Mage Knight The Board Game | The Betrayal | Scenario 1 | With Colin

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yimrak minded his own business living in a city where he ran his blacksmith Workshop people valued his craftsmanship but it didn't win him any friends he was simply tolerated praised for his merchandise and left to his own devices at the time a terrible dragon lurked in the countryside making the life of peasants and townsfold miserable the road of the city was dangerous too and many people suffered because of that one day when news struck that yimrig decided to slay the dragon all citizens swarmed to the streets to see the dwarf set out on his quest he was clad in armor engraved with strange patterns many suspected these were ancient Dwarven ruins but none of them knew what they meant in his hand he held a battle ax people laughed and sneered at him nobody believed that a simple Smith could do something that dozens of soldiers and knights failed to achieve three days passed and at the dawn people across the city heard the drums of the city watch The Sound was only used during important events and when the city was in danger people came out of their homes not sure what was happening high ranking officers and the prince himself jumped onto the horse and rode towards the city gate when the gates were opened everyone fell silent at the sight of The View on the other side himrig slowly walked towards the city clearly tired his horse followed him his dwarf armor was in a sorry State shredded at the chest like a piece of paper his ax was still dripping with hot blood and its drops smoked and hissed as they touched the ground it wasn't that view that made the whole city stare in silence though they stared at the sight of a dragon's head chopped off and dragged behind the horse people stood aside as humrig walked towards his house he was accompanied by the princess guard and all that could be heard was the sound of hos in the evening a great feast to honor the Savior was held everyone cheered at the dragon's demise that night the prince himself called the dwarf yimring the mighty but the dragon slayer vanished that very night and no one could say what happened to him some claimed he took his reward in to a different city but that was not true the reward for slain the dragon as promised by the Council of the Void was an invitation to the ranks of Mage Knights no one had heard from him since then until seven years later yimrig the mighty resurfaced again a fighting side by side with other Mage Knights against Volcan and his Undead his skill with an ax became a stuff of Legend and tales of his Victorious and Valor became known across the entire Kingdom hello everyone and welcome to the One Stop Co-op shop this is Colin and today we're going to do a Mage Knight play through but we're going to use a Mage Knight that was fan made I'm gonna put a link in the description below you can get this from Etsy I was sent this by drobomir I believe that's how I say his name hopefully I'm not failing at it too much uh but once again thank you drobomir for sending this to me I am super excited to show you guys this Mage Knight I'm also going to be starting a campaign for Mage Knight yeah that's right it's a fan made one it's called the portrayal we're going to do scenario one let's read the story get some background and then jump into our playthrough with unsurpassed skill and power Mage Knights conquered every corner of the Atlantean Empire Rising up a glorious new age of order since that time the knights have labored for Millennia under a great curse laying upon them by vanquished enemies of the Gods however in time the knights grew Wicked deceitful and mad their magnanimity it turns to spite their Justice to tyranny they began to turn against their subjects and each other and the world was soon threatened by the very sorceries and talents the Mage Knights used to protect it as civil war loomed seditious nights are no choice but to remove their masters they rose up against the Council of the void and slew them as they feasted at the Turning of the year most of the knights were murdered imprisoned hunt down or even killed with them died the first age of order the fall of the Council of the Void left the empire in Anarchy the curse that had eaten away at them and also eaten away at their works this is a world into which you have returned after months of imprisonment the door of the Onyx prison has been thrown open and the hero of the old has come again you're about to Embark upon a quest to purge the Atlantean Empire from this sudden and unforeseen threat this is the world into which you a mighty Mage Knight has returned will you save the world or will you destroy it scenario one a reconnaissance task may I ask you Lord Commander why don't you send one of our Scouts I have just been set free and wished to him hold your tongue interrupts Lord's Jenkin you serve well the Council of the void and fought bravely during the enchilantean wars but I wonder how you accomplished your mission if you dare to question my direct orders ha I hope you remember where the city of stone reach is the Lord Commander speaks while staring at some papers on his table some in a language older than the Apocalypse yes sir it is located in the desert of Gore the Lord commander looks at you now good then listen cities are falling one after the other like flies under the assault of the Rogue Legions the surviving Knights together with the Archer Mage are castled in the high wall we must counter-attack our contact and stone reach has stopped sending reports and its Governor is a weakling that cannot be trusted to hold the city against an army of Rogue Knights you will head to Stone reach locate our contact and send a detailed report to me then come back immediately is that clear yes sir might I be allowed to pass by high wall on my way back as it's only two days journey from Stone reach hope Fades from your features as you hear Lord Jenkins answer no first you will complete this task and afterwards the council or what is left of it will decide so our mission here orders are to travel to Stone reach which will be our red City to investigate Lord Jenkins contract however upon getting there you find the city no longer under control of Mage Knights so the purpose of this narrow becomes one of reconnaissance to find out what had happened build your Mage 9 power and experience to face the long campaign ahead which surely will put you to the test so yeah we are going to be able to actually keep certain things from Scenario to scenario and level up our Mage which is why I'm really excited to show you this to you this scenario will end when we move adjacent to stonereach the red City within the time limit so it's only two days and two nights you can is a free action to find out what happened to its Garrison and win otherwise you lose once you win the scenario you can play one last turn and then the game is done so we're going to be playing solo so you can see there's four rounds it is the wedge shape we have seven country tiles three quartiles one red City tile there is no City level the red City cannot be entered or attacked in this scenario and any units that are only recruitable in cities will remove now there are two special rules hidden snakes and moons so we're going to replace draconum enemy tokens Exposed on the map so rampaging enemies and revealed ruins with brown enemy tokens if in Ruins or a marauding orc token instead of a rampaging enemy if Orcs appear on a lake they're what you think they are pirates I love that draconum in tombs are not replaced and then wounds at the end of the scenario after scoring your Mage Knight will carry over wounds to the next scenario so we don't want to take too many wounds but remember wounds aren't the end of the world first chlorine you're going to take your Fame as base and apply the standard achievement bonuses except no titles are awarded do not apply the co-op and solo scenario bonuses and that's important because we'll move to the campaign rules the concept for this campaign is to have a storyline developed throughout chained scenarios but also to have character Improvement which is kind of cool so let's walk through those rules quickly we can ignore the co-op because we're playing solo we're going to start each time at level 1 with 0 Fame at the beginning of each scenario reputation is carried over from the last scenario at the end of each scenario after scoring your Mage Knight and units may carry over uh wounds according to the scenario instructions at the end of each scenario Mage Knight can spend Fame on rewards we'll see that in a second all crystals in your inventory one unit and advanced action card spells and artifacts gained are eligible to be purchased with Fame and keep them all unspent Fame is lost when you start a scenario you'll find all those cards that you pulled out and put them back in it is possible to bring any reward a spell or artifact through the entire campaign provided you spend the required amount of Fame at the end of each scenario to take it with you and what's cool is they even have a reduced Fame cost if you've already had one from the last scenario it's easier to keep it which makes sense we can skip trading whenever you're instructed to throw away a card in the normal rules game put that card aside but you can actually bring it back and potentially keep it for the next time the dummy player will actually increase for each scenario so you're going to have a certain amount of cards you're going to add to it at the beginning and you'll randomly choose those just like a regular solo game when you're choosing the tactics for the dummy player that one's going to be removed and you can't use it again and of course we'll remove the four competitive spells from the spell deck and the one interactive Skill as well we can see the chart down here which will show how many Fame points we need to use to keep crystals in our inventory or units you can see it's 10 per level of units so if I wanted to keep a level four unit that's 40 Fame uh Advanced actions it's 50 if 15 if it's the first time if I kept it from the last scenario it's only 10. I love how they did that all the way to the artifact of 40. we're just about ready to start our playthrough but I do want to mention we all know this game can be somewhat complex so make sure to turn on those Klingon subtitles in case I make any errors and I miss them in editing and people tell me later I'll put them in the Klingon subtitles so you can see them there so now to set up our tiles we're going to grab seven of these Countryside tiles and then I'm going to grab two of these quartiles plus the red City tile I'm going to shuffle those three up and put the seven of these on top of it then I'll reveal the first two and we'll place them out to start our game we have our tiles all set up and ready to go and already look at this we have so much that we can do this is what I love about this game there's so many options right off the get-go I love it starting over here we have our ancient runes we can go here fight uh an orc and some sort of dungeon enemy and if we do that we can gain an artifact we also have a mage Tower we could get some sort of spells we do have an orc here that we take out we could increase our reputation which remember our reputation is going to continue with us throughout the campaign so I might not want to go all the way down to the X because I won't be able to recruit any units we have a deep mine here where if we end our turning we can get either a red or a white crystal we have a keep here which can help us with our hand size if we're on it or adjacent to it but there's a wall here so it's either going to be double E4 to find or it's going to be harder for us to just deal with it we also have a maze here that we can delve into using some movement and then fight certain types of enemies and how depending on how we do we could potentially get an artifact we could get a spell or just some crystals and finally a village here we could potentially recruit some units so much to do we'll roll our dice for the source we have three we have one blue one red and one green our dummy player will be at norwas for this game I don't think I've ever had norwas as my dummy player for recorded playthrough so I thought that'd be good starting with two white crystals one green and 16 cards in her deck here we have yimerg the dwarf we have one command token ready to have a unit we're going to draw because we can see on here five cards because we're at level one we drew a March card another March card that's nice we have a battle rage that's one of our specific cards and it sticks a little bit we have concentration threaten and determination okay lots of options already now we get to choose a day a tactic remember we only have two days and two nights in order to complete this objective and that is just getting to that red City we don't even have to fight it so I will say that so far it seems like this would be a good game or a good campaign if you're relatively new to the game and then it'll probably grow uh to be more challenging as the scenarios go we have our six Daya tactics cards we need to choose one of them and then we'll randomly choose one for the dummy player now generally you start with great start where you can draw two additional cards or the other one I like to do is planning and I like planning because as long as we have two cards or more in our hand our hand limit is one higher so we're definitely going to choose that we'll then flip these over shuffle them up and we'll see if norwass is going to take the first turn definitely the early bird Nora wants is going to go first we'll draw and discard norwas's top three cards we have rage for the first one we have rage for the second one and we have improvisation apparently all the red cards so none of those or I should say the last card that we played that's in the top of the discard pile does not match any of the crystals here so we have no acceleration now it's our turn generally at the beginning of the game I like to play a little bit more aggressively because that's how you're going to level up get your hand size larger get some of those better cards into your deck and you get the most use out of them right the more cards you get in the earlier rounds the more you'll get to play them theoretically so what I'm thinking of doing is getting myself over to this mine but I have to move through the forest which during the day the force cost three to move into and then we've got the desert and if it was night that would only be three but during the day it's five because it's hot so if I want to get myself all the way there I need a total of eight movement not only that I then will will unfortunately have this rampaging orc attack me and I'll have to deal with him for my action because I have moved from a space adjacent to him to another space adjacent to him but is that going to stop me I don't think it's going to I think we're going to do it we're going to start by playing concentration and we're going to use a green Mana die from The Source this states that when you play this card play another action card with it get the stronger effect of that card for free if that effect gives you move influence block or any type of attack get it plus two so that means I get a total of six movement with that one card well technically it's two that's six movement then I'll play this on just for the top effect for a total of eight five plus three is eight movement just what we need we'll move into the forest for three and then into this mine for five that means though this rampaging orc here is going to attack us this orc is called an orc Summoner we do not know what its attack value is going to be because it's going to summon a brown enemy to do his attacking for him so we start in the range attack step now if any range or Siege attack I could attack him if I dealt four damage I'd take him out I think we all know I have no range attack plus I'm a dwarf how would I have range so I'm just going to move right to where the enemy is attacking me and that means I need to flip over this brown enemy this could be bad because I don't really have a way to block this oh we have a Hydra okay this Hydra is going to attack us three times for two damage each now you can see our armor here is two that's you can see that on our token here so you would think okay if I'm taking two damage my two armor I don't take any I don't take any wounds right ah this is Mage Knight that's not how it works if I don't block an attack I immediately take one wound no matter what my armor is Myron could be a hundred but after that attack then I'll reduce the value of the attack by the value of my armor and if there's any amount remaining I'll take another wound and then we reduce it by my armor over and over again so this Hydra is attacking three times for two that means if I do nothing seen here I'll take one wound and then I'll reduce the first attack by two to zero so then it's going to attack me with its second head I'll take one wound and then I'll reduce it back down to zero and then I'll take a third wound and then I've got my two here to reduce it down to zero so I'll take three wounds in my hand I don't know if I really want that so I think I'm going to play my determination determination will block the first attack from the Hydra that means I'll take no wounds for the first attack however the next two I will be taking two wounds and those wounds go into my hand and clog up my hand after dealing with that attack this token will be discarded our hand now consists of two wounds and two cards but I do think between battle rage and threaten will be able to take out this orc Summoner that's the whole reason I did this we need to deal a total of four damage to take out this orc Summoner we have an attack value of two but you can increase this Attack by One if you added any wound cards to your hand during this combat well we added it two so our attack right now is three we then will play this threatened card sideways as a plus one to an attack we can always play any action card sideways for an attack one block one move one or influence one we can't use it to increase your range attacks or anything like that it's only for basic attacks so this means we're doing an attack of three plus one which is four that will be enough to take that orc marauder or that rampaging orc out we will gain four Fame and increase our reputation by one we'll take up our reputation from zero to zero wow we're getting somewhere and then four Fame means we will level up at the end of this turn which is what I was hoping for we've completed a move and an action so that will end our turn we'll roll our die that we used back up oh nice we have a gold Mana so gold Mana during the day is wild we can use it as any type but if we roll that at night it's exhausted can't use it just like if we roll the Knight during the day uh phase that's going to be exhausted but on like the gold Mana the black Mana at night you can only use it to power up some of your spells you can see over here that spell needs black Mana to be able to do the more powerful effect because we were able to level up we get to grab a new skill token so we'll get to reveal two of these and pick one to keep okay and I have no idea what these are I'm gonna have to look them up because this is the first time playing this character we have unyielding will this looks cool once around so not a turn but once around on any player's turn flip this token to draw one card from your deck and then take to your inventory one red or white crystal versus this one here this is runic Force once around flip this token to gain heal 1 or pay a green mana and flip this token to gain heal too you may flip it back as your action for this turn you can't use healing abilities two times in the same turn so basically I can use this once per round but what I can do is if I'm not doing any actions I'm just going to move or something for a turn I can for an action flip it back up so I can use it again to heal oh I've got two wounds but I love this uh being able to get crystals into your inventory and an extra card draw oh this is hard I'm always a proponent of finding healing with magical Glades or something like that so I think I'm gonna go for the unyielding will this will then get discarded we'll then flip over one of norwas's skill tokens and next time we could potentially choose that instead of the two that we reveal from our own stack the next time we level up this one's called bright negotiations this is a once per turn effect you get influence three during the day or influence two during the night oh that's kind of cool next part of leveling up is choosing one Advanced action card to put into your deck now when you play this normally you're going odds only for this specific scenario next time I can pick a different one potentially I could keep one of these in my deck for the all seven scenarios here so I really want to look at this and make a good good decision it's hard for me not to like magic Talent it was between in this one in spell Forge discard a card of any color you may play one spell card of the same color in the Spells offer this turn as if it was in your hand yeah so I'm gonna put that on top of my D deck I will be drawing it in just a second we'll then slide these two down and reveal another Advanced action card we have agility here currently I have two cards in my hand even though they're both wounds other players if I was playing with other players wouldn't necessarily know that so since I have two cards in hand I get to draw up to six thanks to planning that's why I kind of felt okay with that so we know we have our magic Talent that's three then we have stamina that's four then we have swiftness that's five and our last one that we have is ax throw for six norwalks will go next discarding three cards we have determination we have swiftness don't be white or green oh it's blue that's actually great that will mean we're not being rushed I almost forgot the whole reason I pushed myself to this space is so that the end of my turn I could get a red or white crystal I'm definitely going to grab a white crystal and put that into my inventory Remember You Can Only Hold three of every type of crystal in your inventory we're only at turn two and I'm already having a hard time designing what to do do I want to go this way I would love to get the Mage Tower and get the ancient ruin but I am a little worried about my hands especially these two wounds if I don't have a way to get rid of them they're just gonna clog my hand conversely if I go this way and I take over that key but my hand size is plus one when I'm over there and I could potentially go to this Village and spend some influence to heal some of these wounds how which way to go because norwass is not pushing us we're going to do a nice simple turn we're going to use stamina here we're going to power it up with that blue Mana in the source that will give us a total move of four I've decided to forego the keep and go towards the Mage Tower so I'm going to move here for three now if I had one more movement I could actually assault this but I'm not ready to do that I don't think since I am adjacent to it and it's during the day I can flip this token over we have ourselves a magic familiar this will attack us twice for three and it's brutal so we don't block any of them it'll actually deal double damage those are each sixes but all we have to do is deal seven damage sounds like a lot but he's not fortifying because he flies in the air so if I can get enough range attack I can maybe take him out before he could even attack us as crazy as it sounds I'm only going to play that card that's it I'm going to end my turn we'll roll this die up oh it's now exhausted it's a black dye we only used one card so we'll get to draw one car because we have a hand of five we get to draw one more we have crystallize depending on which card I drew for my deed deck there I had a couple different plans blue was awesome so what I'm going to do is I'm going to assault that keep in order not keep that is a mage Tower in order to do that I need to move two because it is in grasslands so I'm going to use my swiftness to move too because I'm assaulting this Mage Tower the locals don't love me so my reputation will go down by one that's okay though we're still within the zero range so it's not impacting our influence when trying to recruit some units we can now move into combat with this magic familiar now normally a mage Tower is considered fortified what that means is range attack will not work you need to have a Siege attack in order to do damage before the enemy can attack you however if the enemy that's there has this symbol with an x on it that means that they are not fortified they're flying out there we can attack them with range attacks and that's exactly what we're going to do during the range attack step we're going to take our ax and Chuck it at them we're going to power that up with our white crystal that we had it says range Attack 3 Fame plus one if you defeat at least one enemy with this attack and then what we're going to do is play a magic talent that we just got this card States we can discard a card of any color you may play one spell card of the same color in the spell offer this turn as if it were in your hand the card remains in the spell offer I'm going to discard that crystallize that we just gained so I can play a blue spell from the spell offer now I still have to pay from how I understand it I still have to play it the Mana cost because it's like as if it's in my hand so I am going to use a range ice attack and I'm going to power that up with the gold Mana in the source that will give me a tack of 5 plus the three is eight I only needed seven so before this guy can even hit me with the two attacks that are brutal I just dealt him the 8 damage will gain 5 Fame plus one because of the ax throw that's a total of six Fame you can't be sad about that six plus four is ten total Fame will be able to level up again because we just conquered that Mage Tower we get to claim one spell card as a reward I love that snowstorm however I can make red or white crystals pretty easily with that skill I chose so I might want to pick demolish however if I grab cure I could do some healing oh man what do I want to do who am I kidding I love range ice Attack 5 and then potentially Siege ice attack 8 at night with the blizzard I do have to take a wound worth it so I'll go ahead and put this one on top of my D deck we replenish that spell with the missed form spell we'll roll that Mana die back into the source we have a red Two Reds and a black with the second level up we get to grab this command token and this is the most boring level up because all that changes is our armor goes from two to three but we can now hold two units I haven't recruited any yet I have two wounds still enhanced so I have two cards I'll draw four more we drew a Mana draw improvisation promise our snowstorm and of course our two wounds we're now back to our dummy player we've got stamina we have swiftness great that was white and we have March wow oh that's one because she does have one green Crystal or he I always want to call norwas a sheet for some reason but he still has probably at least three turns left so I'm still not being rushed when you're at a location like a mage Tower or to keep you want to look at the units and the unit offer and see if you can recruit any one of my favorites the guardian Golems because of their physical resistance is currently at the Mage Tower but I need a total of seven influence in order to influence them to be with us fortunately for us our reputation currently is at zero so what we can do is we can use our improvisation card this says and we're gonna power it up we're going to discard another card from our hand to get move 5 influence five attack five or block five as much as I love of my snowstorm I don't think I'm going to use it this round I'm going to Simply discard that so that I can get influence of five then I'm going to play promise for influence of seven that's the total seven that I need so that I can recruit these Guardian Golems unlike the spell or Advanced action offers we will not replace this unit in the offer until the beginning of the next round because we just did an action we cannot move after completing an action so we'll just end our turn dropping our die down we have a white we have three cards in hand and there are three cards remaining here so we'll just draw the rest of these that means I'm also just going to flip this over and I think let me look at my hand yeah I'm going to go for especially with what's in the source I'm gonna go for a red I think I'll go for a red Crystal I'm foregoing the benefit of the card draw because that's not going to help us normals will discard three more cards one two and three what color is this this is blue wow he is really not pushing us at this point nimrich has two different options he could move here and try and do some exploring out this way so we can continue to move forward but remember we don't have to worry about taking on a city we just have to find that red City within two days and two nights so I do feel like we can be somewhat leisurely I might lose because of that but we'll see uh because this looks really appealing it only costs us to move to move here although we have to take on a green and a brown enemy but gaining an artifact is just tasty it sounds good if we move here though we cannot do any exploring over here because of the wedge shape of the board if we do that take out those enemies gain the artifact we're then going to have to move three and start moving this way these Lakes really blocked us off going this way I maybe should have gone the other way especially for the hand size but I didn't I went this way instead I'll use my stamina card here to move to and move into the ancient runes when I move into the ancient ruins I don't have to as my action encounter that space I'm unlike when I go and attack a Wizards Tower or Mage Tower or a keep this is not a requirement however I'm going to be risky let's do it let's take on a green and brown enemy see if we can gain that artifact so I will go in there as an action we found ourselves a crypt worm and a digger and this might be a little painful but you know what when you take risks sometimes they work out sometimes not so much I have no ranged attacks in our hands but it doesn't even matter both of these enemies are fortified so that means we would need Siege attack to do anything to them don't have it so this uh blasted Digger will attack us for three the nice thing is we have our Guardian Golems here I'm not going to have to even exhaust them I'm simply going to allow them to take the first hit from this digger because they are physically resistant what will happen we take that three and we immediately reduce it by the armor value of the Guardian that is three so that means this attack is for zero when that the attack is for zero we take no damage and neither does our unit if the guardian Golems were not physically resistant and we had the diggers attack the guardian Golems they would have taken a wound first and then reduced the attack by three but because they are physically resistant and this attack is physical they don't even have to exhaust totally awesome I love it this guy has attacked done nothing to us unfortunately this Crypt worm that's not going to be the case he's going to attack us we're not going to use the guardian Golem we're just going to soak it our armor is three so that means we're going to take one wound to our hands that's wound number three we have one wound to our hand and then we'll reduce that attack from six to three then it's going to attack us again for three that means we're going to take another wound so now we have four wounds in our hand and then we'll reduce the attack from six down to zero and that's all the wounds we have we only took two wounds we didn't take wounds equal to our card level which is five if we had we would immediately have to discard any non-woon cards in our hand and end our turn we've completed the block phase we'll now move to our attack phase we are going to use our Guardian Golems for an attack too we're then going to play rage and we're going to Power It Up with the red crystalline or inventory this hurts a little bit but I still think it's worth it for how many wounds we just gained that's going to be it for an attack of four four plus two is six this Crypt worm is gone on and what's nice is this Digger will still be there at the beginning of the next at the night phase and I don't even have to block him out to deal him three damage and then we can get the artifact and we'll get it into our hand after that second turn so I felt like this was still worth it you might be wondering why I didn't use the red Mana die in The Source well that's because I also want to use Mana draw take Amanda die from the source and change it to any color except gold I'm going to change this one to Green we're then going to grab two green Mana tokens that we can use for this turn one of them is going to be useless can't use it in Mana tokens versus crystals and if this is one of your first times playing I do recommend I love having a different type of token to use for crystals versus Mana so it just makes it easier to remember that hey Crystal stay forever Mana tokens are only there for that turn and then you discard any excess so this is a crystal I have two green Mana tokens I'm then going to use one to uh use my tranquility and I'm going to heal powering this up two of those wounds that I just earned so I still have two I'll have two more in my deck but I don't have four that's better for the end of the round we did earn five Fame taking out that Crypt worm so we'll go from 10 to 15 and that means we just leveled up as well with this level up we get to choose one of these three skills so the one from norwalks plus the two that we flip over this one is called Blood for Blood once around accepting combat ready any number of exhausted units take one wound for each regular unit and two wounds for each Elite unit that was ready this way oh that's kind of cool the other one is simply called Brawn once a turn we can gain move one influence one block one or attack one yeah you know just one of any type I thought this is awesome but you know I'm not sure how many units I'm gonna get I'm a dwarf not a lot of people like dwarves so I think I am gonna go or don't wanna go no no I'm gonna do this one I'm gonna do this one one of everything that's a once per turn well then flip norwass's next one this is called calming the weather once around the move cost of all terrain is reduced by two for you this turn put this in the center and then uh for your next turn when you're playing solo you can return it to you face down to reduce the move cost of all terrain by one makes moving around easier we have three cards here we can choose from I actually think I'm gonna grab the refreshing walk I can't believe I'm doing this I'm grabbing that one replacing it with the heroic tail this gives us a move to and heal one if played during combat move two only or move four and heal two if played during combat move four only we'll then drop our Mana die down we have another green I should of course mention that we get to draw that refreshing walk and that's why I felt like maybe this will actually be kind of nice it lets us get move and we can get rid of some of our wounds no will simply discard the last three cards in his deck claiming end of round next time but I think we're only going to do one more turn we're going to stay right where we are but we are going to use our refreshing walk move forward and heal two will heal these two wounds that means we have no wounds in hand now great for the next round we've now claimed end of round that means we will take the bottom card in the advanced action offer and put it into norwass's deck we'll take the spell card here put it at the bottom of the spell deck and that tells us which Crystal we're going to add to norwas's pool so now norwass has two greens and two whites we'll slide this down placing out a new spell this one is called space bending and then it won't push these two down I don't want to give him a white but we're likely going to have to and we've got ice bolt oh I like ice bolt we'll also take these two units and refresh them since we're still in the countryside tiles I think I only revealed one or did I even reveal one I don't think I did I got to start working on that uh since we didn't reveal any tiles and we're not in core City tiles we'll still do the level one or the regular units not the elite units we have some peasants ootman Guardsmen and illusionists we've flipped our board to the night phase dropping our dice down we've got a white a blue and a green Mana in the source we've readied our Guardian Golems we've shuffled Our Deck and we have our skills ready to go let's draw five cards we have a March a rage we have blizzard crystallize and concentration we then get to choose a knight tactic and you're going to see that I generally pick a Mana search once per turn before you use a Mana from The Source you may re-roll up to two super helpful when you have no Wilds in the source and potentially can have Mana you can't use so I'm going to choose that one let's see if we're going to go first or norwass is going to go first we'll give these a good Shuffle and then we're going to pick this one and he is going to go six ah bummer he took six from us that's okay that means we're gonna go first to start the night phase we are going to delve back into that ancient ruins and we're going to take out this Digger so we'll start by letting that Digger attack us we'll use our Guardian Golem to reduce its attack to zero doesn't do anything to us and then we are going to attack him back for two with our rage using this for plus one that's a total of three attack that's all we need we'll just gain two Fame and we'll gain an artifact we'll move up to 17 total Fame whenever you gain an artifact or artifacts you'll always draw one more than the amount that you're gaining and then you get to choose which ones you are gaining so I'll get to draw two and pick one our first one we have is the circulate of proficiency use any non-interactive skill in the common skills offer including your own as if it were your skill if it's a skill usable each turn one that does not flip use its effect twice whoa I have actually never seen that one how many times have I played Mage name and we have Banner of fear assign this to a union control during the block phase of combat you may spend this unit to cancel one enemy attack if you do Fame plus one uh no I'm gonna go with the circle of proficiency I think this sounds awesome I've never done that so we're going to take this one and put it on top of Our Deck since we already completed an action that will end our turn we'll just draw back up to five cards and guess what oh we're getting that artifact that we just gained I will put it into our hand norwas will then discard three cards oh it's a green good second one is another green that's good what's the third one oh it's three greens so now that we have two green crystals he's going to accelerate two more cards we have a white and a red now what we want to do is start exploring some new tiles we spent way long enough on these two tiles so we're going to use our March plus our Brawn ability that gives us a total of five movement we'll use three of the movement to move into the hills and then it costs us two movement to be able to explore this unexplored location we'll grab our next Countryside tile and place it over there we found another Mage Tower another keep and we have a dungeon where we could go dungeon delving plus some mountains now those are our first mountains you'll notice I did not flip over the token inside of the Mage Tower that's because it's night time we don't get to know what's in there until we assault it or if we assault it however this is in I believe the marshes and it costs four movement to move into here oof I do not have four movement I've used all of my movement just to move here and reveal this tile now if I go over here it only costs us two movement I do need to continue exploring because I spent a whole day just dealing with uh one tile so we do need to keep moving but it's the question of do we want to get another spell and then start moving or go right for this keep at this point I feel like this dungeon is a bit Out Of Reach for us we'll drop that mount a die back into the source we've got two blues and a white we've completed two turns each time only playing one card we do have stamina that's good that's a move card that's definitely what we need let's discard three cards for nor loss norwos will discard part of blue card well that's the new one that they got a white card don't be white or green don't be white or green don't be oh it's white two more cards that's a red yeah Norwalk is going to rush us on this night I'm going to use my unyielding will I'm going to flip that over gain one red Crystal and let's go ahead and draw one card from here we have the ax throw card we'll put that into our hand I'll then use my Mana search re-rolling the blue and white Mana let's see what we get we get a black and a red I'll use my concentration card to gain a blue Mana token with that blue Mana token I am then going to power up my stamina to move four I'm then going to use x row for move six oh it seems like a waste I've decided to forego the Mage Tower because I'm running out of time so I'm going to move here for two and then I'm going to assault this keep for four we'll have to reduce our reputation and we have some Swordsmen we're fighting our reputation now is in the lower section of the zero as we're assaulting a fortified location a keep we cannot use range attack first only Siege attack so this swordsman will attack us for six we are going to let our guards uh Guardian Golems soak it so because there's six damage coming in we have physical resistance we'll immediately reduce that by three that means there's still attack left over of three so our Guardian Golems will receive one wound but then they can reduce the attack value of The Swordsman from three to zero if there was any attack left then it would go to us but we fortunately were able to have the guardian Golems soak all of it now we're going to need a healing value of two in order to get rid of this wound so we can't use the guardian Golems until then this does mean though we did not take any wounds in our hand which I felt like was worth it at this point I am then going to use my snowstorm you can always use range attacks anytime during the attack step we just didn't get the benefit of being able to attack first so we're going to do a range ice attack of 5 to take him out gaining 4 Fame and now that we control one keep and we're adjacent or in that space of the keep our hand sizes Plus One will drop to six cards four Fame will put us up to 21. we'll drop that Mana die down oh two black well good thing I have Mana search we have two cards in hand let's draw four more we have promise we then have Tranquility we have some determination and our final one we have is battle rage norwass will then discard three more cards we've got a red a blue don't be a green oh good a red he's not gonna push us there the first thing we'll do is our mono search re-rolling these to dice we've got a blue and a green I like that we'll start by playing tranquility and powering it up with that green Mana from The Source we're going to have a heel two and that will allow us to remove that wound that we just placed on our Guardian Golems we just sang them a verse from the Dwarven hymns and with that Dwarven him he feels much better I mean it makes sense rock and stone I love this okay so with that though we still want to do something else what do I want to do we're going to play it crystallized sideways and then use this for a total movement of two so we can explore next to us we can explore this area grabbing another Countryside tile apparently this is the world of Mage Towers I've never seen this many we have another one followed by a magical Glade which we can potentially heal wounds we have another deep mind where we can get blue or green crystals we do have another rampaging orc up here as well behind a wall we're now going to play the circlet of proficiency using this skill that gives us plus two to our influence at night so we have two influence we have a promise for to influence and then we'll play determination for one that gives us a total of five our reputation is at zero and we are at a keep so being in a keep we can recruit or influence influence this ootman Guardsman to come with us with our Guardian Golems so now we have a guardian Golem that's ready and an ootman cards Guardsman ready as well we only used the top ability on this circulate of proficiency so this will just get discarded if we use the bottom we have to get rid of this for the rest of the game Let's drop that Mana dime back down and we have a black yet again good thing we have that Mana search we only have one card in hand this battle rage so let's draw up to five cards because we're still on the same space as our keep we have stamina March refreshing walk I love the name of that card I might just have to keep it because I love the name improvisation uh swiftness and battle rage so funny story my wife loves to go for walks as breaks I don't really love it until I actually do it but all I can think of is her going Colin it's time to go for a walk norwas will discard three cards we've got a green great one to discard now a white that's a great one to discard and a blue no acceleration let's start with some stamina powering that up to a move four so we can do more exploring we currently have a very linear path we're going to explore here we have found another keep in ancient runes and a monster den and we still have two more movement however we can't move in here unless we generate another movement but assaulting a keep although I have already used my Mana die but that does sound kind of appealing once again you'll notice the ancient Shrine because it's night time that stays face down if we decide to enter that space we'll flip it face up this is going to hurt our reputation but I only need one more movement because I had four two to explore I still had two left over one more to assault that keep I am going to use our Brawn and do it that means we're going to take on whatever the heck is here we need to find some rampaging Orcs and take them out to pump up our reputation you know what we found some Guardian Golems so we have some we found some more why are you attacking us Garden gobs just let us in we're your buddies defense for the attack will be nice and simple we'll allow our Guardian Golems to take the hit but they have resistant attacks for physical of three the attack is only for two so we wipe out the attack the big difference here though you can see this attack is physically resistant if I had that ice ranged attack I could just deal that five and be done but all of my attacks essentially right now are still physical so I need to deal 10 damage to get these Guardian Golems out it looks like I'm gonna have to use my guardian Golems for an attack too then I'll add my ootman guardman for an attack four oh this stinks I'll use my battle rage for two or more I don't get to add any increase in attack because I didn't take any wounds so that's two four six I'll play improvisation and discard march to be able to do three more that's seven eight nine and then I'm going to have to place let's see I'm going to do refreshing walk who needs to have a refreshing walk and that's going to be a total of 10. the Guardian Golems are worth for fame one two three four so we do get to level up and now we control two keeps and we're on or adjacent to one of them actually we're honor Jason to both of them uh so that means our hand size is plus two we'll drop that Mana die back down we've got a blue our level up is to grab the next Shield token here and that means now our hand size is six and we have two keeps so our hand size is actually eight we have one card in hand we definitely do not have seven cards left I think we've got three this is what we have left in our hand norwalls will discard his last car that means next turn he'll claim end of round I essentially have two turns left so I'm thinking of re-rolling these two Mana Dice and we get a white and an exhausted die but that white Mana die is exactly what we need we're going to take Amanda die from the source and set it to any color except gold I'm going to set it to Blue so we now have a blue what we can do is now gain two Mana tokens of that color do not re-roll this die when you return to the source we'll keep the blue there and the reason I'm doing that we'll re-roll the white one though is because now underneath here I have the magic Talent I've got my two Mana the blue mana and I'm going to use one to power this up when you play this pay a Mana of any color gain a spell of that color from the Spells offer and put it in your discard pile so I'm going to spend this blue so I'll be able to gain space bending and I'll place this in my discard pile we'll replace that with charm I'm then going to play it swiftness followed by threatened sideways for a total movement of three and then if it matters I'll use brawl as or Brawn as our movement of four I was really hoping I could do an exploration before the end of this round but I'm not going to be able to I'm one movement short I am going to move on to this ancient Rune and when I do that I'm going to fall over we can also flip this over so we would need to spend three green Mana to gain 7 and fame we have no cards left in our hands so we'll claim end of round that means this agility card will go into norwass's deck and we'll Place demolish at the bottom of our spell deck and that means we will place a red Crystal into the inventory of Norwalk so now he has two whites two greens and a red well then slide both of these down we'll reveal new cards from each stack we have blood ritual and we have Tremor we're still only in the countryside tiles so the three new units are all the irregular units we've got Northern monks herbalist and thugs we're into day two we'll drop our Mana dice we have two blacks so we have to re-roll those because more of them are blacks or Golds here we go we've got a green a blue and a gold we've readied our units and our skills are ready we get to draw six cards but we're still adjacent to our keep so we get to draw eight because we own two key groups we have stamina the circulate of proficiency improvisation magic Talent rage ax throw we have snowstorm we have promise while this is a hand all over the place okay those are eight cards looking at the four day tactics we have left why not start with great start that will allow us to draw two more cards I'll do that in a second and then we'll Shuffle these up and norwas will actually take six which means we're still first that's insane we drew a stamina and a Mana draw I have 10 cards in my hand where's the city that I can take out I feel super powerful I know we have 10 cards in hand but I'd really like to take out that orc tracker so what I'm thinking of doing is attacking this orc tracker right now these orc trackers are Elusive and assassins when they are elusive if we try to attack them during the range step phase we have to hit six points of damage to take them out because they're dancing around their heart to get also if I decide not to block the attack from this orc tracker then when I attack during the regular attack step their defense will be six the Assassin what that means is if I chose to not block but I'd assigned damage to a unit first I can't do that this is going to go right to the Mage it's going to dodge our units our Guardian Golems are definitely not fast enough our rootman Guardsmen can't even get a sword out so instead what we're going to do is we're going to use our utem Guardsmen and we're going to use the block 4. now it counts twice again swiftness doesn't matter here but that's a block force that will fully block the attack because that fully blocks the attack then all we need to deal is three damage not the six I have rage for two and I can use this awesome scale I love this skill getting one of any of these things that we need that'll be plus one attack so that's a total of three we'll take out those orc trackers increase our reputation by one and gain three Fame we'll move up to 28 Fame and back to zero for our reputation the only bad thing is I still have nine cards in hand so I will not be drawing so what we'll do is go right to norwas's turn discarding three cards we've got a green we've got a white and we've got a white so he's going to escalate by two more cards and remember we only have it day and night to get to that red City I still have two more of the countryside tiles than up to three of the quartiles so I've got to get a move on with that we'll use our stamina powering it up to gain four movement the first two movement will explore here we found a green mine a village another magical Glade and another rampaging orc we still have two more movement let's move ourselves right here I don't recommend trying this at home but I did just rotate the map so that it's easier for recording purposes as we'll probably continue to explore here I really like the idea of pumping up our reputation because it's going to matter throughout the campaign I'm sure so I think I'm going to stop here and do my attack against this orc I'm trying really hard to get the locals to love me here okay so this is an orc War Beast it attacks only for three but it's brutal if I decided to just let the guardian Golems take it that brutal uh symbol means it actually doubles its damage so it deals six damage instead of three which would mean the guardian Golem would take a wound and so I don't particularly want to do that instead during the attack step from or the block step I would say I'm going to use my guardian Gollum to block two then I'll use my Brawn here for block three that will block this attack because that's all we need to block if we didn't block the three it would deal us six damage now though what we can do is attack it back we need a total of five damage that catches if I have any sort of ice attack or fire attack it's going to be resistant to that so I'm not going to do that what I'm going to do is I'm going to play Mana draw I'm going to use the top you can use one additional Mana die from The Source this turn I'm going to use that wild gold I am then going to play improvisation and I'm going to discard which hurts a little bit magic talent I like that card but we're getting to the point where I don't need it as much and that is going to allow me to use this gold and I'm going to gain five attack with this five attack is what I need it's a basic attack that means I'll gain three Fame and increase my reputation by one we'll move from 28 to 31 Fame and we're still within the zeros of our reputation we used two Mana dice I'll drop them both down we have two green now and a red we are no longer adjacent to our keeps so that means we just get to draw one card our hand size is only six only to get another move so we have a March move and we have a stamina in our hand nor loss is up next discarding a red bummer I wanted that to be the third one no not another red uh and a white that means two more for escalation bummer at this point it's a moving game we will use March for a four we'll explore here for two and we found another orc a red mine and another monster Den and another random amount lots of random mountains here I have two more movement remaining and I will use my Braun to get plus one so I can move three moving to here the more that I think about it the more I think instead of moving here although I'd love to take out this orc I think I'm going to move here into the forest because that will allow us to then explore here for two more movement which I can do I have my stamina card here I'll play for two Movement we have found our first core tile and it is a wasteland look at this all Wasteland with some hills in the background we have another keep we have a mountain that normally would have a draconum but because of this scenario we're just simply placing a rampaging orc which just happens to be a catapult on top of the mountain chucking rocks at you that's kind of amazing we have another ancient ruins over here as well and then don't forget this mine in the back uh I need a ton of movement to move through there oh boy because of the scenario and norwas is pushing me I am going to play ax throw for move too and then I'm going to use promise sideways as three more movement I have not done an action yet so I'm continuing to just move with that three movement I can jump on to this monster Den now I do not have to go in there if I don't want to I have two cards in my hand one is completely useless and another one's completely useless so I don't think I will be going in the monster Den but what is nice is this keep I can flip over this enemy I believe this is a crossbowmen nice so we should be able to take him out he is Swift but his um uh his attack is only four and his armor is four and then we can get a nice upgrade of hand if we take out that keep because there'll be a third keep that we own we used one Mana die so I'll roll it back in we've got two Reds and a green our hand size is six we only have two in our hands so we'll draw up we've got three four oh good and then five and six and I do think right off the bat we are going to use this generating should I do a white or red Crystal I think I'm going to do a white since I already have a red so I'll do a white here and that will allow us to draw one more card and we have concentration hopefully norwalks can concentrate on discarding his third card as being red no that was I actually red I don't even know what color I want uh but not green because that's going to be two more one two so likely we've got maybe three turns left in this round we're going to play our circlet of proficiency we are going to use this ability where we can gain one wound and ready a regular unit so we're going to take one wound into our hand ouch but then we can ready our ootman Guardsmen that's why I want to have ready because guess what he can block for four and counts twice against swiftness so when we go and attack that crossbowman shouldn't be a problem we'll then use our March card for Two Plus threaten for three and our Brawn for four to then assault that keep sadly that means all of our work to push up our reputation we'll go back down to zero controlling the keep will be great but really this just also allows us to continue to explore because I still need to find that red City the cross moment will attack our utim Guardsmen will then block for four normally with swiftness you need to block for double the value which is eight but this counts twice against an attack Quest swiftness so that just meant we blocked that attack we'll then use our battle rage powering it up with this red Crystal to do attack four we did not gain a wound from the attack but we don't even need it four is enough that'll increase our Fame by three and now our hand size will be six plus three three Fame also puts us one away from leveling up we have four cards in hand and one two three four five cards here so we'll actually draw all of these we have a total of nine in our hand when you have nine cards in hand you feel you know pretty powerful I'll say we'll drop our Mana die down we have a black it is exhausted norwas will discard three more cards that one's blue this one's red oh it doesn't even matter this one's green he's going to claim end of round next turn so I have this turn and one more and we're already done with the day boy we need to keep moving we'll start by playing our refreshing walk powering it up to a move four and we can gain a heel too because this is not during combat so we'll get rid of that one wound that's why I felt okay taking that wound I knew my refreshing walk with my wife would be showing up hopefully this tile will have stone reach if not we're gonna have to do some more finagling during the night phase and it looks like we found a stone reach nice so all we need to do technically to end the game is to go here but I don't want to do that yet I want to get some more Fame I want to level up hopefully so I do have one more night phase hopefully I can do a little bit of leveling up and then go there and hopefully not take too many wounds because I'll probably be too aggressive we're going to Forfeit the additional two movement I'm going to stay right where I am rolling our Mana die and that is amazing I have a plan then we're going to sneak one more level up before the ninth phase we're going to attack this catapult the Catapult has a pretty serious attack at seven however it is cumbersome so we can use movement to reduce the attack value and if we reduce it all the way to zero it's considered successfully blocked I'm not even going to do that because I don't really have any move cards in my hand I want to use instead I'm going to try and block the full seven I have a block 2 here I'm going to do add one for three add another for four add another for five and another for six and use this for seven this is my last turn this round so I might as well use these cards for a block so I have a total of a seven block I take no damage now all I need to do is two damage however physically resistance that means I need to deal a total of four physical damage if I want to take it out I can do that with concentration using this wild and that allows me to get a plus two to the lower section of the next card I play if it's an attack and it is I'm going to use range Attack 3 which turns into range attack five and that means five divided by 2 is still greater than two so we just took this out increasing our reputation and that should allow us to level up we just rid the mountain of the Dreadful catapult that sounds like something you would see in a DND game uh we'll go to 38 Fame we now get to choose one of these four skills that we can gain for leveling up now something I didn't mention last time if I do decide to choose one of norwass's skills I have to take the bottom card in the offer which is the the heroic Tales but who wants heroic Tales I am all for that ice bolt that's what I want so I'm not even going to look at these two I'm just going to look at these two over here we have the Dwarven Trails once a turn you may enter a hill space for a move cost of two in a Mountains for three if you finish your turn on the mountains you gain one crystal in the basic color mountains are a safe area for you whoa I really like that one the other one is called Dwarven craft it's a one-time skill you can forge an artifact pain with gold Mana during the day or black at night and discarding one non-wound card from your hand draw two artifacts choose one and put it on the top of your D deck discard the other next remove this token from the game oh you know what because of where we're at we might as well do this one because I can get an artifact and if I like it I can actually pay to keep it yeah yeah this is cool but we're essentially at the end and so who really cares about going into Mountain spaces right now I literally need to move one space to end the game so I'm going to remove that one we're definitely going to keep this one and hopefully we'll get some black Mana at night and that will allow us to use that this is our new norwassa skill that's called leadership I currently have two blue spells in my deck so I decided I really wanted ice bolt because that will allow us to gain a blue crystal to our inventory and I'll replace that card with the chilling stair that will end day two will place heroic tale into norwass's deck we'll place this in this form at the bottom of the spell deck giving norwas another blue actually that's their first blue crystal so now they have one of each of the basic types we'll replenish those a spell with the offering and the advanced action card with ice Shield well refresh our three units and now because we have the core tiles out we get to place out two of these elite units so we have the ammo tap freezers we'll have one regular unit The Peasants who wants the peasants and then we have the ice Golems oh my gosh I feel like I need the ice gollyps once again we're on the night side of the board dropping down our three Amana dice we have two green and one red we've readied our two units have all of our skills available to us we normally draw six cards but because we have three keeps under our control we're on one of our cubes we get to draw three more cards that is nine to our hand we have determination improvisation stamina March concentration space bending ice bolt manitra and March options for our nighttime tactics is midnight meditation we also have long night and we have preparation when you take this tactic oh I'm definitely taking preparation I've got a plan I'm going to shuffle the these up randomly and norwass is going to take long nights so definitely going first however let's activate our tactics card when you take this tactic search your deck for any one card and put it into your hand then shuffle your deck I'm currently in a keep and those ice Golems are out in the recruitment area so I'm going to grab threaten I'm going to threaten ice columns but I feel like gollums and a dwarf just sound too good to be true norwas will go up first discarding three cards we have a green a blue and that is blue so that's just an acceleration of one and it's another blue we need a total influence of eight to convince these ice Golems to come with us I don't know how the guardian Golems can't convince them but we'll just deal with it we're going to start with threaten but instead of doing the bottom which is what I was initially thinking I'm going to do the top that's only an influence of two I'm going to use this for an influence of three then I'm going to use this with an influence of five five plus three is eight I am going to discard space bending because I don't need to be moving around a ton anymore so I'll discard that that will give me 5 plus the 3 is 8 all I need to recruit these ice columns I'll then drop down the Mana die and I get a gold which is a bummer if that was during the day I can make an artifact I need it to be black to do that I have seven cards in hand I'll draw up to nine so I will draw a refreshing walk and I have the snowstorm I do think I'm going to use this skill on yielding to gain one more white crystal to my inventory and draw yet another card and that card is tranquility well some great healing nor was we'll discard three cards a red we've got a white and we've got a blue only one escalation ah he's not pushing us emrig is gonna have a little bit of fun he's going to use March and stamina generating four movement points yumeric will move four into this Wasteland space he's right next to Stone reach but from what I understand it's a free action he's not going to take the action yet to be able to actually Scout to that location instead he's going to attack the two Orcs that are next to him he can do that because he can claim an attack on one and if there's any other adjacent enemies to him he can bring them in to the fight so he's going to fight both of those Orcs before we do that we are going to use our Mana draw and we're going to use one of the white crystals that we generated we're going to take one Mana dime from The Source has to be this yellow we're going to change it to a blue and we're going to gain two blue Mana crystals we then are during the range attack step going to blow these two ironclads out of the water we'll start with our range ice attack of five because it's an ice attack the physical resistance in either one of these is gone we don't have to worry about it that one's taken out next we'll play Ice bolt we'll power that up that's a range ice attack of three once again it's ice not physical so this one is gone neither of them had a chance to attack us awesome we'll move from 38 to 46 total Fame and the big thing is we're going to push up our reputation to plus one everyone in stone reach loves us thank you thank you well then draw up to our hand size our hand size now is only six and we have five cards so we get a rage we still have a refreshing walk with us yeah we're good to go norwalks will then discard three cards a white and a white and a blue oh wow we're just getting lucky with these Blues so we'll discard a green with it we're going to do a little dancing around stone reach we're going to use concentration getting a total of six movement with that then we'll add this for seven eight and we'll use our precious skill of Brawn I love it for nine because it's night time it's a lot easier to move into the Sands only three instead of five so three six nine while end our movement there we'll do the free action to visit stonereach that means we're going to end the the game at the end of our next turn but not before we gain up to two more red crystals which will fill us up on red crystals I love it we'll place that second red Crystal here I have a total of three cards left in hand so I'll draw three more we have another stamina we have our ax throw and our last card we have is swiftness I'm hoping for a black here and I can't believe I actually got a black I was really assuming I wasn't going to we might as well use this skill I will spend one card in my hand I'll discard swiftness to be able to then craft one artifact right where we're at using this black Mana die we'll have either uh the endless bag of gold for influence and fame or we have the banner of command influence four if you recruited a unit this turn you may assign this card to it instead of a command token put this card face down over the unit when it is spent and return it face up under it when it's ready oh that would allow you to get extra units this though allows us to get additional Fame yeah you know what I think I'm going to do this one I'm going to do this one all but I have to place it uh in my discard box I won't be able to use it I'm not sure I would keep either one of these anyways so I think I'm just going to grab the endless bag of gold we ended the game with a total of 46 Fame not terrible for a two day two night however we do have our achievement bonuses and for my how I understand it will gain the basic bonuses not any of these bonuses and no bonuses for Co-Op and solo rules so we're just going to get the basic bonuses for example the greatest knowledge we're going to score two Fame for each spell and one Fame for each Advanced action card that we have so we have one two three four five six seven seven more Fame that'll move us to 53 Fame next we have the greatest loot each player scores two Fame for each artifact in their deck and one Fame for every two crystals in their inventory oh and I should remember I should have at the end of my turn gained a third red Crystal so I have a total of four crystals so that's two Fame and I have two artifacts so that's four more Fame that puts us directly at 60. the third one is the greatest leader each player scores Fame equal to the total level of all their units wounded units are halved rounded down we don't have any wounded units three four five six seven will gain seven for that so we're at 67 a Fame next is the greatest conqueror each player scores two Fame for each Shield token they have on a keep Mage Tower or Monastery this is where I'm somewhat amazed we didn't see any monasteries in this playthrough so we've got two four six eight that will put us up to 75 Fame after the greatest conqueror we have the greatest Adventure each player scores two Fame for each Shield token they have on an adventure site I believe we have one here for two and I think that's it I don't think I did any other Adventure sites so that will put us to 77 Fame finally we have the greatest beating each player loses two Fame for each wound card in their deck I don't have any wounds so we'll leave it as is so I'm at 77. whenever you're at any number that's not a five or a zero you round to the nearest one so we'll round down to 75. so we have 75 total Fame we can use to keep one unit some of our crystals maybe some of our advanced action cards or spells with 75 Fame I'm going to spend 30 10 per level so I'm going to use 30 to keep the ice columns this spell here is 25 so that's 55 then the ice bolt is 15 so that gets us to 70 and then for every crystal we save it's 5. so that gives us a total of 75. gosh I really wanted to keep those artifacts but I just feel like this combo is great and then having ice gollums I'm kind of going blue I'm thinking our dwarf here is going to go Blue a little bit so I like that there you have it that was scenario one the reconnaissance on the Betrayal campaign I loved this this was so much fun I also really enjoyed playing Yim ring I hope you guys liked him too we're going to do a scenario two with him I was thinking of waiting to do a playthrough but I might just jump in and do two back to back because I'm having too much fun and it's awesome to have these level UPS starting off for the next scenario why can't wait so please do let me know if I made any errors in this scenario I might not catch it in the next one but the one following I definitely will as always thanks so much for watching andromere thank you so much for giving me this Mage to play I can't wait to see him more in action I'll catch you at the next stop
Info
Channel: One Stop Co-op Shop
Views: 16,106
Rating: undefined out of 5
Keywords: board, game, one stop, co-op shop, oscs, mage knight, campaign, playthrough, runthrough, solo, cooperative, board games, the betrayal
Id: 14OqV7MrrxU
Channel Id: undefined
Length: 72min 9sec (4329 seconds)
Published: Sun Feb 05 2023
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