ISS Vanguard | GameFound Preview | Mission Launch & Planetary Exploration Phase | Part #1

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[Music] [Music] [Music] [Music] [Applause] [Music] [Applause] [Applause] [Music] hello everyone welcome back to rolling solo my name is adam smith and in this game found preview series we're going to be deep diving into iss vanguard from awaken realms this is going to be landing on game found as their very first crowned funding campaign on their platform so this is something you're going to want to check out not only for the game itself but also for the platform in general in terms of its launch so i'll put links to that game found project for iss vanguard down below so you can be reminded when it does go live and i also want to make mention of where i'm currently at in my play through that's right i'm not starting you guys off exactly at the very beginning of this kickstarter prototype which had a tutorial i've already gone through that and i've done a full planetary exploration on the first planet i've then gone back to the ship and gone through the entire shipbook myself so i have some things already on the go you guys are gonna be jumping in right now as i visit my second planet and now i have a firm grasp of what's going on inside the game plus you guys are able to see some of the moving parts as we go along the last thing that i'll make mention of before we dive right in is the fact that this is all in prototype form so everything you're about to see whether it be on the table or even through digital means whether it's voice acting or any of the log book information is all subject to change and could change down the road during development as well so without further ado let's go ahead and begin the section specific to planetary exploration in the very back of the shipbook which happens at the end of the ship phase now as you can see in front of you i've got the back of the shipbook open i've already gone through this entire thing once so as mentioned i'm going to be going right into the mission launch procedure i've already selected the system that i'm heading towards which i will show you momentarily we'll also be checking out some information specific to the landing which is coming up very very soon as well as some audio to understand what's really going on you'll also notice the dials along the edge here when typically you're starting out the game they're all preset at certain values in this case you'll see they are not preset to default values because i've already gone through the ship phase once by the end of the video series you'll have seen the entirety of some planet exploration as well as a full and inclusive view of the shipbook from front to back so without further ado let's go ahead i'll move you through the mission launch procedure and then we're gonna start exploring on this planet as a sneak peek to see exactly some of the decisions i made in my play up to this point off camera we're gonna head back to the bridge section of the shipbook and i'm going to show you the system that i've decided to travel to based on my decisions after my first planetary exploration i moved from system a and we flew all the way out to system e i'm currently planning on landing right here in everstorm something within this system emitted a clear strong signal as we were approaching it using the same incomprehensible encryption as the message from the eye of the void a large artifact of the builders must be nearby now two things that are worth mentioning which occurred prior that you didn't get to see but don't worry when we get to the ship phase after this planetary exploration all of this will make that much more sense for you but these are important to know you have your lander here which i decided to take from the hanger area of my shipbook and this is the only one available in the prototype the space ranger so i've got this here there's some built-in modules and you can see there's some empty slots for additional modules later on you've got your armor sensors and agility ratings your heavy cargo medium cargo and light cargo on the far right hand side with associated danger level dies now i think this is a perfect time to talk about the planetary information scanner because it has big impacts during the mission launch procedure we're about to go through in the book so essentially this is actually put into this sleeve the p12 card i got once i actually chose which system i was going to and that i wanted to land then it told me which card once i knew where i was landing to put in this planetary information scanner and from that point on i had the availability to spend energy in order to find some information out about the planet in advance prior to this mission launch we're just about to do so i already did this all prior but i want to explain it to you right now so i essentially spent some energy which comes from one of these dials which is just up north at the top of the binder i've already expended all my energy i have zero left but i paid at that particular time one energy to lift this up like this and another energy for this area here to lift it up again and if you flip this over the opposite side you then get to see the revealed information about the planet that you paid for and you can see landing is the first one it says hurricane winds and energy storms there's two icons there they relate to the armor and sensors they're both at one and so it's saying kind of be advised of this and there's a briefing log 60 which we'll definitely hear in a few moments underneath of this we got another piece of information about frequent hazards so we have hazards here that relate to either cliffs or mountain ranges or just sharp rocks we also have this one here that talks about zero gravity that's another hazard we're going to be running into and we also have this one over here called rolls and this basically means this icon will be sought after when we're trying to resolve things on the planet more often than not this is going to be a zynology uh role so essentially it's going to relate to a lot of alien life planets species and all that type of stuff so now with this advanced knowledge we can go into the procedure for launching the mission now knowing this it's going to help us in our decisions so the next decision that you have to make and this is one that's important to note for solo players is that you always have access to all four of the different sections that come inside of the game whether it be security engineering recon or science these different areas are always available to you and you'll always be making use of them however you are only choosing two of them when you actually land on the planet to control so in this case again taking a look at that planetary information can be really useful if you get the opportunity to do so because now i can look at the dice for each of these different areas in order to figure out which ones pair up the best for this particular mission so my guess going into this based on what i know which is slightly limited but at this point in time i think recon and science are going to be the best too now just so you're aware in terms of selecting which of these different sections you want to bring your mission the best thing you can do is to get some of your cards out of your section box and all four of them if you can dice included to determine which dice set you think is going to be best for a particular mission based on that information we found out from the planetary information scanner plus any abilities that might be on the crew card specific to that section so for instance this section right here is recon these are the dice that i start with with recon i have one additional die one additional red dye that i would normally have had started with i gained that actually in my first round of play which was off camera so i have an extra die going into this one but right now i have two crew members that i have to choose between so i actually currently are the way things are standing have three crew members for each box but some of them are actually in training in the ship as well so currently with the recon i only have two available for me so in terms of which one i'm going to look at i'm going to look at their charge abilities here basically if i choose this one versus this one i get two charges versus one those charges can be used for the special ability down below so that's one potential factor in deciding the other factor is whatever is up here shows one of these sides of the die and this side of the die is a particular side that can happen on any of the three colors and if you land that you can convert it to that icon that you're seeing beside it so in this case this roll would actually or could potentially convert to this icon which is more of a strength icon or the pickaxe here over here on the right so for the purposes of this taking a look at the dice that i have what you can do is ensure that all your dice have these little four corner borders around them facing up the reason you want to look at them like that is that is telling you the side with or essentially the icon with the highest odds of rolling on that die so basically very quickly i can look and see that i have very high odds of rolling these i have very high odds of rolling these and these overall and now i have a quick breakdown when i'm taking a look at my information from my planetary information scanner to say well i guess in terms of this role this character is not going to be all that great but does have one icon showing up right here and if this is likely a shared icon there's probably another one here somewhere else if i'm lucky yep there's one over there and that's it there's two sides like that but the other thing to make note of is there's a vanguard symbol on these dice and that is considered a wild in terms of changing to any icon you want so you will find dice in the game that actually have these four borders or four corners around a vanguard symbol i've gone ahead and chosen the crew member i want next we're going to place all the dice into the tray right here and there we go just like that we slotted all the dice in again you don't have to have them facing up with these four corner borders around them you can choose any side and slot them in but it's going to be for your benefit that you see which particular result is the highest chance of actually landing especially when you're going to be doing checks during gameplay so the other thing to note you're going to see some rank icons down below if your character is not that particular rank you cannot put a die in that particular spot now when i started off with recon originally i only had two red dice but during my ship phase and during the outcomes of the prior planetary expiration i was able to gain additional red dye and that actually was able to slot in to the place below so when i started it was more like this and i hadn't a blank space to place a new die in if i was to gain another red die i wouldn't be able to add it in until my rank is higher next thing you do take a look at your card and see that there's a two that means you get two charges we're going to drop them right in there and again you spend a charge in order to take advantage of a special ability on the opposite side of things i've already set up my science faction here so i got this individual all set up you'll see i got some of the icons here that are actually very useful for this particular mission as i talked about earlier three charges here his special ability is to go ahead and spend one of these charges to draw an action card which is something else we'll be setting up in a few moments the other individual for recon their special ability was to spend one charge and instead of gaining a lead you gain a discovery instead typically leads that you will find will lead you to a discovery so having the ability to just jump straight to the discovery with that recon individual is going to come in handy next we need to choose the equipment we want to bring with us and as you saw on the space ranger or lander board there were some cargo slots so in the top left hand corner of all the equipment that you have available for each of the sections going down onto the planet this top row right here is for science bottom rows for recon i have a weight for each of these things whether it be one two sometimes i can go up to three or more and in this case i really want to bring the med kits i'm going to actually bring one for each of these individuals as well as the stimulants and a zipline and i'm going to go ahead now and slot them into the cargo bay it's worth mentioning that depending on how many equipment you pick as well as how much they weigh more importantly that's going to change how many danger level die you'll be rolling when you're going in for your landing i've gone ahead and loaded the equipment onto the ranger one thing to note you'll see that this color die down here is actually looking to be yellow it actually is supposed to match the same color as the other ones so there's only one danger level die in the game but in this case you fill this one up you end up getting it two dice you're gonna need to roll in that situation for me i've got three things up here in total weight for the heavy cargo area and then one with a two weight for the medium cargo area we're gonna add two danger level dies into our roll on landing next up we're gonna prepare our action decks for both of the characters we're bringing on this landing mission i've got the science cards here as well as recon cards over here there's 10 of each inside your section box you'll find those there's dividers to keep them all organized and the other thing to note is based on the rank of your character you'll have access to a certain number of cards so for instance the very beginning level of science here as an assistant only allows you access to 10 cards at maximum towards your mission but in future rank ups you'll have access to a spread of up to 20 cards on the next rank up for example in this prototype however you have to always bring at least 10 cards to the mission but if you ranked up to that next level you have the availability to grab up to the 20 card you have available which allows you to customize the deck that you're bringing in as well as pick the cards you like most so long as you stay to that 10 card minimum so as you uh level up over and over again your card pool becomes larger and larger your selection becomes bigger as well the next step is really simple you're going to go ahead and place all your supplies into your ship based on the slots you're using you'll see an inventory value this literally tells you how many supplies you can additionally bring into those slots when going on your mission now you're gonna want to on average bring about two supplies per crew member you're bringing down with you so in this case i've got a total of five i'll show you how that worked out so because this inventory was at plus three i get to put three supplies in this slot this medium cargo slot i'm using is plus two so i get to put plus two supplies giving me a total of five and that's gonna do it we are all ready to go let's strap in and head towards the planet so we're gonna look right now at the top part of the planetary information card we looked at earlier on it says to go to log 60. let's listen in and find out what's happening on approach log entry 432 despite many findings gathered on pelucid our first exploration of a world marked by the builders was hardly the success we hoped for the contact with extraterrestrial intelligence still eludes us and i'm afraid this new world we're about to explore will change little in that regard it's hard to imagine an environment more hostile to life a giant cold planet with thick super rotating atmosphere the never-ending storm lashes the surface made mostly of basalt and glass and carries razor-sharp shards with velocities that make them shred anything in their path yet a set of incredible structures extends past the planet's stratosphere like claws grasping out of the storm each of these claws made of an unidentified substance are several kilometers long and wide enough to break apart the winds creating small pockets we could potentially explore and explore them we will no one on board vanguard has the faintest idea how structures like that could occur naturally all right so now we need to check to see what danger dice will be rolling as we approach this landing so first off you can see we've got two danger dice right here so we're simply going to go ahead and grab two markers to represent the two rolls we're gonna have to do on this danger die so we'll be rolling two danger dice right now one at a time removing a marker each time and then we'll be going through this table right here to determine what happens as we approach the landing here we go hopefully good things oh check that out it bounced right into a favorable current that's amazing now i initially got super excited there when i rolled it thinking that i would pass and be able to land and i also want to let you guys know this is the first time i am exploring this second planet i am doing this without any knowledge of what i've got coming at me going into this making this even more interesting even from my standpoint so just so you're aware you can see here you do have to choose between two options here if i happen to have a three rating in my sensors then i'd be able to land successfully that would've been the best role i could have possibly got avoiding everything now in this case because i don't have three on my sensors nothing happens which is still good because now i remove one of these markers as i roll one of the danger dice and it didn't do anything bad to me but i still have one more roll to make so let's see how this one pans out all right so this time it turned out a little differently so this one says uncontrolled flight the two options we have in front of us is shuffle all equipment and supply cards together and discard two of them and you can see here if we happen to have three on the agility nothing would happen or each crew member is going to spend or exhaust three dice out of the tray and if we happen to have two on our sensors we treat this result instead as a favorable current which means we would have been a-okay my ratings for armor sensors and agility are all ones so i'm not going to take advantage of the plus or the bonuses in the situation they're not really considered bonuses but really just the ways to get out of this situation so which one do we want to do i'm leaning a little bit more towards the equipment and supplies cards and discarding two of them so let's flip them over give them a shuffle grab two and we'll let them go the first equipment card off the top of the deck is going to be lost supplies we lost the supplies on the way down to landing and we also lost a med kit well that's too bad we did successfully land which is a good thing without too much damage happening however we did lose some supplies we lost a med kit in the little bit of an uncontrolled flight at the tail end of our approach there but we've landed successfully and now we can initiate the planetary exploration procedure our space ranger has successfully landed on everstorm and we are now going to place our two crew members in this area right here sector one our two crew members have arrived safely on everstorm we're at jagged crest we'll read more about the flavor text here as well as the actual planet itself but next let's go ahead and populate some information on the right hand side as you can see on the far right hand side we have some very important information the planetary information is placed here p12 unique discoveries two they get placed here mission m10 goes here and events e13 we also have some travel information we'll talk about later i removed the planetary information from the scanner placed it right here so we now can see all information unique discovery number two is placed here the mission and events can sit to this right hand side however in the final version there'll be slots for them within the book themselves don't reveal them at this point in time we have some other things to set up next up ensure that you have all your decks out including the hazards injuries all the leads green blue yellow and brown and then the associated discoveries as well at this point in time we need to decide based on the equipment that we've brought which are going to go to which individuals so i'm going to go ahead and take the med kit and the stimulants give that to the science character and the zip line is going to go over to the recon now one correction i want to make so that you're aware is that when you load up your lander you always load up from the light cargo all the way up to heavy cargo i did this in reverse for this particular playthrough this gives me a little bit of a leg up as i'm not rolling as many danger dice and i can carry more cargo into the mission but i'm purposely doing this so i can show you more of the planet itself and have more supplies to bring with me but when you're playing the final version you'll load from the light all the way up and you'll see starting at the very beginning the dice definitely start piling up on each other and you'll have more danger roles to contest with so that's the reason why upgrading your ship is going to become very very important next up each of the crew members are going to draw two cards the maximum you can have in your hand at any one time is four if you draw over four you have to discard one immediately to bring it down so the two cards the science section is going to start with is resourceful allowing me to ignore one x result which is considered basically a failure on the die rule and refresh one die of any color after this roll which is called stubborn the recon section pulled reconnaissance move to a sector for free this is not an action and that's going to come in handy and the second card is calms play before you roll crew members may assist you in this role from anywhere on the map now it's time to find out more about everstorm just before we dive into the mission objective as well as any events we might be running into you'll see here at the very top left there's some flavor text it says the thick hyper-rotating atmosphere of this planet is in constant turmoil carrying obsidian and glass shards with extreme velocities gargantuan mounds protrude from this storm reaching high into the stratosphere our two characters are currently at jagged crest it says it's far from the most interesting sight but it offers the safest landing zone now we're going to go ahead and reveal m10 and then we'll resolve e13 afterwards we would never attempt a landing in such hellish place if not for two reasons the structures that jut out of super rotating atmosphere are unlike anything we've seen so far and this world was marked on the star map though we find it difficult to believe life could exist here our main objective is to explore the planet looking for signs of advanced life forms we're going to leave this card revealed and face up and when you fulfill your objective you'll be asked to discard this mission now our event is not going to flip over just yet it's a timed event and it's going to move as we go through turns during our exploration of the planet and eventually we'll head down the track and hit that flip over symbol we'll then check out the other side of this event and see what happens the last thing we need to set up objectives-wise is the up cards for each of our crew members we'll each take two cards choose one and that will be our objective to try to rank up during this planetary exploration based on successes we gain so two cards for science first off we have end to term without any crew member in your or a connected sector we need to get three successes to go to this rank or six to go to this rank or we could pick this one be the first one to fully explore a sector and to be totally honest i think the one on the left is the better of the two and more likely to occur so i'm gonna go ahead and choose that one for the science faction or section and now we're gonna choose one for recon the one i didn't choose is going underneath the deck now let's draw two cards for recon and see which one we'd like to select this one right here says have three alien tech discoveries at the end of the planetary exploration the second one says have three vanguard icons during one roll i actually kind of like that one so we're gonna go with this one vanguard is a symbol for basically a joker it can be changed to any icon in the game so there is a decent chance we could pull this off before we happen to pull off the three alien tech discoveries we'll place this one back at the bottom let's do some exploring we're starting it off with recon recon makes the overall decision as to who goes first unless of course recon wants to go first i'm controlling both so i get to choose either way and i'm perfectly happy with our recon character leading the charge so two actions then we're gonna go ahead and flip this turn available over to the other side and we'll jump over to our science based character do two actions over there and then jump back now the only thing that happens at the end of each two actions for each character as it goes back and forth is a hazard card pull and then that's gonna associate itself with the icons in the certain sections that we're in and if they match we're going to resolve that hazard if they don't match at all then we're going to push any time tracks we have in the game up this is basically a tracker that's constantly there to push you along time is important recon has a number of actions to potentially perform most of these are going to be role-based actions whether it's something in a sector we're currently at like the jagged crest for instance or if we happen to have a card or potentially equipment or anything else on the game board that allows for rolling so in this case and that also includes by the way just traveling from sector to sector so in this case taking a look at recon i looked at the die rolls for recon and it appears that the chances of actually landing this symbol up here in the top left is pretty much zero so the chance to get that bonus on the roll is not that great so recon is better suited to maybe head out of this location on its own and head towards the right side of the board and i'll show you why on the right hand side of the board you'll see a number of different sectors we can potentially get to broken fang sheltered plateau and a perforated mountainside we also have a couple areas on the board that have logs attached to them meaning we'll have no idea what they are until we get in there this one in the middle has nothing going on except a lot of hazards so we really don't want to end our two actions in that space or the hazard card is really going to hurt us so while i have two actions with recon let's get moving so we have to make a travel roll and when you make a travel roll there's a section on the document here that specifies exactly what you need to do to successfully do that travel so taking a look at the bottom right hand corner travel says right here if you roll any x's discard all rolled dice and resolve the failure the failure here would be to move to a new sector but you have to draw hazard cards you can make your progress but hazards are coming your way that's not good and of course if you roll anything else then you're golden you can move to the new sector so in this case the only thing that's going to hurt us is an x and we don't want to see that we can also use cards in our hand to mitigate some of this type of stuff we'll see how it goes as of right now the travel requirement to move from the sector i'm into the next one is a single color die of any color so long as it's not an x i'm good to go so taking a look at the icons that i could potentially most highly roll on all these dice i have to make a decision as to which die i want to use and it's absolutely worth mentioning you could literally roll every single die in this tray but that then gets into another action you can do on your turn in terms of resting if you choose to rest after you have spent a number of dice and a number of rolls because of course when you use a die it's considered spent unless you have some way of bringing it back gameplay-wise into your tray so if i use this for the travel roll it will end up right here it's in the spent area if i ever want to regain the dice that have all of a sudden started to accumulate in the spent area up here as i've been rolling them throughout the game you're going to have to use cards in your hand you can also potentially use that rest action which allows you to discard one of your supply cards which you brought along with you on your lander to bring back three chosen dice from the spent area which is just above here back into your tray and you also get to draw a card from your action deck as well so it's pretty handy but you've only got so many supplies to do that with the other thing you can do once you run out of supplies with a rest action is you gain an out of supplies injury card and injury die and you're allowed to replenish two dice and draw one action card so it's a little less useful and also has a negative we'll talk about later with injuries down here so those are the two ways that you can use a rest action whether you have supplies or don't have supplies to get spent dice back into your tray what is the other way the other way is to exert yourself if you do this you are slowly harming yourself for the advantage of pushing yourself a little bit harder to gain some dice back this is all cost right here it says spent dice red green green if i happen to have a red green green up in this spent area which now i do then i can go ahead and remove a die from play meaning i lose this die for the planetary exploration completely in order to take these three dice and put them back into my tray so as you can see i'm slowly hurting myself over time this is one of the last resorts you want to do unless of course well i mean if you have supplies definitely make use of them but this is the fun balance of how many dice do i have in my spent area how much am i getting back from using supplies or not using supplies using supplies gets you three back not using supplies gets you two back and an injury die plus the injury condition of outer supplies that doesn't sound good we'll find out more about it when we hit it but that's the essence of how to handle and manage your dice so with all that said i'm actually going to do something to avoid the potential that a hazard could be pulled because what if i fail this roll the actual chances that i will land one of these hazards is really high because i'll be in this location so let's go ahead and use the reconnaissance card that the actual recon unit has and this says move to a sector for free this is not an action so being that it's not an action it doesn't have to follow the requirements of this travel over here and i can simply move my character into this space and then i still have two actions to spend so we're on the move and we definitely don't want to stay where we're currently at so let's go ahead and travel again i'm gonna go ahead and use this red dye right here and we're going to roll it i'm only rolling one die and remember i can roll as many as i want to try to pass this but i'm going to do a little bit of min maxing hoping that i can only spend one die which is five and six chance that i'm going to land successes here and be able to travel without any issues otherwise well something bad is likely to happen let's see how it goes all right so we got a success it also stays in our spent area unless we have a way to bring it back through gameplay mechanics or cards in hand so i'm happy with that role we can now move from where we currently are into this sheltered plateau in the shade of the structure the wind is barely noticeable making it a perfect place for a camp every crew member who rolls in this sector adds shields to the role result refresh more dice when you refresh any dice here draw one more card when you draw any cards here so this is actually a fantastic spot to do rest taking a look at my surroundings there's a number of areas that i'd like to go but i'm not going to go to the sun eater with recon because i need two blue dice and i do not have those dice also down below here i need to have an assisting crew member to help me to do this so there's no point in heading down here so the other options i have is really to head to one of these three log locations and i'd probably want to go to one that doesn't have as many hazard symbols so let's go ahead and we actually could go here for two dice but let's go ahead and just spend the one and go to this one for log 31 so i'm going to grab one die we're gonna make a roll and hope that we make it now if i fail this we'll still make it but we'll be taking a hazard card which not looking forward to that so here we go yes so we succeeded that that goes to the spent area so we successfully traversed it to here and now we're going to listen to log 38 [Music] away team exploration report tf-19 the mound surface is made of an organic compound so even our best equipment cannot break the crust at first we wanted to enter the structure as scanners showed hollow places inside but it proved impossible with our limited tools however we successfully secured samples of the compound and we will try to replicate it once aboard vanguard we also mentioned to the aerodynamics team that the area surrounding these mounds was almost serene with little wind they began to study the mounds effect on the airflow and quickly discovered all are in the perfect position to ensure the safety of the largest possible surface area as a result of our successful exploration over here we've gained this raid here which is considered a unique discovery card it says so on the back the cool thing about this is it comes right from the actual planet itself and it's interesting to note that these are unique of course to the planet that you're on you're not going to find them anywhere else so getting these sometimes on the planets is one of the best things to do because you may or may not come back to it now you can revisit planets multiple times and planets in the final version the game will have many unique discoveries for you to find so making return trips will definitely be worth your while in this case i landed this one right off the bat which is super lucky and you'll see later how this works for now we're just going to keep this out of our ship book and just to the side of the table even better we've placed it in the lander and that is going to resolve the three actions i had one free action which is why i was able to pull off so much stuff there going from this location freely to here then it moving to here and then moving to here and we were able to do it without actually getting beat up at all which was quite nice plus finding a unique discovery that's a really really good turn so our turn now is done but at the end of our turn we do have to pull a hazard card we do have one hazard icon up here we'll take a look and see if it lines up and it does unfortunately so when it does line up with the hazard card this says you will go ahead and resolve the primary so avalanche we are now going to make a roll here looking for scout action or really one of these two icons and if we do we gain a actual success token which is kind of handy and a blue lead card which is nice because that can lead to potentially a mineral discovery if we fail this we discard one supplies and get a wound injury i don't like that so we want to make sure we pass this i've chosen to go ahead and roll only a single die for this again extremely risky because well it's a 50 50 roll looking at the die i'm gonna choose to roll which is actually got a good chance of landing this based on the icon i need you'll see there's three sides with it but there's also a vanguard side which is allowed to be changed so technically it's four out of six on the side so even better so i think my odds are with me but pushing your luck is always interesting it doesn't always work out we'll see how this pans out ah and it didn't pan out for me there so as you can see right out of the gates even when you think the odds are in your favor sometimes they are not so in this case we have to discard one supplies and take a wound injury when you gain a wound injury you're going to go ahead and slot that injury in to one of the injury card slots and also at the same time take a die and place it down below i'll show you how that's going to impact things later on and there we go we're all squared away i've also gone ahead and advanced and turned this over to say the turn is complete now we're going to jump over to the scientist the scientist is currently eyeing the jagged crest as i mentioned before i'm going to try to attempt at this roll here i need a green and a red dye so which dice do i want to bring to this equation when we're trying to get this particular symbol well i'm going to bring this in because i have higher odds for it and i'll bring this one in because i want to keep these symbols uh for later on if we need them for another check so these two are definitely required to be at least bare minimum successful however i do want to try to push up my odds to be successful if i happen to land in the x's so what i might do is i might add the vanguard die in here for green this will ensure that if i roll an x on one of the greens i should be a safe hopefully with the other one the red will be the one that's going to be tricky if i land an x on that i'm in trouble so here we go i don't want to roll any more dice with this i also technically all have or i have one stubborn card in my hand allows me to refresh a die back into my pool afterwards but i also have an item which i can use to replenish things later on which is quite useful called stimulants and this will allow me to refresh three of the dice and discard this card as long as i can make the roll on the card but we'll see how that pans out later on all right here we go let's see if i can swing this come on no x's oh i really i kind of like spoke it into existence a little bit so i even oh that's even more that's even more brutal um now the good news is the good news is i have a card called resourceful so this card is going to allow me to ignore this x result meaning that i did roll a red die successfully i also successfully rolled these and got the symbol i need for the top this is a perfect example of how you can mitigate the dice rolls in the game even though at the beginning i thought there i was in trouble i looked at my cards and noticed i got this so let's use it so i'm going to gain at the very top you check the bonus it says two yellow leads so i'm going to grab those two and then we'll move down to the next portion the first yellow lead is dead skin cells it says if you have three leads of this color discard them and gain a live specimen discovery so we can go ahead and take this first one and place it on our lander next up it appears we found some tracks it says if you have three leads of this color discard them and gain a live specimen discovery so we are now just one away from being able to get that now i've gone ahead and discarded the action card that i just used i also put both those yellow leads on my lander down below here the next thing for success says well gain a success token that's not bad so success tokens are placed on the lander itself so we'll just go ahead and place it right here and next up it says yellow lead we get another one fingers crossed this turns out well for us yes indeed we got old bone it says if you have three leads now we can discard all the other leads we have the same color which you guys are well aware of in order to gain a live specimen discovery what do we have here it says in the planet phase gain one supplies and discard this card well that works out because we just lost supplies earlier so we'll be placing a new supply card on our lander the final thing we need to resolve is placing down the point of interest zero zero zero which replaces what was here with nothing interesting and you'll see a flag there that means that we've completely explored the sector you'll also notice that even prior to this the flag was there so we didn't have to do anything here in order to move out which is why the recon individual was able to leave this space there will be icons that show up beside the title in the future that will lock you into a position where you have to resolve something before you can escape and there's other gameplay impacts with those icons as well but in terms of actually completing a sector technically based on the scientists my rank up card would trigger right now if i had enough successes to actually do it and it says be the first one to fully explore sector this was technically fully explored before so this won't count but one of these types of exploring options in the future where you see the flag will trigger this and as long as we got three successes down below i'm golden to rank up and flip this over now as tempting as it is to move right now it's a bad idea i have one action left and if i move into here not only if i happen to pull a hazard card on a failed movement that's going to hurt me big time with this many hazard icons i don't want to end my turn in that space in general so what i'm going to do is do something else while i'm here and that's going to be related to my stimulants card so i have a card here that states i can go ahead and try to make a roll for one of these two icons on the left and if i make that roll and i'm successful at one of these two i can refresh three of my spent dice of any color and then i can discard this card i have three dice spent right now so this sounds like a good time to do this i'm going to choose to roll a die that has more favorable outcomes with technology again i have three sides with this symbol plus the vanguard so four out of six chance to actually land this hopefully it goes better than the prior efforts and i do have a card in my hand allows me to refresh and die after the roll so i could potentially end up getting all of my dice back let's see how this goes oh yeah we got it so not only are we successful at this we can now refresh all three of these dice back into the tray i'm also going to play this card to refresh the die i just rolled after this roll back in so every die has been recovered and now we're gonna pull a hazard to end the turn what do we get do we have anything that matches yes we do and we have a card that says stuck so this one says we need to use either physical or a recon icon in order to be successful to get give us a success on our space ranger or we can actually fail this and then we just pass our turn so based on when i got this this is a perfect time to use the strategy of not rolling any dice you are never required even though you can see sometimes that it might state a red dye or green dye need to be rolled to be successful you just need to roll them with success results you are not forced to actually roll the dice you can choose to outright fail in this case it makes perfect sense for me to do so as i'm passing my turn anyway so to start off my next turn here i'm going to have this character move back into this location one die is necessary to roll let's go ahead and see how this pans out i'm risking things again by just rolling a single die and hoping this pans out for me yes we got it so that is considered a success so i can now move from this location to the sheltered plateau it might be worth talking about potentially doing a rest here for my second action here i'm going to choose to actually consume some supplies in a rest action which is going to allow me to bring back three dice into my tray and draw a card but you'll note right on this location it says refresh one more die when you refresh a dice here and draw one more card so four dice coming back to my tray and two cards going into my hand the dice are all situated back in the tray let's see what i get for cards the first one off the top is second thoughts allows me to reroll one green dye that will come in handy the next one is the thorough search play when you gain a lead you gain a success token as well that's also pretty good now let's resolve our hazard we got ourselves these three icons across the top where we're currently at there is no hazard icon whatsoever so the primary area of this car will not resolve instead this card is discarded to the bottom of the hazard deck and any time tokens are moved one space that's going to do it for the recon turn so far i really like the last three turns we've gone through we've been very lucky and how they've resolved and i don't know what's gonna happen when that time track actually gets to the end of this card but i'm sure we'll find out soon enough now the first thing i'm gonna do with my character over here is going to spend a charge and this is keen ability says to draw one action card because i've already used two cards i need some more of my hand so i'm actually gonna spend a charge to draw a card and i'm gonna spend another charge to draw a card this is not considered an action so two cards going into my hand let's see what we get we got ourselves overcome ignore the first injury received as a role as a result of this role that's huge we don't have any injuries yet but being able to stop one could be big time next up we have rapid growth when you gain a green lead gain one additional one so the scientists would definitely like to make some headway let's do this travel roll right here i'm gonna go ahead and grab a blue dye and again roll only one i keep risking this every time and i'm really hoping it keeps on continuing to pay out for me i don't have anything that's going to be able to adjust this roll though if i fail it i will be taking a hazard which isn't fun so here we go all right we're okay so that is a successful travel so we can move from this location to this location just like that the die is now spent and one of my actions is burnt next up we're going to do the exact same thing and see if we can land at the sheltered plateau with our recon individual maybe they could head south together and work on this uh perforated mountainside so let's see if we roll another die i'm going to grab this time around a red dye and we'll see if we can make the roll successfully yup that's another success so far no x's hopefully not jinx and myself we are going to be able to move from this location over here and we're now together those are my two actions the good news is and this is one thing you can really start doing and i think we'll actually change in the final version is if you when you land in a in a certain section or or a sector and there isn't any hazard symbols there's no real point in drawing a hazard card because you already know you're not going to be able to sync up any icons so just don't bother drawing the card and actually just uptick all the time so just like that we got two individuals in the same space that turn for the scientists is complete as well and we also have the time taken away at this point i'm actually going to change my mind and split up these group of individuals i want them to go in two different ways so first off we're going to be going with recon recon is going to be heading i think into log 42 here that's what i'm going to do next and the scientist is actually going to head up here to the sun eater because a scientist has the ability to roll at least two blue dice which will satisfy this there's no two blue dice currently on the recon character so i couldn't even successfully pull that off so let's split up a little bit for a while and then come back and hopefully we can deal with this if time is remaining so starting with recon here we are going to make a movement is going to be two dice this time around of any color but before we go ahead with that i actually have something else i realized i need to make use of the fact this area here it says you or an assistant crew member can discard one injury i have an injury card on my recon individual i want to get rid of this thing so it doesn't keep hurting my dice rolls now you guys will eventually see how that impacts it but basically once you have injury dice down here they always have to be included in your die rolls and then of course if you land symbols that line up with the symbols on the card that thing happens in this case wounds are going to expend dice on you beyond what you already use for the roll not good you don't want that happening so let's go ahead and try to make camp and in order to be successful at this i need to land a recon symbol and i have definitely the ability to pull that off so i'm going to roll one of these dice again gambling then i can pull this off in a single roll see if we can remove this injury card for wound no this time around it didn't work out for us but guess what i have second thoughts which is a card that says i can reroll a green die so i'm going to discard this card and we're going to go ahead and roll that again and hope for better results this can't happen twice in a row right oh my gosh well apparently it can happen twice in a row but the good news is there's no fail condition on this roll besides the fact i just lost that die and in action but i can attempt it again and i'm going to do it again because i think getting rid of wounds is a good thing so we're going to go ahead and use this die over here as it's going to have the highest chance very similar to the one we just spent again one die roll if i see another x i'm gonna be flipping the table let's see no we're good there okay so now that we are successful we can go ahead and remove the wound card as well as the injury die and that's going to do it for the recon turn now we move to hazards again there's no icon in this current location so time is going to keep on ticking now i already know what i want to do with the scientists we are going to move for one die up this way heading to the sun eater i don't have any injuries i have to worry about and i don't think replenishing these dice at this point makes any sense i have some decent cards with me to avoid any injuries i might run into so i think rolling a single die on this will be a-okay famous last words so in terms of the different dye faces the scientist has some really awes like literally all these faces cover so many different variations for whatever roles may be coming in the future but i need to make sure that i hold on to the two blue dice i have here because the check at the sun eater is two blue dice so i don't want to spend this to travel in terms of the other ones that i have i guess i could go with the vanguard one but that's a really powerful die so let's just go ahead and use one of these two green i'm gonna go ahead with this one here we'll go with biology and see how this pans out so one die for a roll let's see if we can make this happen no x's there we go that's a success so we're able to travel up to the sun eater this card states the gaping mouth of this metallic starfish aims at the sun above as if it was about to swallow it all right so we're going into the sun eater here the scientist is going to interact with this role right here so two blue dice are required to even potentially be successful granted we need to make sure that none of them roll an x we also are hoping to land a shield i have no way of using my current crew member to convert easily to a shield you can see here some of the results on this crew member allow you if you have a blue die with that particular symbol you can change it to this symbol which is not the shield symbol we have up top here so i can't use that to my advantage now every crew member has that conversion ability so you want to keep an eye on that in case it lines up for you but i do have a vanguard die that's more often than not going to land that and that could change any icon i want so let's go ahead and add that to the pool so we have three dice going in if i get really lucky on this roll i'll be able to avoid some danger dice results as well as hazards that potentially are going to trigger the other thing you'll notice is there is a danger die symbol right above this roll the one die it says one beside it so you basically take this danger die help card place it next to you because we're gonna be rolling one and we're gonna be seeing what ends up happening when the die is rolled it'll be rolled alongside of everything else we're rolling so that significance of the one relates to the table in which you're referencing so danger die number one here if i land these two icons something bad happens otherwise we're a-okay so here we go with the roll wish me luck i hope this pans out well in terms of what i have on my cards i can overcome an injury or i can potentially gain some additional green leads but that's about it at the moment the one thing i'm gonna do just before i interact with this actually is i'm gonna burn my last charge on my character which is this right here it's gonna be gone in order to draw a card so that i hopefully get something that could potentially help me so we're drawing the card we got ourselves moved to a sector for free not exactly what's going to help me in the upcoming action here so again that charge usage doesn't count as an actual action so the first action is interacting right here we know what dice were actually rolling let's go ahead and see how this works out all right so we ended up being successful in the blue that's good we got the vanguard symbol which means we can convert this to a shield so that's a plus on the danger die however we did actually hit a expending of one die so an additional die is going to be burnt here so i'm going to go ahead and choose to burn the green dye so that's unfortunate so all four of these dice are gonna go to my spent pool but we did actually sorry about that because we landed the shield we don't have to expend that extra dye because the actual effect says to ignore the danger die and draw no hazards so we're fine these three will be spent and then it says normally to pull a hazard we don't have to place a marker in this sector and go to log eight [Music] now the app is asking us if there are three markers in sector five no there's not because we haven't even gone in there to interact with this we're gonna choose no [Music] the machine was ancient as old as life itself on this planet and bore a striking resemblance to the builder architecture we saw in the eye of the void its structure extended deep underground and to other parts of the planet though its purpose was unclear according to our preliminary research this structure originates a millennium or two ago our scans woke something deep inside emitting small bursts of energy then it went silent once more so we now know that sector 5 is definitely an area we want to check out so at this point in time we are now done with the scientists the scientists have expended all of the dice uh that he used in that last turn and we're gonna go ahead and draw a hazard see if the icon in this location matches up and we got a hazard card that does not have the same icon as that area so we're gonna go ahead and increase the time by one which is going to flip over the event we have and it states a sudden gust of wind pelts us with razor sharp shards each crew member rolls looking to hopefully obtain either physical or that defensive shield and if we get those one of them then nothing happens otherwise we're gonna get wounded and then after each crew member rolls turn this card face down and resolve its setup rule i'm going to go ahead and roll for the scientists first the scientist actually has decent chance with the red dye he only had two dies remaining to actually land this hopefully it pans out for me yup we got it it's a double symbol but that results so nothing happens in regards to the scientist but that die is now exhausted moving over to recon however we also have some dice that we can definitely use that will help us on the physical side of things so we'll use a red dye from the recon side come on yes luck is with us so as we now know this event is going to continue to pummel us although we got away scot-free this time likely in the future it probably won't pan out like that so we're going to start out the turn for recon recon's in a great location to potentially go ahead here and do a supply rest so i'll do that i'm going to use some supplies here this is going to allow me to bring back all three of the dice that i have plus draw two cards which is a nice boost before we go any further so let's go ahead and take the two green and one red die back into my pile so at this point in time i'm not missing any dice nothing is currently spent for recon which is awesome and we're gonna grab two cards as well the two cards that i'm gonna pull are right here we've got motivation if you succeed on a hazard roll refresh one of the dice that sounds pretty good and the next one stroke of inspiration play after a roll you may turn one's side to any side you want that's really good as well with those cards in hand i'm now going to make the move from my current location down to the perforated mountain side so we can wait for the scientists to join up with me so i'm gonna go ahead and grab two dice to roll i'm gonna go ahead and roll this one red one just off screen here and i'll also grab maybe this die right here from green so kind of a red and a green mix there and i'm using them they're they're highly chanced that they're going to land on these sides so they're not specific to anything however remember my special ability for the recon can turn the green one of this icon to an actual gathering icon which is like the pickaxe all right so we're good we got two of them that worked out perfectly and so we successfully moved from this location down here but we are ending our turn right now spending these two days we have to take a hazard at this point wow check out this hazard card look at all the icons on this but it's still not a single one relates to this particular location we're in a location here with this hazard as well as that one there's nothing of those two on this card so we escaped so basically time is going to keep on ticking and the recon individual is done the turn moving over to the scientist now as you can see the scientist actually has quite a bit of dice spent at this point so likely getting back to the shelter plateau is definitely worth as well to regain more dice using supplies thankfully i have one die remaining so i can try to make this move with a single die and hopefully i won't see an x i also they have the availability to use a disposable jet pack to move to a sector for free but i'm holding on to this so i can use this to move from the shelter plateau to the perforated mountain and hopefully be able to pull that off for free without having to spend two dice for travel that's my hope anyway here we go with the roll and hopefully we get out of here yup we do so that is a success the last die that i have is now burnt the scientists can come back through to here and we're now going to go ahead and use the disposable jet pack and this will allow us to move to a sector which has the flag for free if we take a look at this area here oh we can't use it oh that's too bad i thought we could but it is not a cleared sector just yet so i'm not gonna be able to use this card as much as i wanted to but we are currently in a location where we could actually spend an action to rest using our supplies sounds like a good idea i've brought back four dice of my choosing and now we're gonna draw two cards in order to find out what we get i have three in hand so the second one that i draw i'll have to make a decision as to whether i keep it or not if i do decide to keep it i have to discard down to four cards and just to let you know in case you forgot i'm getting four dice back on the supplies because i'm in the shelter plateau over there which gives you an additional die back so here we go one card off the top for the action we got a surge of inspiration on the blue die that could be good and then the fifth card here pull for total in hand we have if you gain a discovery refresh this die i think that's actually the one i will let go so we'll go ahead and put that in the discard for now and that's going to be it now my scientist is in location with no hazards so no hazard draw necessary but time is going to tick up now you might think that i have to wait until my crew member gets into this space but right now i have a card in hand for the recon individual that allows me to it's called columns i've had this for a while but i just realized how powerful it really is play before you roll crew members may assist you in this role from anywhere on the map so i technically could have left my scientist over here but you know what i'm okay he's in a safe space able to rest up quickly so it's not a bad spot for him to stay so i'm going to play this before i make a roll here which allows me to satisfy the condition that says requires an assisting crew member so this com system allows me to do that and i'll be able to bring in a card or a die or both from the assistant crew member on the scientist side to the role and then we're looking at to see if we can get at least one success on one of the dice and then based on the different icons we get something's going to happen all right i'm really looking forward to this roll i'm pulling in two of these because i have good chances to get two you'll see for every one of these physical icons i get i get a marker on here as well as any of the recon i get a marker so this will allow me if i get this type of a roll afterwards three markers on this spot allows me to go to log 28 which is what i'm hoping to do so i'm going to roll these three dice but just to mitigate things even well you know what let's be let's be a little bit more bold i am scared about the x results showing up but the x results in this case would just be excluded from the result so just to guarantee this i'm actually going to bring this die in as well plus we're going to bring a vanguard die in from the scion side of things as an additional one that can be changed to any side so i'll roll this in tandem with all this stuff and of course cards could be used if i have any that make use at this particular time so here we go let's hope this pans out come on let's see lots of success here all right so we got one green that failed we got a vanguard and we got that's it we got the three markers right there that's enough we still have to roll this die from the scientist as it was part of the roll and it still gets spent no matter what but we did land what we needed so we get to place three markers here so i'm going to go ahead now and read log 28. now the app is asking whether there's a marker in sector 8 and there is because remember the scientists went up here to the sun eater and was successful that we placed a marker there so we're going to select yes vanguard i think we broke it uh please repeat away team i think we broke the planet the ground shook as the sun eater opened its more wider entire mountains falling into its depths then it roared belching out a growing hurricane a torrent that soon reached the upper atmosphere glistening with nanobot swarms as we focused our efforts on not getting blown away by the winds the sky above the machine began to change awestruck we watched as the artificial storm began to counteract the real one slowing it until the skies cleared and glass shards began to fall like rain in no longer than an hour this world transformed before our eyes before we could come to grips with that another thing happened the ground began to break near the mountains and strange creatures resembling enormous termites emerged as if they were eagerly awaiting this [Music] moment [Music] white team please check on your lander we've got some worrying activity around it copy that initiating remote checks it seems that structural damage detected engines compromised i have the camera feed these creatures these mountain mites are swarming the landing zone they're taking the lander apart get down there on the double away team that's your only ticket home negative we're too far to get there in time and we're not geared for an open conflict please advise [Music] this is the captain as you can probably tell there is no good news we're preparing a rescue operation but we can't risk losing another lander and another crew we can't touch down anywhere near these creatures the evac zone will be on top of your closest mound i know that's one heck of a climb however they don't seem to be able to climb these surfaces and we will be sending an unmanned probe with some supplies to help you reach this new evac zone supplies will land on the central plateau shortly move to intercept [Music] as a result of what just happened the entire planet has changed well i certainly didn't anticipate that happening the entire planet has shifted into a totally different layout as you can see with this new board here as well as our landers no longer accessible we only have these three things sitting on top of it currently the supplies cards that we have which we only have one of we can decide if each character wants to take one at most in this particular situation i only have one anyway so i'm gonna go ahead and give this one to the scientist so we're starting off in sector three right here the teaming plateau we gain two supply cards each which we can add next to our character boards normally again these would go on the lander but we don't currently have a lander the next thing that's really important to note is if i don't find a way to retrieve my previous discoveries from the lander like this one right here then i'm going to lose it by the end of the mission the storm dissipated revealing the remains of the planet's previous dead ecosystem as well as swarms of mound mites that now cover the surface and the enormous machine builders used to control the weather of this world just before the entire planet changed on us i had used one action with recon i have one left i'm going to try to get down to here for log 63 i do have plans to send the scientist over here and this side of the board where we could potentially salvage cargo but for now we'll bring the recon unit down here one die roll for this travel so i'm gonna use my blue die and we're gonna roll it hoping for no x's come on yes that is a success so we'll go ahead and spend that die the recon unit now brings down or comes down to that area we're going to read log 63 and that will end our turn away team exploration report 61c the holes now belch flame and exhaust gases that turn this place into a furnace we can't move any closer but it seems the mound mites hate the heat even more than we do they don't dare approach making it the only safe if uncomfortable place to rest it appears we have found an endangered campsite down here and the reason this is exciting is because it told us to grab a particular point of interest when i went to grab it in the deck of cards there were multiple so when that happens you have the same letter number combination you're going to go ahead and shuffle those cards draw one at random so you might visit this in the future if you have the opportunity to do so and it might result in something different and that is going to be something that constantly changes the game state all the way through so this endangered camps is considered explored it says barely withholding the elements we can make camp here if we want to but as of right now i'm burnt on all my actions however i still have to pull a hazard card and see if it relates to the hazard icon i've got here let's see what we got no it does not relate so that's going to tick the time up another thing to mention is that the time track has actually changed it originally we knew exactly what would happen when it flipped over the number is now different for this new uh version or current phase of the planet which seems to be going sideways on us so this track is going to go up by one and we don't know what's going to happen when it resolves it is now time for the scientists turn and i'm going to gun to get back here to get this item here i don't want to lose this ultra durable compound that i found earlier on so we're going to head back to this explored location with this card i have a disposable jet pack moved to an explored sector for free that is pretty awesome that's going to save a whole bunch of time so the scientist is going to shoot himself all the way over to here and of course i don't have to worry about a hazard role in that particular case as we're not traveling by rolling any dice all right so now that we're there we have two actions do i want to interact right now or do i want to rest is the big question for my first action here i am going to go ahead and use my supplies this will allow me to bring back three days that will hopefully help me with this roll and on top of that be able to draw a card here's what i decided to bring back into my tray i'm also going to go ahead and draw a card at this point i got intermingling play before roll and this icon's also treated as a biology in this role i've chosen to go ahead and roll these four dice and this should be quite the role i hope things pan out i also have a couple cards that could potentially help me i have one reroll on the blue die all right so oh that's that's a really good rule so we satisfied the top of this section here for the uh bonus we also got this and the vanguard symbol will allow for the shield so we have passed this at the best possible that's literally the best it could have gotten so live specimen discovery is what we get first so we found this particular card and this live specimen is going to sit next to the scientist board not on the lander i can now go ahead and refresh two dice used by this roll so i'll take a blue die back sounds like a good idea and what other ones we got here let's go for one that has multiple symbols we'll go with the red i think these other two green ones will expand like that and down below it then says take two success tokens so we've completed that and now we're going to go ahead and put a p000 here as well now at this point i have fully explored this sector as you can see here now this is a discrepancy i will be double checking on but it looks like this was already explored with deconstruction but this rank up card says as long as you have three successes which i do be the first one to fully explore sector which i believe would mean nothing is left there means that i'm going to be able to rank up by scientists later on and also as it mentioned on the success underside of this card here we place all the discoveries next to our tray that came from our lander so this one right here i'll place next to the scientist as well and i'm going to make a rule now to head back i want to move across this with my final action so we'll use this red dye here hoping not to see an x good we got it so we were able to move over to here we're going to go ahead and make our hazard pole now to see what happens and we don't have an icon that lines up so the time is going to tick away now this endangered campsite is actually awesome right now for the recon to begin its turn because you can see here for a success path nothing's required not even a roll all you have to do is discard one supplies to refresh four dice and draw a card that is huge so i'm definitely gonna go ahead and make use of that right now so we'll discard one supply away and we're gonna pick four dice to bring back now there's something you guys might have noticed or maybe you didn't notice but it's worth talking about right now and that's about the arrows that connect things in terms of traveling you'll notice that the teaming plateau if you're actually standing here has no real way to leave this space to go here or even where i went here technically and i can't go up to here either and the reason that is because you have to actually interact on this role specifically as you can see right here based on this icon in order to be allowed to move your crew member to any connected sector connected would be like this spot here this one here these two or this one up top now i broke the rules by just moving from here down to here i should have actually done this first to get down here but there's nothing i can do about that now but going forward i'll be sure to interact with this action here to get me up to that lone claw space so let's go ahead and make a travel action to try to get back to the plateau here we just need one die rolled so i'm going to roll my blue die i believe and we'll see if we can pull this off yes we do so that is successfully spent and we're back here we're going to end our turn here there's no hazard here so time is going to tick up by one all right the scientist is going to try to get back to the teaming plateau with a move i'm going to use a blue dye because i only have a red green and blue and i want to keep the reading on the green to make a roll here if i can potentially pull that off all right so that was successful and spent we're moving back to here and now technically i could do with the last two die that i have here i could even get some help from the recon individual to help me get over the hump um but i'm gonna risk it i'm gonna risk rolling both of these and hopefully seeing no x's now if i fail at this uh that could be really bad as well because it doesn't go to log 48 i have no idea what that's gonna do so let's see whether this works out yes i got it two spent dice so that's gonna do it it says now did i get the top result no i didn't um but in the middle it says place your crew member in any connected sector so i'm gonna move myself up to here and that's it that's all i have to do so i'm going to stop right now grab a hazard card and see what happens all right this one didn't trigger at all the icons don't match up to what's up there but what does happen now is time is going to tick and we are going to go ahead and resolve this event this event states a group of mound mites emerges just in front of us and begin to watch us suspiciously one crew member in each sector rules and we're trying to find either a green lead potentially if we're successful or we're going to log 48. all right so in terms of the dice that i have right now i actually went into that poor decision on my part i have no dice to roll currently do i have any cards that would allow me to get anything back no no no no so i can't make this roll and i'm not able to rest at this point in time either because i'm out of actions i can't even now i could i could exert this is where the exertion could come in handy so maybe i'll do that so let's go ahead with all these spent dice a scientist has off-camera here i'm gonna go ahead and discard one so let's go ahead and toss i'll say i'll toss a blue one we'll grab this one here and get rid of it it's now no longer a part of mine but i can bring back now two dice and it's not just two dice when i remove this one die because i do have a blue two greens up here this is the one i'm choosing to get rid of it then states all of these dice can come back down so i'm going to slot all the dice back in so that's the advantage of exerting yourself so you can actually have some dice for a particular check so i'm doing this for the first time definitely when i need it we need to make a roll here so i'm going to use this one for sure because this one is the symbol i need to hopefully find a green lead and not go to log 48 oh we got an x do we have anything that can help on a re-roll no we do not so that is going to be a fail we'll be going to log 48. [Music] after action incident report 96 f we quickly learned our sentence appearance irritated the mites every time we met they released pheromones that seemed to warn other mites of danger and with every meeting they were getting increasingly aggressive we knew it was only a matter of time before things turned ugly all right so the mites know of our presence that is not good so i need to make a role now because i'm in a different sector with my recon individual do i have anything that can help me land this role it doesn't look like i have this on he says oh i do this green die right here could be the ticket so let's go ahead and re-roll this one hoping for good things come on yes we got it so we get a green lead i'm also going to play thorough search so that i can play when you gain a lead and you gain additional success token we're up to a total of four we ended up finding this green lead which will be placed next to the recon character board and the card instructed us to go ahead and flip the event card back over and reset it up all right we're going to go ahead now with the recon turn we're in the plateau i want to move i could just roll the red and green dice and get out of here but let's go ahead and use the supplies to gain a card as well as retrieving three dice back i'm also going to go ahead and use a charge here for my ability that says instead of gaining a lead gain a discovery instead so instead of getting this lead card that we just got for green we're going to end up getting a micro organism discovery card we got a corrosive enzyme you can see what will happen during the shift phase and the last thing we do when we do a rest action is grab a car from the top of the deck we got ourselves stubborn this is a good one now let's go ahead and make our final action a roll to navigate between the mites and we're going to try to get up close to the lone claw where the scientist is so we're gonna roll a green and a red i also have a card called stubborn that'll certainly help us changing things to the side we want let's go ahead and roll this off hey there we go so we didn't get the bonus at the top but we definitely got the middle section successfully so that is going to move our other individual up here as well and we still have to pull a hazard for the end of turn what did we get nothing that matches so time is going to tick on the track again these dice are spent and we're moving on we are now ready to begin the climb the scientist is going to go first rolling and it says you may only roll if the crew members are all in this sector which they are currently we just need to roll two any color dice and we need to be successful in them so no x's we could go after the top cymbals but i'm not really gunning for that is it just allows you to refresh a die i used in the roll which sounds good but i can live without it at this point because i have quite a bit of supplies on the scientist so here we go with a roll let's see if we can make this happen yes indeed so we got two and that's a perfect result actually we got the uh we got the icon we need for strength too so we do get to refresh and die so i might as well bring this one back in like this and we now get to gain another success token putting us oh we're super close to the sixth rank up level we have five in here right now and we're now going to go to our place point of interest 205 in the current space we're in the climb though we've reached the head spinning heights the end is nowhere in sight climb to the top if you roll an x discard all the roll dice and resolve the failure and in this case here the top result refreshes a die the other two dice down below allows you to add a marker if there are one or more per crew member then we can replace it and move on otherwise if we fail this we're removing markers and taking injuries that's pretty bad i say we go for it let's go ahead and roll that red dye again hoping to get the top result and we'll also go ahead and roll this vanguard die too why not let's see if we can pull this off come on actually you know what i'm going to change things out because if i i do have a blue dye and a card that allows me to roll a blue die or re-roll it that could be useful hmm no i'll stick with the green let's stick with the green okay so we got oh we didn't actually satisfy the top criteria this time so i will be spending both of these dice but as you can see down below it says to go ahead and add one marker so we'll definitely do that and we don't have one for each crew member so that's where we stop i have to pull a hazard now if we see a hazard from either of these two icons bad news yes we do suit decompression what is this one all about it says attach this card to your crew member tray whatever you make a roll other than the one on this card gain one wound injury that's not good so i'll give you guys a nice close-up of this as you can see at the very bottom there we can try to get rid of this card too all right let's see if we can pull this off and i don't want to mess around i want to make sure i can actually land this one so we're going to go ahead and roll all wow rolling three days is still really risky let's just stick to two then ugh this is so tough i don't want to remove any markers hopefully we don't see any x's i do have some great cards though that allow me to mitigate this role though so here we go with the recon individual there's an x that would normally be really really bad for us however let me take a look here do i have anything to help uh if you succeed in a roof on a hazard roll refresh one nope refresh one after this roll nope play after roll you may turn one side to anything you want stroke of inspiration we're going to flip it over to this allowing me to refresh this back into my tray which is awesome we now pass this we place the red marker on it and we can go ahead and put point of interest 206 on top of it i like what i'm seeing here it says the top the top of the claw is wider than expected but the constant winds smoothed its surface into a slippery slide repel up when all non-disabled crew members have a marker on their card go to log 70. okay so we're each going to have to interact with this so right now i'm definitely going to go ahead and roll red dye oh i have a red die that's awesome let me see come on don't get a red or don't i don't want to see an x at this point come on yes that's a success and we're gonna go ahead and place that in the spent area that's one marker on my one character so the recon individual is done that is two actions so we're gonna grab a hazard card does it line up it does inspiration is what it says the sprawling alien vistas can change anyone who sees them for the first time oh this is a good one refresh one die remove this hazard card from the deck sweet that's good we'll take back maybe a green die all right so time for the scientist to go i've got this suit decompression card that i have to be aware of so i am going to go ahead and jump right past it but it's going to cause me some bad things so first off i'm going to be rolling to successfully put a marker on my character but as it says here whenever you make any role other than the one on this card gain a wound injury so right now we're gonna go ahead and grab a wound injury from the deck so let me find one really quick we're gonna also place an injury die next to this particular character now in terms of the timing of this is what i'm most concerned about does this affect my current role or the role afterwards because an injury died does come into play at this point so based on the fact this card says attach this card to your crew member tray whenever you make any roll other than the one on this card gain one wound injury that means it's afterwards so i'm fine with taking the wound grabbing the injury diet placing on the bottom we're rolling this die which happens first we got ourselves a vanguard symbol which is all we needed to place one marker on our character and now at this point we have one on each crew member card so we can go ahead and check out log 70. [Music] our apple up folks the calvary is here please repeat away team we're losing you go higher damn it your jet blast is cracking the surface we are detecting additional signatures on the mound top what's happening there they're crawling out of the woodwork repel up fast [Music] we're hit i repeat the evacuation craft is hit they're shooting some organic webbing at us the evac zone is compromised i repeat the evac zone is compromised we're reporting no wait i'll draw their attention negative away team two do not engage i repeat do not get back here damn it go don't wait [Music] now it's asking us if we have the royal jelly unique discovery we definitely do not have that particular discovery [Music] [Music] wow this ended in a pretty wild finish it states all players discuss and choose a crew member who will be left behind fighting off the mound mites to save the rest if players fail to agree which groomer will stay the security section player makes the choice in this case it's going to be me making the choice remove a chosen crew member from their rank sleeve they are considered dead the section this crew member belonged to immediately adds four success tokens and two dice of any color to their section box and in the iss vanguard each section has several crew members this means crew members will sometimes die when emissions goes wrong or when you decide to sacrifice them that's pretty crazy so i have to choose which of the characters is being left behind and i believe i'm going to choose the recon character to be left behind and really it just came down to how much they were carrying on their person i've got a unique discovery on the scientists as well as a live specimen discovery and on the other side over here for the recon individual i only have the one micro organism discovery plus the rank up never happened on this character but it did actually happen on the science individual even though they're wounded i think that is the best character to keep so unfortunately our recon individual has been taken down so as is stated i'm gonna pick two dice to add into the pile they're gonna go into the section box for the particular individual that passed away so as you can see here when i actually start with this particular character or i should say recon in general because the character itself has now left us what's going to happen is this sleeve is going to come off this character which i will do momentarily i want to show you guys that the dice sitting in these slots fill up all of this but there are empty slots here and here blue and green so that makes the most logical sense for me to actually grab because i'll be able to use them even on a low level character so i'm going to add these into the dice that i have right here as well as four markers success markers that are gonna end up going inside the section box and as i just mentioned the sleeve for this particular character is coming off as well and i'm gonna place it at the back of the box with the rest of the sleeves just like that and this character is considered to be deceased and that's going to conclude the planetary exploration for iss vanguard really hope this helps you make an informed decision on the project landing on game found in the very near future and just so you're aware that last log that we were reading there was a little bit more to go through we will start right there when we come back during this game found a preview series we'll start there and move straight into the ship phase i'll take you through every portion of the ship book and how this planetary exploration impacts what i already had going from play off camera thank you guys so much for watching and as always keep on rolling solo [Music] you
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Channel: Rolling Solo
Views: 29,440
Rating: 4.9311423 out of 5
Keywords: iss vanguard board game, iss vanguard board game review, iss vanguard unboxing, iss vanguard gamefound, iss vanguard gameplay, iss vanguard preview, iss vanguard awaken realms, iss vanguard game, iss vanguard trailer, iss vanguard board game geek, iss vanguard solo, iss vanguard how to play, iss vanguard how to solo, iss vanguard tutorial, iss vanguard rules, iss vanguard app, iss vanguard kickstarter, iss vanguard playthrough, iss vanguard review, iss vanguard miniatures
Id: vQUCYnhaPmY
Channel Id: undefined
Length: 87min 47sec (5267 seconds)
Published: Fri Dec 04 2020
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