Halls of Hegra: Tutorial, Playthrough, & Review

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[Music] and I think we are live good afternoon everybody thank you very much for joining us as always with these live streams let us know if you can hear us and see us okay Pete's joining me today hello and Pete's going to be teaching me how to play Halls of pgra which you this is my copy of it it's a review copy sent to me by toet games the publisher I lend it to you you've learned how to play it this week yeah You' played it once lost yes and now you're going to teach me how to lose um probably yeah uh so just a few things before we start hopefully everything is okay y sure every James mind is here all saying that the AV is okay so yeah a few things before we start this is not a sponsored playthrough uh if you are expecting to find one of Paul's amazing tutorials on how to play the game uh this is not going to be it uh we are hoping that we'll get the rules right unfortunately the designer who was going to be joining us uh in the chat today is unfortunately not able to make it so if anybody is watching this live and does know how to play the game and we do get anything wrong please let us know um we will try our best to get the game correct with the rules as we understand them I know you had a couple of queries earlier on the week and Peta helped you out with a couple of things yeah um but what what is this and why are there two of us playing a solo game so the the theme behind this game is from an abandoned Mountain Fortress you command a group of Norwegian volunteers fighting numerically Superior German forces in the early days of World War II this is a solo only war game but regular viewers of my channel will know that I like doing solo games with some body else CU I think it makes a more interesting stream as we discuss what we're doing but this is a solo game only uh but that doesn't mean you have to play it on your own you could play it with somebody else um apparently we're going to be doing worker placement Bank building an area control stroke Tower Defense now the first thing that I wanted to comment on about this game because this because this is not a sponsored video we can say whatever we want and because the design is not here in the chat we can really say whatever we want without feeling bad first of all I think it's really good good that we have a uh World War II themed war game that isn't your normal World War II theme so first of all my knowledge of World War II is very little and comes from films TV and board games and is generally centered around British and American forces and things like that so I didn't know anything about this whatsoever and the back of the rule book actually does have some historical notes about this so this is a real thing this this actually happened um where there was this small group of Norwegian soldiers basically on this Hilltop defense trying to defend against the oncoming German invasion 200 of them right not 300 no that's a different that's a different day um and historically what happened is that they were overwhelmed and they surrendered but in this game we're trying to not do that um now my first question about this game because I don't know very much about it but a lot of people have said that this is very hard yes does it have any difficulty levels yes it does and are we playing on the super super easy level we're playing on normal okay uh there are ways of making it harder yeah and there are ways and there are ways of making it easier um but I just I thought let's just play it on normal so we'll play it on normal today yeah and in 10 minutes time we'll reset after we all die and then we'll play it again on easy maybe possibly okay so we're playing on the normal difficulty today if you watch this video and you think this is stupidly hard we will cover the variants uh at the end and if you don't know them we'll get the rule book out and we'll have a look yeah um and yeah a lot of people have said that this game is very very good uh which is one reason why I wanted to cover it on the channel uh because I do have an interest in some historical games I'd heard a lot of good things about it um and yeah a lot of my patreon supporters wanted to see it so yeah because this is not a sponsored video uh I've basically taken today off work in order to create this video for you so that's only possible thanks to the support of the patron campaign if you are a patron supporter thank you very much for your your support uh and if you're not but you want to support the channel and help me carry on making videos like this uh then yeah patreon.com gaming rules right okay okay so the way I like to learn games is not by having the full teach up front Okay I'm happy with you giving me a very high level overview sort of five minutes okay uh and then we'll dive into the the the details um as as we're playing them okay but I'm going to guess because you asked me to set up these five car these five piles of cards which by the way these five piles of cards should be at the top of the board uh but we've decided to put them here just so we can oh hang on a minute I need to press this button don't I uh there um yeah we've decided to put the these five piles of cards here rather than at the top of the board which is where they would normally go um but it says mobilization first attack Siege one Siege two and Last Stand yeah so I'm going to guess the game is played over five sort of phases and we start off in the mobilization so this this was a very short time scale okay it it it all was over and done with within 12 days right okay so you're looking at 11 days and there's a Tracker along the bottom that tells you which day you're in right and uh it goes from one to 11 which uh start and and you got these different sections mobilization days one to three days one to three that's the first deck and then you move on to first attack which is days four to six that's the second deck and then days um seven and eight SEC uh Siege one and then uh Siege 2 uh is is is 9 10 and 11 and You' got Last Stand so if you make it if you're still there at the end of the 11th day you draw a Last Stand card right and see what happens so the the turns are it's it's a deck builder it's a bag Builder it's there's all these different things going on but essentially you're just following through the same um um the same routine with every day um it's just that it changes depending on which phase you're in yeah so uh looking at the main board because you you've set this up before we started and we've got lots of counters in certain positions which you you followed the setup guide and that told you where to put them and we'll explain them as we go along but um so an important part and the other thing is that that's going to happen later on but right now we're just doing this bit which is mobilization so presumably once mobilization is over yeah we remove this off the book so so the first stage of the game what you're doing is is mobilization which is why you're trying to kind of um uh improve your position uh get the locals and the local villages to send you volunteers yeah uh they're going to be a bit trepidacious and a bit nervous which is what the fear and the doubt is all about okay and that depend and and you're looking to try to enhance your morale and gather your truths improve your position improve the fortifications there's all these different things you can do and that happens in the first in the first three days so you're looking to kind of invest in uh in in your um in your Fortress and make it better and no German attacks in those first three days um that that's all about to happen right shortly after uh then you move on to first attack as the the Germans start to appear at the end of each round end of each day you'll see these these um symbols here and this shows you how many Germans you're going to take out of the patrol bag and put on the board right okay will have an effect on various things um so at the end of the mobilization where you finished kind of gathering your resources and improving your position you then have first attack which is when you uh there's something that happens at the end of of the third um day uh and then you you'll flip this board over all right okay uh try to put it the right way up that's probably a good idea um and then you've got these spaces which are the two sectors where you've got ger coming onto the board and then advancing up uh towards you okay and you'll be shooting back at them and trying to um to to send them back where they came from right and then at the end of the um uh sixth uh day you flip this you remove this all together and you've now got this uh this here so you go through these three SE uh stages uh with the board right and any Germans that were here you transfer them across to the board here and then you just continue to uh work them up right uh so you start off with the board there so mobilization uh what have I done with those there fear is at three doubt is at one yeah okay um and so yeah um so just before we dive in okay there is one thing that I forgot to mention is um although this is not a sponsored video so I'm not getting paid any money from the publisher to create this video they have offered me an additional copy of the game to give away to one of my Patron supporters so if you're one of my Patron supporters uh watch this space I will be doing a giveaway for a copy of this game I haven't worked out the details of how I'm going to do that yet but yes there will be a giveaway for this game for one of my Patron supporters and thank you very much to the publisher for uh for supporting me with that so I tell you Telly bit about what the day structure looks like yeah I won't go them down anywhere um it it's all in here I don't think you've got a kind of player aid but but the the rules the rules are here but the day structure always starts with drawing a card right and then you resolve what's on the card and it'll tell you something that's happening with the weather it'll tell you something that so you follow you follow the instructions on the card and then depending on which of the the stages you're in y you will then do um different things uh and then um you'll do a standard set of operations which you have which you do at the end of every day which is to do with the the morale track um placing any German patrols uh and then checking to see if you've lost uh and and if you if the unconditional surrender has been reached then that's game over okay where are we at the moment you start on in the middle right um these tokens these counters so it's a bit of a a bag Builder some bags up CA we got Patrol bag which you say we draw German counters that's where the Germans come from yeah who go onto the board here yep they're in there yep the hit bag you don't want you trying stay away from that if you can cuz things get it's it's bad if you're drawing tiles out of there it's not it's not good right okay um uh the recruit recruit bag now this if you want to just tip it out for a second what we start off with okay yeah what we start off with are um Medics Soldiers the ones with the bullets on Medics uh volunteers strong men from the local circus strong men from the local circus they're Hunters right okay um those are in your supply bag yep and you've also that purple purple one did you there was a purple one in there wasn't there yeah there was a purple one one of a magician um not quite that's what that's the the doubt oh okay right that's the down marker which is bad um and you only start off with one but you're going to get more uh and the more and the more you get the less likely it is that you're going to recruit the people you want got it yeah the these uh these are the people you've already start you start with so they say they're ready so we've got three soldiers two farmers and an officer officer American officer no isn't that the American symbol though uh what the white star yeah well the the five pointy star five point star I think they use it for generals and things like that they put it on the side of their airplanes and tanks and things and the Captain America's Got true where's where is he in this game or is that variant rule I think that's that's that's the it's probably an expansion set the Captain America one was Captain America in it um so um and then when when you see um this symbol here mhm this is a uh you're going to get uh to be able to place people in here okay try not to put people in here that's the infirmary they go in there there's a lot of space in the infirmary there is quite a lot of space there are three beds and when they're full they go into a waiting area we'll find out about that when it happens so that's three beds not 15 beds no that's that's that's right that's three beds with a Tracker showing you where you are at your stage of recovery or or otherwise um so uh so where you where you see the Norwegian flag this tells you that you're going to be able to put guys in here to do different things uh so when you which is the worker placement part yeah that's the worker placement part of it these people here who are in the ready area are going to be available to you to place and you can see that certain workers are better at doing certain things you can't use officers to shovel snow apparently they don't like doing it no or repair or bolster but if you get a hunter to do it he's worth two right got it that's what the two me cuz he's strong yeah and and whereas if you put people into Inspire officers good officers are better at it uh because they get training and everything so uh they've got a megaphone shout at people that's I think that's probably what it's all about uh so the times two shows you how many um you've got to have in order to make that work okay so so just working your way down you've got shoveling snow which is where you clear the snow away and when it gets to there you get to flip over one of these which uncovers more stuff like second gun medicine cabinet radio map room the ability to send out counter are completely randomized they've been shuffled okay yeah when I when I played the game earlier I spent a lot of time shoveling snow I uncovered a few things and I never used any of them right okay um repairing now you where you see that crack symbol you start off with one gun but you can't fire it because it needs to be fixed um so going here and doing that will fix your gun okay um uh here you've got defensive positions where you're going to be wanting to put people to fire at the Germans who are advancing up towards you um but you as it stands you've only got one little loophole in in a in a in a wall you want to clear away and repair these other ones as well so that more people can shoot that's what repairing does and each time you put two guys in there not officers again because they can't get their hands dirty um then you remove one damage tile and and weapons can also become jammed and you can unjam them by doing that right bolstering uh when the Germans are coming up here and they're rolling dice to see how many of your Defenders they're going to hit you've got uh you'll have a defense uh track uh and uh bolstering will improve that but you that's not yeah here it is that's the defense track it starts off at zero okay so um you're going to want to improve that you can promote people you can't promote Medics right um but you can promote s um volunteers and um uh um um what it Hunters to become soldiers right uh you can also move the morale marker we'll find out a bit more okay right shall we yeah shall we should we jump I notice that these have got numbers on so do we do these in order defend the walls fire artillery Supply run maintenance infirmary morale yeah okay so the first thing that happens is so these these have been shuffled we'll shuffle them again okay and I'm just going to switch to one of the overhead camera views to show this card uh in a bit more detail even though it's it's all blurry I can probably I tell you what let's let's do another camera view for a card um and if I hold it maybe here right and obviously I will focus it there you go right so if I preset that as preset five there you go so that's the card that we've drawn so tell us about this card what have we got on it okay you start off with the uh the cloud symbol this tells you what where the weather is uh it starts off on the cloud and it stays there and that's going to show you how far you can move we can we can only see this at the moment so just just go through this briefly okay so yes just that tells you whether you change the weather then you're going to injure a Defender and add a German Patrol right injuring a Defender is bad y so choose one so that means the Germans have sent somebody across a a patrol across and shot somebody or something somebody's been out in the woods doing something and uh and and he's been he's been winged so the Germans are already there they're kind of they haven't arrived in force yet but they've got some people there what about this down at the bottom yeah we do we do this so we put we put do that then we do that and then we yeah what that means is that you put um a marker into the bag and the number of down markers you put in yeah depends on where the position of the cube is on the track okay so at the moment it's on one right so that'll be one down Mark going into the bag and then are we going to draw something and then you're going to draw and this is where it's a little bit of a kind of push your luck game because you saw how many counters there were that went into the bag you now know there's going to be an extra doubt marker and now you're allowed to draw out up to four uh as soon as you draw a down marker though if you draw if you draw a down marker then and you've already drawn more than one um um Defender from the bag you've got to choose one of those Defenders because you're only going to get one Defender okay if you if you put if you were lucky and you got all four Defenders you'd have four new people to to come into the uh the game for you okay and what's this on the right hand side that is that every car has got that and that's the order of priority if you ever have to injure somebody and they're not specified you you take that uh order so in our case we are going to be doing that we're going to be injuring a Defender it's going to be a farmer it means that one of those volunteers is going to go into the infirmary so first thing is is weather so the weather the weather track is here and we've got either cloudy sunny or snowy yeah and it stays on cloudy because that's got a cloud right so injure one Defender and you're saying that it goes in this order yeah so does that mean this one is injured he is right so this farmer here no he's going to go into the infirmary mhm we've got three empty beds so we're good to place him that's fine we roll a die and that's okay to see how injured is yeah exactly a one is that is that really badly injured or he goes at the bottom okay um it's a good start that's not a good start Okay so we've done that and then we add a patrol we now take a a German out of the patrol bag and they all look the same they on the front they've all got on the that tells you number one that means he goes into position just show the the big map there so what we got we got position one position one corresponds with that one there yeah so we put him there right okay and the sixth positions are across there and that's where they come in from yeah right okay and you'll see that the um the positions are color coded to tie in with the um oh right okay yeah so mobilization is green which is that area so when we add a counter in the first attack we're adding them to to this area okay next is is the bag thing so we're adding a doubt to the recruit bag yeah one because one because it's the current doubt level is one put that in we can draw no draw draw one if it's a if it's a doubt put it back in and then pick another one until you get a Defender so we don't have to declare how many we're drawing no okay so we draw one out and it is a farmer okay so we could stop there you could and get the farmer there's not much point though because if you get a doubt you're you're still going to get the farmer right so the second one is a hunter right now this is where you're pushing your Lu because if you draw a doubt now and you know there's two doubt there is in there out of all of them um if you draw another doubt you're going to have to choose one of those two uh and the others the other will go I think he goes into the reserve I'm going I'm going to push look based on how many things there are in here says draw one to four discs from the bag you draw each disc in turn yes and then if you if if you draw choose to stop drawing at any time if you have to lose any they go to the reserve which is back here they don't go back in the bag all right okay but down markers always go back in the bag so you're never going to lose go one more I told you no this is where you I think stopped there you're going to stop there I I think stopped there there okay so what do we do with these these go in the ready area uh they go they go in the ready area yeah so these are now this is now your initial group of Defenders right and having done that um that's everything on the card that goes to the discard that goes out of the game you're not going to see that again okay um you now go to um we don't do infantry attack because that I happens in days four onwards so we can move on and until we get to the day phase uh we don't do the morning phase in the first turn because that consists of moving people up and they're all in the ready area so all of those Defenders can now be placed on the board what do you want your guys to do so remind me where they can go it's this area um so everywhere you see a Norwegian flag on the board okay um is where you've got got an available uh action to you um you've got there's a there are Supply runs which we haven't mentioned supplies uh supplies are going to be quite important because uh supplies when you used your guys your your workers um at the end of once you've used them they become tired yeah and so they're all going to go from the board into the tired box and then at the beginning of the next day they're all going to be in the tired box and you'll be able to move them to become ready but it costs supplies to do that where's our supplies well you've got one that at the moment which is um if you you see there's four so we get one two three four five exactly that's how that works so we have one Supply so you start off with a single Supply and that's the value of that Supply is four because that's the position of this Cube here okay so next turn uh you'll need to know this now next turn that Supply cube is going to be worth four which means that you can use it to move four workers four uh Defenders from the tired box to the ready box which means those four workers are going to be able available to you to place in that turn right and then once you've done that spent as many cubes as you feel able to you then get to move two across there for free into the into the resting area and they'll come back the turn after yeah the first thing you do is move anybody who's in the resting area into the ready area well it sounds like we're going to need more supplies so we're going to need supplies so how' you get those send somebody on a supply run yeah um unfortunately oh the supplies there that those are the supplies this tells you how far your guy is going to move uh on his way out it's one 2 three it would have been 1 2 3 4 5 and you could have got all the way to the supplies but a German there which will um complicate things when they're on their way back um they're slowed down by the fact that they're carrying a box of supplies unless they're a hunter because I think the hunters are used to skiing Towing things behind them on little sled uh things so there the hunters are not slowed down right if they go across to uh pick up supplies bringing them back but other everybody else is um so there's no limit on who can go on a supply run um when you land on a German you've got to stop you also would have to stop if you got so if if you stop on the German it means that it's going to take you an extra turn to get supplies those supplies are not just worth one they're worth two plus um uh you they're not just they're worth more than that okay because they say one on them yes they do say one but it's it's um uh you we'll find out when we do a supply run when they get back um but from your experience having played the game once can we do a supply run based on the fact there's a German Patrol there that's that is a a real kind of little bit of a problem that um and and this is how the game is different every time you play it because of the way that um so if you moved on to it let us know in the chat if you're watching this live and you've played the game do you think we should go on a Patrol run or should we try and deal with that German Soldier first you've got you would have a choice if you sent somebody out you'd have a choice about what he does when he encounters that German he could he could stop uh the suspicion here which is this the German suspicion about what they think is going on in the valley is mar is tracked here and and it affects various things that go on down down there so if you stop then that goes down um uh and that's the end of his movement for this round which clearly doesn't Advance our CS very much you could carry on uh and try and sneak past him and then you roll a six-sided die and if you beat the uh susp current suspicion level which is only one which is only one so you got a good chance doing that you would sneak past him and then you increase this value by one okay so if you're next turn you're going to be sneaking back you it's going to be slightly more right difficult if you've got a uh if it's equal to or lower then the defender goes to the reserve so your guy is out of the game yeah but also the uh the German Patrol token goes back into the patrol okay uh and the suspicion Market goes down cuz they think they've got whoever the problem is we're not getting any help from the chat fortunately so if you chose a soldier then the soldier could choose to fight the Germans all right okay yeah uh you would stop for this round put the patrol German Patrol back in the bag roll a six-sided die to see um uh whether you were able to uh I think you you I think you end your movement whatever happens that and if you if you don't beat the number you end up in the infirmary uh so you can't end up your you can't end your movement with another Defender right but you can so and you can only carry one delivery token so if we were to use a soldier what's the chance of succeeding um pretty good what what are we rolling oh I mean at fighting yeah you're rolling a single six-sided die and it's all about the level of the suspicion so at the moment you could probably that was sneaking is it the same for fighting it's the same for fighting if you've got a soldier uh Peter is saying send a hunter to try and sneak past that's what Peter is saying I think I think that that would be a sensible thing to do okay well we do have one Hunter and if you're saying that people are slowed down on the way back except for hunters yes so let let's do that so now remind me the time's one that means we get to do it you only need one guy in order to do and he does it once you could put another you could if you wanted to you could put soldier in there as well but they wouldn't be able to so so if you wanted to to send out two to get two lots of supplies but do we have to do that at the same time yeah that's that's that's an option we could so you can do this more than once so you could put a hunter in there once and and a soldier in there maybe come back to that um and think about it because you've also got stuff other stuff to do so that doesn't happen yet we we do the worker placement part first and then we resolve them that's right you do a kind of planning stage and then you actually um activate them hence the numbers yeah okay so I'm happy with that you can't you can't do the fire artillery the gun is is broken broken uh you can repair the gun okay by putting two people in here not the officer so it requires two people to remove oneing damage T if you if you remove one wow okay that means that you've now got the gun can now fire but only once per day right okay if you removed all three the gun could fire twice in the single day uh and get two which is good obviously you get two uh outcomes instead of one um but if when you do fire The Gun there's a number on the board uh which tells you what you've got to beat with a roll with a D6 and if you don't beat that number you end up flipping over a c it's jammed okay and repairing again is an action which you can use to unjam okay so well let's do some shoveling of snow now we've used our only Hunter yeah but we could use a farmer and that goes on there shoveling snow is going to be uncovering extra stuff yeah which like medicines and radios and maps and field telephones gun each one of these moves that marker one one and when it goes to zero that's when we get the next tile you turn over a tile you reset it at 3 yeah um certain other event if you if if the weather marker moves up to the snow one move the snow marker that way and you don't want the snow marker to go off the edge here because if it does you get a hit okay which is bad so you're saying we can do this multiple times y but the times one means each one does it yeah oh no it needs one of them to do it once and the other things we're going to want to be thinking about M are repairing repairing the gun ready repairing the um defensive positions bolstering the defensive positions um maybe promoting a Defender to become a soldier uh or inspiring using the officer to move the mor Mor no the morale track is here okay and you will'll be resolving this at the end uh if you put the officer there then that morale marker will go up one through that we' got an officer the alternative with him is to go here okay because if you put the officer here you can negotiate and you can push one of these markers down one if you get the doubt marker down to here that is a permanent well that improves the morale every turn so that's Al so the green heart is morale green heart and morale so so those are alternative things that you can so there's so many things to do you'll never have enough workers to do all of them it's a matter of it pays your money what do you want to do I'm I'm thinking morale I I am still a bit confused by this times two right that means let just check because there's a times two here yeah moral means that you got to have value of two it's got to it's got to be a value of two oh and an officer is two an officer is two right but we could do it multiple times yes but if you wanted to do it again you'd have to put two somebody else boosting so we put one officer there that officer gives two points and that's what we need to do it so that's going to move it up one yeah it's not going to move it up twice it's going to move at once right okay I would suggest we definitely want to be repairing and and so this says times two which means we need to use two things to repair yeah so those two things go on there I'm going to put them side by side so people can see might even want to do that twice because there's you want to get this gun operating as soon as you can you really do want this gun working you can't fire it this turn because maintenance doing all of this and repairing it doesn't happen until after um firing artillery been done um you also want to be clearing these defensive positions are those ready cuz it's not going to be very long before the Germans start coming up the board at you and you want to be able to shoot them so why in the promote do we have a black circle and a and a clear Circle um that's because you need to have the officer there with somebody else the officer has got to be doing but it hasn't got the officer icon no but does need one black one officer yeah but also it would be good to send somebody else out on a supply run um you could you do have the option of opening up another Supply uh run uh which is um I've lost the uh space for it but you can open up another Supply run and that means that you take the counters for it and you place them there there or there okay um that allows you to when you get that token back you remove a German Patrol that allows you to add add M tokens into the hit bag um that allows you to bolster morale and add soldiers so everything's good um supplies you always want to have some supplies if you can because it's it's not good if you've got zero supplies in your um in your um cupboard so um so yeah well we can't promote it would take two counters to inspire but if you're saying that we're probably best to um do some more repairing then I think we'll throw the soldier over there so if we put one of those and one of those into repairing and then another Soldier out on another Supply run okay that sound about right okay so we've done the worker placement part okay so then what you do is you move to um now you can you can't fire artillery cuz it's uh it's not available that's step two anyway it yeah so now now we go to the uh Supply run well don't we do these in order um oh a biggy part yeah um well yeah yeah so so work through them so defending the walls but there is nothing to do here there's no shooting to be done open the Supply Route there oh there it is yeah so that's what we could have done so maybe we do that instead oh but it requires two yeah I I think that's a better choice okay well it's it's it's either do another repair or yeah open another Supply route I think open another Supply Route which requires two okay because then we're sending somebody else out and we can go to two different places sending somewhere else where they're arly Germans any similarities with Nemo's War other than it's a solo game that's it as far as I know uh it may look similar visually but um no it's not very different game okay so if that's yeah so we're doing that so resolve that so those two go into the tired box they are tired and now choose one of these uh to put the markers it's either that or that so morale or soldiers yeah and what you'll find when when you bring those back there's a little table here to tell you what you get so um whenever you bring a disc back whatever the what they're called delivery tokens whenever you bring a delivery token back to the castle uh to The Fortress you'll get um your morale will go up your Defender will go into the tide area your morale will go up you get two supplies you get two supplies whatever okay one is actually plus one Supply that's right so that those that's right so it's two cubes go into there plus whatever it is that's there so if it's a minus one uh with a German Patrol symbol you take somebody off take one of them off the map and put them in the bag yeah if it's a miss you put a Miss in the hit bag if it's a a green heart you add one to morale um uh if it's a soldier token you take a soldier from the reserve that's these and put him in the uh ready area which is good and we can choose can we yes so add delivery tokens to a new Supply Depot so choose one of these Stacks so choose one of these four and then put the stack of tokens like those three okay so that can go there yeah so there's three morale there we can't mix in match that's right okay right I've never actually looked that up so we'll just look it up we'll just look that up again if we're doing anything that's wrong please let us know um whenever I get to something that I haven't previously looked up and I'm not confident of it I will check it uh so that's going to be a um mobilization open a new Supply Route take an unused group of Supply tokens you can choose the morale bonus or the tokens that give you an extra solder you can't mix them yeah can't mix them right okay got it so there's three sources of morale so we done we've done that number one defend the walls now number two fire artillery can't do that now Supply run move all Supply runs so [Music] um they can go they will they can go anywhere you like they one to five because it's cloudy not snowy yep so I think we're going to go 1 two 3 4 stop and one two three four five y on to there okay so now the one who's encountered a German Patrol to you've got an option to you can stop and leave it there and if you did you'd reduce the suspicion marker by one to zero yeah or you can you can attempt to sneak what's the chance of me rolling one oh you you won't roll is that I need so I need to roll more than the suspicion level uh if the result is yes it needs to be higher so yeah it's got to be looking for a there you go roll the six you could yeah easy yeah no problem this game what happens next suspicion go he keeps going um if the result is continue your movement increase the suspicion marker by one level so he spends the rest of his movement points yeah which is what okay so coming back next turn is going to be a little bit slightly fruer because you're going to have to roll better than a a two right unless we can get rid of it somehow okay so that's Supply runs done uh yeah so that's the supply run now you move on to mainten so work your way down there shovel snow shovel snow so we've got one farmer shoveling snow so this farmer becomes tired and some snow has been shoveled y next we got these two soldiers repairing so we can either remove one of these counters or one of these or one of those those and they go in the hit bag oh okay because when the Germans start hitting us and we draw a tile out of there yep they can do damage to uh to our positions right okay and then we have this officer who is inspiring so that goes up to there okay they're all tired hard work shouting at people yeah absolutely infirmary oh there was a there was an action here oh yeah we could we could that that's right you could have sorry you could have done that yeah and if it was a medic a medic would have provided two points worth of that have done it twice so um the guy in the medic we we've um the next we do is the infir is yeah the infirmary move all patients in the waiting area down one level we don't have any yeah and anybody in our bed goes up one level um and that's so next is morale yeah so we've done all the actions we now do morale which which is done every day regardless of which phase we're in yeah uh so um uh have we got is it a red day no it isn't you can tell if it's a red day we got the down marker first so if if we were down down here yeah morale would go up that's right we no right uh so is it a red day no 6 9 10 11 are red days okay um are we out of supplies uh this is why you've always got to make sure you got at least one because otherwise you're going to be getting a minus one morale uh have we got any Defenders in the waiting area in other words has our infirmary overflowed um have we got anybody in the morg no um have we got any enemies in the red sectors that's for later on so no so we are there so draw two high morale cards and resolve one you go uh which button was it it was that button think that button right so these are the two cards that we drawn and we're resolving one of them and you can see that depends on which phase of the game you're in we're in mobilization or first attack these are these are good well I like the idea of a free repair that's very PR good I mean I get the idea of looking at the top card of any event deck once you know the game might be useful but know what's happen knowing what's going to happen next I I think I think this one okay repair one damage ti so what the way this works is if you choose that so choose a damage tile that you want to remove so can we so yes that's not a damage tile is it no that's the damage trial that the one with a little crack in it yeah well let's remove that one okay and is that going in the hit it goes in the hit bag it goes in the hit bag okay that goes in a discard pile what happens to that that gets shuffled back into the deck okay okay right and we did that because moral is high yeah and then because we sent the offer to to shout at people and then we reset it oh zero so even if it was at plus three yeah it would go back to zero yeah wow you reset it at the at the end of each day right okay step C surrender game over yeah oh that's this track here that's right so if there were three or more defenders in the morg no four or more defenders in the waiting area no six something six of Guns Guns yeah the Six Guns uh on the map and they're not our guns that's German guns I guess that's right yeah or we lose the game immed mediately if we are in a Siege and there are fewer than the required number of healthy Defenders yeah so we haven't we haven't got to that stage yet right so we don't have to worry about that okay then check the turn track for check the turn track Retreat last hand right so we did Patrol two retreating Last Stand at the end of the third Sixth and 11th so we add two two of these yeah your job okay I'm going close the window it's cool there it's pity it's not snowing today thematic well if you turn over the wrong event card that might well happen right okay so there's two two Patrol tokens and the number on the back tells you where they go so that's a six nine no six and a three and a three ah okay are there two of each in here there are I think there are 12 so that that makes sense yeah would be right done round two um there we go look we're still alive here we are everything's looking Rosie celebrate just a couple of Germans down the bottom that's not really a problem is it so um yeah move the turn marker onto turn two you have and draw another card we're still in the mobilization we are still inage mobilization so the card is oh it's the sun has come out so yep it's got sunny but two Defenders have been injured ah ah one of our trucks drove off the road and crashed knew we shouldn't have let o left Drive yeah and then we're doing the whole um the bag thing so that gets discarded it is sunny now that's meaning we can move further which is good because it means that one's going to get home except he's going to have there's a ger soldier in the way yeah okay so we' done that we need to injure two Defenders that's done according to the oh so it's a hunter but and and this is from here is that right uh good question or is this the question that you asked him I haven't had to do this before um but didn't you ask a question to the designer earlier this week and he said it's not in the rule book but this is the order that you should do them in that was a I did ask a question I don't think it was specific thought that was the answer ah let let me just um pull up the chat that we had with him if you're instructed to injure an unsp specified Defender yes consult the event card it shows a chart Defender types take a Defender ah matching the top most type from the tired area yeah or the ready area if the tired area is empty on the main board if there are no matching Defenders check the next color of Defender yeah so there are no hunters in there or there they've got to be there so it's soldiers so it's this one this one gets injured okay roll the put him in the infirmary that's better okay and then it's another one so two soldiers were out in a truck and they went over have an enjoy ride and now that's that's not good news because it means that our infirmary is now fulls full anybody else who comes in here is going to go in the waiting area and at the end of the the the the day everybody's going to get better except for him he's going to get worse yeah and if it ends up in the morg that's but he's going to presumably yeah get better on go off he is okay right so we've done the event and now we do the back so we need another doubt in here yep that goes in okay and then we draw and now you do the push your luck thing okay so the first one is soldier Okay I'm going to go again it's another Soldier think I'm going to go with one more very good very good so those go in the ready area now once you decided to stop okay now okay you have one Supply token which could recover these four people yes that's do it we will get some supplies by the end if not admire your confidence so one Supply is worth four because of that yep so that gets four people back yeah okay and then uh we move on to the um work placement yeah so we've done that was the morning phase by the way moving them up from tiredness to Readiness and so on uh now we do the day phase which is [Music] um place your workers uhuh okay so now the gun is working now that's right so can we use that artillery to fire out these we can now we got a choice you don't have to fire at them you could also you could fire at um ver Airfield where's that then that's over there is it that's there Airfield yeah right the other side of the Valley now if you fire there um you can choose to improve your morale the troops like it when they see the Germans getting shot at um you can move the surrender Market down one I haven't seen that wow or you can remove an air tile stack yeah out of the game uh or you can add two Miss tiles into the hit bag okay so we can use our artillery to to basically attack the Airfield the hit bag hasn't got very much stuff in it it starts off with one artillery gun uh token and a miss but we've already when we've added that so there are now three Tok tokens in this bag and when we get hit we're going to be drawing from this bag so you can see that adding a m token is really quite a big deal so that's an option weant or if you just choose to shoot at the patrols they just so it says hit one artillery or German Patrol per revealed symbol so we've got a revealed symbol so we can basically get rid of one of those patrols basic that's that's our that's the choice if you put two um people in there two people that can't be Farmers can't be Hunters can't be medic so really they're going to need to be solders or the officer if they go in there and if they fire at the Airfield they get that or if they fire at those P they just going to knock knock those uh knock them out so here's the thing if we attack the Airfield and we choose that option yeah we move the surrender marker down to there y if then on day three we do that again and we move the surrender Mar of the do we win no right cuz it says German Retreat uh that's when when that's at the point at which the um um so if it was there at the end of the game we would win that's right right going to say otherwise think we might have broken the game I don't think you get to do that I'll just check M so at the end of the day you'll look to see if any of the surrender requirements have been met so that's these yeah um moving the surrender marker accordingly if it ever reaches the um yeah if it ever reaches the you lose instantly um if it's The Siege stage and you have not enough healthy Defenders then the required number indicated you lose the game immediately and that's it so yeah you don't get to win um before the end you've got to you've got to still be there okay that's right yeah okay so in terms of efficiency of actions it makes sense to fully repair this before firing it because if we fire it now we get one hit if we fire it there we get two hits so there's that but if you fire it right now you could make a big difference to what's going on over there now what's this this is fire at the Germans this is something different this is firing at the Germans who are advancing up them up up towards you and that doesn't yet does start happening until day four okay so you definitely do want to be doing that and also you want to be bolstering your defenses you want to be doing that but it's not an immediate priority okay so repairing those is good but if you can get somebody on that gun it's just going to take two people yeah yeah these are the decisions that you have to make uh I mean I I I I quite liked that morale card that we got okay so i' I'd be tempted to put that there to do a bit more inspiring let's work out what we can do that Hunter's going to come back hopefully with some supplies yeah um that soldier's hopefully going to come back with some more supplies with some more supplies and with a morale token yeah we're going to have loads of supplies so I think we're okay with that um probably do want to do some more shoveling of snow I think if we send these two farmers out to do that that will get as a title um cuz it'll move it two spaces to the left no it's only one it's only one space to the left for each one oh yes of course yes so two farmers go out and shovel some snow y um so yeah so I think I think do do a repair we could do some healing or bolstering or more repairing there's there there there so much isn't there there there's options I mean there has to be options otherwise you can't you can't do everything no I me you could send out another Soldier to do another Supply run because those supplies are going to run out because every time you use a supply Cube to bring Defenders and make them ready yeah but I'm hoping we're have at the end of this round we're going to have like five supplies Peter saying gun to shoot at the German marker in the right hand column yeah but my thinking is that's a soldier so that Soldier could possibly kill that P this one's going to sneak past that one could kill it although the chance the suspicion is going up which means it's getting harder each time yeah yeah I mean I made some I made some decisions um at this point and I and I ended up losing yeah I'm going to do that okay decision made final answer right so defend the walls nothing happens here uh yeah we haven't opened new Supply route or firing artillery nothing's happening there Supply run we're not sending a new one out but we are moving those back okay so let's find out what happens there so take right move them you decide which one got six movement Points each one minus one if they're carrying a delivery token but not the hunters so this has got six movement points it's going to try coming back okay and it's going to try and sneak past okay so roll the six-sided die you're looking for a three got five yes easy so that goes up he sneaks past and he gets to here now he has one movement Point left but I think when he gets here he's just tired so we we resolve that after all movement is complete so yeah there um okay that's the soldier comes back oh and by the way if you fail the suspicion role I should have said this before if you fail the suspicion role you the delivery token is out the game assume so right so the soldier goes here now he could try and sneak past is he feeling a bit combative but there's no point see sneaking pass CU if it's exactly the same die roll he might as well try and fight so you do aici check and if you if you make the suspicion roll did did we result yeah the previous one it went up didn't it it went so now we're looking for four okay so we got 50/50 chance if you if it's higher you end your movement and increase the um suspicion marker yeah but you remove the patrol oh the first thing you do is yeah end the movement for this round put the patrol token back in the patrol bag yeah and then if you if you make the role yeah you end your movement increase the suspicion by one if it's if you fail the role Defender is injured uh but you reduce the suspicion marker by two levels But whichever way whatever happens you you get rid of the patrol marker so him being injured losing the uh Supply token I think I think he's going to try and find whereas if he sneaks past and he succeeds he carries on moving yeah no I think we're going to have a shot you you're going to fight yeah so four or more one right Patrol marker goes back in the bag so the so he did he did actually kill the German Patrol he did get rid of it but in the process um he got shot himself so is he injured or is he he he goes into the um infirmary he's injured and he loses the the that goes out of the game that's G out the game yeah and we roll to see how badly wounded He Is We Do he's a four but there's no room so that will go down as the rest of them go up then presumably he can transfer from there to there yeah if there's a yeah when when a bed becomes available okay so now we resolve this and we get three supplies yep that's gone and he's tied yeah a lot of it seems fairly intuitive assuming we're playing it correctly yeah I think we are yeah I I did make a mistake when I was playing it um the other day um but that was about setting up the uh the recruit bag okay I put the wrong tokens in but everything else I did I think I did it right right so now we go to maintenance so we are shoveling snow twice okay so that moves from there to there goes back to three resets to three we have found gun number two that goes there now is it already damaged it sets up the same way this this was the question that pet answered for me do we set up gun two the same way we set up gun one and the answer was yes it doesn't explicitly tell you so you just so can I ask a historical question yeah because you might know the answer to this because you've been reading the book okay what why are there guns here that are damaged what were these guns for you were saying something about a potential war with Sweden oh yeah I I I never realized this but Norway and Sweden used to be politically unified they were one country up until the Beginnings Early in the 19th century nordon um sway yeah I I I don't yeah I don't know something something I don't know okay um but then then things kind of they they they they ended up dividing as we know uh because they're now separate countries but at one point during that negotiation process um it came close to military um action between the two and so this Fortress was actually built about 20 years before World War II right um in order fight off swally defend against the Swedish right okay so that's what these guns were for that's right so they were there and of course they all got buried in snow it was abandoned when kind of Peace broke out between Norway and Sweden they didn't need to kind of man it anymore and so it just fell into disrepair and that's why it all starts off kind of broken and fallen down right so these are guns from 20 years yeah right okay got it they still they still fire but we got to kind of clean them up and you polish them and get them working okay Pizza is telling us um something about this the area that became Norway was under Swedish control prior to Independence oh right so it was Sweden yeah it was all Sweden right okay anyway so we' done that repair would they still how many how many entrance would they have had in the Eurovision song contest a good question now if we repair that that means that whenever we fire we actually get two hits all right the fire art reach artillery gun in play yeah the effectiveness of each action depends on the number of Target symbols that revealed on the gun you using that's going in the hit bag do you have to place can we do that two for each gun oh now this is a question cuz I I never got as far as having a an active second gun oh it says choose choose one of these per gun so I I think from the way this is written is you choose the action and then for each gun you get a bonus well I mean it it should be said the game is hard enough anyway so if you've actually got two soldiers who are able able to operate two guns at the same time yeah they do one and then they run to the other yeah I don't see it doesn't it doesn't say you can't um yeah okay so I'll put that in the hit bag yeah right so have to repair yeah done uh these spaces are a bit small so bolster so this says add a misile or defense up by one and you were saying we're going to need to up this defense yeah so I'm going to put it to there Peter is saying I suspect you'd need four crewmen to operate both guns yeah that's that's the question question we have if anybody else knows the answer to it it it it it may be in here um we're just a look through the rule book meanwhile I'll I'll do the rest of this stuff well it it it gives you generic uh a generic rule which is you can resolve the same action multiple times by placing enough defenders in the action space yeah um but when it comes to artillery it says the effectiveness of each action depends on the number of Target symbols Revol revealed on the gun you are using oh on the gun you are that's the only thing I think we've got two guns well if you could get both guns in action they are very powerful they're very effective I mean they just sweep the you can do this multiple times yes so what's the point of having two guns if you can use two soldiers to fire that gun and then another two soldiers to fire the same gun no if it would be two soldiers for that gun and Two Soldiers again for the other gun yeah thematically yes but if you all of the other options allow you to do it multiple so if you've got that yeah and you've got four soldiers in here then the first gun fires and it does two damage MH the second gun fires and the second gun does one thematically but I don't I don't know what it says in the rules I'll have a look that that that's what the rules say about that that bit that bit I'm very confident of it's just whether you need an extra pair of soldiers and and it seems as though you probably do yeah so there was no point repairing that um cuz we don't have four soldiers it's going to it's yeah it's going to be a while before we're probably not going to get there so gun gun two we'll do that instead yeah right uh when somebody is fully healed from the hospital where did they go they go the tired okay well that happened last turn did it I've just done that now I've just gone through this done that and we're now here okay so I think we're okay I don't think there's any of that uh we we have got we have got this ah now he can go straight across yes he can go there did you move the others up I did yeah okay he now goes oh did he move him down did yeah okay so he goes across to there so he's he's not going to go down any more because he's he's got and then we're drawing two home moral cards again okay yeah that's good uh Iber says don't guns potentially become damaged through use yeah we we haven't fired them yet yeah watch this space right okay so these are our two cards and we are still in the mobilization so we're still in the top one so it's either we add a Miss to the hit bag or we get two defend two two Defenders from the tired area to the ready area um that might cut down on the number of supplies that we need to use but actually I'm I'm thinking this one okay I think let's let's add a add a miss a Miss to the hit bag so from the reserve we put that token in there that's gone out of the game that goes on the discard back in that goes back to zero there's not that there's not that there's not that there's not that there's no patrols and then we move the turn marker yeah there it is right day three now at the end of day three that's going to flip and the are going to start attacking us so we want to think about maybe putting people get or do we need to bolster our defenses do we need to repair our positions there and this is the defenses of the wall the actual walls here so beginning of day three uh beginning of day three what do we do we draw a card we do event pH and the survey says right cloudy uh why would we even try to resist the power powerful where bad German pronunciation that's the tanks isn't it I think it's tank division no the ver Mar is just the Army it's just the Army is it okay right uh so we lose a morale that goes down one and we must move the fear and doubt markers one level up weather becomes cloudy it's cloudy so fear goes up to four doubt goes up oh he's still W and that's the number of per of no injuries no but one down goes in okay so now our bag is actually looking I mean I I don't see there's any reason why you shouldn't be allowed to tip them out and look at them if no no no but I know that there's now four down in there yeah we haven't found any Medics yet Soldier got load of soldiers need a medic come on medic farmer uh 50% chance isn't it a one and three going to go for another one oh whenever you get a whenever you get a volunteer you get um a supply token comes with him oh we didn't get one one of those where's that printed it's here that not printed on the don't see it on the board or on the now I'm pretty sure what were we supposed to start with how many farmers should we have started with so there are 11 minus oh they called volunteers not volunteers 11 minus three which go into the which go here yeah so there's eight there two in the ready area so we we started with two in the ready area we've actually drawn so have we drawn two more two more so we're we're owed two supplies we are okay so correction apologies we missed that but whenever you draw one of these volunteers or whenever you recruit one of these when whenever you place one in the ready area you get a Supply right okay good to know I'm going to go for a third one wow I'm going to stop there still no Medics but that is another Supply this is this is about as well as we could be yeah doing I think but now it's time to spend two supplies to get eight back so one two 3 4 five six 78 and the Remain the remaining one he goes into the resting area for free oh it says there's a maximum of two in there yeah yeah this this space is definitely not big enough oops still no medic still no Medics they're all hiding okay okay well options uh yeah so unfortunately the firing artillery comes after after sorry before the repair um but Adam is saying what Adam saying he's saying that having two artillery guns means you can use two soldiers to fire them both let's have a look let's see what it says yeah yeah the fire artillery action is used to combat the German forces and may only be resolved once per turn ah so this can only be resolved once per turn okay not multiple times but for each for each gun in play choose one of the three actions the effective effectiveness of the action depends on how many things you see so change of plan we had the wrong thing anyway that should have been gone too right so last turn we repaired that which means if we do that action we get to fire this gun with an effectiveness of one and this gun with an effectiveness of one okay but there isn't a times one on here which there should be because it does say it can only be resolved once per turn true right okay there we go so thank you Adam it's got to be done so it can't be volunteers it can't be Hunters it can't be Medics so couple soldiers just leaves officers and soldiers soldiers in there they're going to fire those two guns the officer is going to go down here and keep inspiring moral is that has it gone down one oh it did didn't it yeah so we definitely need that to bring it back up um now in terms of all of these uh well we probably want to send somebody out yeah this one to get some stuff from there um and don't underestimate of supplies yeah since we've got hunters and they they are so good um although it's going to get a bit more difficult for them to be sneaking that's true um so two volunteers there is a way of reducing um so if you if you're um if you're uh um Supply Defenders yeah so if you stop the movement on their space yeah the suspicion goes down by once you just end your turn and you basically spend time chatting with them and saying everything's all right and if you try and sneak and you fail the defender goes to the reserve you lose and the German Patrol goes away but you also reduce the suspicion by two mhm fighting we should have reduced did we reduce the suspicion by two levels when we lost the fight no we didn't we should have done which might make a difference that does what's the fear for fear that's you're going to find out any moment uh at the end of the round we do this thing called coup that is the number of that is the number of discs now this is a point where you might want to maybe think about that the number of discs that get taken out of the recruit bag so remember what the number of good guys were left in the bag we're going to lose four of them out of the bag out of the game cuz they're scared yeah okay B clarification from the designer Two Soldiers only you get gets to fire both guns excellent thank you very much Peter yeah that's that's what the rule book says so okay we're probably going to get all of everyone Medics running off I think I'm okay with that I think it's more important to get this one one of them was a midwife apparently in real life okay found herself repairing damaged soldiers yeah I think it's more important to use the officer here to get them back to zero so that we don't get the low morale cards yeah not that we've seen one of those so I think I think that was a good thing to find yeah so the options are um open up a new Supply Route which is going to disappear as an option when this board flips oh completely yeah so this is our last chance to do that yeah if we're going to do it now is the time but probably we're going to be a bit busy shooting because we're going to be needing to put people on the walls to shoot at the Germans who are going to be coming up the side at us any moment but bolstering is going to be good because that means we lose fewer of our guys here when they shoot us repairing is still good well I'm I'm happy with this these would be good to do right because it gives us more of our Defenders effective on the walls and three soldiers left you could put one in here you could do a bit of infirm iing um or we could what else can we do with him he could be shoveling snow um that's I is that a priority at this moment well you're saying we could bolster we can do these multiple times yes and we can do the repair multiple times yes we could even do the Inspire multiple times yeah so we could use two Soldier to inspire and get from zero back to the plus one yeah yeah I'm not sure I'm considering opening up a new Supply Route because you say this is our last chance to do that and we've got we've got the guys we've got two hunters in our team yeah which is good let's do that okay and let's do that okay so um but no let's not do that let's do that so uh what what have we done we did the we've done the weather phase haven't we we done sorry we've done the event phase we've done all of that so now we go to um from the morning phase to that yeah so we're adding phase what do we want what are these are these soldiers yes um that's just oh but that space is occupied I think these I think these Miss tokens pop them there yeah the these ones are when you get one of these back home you get the two Supplies Plus you get another Soldier recruited some and arrives in the in the ready area right so that that is a good thing to do but okay yeah those are good okay okay so that's that then yeah firing artillery right off we go so this is where gun number one this is where it Happ we choose to either hit an infantry sector but that doesn't apply yet because yes we're not at that part of the game the map row Y which is this yeah where we can hit either an artillery or a patrol or we can resolve one option on here yes and you're going to be rolling when when you fire depending on the target you you choose you're going to be looking your die roll to see if the weapon jams if it jams if you get that negative if you don't make that roll you're going to flip the token over it's now jammed but it can be jammed by doing a repair so if we fire it at the Airfield we need to roll a six to to avoid it jamming yeah wow okay so we're going to have lots of lots of jammed guns I'm we're going to be unjamming them by doing that immediately yeah um I don't know what you think um well firing it I I think that one would allow these guys to have a clear run I mean we've got clear runs to those two true but we we but don't underestimate the value of Supply yeah and then the other one have a pop at the Airfield M well we'll do the first one first we're going to go for that so that removes it yeah back in the patrol bag yeah and we now see if it jams resolve Jam check other condiments are available R rolled a five so we're all right no Jam good shot uh but this one is going for the Airfield and which one do we go for well I don't know what those are air tile Stacks do but that's G to be for a late the next when when when those are going to start going in the hit bag and you can see what's on them yeah when you draw one you're going to be losing supplies you're going to be injuring Defenders and were they randomly placed cuz I noticed they are different no they they they are in that order right so specific ones are in specific that's right they they the setup instructions instruct you to set them up in that way right um so uh so yeah getting rid of them yeah I think remove one of those Stacks see what happens again it's a learning G moving the surrender token down potentially gives you a whole extra turn before you lose so that's potentially quite good as well but yep I think uh I think choose that option so we remove that stack out of the game out of the game just and then we roll to see the gun jums which it does so we flip that over yeah oops gun has now jammed right get that second gun up and run greatly increases your win chances yes yeah it does seem good okay so uh that was that those two are now tired yeah we now go to the supply run so I think send this one uh they can move five one two 3 four five but you could actually send both of them to the same area because I think they are they're not allowed to coexist but I think they are allowed to Coexist on the I'll just check that I'm thinking of going yes they could I'm thinking of going here okay and that's it yeah okay so move we've done done that so the repair yeah is actually going to now repair that yeah the bolster is going to move that up to there yeah and then the Inspire is going to move that to there yeah and then this is going to treat that patient um I assume it's just one space when a patient is treated move the defender disc up one yeah up the column okay yeah done Ian says he's just got this in the mail today get it out Ian start playing follow along let us know how you do so we've done we've done that so now we go to morale y uh nope it's not a red day it's not a red day no are we out of supplies no there's no defenders in the waiting area there's nobody in the morg there's nobody in red sectors morale is zero no surrender check two more patrols arve and that is the end of the mobilization phase of the game okay so we have a four and a two okay happy with that right day four it now says not quite oh no no no because there the coup that's the coupe coup which is um draw X from the recruit bag let's just let's just zoom in on this bit so you see what it was saying this this is the the thing that we do at the end of uh end of day three so yeah draw X discs from the recruit bag and place them in the reserve where X is where the fear marker is which is four redraw any down disc so we basically we lose four people yeah there you go no doubt doubtless so that's what we lose so they they are so scared they run off I think we've lost the Midwife yeah so they've gone move the supply marker one step to the right is that Midwife crisis so that's this so supplies are now only worth three right I don't quite know what that means minus one morale equals two right when you were putting uh Defenders from the tired section into the ready section you were doing that by spending Supply tokens right you can also do it by spending morale by by shouting at them louder you can ball at them and get them out of bed and up fighting when they haven't dad I don't want to go to work that would cost you too much morale if he did that two morale well one morale for two people one morale for two people yeah okay Place one defender on each defensive position not covered by a damaged tile take these Defenders from the tired rest already areas if you placed three or four soldiers you receive plus one right well we've only got two so we can only place two three or four soldiers oh it does say soldiers so we can put any Defenders there but if we put three or four soldiers we would have got bonus morale never mind let's put one soldier and a volunteer can I suggest the other way around one volunteer and I tolder because remember when when people were getting injured you were doing it on that chart yeah when people get injured as a result of enemy action here yeah they start on the left and you work and I don't want to be unkind to the villagers but the soldiers are probably more important okay and now we flip the mobilization so we don't need this anymore we get rid of those those those are gone and we're going to flip this board over and we're now into the first attack part of the game where we have some extra rules and this is round four and then at the end sorry day day four and then at the end of day six this happens the Germans Retreat a bit so they do their first attack for a few days and then they're going to retre and then they're back yeah didn't Retreat very far so how does this work what's going to happen now right um so um add German Patrol tokens we don't add any Patrol tokens we did at the end of day three right we've moved everything on so right now we we're on to day four so day four we're now in first attack and so as before first thing you do draw a card this time from the first attack did you want to explain this a little bit before we these are this this represents how kind of close the uh the enemy has got they're advancing up towards uh us in our uh Fortress uh this is sector one and this is sector 2 and this is a red sector remember at the end remember it was uh it was asking us um when we were checking morale at the end of the of the uh the day um R SE how many uh yes how many enemies were in red sector so for each enemy in here we're going to lose a morale yeah so it's it's quite a good idea to keep them out of there mhm and what they're going to be doing is they're going to be arriving in there the card will tell you how many arrive okay they R in here they then each roll a die and then depending on what their die roll is they're either moving up or they are um um or they're going to hit okay let's have a look at the card for today okay well that's good for us I think so first of all it's sunny so the sun's come out uh some of our surrounding Supply Depot were discovered so we remove one delivery token from each of the leftmost two open Supply depos that's that one and this one yeah we lose those two so that one goes and that one goes and that one goes okay so they've gone right now we have the draw from the bag thing so we're not putting any doubt in we're just drawing from the bag but now we've got this times four yeah so that means Four soldiers are going to appear here is that right uh yes look a bit like Space Invaders it's it's a bit it's yeah it is a bit like like that so so now so before you put those on do the drawing from the bag thing do the drawing from the bag thing which is the recruit bag now that's just a a quick reminder of what's in here yeah yeah so first one I'm drawing out is down so what does that mean keep going the next one yeah we get doubt keep oh um yeah keep going doubt keep going yeah keep going medic right we keep the medic we keep the medic D markers go back in the bag so that's not too bad then is it well we've been doing pretty well up until now to be fair with but based on the fact that half of them have just run away because they're scared yeah okay now the these four arrive and they go on sector one sector one yeah right now um perform an infantry attack oh so we do this infantry attack now the Infantry attack y if there are any Defenders in the defensive positions go to step B well we have got is that not is that not here don't we do the other stuff first uh no um this is because each phase is each phase is different so we've moved on from mobilization to first attack and the first attack phase consists of when you turn the card over you do the actions on the card but then the Germans go first they then now do their attack so it says so um you do the weather card the event card recruit bag German meeples infantry attack for an infantry attack on the first at board okay right so so and then once you've done that you continue to the morning phase as before right so what are we infantry attack um if there were no Defenders there they would just all advance but there are so they they've got to um roll their dice so um roll a six-sided die for each uh unsuppressed Meo they're all unsuppressed if they were suppressed they'd be lying down that's if we've shot at them but we haven't hit them um so they're they're not suppressed so they're standing up so I'm going to I'm going to have them like that if they're standing up and like that if they're suppressed okay yes uh so roll a six-sided die for each one and you can roll them all at once cuz they're all in the same and we're rolling because we've got people here yeah oh it says here roll one die per defend yeah my confusion is no that's that's when we're firing at them we we're not doing that yet we're not doing that no they're they're they're they're they're assaulting us oh is that them attacking us is attack they go first yeah right okay but is this printed on the board somewhere um yeah because you'll be doing whatever the roll is right I've rolled a one a two a five and a six okay well the five and the six put them in there and the one and the two don't they stay where they are because they're not threes or fours okay um so they would have hit but because we've bolstered our defenses defense factor of two means that we ignore the first two hits woohoo so that's why you need to do that right cuz otherwise these guys would have been going to the infirmary right okay um yep so that's uh so if we only had one defense so are those defenses they stay there they've not gone they they they they could be diminished there are effects in the game which can diminish them but every time we take attacks from infantry two of the damage is prevented yeah right okay and uh and then then they then they then they move so here ignore one hit per Defense level yeah injure one Defender per hit yeah move move up to the next sector but none of them were moving and then there's charge but none of them have charge oh that's if they're there that's right um You only okay you only charge if you've got a battery right um so after all movement has been resolved which it has they didn't move uh move all German infantry me still in a sector back into their waiting area we'll go back to there okay right now this is where we get to it back so now it's the morning now it's the morning face so that was was one of them resting no I don't think one of them was no we didn't have any resting so each Supply is now only three so we need to spend two supplies to move six one two three four five six do you want to swap two of those volunteers for soldiers well I'm thinking of spending another supply for for the rest of them because then that's everybody we we'll get some more supplies in a minute we got some more coming in yeah we' got loads of supplies coming in this we got a lot of long way to go we do and we're running out that's the last Supply token coming in now yeah these are going to get supplies but they're going to be worth less and less as we go as they get diminished so we're going to start to see the attrition is going to start to yeah hurt us yeah what are we going to do do we want to get more gun Effectiveness absolutely now we got a medic so that's going to come back that's going to come back yeah so we are going to have some more supplies coming in MH um we could get the medic shoveling snow but we have got people in the uh infirmary I think we need that yeah yeah because what's going to happen is that one's going to treat those two and then they're all going to get better um can't remember how I can't remember how it works I'll look it up yeah um so what else are we going to do well I think we're going to need to repair what we're probably going to need to unjam because it's going to get jammed we probably want to uncover defensive position so we can get more Firepower onto them um we would it would be good if we could get more Effectiveness out of these guns I think having two shots for two things is fine it's just we're going to have to one Jam okay we're constantly going to get these jammed I think yeah yeah yeah I mean these patrols don't move down do they yeah we we get new ones which come in lower but those patrols just stay there so actually they fill up yeah we're not going to get any more on that green line yeah when you when you add German Patrol tokens you put them onto the colored stage for the game so they're going to become next they're now going to be coming on here yeah okay um point for future reference bearing in mind that there's three Patrol tokens that have come out there's going to be nine in the bag yeah if ever you need to take a patrol but the bag is empty you remove a delivery token yeah uh and if there aren't any Supply with delivery tokens instead you resolve a hit okay and if ever you try to resolve a hit and there aren't any tokens in the bag you move this track up and it hasn't got very far to go right okay I'm thinking officer down there again okay with his megaphone yeah I'm thinking bring inspirational lectures [Music] um not done much shoveling of snow so I can't do anything on here because this isn't yeah you need to clear you need to rep more repairs need to be I think we're going to need more repairs probably unjamming at least one gun yeah and removing one of those getting that repaired would be good do a bit shoveling okay okay right done so we do this first then we're firing at the Germans okay roll one D per Defender uh on a 1 to three it's suppressed on a four to six it's hit right now the bad news is that the volunteers um can't hit that far because this is the the range ah can only hit targets which are pitch right yeah sense by throwing his Pitchfork the soldier with his Le Enfield can reach all the way down here right so we're rolling to hit with the soldier yeah four than he goes right nice that's that done yeah firing the artillery okay so see not not knowing what these a Stacks are going to do I'm tempted to just get rid of as many as possible if you want to we can look ahead briefly at the next base well I assume what we're doing is going to be good yeah I mean they they those air Stacks are going to get added in into the hit bag and then I I I think do that I I think blow up some more stuff on the Airfield let's see if the gun jams it does I'm going to call that gun Bob Marley there you go now the other gun I'm I mean we could attack this it says hit two per revealed one so we could kill two of these suppress the rest suppress the rest and there's only a three or more chance of jamming yeah so that's I mean that's we could but actually or you could pop it one of these or put another I'm not sure of the point of popping at these at the moment true whereas what's going to happen next because this says maximum of five yeah when when they overflow you fill up the next one above do you yeah oh right okay because because what's going to happen is the next cards going to come out we're going to get more here they're going to overflow yeah so getting rid of these is probably a good thing but then at least Olaf with his Pitchfork is going to be able to get involved but yeah may I I think that's probably a good thing unted to get rid of get rid of those two and the other one is suppressed the other one is suppressed which he will recover at the end of the round I guess you're looking for a three three or more it's a two oh jams as well right that's fine that's fine so those are tired y shoveling snow that's that done one thing to remember I don't if we we spotted this is that those guys they don't become tired okay they stay there if you choose to replace them then that one would go to TI you put somebody else in his place but they stay there they don't get tired David is asking what is the average play time well be in mind we are learning and we are talking through our moves and you've only played it once before you're probably looking at two hours maybe for your first game two and a half yeah but I think once you know it probably 90 minutes I guess I gu this is my first game of it so um so we could unjam both guns it'll speed up a lot once you know what you're doing and it's all familiar yeah I'm tempted to do that I you once you know what you're doing rather than that okay because these guns are yeah working out really well for us okay so we use those four to unjam both of those guns right uh uh then we've got the Inspire oh we should have done the supply run sorry yes uh that should have happened before that but it's not going to change anything it doesn't make any difference no the fire artillery then Supply run yeah so we've done the fire artillery so this comes back and it's sunny so we can move all the way and this one comes back yeah and so we get five supplies and a morale yep because it's two Supplies Plus the thing that's on it y and then those counter SC the okay then we do that then we do that then we Inspire have I already just moved it up no because you got a morale token oh right so it moves up again yeah because of that okay then the medic heals those two then we do the infirmary and they all go to there so next round we'll get them all back we get them all back and then we go to the um morale stage so we've done relapse and Recovery um just going to change my mind on this I think yeah where was it it was it was there yeah so rather than doing that and then they all move up I think if we do that we get one back then we get that so that one moves up we get that one back and that one moves up is that right Y sound because now there's a there's a spare bed yeah right so morale okay um down marker we don't have a down marker anymore no so is it a red day it is not a red day uh supp not yet no we're not we got six we're doing all right no defenders in the waiting area no dead Defenders and there's no soldiers in red sectors so draw three three high moral cards two two Okay so we've got these three now we are still in the top area so what's that lower the suspicion by two levels we don't need to do we don't need to do that so weget that one oh wait a minute that's yes mobilization first attack so we are in the first attack so that will get back do this so these are good move the snow marker two stage steps to the left which uncovers something else and we get two defend is back cuz they've had a nice cup of coffee so that goes to there yeah those are gone and we have found water oh I don't know where this goes I've seen that one before maybe it's just a oneof we get one Supply and one morale oh I think that looks very very likely doesn't it so I think the morale should have gone back to zero yes goes up by one and we gain a supply that's my guess that must be right it must be right what water does there isn't a water place to put it I didn't know that one was there so uh and we get two two of these back yeah right okay surrender nope nope nope nope nope no right round five so we start with the card card says it's cloudy uh hegra Village will fall soon so we're adding two despair cards to the high morale deck and we get five soldiers appearing okay right these despair cards when you draw one yeah you've got to use it okay adding two of them so we add two of those they're all the same them the when you choose it you must choose this card when drawn it it just means you don't get a positive right uh so you effectively lose one of your high morale cards um but you can choose to injure a defender in order to remove it from the game right otherwise it stays it stays in there okay we're going to get six of these but we are recruiting first so first one I'm going to draw out is no wait a minute that was yep are you recruiting Because of those no I'm recruiting Because of there was one on the card there's always one on the card isn't there I don't know there always has been no no um it's only if there's actually um yeah on every card so far has been so we talking about the guys at the bottom yeah there'll be six coming in in a minute yeah you're talking about taking um I am cards out of yes yes sorry yeah medic so if we draw a doubt token now are we okay do we still get a we still okay right so we get the medic so that's it we stop and the D goes back goes back in right yeah I don't quite understand how that works but that's fine right now we get to if you if you'd drawn more Defenders yeah so let's say you had you'd got to three Defenders and you took a fourth one out because you were feeling rash and that was a doubt you'd have to choose which of those three Defenders you were going to kill and the others go out out out of the game oh okay so we're getting not six five five new ones but there's only space in here for five so you're saying that that one goes over the goes over to there yeah and they are active and now they do um infantry attack yes so do him separately so do that one first oh and that's why there's five dice cuz there's five things so that one is is trying to hit us yep and then roll for the other ex that one suppressed so we don't roll for that's right for that one uh a one a three a four and a five so that's two hits is that right yeah two hits which bounces off our defenses exactly but then those move to there and then that moves back to there and that moves to there okay and that you can see from the text underneath that if anybody still in here at the end of the day minus moral so we probably need to do something about that y okay Ola with his pitch Rock yep that was the Infantry attack right so supplies uh I'm going to spend four supplies okay each one oh no wait a minute maybe three supplies CU each one is three yeah so one two definitely not big enough and we could spend baral as well we could but it's fine that's fine for now while the supplies are still three and then the other the other one goes into the rest of area yeah for free okay and now we get to choose where they're going to go yeah so well we probably want to send our two Hunters out one can sneak past that one and the other one can go and get that last one there so useful having hunters in the game I didn't have any when I played it um that was my fault though because I forgot to put them in the bag we definitely want to put oh you forgot to put them in the bag I did okay we definitely want to put them there we definitely want to put them there now do we want to put a medic in there he's going to heal anyway yeah so we're just getting we're just accelerating his recovery I'm thinking not so probably not maybe use him to do something else I think we need double repair yeah we might need triple repair i' go triple can it be it can bolster possibly we could either up the defense one um I Me Maybe putting another one in there and maybe try and get this gun doing double I think attempted to get rid of that one yeah so three repairs for me is going to be unjam unjam and remove that okay I mean the bolster can also add a M Tile because we've not drawn anything out of the hit back yet no that's going to happen soon and at some point they're going to start putting artill up yeah I guess that's the siege yeah yeah okay so this is when they this is when they launched their first attack yeah it didn't quite go as planned so they retreated a bit and then they went right we're going to have to Siege them so that's when they started putting up the artillery and stuff I mean we could do some more removing of snow but that seems like a bit of a maybe we've got the bad the best thing out of it yeah yeah let's bolster right okay so defend the walls so we're going to roll for Olaf first y with his pitch fork come on Olaf yeah yeah so that's that one well good shot uh and then the other one can shoot any of them but we want to shoot this because it's better then unless you're thinking ahead about what you're going to be doing with your artillery cuz artillery firing in there is going going to remove two and well actually no yeah you're right it it hits a sector yeah this is a sector so if we remove that one then the other one's a bit of a waste so I think leave that for the artillery yeah and use this one to hit one of these y nice okay so that's that done fire artillery yep so yeah so that gun is going to fire at those two and jams on a four no it's okay on a four or more it's a three so it's jammed okay well we kind of knew that was going to happen and then this one let's keep doing that okay and that jams as well as well but then we unjam them yeah I'm I'm just going to move these off so I don't bother flipping the tokens over okay um but we've got this next next so they're moving five oh I think I might have cheated earlier I think I went from there to there one two three four five six ah yeah we cheated earlier apologies for that I didn't realize but there are Roots one two three four five they could both there so long as they are I think I feeling sneaky they're allowed to Coexist on the Supply base we need it to be sunny tomorrow for them to get back oh no five is okay for them isn't it yeah it's just if it's snowy they you only move for that's right are they going to sneak past yeah I think so so first one first one tries to sneak past they need to roll High higher than a one yeah roll a one ah so so the first one stuck there return the defender to the reserve he's been he's been caught the patrol token goes into the back oh right okay we lose the uh well we didn't actually get he didn't actually get it no he didn't pick it up so we don't lose it uh and the other one gets a free ride and does this drop down by what oh good point so this was trying to sneak past well it's reduced actually reduced by two I thought that was if you fight no it's it's reduced by two if you fail your sneak it's reduced by two if you lose the fight as well okay so he's going to have a free ride next time yeah so he's got there yeah then we do this so we've unjam unjam that then use that to repair that now does that go in the hitag yeah yeah defense up to three or H I think we're doing okay here they're not getting that many hits so I think stick a Miss tile in in the hit bag okay and then we Inspire let's move that to there uh then we do the infirmary so that one heals and goes back tired or already tired now one of those was in the rest Zone wasn't it yeah yeah and that one goes to there and now we do this yeah so no no no no no no no three cards and resolve too okay so we've got the despair card you must choose this card when drawn you may injure one Defender to remove this card from the de um I think we can afford to injure a Defender or we've got to choose two of these and this one is is of no use whatsoever so we just choose these two okay yeah so this one's not being used so that's not being used shuffled back now normally when you choose a card it goes out the game right I was just reading that yeah uh so you can either choose to resolve the text below the line to place it in the reserve which means out of the game or ignore the card and place it in the discard pile um and I think so it's going in the discard pile yeah okay so we chose both of those and we remove one of these not that that does anything it's well it's a use useful thing as we'll find out in a bit none of this none of that none of that three patrols and this time they're appearing in the yellow area yeah okay so one two three we have number one uh number five number four I don't know what these are doing apart from blocking his route home well they're doing that but also they're depleting the bag and when that bag runs out we lose we get hit tokens instead okay okay right day six now this is the repat step so something's going to happen at the end of this day right move the supply marker one step to the right that's not yet that's at the end of the day at the end of day at the end of day it's also a red day yeah which is going to be Mor is going to drop significant here yeah okay okay so first thing we do is we get a card yep and it's still first attack y Okay so we've got it's snowy it's snowy the place is crawling with German patrols making it more difficult to reach the supply depos so suspicion goes up by one we're going to add a patrol we're going to draw something out the bag and we're going to get four more soldiers okay so snowy suspicion goes up by one add a patrol if you want to do that on the six okay and let's see what we recruit Soldier there so we get a soldier yeah that's probably going to be how it is for the rest of the game now because there's so much doubt in there we also get four of these yeah oh that one shouldn't be suppressed anymore I don't think that's right so one two three maximum a five overlow gave somebody gave him a thimble full of schnaps to revive him I should by now right infantry attack now they do the impant Fe attack so this one is moving and then these five roll two sixes out four okay so what happens is we get two hits which we're protected against but that one moves to there and that one moves to there yeah now is that does that mean something else is going to happen next turn yeah charge injure the leftmost defender in a defensive position and play Oh do we do that now oh no that might be next time because it's moved from here to here so I think next time cuz I don't think we can hit it when it's here if a German infantry mle moves beyond the top sector place it in the charge box after all movement has been resolved move them all back to their waiting at anybody in the charge box does not does not move yeah so the next turn charge for each German infantry mle in the charge box injure the leftmost defender and place the German infantry mle into res the reserve yeah so some hand toand combats our gets injured his goes out but I think that's next turn isn't it or is it now if anybody knows no I think no I think I think think um the fact that he's Char the fact that he's charged they they've moved up he's moved into a charge position and I think that means that because he's in the charge box it happens now okay yeah yeah if you know any different let us know but otherwise we're going to resolve it now so he goes out the game it will into the back into the reserve that goes back into the reserve he rolls a die to see how badly injured he is and he's got a three which I think means he's probably uh going to be back with us in a couple of days mhm so that's that um no it's us no it's us yeah now we've only got four supplies now and they're each worth three they're reach worth three which is okay well that one comes back anyway yeah so we definitely need to spend one supply for that one that one and that one and then I think we need to spend one other supply for that one that one and that one and we might as well spend another supply for those three okay so everybody's back with us for now okay we've got one Supply left now when can we move things into here okay so now now this is this is where we move people in well I think that so why is that in a square and that's not in a square because they're the ones that start off yeah remember those tokens are in here so if we when when the hits start happening they're going to get damaged if that gets turned out that one the token goes there and covers it up and he goes into the infirmary all right okay y so I've done that okay fire artillery right I think those two are still there from last time so those should probably be tired okay so those now go into the rest area okay yeah I just forgot to move them it's going to go down there that one is going to have to go through there to get H he's not going to get all the way ah no cuz he's cuz it's snowing so he's only going to move four un well he could in fact he could go one two three four all right yeah and go around the side we'll do that are we going to send out another one we got any we lost we lost we lost him did we yeah he got um caught repairing bolstering I think we're okay with bolstering at the moment I'm tempted to put that one in there so that we get both of these back we are very likely having at least one gun jam and probably a second so I think yeah maybe send him out in a supply room get rid of one of those soldiers maybe or just take the long way round yeah okay so Olaf first it's not Olaf is it no it was Olaf's brother it's a one so it's suppressed yeah now do I need to decide where these two are shooting at um yeah I think you do thematically you should um so that's going to try and shoot this one oops and it's a one now if you're suppressed it's still see just see what the rules say on it's still supressed so this is in right so we're now into the section where we are in the day phase day phase so we're defending the walls trying get the Germans so roll one6 sided dice per defender in the defensive positions one to three is a I think you just roll the dice yeah it's not completely clear there is it there is an example yeah I'm not sure if you have to declare what it is they're attacking before rolling the dice I it doesn't say I I don't know if it actually specifically says but every other kind of military simulation you have to know who you're shooting at before you resolve it yeah just say if you roll this is a hit so you remove one German infantry from sector four sector four oh that'll be in the next bit yeah it's looking like here that you roll the dice and then you choose yeah where to remove them from so in that case that Soldier rolled a one which means we can suppress that that's roll the three which means we can suppress that unfortunately that does mean there is going to be one there at the end of the round unless we hit him with artillery which seems a bit of a waste yeah okay so that's that done so now the artillery yeah so if we don't if we don't clear these out we're going to get another four or five next round then it's really going to start ramping up here yeah um so I think think artillery to get rid of those two yeah with the first gun and then does it jam it does not jam and then the second one let's get rid of another stack of these planes does it Jam yes it jams okay then Supply run did we roll for the other one I did yeah fine okay so this one can move four oh we're supposed to move the snow marker one to the right because it snowed yeah right okay so four 1 2 3 4 uh and then this one 1 two 3 four Mark is saying you needs to check the rules but I don't remember being confused about what I could Target I think it's the closest oh is it the closest he's just going to double check that because if it was the closest that means we couldn't have shot these and we had to keep shooting this one which is's bad that would be bad no it just says roll one six-sided die per Defender mhm one to three miss four to six hit suppress so miss suppress one German infantry mle within the range of the defender by lying the mle down so you need to choose you need to distinguish between who's shooting yes because some have got a longer range um and then four to six hit remove one German infantry me within the range of the defend you don't have to declare Target before rolling well it doesn't say so no if you hit you remove one infantry Meo within range yeah so that that infers you make the choice after you roll feels a bit and there's an example there for people who grew up with squad leader and so on it feels a bit wrong but you do what it says in the rules okay so I've done the patrol he's coming back with them he's gone off fudging through the snow one two three four yep uh we're then going to use those two they should be they should be tired those two to unjam that and then those two when we could repair that yeah let's do it he inspires that goes up by one and then this medic heals those two and then they're be to recover y good okay morale moral yes unfortunately we lose one because of this yes oh and another one because of that yes oh so we get two of these cards this is the low morale card and we get one of them we have to choose one of these think just increase the um suspicion by one yeah yeah nice me that one go that's going shuffled back in yeah morale resets now the Germans Retreat what happens has our all of move the one Supply marker I've got artillery first okay the rule book shows it in a different order to this so it's saying move the supply it doesn't really matter no so Supply marker goes one to the right defense marker comes down by one level right place one artillery piece on each space marked with an artillery symbol on the yellow row on the map so one there one there and one there okay so we have artillery on Spaces one two and four now remove the first attack board from the main board do transfer any German infantry meatles to sector one main board there we go right so we've now got we're into the final stage of the game so these all go down into sector one yeah suddenly there's now four sectors yep and also we've got this metal chap here the um machine gun place one status tunn with the unjammed side up on the machine gun action space now the way the Machine Gun Works is that when you're doing your defending the walls um instead of um rolling um individually you can use the machine gun but yeah a b or c can instead use the machine gun if it is unjammed but it jams immediately after use yeah but it basically suppresses three or hits three so instead of using the fire at the Germans action yeah so you won't be doing the usual die rolls y for any of them one defender in positions a b or c may use the machine gun action instead and then the grenades you can choose to spend a supply to get plus two to the die roll before rolling if you mi if you miss then you flip three German indep oh grenades there grenades here right side okay right if you hit then three German infantry meatles get knocked over so we move on to round seven yep it is now The Siege okay have our first of The Siege cards the Germans are on the lookout for our patrols getting supplies will be harder but it's sunny it is sunny so they can move further uh suspicion goes up by one we are adding two patrols three and then we've got some extra stuff here so we'll do the do the patrols first and we're adding them now to the Blue Area yeah now what happens if a patrol gets added to a space that we're already on I think we're about to find out yeah we are no it just says you you still place it even if a Defender is there okay so um I think the defender can move off it's only if you move on that to that you okay so we got a plane symbol right now this is plane symbol says add the leftmost add the top leftmost stack of air tiles to the hit bag yeah so so we top leftmost when the Zone e we're into Siege now we are so we've resoled right take the leftmost stack of air tiles yes so not the top left most there's just a slight typo on the board okay so those two are going in the hit bag yeah right then we've got an artillery symbol which says draw tiles from the hit bag equal to the highest revealed number not covered by an artillery piece so so five I don't know what the Red Cube is for because the Red Cube is going to move across to the right and when the Red Cube Cube hits an artillery piece it Tri it puts it onto the board not but but this is this stage of the game is only just start draw tiles from the hit bag equal to the highest revealed number five already yes yes so if we can get rid of these artillery pieces oh are they going to go back on here they go back on there ah five yeah never mind only four more days we're not getting any people now yeah that's it we're finished with recruiting okay so bad stuff's going to happen now so we're getting bombarded with artillery yeah so first one defensive position a is hit sends him to the infirmary badly wounded right next defensive position C oh dear at least there was nobody there Mark says we're doing well to have no deaths So Far So Far right so that says injure one Defender so funny you should say that yeah starting on no it doesn't specify well it's just a Defender so you look at the top oh it's an officer so the office it goes in the infirmary dear now does that go out of the game um I think those go back in the bag No Price each air t the reserve yeah they're out okay so that's one two was that only three yeah right four gun number one so that goes on there Y and five in your one Defender which is an officer we can't have an officer so it's a soldier so we'll have that one yeah you spoke to to Mark wow okay we've been severely bombarded yeah and now five of these appear two go there three go there okay we're not even into the final stage of the game oh we no we're not in what's that what's that that's Siege two we're not in Siege two yet it's only Siege one we got one Supply so good if you can get Miss tokens into the hit well we were putting a load of M tokens they're in there they are in there okay so um yeah we've done that the yes we do infantry attack right my morale is starting to drop just so just so you know well the officer's in the infirmary yeah with his megaphone with his megaphone stuck to his left four on so we're rolling for these three yeah oh that's not too bad so one of them goes to there the others decide that they're they are then five in sector one uh two of them go there so then that one moves to there those two move to there and that's it and that's it that is it so we got away with that dig more snow to get those nicer worker placement spaces yeah there so many things to do isn't there right so morning those two comp back we've only got one Supply because it started snowing yeah just at the point we needed that Supply to come back well we're going to have to spend that one Supply to get two of these back and it's going to have to be a medic oh dear and the soldier yep now this is where you might want to think about spending morale yeah I think so to bring more of them back I think if you spend one morale let's bring back another Soldier and another medic yeah okay right so well don't think we want to send anybody out on a new supply room I [Music] think yeah so if we can get the artillery going again yeah knocking out these guns these guns go back here which mean that we get fewer tiles out of the hit bag I think I think it's just so used to getting two guns now we've only got one I'm going to have to repair that and if we could put those two in there yes because we need to repair the gun but we really need to repair some of those defensive positions as well don't we and our defenses have gone down to one so we bolster so there's three yeah things that we can't on the round when we suddenly had way fewer workers than we actually needed yeah I suppose the question becomes is it worth using another morale point to get two of those volunteers to come and do some more repairs don't like that don't like resolving two of those low morale cards yeah but if we get another hit and another person goes in here we're well that's going to heal yeah but not until after yeah somebody's injured goes in here no no we'll be okay yeah I think that okay you so we're doing the fire at the Germans do we want to use a machine gun oh we may as well use the machine gun so this soldier in defensive position B might as well use the machine gun yeah there's no reason not to so we suppress three suppress three well maybe oh and he can't do anything ah maybe those three yeah so you wouldn't have been able to so no that's why it made sense to use the machine G yeah maybe those three oh dear right so that's not looking good next we're going to fire and we're going to get rid of this yeah there hit one thing per revealed thing yep and that jams we're okay on a five or more no dice rolling is gone down yeah it's not good so the repair we we want that gun back don't we we do but we also want that back yeah but we don't have anybody to put in there well no we will we'll put somebody in the at the start of the should there be two guys in should this is just this area is not big enough was it two blue ones yeah yeah I just didn't put them in yeah and that definitely is spend two people yeah it's really expensive isn't it yeah what are we going to repair gosh Supply run yes we didn't do the supply run thank you so this one comes home and gets us a Mis counter and two supplies uh and then this one it's sunny so it can move six so one two does he have to stop there or no he has to stop when he gets to yeah yeah right thank you we have forgotten about that um anyway back to the repair the options are that that that or that if you repair the gun then that hit then that damage token goes into the hit bag yeah let do that CU it's probably going to get hit again and then we've got these so that's four points of healing so one two 3 4 okay and then in the infirmary that goes up and these two come back right you realize as soon as he gets home he's going to start a revolution yeah okay okay yep uh what Happ next should we have gained um I think we've been missing this I think every time a supply comes home you gain a morale have we not been doing I think we've been missing something let's just check that again yes oh and increase the suspicion marker by one level yeah let's just move it up now and move that up yeah so every time a supply comes home you gain a morale increase suspicion gain two supplies and then whatever it says on the title yeah yeah we've been missing that speaking of morale it is not a red day we are not out of supplies there are no defenders in the waiting area nobody dead nobody in red sectors so it's zero so nothing good or bad happens okay at this stage that's good we're okay there and we get two two German Patrols in the Blue Area yeah why have we got two in the Blue Area already because the card said so two and six that's it that was my return bus fair to school in 19 2 and 69 here two and six return uh round eight so we're still in Siege one yeah Sunny the snow marker should move to the left if it's sunny thematically um anyway remove one delivery token from each of the leftmost three Supply depos uh now he's already got that so we going to say he's already got think he's already picked it up um so we just lose that one yeah it's just that if you can't then you take a hit token okay the surrounding Supply depos are being raided by German patrols so what's what's the rules then if we can't lose a delivery token if you can't lose a delivery token you take a hit that's right sure I've seen that but yeah the question is has that Soldier already picked up those supplies or not yeah soers in the chat so that question let's just see if there's anything in the rules about do you pick up the supplies when you move onto the space I would have thought so also the delivery counter yeah so Moval Supply runs they have to stop when they get to a Defender must end its movement if it enters a fortress or a Supply Depot each Defender May car only carry one delivery token if it's carrying a delivery token back its movement is reduced by one so we're going to say that it it's picked it up as soon as it was in there yeah it's it's it's it's either either interpretation on these rules I think probably works so now we need to just confirm what happens when we cannot remove delivery tokens so when you're removing where where was that in the rules I'm just trying to remember you try and find it in the rules I will carry on but we're definitely losing that one I I think we are we're screwed on supplies now because we got three days left it's not going to happen um right those two are going in then we're doing an artillery attack which is four counters page 2 six Mark says so four counters are coming out of here one two three four okay so uh defensive position B has been hit that soldier gets injured it's not page 26 it's not page 26 okay gun number one is damaged again oh yeah uh we injure one Defender be that one oh no it's based on the card isn't it yeah the officer again he just come out at least it's only a um that was that and this that means place a gun and whereabouts um oops where we are artillery tiles uh any numbered space showing an artillery symbol on the map on the main board you must fill up the Row first placing pieces from left to right don't don't fill up the green Row in the same way yeah getting those Supply runs early is crucial yep and then what happens to this that goes back in the hit bag okay it says here actually move artillery marker oh no no no no it says move the artillery marker not oh yeah so I don't think it's that I think it's that I do beg your pardon I'm yes yes that's right it's only yes if if the artillery marker reaches a space that's got an artillery piece in it that's when you place it on the board so four more soldiers so one goes there one goes there one goes there and then one goes there yeah okay where I remember reading it but but now I can't remember where I read it maybe fettig Gator knows is there a rule to say that uh or Peter's saying BGG clarification from the designer thank you Peter you lose a supply from the depot even if you have a piece there oh so he's gone all the way there it took him two days to get there trudging through the snow he's now on the other side of the German lines he got there and then oh but the next question is what happens if you can't remove a delivery token Pete thinks he's read something in the rules I know it says you draw a hit I just can't find the rule um now at this moment yes he can attack German pieces on the way back but I'm not sure that's going to help us I don't think he can blow up artillery removing delivery tokens any we're trying to find that in the meantime I will do the Infantry attack here right if there are no Supply depos with delivery tokens instead draw a to from the hit bag okay but that says yeah oh no no no that's if you need to place a German Patrol but the bag's empty then you take a delivery token if you can't take a delivery token you draw a T from the hit back okay so that's only that in that specific example when adding patrols yeah right so these two we might have some grenades coming in here we do so that goes there what happens when Gren that goes there it says here grenade if two plus grenades are rolled lower defenses by one okay so it's one grenade it just bounces off right then here we have these two cuz these three are suppressed uh it's a five and a six two hits and then down here uh oh oh no we're all right so only hit on a six so those go there right so now we need to resolve the movement I believe which is that one so that's moving we've only got one Defender left uh we've got two hits we have one defense so that gets injured oops and unfortunately there's no room in the hospital all the Beds Are full so it goes there so that's the hits done and then we've got these three moving up but what happens here is that they move up to there but this is now over capacity so they move to the next one I think that's right guess so yes and then these become unsuspended unsuppressed unsuppressed right wow okay it's suddenly it is getting tough it is right so where was that that was that was them attacking so now it's us doing our bit here the soldier can remove an artillery on the way back can he yeah all right okay nice didn't realize that's quite cool he's he's angry because he's got he's spent two days walking there to find that the Germans have already taken over the supply Depo okay so yeah only soldiers yeah right so we get those two back next now the problem is if we spend those two supplies we then have no supplies which means we lose a morale at the end of the round I'm not sure we're going to get to day 11 where where did you get to when you played it I got 10 I got no I got today 11 okay but I didn't get to the end of the day because in the morale check my um uh Cube got to unconditional surrender right because I'd lost one as a result of a yeah a low morale card so yeah this is the round where we now have a big problem we can't fire the gun that we've been relying on we've only got one position on the walls because the rest of them are damaged we only have two supplies so we can't really get many workers back everything's damaged or broken it's it's all gone horribly wrong so what do we do do we spend we're never going to get any more supplies no so wow I think we're probably going to find things will go downhill pretty quickly yeah I can't really see much of a way out of it I think so let's let's spend looking like a dead par yeah I think spend one to get that back and maybe that back we're going to have to spend the other Supply we're going to have to do it so now we got we got no supplies uh and we could lower morale yeah yeah lower morale down by one get another two people okay right so what are we going to do we want to get rid of this one get the officer back by putting the medic in there put the medic in there put that one in there send this guy out to clear some snow cuz that will be two I don't know why well I mean we have turned up Resources with in the past haven't we we have but we're going to need two more to get another title yeah I mean at this stage of the game turning up the telephone I don't know oh look I got a telephone um yeah it's just yeah I don't know don't know this and there's this Reckless defense do get rid of two of these because there's just crazy now what happens if one of them gets in is we got we dead or well we look at if there's nobody on the walls when they charge when well when they move they just move right they don't need to roll the for it oh okay if for any reason it's not possible to injure a defender in a defensive position instead move one from the tired area to the morg right place the German infantry meeple into the reserve yeah so they just start going okay so he gets in kill somebody yeah okay right plac our Defenders so we've got LS with his stabby stick trying to get out yay that's dead better L good shot right so that's him done finished no artillery Supply Run Okay so we're going to bring him back so he's going to move onto a space with an infant with a German Patrol and an artillery gun so what happens there right well you you choose one or the other artillery yeah so knock out the artillery it goes back onto the uh oh it's just done is it yeah it's automatic y so that's the movement is ended for this round yeah then then do the suspicion check right suspicion is on four so more than a four roll the one Ah that's not good so this goes down by two so that goes down by two and he he goes in the infirmary oh in the infirmary yeah oops oops oops indeed Ian's talking Norwegian to us unfortunately we can't understand Norwegian so that's that done we now go to here we got three lots of shoveling snow right we got two lots of repair so should we have had two of those in here we should have done always forgetting that so two lots of repair one two yeah uh then the medic so two points of healing one two y then normal healing those come back and those go over um all right I've got a feeling they may have to go down before oh they go down first don't they yes got a feeling they do relapse and recovery so yeah move all patients in the waiting area down first then patience up yeah it doesn't say step three anybody who's on the top you can now place them into beds yeah is it is it when they're on the top if they would then go up that's when they get healed yeah yeah yeah I think that one should have gone up as well I might might be wrong on that okay morale so it is not a red day but we are out of supplies yeah there are no defenders in the waiting area that's good there's nobody dead n and there isn't anybody in the red sector so it's three low morale cards just the three and choosing two of them and we're now in the middle bit uh Siege one Siege one Siege one so we could choose to do that and it doesn't do anything it's a hit is it ah well well yeah I don't know let just let's see it's in it might be in I mean this is lose two supplies we can't lose two supplies because we haven't got any supplies in the artillery so can we choose cards that were not allowed can can we choose cards that we cannot resolve oh it says here at the bottom if you choose this card but cannot resolve it draw one tile from the hit bag so there you go it literally says on the bottom of the card when I saw it and I couldn't remember I think I we don't want to injure a Defender no so I think we have to choose those two and just take the hit instead because we've not drawn any misses yet and we have been putting a few misses in there so I think I think choose those two so those go out the game that gets shuffled in and we get two hits there must be some Miss tiles gun number two which is fine because it's already jammed and a miss now does that go out ah or does it stay in it goes out I'm pretty sure of it Miss says nothing happens yeah artillery tiles now artillery says put tile back in bag Miss tiles go back into the reserve yeah artillery tiles go back into the bag yeah basically if they're bad they go back in the bag if they're good they go out of the game okay that's not too bad right surrender no no no no no end of round yep round nine okay we're now into Siege two it's cloudy I'm Not Dead Yet cloudy and we lose three morale uh three moral latest reports on the radio tell that the Allies are not coming to your rescue we are on our own yeah so Mor's gone down by three now we add the next two tokens in we can't historically yeah they were hoping Holding Out for the fact that the British were going to uh come to their rescue right right but the British were having problems of their own that didn't happen so we're supposed to add in two tiles but we can't we are now doing an artillery attack and it is I believe three three tiles from the hit bag Siege of them yeah so it's okay so it's a Miss it's gun number one and it's the artillery one so that moves to there okay that's interesting because it says the highest revealed number but the highest revealed number is now two includes the numbers that the red right Discovery okay uh Four soldiers right so three of them go here and then one of them pushes up to there and then to there so we got five in each area okay just LS with his pitch for yeah no dear and now we do this yes so uh a three and a five I was quite lucky I was very lucky in fact all three ones okay then on the next line we got got two fours and two fives and then on the bottom line what we're looking at four fives and sixes we've got four of them not looking good for l so we don't have two grenades but we do have one hit two hits three hits minus one for the defenses oops lar is wounded and you don't and there's one hit spare we don't worry about that we don't worry about that okay then movement so that moves to there uh those two move to there but that's now got more than five so that moves to there and then those four move so two of them go there and then two of them end up here there you go nice okay right and we're done so those two come back we have no supplies so so is it the end of the are we done moral uh no we're at the start of the next day oh yeah that's right we lost three morale because we found out the Allies were not coming so early game get supplies I thought we'd got you know no no no there okay down there yeah it's been uh it's been it's been good I'm going to get in my little hot air balloon and disappear off now I think yeah we kept the artillery under control we kept the planes under control we just didn't get enough supplies you need lots and lots and lots of supplies so I'm yeah I'm not sure we're going to last beyond today is it worth doing anything I mean it probably is can play it out yeah so we we lose one morale to get two of those back yeah it's the fact that when they come out of here they go into tired and not ready that's the pain and then those two going to rest so we've got these I think we've got to put them on the walls we need to put them on the walls um and I think losing one Defender is probably better than four resolving three morale cards let's shovel some snow look it's there and what we going to do with the officer um the officer could do reckless defense oh that's very uh very veryable yeah okay it doesn't need to be the officer it could be the uh the volunteer it could although if you put the officer there he's going to be the first one to get shot yeah but I think thematically let's go for the officer all right he's going to go in and hit people with his megaphone right so we're doing this first so um the volunteer yes it's a hit and he can only go up to there so it's that one yeah then the soldier is suppressed but the soldier can go all the way down to here but let's do that one and and then this one hit two of them there you go but he gets injured okay it's just a flesh wound so uh none of that none of that Sha no yes we found something what have we found you win the game we found a radio okay awesome so we can go there with people and we can add hope Cards into the low morale deck I think it comes on with a it was fun that done that's done that done there's nobody in here so that goes down one that goes down one that comes back out and those two go up okay and then morale and going to move him there oh yeah yeah so uh now this is the question our moral is going to drop and we can't drop it anymore so what happens when it goes off the bottom yeah well ah I think that's what happens is it doesn't go as far as that if you would go that far I think you lose a Defender right so because it's a red day it goes down so we lose a Defender yeah um we are out of supplies so we lose a Defender there's defenders in the waiting area so we lose a Defender okay nobody in the morg and there are things in red sectors so we lose a Defender and now we draw four low morale cards and resolve three okay if we've got that wrong let us know but that that seems to be about right now where are we we're in si two I I think let's just get this over with um let's move the surrender marker one level up uh let's move the all patients in the waiting area down one level that one goes there that one go waiting area I in the waiting area the opposite oh sorry no this one move all patient in the infir oh so he goes off the bottom yeah that's fine because then the officer gets bed there you go oh so that's dead right rather than so when it says lose a Defender I've been Tak I've been I've been putting him over there should loser Defender mean here oh good question no no there specific rules for putting them in the morg yeah which is in the so I resolved that I'm going to resolve that so we've got no defenses and we move the surr if he would mve further down than level one place him in the morg area Okay so losing a Defender is just moving the tile over moving the thing over there it doesn't say put him in the morg I think it's speciic it tells you to put them in the morg it wants I don't know let us know let us know if we've got that wrong uh but that then resets okay so three or more defenders in the morg no not yet four in the waiting area no six on the map so fewer than the required number of healthy Defenders left we got six healthy Defenders I think that includes tired so yes we have yeah so we're oh okay well and these as well yeah yeah so we're okay um out did you advance the the turn marker I didn't yet because we got three oh yeah three patrols so we're in Siege two so because there I don't see the point of these now well it's just if they run out we get hit oh okay right I mean we could be sending the supply run might not be a supply run it might be go out with soldiers and and wound people so we'll play through it but it is pretty much over there is nothing we can do um so we are resolving a Siege two card this is probably going to kill us so it's sunny yay the sun's come out move all unsuppressed soldiers from sector one up one sector is that it yeah okay uh that artillery so artillery is three three going to draw three things out and then six more come in right now these are the Miss um tokens that we went to a lot trouble to put in BG clarification lose defend if they goes to the reserve thank you very much Peter two of those two misses and another he goes into the infir Wy wound okay right and now this okay so the two at the top three and a five so that goes there that goes there then the next ones uh four five and a six four five and a six uh so ones and twos do nothing two fours and a six and one's two's threes do nothing so we have a six so we have loads of hits we have one two three four hits minus zero so that one's wounded um we only have one grenade so that's fine but then movement so that moves to there uh that moves to there those two move to there but there isn't space so that goes to there and that's it okay but you're saying that the charge yes now the charge it goes in here it kills one but there isn't one so it kills one of those is that right I think that's right charge yes move one Defender from the tired area to the morg and place the German infantry mle into the reserve yeah on the board there's only four left right and then it is hour ago we get our two soldiers back that took yesterday off okay and uh what we going to do with them well we could a couple of morale points and have the others back sure let's get them all back yes so we can put one in there we can put one on there yeah uh we can put those two in there and shov some there's no point because he can't um bolster it doesn't matter because we're going to yeah see he does anything so we roll for this one yeah yep so that's that one dead and then this one kills those two this one gets injured six uh then we do that then we do that then we do this so bolster we'll put that up to there uh we got four points of healing so one 2 three four then everything in here goes down one so that dies those two go to there yeah but then those two come back that one goes up which means that can go to there that go to there right morale modifiers uh it is a red day okay so minus one we are out of supplies so that's another the minus one so medic dies um defenders in the waiting area there are no defenders in the waiting area CU They're All Dead there a good reason for that minus one per defender in the mall that's minus three so that's three more Defenders gone and yes there is one in the red sector so it's going to just be the officer left yeah just the opposite this guy still on the walls and there's three in the infirmary four four low morale cards but I mean we we've lost anyway one two because this this surrender is going to go up to six and then we lose yeah this is kind of kind of a moot point uh where are we Siege two yeah um uh yeah I think Mark's right this we're about to turn it round any moment now no we're not move all patience in the waiting area down two levels can't do that so we get a hit in the waiting area so we get a hit we get a hit okay the hit is injure one Defender let's let's injure this one that sounds like Adrian's just arrived we're up here Adrian if you want to join us that that goes uh draw two tiles from the hit bag there's only one you know what that means you that advances the cube which puts another artillery onto the board and then that goes back in the bag but the fact that there's only one means that we then Advance this yeah but we're going to advance that anyway because in Phase C there are three or more defenders in the morg yes are there four or more in the waiting area no are there six artillery on the map no but then at the end well we're there but if we weren't there we have fewer than the required number of healthy Defenders so so we I think we've lost under we we lost any of the metrics to be fair we lost here yes uh the if if if we were playing this and we weren't live streaming yet this is the point we would have packed up because I think from my limited experience with playing the game once it starts to go wrong there is no coming back yeah because once you run out of supplies you can't get your ready people once your guns start to get damaged once the Germans really ramp up their attacks it is a downhill curve there is no miraculous event card that can save you or anything like that so it seems to be from the flow of the game which is what people in the chat were saying you've got to do the groundw here you've got to get those supplies you've got to do your very best at building everything up as much as you can because it's only going to go downhill after that how did this compare to the first time you play did you get the second gun um I did get the second gun but I didn't understand that I could fire both guns with one crew and so I uh didn't repair it just left it there uh I did find the uh the radio room this one yeah okay so what did that do it allowed you to add hope cards to the low morale deck I never had enough Defenders to operate it but there's all sorts of things here so you can find supplies you can find a medicine cabinet which would go there uh a field telephone counter Patrol O course you just go on there and remove one those yeah you go out right shooting or or you remove yeah um so quick thoughts on the game I thoroughly enjoyed it I mean what time is it it's 5:00 so we were 3 hours but yeah we we were learning it I didn't know anything about this game going into it so it was effectively a almost full teach with learning as we were going um with talking through our moves you reckon you could play this in an hour yes once you really know the game once you know the game because you're going you're just going right and do that that that that put that one there put that one there what am I going to do with that one that one yeah okay let's go and then it's done we were really speeding up once we'd got going minut we were flying through this what slowed us down was there were a few things where we had to check the rule book yeah um a few times and and the first time I played I was having to look at everything yeah all the time because I was going really slowly so this is by comparison yeah I reckon when you know the game hour maybe a bit longer maybe hour and a quarter do you think of it Adrian was it was it good for you yeah for um so quick review um I loved it I thought it was fantastic this might be I've only played a few solo war games but I think this is probably my favorite one that I've played it is when I when I heard about the game various people were saying it's a bit like Robinson cruso and I can sort of see that but it's less like Robinson cruso than I thought it was going to be from the number of people that compared it to Robinson cruso um I don't know maybe I've just not played that for a while you've played that a lot does it there are some similarities the the difference with Robinson cruso I I mean I I I do I I I'm going to say I have mixed feelings about this game but the the thing the reason for that I think is because with Robinson cruso you can quite cheerfully enjoy the fact that uh Bears of just eating knocked over your camp and eating everything and then you're going you know you're going to die because it's just all fantasy um but this isn't this is real these these little guys I mean these these are real people yeah who've got history and families and everything and you're kind of you're almost feels like you're trespassing on somebody else's walking on somebody else's grave if it's the thing with historical games especially ones which have a a small scale fact because such a small scale had a tiny little little it was tiny little corner I mean no no nobody's heard of it outside of Norway I mean we have now and and I mean as a game I thought it was great um but if you play this solo and you're sitting there late into the evening on your own um it can be quite claustrophobic right one thing that I I liked about the game bearing in mind I've not read the rule book so I can't comment on how good uh the rule book is you did read through it and you had a couple of questions yeah which were clarified and we've also had Peter checking BGG in the in the chat so there are obviously a few clarifications that are needed I'll speak to the designer and maybe get him to put together an FAQ because I think that might be useful but what surprised me is that about halfway through you only needed to half explain things and then thanks to certain things being printed on the board yeah and it also just seemed to blow a lot of things seemed oh well that's how you would do and surely if there's space sure surely if we free up a hospital bed surely that means you can move one across well yes so a lot of things in the game worked the way that you think they should work yeah and that obviously helps the Thematic understanding of the game and it helps helps learn in the game as well now I don't know anything about this time in history I'm going to assume that the design has done the best job he can and managed to recreate this with historical accuracy but there's so many little bits in this game and it's interesting because I was asked in my monthly live Q&A just this last week yeah what is my opinion on where you have the rules and then oh but because of some thematic or historical reason we're going to add one exception to that rule because it fits the thematically and what's my opinion on that cuz he said effectively what you're doing is you're adding an extra rule into the game that only applies in a certain situation because there's a thematic reason yeah this game has that and it's brilliant the fact that your Hunters don't get slowed down when they're carrying heavy equipment there you go that is a perfect example of here's a rule and if you're carrying loads of stuff your movement is reduced by one unless you're a hunter because they're used to it and they've got the sleds and things like that so I love that in the game because that provides this extra richness to the theme the fact that officers are better at doing this obviously Medics are better at doing that but you have lots of little tiny exceptions built into the game but they all work thematically the fact that certain types of workers you know officers can't go out shoveling snow CU they wouldn't fact that your Medics can't operate the the artillery guns in fact no nobody other than soldiers and officers can operate the artillery guns it it seems like it's an extremely thematic game and it is an extremely thematic game now whilst I did enjoy it it has these and it has lots of these and the other solo war games that I have played which is um Pavlov's house um Castle it and things like that there's dice there there is dice in them you can't get away from the fact that there's dice in this game I think it's a good mix it isn't just about the dice rolls because there's so many other things to think about I me the main Central feeling about this game is those decisions that you have to make about where you're going to place your your people and and then the consequences of that yes there is Randomness you do have the dice you do have the cards but what are you going to do what's your priority where You' got limited resources you can't do the things you want to do you can't do it all so what are you going to do are you going to shovel snow are you going to repair the guns are you going to M yeah that's that's what that's where the game is so strong it gives you those really tough decisions I'm just thinking about it if we had because we we were bombing this Airfield constantly and removing those counters we probably didn't need to do that because o only four of those counters got added in so if we hadn't have done that if we'd have done this instead and moved this marker down yeah we might have survived another day yeah just but we probably wouldn't have survived till you put extra Miss extra Miss tokens in tokens yeah it's I I can see the amount of time and effort that has gone into designing this game and one of the one of the parts that I love the most about this game is it isn't just here's 11 rounds and here's the round sequence for those 11 rounds the fact that you start off in the mobilization phase where you've got rules and the fear and doubt of the towns folk are building up and then three days later the Germans launch their first attack and you do this side of board then the Germans Retreat realizing oh okay we're going to have to do something else and they then lay Siege and at that point you remove that part of the board and the game has these different phases you're not just doing the same thing for 11 rounds and that's got a really nice flow to the game um he needed because you know the actions that you're taking at the start of the game are not the actions that you're taking at the end I don't think that anybody who was in The Fortress actually did get get killed but they just got overwhelmed uh there was just two the Germans filled up the valley and that they weren't get because they were relying upon supplies of bread coming from local villagers and that kind of stopped um I think that I think I can't remember where I read it but the the designer pet Peta I think he said he was at he was he was out with his dad and and and he saw a hang grenade embedded in a wall and he asked why that was there and and found out about the story all right okay and then many years later he decided to make a game out yeah yeah no very very good we're going to we're going to disappear now um we're going to go out and get some food and then tonight we're going to be playing even fall so if you're interested in that that's happening tonight at 8:00 J just under three hours from now um but first of all first of all thank you very much to everybody who's been watching us live um it's been great to get your uh company and assistance in the chat so thank you very much for joining us as I mentioned at the start this is not a sponsored video so I hope I hope we played by the correct rules um if we did make any mistakes apologies for that um I'm sure the designer will will let us know if we did get anything wrong um and another thank you to all of my Patron supporters as I mentioned at the start this is not a sponsored video so therefore I do rely on the support of the patron campaign uh to keep the channel going and if you are one of my Patron supporters watch this space because I will be doing a giveaway for a copy of this game uh the designer has basically said yep he'll give me another copy of the game which I can I can give away to somebody so yeah I'll be doing that announcement at some point I don't quite know how I'm going to do that but I'll sort that out hopefully in the next couple of weeks thank you very much Pete for taking your time for learning the game and then teaching me how to play thank you we did say we were going to talk about the different difficulty modes at the end yes so just before we disappear let us know what how we play on easier mode to play on easier mode you move the um the the adjusting difficulty so um yeah you can make it harder forget that easier you place the coup tile we got these two tiles here okay so the coup and the retreat you make the coup happen later on yeah so you and the retreat happens happens later um you you all right nice so the so time to build up so mobilization lasts for four turns instead of three um and you do something similar with with with r right okay so basically you've got an extra round of mobilization and therefore an extra round of the first attack I mean my opinion on games like this and I had the same feeling with frost Punk it's very very hard and you could be one of those people that plays it on hard loses plays it on hard loses and sees it as a challenge and wants to keep playing it again and again until you beat it or you could be the kind of person that plays it five times always loses gets demoralized and sells the game so the fact that there's an easy mode is great because I'd probably play this twice on normal and then I'd be like I'm not I'm not doing this I'd then play on easy and easy is there for you to see how the flow of the game will work and then if you can beat it on easy then go back to normal but just out of interest if you do want to make it harder is it is it the other way you can move those the other way the other way he's just moving them the other way but also there are three there in the Box three Advanced Event cards okay uh they tell you to place cubes in a given sector take the cube from the reserve place it in the Infantry sector in the when oh okay so so these are extra event cards which go into the relevant bit Yeah okay and wow and you got missions as well yeah misss like the mission cards allow you you draw a random Mission card place it face up it gives you a mission that you may complete during the game if you meet the criteria at any event time during the day resolve the card reveal all snow cards that should say tiles I guess yeah wow yeah so you get rewards if if you're not able to resolve the mission by the end of turn 10 you start turn 11 with minus three moral okay let's leave them let's leave them for the people who play it a lot anyway we are we are all done so yes thank you very much for watching hope you've enjoyed it give the video a thumbs up let me know in the comments if you've got the game played it and if you managed to beat it and we'll see some of you later on tonight thank you Pete thank you very much see you next time [Music] bye-bye [Music]
Info
Channel: Gaming Rules!
Views: 5,977
Rating: undefined out of 5
Keywords: boardgame, board game, gaming rules, paul grogan, Halls of Hegra: Tutorial, Playthrough, solitaire, war game, Review, wargame, watch it played, how to play, How it plays, tabletop game, table top game
Id: JUJe6gb7PWA
Channel Id: undefined
Length: 195min 21sec (11721 seconds)
Published: Fri Dec 01 2023
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