Set A Watch Tutorial & Playthrough - JonGetsGames

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welcome to John gets games today I'll be doing the full playthrough of set a watch now I will be teaching the rules to this game as we're actually playing it and what's going on here is you have a band of adventurers each with their own strengths and abilities and they are travelling through a variety of locations and in each one of these under the cover of night they will be attacked by a horde of creatures now one adventure has to tend to the camp and build a big bonfire so that you can use that light to see more of these creatures in the darkness and effectively every turn is a puzzle where the adventurers are trying to figure out how best to use the dice they've rolled as well as their differing abilities to deal with the creatures that are coming at them now this game is being funded through Kickstarter and before we move on I would like to mention that if you enjoyed this video that you please consider clicking the like button down below as well as the subscribe button for the channel also if you'd like to directly support the channel and the creation of videos like this in the future please go to John gets Gamescom slash support to see a variety of ways with which you could do that all right without further ado let's jump into the game out here on the table we added the game mostly set up I figured we would go through the final steps together on the first is that we can open up this magnetic box and you'll see that on the lid we have a board area which is part of where we'll be playing now the next thing we need to do is pick out our different adventurers and we have decided to go with the cleric the wizard the dwarf and the ranger but there were four other options that we could have chosen from if we wanted to now at this point I would like to mention that this is a prototype version of the game it's a high quality prototype but I can't commit that the game in its final form will look exactly like this now the last thing we have to do for setup is to get the skills going for all of our different adventures now every single adventure has a skill set of five and what we need to do is randomly pick out three of these and then one of these for each of the adventurers is going to be randomly exhausted which means it's going to be face down just like that so we can go ahead and do this for all four of the adventurers okay let's now start the game off by lighting the fire and we could put this token on the seven for a normal difficulty game and then we can bring out this location deck now we've randomly pulled out eight of these cards and we know that the ninth and final location is going to be the forbidden Tower which is kind of like the spot that we are venturing towards now we're gonna win the game if we're able to get through all nine of these locations and will visit one location per round so that means that the game will be a maximum of nine rounds although we could lose the game before we actually get to that final spot now what we have to do at this point is reveal the top location and we can see that we're gonna be going to an abandoned village for this first round now the first thing to note is in the top left we have this - - with a little fire symbol sometimes this is negative and sometimes it's positive but it shows you how our fire is going to be affected now the smaller our fire is the less creatures we can see and the less we could plan ahead when we're trying to fight the creatures off but fortunately since this is the first round of the game we ignore this modifier well the next thing is in the top right is this number with a six and a skull behind it that means we are going to need to defeat six different creatures that are gonna be pulled from this creature deck once we get to that part and the final thing down here is special text for the location we can see that this says we lower the values of all of our dice rolled by one if possible so definitely a bit of a rough start for us so we can have put this right over here at this point each adventure can have take their dice and roll them and you may notice that some of these adventurers or old D sixes while other adventures are gonna be rolling D eights now in general you're hoping to see higher numbers on these dice because the number on them is the amount of damage that that die can do but you can also use any of your dice to activate abilities which is one way that you can use low value rolls like this one right here now before we move on we know we're in this abandoned village which means we have to lower the value of every single one of these dice by one if possible so that means that this six will become a five this one will stay to one this four will become a three and likewise for the rest of these dice at this point is not time for us to set a watch by choosing three of the adventurers do you go out into the forest and try to defeat the creatures out in the dark and then choose one adventurer who will tend to the camp now I think we should probably go with the wizard right here because in general it's a good idea to have it at the adventurer with the lowest dye values go to camp because obviously these are damaged values and you can do other things with them but when you go to camp you can do a lot of different things with these dice so we'll put these right up here and the first thing that always happens is that the character who tends to the camp gets to heal up one of their exhausted cards so that means our wizard right here now has three active abilities and it's worth noting that we will lose the game if at any point all of the abilities are exhausted on the crease side for all four of these adventurers so it is definitely important to try and keep these unexhausted now the next thing we can do is take this camp token we can see it has a little one X on it the back side has a two X because this shows that the wizard has now tended to the camp one time in the game so far now as you play the game it's mandatory that each of the adventurers tends to the camp twice and this is a nine round game so obviously once you do that ninth round every single player will have had that opportunity so this marks that we have now had the wizard do this once and they can only do this once more throughout the game now they can go ahead and allocate their dice to various spots out here on the keyboard but each one of the adventures also has a camp ability that is listed down at the bottom of their board in the case of the wizard we can see this says a teleport you can draw the top four cards from the unused location deck and pick a location to swap with the top card of the current map deck you then return the remaining cards to the bottom of the unused location deck so this essentially lets us choose the most favorable out of four potential locations and I think that's probably worth spending a one-guy on now whenever you use dice to activate abilities whether they be down here in camp or these abilities out here for combat you can use any die value so we can definitely send the one over here to do this and this means we can draw the top four cards from this unused location deck and now choose the best one for us now if we look out here the first thing we can look at is this modifier in the top left we see a minus four plus one at minus four and minus three now plus one is obviously a nice thing to see I mean gaining a fire is definitely a good thing that we want and if we look down on the bottom we can see that this Wizards cottage says the adventure in camp may reroll any number of their dice before taking camp actions now there are benefits to having different die rolls when you're doing camp actions so that is pretty attractive and gaining wood is definitely good we should look at the abilities for some of these other ones though the sea fortress says that if an unhallowed is summon here then you place these summon cards at the bottom of the creature deck now I haven't explained that just yet but take my word for it that this is bad and we don't want that to happen the Hidden Temple here says we can choose two cards to refresh when this location is cleared without any creatures entering the Horde this essentially means we get to free heals as long as we defeat every single creature which is somewhat attractive there will be seven creatures that come out on that round though and this last one says that the white of monolith all adventures with exhausted cards can swap it with a different active card that essentially lets you unexhausted you're exhausted card and then exhaust a different one now I think overall this Wizards cottage is going to be better than all of these other options so let's go ahead and take the top card from our location deck we can add that to these and all of these will now go to the bottom of this unused location deck and we now know that we will be going to the wizards cottage at the start of the next round when we come over here we can see that the wizard now has two more dice that they can allocate and there are a variety of spots that we can choose from now if we go to chop firewood then for every dime you put here you just increase the firewood the fire size by two and the larger the fire is the more creatures that we can see out in the darkness we can see at level seven we could see two creatures but if we got all the way up to twelve then we can see three creatures in the darkness which gives us more information to plan our turns now other things we can do are scout ahead we could put dice on here and every subsequent one has to be higher and this allows us to draw the top two cards from this creature deck and put them back into any order we want or even put them down to the bottom of the deck so if we bump into a particularly nasty creature we could just put it to the bottom and not have to worry about it this round now other options that we have involve healing but this requires exactly a six and it lets one of the other characters on exhaust equip allows the current camp player to chain their abilities around but I don't think we need to do that check map requires a four or greater it does look like exactly a four but this is a prototype remember so a four or more lets you check the top map of the unused location deck it's essentially a less powerful version of the teleporting that we just did in the last thing is on the back of every single one of these cards is this same setup that says bolster seal and vanquish now you're only allowed to do these actions by putting dice on top of them if you put two dice down that are the same value now obviously we don't have two of the same value so I'll explain how these work soon but I think for now maybe we should put this two here and scout ahead so we can draw the top two cards right here and it looks like we have a vampire and a Fae now when we look at these creature cards the number on the top left is the amount of damage they will do if we do not defeat them and the number in the top right is the amount of Hell that they have now this vampire looks like an easy pickings except when you look down here it says that it steals the highest available die which becomes the health value of the vampire which is bad because it not only steals a die but it's your best die which means you have to spend that much damage to kill the vampire off so I think we definitely don't want to fight this vampire we will put this down at the bottom of the deck and then this faint right here when it gets to the first position in the fire line in the line of creatures that is it will reduce our fire by one but I don't think that's that big of a deal overall this is a relatively easy creature to defeat so we will leave the faint on top and then we will put this vampire down to the bottom and I think the final thing that the wizard should do is just chop some firewood so we will bring this up to two we know that that Fae is gonna remove one of them so this is a good thing to be a little bit proactive now that the camping adventure has used all of their dice we can move into the watch phase and the first thing we do is draw creature cards equal to the value on this location so that means we're going to draw out six of them and we can put them right along here in a line and then after we have all of these out we can then start revealing them as they get close to our campfire now as I mentioned before as long as we are at 7 or above we are going to get to reveal two of these so we can start by revealing this one and we knew it was going to be a Fae and it is now in the first position of this line so that means we do lose one firewood and then we can reveal another one and this one is going goblins now down here we can see it has a reveal ability it's as you move the goblins to the first position so that's actually a bit annoying because that means these are gonna go right up here and if we defeat the goblins first then the Fae would move into first position again and then remove another one of our fire now fortunately the goblins have seven health so they're not too hard to defeat and now we're ready to start dealing with these creatures now we're gonna do that by using the various dice of the adventurers on watch and we are gonna use the various abilities as well now every ability can just be used immediately and then flipped over to it's exhausted side or we can spend anyone die to activate that ability and then potentially use it again later to flip it over so that means that each one of these abilities can be used a maximum of twice per round although when they get flipped over this is essentially your health that you're losing because remember we lose the game if every single character has all of their different abilities exhausted now another thing to point out is the fact that some of the characters are melee with the symbol right here and other ones are ranged like the cleric right here at the ranger and actually the wizard so only the dwarf is a melee character for us right now now melee adventures can only attack using these dice on the creature in the first position whereas range adventure can aid the creature in the first or second position now when we keep this in mind I think it is important to try and defeat this Fae before the goblins so the Fae does not move into first place and kill another one of our firewood off so I think that means the clerk or the ranger should probably try to deal with this now the ranger does have this Farsight ability which says that we can increase the range on all adventures by one until the end of the round which means that the ranger in the cleric could actually hit the third position now the dwarf could hit the second but that would cost a die or we would have to just exhaust this which is part of our health so I think instead the ranger player can just use their 7 over here on the Fae now the fake has 6 life so we are wasting 1 damage it's true but I think this is still probably worth it so that means we can put the 7 over here to show that we've used it this fake can now go into the graveyard and now this line can shift forward and we can reveal this next card because we are still revealing to based off of the size of our fire now we can flip this over and we can see it's a fire serpent it has an asterisk for its health we can see down here it says ongoing the fire serpents health is equal to the current firewood value well at the moment we have eight firewood which means it's gonna take eight damage to defeat this fire serpent with that in mind I think the door should definitely use their throw axe ability we can see down here it says deal eight damage to a revealed creature in the second position and we can use this three right here right there in order to do this ability without exhausting it now that means we'll do eight damage which defeats this serpent and we effectively turn to a three damage die into eight damaged total let's go ahead and move on by revealing this next card here and this is a bear it's actually pretty simple it's just five damage with no ongoing ability so we can put that right there and I figure we should have the cleric just use their five since they arranged to hit this bear we can then flip this over into the graveyard and then see the next creature this one says skeletons now the text down here says that if skeletons are on top of the graveyard at the end of the round then you put them at the start of the next align well that means we definitely don't want to wait to defeat these skeletons last but at the same time we know that this cleric right here has the cleanse undead ability it says that all revealed undead creatures go into your graveyard and you can decide the order in which they are defeated now this can be activated of course just by flipping it without using a die that would defeat the skeleton right here we could also instead of exhausting it just use this one right here to activate it but we haven't revealed this car just yet so I figure maybe we should defeat these goblins first that will reveal this card and if they are both Undead then we can just use this ability to easily defeat these last two and be in a really good position so with that in mind I think that the dwarf down here can do five damage to the goblins and then let's go ahead and have the Ranger do three damage which slightly over kills the goblins but that's okay so these now go away and now both of these dice are used so they can go back to the player boards and now let's reveal the final creature of the round and Oh No okay well it's not an undead instead it is a summon card now we are playing a normal difficulty game and that means that we have shuffled two of these summon cards into the overall creature deck one into the top half and one into the bottom half now if we look right here we can see that it says you immediately exhaust an adventurer card and then replace this card with the top card from the unhallowed deck you then put this card into the graveyard so effectively what that means is that this summon card is a Minotaur now we always know what the next unhallowed creature is gonna be and again these are the most powerful creatures in the game so we can kind of plan around it so that means that this Minotaur will take the place of this summon card but again we also have to exhaust one of the abilities on one of the adventure cards now this is going to go into our graveyard and when we make it through this entire creature deck we will shuffle up the graveyard so it's possible that we will see this summon card again it's also worth noting that if we were playing on harder difficulties we would have more of these summon cards in the deck so we would have to find more of these unhallowed well when we consider the fact that the wizard has nothing unexhausted let's go ahead and exhaust this chaos blast right here and now the Minotaur has been revealed so the first thing that happens it is they're gonna we have to move the Minotaur into the first position and then whenever the Minotaur is in the first position it's gonna exhaust another adventure card so it's gonna run right over here which it's really not good and we have to pick another one of these cards to exhaust well overall I think maybe elf senses is one that's not going to be super applicable to us right now it says that we reveal one or more creatures than the campfire currently allows until the end of the round and then you prevent the reveal power from triggering that obviously everything has been revealed over here already so I think we can flip this one over actually maybe instead we'll do this Farsight this one increases the range by every one by one but I don't think that's super important at the moment so yeah we'll flip this one over to the exhausted side and now we first have to make sure that we defeat the skeletons because we don't want them to be on the top of our graveyard so I figure let's go ahead and I think have this one go over here to the cleanse Undead that defeats all of the undead which is unfortunately just the skeletons right here and now we have to do 14 damage to defeat this Minotaur now if we're not able to do this then what's to happen is we will take two more damage which means we would have to exhaust two more of our abilities and then this card would go into the Horde and we would then have to defeat this in the final round of the game so it's definitely important for us to try and take care of this Minotaur now unfortunately at the moment we only have 12 damage available to us with our dice and even though the dwarf has this throw ax ability which does 8 damage that goes to the creature in second position and this Minotaur always was in the first position it rushed up to the front so that means that when I look at all of the other abilities I just don't see a way to do the extra 2 damage which is a definite bummer however we do have a one perk going for us and that is this protective ward now we see down here that it says passive once per round you can let a creature in a first position into the Horde without taking damage now what that means is that we can essentially give up unfortunately we just don't have the damage to take care of this Minotaur but when it comes in it won't do this to more damage to exhaust our various cards now it does mean that we are gonna put this into the Horde which is right up here now we already have one random unhallowed in the Horde so now there are two of these which means we are gonna have to defeat this Minotaur at the end of the game if it's still here but fortunately there are other ways to potentially deal with these cards in the Horde before they come back out and I will hopefully explain those soon because we do want to try and take care of that one well overall that was a bit of a rough first round right here but we can now reset all of these different things we are not going to let any other creatures into the Horde so we can now move into the next location and the next round now this means we're gonna draw this top card and we do know what it is it's that wizards cottage that the wizard was able to teleport us to so I guess that semantically makes a lot of sense we can see the first thing that will happen is we will gain one firewood and we know that the adventurer that goes to the camp can reroll any number of the dice before they take actions so we can now put this right down here and now all of the players can roll their dice next up we need to figure out who's gonna go to camp and I think this one is pretty simple the elf Ranger rolled it terribly they rolled a 1 1 & a 2 but we also got a double which is going to be a really nice thing for them to go to camp for also whenever a character goes to the camp they automatically heal one of their exhausting cards and we can see that the elf Ranger is the only one with the two exhausted cards so if any of the characters was gonna roll terribly I think this was the right one to have that happen so we can go ahead and put this right here and they're gonna go ahead and it looks like they'll flip over probably Farsight right there and now they can place these dice now it looks like their ability down here says that they can do an elven Scout it says you can draw look at and rearrange the top four cards of the creature deck and return them to the top of the creature deck now I think overall it does not make sense for us to do that elven Scout ability instead let's start off by taking these two ones and using two of these three options now as I mentioned before whenever you activate these they you have to have to die so that are the same value and the options that once again are going to be bolstering we have vanquishing and sealing now ulster will allow all of the players who are not in camp to reroll any of the dice that they want and it looks like everybody did not roll too well this round so we'll definitely put the one on bolster and when we come back over here we could see that the dwarf probably likes the seven the cleric likes this five but overall I think the rest of these are probably gonna get rolled maybe this four will get kept as well so yeah each of these characters will roll two of them and oh wow overall we did a lot better with these values let's come back to the camp board and we now have this one that can be either a seal action or a vanquish action now sealing allows us to take an unhallowed card from this graveyard and put it back into this pile of unhallowed and the only reason you want to do that is because if there are no more unhallowed in this deck right here then that's one of the other ways that we could lose the game so it does not make sense for us to do any sealing right now but Vanquish does make it a lot of sense because all you do for vanquish is you take the top card from the hoard and you defeat it you just put it right into the graveyard so right there with that one we've taken care of this Minotaur with its 14 health so that worked out really well the Ranger now has just this - right here and they've decided they want to do an equip action now what this lets them do is swap one of their active abilities with one of their inactive ones now if you remember we started the game by randomly choosing a three and then also randomly exhausting one and the two that did not get randomly picked are both pretty powerful for the elf Ranger this longshot right here says they can defeat any unrevealed creature card so you can just take any card that hasn't been flipped and get rid of it it's a bit of a luck thing you might get rid of something that's easy to kill or you might get a really big creature now this other thing down here says passive once per round you may reroll and reuse a diamond that you spend on a direct attack now these are both powerful but I think this one is probably even more powerful because it effectively gives the elf Ranger another die and we now have to swap this in but it's important to note that if we swap it in for an exhausted card then this would come in exhausted as well and I do think we want to use this so with that in mind I figure let's swap it with this elf senses right here we'll put that there so we now have the ability to not only increase the range of everybody but also have the elf Ranger we use one other dice so definitely a decent camp action for them okay the ranger is now done tending to the camp so it's now time to build out the line of creatures now we know that this wizard's cottage is going to have six creatures come out so we can draw those right from the top of this creature deck and the fire is big enough for us to currently see the first two of these creatures so this first one is going to be a fell beast now we can see it's too damaged and eleven health which is quite a lot and it says that if it's in the first position we're gonna draw another creature and place it in front of the fell beast we only activate this once but that is definitely a bummer because that means we actually draw this and put it right here this one is a metal golem it is too damaged eight health and it says that no direct attacks can be assigned to creatures in line behind the metal golem so it effectively protects creatures farther on so because of this fell beast we have to deal with one more creature which is not something we in general want to see either way let's now see how we can deal with this to start things off we know that we cannot do any damage to this fell beast while the metal golem exists so I figure let's start with this - and we'll do two damage to the metal golem and it now needs six damage left but we can now have the wizard down here use their three and activate their curse now the curse says that you can defeat a creature that has already had an attack die assigned to it so that means that we can just defeat to this metal golem right here and we've effectively done eat damage with just five damage worth of dice so this one is now gone and we can now reveal this card right here again the fell beast only activates once thankfully now this card is gonna be another fell beast okay well this is interesting this is gonna activate when it's in the first position and it's not in the first position just yet but that does mean that we have a very high priority to defeat this fell beast before it moves up there and reveals another card from the creature deck well it looks like this second fell beast is only ten life instead of 11 of this first one so I figure let's use this six and this four combined together that will do 10 that's going to defeat this one right here so we don't have to worry about it anymore we can then slide these down and it looks like the next spot is gonna be a wolf all right this is a much less intimidating creature right here it's just five damage required to go ahead and defeat that one and I figure let's go ahead and just use this clerics five now they are arranged so they can hit this right here that will defeat this and now we can see the next card is going to be a bandit now if it moves into the first position it is going to seal one of our available dice of the group's choosing so that's certainly not ideal but we do know that the dwarf has this throwing accent I figure that's probably a good way to spend this five damage so we know that that's going to do eight damage to the creature in second position so that is going to be enough to kill off this bandit and we now just have three creatures left but only three dice left over as well so this might get a little bit close near the end this one is gonna be a PHA it's only five damage to take it out and it's a pretty minor character it reduces our firewood by one if it gets to the first position at this point I think it's time for the dwarf player to use this Berserker ability now it says you can defeat a revealed creature of lesser health adjacent to a creature that you just defeated and we know that the Dorf player just defeated this bandit that has seven health so that means they can use this six right here on the Berserker in order to defeat the Fae because that was gonna be that was adjacent to the bandit when it was defeated now we're using a six to defeat a five but we're kind of getting around the fact that the dwarf is a melee fighter and cannot fight in range unfortunately so with that we can now reveal the final car to the round and it's going to be an ember Drake well this is pretty bad this has been a really rough Wizards cottage we can see that if it gets into the first position it will exhaust two adventurer cards and we will lose three fire now we definitely don't want that to happen and because of that I think it's time for us to do one of these abilities without using the actual card in this case we're gonna use a polymorph this says you can swap out a creature for any other one in the graveyard and we're definitely going to want to exhaust of this to get rid of this ember Drake we can then put it into the graveyard and then pull any one of these creatures out and realistically I don't think it's super matters because of what you're about to see but let's go ahead and pick the weakest one of these will put this wolf right here so definitely a lot less intimidating than an ember Drake and now it's time for us to deal with this so what we can do is send this seven and this four which is going to be enough to defeat the fell beast and then when that goes to the graveyard we can also flip over this Berserker one more or use it one more time by flipping it over this is defeats a creature that is adjacent so I figure actually hold on a second instead of doing this we could flip over the throw ax and take care of the wolf so realistically we have two options we could exhaust throw acts or Berserker we need to decide which one is going to be better off for us Berserker just defeating something that is less that is adjacent is nice but being able to throw an ax then is in the second position effectively making the dwarf somewhat ranged is really good as well so yeah let's stick with our original plan we will do enough damage to kill this fell beast and then exhaust the Berserker which will defeat an adjacent creature that is less so that means that both of these are now gone these dice are now used and that was a really close round overall now it is true that if we had decided to not exhaust those things then the fell beasts would have gone through and done two damage which effectively would have exhausted two of our cards which we did just to deal with it but now since we defeated it it does not go into the Horde which means we don't have to fight this again in the final round of the game so I think this was definitely still worth it even though there was a good bit of exhaustion going on because of it okay we've now completed the wizards cottage it was a little bit harder than I expected so we can now move into the third round of the game and it appears that this is going to be a frost cavern now we're gonna lose two firewood which brings us down to seven there will be seven creatures that come out and it says that we reduced the health of all dragons by two so hopefully we draw some dragons into this creature row because there are much easier to defeat this round next up it's time to roll all of our dice we now need to figure out who's gonna take care of the camp and obviously it could be one of the adventurers that has gone already we could just flip their token over but I think and now is probably a time for the dwarf player to go now they did roll really well with us eight for four but they also have two exhausted cards and I would be really good to heal up one of those so they do get to do that as soon as they enter camp and it looks like we know what the Berserker does but we haven't looked at the Giantsbane just yet this says that old ice assigned to creatures with ten or more health are doubled until the end of the round that is certainly good but it's also pretty situational so I think we can say that they will go ahead and refresh this Berserker ability which is also situational but I think maybe slightly more flexible and the other big reason that we're gonna have the dwarf player do this was well first of all every single one of these adventurers has to go at least twice and also the dwarf player has a pair with these two fours so that means that they can do a bolster or a seal or a vanquish ability before we move on we can also see that they could put a die down here to increase the firewood by four instead of the normal two to start off I figure we should use these two fours and it still doesn't make sense to do a seal action so let's go ahead and vanquish which is gonna remove the top card from the hoard and this is actually the the card that was seeded there at the beginning of the game so every time we do this this is making the final round that much easier and it looks like we're now not gonna have to deal with this Pyromancer right here I'm curious though what would they have done it says reveal you place this card to the end of the line and then on going every creature that goes into the graveyard before the power minister burns a wood from the fire well when the fire goes out then we're gonna have to start exhausting some of our adventurers in order to get some more firewood back and obviously the exhausting adventurers is bad so I'm glad that we don't have to deal with this Pyromancer we can help put it over there and I figure let's do a bolster action allowing all of the other adventures to reroll any dice they want when we come back over here it looks like the cleric is pretty happy with their role the wizard is gonna roll one okay well they got a one again and then the ranger is they're gonna roll all three of these they don't like that role at all and it looks like oh my gosh it actually got worse they just have an eight left over and I think the best thing for them is just to go down here and increase the firewood by four that's a really nice return on just one die evaluation and the Dorf is only gonna be tending to the camp twice so I do think it's gonna be pretty important to try and do this one here this means we go from seven all the way up to 11 and we're just one shy being able to reveal three cards in the line instead of two alright it's now time for us to build the creature line and we can see that we're gonna draw seven from the top of the deck and once again any dragons will have two less health while in here so we are hoping to bump into them now I suppose as opposed to later although dragons it seems like have quite a bit of health and our diamond role is not amazing in general for everybody in the group so this is the seven creatures we have to defeat and this first one will be revealed and it's just a bear it's rather simple to take care of and the second one is gonna be a wyvern okay cool this is a dragon so that means instead of seven health it now has five health and if it gets into the first position it will reduce our fire by three so we definitely don't want that to happen I think this first action is somewhat simple let's go ahead and use this five at range to go ahead and defeat this River and right here so this is now gone and this die is used we can now reveal the next die and this is a zombie horde so we can see this is Undead which means that the cleric might be able to do something about it and it has an ongoing ability that says the zombie hordes health is always combined with the creature on top of the graveyard well unfortunately right now with the creature on top of the graveyard is the wyvern so that means that the health of the zombie is eight plus seven or fifteen so we definitely want to do something about that there is no penalty for having this zombie horde hit the front though so let's go ahead and use this for to do for damage to the bear so that means that the zombie hordes health is now actually twelve kids it's eight plus four with that bear on top of the graveyard and we can now reveal the next card and this one is a treant now this has 9 health it's an earth elemental and when it's defeated we actually gain two campfire so that's very nice well when we consider the fact that we're just one fire away from being able to reveal three things and that we are for sure gonna use this cleansing debt I think to take care of the zombie horde I think it makes sense to try and defeat this tree on right now so that we can reveal more cards and potentially reveal more Undead to make that a more efficient action so with that in mind we have to do nine damage to this trend and we can do six from the ranged cleric attack right there and then the elf Ranger can use this three over there to do the last now that means that the tree nonce is going to be defeated and we can now get two more firewood which gets us up to thirteen and the fire is now bright enough for us to see the first three creatures in line so we can reveal this card right here and it looks like it is going to be an eagle this is the easiest thing I think to defeat that we've seen so far with just three health and then the third card we get to reveal now because our campfire is so huge is gonna be skeletons great this is Undead which means that we now have two undead so this cleanse undead ability will be much more effective and if we remember this one says that if the skeletons are on top of the graveyard at the end of the round then it will have to come back into the line for the next round so we have to make sure that skeletons is not the last thing that we defeat but I don't think that's gonna be hard before we move on there's one more thing that we can evaluate and that is this sharpshooter ability for the elf Ranger now it says that once per round you can re-roll a die that was just used for a direct attack and they just used this three so they can now roll this and it's a five all right well that's certainly better than nothing in fact they can use this five to take out the Eagle which won't let us reveal this last card and if it's Undead then we will very easily be able to wipe everything off so getting in that extra information of being able to reveal three cards is very nice this time we'll go over here the Eagle goes into the graveyard and now this last card is gonna be acolyte so we can see that they are human so it's not going to be a clean sweep of undead cards here they have seven health and it says that when you reveal them you draw a creature and you add it onto the Horde and then if the acolyte hits the first position then you reshuffle one of those summoned cards on into the draw deck if there was one in the graveyard now the summon card again is the one that brought out that unhallowed earlier we pulled it pretty early on in the game there it is so we do have one here so we want to make sure that the a client does not hit the first position because that will get shuffled into the draw deck and then we will definitely have a problem on our hands well let's go ahead and take care of the acolytes reveal ability by taking the top creature card and adding it to the Horde it appears that that first position ability for this acolyte has kind of thrown our plan of just cleansing these undead out of the window because if we did this ability then the acolyte would become first and then we would shuffle in another summon card so because of that we cannot do this cleanse undead thing at just yet but we do have another option which is the ability to use one of these really terrible ones to activate the farside ability for the elf ranger now we know that this says that you get to increase the range of all adventurers by one until the end of the round and that means that everybody now has a range of three because obviously the dwarf is still to the camp now with three range we can now hit this acolyte whereas before they were somewhat protected and with that in mind the elf Ranger can then use this one to do one damage to that and then the wizard can use this one on curse and the curse down here if you remember says you can defeat a creature that was already attacked with a die this round so that means using looks like three ones we were able to take out this acolyte which was a pretty efficient use of low-value dice by using these abilities and finally we can just have the cleric use one of these fives on cleanse Undead that will wipe out both of these and we actually end the round with no creatures in play and one die left over now there's no benefit for having the extra actions over here it just shows that we were able to have a very effective round and on top of that we didn't have to exhaust any of our abilities last round we had to exhaust - which is certainly not good and we want to go into the final round of the game having everybody be as healed up as possible and that means that as we go through location to location we are hoping to be net positive with the healing that we're doing overall that means we are now done with this round it's now time to move on to the next location and this one is gonna be the desert ruins now this is gonna reduce our fire by four so that brings us down to nine we can see that seven creatures will come out until the row and it down below it says that if an unhallowed is summoned here you must exhaust an additional adventurer card so we're definitely hoping not to hit at the second summon car - this round before we move on it's time for everybody to roll all of their dice well when we look at all of these different options I think one of these adventurers jumps out to me as somebody who should go to the camp and that is going to be the cleric now not only did they get a pair but they are ones which are a low-value also they've rolled a six and you need exactly a six to do the heel action in the camp and I'll explain how that works pretty soon here so let's go ahead and take this token and put it down here and it's worth noting that you don't have to do one each adventure going to the camp once before any of them doubles up it just happens to be the way it worked out for this playthrough we could have easily done the wizard for instance at this round instead of the cleric but I think that the cleric makes the most sense now the first thing that the clerk gets to do is refresh one of their exhausted cards and now we can also see that their camp ability says that if they put a die of four or better down on here they can refresh one exhausted adventurer card now this is essentially the same ability as the heal up here but this one requires exactly a six so they may as well just go ahead and put this one right in there unfortunately they don't also have a four or higher to be able to heal again but even one heal is good and they've decided to unexhausted the wizards chaos blast right here now we haven't seen this one and use just yet it says you can defeat two revealed creatures and add one new creature to the end of the line so it's definitely an effective way to take out two creatures that have a lot of health and then you hopefully draw a new one that will be a little bit better for the situation that you're in next up the cleric has these two ones right here and that does mean that they have the ability to undo these abilities up top here we could do a bolster and a vanquish just like we did last turn that would give our other adventures the ability to reroll some of their dice and we would immediately defeat whatever this creature card is that the acolyte put into the hoard on the last round now we do have other options just because we rolled a pair does not mean that we should do that of course using one die to just automatically defeat this creature is nice but it could also be something weak like you know an eagle or one of the Bears and in that case it's not as effective of a use as potentially using this to scout ahead to order the cards on the top and maybe just push one of the really good ones down to the bottom so we don't have to worry about it for a while or we could also use this to equip to swap out some of the abilities on the cleric I figure this is a good time to look at some of the abilities for the cleric we know how cleanse and dead and protective ward work but now we have rebuked which they just were able to unexhausted this says you can move a revealed creature back to a different position in the line or defeat an undead in the first position so another way to take care of the undead but perhaps it doesn't make sense to have double of those things in our area now the other options are it looks like banish and blinding light now banished says that you can place an unhallowed or Undead to the bottom of the creature deck so this effectively lets you put off defeating one of the unhallowed and depending on when we are in the game that might be a really effective thing and the other thing says you can reveal up to two creatures and you negate any of the reveal abilities now obviously some of those abilities can be very powerful and revealing creatures is a nice way to know how we're gonna need to plan out the rest of the round will have less variables as we figure out the puzzle of the turn and I do think that blinding light might be better than rebuke moving one of the unhallowed back is good actually no maybe we should get rid of the cleanse undead this one's only really good if we get multiple undead at the same time and we did just have that but that doesn't always show up in this case so yeah let's swap cleanse undead out for this blinding light which does mean that we have to use one of these dice on the equip action which means that we're not going to be doing the double action over here but that's okay we can now use this one to gain a couple firewood or we could use it to scout ahead and I think maybe that's a good idea for us so let's go ahead and draw the top two cards for the creature deck and it looks like we have a vampire and a wyvern now a vampire that's kind of funny we've already pushed one vampire to the back of the deck part of me is a little concerned if we do that again with this vampire then we might hit two vampires in a row and each one of them would take our best die in that circumstance so maybe that's not a good thing perhaps we should leave the vampire out and hope to have the cleric be able wait no the cleric won't me in this round the cleric is tending to the campfire so this is a bit of a tricky situation right here right now we know that the best die that we rolled is an eight which is unfortunate we'd rather not this vampire steal a die and then also have that bn8 but I suppose that would be the Rangers die and the Ranger does have the ability to reuse one of their other ones I guess we could maybe put both of these to the back of the deck and then deal with it I just think a double vampire would be bad let's go ahead and keep both of these neither of them have oh this does have a first position ability so let's do the vampire first and then the wyvern right there we'll keep the wyvern because it's only six health so I think we should be able to defeat that okay let's now build the line for the desert ruins we can see that's gonna be seven cards total and then we could reveal the first two of these creatures and we already know what these are going to be on the vampire went revealed is gonna grab that eight which is really unfortunate and then we can flip over this wyvern here first things first I think the dwarf should throw their axe with this three to do eight damage to this creature right here now the reason this is important is because we will get to reveal another creature and if we reveal another really powerful one we could use this chaos blast to defeat two and then pull another one out so this wyvern is now gone and we can now flip this card over and it's an eagle so definitely not super powerful but also quite easy for us to deal with in fact I figure the wizard they're just gonna go ahead and use this for they are a ranged character so they can do four to the eagle that will immediately take it out and now the next one is gonna be an ember Drake okay so this one is definitely bad it says first position it exhausts two adventurer cards and it takes up three of our fire value and I do think this is worth using our chaos blast so that's gonna defeat two revealed creatures so this eight is gonna go over here and be an exhausted spot both of these are gonna go away and we will draw a random card from the top of the creature deck and put it to the end of the line and hopefully it's gonna be a lot easier to deal with then on that nasty vampire and ember Drake okay we've got a fair number of dice left over and we can now reveal two more cards this one right here is a forest giant so this says ongoing the Giants health is always combined with the creature behind it reveal the next creature in line if necessary well we're gonna have to reveal this anyway so we see this is a metal golem and this one says you cannot do any attacks to anything beyond it so that means that right now this forest giant has eight plus seven or fifteen health now part of me just wants to keep skipping over the forest giant and defeating everything else so that we can take care of the forest giant at the end and the health won't be added in if they're the only one in line the problem is that the dwarf over here is not ranged so they cannot shoot over now we can get around that by using the Farsight ability of the elf Ranger and that's probably worth it we just have this two right here which is not that much damage so if we do that then suddenly the elf Ranger can attack at three range the wizard can also attack at three and the dwarf can now attack at - now we're certainly not out of the woods just yet with this metal golem having eight health we could potentially use the six and this 3 that would be 9 but we could also instead use maybe this 3 I'm sorry this 4 on the metal golem and then this 3 to activate curse that is 7 damage to do a damage which seems a little bit inefficient overall to use this ability right here maybe maybe it makes sense to go ahead and do this yeah we'll use the 6 and the 3 because of the far site allowing the dwarf to have that extra range so that is gonna defeat this metal golem and now we can reveal the next card this one's gonna be a wolf so at this point the force giants health is 7 plus 4 or 13 which is still quite a lot into the moment we just have a 7 and a 4 left over for all three of these now obviously the 4 is enough to take out the wolf and the 7 is enough to kill this forest giant as long as the forest giant is by themselves but that does not do anything for this right here I figure we should probably take that risk though and we're probably gonna have to exhaust one of our abilities to make this work so let's go ahead and use this for at range too because of the far site that means this wolf is gone and hopefully this is a small thing well it's a fire servant this has health equal to the firewood value which is 9 so right now that means we have a forest giant which is I believe 16 health and 9 health fire serpent so that didn't work out exactly the way I'd hoped well we've done it once it's round and we can do it again I figure let's use this chaos plot now while we will exhaust this to do that and it means that both of these are gonna get defeated and we now draw the top creature and we hope that it can be defeated with a seven and it's a treant oh no it's eight health well at first that seemed bad but then I remembered that we have not used our sharpshooter ability just yet so this actually worked out pretty well we can use this seven to do seven damage to the treant and then with sharpshooter we can reroll this and then use it and no matter what it can be enough to go ahead and defeat this so we got a two this only had one health left over so the two is gonna be enough to take that out so whew that worked out pretty well for us also we got the benefit of gaining two firewood for that so yeah that worked out very well in the end well that's going to bring us up to 11 and we are now done with this round so we can start to reset things and as a group of progressed to the next location now we can see this one is an underground tomb it's going to reduce our fire by three so we go one two three I'm really glad we picked up that tree hunt because we would have then gone down to this spot where we would only be revealing one of the creatures on now we can look and see this is gonna have six creatures in line and the effect says we reduced the creatures reveal by one Oh actually never mind if we had been right there I believe you can always see at least one creature so this effectively means we are a 2-1 or just one creature in line so I guess that's to counteract the fact that we're only pulling out six of these creatures so yeah it's still going to be a relatively low light situation for this round alright let's go ahead and have everybody roll their dice and next we have to figure out who is gonna go to camp but nobody is really obvious everybody rolled very well I see lots of big numbers here so I think that probably the best thing to do is send the wizard there the only one of the characters that currently has two exhausted abilities so I think that's going to make sense so we will flip this over from the 1x to the 2x side to show this is the second and final time that the wizard can do this they're obviously gonna have a three or four and a five to play with and that they can unexhausted of these two and they figure they will do that for the chaos blast when it comes to capabilities I think we definitely want to use this teleport now this is gonna allow us to draw four cards from the top of the unused location deck and then choose one of those to go to on the next turn so let's go ahead and see what our options are right off the bat we can look and see that we don't have any positives when it comes to the the fire we have two 2s and a to negative threes well let's see here we've got a forgotten graveyard all defeated undead creatures go back to the bottom of the creature deck instead of the graveyard so that's not particularly great the mountain keep you add the highest health creature from the graveyard face down and to the end of the line well there are some very large creatures in that graveyard so I don't think that makes sense all the fetid swamp says every time a first position creature power activates we lose a firewood which isn't too bad and then a sacred city this says you choose an unhallowed to seal and then you shuffle the unhallowed deck now again that lets you take anon hollowed out of the graveyard and put it back into this deck right here now when you consider the fact that our creature deck is getting somewhat thin this would effectively let us pull and unhallowed out so that we wouldn't have to hit it again when we reshuffle that deck and I think overall this is probably gonna be our best bet it also only pulls out six creatures so yeah let's go ahead and make the sacred city our next location so that means we're gonna take this top card and we're gonna add that to the rest of these we can then put this to the bottom of this deck and let's now move on with the rest of this camp face the wizard has this five and this four left over but unfortunately I feel tempted to just chop firewood twice this underground tomb reducing our visibility by one is a pretty big deal right now we can only see one creature and if we put both of these down then we would go up from 8 to 12 which is exactly enough to get us to the 3 level so 3 minus 1 that means we can still see 2 revealed creatures so that's a little bit less interesting than maybe some other options are but I think this is gonna be pretty important to us so that's gonna wrap up the can't phase and now we can draw out 6 creatures for the line with that we've actually drawn the entire deck we had exactly enough so this means that when we go to bring out more creatures we are gonna have to reshuffle this deck so it looks like my plan of sealing one of the unhallowed out of here is maybe going to be a little bit too late but either way we're gonna roll with our decisions next up it's time to reveal some creatures we know it's going to be only 2 because it's 3 minus 2 because we are in this underground tomb that's just harder to illuminate even with this big fire right here so the first one that we're gonna bump into is going to be another forest giant unfortunately if you remember this is gonna reveal the next card and it adds its health to it so I guess no matter what this would have been revealed so now this card is gonna be a zombie horde this one has health equal to this plus whatever is on top of the graveyard which is currently this treant of 8 so right off the bat two very large health creatures in front of us I think the very first thing we should do is activate this blinding light now we could use one of these dice to do it and maybe we should considering how high our die rolls are we could just flip it over and exhaust it right now and then save this for to do for damage later on as well but let's go ahead and risk it we will use blinding light with this for and we can reveal up to two creatures and we negate any of their reveal abilities now we know that way back at the beginning of the game we put a vampire to the very bottom of the deck so I think if that means that it's probably this card I'm not sure if we put any more down there so I figure let's reveal these last two right here so this card right here is gonna be the vampire okay awesome so with with this blinding light we negate their reveal abilities which means this vampire which is Undead just has one health now and is not gonna steal one of our dice which is nice and then I don't think we have any information on this card so we can see that it's goblin this does happen a reveal effect it says you move the goblins to the first position but again the blinding light negates that so we'll leave both of those there and now we have a pretty good idea of what we have to deal with especially considering we have not yet bumped into our second summon card which brings out one of the unhallowed which means one of these two is going to be that summon card and that will turn into the top unhallowed which is this Hydra now we are it's worth knowing what this is gonna do so we can plan out our turn accordingly we can see that it has 9 health but it also says that if there are still creatures in the line then you add the Hydra back to the end of the line so the Hydra needs to be the final thing that is defeated and this will pop out either right here or over in this pot here unfortunately I don't see much of a way around this I think we need to use both of these eights to do 16 damage to this force giant right now the forest giant has 15 health and we're really feeling not having the wizard right now having the curse and chaos blast are both really good as well as polymorph which is currently exhausted not having the wizard on our team at the moment is really hurting us and I think we have to just use all of this damage so that these aam be will move into the first position and then we can use the rebuke ability to take care of the zombie and then hopefully be able to deal with the unhallowed that's gonna pop out in either one of these spots so it seems very wasteful but looking at all of our abilities I'm not seeing a better way to do this so we will do the 16 damage over here that means that I will go there this will go here and the ranger will immediately reroll this using their sharpshooter ability and unfortunately hit a 1 which is not what we wanted to see but this force giant is now gone and we can reveal this card right here and it is going to be the summon ok so the first thing we have to do is exhaust one of our abilities and then we will bring out the unhallowed creature of all these options I think the best one to exhaust will be blinding light we've already used it once this round and we won't be using it again and I think we might need the rest of these over here so with that we can now bring the Hydra out and once again we know that when this is defeated if there is anything else in line then this will zoom over to the end of the line so we have to defeat this last ok let's move on now and I think that the cleric should use their 5 to activate rebuke the says you can move a revealed creature back to a different position in the line or defeat and undead in the first position so that means we could push this Hydra all the way over there and then I'll work on everything else and then deal with it last or we could just turn this five in to effectively seven health because right now the zombie horde is seven plus the top of the graveyard which is currently zero with the summon card so I suppose it will not get weaker than in this moment but I think this is still probably a better use of our time so that's gonna take out this zombie horde that'll move all of these down and then we can reveal this card and it is an acolyte so we can see that it has six health and down here it says that when you reveal it you draw a creature from the top of the deck and you add it to the Horde and then when this gets to the first position that's when we would reshuffle one of those summon cards now we of course don't want that to happen and we also know that there are no creatures in these summoned deck so that means we should go ahead and give this a nice little shuffle and then after that's done we can take the top card and add it to the hoard at this point we now know all of the creatures that we have to fight thanks to that blinding light earlier on in the round and also thanks to a rather healthy die roll I think we're gonna be fine now at the moment the dwarf cannot actually shoot over this Hydra here and because of that the elf Ranger is gonna use this farsighted ability and that's going to increase the range of everybody on the board now with that in mind everybody can now start shooting over this and the dwarf is gonna use this six to take out this a client which had six health after that's done we can see that this shifts over this cleric that which was already ranged can use six to take out to this Goblin and then this vampire which is just a one because it had its reveal effect negated is gonna be very easy to deal with and I figure we can go ahead and have the dwarf deal 5 damage to that right there which takes out the vampire and then lastly we have this Hydra and with it looks like 14 damage overall the elf Ranger is able to easily take this one out and that was looking a little bit sticky there but of course having a whole bunch of potent dice right there was able to take care of this pretty well ok it's not time to move on to the next location and that one is going to be this sacred city that we already knew about now gonna lose three fire bringing us down to nine and it says that we can now choose and unhallowed to seal and then we shuffle up the unhallowed deck I believe that means we pull this from this discard pile in the graveyard and we can add this in with the rest of these if I'm a quick shuffle right here and now we can see that the next unhallowed we will fight is a goblin chief so we can add that right over there and now it's time for us to roll all of our dice we now have to pick one adventure to attend to the camp and I think it should probably be the dwarf all of the dials are pretty decent for everybody so far and flipping this over will allow them to refresh this ability which we haven't even seen yet we can see down here it says Giantsbane old dice assigned it to creatures with ten or greater health or doubled until the end of the round so this is a really nice ability to have if you have a couple gigantic creatures like we had in the last round it would have been nice to have had that ability available to ourselves so this means that the dwarf player can now do the camp actions and I do think right off the bat they're gonna use this for right here to activate the wood axe which gives us four firewood that means we go from a nine all the way up to thirteen and we're back to being able to see three creatures and now we have these other two dice and I figure we should probably use this six because the heal ability requires exactly a six to activate and with it let's go ahead and refresh this polymorph I'm definitely like having the ability to swap something out with a creature in the graveyard although the graveyard is very small at the moment we probably are hoping to hit one of those bears or Eagles to make this a more potent ability the drawer player just has this four left over and they've decided to do a check map ability now as I mentioned before this is just four or greater and what this lets them do is we can now draw on the top card from the location deck and the top card from the unused spot and then pick between the two now right here we can see this says summoning circle you add the top card of the unhallowed deck to the end of the line which is really not good I mean I guess it only pulls out five cards but I don't think we want to have that happen but then we also have this witch's Shack and this says you collect one extra firewood for each die spent chopping wood but it does reduce our firewood by six now fortunately we do have a lot of firewood so I think we can survive it and I don't think we want to be pulling in another one of these unhallowed into our area so we will go ahead and keep with the witch's Shack I think that was the one that was up there already and then we can put this one to the bottom of this unused location deck next up it's time to build the creature line and we can see that we will draw 6 cards from the top of the deck now we can go ahead and start revealing and we have a big fire going on right now in the sacred city so we can reveal the first three creatures so this first one right here is going to be a treant we've seen these one these a couple times it will let us get even more firewood when we defeat it the second one is going to be a forest giant oh man we keep running into these so this is gonna reveal well this was gonna be revealed anyway but this has health added to this one right here and it's a summon okay well this did not work out too well for us I suppose so the first thing that happens is we do have to exhaust one of our adventurer abilities and then it looks like this goblin chief is gonna come down right over here and the reveal ability right here says you add all goblins from the creature and graveyard deck to the front of the line first things first let's go ahead and exhaust one of our abilities and I think it'll probably be this bruiser right here so now that that is flipped it's time to evaluate the goblin chief which means we're gonna check our graveyard for word goblins and then we're also gonna check this creature deck here and then we will add these to the front of the line and it looks like there are two goblins that are gonna appear right here so that is a lot of creatures for us to deal with right now well let's start things off simply by doing six damage I think over to these goblins which will defeat them and then doing seven damage to these goblins which will defeat them the elf Ranger can now use their sharpshooter ability to re-roll this and they got five so they can now use this one and now with this eight value and then this eight plus eight or 16 value I think we should go ahead and use our one down here with a wizard and activate the chaos blast and if you remember this says you can defeat two revealed creatures and then add new creatures to the end of the line so realistically it probably makes sense just to take these two out this unhallowed was only really bad because of its reveal ability so that means let's go ahead and get rid of both of these that's gonna allow us to draw another card creature to the end of the line and of course I can't forget that the treant is gonna get us two more fire to our bonfire one thing we've been very good at this game is our bonfire here so we're gonna peg out all the way at 15 we can obviously see three of these creatures in the line so let's go ahead and reveal the next two on this one right here is abandoned if it gets into the first position that it will steal one died up to our choosing so we certainly don't want to lose guys and then this one right here is gonna be an ember Drake we bumped into these a couple times already it's really nasty if it gets to the first position and exhausts two adventurer cards and does three damage to our fire so I definitely think we want to try and take care of that before that happens I think our next move is a little bit obvious we can use this seven right here to take out this bandit so we never have to worry about it being in the first position that is a ranged attack so that's taken care of and now we can reveal this card right here and it's gonna be a wolf okay so thankfully that's not particularly scary at this point but we do have to make sure to take care of this Ember Drake before it goes into the first position well with that in mind I figure let's use the ranged ability for this cleric to do three damage to the amber Drake and then use one of these 5s for the wizard to activate the curse which defeats any creature that already has an attack die assigned to it so that is just gonna kill off this ember Drake and now we can reveal the final creature of the round and it's just a bear overall I think this worked out relatively well for us in this round too despite having so many goblins to deal with because we can now use this five right here to defeat the wolf then we can use it looks like this five to defeat this bear and then that's gonna leave us with eight plus five or thirteen damage left over which is more than enough to take care of this goblin chief so that was a lot of creatures that we had to deal with but we were able to successfully navigate this location okay it's not time to move on and this next location we already know about it is the witch's Shack and it's gonna reduce our fire by six so we go from 15 down to nine but we also know that if we do any firewood collection then we will get one extra firewood for each of those either way we definitely had firewood to burn so it's not too bad we can now add this over here and let's go ahead and roll all of our dice now at this point when it comes to choosing who is going to attend to the fire we know that the dwarf and the wizard have both done it twice so we can only pick from the cleric and from the elf ranger right here and I think the elf Ranger is probably the right call they have a pair here with the two twos overall the role is relatively low and yeah I think this is gonna work out well for them so the first thing they will do is refresh one of their abilities and then I think they should use both of these twos up here now one can do a bolster and the other one should probably do a vanquish so that's just gonna take care of the top card from the Horde it looks like that killed off a fire serpent so that's definitely a nice thing to see and with this bolster action all of the other adventurers can reroll any of the dice that they want it looks like the dwarf player wants to reroll this too and it turned into a one so that wasn't particularly great the cleric will roll this two into a two and I'm not sure if the wizard actually wants to roll these that they'll try the three will try their luck there and it got to a four so overall I guess this bolster was a bit of a zero-sum situation we can now come back to the elf ranger tending to the camp and even though the chopping firewood action is incentivized this round I feel like since this is the last time the elf Ranger will do a camp action they should probably go to the equip spot now the reason for this is because I think a long shot is going to be something we want to have access to Farsight has worked out pretty well for us overall in particular letting the dwarf gain extra range but I think that having the ability to just defeat any unrevealed creature card could be even more beneficial and lets us use one die to just take something out or even not even using a die just exhausting the card which could be really important in the final round of the game for example now for scientist but we could also get rid of slumber this says you can flip over a revealed creature and push it to the back of the line which lets you kind of manipulate the line in a variety of ways and I think that this actually might be less useful than Farsight considering how many times Farsight has gotten us out of a bind we should probably keep it and yeah let's go ahead and swap out slumber next up it's time to build the creature line and it looks like we'll have to draw seven cards from the top and then we're gonna get to reveal two of them the first one is going to be a treant so we bumped into another one of those and then the second one is an eagle I think the first thing we should do is use this Wizards for at range to take out this eagle it's slightly inefficient but I think it's going to be a nice thing to get that rid of that so that we can reveal the next card which might change our plans up a bit this one is going to be an acolyte so we know that when this gets revealed we draw the top creature from the creature pile and we add that into the hoard and if this gets into the first position then we will shuffle in one of those summon cards so we definitely want to take care of this acolyte and we do have a seven over here with the dwarf but unfortunately this is not in range right now but the dwarf does have this throw axe ability and this one that isn't really doing much for them so they will use this one to activate throw axe doing eight damage right here to the second position and that will take out this acolyte so that means we can shift these down and reveal the next one and this is a zombie horde now this is gonna be eight health plus the value of the creature on top of the graveyard which is currently an acolyte so it looks like overall that's a fifteen health jambe but I think that's gonna be okay because we can use this nine damage right here to take out the treant that will also get us two firewood which brings us up to eleven and then the cleric can use this to to activate rebuke which lets them move a revealed creature to a different position in line or they can just defeat an undead in the first position so that will kill off these undead zombies right here and it also means that the cleric is used to all their dice we can now reveal a couple cards I guess technically we should have done that before we got rid of the zombies this one right here is a metal golem this means you cannot do attacks beyond it and then this one is gonna be a wolf well the dwarf has an eight right here so that will be enough to exactly kill off the Golem and then this wolf will slide over and the next card is going to be an eagle okay so we hit some relatively low impact creatures here at the end thankfully we should be totally fine to take care of this we can use this for right here and this five and then we actually have a seven left over so that was a really good round for us okay it's now time to march on to the second-to-last location this one is going to be goblin caves it looks like it's gonna eat up our fire by 3:00 so we were at 11:00 and that brings us down to eight speaking of eight we're gonna pull out eight creatures this round and we increases the health of all goblins by three well I think we got kind of lucky there considering we hit that goblin chieftain earlier which pulled out all of the goblins and we killed them so they're currently in the graveyard so thankfully we shouldn't be bumping into any goblins here okay let's now go ahead and roll all of our dice and now when it comes to choosing an adventure we don't have a choice we have to go with the cleric because everybody else has gone twice so we can flip this over right here we can also unexhausted of their cards and then they can use this for right here to activate their heal which says they can refresh one exhausted adventurer card when we zoom out we can see that we've been doing pretty good these last couple rounds in fact we only have one exhausted card so this is going to get healed up right in there and now we have this too and the six available and you we could use the six to heal except everybody is healed up we've been playing really well for that so I think instead what we should probably do is maybe scout ahead with this - that lets us draw the top two cards from this deck and it looks like we got a vampire and a Fae I think we've hit a vampire every time we've scouted this game and I think that this is pretty obvious the Fae is fine and this vampire is bad it steals dice from us and we don't want that to happen so let's put the fan on top of the deck and the vampire down to the bottom and now we have this six and I don't believe we can do a Czech map action right now this is more than four but this last card that we know is the final card it's got that special icon there so I don't think we can check map away from there considering this is our destination so I think instead let's go to the equip spot this means we can bring in banished or cleanse undead but we don't have to remove one of these three and I do think that blinding light is going to be nice for us in this final round to reveal as many of the creatures as we can so that we can deal with them protective ward says that once per round we can let a creature in first position into the Horde without taking damage in the final round of the game if this happens and it kind of goes out and this would effectively absorb one creature worth of damage which is nice I suppose but this banished over here would just let us get rid of one unhallowed or Undead by putting it to the bottom of the creature deck which at this point in the game is effectively like getting rid of it permanently and because of that I think that is probably gonna be a little bit better rebuke over here would let us reorder one of the different creatures or defeat non hunted which is good but overall I think I slightly prefer banished to the protective ward we will put that right there and now it's time to build out our creature line we can see that we are gonna have to pull eight from the top of the deck and we get to reveal two of them as always we will start by revealing the far left one and it looks like this is the PHA that we knew was going to be there it is in the first position so that is going to get rid of one of our firewood which brings us down to seven but we are fortunately able to still see two creatures so let's flip this one over here and it is a fire Serpent and this has health equal to the fire which is now at seven so much more reasonable than the last time we bumped into one of these well I think we should start off simply by using this six to take out the PHA that will put it into the graveyard and we can now flip up the next card and it's gonna be a bear I think the Ranger should now use their five to take this bear out and they can now re-roll this for their sharpshooter ability this bearing is now gone and we can flip this one over and it's skeletons so again this is a eight health creature and if it's at the top of our graveyard at the end of the round gets added into the end of the line but fortunately I don't think we'll have to deal with that the dwarf has a seven over here and they are a melee character so let's go ahead and just smash this serpent over the face with d7 and that is going to be enough to take it out because we do have seven firewood at the moment so we can put that over there and then reveal the next card and that one's gonna be a zombie horde as we've seen before its health is going to be equal to the top card on the graveyard which is this fire serpent whose health is equal to the fire so that means there are seven fires so that means these zombies currently have 14 else well I figure the best way to deal with that is to do three damage with the elf Ranger and then use this three to activate curse which defeats any creature that already has an attack die on it so with six value worth of dice we have done that 14 damage effectively by taking this out we can add that over there and then reveal this creature it's gonna be the Minotaur okay so we haven't seen this since the beginning of the game we know that these on how it gets shuffled into the deck and so this one has now popped up the first thing that happens is we move the Minotaur to the first position and then when it is in the first position we have to exhaust one of our adventurer cards well it is indeed in first position and I figure Farsight is probably one of our weaker options it's this one or blinding light and blinding light will give us a lot of information in the next round so yeah let's go ahead and a flip this one over and now we can try to deal with this but for the moment I think we can ignore the Minotaur and use this v to send a throwing axe doing eight damage over here to the skeletons so that will knock them out and we can now reveal this card and it's gonna be a metal golem oh no all right so we've kind of got ourselves in a problem because I was hoping to use a long shot to defeat any unrevealed creature card but this says that no direct attacks can be assigned to creatures beyond the metal golem oh wait I think that's actually fine this is just a defeat action and not an actual attack action so either way I think we are good to probably use this six right here on the long shot which just takes this out and hopefully it's a really big creature that we were able to kid and oh yeah it definitely was the fell beast is certainly a creature we don't want to have to worry about okay we just have these two cards left over and I think we're good because we can now use this seven bringing the health of the Minotaur down to seven then we could use this five so that means just two health is left over and with that um actually no if we did this I was thinking we could then to use this beserk ability but then we would have to exhaust it and I would really like to do this without having to exhaust anything instead I think we should use this chaos blast with this five that lets us defeat two revealed creatures and then reveal one more and hopefully between the seven and this five we should be able to take out whatever creature this ends up being and it is a skeleton well that is a bit unfortunate because well we do have enough to take this out that means this is gonna be the last creature in the graveyard because if you remember it says if skeletons are on top of the graveyard at the end of the round you put them at the start of the line in the next round well in order for me to remember to do that I'm just gonna add this right over there and it is nice that we didn't have to exhaust another one of our abilities but having an extra creature in the final round of the game is not something that I wanted to see happen either way we have now effectively defeated everything because these skeletons are currently on top of the graveyard and we can now move on so here we go we're now heading to the final location which is effectively our destination all game long and that is this forbidden Tower now the first thing that happens we're gonna lose two firewood so we're down to five and then we can see that we're gonna pull nine more creatures and down below it says that exhausting adventure cards to keep firewood from reaching zero counts for one extra firewood now this is something that I haven't discussed just yet which is that if the fire ever reaches zero you have to immediately exhaust any one of the adventurers abilities in order to bring the fire back up by two so in this final round if that happened we would increase that by one so we would actually get three firewood for exhausting one of the abilities now for the final time let's go ahead and have everybody roll their dice and now since it's the final round of the game we have an option we could send one person over to the camp to try and tend to things or we could go into the watch with everybody and I think that's probably what we want to do the only reason to send somebody to the camp would be to make firewood or potentially try to heal something but if we do that then we won't have their dice to try and do the combat and this is gonna be the biggest and probably hardest round of the game so I think we should go into it with all of our options alright it's time for us to build the final creature line of the game we're gonna add nine more cards to this area and again these skeletons are hanging out unfortunately making our lives a lot harder so that's gonna be 1 2 3 4 5 6 7 8 and then we need one more card so we can go ahead and shuffle up this discard pile and then draw this card right there that'll be our ninth card to the end of the line I can kind of have it go up here but we're not quite done yet because we also have these cards in the hoard now there are only two of these because we were able to vanquish a few of them throughout the game but these are also gonna get added in here and that means that all told we have 12 creatures we need to try to deal with the other issue that we have is that our fire is currently at 5 which means we can only see one creature at a time now we know this first thing is a skeleton so we've had that revealed and I think let's just jump right into it by using this too on the rebuke ability for the cleric that will let us just defeat and Undead in the first position so we can just get rid of that right away and then reveal the next card and that's going to be a wyvern and unfortunately it has a first position ability of losing us 3 more firewood that means we'll go from 5 at down to 2 well when we come back over here I think it's time to use blinding light and I think I'm just going to exhaust it instead of using this 3 because that will allow us to potentially use this 5 to do damage and this will let us reveal up to two of the cards and then we negate any of their reveal abilities so I figure let's go ahead and look at the next two this one's gonna be a Fae and it will get rid of one of our firewood if it reaches the front and then this one is going to be a Pyromancer okay so this one I believe we knocked out earlier in the game with a vanquish action it is a unhallowed card and the reveal ability says you place this to the end of the line but since we used blinding light that means the reveal ability is not going to be evaluated now down below it says that every creature that goes into the graveyard before the Pyromancer is going to burn one wood from our fire well I figured the right thing to do is to use this three with the cleric to activate vanish which lets us take one unhallowed or Undead and put it to the bottom of the creature deck so we will just get rid of the Pyromancer right like that so we don't have to worry about that one anymore we can then shift this huge line of cards all the way down and now we could try to deal with these next up I think we should use this two right here to activate the throwing axe it's just eight damage to a revealed creature in the second position and this might be the last time that we have a revealed creature in the second position unfortunately maybe I should have used one of these dice to get two uses out of the blinding light that might have been a mistake but either way the Fae is now defeated so we can slide all of these over and now the elf Ranger can use this seven and that will do more than enough damage to take out the wyvern so that will go over there and they can now use our sharpshooter ability to roll this one again and they got it too that's not too satisfying right there but we can now reveal this card right there and it's a forest giant now this says that the Giants health is always combined with the next creature and this will actually force the revealing of this creature so that could work out well for us now the fell beast says a first position you draw another creature and place it in front of the fell beast so I'm really happy that we bumped into this one now next up I think it's time for the elf Ranger to use this to on this fell beast and with that we can then use this two over here to activate curse which will defeat a creature that already has an attack die assigned to it this is going to be really effective because not only have we done for damage to effectively do 11 damage but we are kind of abusing the ability of this force giant to keep revealing in the next one of these cards to give us more information because again the campfire is only showing us one creature card but this force giant will force us to always reveal the next one so that we can add its health on to that so this one is going to be a wyvern and we're really happy that this got revealed in this way because it would reduce our campfire by three if it got to the front position so I think we're gonna just gonna keep trying to shoot over this force giant for as long as we can and I think this is a really good time for us to exhaust our throw axe ability again you can put a die on it once per round and you can exhaust it and this effectively lets us do it twice in this round this will do eight damage to the creature in the second spot and that is gonna take out the wyvern so we can then shift these down and reveal this card and it's gonna be a summon alright so we do have to exhaust one of our abilities and then it looks like this corrupt druid is gonna come down into that spot now fortunately for us the reveal ability for this says you place this card and all revealed force cards into the horde unless it's the final round so that means the getting the corrupt druid in this final round is less of a big deal than before before we move on we do have to exhaust one card and I figure it could be the Sharpshooter we've already done it the once per round so this is effectively like a freebie for us and also I just realized I forgot to exhaust this throw axe ability so that is now gone and I think it's time for us to use this a banished ability once more by exhausting it this is gonna let us place an unhallow'd or Undead to the bottom of the creature deck and the corrupt druid is unhallowed so we can go ahead and knock that one out right there and this line of creature cards is getting a lot smaller for us okay next up we've got this one right here and it's a vampire man and we knew this was gonna be here we shuffle Eve we put it to the bottom of the deck but then we forgot now the reveal ability for this says we steal the highest available die and it becomes the health value for this and unfortunately we were not playing correctly I think it's gonna steal this 8 we should have seen that coming and used this ain't already but we didn't so let's go ahead and roll with it I guess well before we get too far along I think the next thing for us to do is use this to to activate this a long shot ability that's gonna let us defeat any unrevealed creature card so I figure we can just go ahead and defeat this card right here and it was gonna be a bandit so that is now gone and we could do this one more time and I think we probably should let's just go ahead and exhaust this that will defeat another one of these so we can really kind of see how much of this puzzle we have to deal with in our resources that we have available so this one was gonna be an ember Drake okay that was a really good hit right there now while that was a good turn it is worth noting that the elf Ranger now has all three of their abilities exhausted which means they are just kind of taken out of the running if they had dice to use they would not be able to use them anymore but that's okay we're only gonna lose the game if everyone has all of their abilities exhausted and right now it looks like we have one two three four five six abilities remaining fortunately three of those are the Wizards and they are very powerful abilities that I've kind of been waiting to use for the right moment and I think this is probably the right moment let's go ahead and I think use this chaos blast and we'll use it without using these dice so that we will have these to potentially do damage and this says that we will defeat two revealed creatures and then add a new creature to the end of the line so that means that this vampire and this forest giant are now gone we do have to draw another creature and we can now reveal this one and it is gonna be a Fae okay so it's in the first position which means it's gonna remove one of our firewood which does bring us down to one and if we need to lose any more firewood we will have to exhaust character abilities to bring it back up well at this point I'm starting to feel pretty confident about our odds of getting through all this because we can see that the PHA has six health and the dwarf player could just use this 4 and this two to do the six required which means we can now reveal the final card of the game and it's gonna be a bear okay so that's not too climactic it could have been another Ember Drake or something like that but it looks like even if it had been we are in a good position because we have more than enough damage to go ahead and take this out and we also had a couple of these abilities kind of left available to ourselves so with that we have now completed the game by getting through all nine of the locations we have quite a few of our abilities left over so I think this was a pretty solid win and that completes one full game of set a watch well I hope you enjoyed this playthrough overall my main goal here was to try and show the variety of ways with which the adventurers could use the luck of the dice with their die rolls as well as there are different abilities to deal with the Horde of creatures that are coming at them every single round sometimes you roll really high on your dice and you just do that damage straight up or other times you have to creatively use maybe those mid to lower dye rolls to activate different abilities at various times and combo off each other and I tried to show that as much as possible in this video now it is true that we won the game rather handily at the end now a big part of this game is a sliding scale for difficulty this was a game played on the normal difficulty where you shuffle in two of those summon cards into that deck but if you want to play on hard and you can pull in three cards and you can play on insane mode shuffling four cards into there which means you're gonna bump into a lot more of those unhallowed cards which in general definitely mess things up for you you can also vary the amount of fire that you start off with in the beginning of the game the rules mentioned that the basic way to play is with seven but you can also just roll a d8 and the value that you get will be the amount that you have and that will vary the difficulty of the game from one plate to the next so there is a variety of ways to tweak this to have a satisfying experience for the playstyle and experience of your group so yeah overall I think that's pretty much everything I have to say about this one as always I'd like to thank everyone who's been supporting this channel including all of these producer level patreon backers if you two would like to directly support these videos then please go to John gates Gamescom slash support to see a variety of ways with which you could do that also if you enjoyed this video please consider clicking the like button down below as well as a subscribe button thanks for watching
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Channel: JonGetsGames
Views: 35,020
Rating: undefined out of 5
Keywords: jongetsgames, jon gets games, johngetsgames, jongetsgames playthrough, jongetsgames play through, jongetsgames playthru, jongetsgames runthrough, jongetsgames run through, jongetsgames runthru, jongetsgames Set A Watch, Set A Watch playthrough, Set A Watch play through, Set A Watch play thru, Set A Watch runthrough, Set A Watch run through, Set A Watch runthru, Set A Watch review
Id: 4OdX_-BTyKU
Channel Id: undefined
Length: 86min 18sec (5178 seconds)
Published: Tue Sep 18 2018
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