How to play Set a Watch

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[Music] The Grouchy nerd all right you antisocial weirdos it's time to learn a game that can play at the ideal player count one set a watch designed by Todd Walsh and published by Rock Manor games and tabletop Tycoon who very kindly provided me with a copy it's a dice Pool Management Adventure game that sees you in control of an entire fantasy adventuring party you'll choose four adventurers and use their ability to fend off monsters each night until you reach your final destination each round you'll set a watch of three adventurers while the fourth tends to the fire at Camp the game is played over nine rounds and your goal in set of watch is to have at least one Adventurer survive the final encounter this is also interestingly enough the closest I ever get to Camping it's playing a game about camping but in climate control with easy access to indoor plumbing first take everything out of the box and unfold the lid to form the camp board which I think is really cool except then it leaves you with no place to to store the unused components unless I mean I guess that's what expansion boxes are for select four adventurers no true solo option on this one you're going to be piloting all four characters each Adventurer comes with a unique board which shows their class three ability slots the dice type that Adventurer uses either six or eight-sided a camp action and their attack type either ranged or melee take the five ability cards for each of your chosen adventurers and give them each three dice of their indicated side count for each Adventurer Shuffle their stack of ability cards and deal two face up in the first two spaces then deal a third face down and place the other two cards nearby separate all enemy cards with this symbol these are the unhallowed shuffle the unhallowed then without looking Place one face down in The Horde which is inside the box then draw seven additional unhallowed cards and place them face up in a stack below the board and place the rest somewhere out of play I normally say Inside the Box gather the four summon cards and use these to set the game's difficulty for an easy game use one summon card a normal game use two a hard game use three and for use sadists who insist that losing games all the time is fun you can go ahead and use four all set up for normal set aside two acolytes then randomly choose 28 of the remaining creature cards and place the acolytes on top then remove the remaining creature cards from the game Shuffle the creature deck and divide the cards as evenly as possible into as many piles as there are summon cards Shuffle one summon card into each pile then stack the piles if you're using four summons and therefore have uneven stacks of cards the smaller Stacks are going to go on the bottom place the creature deck below the board with room for a discard pile called the graveyard creature cards have a name their base Health powers or effects that that creature does and the creatures type and this is how much damage they do to your adventurers if not defeated by the end of the round Damage Done To Your Heroes takes the form of exhausting abilities but this is paid as a group so if one enemy is doing one damage then only one Adventurer is going to have to exhaust one ability prepare the map deck by first setting aside all location cards with the respit or final location symbol Shuffle the remaining location cards and draw eight without looking at them then take the final location from the set aside cards add that to the bottom of the eight main location cards and place them here then take the remaining locations including the set aside respit locations shuffle them together to create the unused locations deck and place it inside the box where indicated draw the first location from the map deck and place it on the current location box and put the fire token on the seven firewood space along the firewood track on the camp board the firewood track represents the strength of your campfire and will determine how many creatures your adventurers can can see indicated here more on that soon each location has a name if it's a respit or a final location that will be indicated here and any conditions or effects of that location will be listed here this number is how many creatures you'll encounter at this location and this one is the firewood modifier you're going to ignore this first one as we set up but in future rounds you're going to move your firewood token up or down the indicated number of spaces usually down almost always down last set the rest tokens nearby each Adventurer must rest at Camp exactly twice throughout the game each turn plays thusly roll all three dice for all four adventurers then decide which Adventurer will go to Camp while the other three go on Watch and proceed to the camp phase if it's the first time this Adventurer is resting give it a rest token otherwise flip their rest token over refresh one of their exhausted cards by flipping it to its ready side then resolve each of the camping adventurers dice one at a time time in one of the following ways chop wood to advance the firewood token by two spaces doesn't matter what the value of the die is it's only ever going to go up by two at a time and you can do this with all three dice if you really need to but do note that your firewood maxes out at 15 anything beyond that and you're just wasting dice Scout ahead allows you to draw and look at the top two cards of the creature deck then return each to either the top or bottom of the creature deck you can also do this one with all three dice though each successive die that you place here must be of a higher value than the previous die spend a die whose value is four or more to check the map draw the top card of the map deck and the top card of the unused locations deck choose one to go on top of the map deck and place the other on the bottom of the unused locations deck though you cannot use this action to swap out the final location spend a die whose value is exactly six to heal refresh one exhaust exed ability card in play so even on an adventurer on watch which is a pretty big deal an adventurer with no active abilities cannot participate in the watch phase and if ever all of the adventurers on watch have all exhausted their abilities you lose Place one die of any value here to equip one of the camping adventurers unused abilities if the swapped ability was exhausted this new ability must also come into play exhausted each Adventurer also has a unique Camp ability on their Adventurer board which can be activated once per Camp phase if your die results have any matching values you have the option to activate a rune place two dice of matching value on the back of the next location card to perform one of the following seal by searching the graveyard for an unhallowed card of your choice and move it to the bottom of the unhallowed deck Vanquish removes the top card of The Horde from the game or bolster the watch members allowing you to roll as many dice As You Wish if all three of your dice match you may do all three Rune actions or you can do two of the Rune actions and then use one of the dice to take a camp action so one more time after refreshing an ability the adventurer at Camp is going to resolve all three of their dice in one of the following ways chop wood Scout ahead check the map heal equip use their special Camp action and or activate a rune to seal Vanquish or bolster also I feel like now is a good time to point out that the backside of any unused Adventurer card has a really nice reference of everything that you can do cuz that's a lot to keep in mind when the third Camp die has been resolved move on to the watch phase check the creature number on the current location then draw and place face down that many creature cards from the creature deck to form the line I guess the creatures never heard of General picket piet's charge from the Civil War from the American Civil War it's funny it's it's funny if you ever need to draw from the creature deck when it has no cards remaining Shuffle the grave graveyard to create a new creature deck check your current fire level to see how well your fire is Illuminating the battle if your fire level is 1 through six you'll flip over one creature card from 7 to 12 you'll flip the first two and at 12 or higher you can see the first three flip these cards one at a time resolving any special powers or abilities before flipping the next Once a creature has been revealed it will stay revealed even if your fire dwindles to a lower level when you reveal a summon card the summon is immediately triggered first one Adventurer on watch must exhaust one of their available abilities then the summon card goes to the graveyard and is replaced in the line with the top card of the unhallowed deck and summon cards always trigger so even if a different card ability is letting you get rid of an unrevealed card if that unrevealed card turns out to be a summon it still goes off when all revealed creatures abilities have been resolved it's time for combat your options in the watch phase are much simpler you're either going to attack or us abilities you may attack creatures directly by spending and combining dice to deal damage equal to the total of the dice value melee adventurers can only attack the creature in the first position and ranged adventurers May attack either the first or second creature so you might be able to see three creatures but even ranged attacks can only target the first two remember that this value is the creature's Health when a creature is defeated it goes to the graveyard and each creature in the line will move one space closer to Camp then reveal any creatures necessary based on the fire level and resolve any new abilities in addition to direct attacks adventurers may spend one of their dice to activate one of their unexhausted abilities each ability may only be triggered this way once per round however these abilities may also just be activated at the cost of exhausting the ability which means should you really need to you could use an ability twice in a round once by spending a die on it and once by exhausting it some abilities are passive and are active as long as they're face up if your campfire ever starts to get a bit too low for your liking you can also exhaust an ability of an adventurer on watch to raise the campfire level by two and if your campfire ever reaches level zero you must do this continue taking actions until all of your dice are spent and you have no more actions you wish to exhaust if there are any creatures left in the line they now get to attack for each damage that the attacking creatures do the adventurers on watch must exhaust a card as a group then then add each creature who attacked face down to the top of the horde when each Creature from the line is in either the graveyard or The Horde the round ends flip over a new location card and adjust the firewood level by the number here then begin the next round by rolling all Dice and choosing one Adventurer to go to Camp play continues in this way until you reach the final location in the final round there is no Camp phase everybody goes on watch set the line as normal then draw each card from The Horde and place it at the end of the line if there are no creatures remaining in the line at the final location and you have at least one Adventurer with at least one active ability you win otherwise you lose if at any time all adventurers on watch have exhausted all of their abilities or if you must draw a card from the unhallowed deck and there are no unhallowed cards remaining and that's how to play set of watch now get out of my tent no why am I in a tent no I don't like the Wilderness I like the Wi-Fi [Music] The Grouchy nerd now it's time to dial in and face the complications of set a it's not that kind of watch hands it just says hands couldn't work that one in
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Channel: The Grouchy Nerd
Views: 3,015
Rating: undefined out of 5
Keywords: solo game, solo gaming, boardgaem, board game, boardgame, grouchy, grouchy nerd, nerd, nerdy, solitaire, instructional, set a watch, set a watch solo, solo set a watch, how to play set a watch solo, adventurer, adventure, warrior, wizard, cleric, beastmaster, rogue, rouge, ranger
Id: aRLquREcS8Q
Channel Id: undefined
Length: 11min 51sec (711 seconds)
Published: Thu Oct 12 2023
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