SET A WATCH Board Game tutorial with a solo play through

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welcome this video going to go through set up in a solo playthrough of set a watch this is a cooperative game for one to four players in which our characters will have nine rounds to visit different locations and in Dolf all the hordes of creatures so jumping straight into setup you've got the board laid out which is the actual box the game comes in our dice ability cards summon cards normal creatures are different locations and unhallowed creatures and of course our adventures so there's six adventures in the game and the cards are going to tell us whether we're using d eights or d sixes for our characters whether there are mailing pieces or ranged and on the bottom we'll have a camp action specific to each one of these and of course three open areas to put our ability cards for this gameplay I'm gonna go ahead and choose the warrior Beastmaster wizard and the ranger I'll set the other cards aside but we can flip to the back for our quick reference explaining the game rounds and the actions we can take so once again we got the warrior sitting up put him down here followed by the beasts master wizard and our ranger put 3d eights in for a warrior beasts master and ranger and pick 3d sixes for our wizard and we can set these out of the game for each adventure that come with five ability cards so we're not using the rogue we are using the wizard so we'll just randomize these we need to pick three and the third one will come in exhausted so shuffling the cards will put shock bolt into play polymorph and chaos blasts will come in exhausted and we'll set the other to the side we'll have chances later to pick those up if we'd like him for the Beastmaster will do the same randomize their five cards and then the first to set snares tame beasts will come face up and animal century will come in exhausted will set the other two to the side for the Ranger will get those five cards randomize them a little bit and we'll get sharpshooter longshot will come in and Farsight will come in exhausted setting the other two to the side and then I'll courage for a warrior randomize those take giants pain and throw axe and please will come in exhausted next we need to prepare the creature deck we'll get our four summoned cards these will change the difficulty of the game use one for an easy game two for normal game that we'll be playing three for hard and four for insane so we'll take two of these set them to the side for now then we need thirty creatures and we need to make sure the two acolytes are in there so we'll set these to the side shuffle our deck for another twenty eight well add the two ecco lights to our twenty eight cards and the remaining will be removed from the game so we'll shuffle those and separate them into two equal stacks we'll take a summon card and put in each of those and then shuffle those decks and after shuffling these this will form our creature deck and for preparing the map we need to separate those out in the three stacks this symbol this will be our final location so that's going to be our ninth card then we'll separate the locations with this symbol these are respite locations we'll set those aside for now and then all the locations with no symbol over here will shuffle those so don't take eight cards from that and add them on top of our final location and place them on the board here their remaining will shuffle these cards into and that stack will create our unused location stack then we'll take our unhallowed cards give them a shuffle pik-wan to go into our horde remove one from the game then the remaining will go face-up next to the creature deck we'll set our fire token on seven and then flip over the top card of our location deck so fortunately the first round the fire modifier is ignored typically this symbol this is going to reduce from our firewood this number tells us how many creatures run a fight and then there's gonna be a special ability so all adventures ranges are increased by one now we're ready to get started create a little bit more room here so looking at our quick reference first thing we do is reveal our next location which we've already done four stars around each of our ventures we roll their dice so for the warrior get into one five and an eight piece master coming in at two five and eight wizard two four and a five and our Ranger two five and six next we'll pick a character who goes to camp first thing you're do is refresh one of our cards so if we've got one that's exhausted we'll turn that over for use we'll take our camp actions our options are we can chop firewood we have three slots for that and for each die we allocate two here we increase our firewood by 2 we can scout ahead for each day we put here the next one needs to be greater than the previous value that allows us to look at the top two creature car rearrange them however we like and return each card either the bottom or top of the creature deck over here for check map we need to place a dial with a four or greater and we can take the top card of our location and unused locations decide which one we like better to put on top of our deck and the other one will go on the bottom of the unused locations now we put an equip allows us to take one of our abilities on our character sheet and swap it out with one of the two off to the side and then for healing we need a die with a six on it and that allows us to flip one of ours or one of our other adventures cards over to the ready side then if we roll doubles or triples we have three rooms we can activate so we can bolster which allows all our adventures on the watch to choose and re-roll any number of their dice we can vanquish which allows us remove the top creature from the hoard and remove it from the game and we can seal the card and that allows us to remove an unhappy and put it back on the bottom of the unhallowed deck so you don't have any doubles on anyone here and they're not really terrible rolls like one choose our Beastmaster to go to camp first so he'll go ahead and he'll one of his cards and another thing we need to do each of our adventures has to go to campsite at least twice well not so much at least every venture is going to go to the campsite twice so they get a token the times one here when it goes a second time they'll flip it to this side and you cannot go a third so go ahead and put that on him then to allocate dice I think we're gonna spin the two and the equip and we're gonna swap out our set snares for tracking so this is a passive ability once per alum a tame a forest creature in first position and we'll go ahead and use this one to check the map so we can look at top card from here top card from here decide which one we like best so both are going to reduce the fire by three six monsters versus seven this introduces creatures revealed by the campfire by one and this one if and unhallowed is summoned here you may pick the unhallowed you face from the UM hallow deck we'll just go ahead and keep the underground tomb on top and put this one on the bottom then we'll use our eight we have a special set trap ability so at the start of a watch phase assign this dies direct damage to the creature in the first position and we prevent all first position powers from activating until an adventure on watch takes an action so that will negate any first position powers so now we start the watch phase so we'll put out creatures equal to that number there's going to be seven coming out keep this eight ready the fire location is at two meaning we can reveal the first two so from one to six we reveal one card from seven to eleven we reveal to and from twelve to fifteen we would reveal three cards so we're going to reveal this one automatically putting eight damage on it and preventing first position powers which this one doesn't have then we would go ahead and reveal this one this has goblins reveal move goblins to first position so this one would be defeated from that die this move down the first position then we'll go ahead and reveal another one and this one gets the first position firewood goes down three now our warrior wizard and ranger can allocate those dice to deal with the monsters so as far as actions they have basically two different things to do they can do direct attacks so basically whatever number so on the die they can assign Kreacher and that's how much damage they do so melee pieces can only attack the first creature in line and are arranged adventures can attack creatures in the first and second position another thing they can do is activate ability cards so they can take a die and put it on a card to get the text to go off or another option they have is without a die you can exhaust the card to get the ability to go off and as far as card priority summon cards are always going to be triggered ability cards can destroy creatures before their reveal abilities activate so that's a good thing and if we're not using ability cards the creature cards everything is going to take effect so since this has a first position power we would definitely like to shoot it before it gets to the front row so go ahead and have our wizard use the die put that on shock bolt to feed a creature with eight or less health so the wyvern is dead we will reveal and metal golem yes I need to explain on the cards once we're done allocating dice this is a number of cards we need to exhaust this is a creatures health force their name and then their abilities and type of card so for the Golem no direct attacks can be assigned to creatures in the line behind the metal golem the Rangers gonna use its to activate long shot defeat an unrevealed creature card so go ahead and pick this one so just kill the wolf go ahead and use our six here to defeat the goblins willing more goblins and this one has a health of seven and they'll move to first position we have our warrior spin to one to throw an X do eight damage to a revealed creature in second position so that will kill the model golem and then this will come down it's an eagle so I have a warrior spend an eight on the goblins bring in the Eagle to first position then we'll use our oops wrong one nevermind I was thinking about this card can't use him so we'll just go ahead and have our wizard use a4 and defeat the eagle so all creatures are going we will not have to force any damage on anyone so if we didn't defeat one of these creatures we look at the numbers on them and that's how many cards on our characters we'd have to exhaust but first round went pretty well go ahead and retrieve all of our dice flip the next location which we've seen servo fires gonna go down three so we'll go from seven to four we're gonna see six monsters come out and we reduce the creatures revealed by the campfire by one roll or a dice or get someone to and a three Beastmaster four six and eight the wizard one two and two and the Ranger 1 1 and 6 we have bad dice all around the board go ahead and pick our wizard to go to the campsite so we'll get a token yellow card since we have doubles or choose to vanquish top card of our horde decks or remove that from the game we'll use another two to bolster to let all of our characters free rolling the dice the warrior or change is one two and three two three four four Beastmaster I'll try harder with this for getting a six and a ranger will reroll the two ones getting a one in a five and then the wizard special ability its teleport we draw the top three cards from the unused location deck pick one to swap with the top card on the map deck turn the remaining cards to the bottom of the unused location so hopefully we get something good here so we can either lose one two or three fire next turn getting seven five or six monsters camp actions will take any value die that's awesome add the highest health creature from the graveyard face down to the end of the line we'll pass on that choose an unhealthy level the unhallowed deck now if we had a unhallowed monster in our discard pile we might choose that but we'll just go for the elfin Grove and swap that out for this card and put these three on the bottom or on you stack now we're go ahead bring out six monsters our campfire is reduced by one but we can't reduce a below one and we're only at four so we get to reveal one monster and it's a bear so go ahead and use our passive once per round maintain a forest creature in first position so we'll take the bear put it to her side for us we might be able to use that to our benefit here shortly and passive abilities do not required I will flip the next one first position - one fire and use a ranger using a one put that on the longshot to defeat any unrevealed creature card so to beat up a wolf beast master we'll have him use the six ear defeat the Fae I've got skeletons skeletons are on top of the graveyard at the end of the round put them at the start of the line the next round however Beastmaster spin the dial with eight to destroy those vampire hate disability reveals still the highest available die to become this card space health that's a six we'll just have them take this one and we'll use a Rangers die of a six to go ahead and defeat him and with our passive sharpshooter ability once per round you may reroll and reuse a die spent on a direct attack so I'll do that I'm gonna need it but always good to be in the habit of using them and lastly we'll get a fire serpent his base health is equal to the current firewood value so that's just a three so go ahead and have the warrior hit him with a three it's that round what fairly easy for us if four dice left over that's not gonna happen often I'll collect all our dice reveal the next location which we've seen we're gonna be minus one fire I'm down to two we're at the deal with that here shortly we're gonna get seven monsters camp actions will take any value die so we can ignore the requirement for six or four or higher Oh Freddy your cards warrior gets a two three and a four Beastmaster two five and seven wizard one three and four and arranger two five and an eight so we're gonna send our warrior in so he'll get a camp token and heal his cleave ability so it's passive you defeat a creature with a die and there as a remainder you may keep that guy at the remaining value he has a special ability he's got the wood axe and creased the firewood by four so we'll take that up just six go ahead and use the three to chop some more firewood taking it up to eight and we'll spender for to check top card both of these stacks so you can see reduce the firewood by half rounded down six monsters or lose three fire increase the health of all goblins by three and we'll get eight monsters so we'll just keep the barren plains on top and put this on the bottom and we'll see seven creatures coming out and because the position of the firewood we will reveal too so skeletons they're on top of the graveyards in the round they're gonna come back out to the front of the line next round and the Ember Drake first position will exhaust an ability card and minus three to our fire so we definitely want to kill him before he moves up a spot so I have our wizard but three damage one in an arranger put another eight to kill the Ember Drake and we'll use our sharpshooter ability to re-roll and reuse that die getting it to and we get to summon card so immediately exhausting to ventra card then replace this card with the top card of the unhallowed deck put this card in the graveyard really not a huge fan of polymorph so go ahead and sauce that card then the goblin chief is going to come into play place the two highest health goblin creatures from the graveyard in front of the goblin chief and lion weakest first so go looking for some goblins here alright oops goblin and Goblin there we go so weakest first which is weird so he'll come into play then go to the front this one comes into play and then he'll move to the front of the line go ahead and have our wizard go spinning the one to you shock bolt defeat a creature with eight or less health to kill the unhallowed goblin chief with the two will use lone shout ability to feed any unrevealed creature card so defeating the acolyte and since we did that with an ability we get to ignore the reveal portion of that so that worked out really well for us use the Beastmaster seven take out this goblin have her Beastmaster put five on here we'll use a ranger to do the killing blow take out the skeletons and use our passive ability to re-roll getting a five and we can skip that because I've already used it I just didn't remind myself so that die is spent we'll see this another summon card meaningfully exhaust an adventure card and replace this with the top of the hallow deck we will exhaust tame beast and bring out the werewolf all forest creatures and the line have doubled their base health go ahead and use the Beastmasters ability animal sentry spin a tamed forest creature to defeat the last creature in line so user bear to defeat this one another acolyte assistance was taken out from a ability card we ignore the reveal really do not like this happening so we're gonna get and have our wizard use chaos blast defeat to revealed adjacent creatures and had a new creature to the end of the line so we'll blow these two up and bring a new creature in reveal the treants and shade his health would be sixteen minus the current firewood so he's an 8 another thing that happens when we stay over so in addition to doing damage to US making us exhaust cards they will go to the hoard so they will come back later so instead of just exhaust exhausting cards due to them I'm going to exhaust to take care of them go ahead and exhauster shock bolt defeat a creature with 8 or less health I'll defeat the tree int so that I get is +2 fire and unfortunately don't see way to defeat him so he's gonna make us exhaust another card which will take from the Beastmaster and then we'll he will go to the horde go ahead and retrieve our dice take a look at our next location so we're gonna reduce our firewood by half rounded down so we're going from 10 to 5 we're gonna see 6 monsters and reduce the firewood we've already done that so rolling your dice for the warrior 1 5 and 8 Beastmaster 2 5 and 8 our wizard 3 6 & 6 and arranger 2 6 & 8 our wizards & pain so go ahead and send him so flip his this will be his last visit I'll take that over to 2 he gets to heal one of his cards on ahead and spin one of his sixes to heal the Beastmaster you will take animal sentry back well chop some firewood getting up to seven and use his special ability to look at three cards and choose one of those go on top so minus six fire it's not gonna be one of them remote tavern adventure resting a camper fishes and additional card I believe that sounds easy decision there so we'll put this on top and put these cards on the bottom and we'll bring out six monsters revealing to the fire serpent health is equal to the current firewood value which is seven nutrients and feeded will get two more fire health of nine go ahead and use a ranger longshot just to defeat an unrevealed card so the grave shifters killed in the reveal does not happen now the Beastmaster due to damage and a warrior do the other five to kill her fire serpent so we got a bandit if he gets the first position he steals one available dive the party's choosing and that's no good so we have a warrior will spend a1 to throw his axe doing eight damage to a revealed creature in second position and we get the shade his health would be 16 minus the firewood so he's a health of nine so i have her Beastmaster put five on a ranger do another six to kill the treant giving us two more firewood which will make him weaker and we get an eagle five to go here we'll use our sharpshooter ability to re-roll getting a three I'll have a warrior spend eight to kill this one this makes it to the front row and we'll go ahead and tame the beast and put that on our Beast Master go ahead and collect your dice revealing the next location no modifier to fire enter that rest refreshes an additional card don't want to say unfortunately we don't have someone damage that much but we don't have anyone that can really utilize that and we're gonna see five creatures come out it's a rolling dice warrior one four to six Beastmaster one two and seven the wizard four six and six and or Ranger hitting one seven and seven and I think we're going to send our ranger you know there's our nice dice kind of want some doubles and we can't send the wizard so you'll get as token number one he'll Farsight so we can crease the range of all Avengers by one until the end of the round go ahead and chop some firewood so for the first seven we're gonna vanquish top card or the Horde and then we're going to seal that allows us to remove a nun hello from our graveyard and put it on the bottom of the house on hallow deck I think we've got two in here the werewolf in the Goblin chief I like that one less so we'll put him on the bottom of that stack and we're gonna see five creatures prevailing - it's a first position we're gonna lose a fire and the zombie horde this health is added to the creatures base health on top of the graveyard so he is going to be a 15-4 now we really do have some bad rolls here so I'm gonna use her warrior with the six to defeat this creature with a five because of his passive ability any remainder we can keep that on the die so that's gonna turn into a one and we've got a fellow beast to our creature in place in front of him if he makes it the first position so use warriors throwing acts to do eight damage to a revealed creature and second position then have our beasts master shooting with the additional two so for the forest giant his health is gonna be added to the creatures base health behind it so we do reveal the next one which is a bear so he's gonna be an 11 and the zombie is currently a 17 so we'll have our wizard do four and there Beastmaster do seven to kill the giant well have our wizard spend his two sixes for twelve and her warrior doing another four to take out the zombie horde since he was a fourteen and with the bear will use our passive ability to tame him for the Beastmaster so that will complete that round I'll get her dice back check out our next location go into the swamp losing three from her fire going from ten to seven I'm see six creatures and every time a first position creature power activates we lose a firewood so rolling your dice to 4 + + 8 3 4 & 7 2 3 & 2 and the Ranger 3 3 & a 7 make sure having list anything up here three cards left you just want to make sure I did not skip turning over one of my tokens we're still good to go because of the doubles gotta see in the ranger so that would be his second trip I'll spin the 7 chop some firewood and we're gonna seal and unhallowed it in here goblin chief so he's the only one I'll put him on the bottom of this deck and when I use the other one to bolster to let our remaining ventures re-roll their dice if they want to and we want to turn this 2 and a 4 + 2 a 3 I'm sorry is 6 and an 8 I'll turn this 3 and a 4 and 2 a 1 and a 2 and we'll change this to 3 and 2 into a 1 5 5 then we will see 6 creatures and with an empty stack will shuffle our discard pile and revealing 6 [Music] well bringing out six we will reveal to seeing skeletons there on top of the graveyards at the end of the round put them at the start of the line next round and fey it makes it in a first position we lose some firewood so with our Beastmasters one I'm gonna use animal century spin a tamed forest creature to defeat the last creature in line so we'll send our bear out to kill the metal golem letter wizard spin the two fives to take care of the skeletons which will reduce our fire by one and we'll do a summon go ahead and it's all Sir John's Bane bringing out a Hydra there are still creatures in the line and the Hydra to the back of the line that's if he's defeated so basically we need to kill everything else but him first so I have a warrior use the six to meet up the FEI grave shifter reveal swap this card with a creature on top of the graveyard bringing the Fae back in will have the Beastmaster use a seven to shoot over and defeat the Fae and it'll bring down goblins so move him to the front well have the warrior hitting more than eight and now the hider is all alone and we can defeat him with the eight and the two so go ahead and get her dice back real the next locations are going to the snowy pass go to lose 3-2 or firewood calling down to five I'm see six monsters will place the lowest rolled die on this card and they cannot be used this round so for a warrior in a two seven and eight Beastmaster getting two ones in an eight-hour wizard two three and three and the Ranger two five and seven so the lowest rolled die is a one it's kind of sucks cuz that prevented us from taking doubles over to the campsite we have to choose a beast master or warrior everyone else is already going twice so think your beasts master is going camping so we'll flip over to his two side Hill has tamed the Beast ability go ahead and spin the one to chop some firewood getting us back up to seven and we'll use the eight to set a trap for the first monster coming into play and then we will bring out six creatures revealing two so got a huibin sir fire just went down three and now we just keep one monster revealed well actually that didn't happen with her token there so that helped so we'll reveal this one defeat that one we'll get plus two fire so the set of trap prevents the first position from activating and kills it so now we've got a fire serpent health is equal to the firewood value so you got a health of seven so ideally you want to kill him before you get stronger with a treant dying so we'll have our ranger use the seven die to kill the fire serpent use our sharpshooter ability to rear all that die getting a one get some shade itself is gonna be 16 minus the firewood value which is currently seven so we'll change that we'll use your warrior eight to kill the treant giving us two more fire so now our shade is seven health and if aid comes in we're gonna use our long shot ability to defeat an unrevealed card which is a bandit well then use our Ranger with a 5-2 defeat the PHA and then use our seven and a whole lot of other dice if needed to kill the shade get our dice back reveal our second-to-last location so for this one we know the Warriors coming in to go to camp this will be our final location no one goes to camp for that one and if we're lucky we will keep it so we have no creatures in the horde and I found that's the key to winning this game making sure that stack does not grow up so frost caverns losing to tor fire down the seven will see seven creatures and reduce the health of all dragons by two so rolling dice warrior gets a four seven and eight some really high numbers no and he's not going to be fighting Beastmaster it's a four seven and eight wizard one three and four and our Ranger getting a one two and three it's terrible so we have to send our warrior to camp lip this over to the two side will heal our Giants pain we're definitely going to spin one of these on our wood axe to increase the firewood before going up to eleven I'll spend another one to chop some firewood on up to 13 now it's just a matter of doing a different ability so we'll go ahead and equip the Berserker getting rid of Giants pain and then bring out seven creatures we can reveal three so the Philby's first position draw a creature and place it in front of Philby's to activate only once so we're bringing out a zombie horde in front of him so that will have a health of seven they see from the fact if there's no number up here it becomes a zero and our third one get forest Giants so he's gonna reveal the next card behind him finding a wolf so his health will be a twelve well we'll go ahead with some easy stuff use the one for a longshot just picking the last card they're killing a bear which was definitely the wrong move went for the zombie horde first my mistake so to fix that we'll go ahead and use chaos blast to defeat these two and bring in another creature in the back bill this card vampire ceiling the highest available died have come this card space health so that will be an eight go ahead and use a wizard to feed a creature with 8 or less health it's got a treant with a health of nine we'll see here go ahead and use a ranger using these five to kill the wolf then we use our sharpshooter ability to re-roll and use that die getting a to finding goblins they're gonna move to the front go ahead and use her Beastmaster seven to take out the goblins finding skeletons oh use our four well let me think about this their own user for four into two to create in damage to take out the treant giving us plus two fire then we're gonna exhaust our animal sentry spend a tamed force creature to defeat the last creature in line I think that's yep so defeat that to kill him then we're gonna have to use shock bolts saucing that to defeat the frost giant so took a lot of damage there but no creatures went into the Horde so hopefully that will pay off force get or dice back go to the final location so we're gonna lose to fire going down the 13 we're going to see nine monsters but there's nothing in the Horde and exhausting ability cards to keep firewood from reaching zero count for one extra so one other ability we can do is if this were go to zero for some reason we can exhaust a card to bring it up by two but for this round it will count as three but at 13 fire I don't think that's gonna be an issue so I'll go ahead and roller dice getting a two two and a five this is not the time for low rolls getting one two and three for the wizard one three and three and I hope we get something good here with the Ranger for four and two so now we're gonna get nine cards so I need one more so nine creatures so to actually win the game it'd be nice if we can defeat all these but we don't have to we just need to not have exhausted all of our adventurers by the end of this round so revealing three acolyte reveal draw a card and add it to the Horde it's really not gonna matter anymore and if it's in first position reshuffle the summoned card back into the creature deck if there is one in a graveyard so that doesn't matter ember Drake in first position is Austin ability card and lose three health definitely don't want him in the first position and a wolf is in the next position these dice are terrible so we'll start with her longshot removing this card so I was feat any unrevealed creature card will use our axe to do eight damage to the Ember Drake and use the wizard for the next three bringing out a metal golem no direct attacks can be assigned to creatures in the line behind him go ahead and have your warrior put two on the acolyte an arranger put the other for how to defeat it and we get to re-roll this die for the Ranger getting a seven use a move down getting an eagle showing up I'm gonna go ahead and damage our throwing acts or exhaustive to deal eight damage to a creature and second position so the golem will be defeated I'll get a summon card I have to exhaust something that's we've already using our sharpshooter well exhaust that and we're getting the Wraith Lord when he's defeated we exhaust an adventure card user Beastmaster to tame a forest creature and the frontline finding acolyte reveal draw a creature and add it to the Horde pepper wizard shoot the eagle so have a fire serpent his health is equal to the current of fire wood value which is 13 so we'll go ahead and have our ranger shoot the alkaloid since we have two creatures with the 12 and 13 health will use chaos blast on both of them so when defeated exhaust an adventurer card well exhauster tracking bring out another creature zombie horde that didn't work in our favor so his health is gonna be 19 we have a total of 5 six 913 damage we can do here but that's okay we can survive this so we can't defeat it we'll have to exhaust one card and with that we will have one set a watch on normal difficulty so I hope you enjoyed this playthrough so feel free to click on the like button below and be sure to subscribe thanks for watching you
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Channel: Dale the Casual Gamer
Views: 6,415
Rating: undefined out of 5
Keywords: set a watch board game, set a watch, how to play set a watch, solo play, solo play through
Id: AbNmKjLfh-4
Channel Id: undefined
Length: 50min 20sec (3020 seconds)
Published: Thu Sep 12 2019
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