Etherfields - How to play / Tutorial ( On Table Quality 4K )

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Super high quality stuff! Iā€™m getting my copy soon and this will be super helpful! Thank you!

šŸ‘ļøŽ︎ 3 šŸ‘¤ļøŽ︎ u/Busboy80 šŸ“…ļøŽ︎ May 15 2021 šŸ—«︎ replies

Great! Although I like to see more about Wave 2 alreayd

šŸ‘ļøŽ︎ 3 šŸ‘¤ļøŽ︎ u/Apocathier šŸ“…ļøŽ︎ May 21 2021 šŸ—«︎ replies
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in this video i will guide you through the rules of the ether fields game join me now on your first game where i will gradually familiarize you with all the rules you will see them in the form of thematic blocks making it easier to find them in the video and understand the individual stages of the game you can find the table of contents in the description under the video just click the subject you are interested in to go to the respective part of the video and watch it along with an example so i encourage you to use it i want you to get to know ether fields in the easiest and most accessible manner so let's begin the most important thing after opening the box is to not change the order of the cards and the secret tiles do not shuffle them whether they are sealed or not you can arrange them by sorting them into mini decks using the dividers you can find in the box now all you have to do is to prepare the elements with me in order to play the tutorial in this tutorial you can expect some spoilers but be aware that the first dream was created by the publisher specifically for the purpose of learning the rules of the game and starting your adventure in ether fields before beginning your first scenario you have to choose the character you wish to play each player should choose one character it is not recommended for one person to play several characters in the basic version you have four dreamers to choose from the gambler a good choice if you like to play by attempting fate relying on random dice rolls the gambler often relies on luck but she can also manipulate it the specialist is an engineer expert and craftsman he relies on the progress cards slowly building his engine with bonuses during the game the tough guy is persistent and resistant he likes simple actions and usually uses brute force he doesn't like prattling and circling around problems the free spirit likes bending the rules even the fundamental rules of the game she does not accept barriers and laws she does things her own way is this a difficult choice don't worry as the game goes on you will be able to change your dreamer as well as have new players join your adventure now prepare to begin the game take the dreamer board and select the corresponding miniature personal token of your character pick the basic action card which provides guidance and place it next to your board here you will find a brief description of your potential actions and activities i will discuss and show how to perform them all later on in this tutorial now take the starting influence deck of your character consisting of 22 cards each deck is assigned to a particular character shuffle this deck and place it on the left side of the dreamer board the discard pile will be on the right now let's proceed to the rules i will discuss the influence cards their symbols and their use if you want to skip some of the rules you can go to the model game using the interactive table of contents under this video during your round you can play the influence cards in several ways spending intense and performing actions from them in the top left corner of each card you can find a symbol or symbols of intent there are three types of those in the game green icons mean awareness related to conversation observation and understanding the yellow ones are cunning related to movement avoidance and deception while the red ones are wraith mostly combat related with these symbols you will pay for the required action costs if the card has more than one symbol you have to choose only one to use while the remaining ones are lost in the top right corner of each influence card you can see its purchase cost expressed in ether players can buy these cards in the shopping locations once it appears on the dream world map i'll discuss this further on in the video at the bottom of certain influence cards you can see special actions their cost is visible above the text on the left unless specified otherwise you can play the influence cards only during your round during the dreamers phase this rule does not apply to the cards with the lightning symbol which can be also played during other dreamers rounds or during the entity movement in the dreamscape phase if you take an action from the card you cannot use the intent symbols also if you play an influence card using the intent symbols you cannot use the actions from the bottom of the card the influence deck also contains progress cards you cannot use actions and effects from the progress card if the card is in your hand in order to use these actions and effects first you have to place the card in your progress zone you may do this at any moment of the game as long as you pay its placement cost this cost is indicated in the upper part of the card after the placement of the progress card you may use any action or effect on this card for some actions you need to pay their cost it is always shown on the right side above the action description each player can have up to four progress cards in their zone including used flipped progress cards unless the masks and other effects change this limit you cannot discard an active progress card to use it as an intent sometimes you will be required to flip a progress card in that case it becomes inactive and you cannot use its effect until you unflip this card if you wish to place a fifth card in your progress zone first you have to discard one of the four cards already placed there you can place two identical progress cards in the progress zone remember that certain rules of the game apply to the number of your active progress cards of a specific color any cards placed in the progress zone stay there until some effect forces you to discard them for instance dreamer's death on the back of each influence card you can find a special action for your character which can be used only if this card is on the top of your influence deck on the back of each influence card you can find a special action for your character which can be used only if this card is on the top of your influence deck therefore you play it from the top of your draw stack rather than from your hand the action cost is shown on the left side in this case it is too wrath intense the tough guy's special skill allows him to avoid distress at the dreamscape phase as long as he decides to discard this card now players you can but don't have to choose one player to receive the first player marker this rule is optional the first player in other fields begins the game and resolves conflicts between the players having the final say however you can make decisions as a group the tutorial we are about to play together contains no story spoilers you have to read the secret script book on your own in order to start the first tutorial prepare the board or the mat now take the gate tile before you start marked as i-01x this number is always visible on the reverse in the upper right corner read the hint under the name of the tile below you can find the description of the location as well as the required number of keys for the tutorial dream these two items are inactive i will explain them to you further on in this video now follow the description in the preparation section located below in this case find all the tiles and the secret cards marked as i-01 you should take them out of the box among the secret tiles marked as i-01 find and resolve the setup tile turn it face up and place it on the field a2 according to the symbol visible in the dreamscape area in the upper section of the board on the left side of the card you can see the dreamer's entrance this symbol is located on the grid between two spaces meaning you can place your dreamer miniature on either of them let's go back to the dream gate tile under the description of the setup on each tile of the dream gate you can see how many turn cards to prepare for the given dream in this case it's 12 cards prepare the turn deck shuffle the cards and place them in the appropriate slot on the board you will learn more about the turn cards as you use them later on in this tutorial then read the introduction in script 450 in the script book on the reverse of the dream gate tile you can see your goal for this session for this stream the goal is to learn the basic rules of the game it also describes the special rules applicable to this stream and the possibility of leaving that is what happens when you run out of time in the stream if we run out of turns then resolve the script with the number specified here now prepare the luck die and the entity movement die place the tokens and markers close to the board you can also prepare the hour counter setting it respectively at one o'clock for five players two o'clock for four players three o'clock for three players and four o'clock if there are two players in this tutorial you will learn the clock mechanics but this will happen later on during your own sessions let's see what a turn looks like a turn consists of two phases the dreamers phase and the dreamscape phase for now let's focus on the dreamers phase which is where we start this phase consists of two steps step one is to draw cards at this moment each player draws four cards from their deck you cannot draw more than your current hand size limit the basic hand size limit is six cards it can be increased by certain effects in the game for instance masks speaking of the hand size limit remember that you can never hold more cards than your current hand size limit also you cannot draw less cards than required before drawing cards during the draw step you can discard any number of cards from your hand if at any time during the game you run out of influence cards from your deck and you have to draw additional ones reshuffle the cards from the discard deck and create a new deck this involves a penalty you either suffer one distress marker or seal three influence cards card sealing means discarding a specific number of cards from the top of your influence deck to the sealed pile they will remain inactive until unsealed should you encounter a game effect allowing you to unseal any such cards recover them by placing them on the discard pile now let's move to step two of the dreamers phase the card and action step beginning with the first player and going clockwise each player performs a round of the dreamers phase each dreamer can perform as many rounds as they wish when they run out of cards or decide to pass the round ends remember you can always pass your current round and wait for the next one in the same turn if you prefer a less restricted game you can also play other fields without observing the player order during step two of the dreamers phase the players move and perform actions now that you know your basic options see what it looks like in practice your dreamers miniatures are waiting on the map we start our game with the dreamers phase where the first step is to draw cards all the players simultaneously draw four influence cards from their decks to their hands this is what the tough guy did the free spirit also draws four cards from her influence deck to her hand which now looks like this the first turn is started by the tough guy who plays a yellow intent allowing him to move before we go further learn the movement principle one of the basic actions is movement in order to move you have to pay for this action with the yellow intent tokens for each intent you spend you can move your dreamer miniature one space on the map so you can move your character by a number of spaces equal to the total value of the yellow tokens you spent or less in this case i spent two intense so i've moved my character two spaces every map tile consists of four spaces both the dreamers and entities may only move vertically or horizontally you cannot move diagonally unless a certain game effect allows you to during movement pay attention to the walls which block passage for instance if a character in the given field wants to move to the upper field you have to spend three yellow intent tokens and go around the wall relocation is a type of movement which ignores obstacles such as walls or range the tough guy uses the yellow intent token to move to the adjacent spaces where he performs map actions in this case the action is free it refers you to script 823 the card you played goes to the discard pile now read script 823 from the script book it will tell you that to open the gate you have to collect three universal markers on the dream gate tile now the free spirit begins her first round she stays on her space as she wants to perform a map action before we move on learn about the principle of gradual actions whenever the action cost includes a player icon like here it means that the required cost can be paid in several steps over several rounds or even over several turns by one or more players for this action the cost is three yellow tokens per player so the free spirit plays a card and performs its action in this case to collect three yellow tokens it is necessary to seal this card you learned about ceiling cards earlier the card she used goes to the sealed pile the free spirit adds one yellow intent marker which in this case is worth three yellow intense thus paying half of the action costs the tough guy could pay the rest during his turn but the free spirit decides to add the second half right away to do so she plays two cards with three yellow intents and puts another yellow intent marker worth three intense on the map which allows her to perform the action directing her to the relevant script the markers can now be discarded seeing as this action is one time only place a block token on the map indicating that this action was already performed now read script 159 from the script book in the tutorial dream we are playing right now this script will explain to you the gradual action principle by performing this action the free spirit also gained her first universal marker which should be placed on the dream gate tile now the tough guy starts his second round by playing a card and performing its action he wants to get three red intents the cost of doing so is suffering one distress which he does he puts the card he just played on the discard pile then he plays another card from his hand and performs its action which requires this card to be sealed for this he receives another three red intents this card goes to the sealed pile and the tough guy manages to gather the six required red intents which allow him to perform a map action this action also has the block icon which means it's one time only once it's completed place a block token on the map now the tough guy can read script 234 which states that the player gains the second universal marker required to open the gate which you should place on the dream gate tile right now both players decide to finish their rounds this brings us to phase two that is the dreamscape the first step of which is the entity movement and events check the current turn card if there are no active game effects dictating otherwise and no entities are present on the map this card is used only to count out the passage of time this is exactly the case right now meaning that we should discard this card and reveal the new turn card thus starting the dreamers phase the first step of the dreamers phase is to draw cards the free spirit has one card in hand so she draws four cards from her influence deck [Music] the same applies to the tough guy who also has one card in hand and therefore draws four cards from his deck the rules of card drawing and the hand size limits were already discussed earlier in this video this turn is started by the free spirit who plays a card using two yellow intents and moves her miniature to the adjacent space in order to perform a map action there here the required cost is six green intense in her hand the free spirit has two cards worth four green intense in total so she still needs two green intents to pay the cost of this action so she decides to take her chances and boost this action by rolling the luck die the free spirit rolls three dots which she can add as green intense to those gained earlier from the cards she played therefore she manages to pay the required cost of the action that is six intense in total for now let us briefly refer to the rules in order to learn about the luck die once per turn as part of the basic actions you can boost your intents namely movement assault contact whenever you spend intense from your influence cards to pay for any action you can decide to roll the luck die in an attempt to add extra intents to pay for this action but this is not without risk if you roll one dot add one intent of the same color you are using if you roll two dots add two intense and if you roll three add three intents if you roll dash you don't receive any additional intents and if you roll x you have to discard one ether seal three intent cards or suffer one distress keep in mind that after rolling the luck die you can no longer add intents from the influence cards to the given action in the case of a failure any intents you used are lost and the influence cards you played are discarded [Music] so let us now return to the game the free spirit consults script 332 this will tell you how to use the luck die allowing you to try your luck roll the luck die if you roll one two or three dots you will receive the third universal marker necessary to open the secret gate this concludes the free spirits round so let's move on to the tough guys round as he stands on a space with a free map action he performs it and refers to script 823 only now we already have the three required markers collected on the gate tile you can now remove the markers now the script tells you that the secret tile i-01-z appears in our game get the corresponding tile and turn it over as you can see it has the a3 symbol on it and has to be placed on the identical symbol on the dreamscape board apart from the new tile script 823 directs you to another script number 173 which explains the darkness icon which you've probably already noticed in the middle of the map tile we just placed in this case this symbol affects all four spaces of the tile when an icon is located between two spaces its effect applies to the two adjacent spaces other icons in the game such as light water or swamp function in the same way let's go back to the script book again script 173 which we are currently examining refers you to another script number 257 this script instructs you to reveal another secret tile number i-01-y but this secret tile is not a map an entity appears in other fields you will also encounter entities during slumpers but i will discuss this later on in this video for now let's learn some theory about the entity tile in the upper right corner of each entity tile you can see which miniature or token to get and place it on the map next to the name of the entity you can see its movement value the entity movement depends on the role of the movement die the turn card determines when to use this die the movement die has three possible roles this result means that the entity will move by its basic movement value plus the result of another role this role is the base value of the entities movement which in this case is four spaces this role moves the entity by one space entities always move towards the closest dreamer unless their special movement rules stipulate otherwise whenever an entity enters a space with the dreamer they stop if an entity cannot reach its target it doesn't move when an entity performs movement and is already in a space with the dreamer it doesn't move if there are several entities on the map perform the movement for each of them separately rolling the movement die for each of the entities present on the map you can also decide to roll one die for all the entities in the given dream in that case all the entities move in accordance with this role this method speeds the game up but it's not preferable on the entity tile under its name you can find the conditions of interacting with it they refer to contact or assault in the case of our entity the assault action requires six wrath intents per player that is 12 red intents in a two player game so if one of the players has enough red intents per player which in this situation is at least six they place down one red intent marker which in this case is equal to six red intents whenever the same or another player pays the rest of this action cost by spending six more red intents and placing down the red intent marker the action is completed paying the entire cost of this action will let you resolve the following description by relocating the entity to its spawn space it is worth remembering that your maximum range for the assault action is one space that means it is arranged action certain effects in the game can increase the range therefore you can perform the assault when standing on a space adjacent to the entity or on the same one like in this example when performing another basic action namely contact follow the same rules that apply to assault thus when performing a contact action marked with the green intent symbol you have to spend the required number of these intents your maximum range for this action is also one space as this is also arranged action but various effects in the game can increase this range too the effects listed at the bottom of the entity tile refer directly to the turn cards which i shall discuss in detail later in this video now let's talk about the entity spawn spaces they are the purple icons on the map if there is more than one spawn space available on the map the players decide where to spawn the entity and if you have to spawn more entities than there are spawn spaces on the map distribute them evenly for example when spawning four entities to two spawn points place two of them on each space instead of one entity on one space and three on the other whereas if the spawn icon on the map bears one of the four additional icons referring to the turn suits see if it matches the active turn suit if so the first entity is to be placed on this exact spawn space on the map let us now return to the game once an entity appears in the game follow the instructions in the right corner of the tile and place the corresponding miniature in this case the human shapeshifter on the spawn space which is the purple icon on the map while still on the tough guy's turn after performing the free action he also plays a yellow intent from the card which he then discards the intent he just spent allows him to move to the adjacent space thus moving slightly away from the entity which just spawned this concludes his round now the free spirit begins her second round by using the yellow intent and discarding the influence card in order to move to the adjacent space where she wants to perform a map action that requires her to have one yellow intent she plays a card granting her two yellow intents losing the excess now you can refer to script 179 the free spirit managed to enter a secret tunnel which allows her to relocate her dream miniature to any space on tile a3 regardless of any obstacles namely the wall this concludes the free spirits round let's move on to the tough guy who wants to perform a map action which costs two yellow intense he has those on one of the influence cards in hand so he plays this card spending the intents and can refer to script 30. here one of the first pieces of information given is the appearance of the secret card i-01-c which must be located among the secret cards for this stream the tough guy reveals this card which shows a part of the map along with the a2 symbol corresponding to the same symbol on the map tile when placing overlay cards on the map tiles remember to take any tokens from those tiles and place the tokens on top of those overlay cards as you can see the map has changed a bit along with a wall which closed the space and formed a trap continuing his round the tough guy plays a card from his hand using a yellow intent in order to move his miniature to the adjacent space where the free spirit awaits once there he will try to perform a map action which requires two green intents per player so he pays the cost for himself discarding the influence card afterwards he places a green marker on the map meaning that he paid for one part of this gradual action this concludes the players rounds and therefore the dreamers phase but before we proceed to resolving the dreamscape phase let's talk about the turn cards each dream consists of a specific number of turns indicated on the dream gate tile and in this case it is nine when preparing the session shuffle the turn deck and draw a specific number of turn cards as indicated on the dream gate tile place them face up in the turn deck slot on the board discard the remaining turn cards face down a new turn card is revealed in each turn the turn card which is face up at the top of the deck is the current turn card and should be the only visible card in this deck the current turn card specifies which effects are activated and in what order should they be resolved there are four types of effects in this game morphing basic actions special actions and entity movement die rules starting from the top resolve every step specified on the current turn card it refers to the effects visible on the entity cards i will now show you an example of resolving these cards in the case of this turn card the first effect to resolve is the basic effect refer to the effect described on the entity tile in this case every dreamer within one space of the entity suffers one distress the second effect is a special one again check this effect on the entity tile in this case every dreamer within two spaces from the entity has to seal two influence cards the card sealing mechanism was already discussed then roll the entity movement die if you want to review the entity movement rules use the contents list under this tutorial every turn card has a separate loot section resolve it when gaining loot usually once you successfully complete a slumber you always receive loot in accordance with the current turn card if you have to block any step on the current turn card pick and mark the step by placing a universal marker on it when you resolve this card move this marker back to the general pool if you have to add one turn take the bottom card from the discard pile and put it at the bottom of the turn cards each turn card bears the symbol of one of the four suits from a classic card deck they have no effect unless another card or effect addresses them the dream may end when you run out of turn cards then resolve the out of turns effect described on the dream gate tile now let's see how to resolve the active turn card effects in our session the dreamscape phase has begun the first step of this phase is the entity and dream event step in this step we resolve all the effects of the current turn card in our current session the first effect applies to all the dreamers within one space of the entity however no one is that close another effect is morphing in this case it does not apply so let's move to the movement die roll in order to see how far the entity will go the die rolls one arrow meaning the entity will move one space towards the dreamers the second step of the dreamscape phase is to discard the resolved turn card this reveals a new turn card and concludes the dreamscape phase once again we proceed to the dreamers phase its first step is to draw influence cards the free spirit starts this round without any cards in hand so she draws four cards from her deck the tough guy also draws four influence cards from his deck the board actions start with the free spirits round who will try to perform the action on the space she occupies by adding the missing cost of the action she plays the card with the two missing green intents thus placing a green intent marker on the map and performing this action now she can resolve script 326 as the action has been performed we can discard the markers the script just added a new tile i-01-v on its face you can see the b3 symbol indicating where to place it on the map the free spirit continues her round and plays one of the influence cards as a progress card as you can see at the top of the card its required cost is four yellow intense she pays this cost by discarding the two remaining influence cards from her hand the cards she used go to the discard pile the progress card goes to her progress zone at the bottom of the dreamer board this card will enable the free spirit to move diagonally across the board now let's move to the tough guy's first round of this turn where he plays an influence card with a yellow intent in order to move he moves his miniature to the bottom space of the adjacent tile as part of his round he also performs a basic action allowing him to peek at one card or secret title of the current dream with this action you can take a five second peek at one card or secret tile from the current dream you have to pay for it by discarding a card but you'll be able to see an influence card an item a fate or flaw card or a slumber tile now continuing his turn he wants to perform the map action on the space he occupies the required cost is two red intense per player so in our case four intense in total he pays three intents by playing an influence card and using its action he gets one remaining red intent by spending a red intent from the influence card which then goes to the discard pile now we can refer to script 181 according to which five starting item cards appear let's talk about items for a moment starting items are those without a secret code on the reverse during the game you will find more items with this code the main board has three slots for active items that all the dreamers can use now from the five starting items pick three which you want to have in the active slot on the board put the rest in the storage face down they are still owned by the team but cannot be used until the game allows you to draw an item card the dreamers can use the item cards by performing their actions or utilizing their effects after using the action or effect the items are not discarded unless their card specifically says otherwise the dreamers can also use item cards when spending intense on actions after using an item card as an intent discard it to the storage when restoring an item you can draw a random item from the storage and place it on one of three free slots on the map for now let's go back to the game and the map where the tough guy continues his turn by moving one space down to do so he uses one hour on the clock and moves his miniature now he wants to perform a map action which requires three green intents per player so he spends one influence card from his hand bearing two green intents he still needs four so he decides to spend the little helpers item card giving him the four missing green intents thus he pays the total cost of the action performing this action allows him to reveal the secret card i-01-a which brings masks to the game now take the script book and read script 313 it will tell you to find 16 cards with the secret number i i dash 4 1 s that is mask cards now we'll tell you everything about the masks you can find new masks during the campaign but you can also wear one mask at a time this is your active mask at the beginning of the session when setting the game up you will pick one active mask and put it on the stand a dreamer can use the mask skill at any time during the game a dreamer can use the mask skill at any time during the game if you can use the mask skill once per turn you should somehow mark it as used when drawing cards at the beginning of each turn you can refresh any used mask now each player selects two mask cards judging only by their appearance then find the mask tokens corresponding to the cards you choose at this point each player decides which of the two selected masks to place on the stand as their active mask at this stage you can read the abilities of the mask put the mask you didn't choose back in the box keep both mask cards this will make it easier to remember which masks are yours when saving the game you can change the mask for another one you own only if the game instructs you to when choosing a new mask you may use it immediately then your active mask goes back to the box and the new mask becomes your active one now let's return to the game the players decided to end their round which concludes the dreamers phase and begins the dreamscape phase starting from the entity movement and event step check the current turn card the first effect is to roll the entity movement die let's do so this roll allows the entity to move one space move the human shape shifter miniature closer to the dreamers on the map the second effect on the active turn card is the basic effect according to the description of this effect the free spirit who is standing within one space of the and it suffers one distress the final effect is morphing which does not apply in this session so let's move to the second step of the phase revealing a new turn card this concludes the second step of the dreamscape phase another turn starts with the players simultaneously drawing influence cards as part of the first step of the dreamers phase this is the hand of the free spirit who has drawn four influence cards the tough guy finished the previous turn without any cards in hand so he draws four new influence cards the free spirit plays her first turn of this round by playing a card from her hand and performing its action it allows her to place a spirit token on her dreamer board it could be useful as the game progresses this card's action is free so she doesn't have to pay for it and this influence card is discarded then the free spirit spends two influence cards for a total of two yellow intents she needs them to move using the effects of the progress card she runs away from the entity moving her miniature diagonally and downwards after using the effect of this progress card she has to roll the luck die unfortunately she rolls x which means she has to flip the progress card this card becomes inactive the free spirit will be unable to use the effect of this card until it's reactivated the free spirit continues her round by performing an action that requires a single green intent she spends an influence card from hand paying the cost of this action afterwards she can read script 214 in the script book as a result secret card number i-01-b appears in the game reveal this card as you can see it is marked as b3 meaning you have to put it on the same symbol on the map tile when placing a card on the map tile try to align the illustrations as perfectly as possible sometimes like in this case the card will be slightly slanted don't mind this leave it be this is the proper placement see how the new card introduced a new action allowing you to enter a secret door the script further instructs you to find tile i-01-w do so and reveal this tile it bears the a1 symbol so match it to the corresponding map space this reveals a new space with a new dreamer's entrance where according to the script you have to move your dreamer miniatures [Music] this concludes the round of the free spirit so let's move to the tough guys first round from his hand he plays a card with two yellow intents discarding it these intents will let the tough guy move two spaces stopping at a space with the entity spawn icon now he performs a map action that requires one green intent he discards the card he used he manages to perform the action allowing to take one shining gem from the pool in his hand the tough guy has a card that allows him to obtain another shining gem whenever he stands on a space with the entity spawn icon like in this instance he placed that card receiving the second shining gem in the next step he uses one hour on the clock to move one space this ends his round the free spirit passes thus concluding the dreamers phase now we move on to the dreamscape phase the first part of which is the entity movement and event step the first effect from the active turn card is a special effect seeing as the tough guy is within two spaces of the entity he has to seal two influence cards from his deck the second effect is a basic one and the tough guy standing within one space of the entity suffers one distress however he now decides to use this special skill of his dreamer it allows him to avoid one distress during the dreamscape phase to use the skill he has to pay for its use namely two red intents the tough guy has to discard a card from his hand to pay for the necessary cost of his skill he puts the card he just played on the discard pile he also discards the deck card with the special effect that he just used this prevented him from suffering distress from the entity back to the current turn card now you have to roll the entity movement die and move the entity on the map this roll allows the entity to move by one space now you can proceed to the second step by discarding the turn card and revealing a new turn card this concluded the dreamscape phase we start the dreamers phase with drawing influence cards the tough guy has no cards in hand so he should draw four new influence cards yet he only has three influence cards left in his deck the tough guys influenced deck ran out so he has to make a new one to do so he reshuffles his discard pile that gives him a new deck to draw from yet he has to suffer a reshuffle penalty that is one distress or sealing three influence cards after creating the new deck the tough guy decides to suffer one distress now he draws the fourth missing influence card from the new deck the free spirit also has no cards in hand so she draws four new influence cards but her deck still has some cards left in it the tough guy begins his round by performing the assault action from the entity tile the cost of the assault is 6 red intents per player which in our case means 12 intense necessary to move the entity to its spawn space this means a chance to imprison it the tough guy starts collecting the red intense by playing three influence cards in total this gives him five red intents he also decided to use four red intents from the item card provided from the strategic plan there are still three red intents missing from the necessary twelve so he decides to try his luck unfortunately the first role is a failure as the tough guy has the shiny gems he uses one of them to re-roll the dice yet the re-roll is just as bad so the tough guy uses his last shining gem and rolls the die once more he needs three dots and achieves it with this role thus he manages to collect a total of the 12 necessary red intents allowing him to perform an action from the entity tile as a result he can imprison the entity behind the wall which concludes his round it's time for the round of the free spirit who decides to use her mask ability allowing her to move from a darkness space to another darkness space her miniature moves to space with the secret door once there having met the range requirement she performs a map action which costs three green intents she performs a card action and gathers these intents according to the description of this action the card has to be sealed and the free spirit enters the secret door and reads script 133 in essence it tells her that the dreamers won after resolving the victory let's set up another part of the session find the cards marked as ii-411 for each player if further on the game the players managed to meet conditions of this card refer to the specified script place the card itself next to the dreamer board then find four tiles marked as ii-36-a two of them are starting tiles which are about to form a slumber map place them all in the indicated slot on the board then find tiles i i dash 37 a b c and d which are slumber tiles reshuffle these slumber tiles as you can see one of them is green put it at the bottom of the slumber deck you just created the deck itself goes to the indicated slot on the board now pick the dream gate tiles numbers ii-39b and i i-390 you have a special envelope to keep those tiles in put them in there they will come in useful a bit later next find the suit card number i-01 d it is a wisdom card which you should put inside the transparent holder in a moment i will show and explain to you all the symbols you can see here another step is to find the tiles i-01-s and i-01t which are dreamworld map tiles put them in the transparent tile holder and place the whole thing on the board matching the tile symbols to the corresponding symbols in the bottom section of the board now get the team marker and put it on the awakening location of the dream world map you just created let's go back to the box find three cards marked as ii-41-c these are the shopping cards put them in storage on the main board i will show you how to use them later in this video now find six cards marked as ii-41 i they are season cards use them to create a seasoned deck without changing the card order the first card to reveal in this deck is the ordinary days card place this deck in the season card slot on the board during the game the season cards will change and affect the game as well as change the rules now search the box again for card ii-41m this is the awakening card put it in the transparent wisdom card holder during your sessions when on the dream world map you can always decide to resolve the awakening effect in this case follow the instructions on this card which i will discuss in a moment now let's resolve the individual steps of the awakening every player discards all the influence cards from their hand their progress zone and their deck each player heals all their distress and recovers all of their sealed influence cards the players discard all of their keys and shining gems each player reshuffles all their cards forming a new influence deck and placing it next to the dreamer board then shuffle the cards from the influence market taking them from the box this is also where you shuffle the item cards which appear as the game progresses right now the players can change their dreamers by referring to script 101 in the script book the players can choose a new dreamer or swap them with another player provided they both agree to do so at this stage all the players rebuild their influence deck let me recall some information about the limits during setup or the awakening you will complete the deck building stage it will let you add and remove cards from your influence deck remember to check the number of cards in your deck during this step initially you must have at least 20 influence cards your maximum limit is 40 cards xs cards are placed back in the box if the number of cards in your influence deck drops under 20 or exceeds 40 during the game nothing happens the card limit is only checked during the deck building step which is now during this step you must add all the flaw cards in your possession they do not count toward the limit each player selects one of their masks to be the active one now restore three items picking them from the item pool in the storage and place them in the three board slots now let's clear the dreamscape board discard the cards and tiles you used in the current dream which in our case are cards and tiles marked i-01 then draw two tiles from the slumber map deck marked as ii-36a reveal and place them on the dreamscape board as indicated by the corresponding symbols in this case slots b2 and b3 place the dreamer miniatures in the dreamer entrance space on the map tile now prepare the flaw deck and the fate deck reshuffle each deck separately and place it in the appropriate slots on the board i will tell you more about them later in this video now enter the dream world with me the players start their dream world adventure as a team at the awakening location where the team marker used to track the dreamers path on this map is already awaiting when traveling along this map you'll be able to prepare for your next dream for example by buying influence cards or items your primary goal is to collect the keys required to enter the dream so it's worth checking how many keys you need and where to go on the dream world map in order to enter a new dream the broad arrows on the map show the paths between the locations indicating the direction of the team movement the team moves on the board following the direction of the path you can also take shortcuts marked by the thin arrows just like the paths they also go in one direction only but remember fast travel comes at a cost the edges of the map tiles show the cost of taking shortcuts usually different map tiles have different shortcut costs if you take a shortcut to an adjacent tile resolve the shortcut effect of the tile you left that's enough theory now let's make our first move with the t marker landing on the location with a question mark which means we have to reveal the upper fate card let's resolve it according to the description of this card you have to place it next to the board and if you want to take a shortcut discard it without paying the cost of this action before we go any further let me tell you a bit more about the fate cards they are short interludes small adventures or events that will sometimes ask you to make a choice each fate card contains all the rules needed to resolve it in a moment i will show you how the other fade cards work after resolving a fate card unless it states otherwise place it at the bottom of the fate card deck while we're here let me explain the flaw cards too believe me you really don't want the flaw cards in your deck but sooner or later some will find their way there the flaw cards give you various negative effects and work as your flaws if the game tells you to draw one flaw card pick one card from the flaw deck and place it on the top of your discard pile flaw cards don't count towards the influence card limit whenever you draw a flaw card from your influence deck you have to immediately resolve its effect [Music] then discard this card unless stated otherwise you can remove most of the flaw cards from your deck at the cost of one ether when you do so place the flaw card at the bottom of the flaw deck on the main board now let's return to the dream world map and take the next step we move the team marker to the location with the red exclamation mark now we have to reveal a slumber tile once revealed the slumber tile has to be resolved if there was an entity here we would move to the dreamscape board in this situation the conditions of this event are not met so this slumber ends immediately move the tile to the bottom of the slumber deck now we can go back to the dream world map moving the team marker as indicated by the arrows here you can see the familiar question mark icon it means we have to draw another fate card what appears is a so-called quirk card read the description on the white background at the top of the card to learn that now we have to draw one tile from the slumber map tiles deck deck and place the quirk card on this tile in the designated space just like you can see on the screen right now quirk cards modify our slumber map in the case of this specific card you also have to reshuffle the entire fate deck back on the dream world map we make another move to a location with three icons the first one is a key the second one is a question mark and the third is an exclamation mark in locations with more than one icon you have to resolve the effects one by one starting from the left in this case the key is the first one you will need it to enter the gate to the dream so take a key token and place it in storage the second effect to resolve is to draw another fate card in the case of the card we just revealed you have to choose between two options in our game both players decide to pick the first option that is to seal two cards from their influence deck the third and final effect for this space is the exclamation mark draw a new tile from the slumber deck [Music] and you can see an entity appeared before you begin your encounter with this entity let me explain to you what a slumber entity tile is and how it differs from a dream entity tile as you already know you reveal the slumber tiles by traveling the dream world map and entering a location with an exclamation mark if you find an entity tile you automatically move to the dreamscape board where you start playing the slumber taking a break from your travel on the dream world map slumbers are simple and short adventures in most of them you will encounter dangerous entity a dream entity tile will appear when playing a dream on the dream skateboard for example as a result of an active script as you have already seen in the first part of this video in the upper right corner of the slumber entity tile you can see the number of turns required to complete this lumber in this case it's four turn on other slumber tiles this is where you can see what you have to do before starting the given slumber but a dream entity tile has no turn number specified as in a dream the number of turns required to complete it is specified at the bottom of the dream gate tile for this particular dream on both tiles this is where you can also see what token or miniature to use during the slumber or the dream in the case of both entity their tiles also specify the conditions of interacting with this entity they are specified under the name of the entity along with the number of intents required to perform the action in the case of the slumber entity this section may specify the conditions of defeating this entity below on every entity tile both in dreams and slumber you can find three types of effects activated by the current turn card in the dreamscape phase during the entity and event step an important difference between a dream tile and a slumber tile is the information at the bottom of the slumber tile allowing you to skip it for most lumbers you can decide to skip them at the beginning of the turn without resolving them this has consequences as specified in the indicated script in this example is script 770. for some slumber tiles this is where you will find the victory conditions which means that in order to defeat this entity the dreamers have to survive until the end of the number of turns designated for this lumper when the last card of the turn deck is discarded resolve the out of turns effect as shown at the bottom of the tile this also leads us to the specific script in this case 770. the deliverance effect visible in the bottom right corner does not apply at this stage of the game you will learn more about this as the game progresses so let's return to our session where together we'll prepare to encounter the entity that has just appeared first prepare a turn deck consisting of four cards then let's summon the entity in this case by placing the entity token on the space with the entity spawn icon let me just remind you that we already discussed the rules of spawning entities click the list of topics under this video to watch the corresponding section just like any dream a slumber begins with the dreamers phase where the first step is to draw influence cards the free spirit starts the first round by spending one yellow intent from an influence card in order to move to the adjacent space the card is discarded and the dreamer miniature moves one space on the slumber map this concludes her round the tough guy decides to spend two yellow intense by discarding one card in order to move two spaces on the slumber map the tough guy ends his round when meeting this entity the players can expel it when it's located in a non-darkness space and as long as they collect six red intense or yellow intents per player for our slumber this means 12 intense of one color in total if successful the player will be able to collect the loot and the slumber will end with their victory now that the dreamers finished their rounds let's check the effect from the current turn card the first effect is morphing instructing you to add one random morphing token to the entity tile now i'll tell you more about adding the morphing tokens and the meaning of their types whenever the game tells you to add morphing tokens but choose the specified number at random and place them face up on the entity tile the morphing tokens boost your opponents making them stronger now let's see what types of morphing tokens exist in ether fields thanks to these tokens the entity will inflict an additional distress during its attack provided it can attack for the each player will have to seal two additional influence cards when this morphing is active the entity movement value is increased by two spaces for our entity this would mean four spaces if the entity doesn't move this token has no effect these tokens increase the entity's range by one space as long as this morphing is on the entity tile the players cannot use their active mask effects this token makes all the progress cards inactive as long as this token is on the entity tile the players cannot re-roll their die results in this case the players cannot use their shining gems to re-roll though they still spend them to pay the action costs finally some good news one of the basic actions is the ability to remove morphings to do so discard one key or spend one ether while the entity is within one space of you now let's go back to the game place one random morphing token and from now on obey its effect the next step would be to discard all the light tokens from the map but we have none of those another effect of the turn card is a special effect every dreamer within one space has to spend one shining gem suffer one distress or seal two influence cards as both our dreamers are out of this range no one will suffer [Music] the third and final effect of the active turn card is to roll the movement die and see how far the entity moves following this role the entity moves one space always towards the dreamers [Music] during the second step of the dreamscape phase we discard the resolved turn card thus revealing a new turn card which now becomes active so let's move back to another dreamers phase the first step is for all the players to draw influence cards up to their hand limit which in this case means that each player draws three cards in order to reach the hand limit of six the free spirit begins her round by playing a yellow intent card in order to move one space towards the entity next she performs an influence card action allowing her to place the light token on any space of the map tile this places the light token on the field with the entity changing the darkness effect of this space into the light effect active until the end of this turn next the free spirit decides to perform part of the assault action on the entity tile as the condition of interacting with it has been met the entity is not on a darkness space in total the players require 12 red intents the free spirit wants to contribute six intense so she plays a card and uses its effect it gives her three red intents the cost of this action is to suffer one distress then she plays another influence card by resolving his action which in this case is free but grants her three more red intents after its use this card has to be sealed therefore the free spirit has the six required intents and can place a red intent marker on the entity tile thus completing half of the assault action now let's move to the tough guy who spends three influence cards from his hand worth six red intents in total this completes the required cost of assaulting this entity therefore the dreamers manage to expel it now they can collect the loot you always do so from the current turn card in this case each dreamer receives one ether the slumber is now completed which means you have to clean up before returning to the dream world map discard all the tokens from the map tiles that is the entity token and the light token also discard the morphing token along with the intent markers from the entity tile as for the tile itself turn it face down and place it at the bottom of the slumber tile deck place the remaining turn cards from the deck face up on the unused turn cards when cleaning up after a slumber don't discard the dreamer miniatures leave them where they are on the map until the next slumber also do not discard map tiles and quirk cards when you start another slumber you'll go back to this map and resume the game from where your dreamer miniature awaits after completing a slumber don't discard any influence cards from your hand also don't remove any progress cards shining gems or other bonuses unless any special rules state otherwise do not shuffle your influence deck or the discard pile you will move back to the dream world map with your current card status remember that in order to use influence cards when on the dream world map you need to have them in your hand or active in the progress zone as there is no car draw step when playing on the dream world map so let's go back to the dream world map where we make fifth movement with the team marker and land on a space with another exclamation mark so now we take a slumper tile resolve it and place it at the bottom of the slumber tile another clockwise move on the dreamworld map puts us on the shopping location now using the shopping carts from the storage each player can purchase influence cards or items from the market the influence card market is a pool of unacquired influence cards waiting in the box this market will grow during the campaign certain dreams may add new cards to the pool the influence cards lost by the dreamers during the campaign will also end up here so whenever the game allows you like in this case to buy cards from the market pool you can draw the top three influence cards from the market and buy any number of them let me remind you that the card action cost is expressed in ether and you can always see it in the upper right corner of every card [Music] return any card you didn't buy to the bottom of the market deck in our tutorial session the free spirit bought two influence cards spending all of her ether the tough guy decided not to purchase any cards so he gains one shining gem when the game asks you to return a card to the influence market it means you lose this card remove this card from your deck and put it at the bottom of the influence market during the buying card step if you draw a starting card of another dreamer you may buy this card paying with ether as usual you can use the special action on the back of this card even if you are not that dreamer when you buy a new influence card add it to your discard pile [Music] after shopping return the shopping cart to the secret cards in the box if the players have no shopping carts in storage when traveling the dream world map the shopping location effect is not resolved this place is treated as an empty location now let's go back to our session where the players move to the location with the dream gate icon take the dream gate tile corresponding to this space it will tell you that you need two keys to enter the dream as you only have one key so far you cannot enter the stream yet so let's continue our journey another clockwise move puts our team marker on a location with a question mark and an exclamation mark [Music] this determines the order of resolving the effects of this location starting from the left so first draw a fate card this card requires the players to make a choice they decide to choose the second option that is reshuffling the fate card deck the exclamation mark on the dream world map location where the team marker is located sends you back to the slumber deck as you can see a green slumber tile is already waiting it's a delta phase consisting of three points now resolve the effects from this tile one after another from the first point each player can choose one of the five effects you can see here therefore you can heal all your distress you can unseal all your influence cards you can unflip your flipped progress cards by turning them face up you can reshuffle your influence deck without penalty or restore an inactive mask the second step of resolving the delta phase effects is to reset the clock the new setting depends on the number of the players for our two player game we must set the counter at 4 hours as part of the last step shuffle the slumber deck cards and remember to place the green delta phase tile at the bottom of the deck which then goes to the respective board slot done now let's go back to the dream world map where we move to another space containing a sanctuary where each dreamer may choose one of the four available options they can reshuffle their influence deck without suffering the penalty they can also unflip one progress card alternatively they can unseal one chosen influence card or restore one item in our session both players decided to unseal one influence card each so let's return to the dream world map where the team uses a shortcut to move to an adjacent location the cost of using the shortcut is shown at the bottom of this map tile in this case the players have to either flip over one of their progress cards or seal one of their influence cards if any of the players has an empty deck they cannot go with the second option if they also had no active progress card the team wouldn't be able to take this shortcut this is because each player has to pay this cost individually then the team moves over consecutive locations of the dream world map resolving their effects in order to find a key i won't be showing you this again we move across the map in the same way i showed you earlier as soon as you have the quantity of keys required to cross the dream gate you can head towards the location with the dream gate icon on the given map tile when you reach this space take the respective dream gate tile as you are now in suburbia you have to take the dream gate tile marked as ii-39b which requires two keys so in order to enter this stream you have to discard these two keys from the storage then you have to clean up the dreamscape board discarding the quirk cards and the slumber map tiles place the quirk cards at the bottom of the fake deck and place the summer map tiles at the bottom of the slumber map tiles deck [Music] now resolve the setup section of the dreamgate tile first each player can now cure two distresses or unseal two top influence cards from their sealed pile another step of setting up a dream is to find all the tiles and secret cards numbered i-02 find them and take them out of the box then resolve all the i-02 tiles marked as setup in the upper right corner reveal them and match them to the symbols on the dreamscape board in our case these are a1 and a2 respectively place your dreamer miniature on the dreamers entrance space on the map another step of setting up the dream is to find tile i-02z and place it on space c1 without revealing it now reveal card i-02 a it will remain active until the end of the dream in our case by spending two yellow or green intents that is by paying the cost of action from this card you'll be able to resolve a script at the space your dreamer is in in our case this will be script 116 which as usual can be found in the script book another step of the setup is to reveal card i-02e and to place it face-up on the entity card and tile slot on the board now take four cards labeled i-02-b they are items and they represent the pool of the items you'll be able to find during the stream somewhere in the darkness now it's time to prepare the turn deck as you can see on the dream gate tile it will consist of 12 turn cards take the turn cards shuffle them and place them in the corresponding board slot face up then read the introduction in script 890 in the script book during the stream the player's goal is to find and liberate the dream monger learn the hints and check out the special rules they may come in handy during this session if you run out of turns refer to script 425 in the script book now you're ready to begin another dream in ether fields lastly let me tell you about several important aspects what happens when a dreamer dies when a dreamer suffers an eighth distress they die immediately this means that all the players lose the team also loses when the distress marker pool runs out there are 16 of them so be careful when playing with more people there is one last condition if a player has less than six cards inducing their hand deck and discard pile they die and the entire team loses the game limit of miniatures and tokens per space in ether fields you will encounter various entities now let's talk about the maximum number of miniatures and tokens that you can place on a single map space each map space can hold a maximum of four miniatures and or entity tokens after which such a space is considered to be full dreamers can move through full spaces but cannot stop in them entities can enter full spaces by pushing dreamers out of such a space and into any adjacent space however if the full space contains only one dreamer that dreamer cannot be pushed out the entity ends its movement in range one of that full space some entities are much bigger than others they are called big entities they occupy the whole space they stand in and cannot be pushed out in any way but certain effects from cards or scripts can force them to move when a big entity enters a space it pushes all other miniatures and or entity tokens in that space to any adjacent space chosen by the players now that you know all the rules of ether fields see how to save the progress of your game anytime you are on the dream world map after resolving the effects of your current location you may pause and save your campaign how to do it in order to not lose the ether you've collected you may now resolve the buying influence step we have already discussed the mechanism of buying cards use the description below to go to that section of the video after buying if you still have some ether discard it and take one secret card i i-41r regardless of how many ether you discarded take only one such card to save the game without losing your current campaign progress resolve steps one through three from the awakening card to do so each player discards all of the influence cards from their hand deck and progress zone they heal all their distressed and regain all the sealed influence cards then discard all the keys and shining gems they may possess another thing to do is to place all the cards and tiles in their corresponding slots in the box using the proper dividers to segregate and mark them place all the dream gate tiles you have in the special envelope place any tokens markers and other game components that you used in the box [Music] and now an important remark if you want to save the game during a slumber or a dream you have to follow the dreamers death protocol now dear player i shall leave you to enjoy the rest of the game come back here whenever you need a refresher on the rules of the game remember that you can always learn about the rules that interest you you can easily find them using the table of contents in the description under this video it has been my pleasure to introduce you to ether fields
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Channel: ON TABLE Board Games
Views: 13,823
Rating: 4.9621749 out of 5
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Id: C6xNNgZPYvo
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Length: 83min 9sec (4989 seconds)
Published: Thu May 13 2021
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