Oh man, I love it. This final boss fight is so epic and feeling and scope. It’s the culmination of everything you’ve done and it’s an amazing overall sense of progression and growth that you get in a very short game…Oh, it’s so clever, mixing some of my favorite themes with some of my favorite gameplay mechanisms to create something that’s really quite unlike any other adventure game out there. I’m very impressed.
The leveling up thing is phenomenally innovative… Between the four of characters they feel extremely different and so when you play it you can pick a new character each time and say: “How am I going to work with this one?” or pick the same character and say: “What am I going to do differently?“. I found this to be refreshing. The game feels very innovative and different and that’s what I like about Sanctum.
Frank Schulte–Kulkmann from Boardgame.de
Designer Filip Neduk succeeded in creating a dungeon crawler with a twist, being streamlined and open to a distinguished character development at the same time. The game offers the players many possibilities to deal with the inevitable factor of luck when it comes to rolling the dice, and from my perspective Sanctum is one of the strongest games in the segment of strategic dice rolling games.
First impressions of Bradly from Board Game Gumbo based on Gen Con prototype demo
There’s a lot to like about Sanctum, not least of which is the theme. I’ve been playing ARPGs like Diablo for almost as long as I can remember, and CGE has a track record with Adrenaline of translating a video game theme into a good board game.
...Personally I will have my eyes on this one at Essen and it would take a lot for this to not be an instant buy for me.