Board games · Soundtracks

Soundtracks timed to the game

A game of Brass takes my group five hours. Album shuffle doesn’t know that. These do.

Most game-night music is an album on shuffle, so the loudest track lands during setup and the credits theme plays while someone is still counting points. I wanted the opposite: music that starts on the first move, stays out of the way while people are still asking rules questions, and hits its peak when the game usually does. And because my groups run long, it keeps going after that in waves of tension and renewed pressure, without ever playing a victory cue while the game might still be on.

Each playlist is sequenced from the actual recordings, second by second, so the timings below are real. Press play on the first move, after setup and teaching. Play in order with shuffle, repeat, autoplay and crossfade off, and keep it low enough to talk over. Times are music time; pauses and ads push them back. The planned game lengths are my groups' pace, which is roughly twice what the box says.

I chose from soundtracks I know and from track descriptions. I did not sit through every hour of every recording before saving it, so if a track breaks the mood, tell me and I'll swap it.

Root

Open the playlist on YouTube Music

162 tracks · 8:08:49 · Root, Tooth and Tail, Armello, Chicken Run

Built for a four-hour game with cover to eight. Main climax 3:19:23 to 4:09:55.

  • 0:00:00Opening fanfare, first move
  • 0:05:19Woodland maneuvering
  • 0:55:20Schemes and preparation
  • 1:12:44Borders meet
  • 1:30:56Skirmishes
  • 2:07:06Open hostilities
  • 2:44:00Escalation
  • 3:19:23First climax
  • 4:09:55Wave 1
  • 4:50:51Wave 2
  • 5:30:53Wave 3
  • 6:07:23Wave 4
  • 6:50:35Wave 5
  • 7:30:09Wave 6, unresolved to the end

Brass: Birmingham

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167 tracks · 8:25:42 · Victoria 3, Anno 1800, Assassin’s Creed Syndicate (instrumental)

Built for a five to five-and-a-half hour game; precise, busy chamber music rather than drums, because Brass is an economy, not a war. Main climax 5:05:46 to 5:51:07.

  • 0:00:00First move, early canal
  • 0:40:52Canal commerce
  • 1:43:51Commercial rivalry
  • 2:29:10Canal close, rail transition
  • 3:02:49Rail foundations
  • 3:50:35Rail expansion
  • 4:39:51Endgame approach
  • 5:05:46Main climax
  • 5:51:07Wave 1
  • 6:34:59Wave 2
  • 7:05:12Wave 3
  • 7:55:25Wave 4, final rivalry

Arkham Horror: The Card Game

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Being rebuilt · Graham Plowman: Postcards from the Abyss, The Haunting, The Dunwich Horror, The Great Old Ones

The first version peaked at two and a quarter hours, which is where the community says a four-player scenario ends. Ours end at six on a normal night and ten on a long one, so it is being rebuilt around a six-hour first crisis with waves of dread out to the tenth hour. The link works, but until this paragraph is replaced by timings the playlist is mid-rebuild.

Dune: Imperium

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63 tracks · 5:47:57 · Hans Zimmer: Dune, Dune Part Two, The Dune Sketchbook

Built for a three to three-and-a-half hour game. Strong percussion and wordless vocals; this one is not shy. Main climax 2:53:09 to 3:31:21.

  • 0:00:00First move, court politics
  • 0:24:54Factions and the sietch
  • 0:44:47Spice and uncertainty
  • 1:04:08Political pressure
  • 1:50:15Conflict escalates
  • 2:08:11Desert power
  • 2:31:54Endgame approach
  • 2:53:09Main climax
  • 3:31:21Wave 1
  • 4:14:04Wave 2
  • 5:13:02Wave 3, desert power

Power Grid

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87 tracks · 5:49:36 · SimCity 4, Offworld Trading Company, Opus Magnum

Built for a three to three-and-a-half hour game: markets, auctions, margins. Main climax 2:43:45 to 3:35:04.

  • 0:00:00First move, first plants
  • 0:37:54Resource markets
  • 0:58:43Engine development
  • 1:38:06Auction pressure
  • 2:02:25Tightening margins
  • 2:16:13Final network race
  • 2:43:45Main climax
  • 3:35:04Wave 1
  • 4:21:22Wave 2
  • 4:50:57Wave 3, final auctions

How they are built

Pick a small palette of scores that match what the game actually feels like, not what its box art suggests. Read every track's length, lay them out in order against the phases of a real game at my table, and place the first big peak inside the window where games plausibly end. After that, alternate breathing room and renewed pressure so a long game never flattens out. Then save the list and read it back against the plan, because a "saved" toast proves nothing about order. If you want one for a game I haven't done, ask.