none
Thematic elements
- quest to cleanse an altar and confront corrupted knights and undead threats
- Morana/Demiark world with Westark, Zelgarin knights and Orc tribes
- branching narrative with consequences based on player choices
Comparison games
none
Mechanics (from transcript analysis)
- Blood deck for crits — critical hits trigger blood cards that modify the damage total and add effects
- Character progression — players level up heroes with primary and secondary skill points and gain new abilities
- combat dice and damage — combat uses dice with crits, overpower, and blood cards to determine damage and effects
- Corruption track and shades — a corruption track advances; corrupted enemies and shades can influence battles and add complexity
- Energy/Mana resource — abilities cost energy; some abilities generate energy or interact with energy, focusing on resource management
- Injury and fatigue — mercenaries accrue injuries and fatigue; mend actions remove fatigue and can heal minor injuries
- Loot and equipment — blacksmith shop lets players draw and purchase equipment using leather, wood, copper, and gold; items are two-sided
- Mood cards and morale — morale tokens and mood cards grant bonuses or special effects; some can be discarded for powerful effects
- Phase system — three phases per playthrough: town phase, travel phase, and combat phase, each shaping how the game unfolds
- Resource Management — abilities cost energy; some abilities generate energy or interact with energy, focusing on resource management
- Sacred relic and altar cleansing — a sacred relic is carried to an altar to cleanse corruption and influence the board state
- Status Effects — burn, bleed, corruption, and other tokens affect combat and upkeep of the party
- Stealth — a rogue character can enter stealth; enemies can attack or be targeted; attacking from stealth may require faith or wit checks
- Track Advancement — players level up heroes with primary and secondary skill points and gain new abilities
- Travel/encounter system — travel phase uses a map with forest/plane/road events; encounters are drawn from decks based on chosen paths
- Variable Phase Order — three phases per playthrough: town phase, travel phase, and combat phase, each shaping how the game unfolds
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is of course a prototype, so everything you see is subject to change as the game found page goes forward and the game comes closer to fruition.
- I'm really happy that he's allowing me to film more of this for you.
- there are three different phases, which also really are fun, and each one plays a role in the way the game unfolds.
- So this is kind of what I talked about in the earlier video. As you can see here, this is a branching path mission, and we have to decide if we want to go with the Zelgar Knights or the Orcish tribes.
- This game is awesome.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3