Etherfields learn to play/playthrough

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hey everybody i'm going to try to play through a little bit of the tutorial to give everyone here a rundown of how to set up the game how to start playing i'll then cut to completing the tutorial and moving on to the world map moving around the world map and seeing how all of that interaction works i'll run through a slumber as well or at least part of one so you can see how that works and finally how we end up getting keys and entering your first real dream and i'll leave it there this is going to be unscripted unedited and uh fairly off the cuff so hopefully everyone enjoys it and and learns how to play so grabbing the starting card the rules tell you to get the uh the dream gate for the setup we need to take the turn deck all 12 cards of the turn deck give them a shuffle and flip them up onto this spot here we also grab the fate and the floor decks give them a shuffle put them face down here and then we take all of the zero one set up and uh tiles and cards and and get them all ready to go now that tells us to reveal the setup tile on the on the uh the dream gate here so we'll reveal it it's got a2 up the top and so we'll place it up on the a2 slot of the board just like so the little blue whirlwind is where we're going to put our starting characters i'm going to be starting with the tough guy and the gambler i'm going to do two so that you can see how the interactions between the players also works and how turn orders can work that sort of thing so we take both of the miniatures for them they can start on either of these spots because the blue whirlwind straddles both of these two quadrants so i'll put one up here and one down here and we take the corresponding initiative decks and just place them off to the left hand side make sure there's space underneath for any progress cards and space to the right for the discard pile all of these cards we leave face down the game will tell us if and when we need to reveal them and how to make that work and then we start the turn so each of the characters draws up to either four cards or to your hand size of six you'd only ever draw a maximum of four cards at the moment we don't have any in our hand currently so each gonna draw four and flip them over and have a look at what we've got and same with the gambler there we go now we go up here to the board let's have a look at the different actions that we can do so the tough guy up here is on a spot where there's a one-time action of three cunning times the number of players so a total of six and we can check the yellow altar read script 159 we can do that down on this one here for one awareness we can gain one blue gem the blue gems can be used for re-rolling uh any anything that you that you have to roll for your character up here six awareness you can check the green altar down here one off action of six assault sorry six uh wrath this is an assault action check the red altar now assault action it says assault there's two special actions that you can find in this game assault and contact those ones can be done at a range of one all of the other actions on these tiles need to be performed at range zero so you need to be on the spot to do those actions there's also one final action down here of for free try to open the door and read that script so let's see what we've got over here on the cards the tough guy he's got a little bit of cunning the yellow and a uh a fair amount of wrath the red you've also got some extra abilities down the bottom here that you can use instead of spending these currency up the top you can do the action down the bottom they might have a cost associated we'll go through that and down here we've got something similar so first things first let's go with the tough guy he's going to be the first player i'll grab the first player marker although i don't tend to use it it looks like that one and what's he gonna do he is currently at the spot with the cunning i can spend three cunning i do have three cutting but he's also got a lot of wrath and he might actually be better suited at trying to do the assault on the other part of the tile so instead of doing uh the action on the location that he's on he's going to spend one cunning so we put that in the discard pile just to move one space down with the gambler here now i'm in range to do the assault action that costs six wrath and down here i've only got at the moment four wrath one two three four and i've got some other abilities down here now technically it's the gambler's turn according to the rule book you you have one action then you pass and you keep going around but because any player can pass at any time as long as you both don't pass at the same time then the turn ends but if the gambler decided no no i'll pass for now tough guy you go again i'll just come back here so it's essentially it's free play anyway you play until you've all decided to pass while you run out of cards so the gambler now is in range one of this assault action it says assault there otherwise it would just be a wrath action if it didn't have the word assault there it's just a normal action and it's six wrath he's only got four but if you look down here we've got hesitation and any time action for free i can seal this card to gain three of either awareness cunning or wrath i'm gonna seal this card now that's not the same as discard to get my three wraith sealing the card face down that gets me three that card does not get reshuffled into my deck when i do a reshuffle that card is essentially out of my deck now until i unflip it and get it back so that was three i've got another two here and another one here these two can just be discarded for a grand total of six so i've got enough up there check the red altar and read scripts 234 now i'm not going to read the script but i will update the map according to what it says so i won't give you any story spoilers but i will update everything okay so the effect of doing that assault action on the red alta is we take one of these and place it onto our our dream gate tile and because it's a one-off action we take this token and put it up on the board there so as you can see there's a little symbol there so it is a one-off action so that one we can't do again now it's the gambler's turn because the tough guy is out of cards he can't do any more he can gain one gem for spending one awareness one green or they can move and start trying to look at the yellow altar or possibly the green altar now we do have a little bit of movement here so let's we'll spend this one and that gets us just the one which up here is all we need to get a blue gem so we'll just pop the blue gem on there we've still got these cards left i'm going to spin this one just for one movement so it is a little bit of a waste of movement there but i'm going to move my gambler just one space onto where the tough guy was and now i'm going to try to check the yellow altar now it's also a one-off action as you can see it costs three cunning times the number of players there's two players or two characters so it'll cost six but i can do it in two lots of three and that is what i'm going to do i'm going to as you saw before i'm going to seal this card and get three cunning so flip that one upside down i get my three cutting which is enough to do half of it so i take a cutting token and just put it on there somebody else on their next turn will need to finish that off but because i'm the gambler and i like to gamble and i've got a re-roll token i am going to try to use the luck die so to use the luck die i can roll this die after i've spent at least one influence and i've currently spent three on this action and i'm going to try to complete this action by rolling the luck die there is only one side of this that has three pips and i need all three to be a success otherwise it's a waste but i do have a re-roll available to me so i'll give that a try and see if i can succeed straight away and i rolled nothing doesn't add anything doesn't take anything away but i'll spend my blue gem and roll again and i got a two so not enough to do anything if i had rolled an x the whole action would automatically fail i would have taken that yellow token that i put up there back off and i would have taken a wound so it is a risk there's only one x on there so it's a one in six chance of having a total failure but that's all right so i didn't get enough to complete that action but it's halfway there and that is one turn done i've got one card left on the gambler and no cards left on the tough guy the current turn step we would roll the dice do a basic effect and do a morphing at the moment we don't have an entity out so none of those do anything we'll just flip that over to the discard pile and we'll come back for our next turn we'll draw four more cards for the tough guy he's now got four cards again and the gambler also draws four cards but now they'll have five in their hand so we'll start this time we'll give the first player token to the gambler the gambler has decided that they're going to finish off that action that they're at they'll spend these two cards to get four cunning they only needed three so this action is done and i'll update same as before i won't read the script or spoil anything but i will adjust appropriately on the map all right so we've placed another token up here because that's a one-off action for this dream and we've placed a second gem on top of this one and now the uh the gambler's got two cards left we can decide what to do they're just going to pass for now we'll move on to the tough guy he's going to move again now he's only going to spend this one he's not going to do the bottom action she's going to spend it for one movement but he's also going to try to roll the luck die and just get one more movement so he spent one so far roll the die and nothing so his he's just going to stay there and he's going to end his turn so again we come down here there's no creature out so none of this would happen flip it over and draw up the next turn only drawing three now for the tough guy because his hand size is a maximum of six so he's at six cards same with the gambler draw up three more cards to a maximum hand size of six the tough guy is the first player again now he wants to move one and do this action to check the green altar so let's have a look at what we've got none of those are particularly good whereas the gambler has a bit more of an option down here but instead the gambler i'm going to show you something else so we've got a progress card here has progress up the top instead of playing it for wrath i'm going to place this progress card to do that it's going to cost me it'll tell you the cost up the top and it is always different for the different cards this one costs four wrath to place so i need to find four wrath in my deck of cards i've got another one of these cards that i will seal for three and i'll spend this one for the fourth this card then gets placed underneath the player board of the gambler and now i have this ability this new ability cost me two cutting and i can increase the action range to two and roll a luck die to get additional wrath if i need to that's pretty good but it has left me a little bit short on what i'll need to do to complete that altar because the altar says six it doesn't have a number of players or anything else it's a everyone has to just well one person has to do a total of six in one go i can't break that one up i'll spend this card for movement i'll move just the one space and then i've got four here i could attempt to use the luck die but i think i will just wait my turn and the gambler instead is going to spend two movement and he is going to come down and try to open the door that's a free action but he's not going to do that yet he's going to wait because i'm pretty sure we're going to need to check the green altar before this door is going to open so again turn ends we've all passed we take another turn card the tough guy has five cards so he only needs to draw one the gambler has two cards so he draws four up to his hand size of six now we have lots of awareness lots of green just what we needed we'll straight away do that check alter action spend three and follow the script now this one does not have a one-time action but we'll see what the rules and by that i mean we'll read the script and just follow what it says i won't read the script to you again no spoilers i'll just update as appropriate okay even though on the map it didn't have a one-off action once you read the script you'll see that that actually happens that does happen as well sometimes the script will block that action at further time sometimes it's on the board itself and we've added our third gem to the dream gate now the tough guy he's gonna have his turn he is going to try to open the door and read script 823 and i'm not going to spoil any of that for you okay so that script was a big one a lot of different things happened most notably we got a second map tile added a3 i've put it in the appropriate spot we've also spawned our first entity something wicked it has a movement value of four to get rid of it assault it's an assault action it requires six wrath times the number of players but you can step that one so two lots of six and it doesn't kill it it just relocates that entity back to the spawn point whenever you do spawn an entity it always spawns on one of these little purple ones if there is multiple spawn points the players get to choose however some of the spawn points also have one of the suit symbols on them if there is a suit symbol that matches the current turn when it spawns you have to prioritize that location and then spread them out evenly so at the moment there's only one spawn spot that's fine eastbourne's there now he's got three different actions down here you've got morphing basic effect and special effect these are going to get done at the end of the player turn when you go to the turn card so in this particular instance you would resolve the special effects then the basic effect then roll for movement we'll do that shortly once the players finish their turn because we're not done yet having a look back up here we've got a few new options of what we want to do do we want to close doors do we want to pull some levers do we want to go into secret tunnels and the uh the tough guy here he's got an option as well of trying to get through that door and and close it okay so the gambler up the top is going to move they're going to move just one space and i'm going to spend this card for the one movement that's going to put them into this room here and then the tough guy is going to move also and he's going to spend this card here to move one space through this open door now i'm going to get the gambler to spend one contact and uh try to close that door and that's fine we've got a couple of cards here with contact i'm going to choose this one and i'm going to read script 83 i won't spoil anything but i assume since it says on the board it's going to close that door behind me okay that has indeed closed the door behind them the gambler is going to pass for now and the sorry the tough guy is going to pass the gambler is going to spend one more cunning down the bottom there to enter the secret tunnel he's got one more cunning on this card he's now out of cards but that's okay i'll read that script and see what that says okay so the gambler has moved through the tunnel popped out on the other side down here the tough is now out of cards but the tough guy still has a bunch of cards they're going to try to resolve actually we're not going to resolve the script we're instead going to make note of a few things and then just end the turn so we can see what the monster would do in fact i'm going to unresolve this movement card and put the gambler back there because that'll make things a bit easier to explain one of the things to note in the middle of this tile there is a moon because it's in the very center it touches all four quadrants of this tyre which means all four quadrants of this area are in darkness there's a bunch of effects that may happen that will say they only happen in darkness spots all four of those ones are in darkness at the moment sometimes it'll be just in the middle of the tile so it'll only cover two or in just one tile or one corner itself in one quadrant okay so everyone decides they're going to pass we resolve the current turn step first thing we do special effect we look at this card special effect each dreamer in range two seals two cards a range is calculated orthogonally just like the movement you can't go diagonally nobody is in range two the gambler sorry the tough guy looks like he is but this door is closed you cannot go through walls or doors to measure range unless it tells you otherwise so he is not in range he's hidden behind the door there and the gambler is too far away then we resolve the basic effect each dreamer in range one suffers a wound again nobody's in range one then we roll for movement movement dice the base character here has four movement it's got it up there all of the different entities you'll come across have different amounts the movement dice has a number of different sides none of them are zero they will always move at least one if it has this arrow with little lines on the back it'll mean that they move their full movement if it has arrow without any lines they move just one space and finally if they roll and move this one not only do they roll there and move their full movement they get to roll the dice again so we'll roll for the entity he's only got one movement they're always going to move towards the closest character that they can reach if it's a tie you get to choose where they want to go he's only got one movement he's going to come up here and start heading towards the gambler he cannot reach the tough guy because tough guy is fully behind a wall and that i think is where we're going to leave this tutorial i'm going to let you discover the rest and i'm going to pop out the other side like the dream is complete and get everything set up for the okay so you've finished the dream there's now a number of things that the script will tell you to do first things first you'll cure a couple of your wounds and unseal a couple of cards now unsealing is different to flipping and i'll explain that quickly because we didn't really get to do that before now we've got progress cards down here some progress cards like this one give you a default action you can do whenever you want at the as long as you pay the appropriate cost other progress cards that will come out later in the game they give you a specific bonus and then they will tell you to flip them now flipping cards and unsealing cards are not the same thing flipping cards or unflipping cards relates specifically to progress cards once you use that action you would flip them they stay underneath here you've still only got a maximum of four progress cards down here so that takes up a slot and there are various things you can do to unflip those cards this particular one does not require any flipping you can just spend the required cutting to get the bonus whenever you want anyway so we cure two wounds unseal two cards we then take all of the cards 41l that's these ones 41l they relate to the characters that you've chosen to play they go into your storage area the storage area is this part of the board up here they have a requirement if you if you hit one of those things you get an additional script so they just live in your storage area next we get the slumber map deck now the slumber map deck is tiles 36. we're told to just get the a cards so there's four of them if you can see we give them a shuffle and put the two that have the word starting you can see that on top and they're the slumber map then we're going to take the cards 37 a b c and d which are these ones here a is green the rest are red we give them a shuffle we put a at the bottom then we take some new dream gates we take dreamgates 39b 390. 79b 390. these are new locations that we can go to in the world it'll tell you the district you need to be in it'll tell you how many keys you need to enter it we also gain and just says card d now if you remember from the setup there were a number of different cards from this particular encounter one zero one when it says just d it's referring to the scenario you've just completed or that you're still in so that's this card 101 d we take that and flip it over add it to your uh wisdom sleeve card holder i'm not going to show you mine because mine's already quite full because i'm a fairway through the campaign and i don't want to show you any more than i have to but that's your first wisdom card then it says to gain tiles s t these are the dream world maps i'm going to show you them and they are going to be spoilery as well but here they are there's t and here is s so you flip them over they've got locations they live down the bottom half of your board this is your dream world b2 and a2 they line up just like that you gain some ether to spend you get some shopping cards to add to your storage as well they look like this you'll get three of those they live up here and you take the seasons deck the seasons deck i know it tells you all about shuffling and not to shuffle on that it doesn't actually make any difference whether or not you shuffle it it tells you to put ordinary days on top whenever it tells you to change it'll tell you exactly which card to change it to it's never randomized so that sits just above your world map there on ordinary days then we take your awakening card which is another wisdom card 41m this also lives in your wisdom sleeve holder and now we resolve an awakening we discard all of your influence cards from your deck hand in progress zone so over here all of these cards get discarded we cure all wounds and unseal all cards this unsealed card here reshuffle the influence market that's the cards that are in here and the item market the fate and slumber deck so you would give both of those a shuffle place your you may change your dreamers if you want there's a script for that then you rebuild your influence deck so because we're just sticking with our characters we would give these a shuffle place it back here we're all ready to go you choose one of your masks as your active mask i'm not going to show you the mask or what they do but you'll have access to those you restore three items to do that the game will instruct you to get some items you give them a shuffle you place i think you start with five into your storage area you randomly select three of those and put them face up onto these item slots whenever you use an item the item will tell you that you can as an example you can always spend it on your turn for the influence that's just up here so you would discard it back into your storage not into the box for the influence or there's an action down here this one would cost for awakening not awakening awareness and you can reshuffle your deck without penalties and you also have to seal a card and just says discard this item discarding means back in your storage don't put it in the box after that you discard the current dreamscape reveal the two set up slumber map tiles and place your team miniature on the awakening location of the dreamworld map so we take our two starting tiles flip them over we've got b2 and b3 again the blue whirlwind we'll just chuck our characters on that spot and we're ready to go if and when we draw and a slumber to deal with we also put our team token onto the world map we take our slumber deck and we place it right there and we get rid of everything from the previous dream and we shall take that over we're all set to go from the awakening spot that we're on our team token we don't spend any movement or anything to stay here we move around in following the arrows as we need to if we take a shortcut which is a little small arrow we take a penalty the penalty is written on the bottom of the tile so in this instance we would go from awakening down here resolve the blue arrow that's a fake card a fake card i've got draw in place once dreamscape slumber tile and if there's a quirk slot place this card here okay we go back to our dreamscape deck and we draw this card now notice c4 is not on the left hand side it is in the middle we have to line up this c4 with the c4 on the board to line up there so it does straddle two spots and that's okay we take this card because this has a quirk spot we put the card there and that's it now if we ever come to this spot there is a bonus action we can spend one awareness and roll a luck die to possibly restore one item if we roll a two or a three that's it for the fate card we then come down to this spot the red exclamation mark that is your slumber deck we draw the top and counter on the slumber deck if any dreamer has three place progress cards or more no we do not so put it at the bottom and we keep going the goal here is we're trying to get keys the keys are down here and if we get two of them we can enter one of the dreams either one in suburbia or one in metropolis so we'll come down here we draw another fate card what do we got passage either seal one card relocate the team to a chosen location of the dreamworld map tile or reshuffle the fake deck it's unfortunate because we're one space away from getting a key so we'll just reshuffle the fake deck all right next spot we move down here we now get multiple actions here the first one is we get a key so take a key place it in your storage area then we would resolve another fate card draw another streamscape slumber tile and if there's a quirk slope place this card there is another and it does have a slot and again the a2 is in the middle it's not on the left so it sits straddling over two spaces up here and we place the quirk tile now this one is a little bit different there is a slot up the top here where we can put one gem and if the current turn suit is a heart ignore any wounds taken during the dreamscape phase we have to activate that slot with that gem the gem would sit in that spot up there and that's for that to happen there's also now the maximum range of assault actions is one and cannot be increased okay we've drawn our fate card we need to draw another slumber card and we got a wraith behind my back now i'm going to show you how to resolve one of these and i think that'll after we finish that off we'll be done so up the top it takes you four turns and we spawn a wraith okay so four turns i've drawn four turn cards after shuffling and here's our turn step and we need to spawn the wraith because we've got up here a number of different spots including a spawn point that has a club and we are on a club turn the wraith gets spawned on that spot the rest of it what you need to know we can spend seven awareness to place one light token on the tile you can assault only when the wraith is not in a darkness space you'll notice most of these spaces are darkness spaces except for where i am currently and the one next to it but you can add light so that'll block the darkness space and six lots of assault with uh either cunning or wrath to beat him out you've got to hit him twice because there's two characters and then it's got the different abilities that they do if you run out of turns or you decide to skip him then there's a resolution you can do down the bottom most encounters have this not all of them do obviously the punishment is not going to be great so it's best to try to fight them if you can or if you think you can so let's get going on this one we reset our characters because of the awakening so they've both got to redraw their deck and start all over again so tough guy is going to draw four cards it's very difficult to do one-handed when there's this slippery all right so i've drawn four cards for both of my characters now i need six wrath or six cunning and only can hit him when he's in range of light i don't have enough cunning sorry enough enough awareness to put a light token down and i don't have any ability down the bottom here that's going to let me add any light some of your abilities can do that but i don't have that out so instead i think i'm going to stay put so we go we both pass straight away go to the turn action basic effect basic effect over here each dreamer at range zero or in a darkness space itself as a wound we're both in a light space so we're fine over there then we roll the movement dice he's got the one with the line which is his full movement of two so he's going to go one two towards us both and he's still in a darkness spot unfortunately and resolve the basic effect again no one is still in a range zero or in a uh darkness space so no more wounds that turn ends i've got three more turns to try to get him now we come back over here draw up to our hand size of six because we already had four cards down here and how are we looking okay we're looking like the tough guy can probably do six with his wrath but the gambler is gonna have a hard time doing six uh wrath or or cunning but here's the gambler so maybe i'll try to win by doing something else but for now the wrath is in darkness and i can't light up the area so at the moment i can't hit him i can't do anything so i'm going to pass again come over here now he's going to do morphing which is add one more thing and then discard all light tokens so we don't have any light tokens morphing is a bunch of tokens with red backs i'll draw one out okay i've drawn plus one wound so whenever we get wounded now any of the actions that hit us with a wound they'll do an additional wound there are other tokens in there for example this one here plus two seal if we would normally if one of their actions would make a sealer card we would seal an additional two that does not mean that their normal actions for example the basic action of of the wraith if he had that particular token he's not going to start stealing sealing our cards on a basic action however if you look at the special action if we had that token you can either spend one blue or suffer wound and seal two cards that would then be if we didn't have this token he would we would suffer a wound and seal four cards so the plus two it always adds to what the the entity already does same with the wound this one because both the basic and the special effect can potentially wound you they're both going to hit you for two now instead of one but if the monster wouldn't seal cards or do anything else that's on the token they don't automatically gain that ability it only enhances the abilities they've got right then it's going to do a basic effect again all creatures in range 0 or in a darkness space suffer wounds there's nobody and then he's going to move he's going to move into the light which is what we want okay now he's rolled his full movement and then plus again he's already going to move straight into our spot there's no point in rerolling the movement because he's happy where he is and then we discard the card we've only got two turns left but i'm pretty sure we're going to be able to take him out now if we're lucky we've both got a hand size of six at the moment so we draw nothing but we're gonna start hitting him and hitting him hard we need to spend on the tough guy he's going to spend his six wraith one two three four five six and we hit the rate once so i'll just put that token on there to say that he's been hit once now another thing i should point out it's the assault is six times the number of players or cunning six times the number of players i can't do a half and half i can't resolve the other half with my gambler with cunning because we've started with the salt we need to finish with the salt so the gambler needs to hit with salt that's okay we've got this card here i'm gonna gain one wound to gain three wraith breaths sorry so i'm going to take a wound i've got three and then i will spend another three wrath to hit him for a total of six he's done we resolve then chase him out which is he's gone and we gain loot to gain loot you look at your turn card whatever the turn card says is the loot in this instance would resolve this secret card or gain one key they're both really good options i'm not going to give away what any of those do but obviously the key is very nice it gets you closer to your goal in fact we're just going to go ahead and take that key all right we've got two keys now on completion we stay where we are we don't discard any cards we just get rid of the wraith the wraith has been taken away and we keep going we'd move then to the train station we can't do anything there at the moment we come back down here we draw another slumber card okay this slumber card the dreamer has four place progress cards or more remove the slumber tile from the game we don't so that's just we come down here and we can come up here and go shopping now at the end of the tutorial dream we did get a bunch of ether that we can use to spend to go shopping we've got these shopping cards so we flip it over we can buy influence cards or buy a random item to get the cards you can choose to do that action you draw three cards out of the box and then buy as many as you want you don't need to you don't have to just buy one they go then in your discard pile if you choose to if you choose to not buy any of them you can just gain one blue crystal if you want to do an item again you just draw one random item from the item market and you can buy it for two ether if you don't buy it you can take a blue gem instead now if you want to draw the three cards and look at them first that's fine you can look to see if you can or want to buy the cards and if you just don't like any of the cards then you can discard them and take your blue gem you're not required to but you will be required on completion to discard this card back into the box you started with three and most of the dreams on completion if you're successful will get you this card back into your storage again coming back down here now we move on to the portal that's our dream gate we can spend our two keys to enter this particular dream because we're in suburbia and we've got now two keys and this will give us the new setup to do the new setup we take all of these slumber cards and the fate cards the fate cards go at the bottom of the deck all the slumber cards get shuffled and discarded back into its spot over on the side here putting the starting ones back on top the slumbered deck remains unchanged and at the moment the slumber deck now has this green one on top that will be resolved when you do your next uh action over here but we're going into the dream instead and i think now you're as good as you're going to get at uh playing this game if you have any other rules questions hopefully i can figure out how to turn on comments and uh see how you go thanks
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Channel: Paul H
Views: 4,490
Rating: 4.8222222 out of 5
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Id: tXKbgSv0jck
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Length: 44min 16sec (2656 seconds)
Published: Wed Nov 11 2020
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