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Council of Serpents box art

Council of Serpents

Game ID: GID0458281
Game Info
Year
2026
Players
1-4
Playtime
30 min
Collection
Your Tier
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Description

A compact fantasy intrigue game where players manipulate three noble Houses toward triumph or collapse

Description

A compact fantasy intrigue game where players manipulate three noble Houses toward triumph or collapse

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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 1 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video yRYZOmogZoQ Getting Games Rules Teach at 0:03 sentiment: mixed
video_pk 80071 · mention_pk 194296
Getting Games - Council of Serpents video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game involves secret ambitions and manipulation, making it a secretive and tense experience.
  • The mechanics around the time track and how cards are added and potentially discarded create interesting strategic choices.
  • The game can end suddenly based on house triumphs or collapses, adding to the excitement.
Cons
  • The war mechanic can be devastating, as seen with House Jane losing significant money and strength.
  • Mismanaging the time track or placing conflict cards poorly can lead to negative outcomes.
  • Players might reveal their intentions too early, making them targets for opponents.
Thematic elements
  • Three noble houses vying for power, with players acting as council members manipulating these houses to achieve their own hidden ambitions.
Comparison games
none
Mechanics (from transcript analysis)
  • area influence — Conflict cards are placed between houses, and their effects are activated based on whether it's the first or second conflict card played in that location.
  • Card Drafting — Players draw cards from a deck and select from a face-up display ('the court'). When refilling the time track, players also contribute cards.
  • hidden objectives — Players have secret ambitions that determine their win condition, such as a house collapsing or triumphing.
  • Influence cards — Players play influence cards (intrigue, conflict, agreement, planning) to affect the houses and achieve their goals.
  • Resource Management — Houses have attributes like popularity, coffers (money), and strength, which can be gained or lost through card effects and wars.
  • Set Collection — Players acquire cards from a face-up display ('the court') and build up their hand of influence cards.
  • Time Track — A track with cards that trigger effects over time, influencing the houses and potentially ending the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a manipulative tug-of-war game with hidden objectives and in it, there are three noble houses vying for power, but as players, we are not one of them. Instead, we are all part of the Council of Serpents.
  • A big part of this game is trying to be secretive with what your ultimate goals are.
  • This was devastating for what we want to have happen.
  • We want House Clay to collapse, but I cared more about getting rid of that war possibility in the in the short term.
References (from this video)
No references stored for this video.
Video MyyyPZ6Ap_Q Hungry Gamer Review at 0:09 sentiment: positive
video_pk 80047 · mention_pk 194198
Hungry Gamer - Council of Serpents video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic art
  • Fast gameplay
  • Game gets deeper with more plays
  • Clever conflict and peace card dynamics
  • Intriguing face-down cards
  • Clever time track construction
  • Enjoyed it, glad it showed up
Cons
  • Four player changes the game structure to team play
  • Potential for stalemates/tug-of-war
  • Predictable game arc, more mastery than discovery
Thematic elements
Comparison games
  • War of Whispers
  • Hidden Leaders
Mechanics (from transcript analysis)
  • Area Majority — The winning house is going to be able to take that much wealth or popularity from the other house.
  • Card Play — You're going to draw a card from the market and then play a card. And after you've played your card and done any adjustments, then one card will get played off of the time track.
  • hidden objectives — You started the game with two ambition cards or one if you're playing four player. And it says this is what you want to happen. You want this house to succeed or this house to collapse. And whoever has the card that matches what happened, they are going to win the game.
  • Set Collection — The time track is either sometimes do nothing, but it's going to adjust things for each of the houses.
  • Take That — If someone plays a second conflict card on top of that, then there will be the war. And then you're going to flip all the intrigue cards over.
  • Variable player powers — Each of the factions are going to start with their popularity, their wealth, and their military might. And what you're going to be doing is trying to raise and lower those throughout the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love how fast it is.
  • The game gets deeper the more that you play.
  • Clever game doing some very cool stuff.
References (from this video)
No references stored for this video.
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