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Ashes & Amber box art

Ashes & Amber

Game Info
Year
2026
Players
1-4
Age
14+
Playtime
160 min
Publisher
David's Games
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

Players guide a civilization through five historical eras by building stacks of cards representing cities while navigating catastrophes and earning accomplishments across 500 plus unique cards with asymmetric personal decks

Description

Players guide a civilization through five historical eras by building stacks of cards representing cities while navigating catastrophes and earning accomplishments across 500 plus unique cards with asymmetric personal decks

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 2 · mix 2 · neu 0 · neg 0
Mentions per page
Showing 1–5 of 5
Video r80slm_TlZI The Broken Meeple Review at 0:24 sentiment: mixed
video_pk 161086 · mention_pk 438543
The Broken Meeple - Ashes & Amber video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Interesting concept of civilization rise and fall
  • Fantastic and beautiful artwork
  • Includes component boxes that help with organization
  • Player aids are included and helpful
  • Not particularly difficult to learn
  • Decent amount of depth and things to think about
  • Lots of unique cards from an art perspective
  • 19 unique tribes add asymmetry and replay value
  • Feels innovative compared to other new releases
Cons
  • Card abilities are not varied enough, leading to repetitive gameplay
  • Many cards are simply resource icons with little unique function
  • Lack of player interaction makes it feel like multiplayer solitaire
  • The game's core loop can feel recycled
  • Artwork has some AI generation concerns
  • Component boxes are cardboard and require assembly
  • The tutorial video is hit and miss
  • Feels more like a solo game, not recommended for 3-4 players
  • Cost to do anything is high, limiting card acquisition
Thematic elements
  • The rise and fall of civilizations
Comparison games
  • Fruity Ages
  • Terraforming Mars
  • Ark Nova
  • Innovation
  • Imperium
  • Feast for Odin
Mechanics (from transcript analysis)
  • Card Drafting/Acquisition — Players acquire other cards using resources, and cards themselves can be currency. The drawing of cards is dictated by the number of cities and starting amber card.
  • End-game scoring — Victory points, called Utopia points, are scored through collected cards, but can be eroded by death cards.
  • Hand Management — Players manage a hand of cards, using some for currency and others for effects, while needing to discard cards from cities to acquire new ones.
  • Press Your Luck — Players must decide which cards to protect and which to let burn, with the ash acting as a temporary currency.
  • Resource Management — Cards represent resources like engineering or food, which are used to acquire other cards or build cities.
  • Set Collection — Players collect cards to build up cities and achieve objectives.
  • Variable player powers — The tribe cards introduce asymmetry, providing unique starting conditions and card options for each player.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This one talks more about the rise and fall of civilizations where essentially you are building up cities for your civilization.
  • It's a concept I have not seen in another Civilization card game.
  • The cards just simply aren't varied enough. I mean, most of them are just the same thing.
  • The actual gameplay loop itself is a little bit repetitive. You know, you are basically doing the same thing each round.
  • This game badly needs these in to give it any kind of asymmetry and to add a little bit to the variety and just make the game play a little bit more interesting.
  • Overall, Ashes and Amber is it's an an odd one. It the concept is great.
  • I don't think it works multiplayer. I think there's not enough interaction in the game to make you want to play it with other players, unless you use very specific tribes, which is not the reason you would get the game.
  • It feels basically more like this is a solo optimization card game with a cool idea of a theme, you know, put onto it.
  • Overall I'm giving this one a strong six out of 10. It's an above average card game, which could actually get to seven out of 10, I think.
  • It's a hit and miss, but I'm giving it a 6 out of 10.
References (from this video)
No references stored for this video.
Video LKE6-yf1K4I Brettspielblog - Die besten Brettspiele im Test Other at 11:45 sentiment: positive
video_pk 160244 · mention_pk 438453
Brettspielblog - Die besten Brettspiele im Test - Ashes & Amber video thumbnail
Click to watch at 11:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Awesome cover art
  • Super cool illustration
  • Artwork is stunning
  • Thematically neat integration of city building and migration
Cons
none
Thematic elements
  • Civilization building, city building
  • Different world
  • Trailer narration implies deep wisdom and dignity.
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Implied through the acquisition of cards for the city.
  • city building — Players build cities represented as stacks of cards.
  • event cards — Catastrophes are events that strike, removing cards from the civilization tower.
  • Tableau Building — Players play cards underneath the top card to gain symbols and effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This category is hard to name. Between intermediate and expert.
  • I would like to play every single game here on this watchlist.
  • It's always the same story: it makes almost no sense for me to buy a lot of games that only interest me a little bit, because I simply have too many games at home that want to be played.
  • But this one has so much that triggers me; maybe I’ll buy it, or maybe someone will bring it to the con, then I can try it out there.
  • So, it’s a game where I have my own money, where I have a company treasury that I have to manage, and I have to bring both into alignment.
  • I always find military in such games to be the least exciting component, though it is good to have some kind of threat present, and I’m curious how that’s handled here.
  • And it's also a civ game where we build cities. Here you can see all the cards laid out, and I think the illustration is amazing. It just has these KDM vibes, even if it's set in a different world, and, well, yeah, we had that topic, right? Board games as works of art here, for sure.
  • The resource management is straight from hell, because you never have what you need, and you can get it, you can convert it.
  • That’s really exciting.
  • And because of that, depending on which factions are playing, the rules and the focus of the game change a bit, affecting what you do with your actions.
References (from this video)
No references stored for this video.
Video Rt4srP3CtrY Gaming Rules! Interview at 1:23:10
video_pk 82273 · mention_pk 206709
Gaming Rules! - Ashes & Amber video thumbnail
Click to watch at 1:23:10 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Card-based civilization game
Comparison games
none
Mechanics (from transcript analysis)
  • civilization building — Card-based civilization game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't feel any pressure to create content.
  • This is my full-time job, right? I don't have another job to go to.
  • I'm producing all of this content and honestly, if I could produce more, I would because I love what I do.
  • The category here or the criteria here is massively popular, really well-respected, solid Euro games that have been around for a while and stood the test of time and are known as just really, really good games.
  • No games do. It doesn't need all of the bling and everything else.
  • I think most people in life are affected by what's called seasonally adjusted disorder.
  • Entering is absolutely free. It doesn't cost you anything whatsoever.
  • The secret word this month is haggis.
  • All of my advertising revenue from all of my videos goes to charity.
  • I don't make any money out of the videos themselves on YouTube. People call me crazy. They would be right.
  • It's only 70 to go.
  • I have not. No. Not Not even heard of that one.
  • I would strongly recommend you just do it because you want to do it. Don't go out and spend £4,000 on a fancy camera, lights, and everything else and think 'Right, I'm going to be the next big channel and I'm going to get 50,000 subscribers in 6 months.'
  • One thing that really annoys me is when the games come out at retail like the same time or even before and they're cheaper.
  • I personally believe it is fundamentally, morally, and ethically wrong for me to sell a pre-production prototype copy of a game.
  • It's International Unplayed Games Day. And the date that I've chosen... is the 1st of July.
  • I have already got two of them on my channel, if not three, and I'm doing another one next Wednesday.
References (from this video)
No references stored for this video.
Video --4jM6KWUjE Quackalope Playthrough at 0:02 sentiment: mixed
video_pk 42345 · mention_pk 128481
Quackalope - Ashes & Amber video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep strategic puzzle with rewarding play when mastered
  • Strong two-player focus with clear head-to-head goal
  • Narrative arc and flavor text adds thematic depth
  • Iconography is readable and largely language-independent
  • Supports asymmetry and future expansions for variety
Cons
  • High cognitive load and heavy timing decisions
  • Early game can be punishing and chaotic in two-player play
  • Requires long play sessions and careful planning
  • Some components and rules can be dense for new players
Thematic elements
  • civilization-building, resource management, and societal evolution
  • From prehistory through multiple eras to Mars, exploring civilization development.
  • narrative-driven with flavor text and a evolving world narrative
Comparison games
none
Mechanics (from transcript analysis)
  • ash resource management — Ash tokens are consumed for actions and fade at the end of an era; strategic timing matters.
  • card placement and city stacks — Players place cards into city stacks; top cards unlock actions while bottom cards can be protected or sacrificed.
  • catastrophes and death cards — Era catastrophes require responses; death cards can burn or be protected, influencing scoring.
  • city expansion and spawns — Discarding cards to spawn new cities or expand your civilization.
  • defense and resilience cards — Down cards provide localized or global protection for cards in cities.
  • draw and discard with Amber — Amber provides initial draw and ongoing card flow; players discard to manage hands.
  • endgame scoring via modern era foreknowledge — In era 4–5, foresight cards and Mars-related scoring become the main route to points.
  • Melding and Splaying — Players place cards into city stacks; top cards unlock actions while bottom cards can be protected or sacrificed.
  • monuments and accomplishments — Monuments generate ongoing scoring possibilities; accomplishments can be staged with monuments.
  • movement and rearrangement — Knights and endless moves allow positional manipulation of cards across cities.
  • Resource Management — Ash tokens are consumed for actions and fade at the end of an era; strategic timing matters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The golden hand is the victory points of the game. It is everything we are pursuing.
  • It's part of the puzzle of this game that is both frustrating and extremely rewarding.
  • Ashes and Amber, a brand new civilization development game.
  • Two starting cards begin our civilization. Fire and Amber.
  • We are going to Mars.
References (from this video)
No references stored for this video.
Video zF9A0XLkymw BoardGameCo Discussion at 0:00 sentiment: positive
video_pk 42246 · mention_pk 128173
BoardGameCo - Ashes & Amber video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic through-line feels cohesive: advancing civilizations across distinct ages with era-appropriate challenges
  • Deep strategic options emerge from city construction, card placement, and protective layering
  • Strong thematic match between catastrophes, resilience, and the ash/death economy creates meaningful risk/reward decisions
  • High potential for variability and replayability due to era decks and achievement card choices
  • Clear sense of progression and escalation as players gain more powerful cards and capabilities over time
Cons
  • Complex setup and a large rule surface may present a learning curve for new players
  • End-of-round ash and death mechanics may frustrate players who mismanage protection or timing
  • Card-draw limits late in the game can slow tempo if players overpopulated their cities early
Thematic elements
  • civilization building under pressure from evolving catastrophes, with resilience and protection mechanics
  • Throughout human history across five ages from prehistory to the modern era
  • epochs-based progression where players advance civilizations, manage cities, and mitigate shared threats
Comparison games
none
Mechanics (from transcript analysis)
  • accomplishments and first player benefits — accomplishment cards provide end-game points; first player tokens confer a strategic edge across rounds
  • ash and death economy — at round end ash cards replace burned cards; death cards reduce end-game scoring unless mitigated
  • Card draw and hand management — income phase yields amber cards; the number of draws scales with the number of cards in cities; draw limits constrain late-game pace
  • catastrophes — each era reveals catastrophes that affect all cities; players must fortify and adapt to mitigate damage
  • city building — cities are stacks of cards placed in front of a player; players add cards to cities and can rearrange or move them to optimize effects
  • city-to-city card manipulation — players can discard or move cards between cities to adjust protection, resources, and future options
  • decisive moments — between rounds players encounter decisive moments that can shift card choices and future strategy
  • deck access and era-specific chronicle decks — each era has its own chronicle deck; drawing from these decks shapes available actions and thematic flavor
  • Hand Management — income phase yields amber cards; the number of draws scales with the number of cards in cities; draw limits constrain late-game pace
  • Layer Building — cities are stacks of cards placed in front of a player; players add cards to cities and can rearrange or move them to optimize effects
  • resilience and protection — resilience cards can shield or protect cards beneath them; some cards grant shields to entire city layers to guard against burns
  • round-based escalation across eras — five rounds represent five ages; each era introduces era-specific chronicle cards, catastrophes, and dynamics
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Ashes and Amber truly is going to be a civilization building game
  • you are building out these civilizations for yourself and protecting your cities
  • five rounds of play representing five different ages
  • catastrophes that end up affecting all of these cities
  • make contact with aliens if you're able to
References (from this video)
No references stored for this video.
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