- In the Dwellings of Eldervale, battle ensues for dominance
over at eight realms. Dragons, wizards and warriors, all are fighting for dominance while giant elemental
monsters roam the land. Your goal is to guide a one
out of 16 unique factions to adventure, the battle and
to grow immensely in power and ultimately dwell and Eldervale. Hi, and welcome to yet another tutorial. I am so excited, amped,
ecstatic to have you here with me learning yet another tutorial. So if you are new to the channel and you like the way I break
down and showcase these games, it takes two seconds to subscribe. So I can make more of these
simplified tutorials for you. Plus you can pick up a brand new T-shirt and join the Wolf Pack on Pigeon, all of that is linked below if that is something that
you're interested in. All right, let's start first by setting up this massive game. So first, I am using the
legendary edition in today's video and we'll be setting up as if
it is your first time playing. So just the base game with
no optional modes or ad-ons and it's gonna be for a two-player game. So you wanna start off by picking one of these
eight player trays. They each have their
associated elemental card or you can also deal
these cards out randomly and then pick from there. Now, everyone is going
to have their own tray and the lid is actually a
two-sided unique play board. So make sure you pick one
side that you wanna play with and then place it in front of you. The next step, take these three units and put them on your board. This will be called the Ready Area. We're gonna play with my favorite
element today, aka, Water, so the Atlanteans. And my favorite mood, dark, so with the shadow demons. Then roll some dice in order
to determine starting player. The highest number is gonna go first and play is going to continue
clockwise from there. Now, in your player tray, you wanna grab the
octahedral scoring marker from the bottom right corner of your tray and put it on the victory
point track of the scoreboard on the number that matches
your turn or order. So if the Atlanteans are going first, then they're gonna start with one point. Shadow demons will fall right after, so they'll start off with two points. Now, regardless of how many
people you're playing with, you're going to incorporate two
more elements into the game, which means with two
people for this setup, we'll be using a total of four elements. For each element being used, you'll need that
corresponding elemental realm which are there three tiles, one monster card and their matching mini. We also get one orb. Now, since I am adding in fire, and I'm also adding an order, here are all the pieces that
I would need for each faction. Next up, the Dungeon Tray. Now, take out the doorway
card of each element that you're using. Shuffle the bottom deck, and then you want to put
the doorway card face-up on top of the cards
that you just shuffled. Now, if you want to, you
can also mix up the tokens, right beneath each doorway as well. Now, we're gonna build up
this land called Eldervale. Go ahead and shuffle all the
elemental tiles you're using in this game in order to make
the elemental realm stack. Draw five of those tiles, and again, since it is a two-player game, if you happen to draw
more than one layer tile, you can tell it a layer actually because there's a monster
skull icon in the middle. Put every layer that you
drew after the first one at the bottom of the realm stack, so you only have one layer
max on your starting map. Okay, so with those five
tiles that you just drew, shuffle those together with the ruins and then you want to randomly
arrange those tiles face-up in the set that I'm showing right here. Then reshuffle the realm
stack and place it face-down in the discard tray. And set up is almost done, so you wanna also put a stack
of three treasure tokens on each elemental realm. So if I have a fire realm here with one space for treasure tokens, I'll go ahead and put a face-up
stack of three right there. This dark tile has two spaces. So I'll put two stacks
of three treasure tokens in those slots. You also want to make sure that you put the monster
miniature in the matching layer. So the quick side note, the legendary edition does
have a set of monsters that you can choose from, so just pick one out of the two. And then you can also for some flare, add in some sound bases that
are attached to the bottom of each mini. Then draw five magic
cards for each player. Put an orb on each element
that you'll be using in the game on the scoreboard at the tip of each
corresponding elemental track, and then two more orbs on the glory track. And last thing, right now, you have one
out of six scoring markers on the victory point track. You're going to leave one scoring
marker in your player tray and with the remaining four,
put one on the first space of your corresponding element. Now, the first space
has a number two on it and put the other three
on the scoring board just to the side for now. And that is the set up. So practically, everything that
you do in Eldervale is tied to elemental power that's
shown on your scoring board. Your ultimate goal is to yes,
score the most victory points but there are a ton of ways to do that. Battling other players, battling monsters gaining resources, by visiting
different realms and ruins, using those resources to build
your houses, aka, dwellings. And those are just some of the many things that you'll be doing in this game. Endgame, however, is triggered, once they play reveals the
final tile from the realm stack or the second endgame condition, is once a player builds
their sixth dwelling, then you're going to
total all your points. I want you to keep this in mind because we're gonna be talking about this throughout the whole tutorial. You're going to total your
entire set of points from orbs, from elemental power, from dwellings, from adventure cards, from vault cards and from prophecy cards. So try to keep those six
factors in the back of your mind while you are learning to play, so you have that set
focus for the end goal. Now that leads us to the biggest
question of the day today, and that is, how do we play
the Dwellings of Eldervale? Well, on your turn, you have a one out of two
actions to choose from. The first one is you're
going to place a unit from your ready area onto
a realm of Eldervale. Now, if you don't have
any units on Eldervale, just like how we're beginning, we don't have any units anywhere, aside from our player space. Then you can place your
unit on an unoccupied realm, so realm with no monsters
or no other units. This is called First Placement. But first placement, it can happen throughout the entire game
not just in the beginning. However, on the flip side of that coin, if you happen to already
have units in Eldervale, and regardless of where they are, you have to put your next unit adjacent to that occupied realm. Again, that new unit has to go in a realm that is unoccupied. Now, for the more fun
units, the stronger units, these have special rules for placement. You can place them according to the rules that we just talked about or they can also use
their special abilities. Now, here are all of
their unique abilities that they have on top of the unique ones, depending on your player
boards that you chose. Dragons, they're gonna take flight so they can be placed up
to two realms away from one of your units. Wizards, they have teleports, which allows them to be placed in any unoccupied realm in Eldervale, and warriors have aggression. So if you have no other
units in Eldervale, they can actually be placed
in any occupied realm, and that will count as
their first placement. So that's the first action
which is placing your unit. Now, depending on where you put your unit, it's going to trigger a realm action. If you put your unit
on an elemental realm, then you're going to look through one of these
stacks of treasure tokens and put them in your player tray. If that realm is empty, you can just receive the
depicted resource on that realm. So that's one category of tile,
it's the elemental realms. The other category of
tiles are your ruins. So if you put your unit into ruin, there's actually a special
action for each one. Let's go over them one by one. Number one, is the mage tower. The mage tower allows you
to spend any two resources. They don't have to be the same type in order to draw three
cards from the magic deck and add them to your hand. Then you wanna pick a card from your hand and put it in the discard pile. Number two, is the summoning portal. Putting a unit here in
the summoning portal, lets you pay the cost that is
shown on your starter card. And you also get to move a unit to your ready area because of that. That's how you're going to
get units off your player tray and onto your ready area. So once they are activated, they can be used for the rest of the game. Number three, is the mill, and that lets you build a dwelling. All you have to do is pick a worker that is in an elemental realm that doesn't already have a dwelling and then pay the listed cost on that tile in order to convert that
worker into a dwelling. We'll talk about dwellings
in full a little bit later. The fortress is simple. You can pay any two resources
in order to gain two gold. And lastly, number five, is the dungeon. If you place a unit here, it lets you, A, expand Eldervale, and B, gain one or two adventure cards. So basically, these five
areas answers the question, when do I get this blank resource? Oh, I need magic cards. I'm gonna put a unit on the mage tower. Oh, how do I get more
workers in my ready area? Summoning portal. Wait, I want to construct a dwelling. The mill. Oh, what if I want to convert
some resources into gold, which by the way, gold is a wild resource? Put your unit in the fortress. Oh, how do I add more
tiles though to the map, or how do I get adventure
cards in the dungeon tray? Send your unit to the dungeon. Now speaking of dungeon, it is a little bit more
involved than the other tiles. Now, when you're using a dungeon ruin, you have to perform four steps. First, you have to discover a new realm by revealing the top
tile on the realm stack. And then, you can put that tile anywhere, along the edge of Eldervale. You just have to make sure that it's at least adjacent to two realms, and then of course loaded
up with the proper tokens and or monsters. That's if you happen to draw a layer. Secondly, you get to pick
one face-up adventure card from the dungeon tray and then
pay it's indicated resource. This then gets moved in front of you or to what the game calls your Tableau. On the elemental track, now
you get to increase the cards, matching elemental power by one. Third, you can get another
adventure card the same way by picking up another face-up
card and paying its cost, or you can also choose
a face-up adventure card and this card is face-down to the bottom of that adventure deck. And lastly, this is important because I actually missed
this the first time around. Now, you're going to reveal a new card from the appropriate deck
to replace the card or cards that were removed. Now, this means you can't
buy from the same deck twice on the same turn and you
can only grab face-up cards. And all cards in the stack are face-down, except the very first
doorway card that we set up in the very beginning. Okay, so first action,
put your unit on a tile. If it's an elemental tile, gain
one treasure from one stack. If it's one of the five ruins,
follow the special action that I mentioned earlier, depending on whether it was a
mage tower or mill or so on, keep it simple. Now, let's move on to the
second action you can choose which is to regroup. When you regroup, it has to be done in
four steps in this order. One, you can pick your units in Eldervale and place it either on
one of your card actions to perform that action, or you can also put them
directly in your ready area. You cannot choose an action card that already has a unit on it, but you can perform card actions in any order that you choose. We're gonna go over card
actions right after this. Step two, take all of your
units in the underworld and put them in the ready area. Now, these units can
perform any card actions. Again, we'll cover the
underworld right after this. Step three, take each of your units that you put on your cards and return them to your ready area. Step four only occurs if you're playing with the alternate mercenary game mode and we're just focusing
on the base game today so don't worry about step four for now. So I mentioned that for
your first regroup step, you can put a unit on
one of your card actions. Well, now the question is,
what is the card action? When you're using your starter card which is the one that you began
with or an adventure card, the one you got when you
place your unit in a dungeon, those cards are going to list a unit cost. If it shows a worker symbol, then that means you can use any unit in order to perform that action. Dragon, wizard, warrior,
it doesn't matter. And then you go about
resolving the effects of your adventure cards one at a time. You can also perform many
actions on your one regroup turn. So let's look at starter cards. You see here that there are
three different actions listed. If you use one action, you
can still use the others. As a side note, your starter
card can never be destroyed, discarded or used by your
enemy, archnemesis, villain, what's the word I'm looking for
in competitive board gaming? Like friieee, friiee, for real enemies, for real enemies, that's the one. I always like to forget that one. You're also going to run into these adventure cards
called Aura Adventure Cards, and those let you attach
it to different cards. You cannot attach an aura
card to a starter card. So the summon action
actually works the same way as a summoning portal. You just pay whatever cost is listed here, and then you're going to move
your unit to your ready area. So this is how you can
actually summon stronger units. Now, gather, lets you gain a resource but the resource is
different across factions. This outline here also means that you can upgrade your
starter card gather slot. And that also means that when
you gain a treasure token, you can use that treasure token in order to slot it in
here, just like this. So now when you gain a new resource, it'll actually be the
new treasure resource that you just gained. And the third action on
your starter card is dwell where you can use one of your workers that's already on an elemental realm to convert them into a dwelling. So here's the ultimate goal of the game and one of the endgame conditions, and that is to construct a dwelling. Now, you can construct one
by either placing your units on either a mill or using
the dwell worker action on your starter card. Then you want to follow these steps. First, pick an elemental realm that is occupied by one of your workers that doesn't already contain a dwelling. Then you want to pay the dwelling costs that is listed on your realm. Take a rooftop from your
player tray on the left side and then place it on top
of your chosen worker, so your unit is officially
a dwelling and not a unit. And then you score victory points. So for each ruin, that's
adjacent to your new dwelling, you get to pick two victory points. For each dwelling that is
adjacent to the new dwelling, you also get two victory points. And lastly, you gain
elemental power depending on where you built your dwelling. Make sure that you also check the symbol on top of the realm
which is called a Sigil. Some realms will have two sigils. Well, that means that you
can move up two spaces on that elemental track. Now, dwellings are super powerful because they are permanent, they give you extra dice
while you're battling and they even give you bonus
victory points in the end. Now, all of that was part of
the second action regroup, so let's move on to your free actions. Placing a unit or to regroup, those are mandatory actions, you have to perform one
out of two of those. But for free actions, you can actually perform however
many free actions you want. They can also be used
before other actions, between other actions and
even after other actions. There are four of them for the base game. Number one, you can discard a
treasure token from your tray in order to gain that resource. Magic cards do count as resources and you cannot perform this
reaction using treasury tokens that have already been
slotted in your tableau. This is the only free
action that you can perform at any time even while
resolving other effects or on another player's turn. Number two, you can slot a
treasury token in your tableau. Just make sure that if
there already is a token in one of your slots, you have to discard that
previously slotted token, before putting in the new token. And you can't move a token
once it has been slotted. Number three, play a magic card. Now, you have three types of magic cards. Spells have this symbol, and they can only be
played at a certain time that is detailed on the card
once the condition is met. So for instance, on
this facric charm spell, the spell can actually be
used on another player's turn if they started battling with you. And of course, the spell card
would kick in immediately, preventing that battle from happening. Some spells like the liquid form, also have a casting cost right
near the top of the card. If you meet the minimum
elemental power requirements, that's the one on the right
of this slash over here. So at least one level in water, then you're allowed to use it. If not, you'll have to pay the resource that's shown on the left of the slash. Now you can see that this is one benefit of
upgrading your elemental track. See that, so things are
piecing together here. Now to add on to magic cards, you also have quests which are shown with this sailboat symbol. Quest will give you victory
points during the game, once a special condition is met, and you also get those
victory points right away. Now, these quests are not discarded. You actually keep these quests, just keep them tucked under your board. The last type of magic
cards are prophecies. Now, just like an actual prophecy kind of, they won't have any function
until the end of the game. So once you start scoring, each player is going to reveal
all of their prophecy cards in order to gain victory points based on the conditions stated. Okay, so spells, quests, prophecies, those are the three types of magic cards, and you can play a magic card
as part of your free action. Number four, is to perform an orb action. Now, what does that mean? Well, we have four ways
that you can use orbs, and you can pick one of
those ways to use them. You can take one orb from your supply and put it on any open reward space that's on the scoreboard. Once you place your orb
there and gain that reward, it is going to be permanently stuck there so no one else can use it. Two, you can slot an
orb as a tableau input. That means that some
adventure cards will show in one circle inside a box
near the bottom of the card. That means that an orbit
can be slotted there. Number three, you can actually slot an orb to empower a tableau card
because some adventure cards at the top will have a symbol
for it in the left corner. The bottom of the card will
have both the text telling you what happens when you
empower that adventure card. And just so you are aware,
there are two other free actions but they do deal with the
add-ons like with mercenaries and tactic tokens. But again, we are just
focusing on the base game. Okay, so just like any other
adventure that you embark on, you're gonna be making progress
visiting different areas, and you're gonna need a way
to kind of record all that. Now, that's kind of the function of your adventure card tableau. I have been mentioning this
throughout the entire video, but what is it? What is the adventure card tableau? It is your starter card, and any other adventure
card that you've collected that you put right in front of you. We know that the starter card
has a sigil the top left, but adventure cards will
also show you a sigil at the top right of that card. Now, that tells you which elemental path to upgrade on the track. Some cards also have slots where you can put treasure
tokens in them face-up. You cannot use a card
action if the slot is empty, so you have to fill it
with the treasure token or with an orb first. Now, just an FYI, when you put an orb in an input slot, the cost is defined as zero. Now, that means that
you can use the ability without paying any resources. And also, like I mentioned earlier, some cards also have
an orb to the top left and that allows you to empower the card or some just act as a
requirement to use the card. You will also notice that
on the banner of some cards, it shows a symbol. This symbol here is the doorway card. Since it's the first card
that you get in the dungeon, the benefit to getting them first is if you're the highest
on that elemental track, you'll get bonus resources. Like if you're using luminous
threshold, you get one scroll, but if you are the highest in
light with a token slotted in, then you also get two
potions on top of that. Vaults shown with this symbol here, give you extra victory
points at the end of the game for having slot of tokens and resources. And auras are used to
attach cards to your tableau as a free action. Now, in case you're
wondering you do not have to use this attachment
effect immediately though, and you can hold on to it, or it can also only be attached to a car that may be activated
by a regrouping unit. Now, each tableau card can
only have aura attached. And once they are attached,
then they can't be removed, unless that card has been discarded, or you can also pay the auras costs in order to move it to
another tableau card. So for example, here, I'm gonna attach the
chaotic aura to the citadel card. When I regroup a warrior here, I advanced on the glory track once. But with this aura, I
can actually roll dice. It'll give me a chance at doubling that advancement on the glory track. Okay, we have three more
things to talk about, battle, elemental power and monsters. And then we're gonna get
straight into endgame. Hang on with me. So battles don't get started until each player has
regrouped at least one time. It starts when you put a unit in a realm that has been occupied by an
opponent's unit or a monster. Battles can include any number of players. It can also include any number of units and it can also include monsters as well. There are also only
after you take an action. So if you place your unit in
a realm with an enemy player, you'll have to carry out
whatever actions first and then battle happens afterwards. And here's how battle works. First, any adjacent units can
join the battle starting first with the player to the
left of the active player and ending with the active player. Everyone gets a chance to
make this decision one time. You cannot add more units
later on, so choose wisely. Then you determine a battle dice according to the amount
of units that you have. So if you have a dragon in that realm, you get three battle dice. Monsters get dice according
to their listed battle value and dwellings don't count in a battle, but they do give you one extra die if they are in the same
realm of the battle. And you also get one additional die for each adjacent dwelling. Thirdly, now you can spend
swords to get more dice, again, beginning with the player to the left of the active player. They declare something like, "I would like to spend one sword." So they get one extra die during battle. Oh wait, what's the maximum amount of dice that you can have during battle? Six. I know you're wondering So I've got six. Here they are. If you have spells or abilities
that give you extra dice, now is the time to do so. Step four, you roll them and
if a monster is involved, anyone can roll for the monster. Now to figure out who the winner is, you only compare the single highest die. If there is a tie, now the
rest of the dice come in place, so you repeat the comparison
until a winner is found. And if there is a true tie,
then all players will lose and monsters will remain. And you find a question
that I am sure you have, what is the whole point of battling? Well, the winner actually gets
to advance on the glory track and they also collected
the indicated reward. So about the glory track, the very first time that you regroup, you can move your scoring
marker on the leftmost space of the glory track. You can't gain glory anytime before that. So all players have to
regroup at least one time and (indistinct) move their scoring marker onto the glory track before
battles can take place. Now, once you reached the
final space of the glory track, you can still gain glory but you just leave your
scoring marker there. And instead, you're going to
gain the two victory points for the reward each time that you gain it past the eighth space. If you are fighting a monster and it was defeated in battle, the winning player instead has an option. They can either gain glory or they can also gain elemental power and move up one space
on the elemental track that matches the monster
that was defeated. Full coverage on monsters in a bit. Okay, so battle is over. If you are the losing player, you move all your units from
Eldervale to the underworld. Defeated monsters are
removed from Eldervale, and each unit that you
placed in the underworld for any reason, nets you one sword. But remember the good thing
is in step two, regroup. You can actually bring your units back. So here's a quick recap of battle. You put your unit in a realm
that's occupied by someone else or by a monster, bam, battles triggered. And then that player to the
left of the active player, can start recruiting more adjacent units to join that battle. Now, this keeps going
in a circle to everyone, including the active player
is done recruiting the units from their adjacent realms. Then, you get battled dice
according to this chart. You can spend swords to get
more dice if you want to. But remember that the maximum is six dice for a single player. You roll them, single out the
highest die, one at a time. The highest number wins and
the winner gets to advance on the glory track. Assuming everyone has already
regrouped at least once in order to get their score
on track on the glory track to begin with. If a monster was involved
and was defeated, the winner then gets a choice
between either gaining glory or gaining a step on the elemental track. Finally, after everyone is done, you take your units and
put them in the underworld. Now, next up is elemental power. We've been talking about this
throughout the entire video and you are almost ready to play. Hang in there. Let me tell you about elemental power. So when you start, one of these markers begins
on the very first base of the elemental power track, and that matches the
faction that you have. The rest are not on tracks just yet. So every time that you
gain elemental power, that's when you move the marker one space. Now, this is more so for
three or four players, but you are limited to four
elemental power markers. So if you happen to run out of markers and you gain in a power and a new element if you're playing with
more than two players, you're going to move one of
your previously placed markers to the first space of
your newly gained element, or you can also just ignore
the elemental power gain to begin with. Now, remember that you gained
elemental power each time that you get a new adventure card, or if you build a dwelling. And your power cannot decrease even if you lose an adventure card. Only the first person to
reach the top of the track, will get the orb. If you're having to gain more power in that element afterwards,
nothing's gonna happen. But the benefit from reaching the top, aside from getting the orb is that you also score the maximum
amount of victory points which is five at the end of the game. And let's talk about monsters. So monsters appear every time
a layer tile has been revealed from placing units in the dungeon. If you place a unit in a realm that is adjacent to a monster, monsters are going to rush into that space that you just played. And then that's going to trigger a battle. But that only occurs, after the world has been deemed peaceful from everyone taking their regroup action. If you happen to be next
to two adjacent monsters, you can pick one to rush into your realm. All monsters will also have a card that lists their ability at the top. Again, their abilities, monsters rushing into realms
and battling monsters, all that doesn't occur until you have the peaceful beginning. The bottom left of the
card is what you gain if you defeat a monster
and is the battle reward. The bottom right, is the battle value, how much dice they get
when you're battling them. If you defeat a monster,
it gets put to the side and it won't return for
the rest of the game, unless a game effect allows you to return a monster back to its layer. If that layer you're returning
the monster to has units, then those units will get
sent to the underworld. And if that layer already has a monster, then that existing monster then gets moved to the nearest unoccupied realms chosen by the active player. And if there are no unoccupied realms, then that monster is destroyed. Now, the last thing about monsters, some effects will allow
you to dominate a monster. When this happens, put the
monsters card in your tableau and then take the monster's mini and put it in your ready area. It no longer follows the rush rules but all of its abilities
are still in effect. If the ability has a chain symbol, then that means it's only useful to the dominated monsters owner. If the ability says, "While in Eldervale," then that means that the
monster has to be in a realm and not in your ready area. And if your monster gets
sent to the underworld, then the domination is
over and the monster card and the mini are put with
the other destroyed monsters. Finally, here we are at the endgame. So there are two ways to end the game. The first player to construct
their sixth dwelling, will trigger endgame. And the second condition, is when one player draws
the final realm tile. Now, after that each
player takes one more turn, including the player
who triggered endgame. And here are the final
six steps to scoring. One, each unspent orb that you have is worth one victory point. Two, each elemental power
markers position tie those up for each marker. Three, each dwellings
victory points are determined by your position on the
elemental power track that matches the realm or
where the dwelling is located. So if I have a dwelling in a water realm, and my tracker is at five, then I get five points for that. Number four, are the tableau cards. You get victory points for each card and their matching position
on the elemental power track. So if I have this order card, and my tracker is on four on
order, then I get four points. However, you can only score up to three adventure cards per
dwelling that you've built, and that goes for any element. Number five, are vault cards. So just go ahead and check
to see what those detail and include them in. And lastly, number six are prophecy cards. Now in current score order, from least to highest players are going to reveal their prophecy
cards in their hands. And that is game, highest score wins. If there is a tie use the
number of resources remaining as a tie breaker, including magic cards. For double ties, you can
share these (indistinct) of ruler of Eldervale. And that my friends is how you play the Dwellings of Eldervale. Now, I hope you all enjoyed that tutorial. I tried to simplify it as
much as I can and condense it as much as I can as well. Hopefully, it got you up and
running to play this game as fast as possible and as efficient and as accurate as possible as well. With that, thank you so much for watching, and I'll see you all in the next video.