How to Play SET A WATCH: SWORDS OF THE COIN with a Solo Playthrough

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welcome in this video we're going to go over how to play and do a solo play of set of watch swords of the coin so down at the table set a watch swords of the coin is a cooperative game for one to four players no matter the player count you will need to use four characters in the game and in this set game of six i am going to choose not to use the artificer or the heretic so we have the witch just taking a look at this up top it's going to let you know what type of die you'll be using so this is d4s which i have set out here uh special ability choose an adventure refresh one of their ability cards then either add the top card to the creature deck to the horde or draw an additional creature from the creature deck and add it to the line during this watch phase this lets you know it's a ranged character which also comes with a familiar so we can choose to have the cat and it can attack revealed creatures in the first position when the cat attacks you may peek at the top card of the creature deck and this does five damage on this side three on the other the crow can attack creatures in the first and second position when it attacks you may peek at the top two cards of the creature deck i'm gonna keep it on the cat and all the characters has five cards or abilities they're going to have we're going to shuffle those up then we're going to get three the first two are going to be ready for use the other one's going to be exhausted so we have a transformability flip over and refresh you're familiar then defeat a revealed creature whose base health is less than x that value plus your familiar's ability then you've got omen pick the top x value cards from the creature deck swap one of them with an unrevealed creature in the line and blood ritual comes in exhausted defeat the creature in x die value position then we have hex and premonition off to the side for the monk he starts out with d6s meditatability and camp upgrade a single die twice or two of your dice once so you can take a d6 and get it eventually up to a d10 and that lets us know it's a melee piece so with his cards give them a shuffle and we'll be starting with a flying kick choose a revealed creature in a line deal to that creature damage equal to the number of your spent dice cancel just triggered creature power then set an unspent dice value to the base health of that creature then blind fighters coming in exhausted pikachu creatures in the line then recover one of your spent dice and set it to its maximum value then we have the bounty hunter using d8 he's got a trophy limit of three so whenever it defeats or helps defeat a creature it'll go in its trophy and some of its abilities will play off that so collect a bounty discard up to three or trophies to the graveyard then collect coins equal to the total damage of the just discarded trophies it's got ranged and for abilities we're going to get expertise so this is passive when resolving a direct attack double the value of your dice against any creature type in your trophy collection then discard that trophy then trophy swap choose one of your trophies and swap it with a creature in the line negating its reveal power then gain a coin and defeat a revealed creature in a line whose type matches one of your trophies types and lastly the barbarian promo might choose one of your exhausted ability cards and resolve an equip action with it then refresh the just equipped ability and melee and the barbarians got an ability it can't use dice to activate its ability it has to exhaust to use them so basically we can use ability by assigning a dice to it and or you can just exhaust it to use the ability also so go ahead and shuffle these up voracious exhausts this ability to feed all revealed force creatures and humans in the line bloody it exhausts this ability to crease one of your dice to its maximum value for each of your exhausted abilities including this one then we're going to get leap exhausted it's also this ability to defeat a creature in the line then gain plus one range until the end of the round so that's got our heroes set up so over on the board we've got spaces that has a gold coin on it each of those gets a coin whenever we use the abilities at those areas we'll get that so here the die with four up we can check the map so we can look at the top of these map deck and unused and pick the one we want equipping we can change our ability cards there healing an ex exhausted card and ready it firewood increase our fire by two and scouting ahead we get to look the top two cards of the creature deck and decide to put them on the bottom or keep them where they're at so this will start at the seven mark we have our final destination here we've just got two of them so real quick just to set that up we're gonna get one let's put that there so this game does go nine rounds we've got that there we want these cards all set off to the side then we're going to take all the ones without those symbols give them a quick shuffle and [Music] put eight of them on top of our stack so that's gonna have all of our locations where we need to go one two three four five six seven and eight then we'll shuffle all these together and with these all shuffled together they go in our unused location stack then for setting up the merchant we just take all of our item cards and put three of them in there two three so we have a fiery pendant ready a dragon tooth spear and some firewood and dice have not been cooperating with me lately so i'm going to go for an easy game so we've got all our summon cards here we're just going to be using one summon remove the rest from the game then we're going to take our unhallowed cards with the symbol or label down here at the bottom give it a shuffle then place one in the horde in the box then we're going to take seven more to form the unhallowed deck so one there one two three four five six and seven remove these from the game keep the seven and they'll go face up so you see we've got a revenant on top so on these cards it's got to how much damage they're going to do to us so for each number there if they're surviving at the end of a battle or a lineup that's how many cards we need to exhaust from the characters in that that's health how much damage we need to do to defeat and of course special abilities so just set those up here we need at least two acolytes so i'll just shuffle and get two random ones then take the rest of the creatures and we need 28 of these so one two three four five six seven eight nine ten five six seven eight nine ten one two three four five six seven eight moving the rest of the game then we'll shuffle those in there and depending on how many summon cards we're using we'll divide this so if we were using two we try to make two even stacks shuffle summon in each one and then place them on top but since they're all going in the same spots we'll shuffle like so and we now have our creature deck set up so we have everything set up for the game like i said the game does go on for nine rounds so each round we're going to roll or dice or all of our characters uh then we have the camp phase we pick who rests in the camp and they're going to have options of chopping wood placing a die here to raise the fire up some scouting ahead going down here so we can look at creatures coming up check the map to look the top two of these and choose what's coming up heel if we have a die with an exactly a six equip over here to swap out some of our cards uh cast roon spills with doubles and triples so that's going to allow us to do some nice things on here those things would be ceiling search a graveyard for an unhallowed card and move it to the bottom of the unhallowed deck vanquish take the top card of the horde and remove it from the game from over there and bolster each advantage on watch may choose to reroll any number of their dice that's the venture camp ability so we all have our different abilities on our cards to do then we go to the merchant phase whoever went to camp can purchase items by spending the money they got once they purchase something they can give it to anyone in the party including themselves then refresh the market so if we have any empty spots we'll put one new card in that spot and if we didn't buy anything we're going to take a card and put it on top of one of those then we add coins to the camp so any spot that has a gold coin symbol but does not have a die that we used we'll get another gold coin put on it then we'll go to the watch phase revealing creatures based on the campfire reveal level and that's going to be on the location card spender dice to attack and activate abilities and we can exhaust a car to raise the fire ending the watch and any creatures that were not defeated to the horde one by one triggering any relevant powers ventures will watch exhaust guards equal to the creature's damage so that's that number in the upper left then we reveal the next location so we are ready to get started here so our first location normally that would reduce our fire by two but you do not do that on the first card this lets us know how many monsters are coming out nine is not good got a sunken civilization if no creatures enter the horde during this watch phase ventures as a group may draw one item at the end of the watch phase but nine creatures that's going to be tough so we roll all of our dice so he's got a one two four two three four barbarian a one five and a ten and our hunter it's a one four and an eight so now we have to choose someone to take care of the camp and we're going to choose our monk because these dice rolls are terrible we are going to spend one of them to use his meditate ability so upgrade a single die twice or two of your dice once we're going to upgrade these to d8s they're going to keep the same number we're going to have a two and a four then we're going to put the four up here to check the map get us a gold coin we get to look at that card and this one and decide which one we want one with -4 to the fire but only six monsters zero and nine may exhaust a card to destroy a revealed creature in the line each time a reveal powers all's minus two this location's entered play the adventures as a group discard three core coins from the camp board and i don't like either one of these nine can't take two nines in a row fire's just not going to be looking good next round and this will go on the bottom of the unused location stack and when they do go to camp they do refresh one of their cards let me see here choose a revealed creature in the line deal damage to that creature equal to the total of your unspent dice or each of your direct tax deals and amount of extra damage equal to the attacked creatures damage both of those are kind of nice i think we're going to equip get rid of the perfect defense and [Music] we'll do internal strife we don't have enough money to purchase anything so we're gonna draw a card divine bracers each time a first position power is triggered reroll one of your spin dice and add it to your pull of unspent dice um that thing's awesome but expensive uh we'll go ahead and cover that up then we'll add coins on top of these since there's no dice there and since he went to camp each of our characters needs to go to camp twice so that's one of his two visits now we're going to make our lineup of nine creatures one two three four five six seven eight nine and the fire at that position means we get to look at two of them so the bone knight damage one health of ten when it's defeated if there is revealed unhallowed or acolyte in line add bow knight to the end of the line instead of a graveyard and crawling oohs ongoing crawling news is immune to direct attacks may discard one item from an adventurer on watch to defeat the crawling ooze all right nasty well we're going to go ahead and have our barbarian use the tin to take this guy out and we've got a goblin scout build a creature in the line after he's defeated all right i'm gonna use that so peek at the top two uh cards from the creature deck swap one of them with an unrevealed creature no unrevealed i want to get rid of this guy i don't have any way to do that all right we're going to use our hunter spinning an 8 to take care of the goblins when he's defeated reveal a creature in the line we'll go ahead and just see what's coming up here frost worm he gets the first position minus x where x is equal to the number of exhausted abilities of adventures currently on watch and here oh yes and since he defeated him we're going to keep him as a trophy here we have a vampire still the highest available spence die and add it to your vampire's health he's got a health of 12. all right we're going to do a trophy swap choose one of your trophies and swap it with a creature in the line and getting a trivial power and then gain a gold coin swap that out with the ooze gain a coin let's see i'm gonna put two damage here and use our cat to finish off the goblin scouts which will let us reveal another creature on reveal an adventurer with no exhausted abilities must immediately exhaust one well he's the only one that meets that criteria and we're going to transform with this die flip over and refresh your familiar then to feed a revealed creature whose base health is less than x plus you're familiar so six his base health is four so i've taken out the vampire and we're gonna do four damage here plus another four to take out the worm and this is not going to end well on reveal search your graveyard for one summon card and shuffle it back into the creature deck we don't have any i'm going to use the barbarian's ability it's also ability to feed all revealed force creatures and humans in the line forest creature and a human got her summon card choose one adventure to immediately stun one of their ability cards and basically stunning is we have to use one of our unused dies to put on one of our activation cards but it doesn't activate it the barbarian is immune to that and all the cards are spent on the others so nothing we can do with that then discard this card to the graveyard and replace it with the top card from the unhallowed deck so bring in the revenant two damage 11 health and we've got the horde drake and i've only got six to use the only way i can get that done is to go bloodied exhaust this ability to increase one of your dice to its maximum for each of your exhausted abilities including this one which is going to be three so we can turn these into twelves the way i understand the rolls we can't go in to watch at the start of a watch if we're all exhausted but we can still continue attacking if we're in the middle of a fight and this is what's going to happen he doesn't have rain so if i beat this one up he comes over then we have to exhaust two abilities i guess that still works so use 12 to defeat here place revenant on top of the creature deck we're sure to face him every turn he goes to first position exhaust two abilities go with the omen and i guess a trophy swap then attack for 12 to take care of him when defeated we gain two coins so we did make it all the way through let's see if no creatures enter the hoard during this watch phase ventures as a group may draw one item at the end of the watch phase and i don't know if that means we pick one of these or just draw off the top so i'll just draw off the top then so we've got an acid vial discarded choose a revealed creature in the first or second position deal eight direct damage to that creature and we'll give it to the monk so then we're gonna reveal our next location minus four to the flame and we're gonna get six creatures demolished caravan this location enters play the adventures as a group discard three coins from the camp board so one two and three all right stop the round rolling dice that was a brutal first turn so we've got a one eight and a five one one and a three all right dice hate me let's see a three four and a 12. then a four four and a five we really needed a six in there somewhere so couldn't participate in a battle if we wanted to so we're definitely going to have our barbarian go over here so that's going to let her refresh one of her cards i'm going to use primal mite choose one of our exhausted ability cards and resolve an equip action with it then refresh the just equipped ability and i think we'll bring in stones through so for each melee adventure own watch including the barbarian you may resolve a single die direct attack with plus one range and we'll get rid of ferocious with that oh yes one two three four we will check the map minus two or minus three seven and seven into the watch phase each venture gains a coin for each of their unspent dice doubtful each time a first position creature power triggers the adventures as a group discard a coin uh we'll just go with that one because of the potential fire and put that there to get two coins which will increase us up to five we now have two four six seven money going to spend five to get some firewood we'll go ahead and give it to the monk and discard it for plus five fire can be discarded on camp or on watch so go up to 10 then we will replace that with a garlic necklace discard to feed a vampire in the line and we're going to add coins to the equip heal and scout ahead and we get six monsters we already know what the top one is the revenant three four five and six all right i'm gonna use the bounty hunter for eight and the witch for three that does 11. so undefeated place it on top of the creature deck but i'm assuming he still has the ability to take that creature away and put it in his trophy i could be wrong on that but if i am wrong on that i'm not going to win this scenario anyway all right giant bat first position swap giant bat with the top vampire in the graveyard if any and i think we had a vampire and reveal still the highest available spent die and add it to so the highest oh good grief we chopped some firewood he's got 16 health all right acid vial on the vampire to deal eight damage to it then eight more damage get a zombie horde his health is increased by the creature's base health on top of the graveyard so he becomes an 11. well we do have two creatures revealed enchanted golem on going is health is increased by the total items equipped by adventures on watch which is zero all right we're going to use the bird for three damage then flying kick choose a revealed creature in the line deal to that creature damage equal to the total of your spent dice so we're doing 12 damage which is going to be enough to take him out another enchanted golem let's see five six seven all right passive each of your direct attacks does amount of extra damage equal to the attack creatures damage so that's seven damage going on here eight damage feel an adventure with no exhausted abilities must immediately exhaust one we definitely don't have that going on we are going to flip over and refresh our familiar then defeat a revealed creature whose base health is less than x which is the value of this plus our familiars attack so we can feed something with six or less and we can spin five and five to take care of the enchanted golem so we made it through that hopefully you played that correctly so into the watch reveal the next one fire goes down by two each time a first position creature power triggers the adventures as a group discard a coin and that's right this time we had the barbarian go and we're minus two re-rolling her dice one three seven that is terrible three four and a six the witch gets a one one and a three and there we've got an eight eight and a six we are going to let the witch go over here and we're going to heal the blood ritual um we're gonna make some fire then we have doubles here so we're gonna spin one to remove this card from the game then we're going to let everyone reroll any dice they want to reroll that there and we're going to re-roll all of these and keep those four seven and eleven all right not buying so we're going to cover something up holy water discard to feed an undead creature in first position probably should have bought the garlic necklace but we'll do that next turn adds coins then seven monsters one two three four five six seven and the fire is allowing us to look at two first position that triggers something each time a first position creature power triggers the adventures as a group discard a coin minus x where x is equal to the number of exhausted abilities of adventures currently on watch so one two three four so down to six which means that's not going to reveal anymore all right we're going to spend an eight take care of the frost worm feeling a clockwork soldier when direct attacking this creature adventures must decrease the value of their unspent dice by one if able before damaging this creature oh yes and the dragon can be one of our trophies all right we're gonna spend eight on this turning that down to a five to defeat the soldier scoundrel first position discard all the coins from the camp action space with the most coins that's going to be these three we have to discard a coin we get a six plus one take care of him with the monk scarecrow each adventure resolving a direct attack against scarecrow must use their highest available die fair enough then the bone knight defeated if there is a revealed and hallowed or acolyte in the line add bone knight to the end of the line all right we're going to spend a four and a four plus one so that's going to be nine to take him out goblin scouts when defeated reveal a creature so that's just seven use a barbarian for that in the forest giant his base his health is increased by the next creature's base health reveal the next creature in the line if necessary there isn't one so 11 takes him out so into the watch trading outposts we lose three fire one two three during the camp phase adventures may discard items to gain as a group and number of coins equal to the discarded items cost roll or dice one three and five not good two three and four one four and six terrible one four and six all right we are going to go with the barbarian i'm going to heal we're going to use a 6 to heal our exploit card and we're going to chop some firewood then we're going to do our map ability so minus two and seven at the end of the watch phase as a group must exhaust one additional ability card for each creature entering the horde or plus one yep that's the one we're going to choose we'll put that on top spin the coin to give a garlic necklace to our witch and bring out an everlasting blade and we're gonna get seven creatures after we put some coins on these other spots well we got a three and a three all right one two three four five six and seven and we only reveal one it's a dragon we have a dragon up here so we're going to exploit to feed a revealed creature in the line whose type matches one of your trophies types well first position exhaust two abilities oh goodness bloodied oh no we're not doing bloodied i'm gonna do leap and stone throw defeated we're going to gain two coins health increased by the base health on the top of the graveyard not good well i need to do 21 damage to this thing or wait a second defeat we're gonna swap that one for this one so now it's just a 16. so i can do six 10 16 damage should take out the zombie horde all right coffin rats warm health increased by the number of unrevealed creatures in the line so six seven eight nine so we're going to use transform to flip this over and do three seven damage or defeat a creature with health less than seven and that's the base health all right we've got another one coming out he's just an eight now so spin those to do five damage always an eight one two three four i hope we'll use these in the bird take him out so search a graveyard for a summon card shuffle it back into the creature deck so that's not good and first position place the top and hollowed into the horde and the most i can do is one two three four five six damage not enough to defeat him so one two three things need to be exhausted here actually no you can use that choose a revealed creature in a line deal to that creature damage equal to the total of your spent dice so that's going to be more than enough to take care of him then that comes out so we've got to damage two things we'll lose transform and expertise all right flip this over her fire goes up by one fire cannot be reduced roll all or dice 10 8 and 11. it was the second time for the barbarian going four five and eight four four and four oops that was a four and then a two four six and that was an 11. all right i'm gonna bring him over and heal his expertise spend a six to heal the transform spin the two for some fire and the four to check our map let's see each fender watch may spin and die on their special camp action during the camp phase yep that's one we'll use then we're getting six monsters one two three four take our discard pile and we're gonna get two more we get to reveal two when direct attacking this creature must increase value of all their unspent dice by one if fable and a giant bat first position swap it with the top vampire in the graveyard if any we don't have a graveyard let's see all right blood ritual we're going to feed the creature in the fourth position which unfortunately is still going to choose one adventure to neatly stone one of their ability cards which will be here then discard this to the graveyard and replace it with the top card the in hallow deck so this will come in and then get defeated there on the reveal well we're going to resolve that first i believe so the reveal doesn't happen i think that's how priority works now our bird is ready we're gonna do our damage here which reduces those by one i mean to direct attacks you may discard an item from that to defeat the crawling ooze we'll do the flying kick choose a revealed creature in a line deal to that creature damage equal to the total of your spent dice clockwork soldier it's one of the creases or dice again go after the bat that's going to do five use the bird to finish him off use that to take care of the soldier reduces that to a ten and a nine then that to kill the scout and i think i forgot the purchase phase in there so get some holy water and give it here all right so we're done with all that made up for not purchasing anything i also forgot to add more coins so we'll flip over the next one fire doesn't change we're getting five monsters each adventure on watch may spin to die on their special camp action during the camp phase so we're gonna re-roll all our dice four five five eleven six six one two four and a one two two all right go ahead the witch go to camp which is going to heal we're going to peek at creatures here getting four money so enchanted gollum discard all the coins from a camp action space with the most coins that's not terrible and we're going to banish the top card here and look oops and look for an unhollowed card and put it on the bottom of the on hello deck then we can purchase we'll spend oh just yeah all three for a fiery pendant it's time to first position power triggers we get plus two fire and replace that with some firewood and drop some coins in those locations we're going to spin that to upgrade this to an eight sider and that to a tin sider roll that to the tin cider first it's gonna be a four and then that becomes a two and we're going to do the same thing here we will swap that out now we're going to get five creatures one two three four five get to reveal the front two scoundrel discard all coins from the camp action with the most coins it's going to be the equip and scarecrow to venture resolving a direct attack against scarecrow must use their highest available die well he's got a range of five taking out the scarecrow that guy gets in first position we've got to exhaust some stuff um i'm going to spin that to defeat a revealed creature in the line whose type matches one of your trophies we've got a dragon up here to take out that dragon brings into bone knight defeated if there's revealed unhallowed or acolyte in line add them to the end oh first position power triggered so we would have gotten two fire off of that i'm gonna spin five six seven eight on the scoundrel brings up another worm all right so that's going to do five and six more defeats first position minus x where x is equal to the number of exhausted abilities on adventures currently on watch so it's going to be one two three but we're going to get two back so we're just losing one and hit for 11. [Music] all right so we made it through next minus two fire so we're down to seven gated city adventures may spend two direct attack dice of any value to feed any revealed creature in the line nice all right 2 4 and an 11 not the greatest of dice so the monk and our hunter has to be one of the two going there we're taking care of the campsite a one three and a four here we've got a two two and a five and the hunter five five and a seven well crappy dice rolls means he's going um we are going to well first he heals one we're going to chop some firewood then remove one of these and letter people re-roll some dice just right here five and a seven not enough money to buy so the cat's eye opal goes on top of something play some coins get eight creatures one two three four five six seven eight and we get to look at the first two first position swap giant bow at the top vampire in the graveyard don't think we have any but it triggered so we get plus two fire now we have a vampire reveal still the highest available spent die and add it to the value of the vampires that's gonna be this five so he becomes a nine so starting our fight garlic necklace discard defeat a vampire in the line search a graveyard for a summon card shuffle it back into the creature deck around our summon card and shuffle we are going to [Music] shoot that one forest giant his health is increased by the next creature's base health reveal the next creature in the line if necessary is increased by the number of unrevealed creatures in the line we're gonna have our crow put three damage here then three more damage to take out the giant bats another rat swarm blood ritual to feed the creature in first position then we will place that there to transform this we can take out a creature that has under nine health his health is increased by the creature's base health on top which is six for the moment i'm going to use the cat to do five here so now he's down to a 13. so we'll do five five and five to take out the zombie horde and then 11 to take him out and that does not trigger all right so we are going to the adventures guild minus two so down to seven with a fire getting eight creatures finchers may spend a number of coins equal to creatures damage to defeat that creature so we've got a ten five and a six our witch a three four and a four our barbarian a two seven and a ten and our hunter two eight and an eight and he's the guy that has to go camping well with the two he's going to chop some wood one eight we're gonna get rid of this card and then with this eight we're going to re-roll the two and the seven and a four we get eight creatures one two three four five six seven eight all right search your graveyard for someone card shuffle it back into the creature deck first position place the top and hollowed into the horde which means our well first we'll go did we have the summon in here no we didn't so first position sound of doom is going into the horde and goblin scouts we're just going to do a blood ritual defeat the creature in third position poison the spider and six plus one take care of the acolyte reveal an adventure with no exhausted abilities must immediately exhaust one um go with the omen haven't been using that all right we're going to use a tan to take care of the scouts to reveal a creature in the line increase that total of items equipped by adventures on watch that's two at the moment then we've got a zombie horde greased by the creatures base so he's a 14 at the moment take out the spider with the five so he's a 12. so he's a 10. so we'll spin that there for a flying kick which is going to do 11 damage um but do i want to do that first take care of the horde yeah we'll put 11 damage plus the cat for five more to take care of the horde bring it down another enchanted goblin now we can do the flying kick so that's going to do 11 damage ooh first position exhaust 2 abilities all right we're going to do four damage with our range on the drake then we're going to exhaust this car choose a revealed creature in line deal to that creature damage equal to the total of your spin dice that's 11 more to take care of the dragon gain two coins then we'll attack there for 11. all right now we're going to our final battle which is not going to be good so we're losing two ten monsters plus what we have there each time an unhallowed is added to the line adventurers may search the graveyard for the top and hallowed card and add that card instead of the top card of the unhallowed deck all right we've got a six five and five two twelve and twelve three three and a nine and a one three and a four all right so we're getting ten cards one then we take our discard to get nine more one two three four five six seven eight nine and that below so for this last battle we need to defeat everything and at least have one unexhausted card in our character boards so we get to look at the first two and we start with this i've got to stun one of our characters um there we go then discard this card to the graveyard replace it with the top card of the unhallowed which is the prince of vultures after moving this card to the graveyard shuffle the graveyard into the creature deck this time an unhallowed is added to the line adventures may search a graveyard for the top unhallowed and swap it out but that's not going to do anything then we also get goblin scouts we are going to defeat a revealed creature in a lineup who matches one of our trophy types which we haven't unhallowed so we can defeat this one which has this shuffle our graveyard back into the creature deck brings out the scarecrow i'm gonna do three there reducing this four to a three use our cat to take this guy out that's gonna reveal the creature in the line we'll go ahead and reveal here adventure with no exhausted abilities must immediately exhaust one we don't have that problem we reveal this oh i don't know that name didn't need to be brought down just yet just thinking i was attacking that one so we're going to shoot for five on this one which will make that six of five and then we're gonna transform so we can defeat a creature with a health of seven or less or less than seven take care of the spider let's see he gets increased health equal to that i'm gonna use our familiar for three and let's see don't want to use him up yet nope just going to use that to take care of the scouts which is going to let us reveal another creature rat swarm he's a 13. we're just going to do a blood ritual to defeat the character or creature in first position that's gonna be worth four use the familiar to finish him off all right that guy's a five six seven um 12 zombie horde so he's going to be a 13 at the moment use a 12 on the soldier this means we have to decrease the next value down to a one on hallowed time sound of doom changes position in the line add a creature from the creature deck to the horde so we want him dead now let's see all right fortunately that guy's got range when resolving a direct attack double the values of your dice against any creature type in your trophy collection and we have an unhallowed oh yes so that's going to be 10 to take care of him and the monk holy water defeat an undead creature in the first position so that takes care of everything so a lot of stuff going on there i'm sure i missed something but that's the basics of how to play it's a whole lot of dice rolls a little bit of luck and card manipulation so as always hope you enjoyed this playthrough so please click on the like button below and be sure to subscribe thanks for watching you
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Channel: Dale the Casual Gamer
Views: 3,763
Rating: undefined out of 5
Keywords: dale the casual gamer, how to play set a watch, how to play set a watch swords of the coin, how to play, set a watch, swords of the coin, solo play, playthrough
Id: bTTBChNFeuA
Channel Id: undefined
Length: 64min 48sec (3888 seconds)
Published: Fri Dec 03 2021
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