Street Masters | Gone Ballistic | Part #1

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[Music] [Applause] [Music] [Applause] hello everyone welcome back to rolling solo my name is Adam Smith we're gonna start off the playthrough here using a Megan as our fighter up against Tammy tree our major boss and the Brotherhood so first off we're gonna talk about the stage rules and we're going to talk about the starting hand that megan has been dealt and whether or not we want to discard and redraw any of those cards so look further ado let's get started with this playthrough so taking a look at this stage setup card gone ballistic it says reveal cards from the stage deck until one P which means one for every player or one times every player so if we're playing with four different characters we will be grabbing an objective for every character that we have in this particular case we are playing with just one player so it'll just be one objective that we're revealing and then we're putting the revealed objective cards into play right away and then shuffling all other revealed cards back into the scenario deck now we're gonna go through the stage deck here until we find an objective card because we're supposed to pull one because we're playing with one player so we'll just keep on going through ignoring everything that we see basically until we find an objective card it'll have a marker on it that looks just like this and this actually ties into the objective markers that we found during setup there should be a token that corresponds to the same symbol find that and we're gonna go ahead and set that up and put it into play right now be sure once you've actually found your objective from the stage deck that you shuffle all those cards and put them back face down into a neat pile next we're going to take the objective card which we found from our deck here and we're going to put this into this stage play area which is right here this particular uber stacks tray this shows that this objective is now in play and we need to now take this token and place it on the appropriate corresponding colored spot on the game tile as you can see on this map tile there is a number of different spaces with colored objective markers we've got a yellow green purple blue and red so we pulled the blue objective so this objective is gonna be placed on its inactive side which is the black side face-up right like this this denotes that this objective is there and ready to be picked up during this scenario continuing on with the stage setup we're gonna flip the actual gone ballistic stage setup card to its back side where there's additional stage rules that are very important to go over and every single stage has specific rules that you must check before playing this one says each time a figure carrying an objective token like a weapons cache in this particular case the token of course resembled by the token which we already put on the board in the inactive state if they are carrying an objective token and they suffer any amount of damage that figure whether it's a character or a boss must discard one defense token if they cannot discard one defense token that could be a grapple a punch or a kick if they're unable to do that then that figure is going to drop the objective token the second thing to note on this stage rules card is the activate section and this is going to happen during this stage turn which is the last turn of the full round we'll talk about a full round in a bit this is as activate resolve the objective effect on the inactive objective nearest to boss remember when we put this objective into play it was put into play as inactive so it's talking about this particular objective itself which is the weapons cache so it's gonna be this objective down here that it's going to be activating it says the box will move three spaces toward the objective then if it's in the objective space the boss will pick up that objective now there's also worth noting here it says resolve the objective effect on the inactive objective nearest the boss so nearest the boss there may be more than one objective in play so you're gonna have to do some counting on the different spaces to determine which is the nearest inactive objective once an objective is actually taken or picked up it leaves the staging area so this card would actually leave a staging area and that objective would token would actually flip to his active side and be placed next to either your character if your character was the one to pick it up or it would actually go on to the boss if the boss was the one to pick it up the dangerous thing about the weapons cache is that it has a very very powerful ability on it that says a figure deals one direct damage during each attack for each objective it carries if the boss ever carries three objectives the fighters lose so there is your lost condition not only can we lose from Megan actually losing all of her health 16 and losing by being knocked out of the game we can also lose if the boss happens to be carrying three objectives at once so there's two lost conditions and our win condition is simply going after dimitris health which is 20 P which means 20 times the number of players so in this particular case 20 times 1 because I'm controlling one character so 20 health otherwise if we were playing controlling two characters it would be 40 health during the enemy turn of the game round Dimitri is going to activate and the activate ability is shown on Dimitri's card at the bottom it says Dimitri gains two random defence tokens and attacks each fighter engaged with him engaged means adjacent in this case so if my character happens to be beside Dimitri that an attack will be made then each target of that attack if there is any attack must discard 1 grapple defence token if at least one fighter can't then Dimitri is going to retreat to spaces and Dimitri always retreats exactly backwards from the opponent that he's facing never to the side never on an angle directly away from them when Dimitri makes an attack he uses this area of his card which shows four white dice being rolled so before dice just like this he'll roll those dice and will make an attack against particular character he has targeted we're gonna talk more about how the attacking and defending works when we get into the actual gameplay but for now I just want you to have a general understanding of the important pieces of Dimitri's boss card depending on which fighter you have chosen each ability on the characters card is going to be different but it's very important to understand at least the basic action on the card as well as any of the symbols on the card so first off Meaghan typically does kicking attack so that symbol right there with the kick means that when she does damage she does it with a kick it also makes sense being that her miniature is in a kicking stance so when she goes ahead to make an attack that is what she focuses primarily her damage on and so those enemies that are basically defending against that will have to have defense tokens that are kick in order to avoid taking actual damage there's different types of damage but there's no point in going to that until we get into the gameplay but there's different levels with direct damage being the most potent as it gets through all defense next up we have this icon right here which denotes a charge so Megan can block using defense tokens if Megan happened to have a couple defense tokens on her card and Ameche happen to roll his white dice while make an attack and landed a foot or a kick action basically she could use one of these defense tokens to block that die and when she does it flips to the charge side and once she has four charge symbols here then her entire card can be flipped over to the powered up version where she gets an even better ability at the very bottom if you remember from the solo setup video we actually drew all four cards for the starting hand for Megan the very cool ability that the game presents you with at the very beginning is that when you draw those four cards for your fighter you are able to discard any number of those cards in order to redraw the same amount of cards you discard it back into your hand so the cool thing with that is you are able to create a synergy with your hand or at least try to control it a little bit out of the gate after the very first draw you can no longer do that discarding and redrawing so it's very very useful to beginning to make sure that your starting hand has set you up for success as much as you possibly can although you don't have control it certainly helps you can see here I got two flying knees both of which are great their abilities simply use them as you would play a card and you get to do the ability down below this flying knee actually does three kick damage to an enemy engaged with you then you choose any space adjacent to that enemy and place your figure there so you're kind of flying me kicking them and then whipping around to the opposite side of them say that could be something you could do so I could keep both those they could be really useful but one of the things that I know about Megan is that Megan has a lot of Chi cards what I mean by that is she kicks a lot she's using lots of kick attacks and things like that so she has these tactics these Chi tactics in the top right hand corner of her card and the more of these tactics that you have in play because these ones when played go right next to your character card they are not discarded when used they basically have abilities that can enhance the amount of damage that she does when she makes an attack so for instance the focused resolve one here says attack with two red dye so when I using that card it's an attack he'd be rolling red dice it shows that you're using grapple as your method of damage because it's forced resolve and it says this attack deals +1 general damage for each cheek are do you have in play so right now I have 0 so I get no bonus but if I had put where I do put projected she in my player area then I would get whatever the result of my dime roll happens to be so 2 damage plus an additional one for having projected she actually in my character's area so this is how you can power your character up and every character is built differently and uses different terminology and abilities and powers to your advantage so you want to try to figure out what those synergies are because it'll help you quite a bit but starting off for this playthrough I think I'm gonna actually sub out one of the flying knees because I have two of them I don't think I really need both so I'm gonna go ahead and go to scarred this flying knee we're gonna draw a new card off the top and see if we get so we managed to get another tactic another cheat tactic that's awesome this one's called stage dive so your attacks deal +1 kick damage after attacking an enemy you may discard this card to deal another direct remember direct damage goes through any defense tokens the character has general damage can be blocked by any defense token meaning a character or a boss can use any grapple kick or punch defense token to block general damage but direct damage goes straight through and then a channeled ability down below here says you may move up to three spaces and then deal ex kick damage to an enemy engage with you and X is the number of key cards that you have in play so again there's where you're seeing it that's energy using that particular ability so the more of those tactics that I have the better the other thing you'll notice here is a star next to some of these cards next to the title that means that they're unique which means when these cards are placed into or next to my character card on my fighter card I can only ever have one in play at a time because this area right here is representing my hand this is not in play what's gonna be in play will be next to my character card and we'll focus we're on that as we get going in the playthrough that basically sums up kind of the synergy of her and how she works but we're gonna see it in action as we go through it's a little further ado let's get started with round number one one important thing to note is that the discarded cards you choose to get rid of at the very beginning when you're drawing cards and you're able to do that one time Mulligan in order to discard some cards and redraw something like I did with one card the discarded card normally in any case discarded cards go to the left of the character deck except for that very first draw when you're discarding and replacing cards all the discarded cards from that situation go back into the character deck and re shuffled but going forward any cards that have the word discarded on it are going to be truly discarded into a discard pile to the left of the character deck [Applause] [Music] time to begin the very first round of street masters and we're starting it off in the fighter turn so each fighter and of course when it says each fighter we're playing true solo so there's only one fighter here that is Megan it's going to be taking a turn in order of the groups choosing but it's gonna be Megan every single time so that's quite easy during your fighter turn resolve each phase in the following order so the first thing we're gonna do is the threat phase which is refreshing each card in your fighter play area so this is gonna be right beside to the right of our character card if we have any cards in play like tactics for instance if any of them happen to be tapped or exhausted we are going to refresh them back up right then we're gonna go ahead and draw and resolve one enemy card so we're go ahead and do that right now so here we go from the Brotherhood deck is our enemy deck so we're gonna draw a card and resolve it right away we have Anastasia so we have Anastasia coming to play Anastasia is a minion so we're gonna be going ahead here and bringing Anastasia into play we need her miniature as well as we need to put defense tokens equal to the number denoted on her card on her card and this is gonna actually be a card that goes into my fighters threat area because it's going to be a threat to Megan as Magnus the only character in the game so we'll be moving this character from this area here to the threat area of my character you don't select that we have Anastasia set up in our fighter threat area which is gonna be a role right above our character card and then to the right of our character card we have our fighter play area where tactics and things like that will be placed or maybe even objectives if we gather them so we're gonna go ahead here and put on the defense tokens that Anastasia gains the second she comes into play so it's going to be one kick defence token and one grapple defence token so I've got those here I'll place them just like that above her card next up we'll take a look at her activate ability but just before we do we want to make sure we grab the corresponding miniature that looks exactly the same as her as well as make sure that has the red base if you've already set this up which you should have during the setup this is a quick grab and very easy to find from the pile of miniatures for this particular Brotherhood Dec anesthesia has an activate ability that says if unengaged meaning if a character or a hero is not beside her deal the nearest fighter within six spaces on this enemy at one direct damage that's one direct damage straight through onto their total without any defense tokens being allowed to be used if unable to do that move her up to three spaces to be within six spaces of the nearest fighter which of course would be Meghan because she's the only one on the board and then if engaged meaning adjacent to her attack then at retreat three spaces so anesthesia is very good and popping in and out ducking and weaving making a big hit and backing up that type of thing so we're gonna have to watch that because that's gonna be a problem for us but first off we're gonna go ahead and place our miniature here on the board to determine where Anastasia comes into play so when bringing in a brand new minion into play you're gonna be taking a look at the spawn points on the tile so you've got a spawn point here denoted by four arrows pointing in one over here one over here and one over here there's gonna be different places for every scenario you're playing but the key is when you're bringing in new minion to play is you're gonna bring it in to the closest spawn point to the fighter in question so in this case it would be this spawn point right here as it's only one two three four spaces away so we're gonna go ahead and place Anastacia right like that making this very deadly because always those minions are gonna be coming in closest to our fighter so now that we've finished the threat phase or basically step a within the fighters turn we're gonna move to B which is the act phase so you may perform each of the following steps in an order of your choosing when you're going ahead and activating your fighter so for Megan here we can go ahead and choose to move we can move up to three spaces we can choose to do a card step which is to play a single card from our hand one of the four cards that we pulled originally and as our starting hand or we can do an action step which is to perform one of the following actions to note it underneath the action step we can do a sprint action which allows us to move another three spaces up to another three spaces so for instance I could do a move step which allows me to move up to three spaces and then choose two an action step that is a sprint action to move up to six spaces that's pretty handy if you need to get from one side the board to the other that's kind of what the Sprint actions therefore on top of that you can do a defend action as your action step and that is gain one random defense token simply take this white die here roll it and receive whatever is rolled as a defense token so in this case I got a fist or a punch the other thing you can do is a card action so you can resolve the action effect on one card in your play area so as long as you have a card sitting it to the right of in this case Meghan's character card that has an action effect you can go ahead and resolve that card action or you can do an interact action and that is resolving the interact effect on any card in play all right so we're going to go ahead here with Megan here in the fighter turn we're in the act fees I have three different things I can do a move step a card step and action step so for my move step it kind of makes sense to actually move to this particular crate it's a loot crate it'll give me something hopefully useful to use against anesthesia right here so I'm gonna go ahead and have Megan actually move one two and three landing exactly on this token when you do so you get to pick it up right away it doesn't take an action of any kind in order to do so or interact with this you just gain this loot so I'm gonna go ahead and remove these from the game we're gonna grab a loot card and find what we gained we got ourselves a lead-pipe that's not bad so this says discard this card to deal three direct damage to an adjacent enemy now that's crazy because three direct damage would allow me to do some serious damage to anesthesia and we know Anastasia has a four health so this might be something to think about as we go into her attack for the card step portion of my turn I'm gonna choose to play a card from my hand I'm gonna play projected Chi this card here allows me an interaction which allows me to gain one defensive token from each enemy engaged with you draw one card and heal 1 damage so that's pretty cool channeled ability on this one allows me to deal one two damage to each enemy engage with you it's a unique card is denoted by the star next to the title this card is now going to go right to the right of Megan in the fighter play area now I'm gonna go ahead with an action step and for my action I'm gonna choose to use a card action which is resolving the action effect on one card in your play area I have two cards in my play area but only one of them has an action ability so this one says to roll to red dice after this attack you may resolve the channel defect on a chi card you control so you can see here because I control a project Chi card I can use the channel defect underneath of it says deal one direct damage to each enemy engage with you which allows me to do a successful damage which cannot be blocked by any defensive token on the card so without further ado how will we roll these two red dice and see how our attack does so Megan's going ahead with her feet of fury action she's gonna be rolling two red dice let's see what she gets oh that's awesome okay so what we're seeing here is a regular hit as well as a critical hit critical hits are very very cool because they allow you to essentially reroll another die as well as keeping the die which landed a hit so these can stack infinitely as long as you continue to roll critical hits so here we go we've got another hit plus a defensive token so let's go ahead and resolve this dice roll so the die on the far right which is this one right here is showing a success this is considered a successful hit and basically it results and generates one damage the type of damage is dictated by the card that provided the attack so in this particular case Megan made the attack with feet of fury so it is a kick attack so this is one damage worth of kick damage we also have another damage right here this is essentially a success as well as a guard what that means essentially is you're going to get the success of a kick attack again going based on the card that was used or the ability that was used for the type of damage so another kick damage so technically to kick damage now and we also get a guard point as well which we'll talk about in a second next up is the credit in the middle the critical result provides one success in laws for the attacking figure to roll again we did that and you add that result to the attack there is no limit as we mentioned and again this is going to just result in the exact same type of damage being kicked damage so we have a total of one two three kick damage going towards Anastacia plus a guard how guard dice work and you can see guard shows up either with a success or it can actually show up by itself as its own side but regardless if you get a guard symbol during your role for every guard result the active fighter gains one defense token after fully resolving the attack and we will go ahead and resolve the attack first before we go ahead and finish this guard ability but the type of defense token gained has to match the type of damage dealt so basically the damage that I'm dealing is a kick damage so that's exactly the type of defense token that I will get to put on top of Megan however this doesn't get done until all of the damage has been assigned and we're gonna go ahead and do that right now so we know that Anastasia is taking some damage three damage in fact and it's all kick damaged so what can she do essentially in order to block this well if she happens to have any kick defense tokens she can use those to block a number of the damage so she has one single kick defense token and so she can spend that in order to block one of the hits allowing only two hits to actually get through and make contact with her so we put two damage on her card and we need four in order to completely knock her out now we come back to Megan for that defense token that she was supposed to get from her died and again as we mentioned it has to be the same type of defense token as the attack was made in so in this case a kick defence token is given to Megan so we're gonna take one of those and place it on her card if she can use this when she has attacked against using a kick attack so now we have actually finished the feet of fury attack which said attack with two dice and after this attack then you may resolve the channel defect on a she card you control well we do have this card right here called projected Qi and it says channel deal one direct damage to each enemy engage with you so we're gonna go ahead and do that right now which is going to drop another damage token on to Anastasia giving her a total of three damage she's one away from being taken out now remember earlier on I picked up the crate or loot card inside of that crate and ended up getting a card which is called the lead pipe and allows me to discard this card to deal three direct damage to an adjacent enemy now this might have been or could have been used during this particular attack but I'm really holding off on this lead pipe because I think I want to use this against the boss the boss has a much tougher defense mechanism built in where he can gain defense tokens and having any cards that can deal direct damage especially that much are very very useful to narrow down his health and hopefully defeat him if I use on anesthesia right now yes it would kill her because it would be overkill I only need one direct damage in order to kill her at this point which would be kind of a waste of using the lead pipe so I'm gonna hold on to it and let her stick around for one more round before I finish her off so now we have fully resolved the act phase for the fighter we're going to move to the react phase so from left to right we're gonna activate each card in our threat area by resolving its activate ability this is gonna be talking about all of the cards that we put above Meghan's character card in the threat play area so let's go over there because we know anesthesia is waiting for us so Anastasia's going to activate now so it says here if unengaged deal the nearest fighter within six spaces of his enemy one direct damage so basically if she's not engaged whatsoever meaning there's nobody at jacent to her then we're just basically gonna be taking a direct pot shot or shot from her rifle against that character or fighter now in this particular case my character is right next to her so there won't be any one direct damage shots coming at me but if it's unable to move her up to three spaces to be within six spaces of the nearest fighter if engaged attack and then retreat three spaces so she's going to attack me and then retreat but you'll notice here she's up against the wall retreating has to happen directly behind or directly in the opposite direction of the fighter that it's going up against in this case she's here she would have to it would butter her up against the wall so she can't actually retreat out she will attack though but then she'll just stay put because she's up against the wall so we're gonna go ahead and take the number of dices denoted on her car which is one white die and we're gonna roll it and see what type of damage she does to us she does a grapple damage to us and this is bad because our current character only has defense against a kick so Megan does not have any defense against a grapple damage which is a general damage so she's not gonna be able to block this meaning that this one damage made it through and is going to land on her card one damage into the sixteen before she's defeated and we really don't want to see that happen so now that anastasia has made her attack as it mentions on her card if engaged attack and then retreat three spaces this is when you trigger that retreat so in a station would actually retreat in the opposite direction of the character or fighter that she's attacking but she can't she'll bang up against the wall she cannot go any further backwards so she's gonna stay exactly where she is and we have fully resolved the react phase the next phase is phase D which is draw phase so we're gonna go ahead and draw one card and then flip this card it to its opposite side so of course when we're drawing a card during the draw phase we're gonna draw it from Meghan's character deck so I'm gonna flip this card over and see what we got we got ourselves a flying Annie this card allows us to deal three kick damage to an enemy engage with you then choose any space adjacent to that enemy and place your figure in that space so a really cool ability to kick and then move at the same time get yourself in a good position afterwards so we already have a flying knee in our hand but this will be the second one we have but it's going to come in very useful because three kick damage is very very good finally to finish off the draw phase we're going to flip this car for the second part of the round we come to the enemy turn and the group activates each card in the enemy play area from left to right by resolving it's activate ability so currently Dimitri is the only enemy inside the enemy play area so we're effectively going to resolve left to right but there is only one card there it is Dimitri himself the boss of the scenario he does have an activate ability down the very bottom so we're gonna follow that through and see what we have to do to meet your gains - random defence tokens well how do you find out what defence tokens he gets and how do you randomize it you use the white dice that come within the game they have two sides for each of the different types of Defense whether it's grapple kick or punch so you're gonna roll these dice because it's equal values across the sides and odds and we got one grapple and one punch of those are the types of Defense tokens that Dimitri is going to gain so we're simply gonna grab a grapple token and we're gonna grab a fist token or a punch token put those beside him so he's able to block those this is actually good for us because we actually deal kick damage typically using our main main actions or attacks so this is actually there are the greatest type of defense that he can gain because we can get right past him with our kicks next Dimitri is going to attack each fighter engaged with him and currently Dimitri sitting on the opposite side of the board and no one is adjacent to him so that is not gonna happen then each target of that attack must discard one grapple defence token so you'd have to be engaged in order to discard the one grapple defence token so that's also not gonna happen if at least one fighter cannot then Dimitri retreats two spaces so in this particular case he just gained offensive tokens he doesn't actually do anything else besides that during this particular enemy turn activation this also concludes the enemy turn as Dimitri has completely resolved and there are no other enemies inside the enemy play area now we're going to move over to the third part of the game round which is called the stage turn so the first thing we're going to do here is the activation Faye's so the group is gonna activate each card in the stage play area from left to right by resolving its activate ability alright so you can see here on the far left side we have an activate ability that we need to resolve and it says resolve the objective effect on the inactive objective nearest the boss well there is only one and the nearest one to the boss is literally four spaces away so that's gonna be the weapon cache which is blue now we're going to resolve the objective piece of the objective card which is on the weapons cache card at the very bottom it says the boss moves three spaces toward this objective then if in this objective space the boss is going to pick this objective up so where I go to the game board and see how close to me tree is to picking up this first weapons cache objective so Dimitri is all the way on the other side of the board the blue objective which is inactive is right here and he's one two three spaces away from it however when you're moving an enemy you typically want to move in straight lines as much as possible this is part of the rules so Dimitri is going to move one two three now it doesn't say in the rules that you won't take an angled turn but it's gonna try to take as little amount of angled turns as possible and what it means by that is if your character is here he's not going to try to move like this and then like this and like this or he's gonna try to change direction every single time he's gonna try to move in a straight line as much as possible that makes the most sense for what he's going after whether it be a fighter or an objective so in this case he can move three spaces straight ahead and be right next to or adjacent to the objective however it's not enough to actually pick it up he needs to be in the space to do that and looks like coming to the next round if we don't get there in time Dimitri is likely going to be picking up the very first objective the next part of the stage turn is going to be the draw phase so we're gonna draw and resolve a single stage card so let's go ahead and resolve a stage card here see what we got from gone ballistic we've got ourselves weapon jamming this is considered an event so this says if at least one figure controls an objective this car deals the figure with the most objectives to general damage so as of right now not a single character or boss carries an objective so that doesn't apply then it says then the boss deals each fighter one direct damage for each objective it carries but our hero or our character or fighter does not carry any objectives so no damage is done we've kind of jumped past and got a little lucky with that first poll because it doesn't actually affect us at all the very last thing we do for the stage turn is the end phase so each fighter is going to flip their turn card to its fighter turn side which is simply just taking this carton flipping it over like this to start a whole other round and that's it we've gone from the beginning which is the fighter turn which is the phase number 1 to phase number 2 which was the enemy turn and then into the stage turned we have now completed a full round of Street masters and now we're gonna start picking up the pace as we move through the play through all right so we're moving right into another round of Street masters we're gonna start off here in the threat phase we're gonna be refreshing cards from our fighter play area but we don't have any exhausted so there's no need to refresh anything we can move right into drawing and resolving one enemy card it's gonna be coming from the Brotherhood deck so what do we have we've got extra ammo so this card here it's a pretty cool art on it as well says each fighter suffers one direct damage for each Anastacia in play well that's unfortunate because there is an anesthesia in play so it looks like we will be taking 1 damage from that attack and at the very bottom of the card it also mentions if no anesthesia is in play the Dmitry deals each fight or two direct damage so actually it's the better of the two so we can go ahead and we can put this one beside the the enemy deck because it's an event it resolves right away and we'll put one extra direct damage that we cannot block on Meghan so sadly there's nothing that Meghan can do she is going to take one direct damage from a shot from anesthesia another gunshot it's gonna give Meghan a second damage alright it's time to start round number two of Street masters so let's get to Meghan's turn all right let's get Megan going here for her turn so first off I'm gonna play a card step by using the flying knee this is massive overkill but I really really want to do this because the second part of this card is really going to help me get in a good position so Megan is gonna use the flying knee kick which it's got a pretty awesome artwork says deal three kick damage to an enemy engage with you then choose any space adjacent to that enemy and place your figure in that space so we're doing a flying kick so we're gonna discard this because it's an ability that happens right away and it is a knee so we're doing the kick damage let's move to the board and find it exactly what happens here alright so a megan is gonna do her flying knee kick we're just gonna deal three kick damage to an enemy engaged with her and then we're gonna choose any adjacent space of that to that enemy and place our figure in that space so this flying knee kick is gonna be quite deadly as well we're gonna take this card and discard it so it'll go to the left of our a character or fighters deck we're gonna go ahead and hit anesthesia for three kick damage and then move our character to one adjacent space I'm gonna move her to there the three kick damage is gonna land on Anastasia her grapple damage isn't able to block it as kick damage is suffer from grapple damage so she takes all of that damage which is enough to kill her she got a total six damage and she has four health so that's mass overkill there so anesthesia is removed from play her card which is considered an enemy card was gonna go to the left of the Brotherhood deck in a discard pile and her sure is removed from the game board next are gonna have Megan do her move steps she's gonna move up to three spaces so we're gonna have her go one two three so she's all the way over here and then lastly she's gonna go ahead and do a sprint action moving three more spaces which will put her one two and right on top of the objective token I'm doing this strategically to stop Demetri from being able to pick that token up as I'm literally sitting on top of it I can't however pick that particular token up unless I use an interact and I currently have already used an action step I used the Sprint actions so I can't actually I can pick up this objective token on this particular round next phases react phase we're gonna look from left to right in our threat area we have absolutely no threats so we don't have to activate any cards in a threat area because we do not have any now we're gonna simply draw another card for our character and we got ourselves focused resolve we actually have this card already so now we have two of them this is attack with two red dice this attack deals one general damage for each cheek card you have in play alright we'll talk about general damage when we get to it but it behaves differently than direct damage or even like a kick grapple or punch damage now we're moving into the enemy turn so we're gonna go ahead and activate each card in the enemy play area we only still have Dimitri there so Dimitri is gonna activate and he's gonna gain two random defence tokens based on his role so let's roll these and find out what he gets a grapple and a grapple that's actually pretty good because we do not do at grapple damage so I'm very happy to have him have lots of Defense tokens in that capacity for now so he's got three of those now and one fist just above his card here out of camera shots alright and then moving right along here it says and he will attack each fighter engaged with him well I have actually moved into a position of being engaged with him as I'm adjacent now so he is going to attack me as you can see I am most certainly engaged with him as I am adjacent so now we're gonna go ahead and we're going to roll for an attack so for Dimitri he uses four white dice as we talked to it earlier when making attacks so we're gonna roll these and see how this plays out so we have two fists a kick and a grapple so two punches a kick and a grapple is the damage coming towards mehgan alright so Meghan is gonna be taking two damage coming from punches one damage from kick and one damage from grapple I can block the defusing this defense token the kick attack which will turn to the charge side giving her one charge out of the force she needs to power herself so this dye has been resolved we still have a grapple and two fists so all of that damage is going to come through equating to three damage going on to Megan making her grand total five so we're gonna remove all five of the ones that we would have and have five damaged place on Megan that's really bad because already Dmitry is putting a pounding on Megan all right so we're moving Ritter along to the stage turn so with the first thing we do is activate and we're gonna go to activate every card in the stage area so the very first one here is an active ability says it resolved the objective effects so we're going to do that the box was three spaces toward this objective then if in this objective space the boss picks the objective up as we can see from our current set-up that is impossible Dmitry is as close to objective as he can be and he is not in the objective space so he cannot pick that objective up so we're gonna be skipping right past in that particular part of the stage sharp and moving to resolving a stage card itself so here we go this is usually where things get nasty we're gonna resolve ourselves a stage card and we got ourselves supply truck so we got a truck coming in here into the warehouse and it says shuffle each minion in the enemy discard pile back into the enemy deck then each minion in play gains one random defense token well as of right now there are no minions in play so nobody will be giving additional defense tokens because we only have the boss in play he's not considered a minion and we only have one actual character which we've already knocked off anesthesia in the discard pile so we'll put the event to the left of the stage deck because we've resolved it we're going to take the anesthesia car which was in the Brotherhood discard pile for the enemy deck and we're gonna shuffle that back into the deck and that's gonna do it for the stage term all right so we got another fighter turned coming around here we're beginning a new fresh round ass or a threat phase refreshing cards in our characters area but we don't have any tapped or exhausted so we can just go right ahead with resolving an enemy card from the Brotherhood what do we have coming out it's a modified RPG are you kidding me so this says gear activate and if unengaged Dimitri chooses one within six spaces of him he deals the chosen fighter for general damage and forces the target to discard one card it controls then Dmitri shuffles his card back into his deck so that's really nasty so a modified RPG is a gear card so we're gonna go ahead and we're gonna actually just slip this right underneath of Dimitri's card so that we know it's here and we'll be referencing this when he actually makes an attack in the future so we'll leave it just like this and we'll be referencing that because he'll be using it if he's unengaged if he's got distance to shoot the RPG at us he's going to do it and is gonna do some serious damage one correction that needs to be made before we move into my fighter turn is in the last round when Dimitri made an attack against Meaghan at the very end of that attack I had to discard a grapple defence token basically what that means is I had to spend a grapple defense token order to keep him in the space next to me and in other words I have to hold him there because if I don't he actually moves away from me by retreating to spaces and I forgot to move him this won't impact gameplay whatsoever so I'm gonna make that adjustment right now to make sure he retreats two spaces away directly away from me so we'll correct this on the game board right now so after Dimitri made his devastating hit on me bringing me up to a five total damage Dimitri then retreats two spaces directly back putting him on top of these pallets so now he's further away and it makes it even worse the fact that he has a modified rpg-7 with him because now he has distance and if I don't close that gap and become engaged with him he's gonna use that on me so I'm mulling over my options here for Megan I really do have quite a few but there's one thing I can't do and that is do the focused resolve card if I was to play that card I would be doing an attack with grapple and as of right now Dimitri currently has three defence tokens with grapple making that focus resolved really really useless because that attack would essentially just be washed out by the amount of Defense tokens he has so I really need to focus on getting kick damage in on him because he even has a punch defensive token as well so we're gonna try to find a way to combo a kick attack against him that's gonna do some real damage in addition I didn't forget the fact I have the lead pipe you might have wondered why I didn't use it in the last round I could have I wanted to hold on to it just in case a particular enemy came out on the board and I needed to fight somebody last second my character currently sits in the far corner of the map which actually is about three spaces away from a spawn so that's the reason why I held on the lead pipe in case I had another enemy coming in that I needed to take care of quickly but that's not the case so I think we're gonna use the lead pipe during this particular round against Dimitri so the first thing I'm gonna do with Meaghan is I'm going to move I need to get her in close proximity of Dimitri knowing that he has a rocket launcher I cannot afford to be hit by that it is way too much damage for me to take seeing as I already have five and only 16 health so I'm gonna take a move action here in order to move one two three I'm putting myself on this side of Dimitri for a reason it keeps me within three spaces of later on going for another loot card which could be very very helpful in taking Dimitri out so now that I'm here I've used a move step the first thing I want to do before I do anything else is I'm gonna go ahead right now and use my lead pipe this allows me to discard this card this does not cost an action of either a move step card step or action step it's not considered any of those and you're limited to one of each of them but this lead pipe allows you to basically describe the card to deal three direct damage to an adjacent enemy so I'm gonna hit Dimitri over the head for three damage and this is direct damage just gonna go on to him so that's fantastic so I've got three damage tokens next to Dimitri now and he has 20 health total okay so next up what we're gonna do is we're going to probably play a card so let's move over to our hand and see which card that is so as we talked about earlier we're definitely don't want focus resolve to be used because he has grapple defense tokens so it's either gonna be flying knee or it's gonna be stage dive so which one's better so flying knee deals three kick damage to an enemy engage with you that's really good then you get to choose any adjacent space to that enemy and place your figure there well I don't really need to position myself any better than I already am so the flying knee could be saved till later I think what really could be useful is the stage-dive card because not only is it a cheek art it's a tactic card and it allows me to get an automatic boost to my kick damage when I do attacks and it says after attacking an enemy you can discard this card a deal on extra direct damage to each enemy engaged with you if you want to ditch the card or in my basic ability remember I can use channeled when I go ahead and use a basic feet of fury attack from my character's fighter card well if I choose to use this channeled ability it lets me move up to three spaces then deal X amount of kick damage to an enemy engaged with you and X is the number of Chi cards you in play so if I put this in play I'm actually making that more powerful let's go ahead and use stage dive alright so we're gonna play our a stage dive card into our fighter play area which is another tactic card it's a cheat card it's gonna help us combo up a little bit it's called stage die we've already talked about it but it's gonna sit to the right of our character card this is gonna really help us out so now we have done a move step we got real close to Dimitri so we're right up against him so he can't shoot his modified RPG at us when he activates we also went ahead and we played a card just now for stage dive and I think now we should attack again we already used the lead pipe on them as well which is nice but let's hit him one more time maybe we'll use our feet of fury so going back to Megan's basic attack which is called the feet of fury we've used this before we're gonna result by rolling two red dice and after this attack we can use a channel defect that we choose on a chi card you control so we'll figure out which one of the two channel defects that I have on my two tactics we want to use but for now we gotta roll these dice and find out what we get we're really hoping for criticals and I get a ton of criticals I'm doing kick damage to an opponent that has no kick defense currently so that's really what I want is critical I ended up getting a hit and a defensive token defensive zombies are bad because that'll help me out later on we know because we're doing kick damage that I'm gonna gain a kick defensive tokens so Megan gained one of those and we did one hit which isn't terrible and it will get through his defenses so we're going to go ahead and place an additional damage here for Demitri on his card so now he's up to a total of four so as you can see here Dimitri has four damage associated to him three from the lead pipe and one getting through for our feet of fury attack so now we're going to resolve the channel defect on a chi card that Meaghan controls and Megan has two tactics cards that are Qi cards so this one here says channelled deal one direct damage to each enemy engage with you so we can simply put another damage on Dimitri bringing his total to five which isn't bad we can also do a stage dive which says you may move up to three spaces then deal X kick damage to an enemy engage with you X is the number of Chi cards you have in play well you know what getting to damage is better than one damage so I think it makes sense to do the running in order to hit him for two more damage so we're gonna do a stage dive channelled effect and I'll show you how we're gonna do that on the game board right now and then we'll be throwing to damage on Dimitri as he cannot defend against kicks currently so the other really cool thing about this is a lot of strategy comes into it because what I can do is I can use my stage dive movement of up to three spaces to position myself in a way that stops Dimitri from getting to the objective because we know Dimitri can move three spaces towards the objective when the stage phase comes around so as of right now he can make a straight beeline to that objective however if I place myself right here instead of here then he has to go around me and he won't have enough movement to actually get to the objective we don't want him stopping his movement turn on the objective because if he does he picks it up and he starts gaining an additional direct damage against us every single time he attacks so how would this how about we go ahead and move we can move up to three spaces we're choosing to only move one so I'm going to move like this to kind of put myself in a defensive position to stop him going through the objective and we're gonna deal him X kick damage to the enemy engaged with him or with me I should say and that is going to be Dimitri so we are attacking Dimitri for two based on the fact we have two tactic cheat cards in play so that's two additional kick damage coming at Dimitri which is going to bring him to a total of six damage when you have a guy like Dimitri you definitely want to hit him hard you don't want to wait around because this guy can hit hard as well with that modified RPG you can see how much damage is already on Meaghan just from a general basic attack from Dimitri so we want to try to put as much damage on as we can while he cannot defend against her kick attacks because once he can he's gonna be able to start blocking those that's really gonna slow us down so we gotta get all the cheap shots in we possibly can but that is going to do it for the act phase we are now finished with Meaghan and we're gonna move to the react phase all right so we're moving into the react phase so we're gonna activate from left to right but look at that we have absolutely no minions in play so we can completely skip past the react phase and move into the draw phase which has us drawing one card for the top of our deck and adding this to our hand we got our cells barrier of will this card is a tactic card as well it's also Chi that's awesome it's a unique one so we can only have one in play at a time it says at the start of your turn gain one random defense token that's huge we're gonna need that so bad when we're fighting Dimitri the next thing says exhaust you and each fighter within three spaces of you may gain one defensive token of your choice so that's the first time we've had the ability to exhaust a card of course if you exhaust it you can't use it for its general ability or for its channeled ability but that's pretty cool because again you can gain some nice defense tokens and then channeled of course we can heal a damage and there's nothing wrong with that so this is actually a very very strong card something we're gonna want to get out into our hand or our fighter play area as soon as possible so let's go ahead and move into the enemy turn next all right it's time to move into the enemy turn this is the turn that really hurts us so Dimitri is gonna activate he's gonna gain two random defence tokens so we'll do this again we're gonna roll two white dice to figure out what he's gonna get he landed a grapple and if another punch wow we were getting super lucky on this the kicking ability is still open for us to do damage with so that's good so we got those stacked up he now has four grapple tokens making our grapple attacks even even less chance of doing anything and then in terms of punches he's got two so we've dealt with the random defense tokens and he's gonna attack each fighter engage with him so that's going to be right now so Demetri is going to be attacking us because we currently are adjacent to him well here we go Demetri is going to make his attack let's see if it lands we're gonna grab our four white dice and make a roll here's hoping that this pans out for me okay so we got to kick damage one grabs one grapple damage and one punch okay so we're coming over here to Megan we only have one defensive token that is a kick so I can block it it'll turn to a charged side giving her her second charge we need for for her to go to our powered up side so we're not going to take advantage of that anytime soon we are gonna have three damage though coming straight through at us so that was pretty nasty this whole idea of having an RPG is definitely hurting us so that's gonna resolve Dimitri's first card the next thing it says here then each target of that attack has to just start a grapple and if we cannot then we Dimitri's going to retreat to spaces this is the thing I forgot to do last time Dimitri's gonna retreat to spaces back further so the modified rpg-7 says activate if unengaged Dimitri chooses one fighter within six spaces of him he deals the chosen fighter for general damage and forces the target to discard one car two controls then Dimitri shuffles his card back into the deck so this is where things hurt us big time and I was talking to you about the spacing and the timing of things because Dimitri has the modified RPG attached to him and he has created this space based on the fact that we didn't have the grapple token or defence token to discard so he's made the space he needed in order to make ash on this now and it's really gonna come around to hurt us Wow so Megan really was not prepared for this modified rpg-7 and it made a direct hit against her giving her for general damage of which she cannot block any of it now normally when you get general damage you can use any type of defensive token but I don't have any yet so all for dent general damage is going to get through and land on her character card upping her total to very high amounts so let's go to our character card and see how much damage she takes so the very first thing that meg is gonna have to do is take four general damage we're gonna remove one of the one tokens and just place a five here guys this is not looking good she currently has 12 total damage already we are in bad bad shape but Dimitri no longer has the rocket launcher so that's the only good news we'll be discarding that card and shuffling and back into the Brotherhood deck but first another effect from this modified RPG is that not only does the four general damage come through but the character is forced to discard one card it controls and when it says controls is talking about cards that are sitting in its fighter play area not your hand which means it's going to be one of the two tactic cheat cards that megan has in play this is a very very hard decision but I truthfully feel like it makes more sense to get rid of the projected key card yes it does allow me to heal and draw cards and gain defense tokens but I think because we picked up the barrier of will and it allows healing and similar effects I might be able to exchange that one and survive having the stage-dive ones really handy because I can channel and do extra damage of which Dimitri can't still currently block so I kind of want to hold on to that one so we're gonna be discarding the projected Chi card so sadly that is gone and the stage time is gonna be the only card left in the fighters play area Dimitri's modified rpg-7 is going to be shuffled back into the Brotherhood deck and then we're going to continue on all right so we're moving on to this stage turn so we have the activation again we're resolving the objective the boss moves three spaces toward the objective then if it is in that space it'll pick it up Dimitri is going to do that move right now so Dimitri is going to move three spaces one two and has to technically try to get around me in order to get to the objective so I'm gonna have Dimitri go to the far left moving right along here with the stage turned we're in the draw phase of the stage decks we're gonna go ahead and draw one gone ballistic stage card and we get we got ourselves the hidden ballistic vest this is interesting so this is a gear card and this is going to attach the card to the minion with the least remaining health then that minion heels to damage and gains one random defense token if no mains are in play there are none the boss gains two random defense tokens okay so we're gonna have to do a little rule here to find out what Dmitri is gonna get so let's see what these defense tokens turn out to be from the hidden ballistic vests that Dimitri just put on we got a grapple and a punch alright so grab a hole punch that's actually not bad this again is routing somehow the kick damage every single time so we're lucky that way but we're certainly not lucky in the health department so that's gonna resolve that particular stage event so Dimitri has suited up with some extra ballistic vests which just makes him even tougher but now we're moving to the end phase of the stage turn which wraps up the full round so that's it for the few rounds of street fighters with in part one [Music] so join me as we continue the street masters battle here between Megan and Dimitri in the gone ballistic scenario I can tell you right now based on how things have started anyway that I think Dimitri is winning so we have a lot of ground to cover and we're gonna have to try to use maybe these objective tokens or some loot tokens nearby to our advantage to try to survive this onslaught if you guys have any comments or feedback in the comments below that you'd like to make please do I would love to read them I'd love to take your feedback and implement it into the game I'd love to hear from you if you have a strategy if you're seeing some synergies you'd like to see used we also picked up the barrier of will card at the end of the scenario which is extremely powerful card which would like to get into play to help us healing may be a good option now that Dimitri no longer has the RPG we can actually break away from him for once and maybe actually go after that objective and that will start giving us an additional damage to use I think we're a little bit better shape now that he long has that the downside is we don't know where in the deck that RPG currently is so it could come right back around and pop back into our face which would be unsettling so thank you guys so much for watching and as always keep on rolling solo [Music]
Info
Channel: Rolling Solo
Views: 12,510
Rating: undefined out of 5
Keywords: street masters board game, street masters review, street masters kickstarter, street masters unboxing, street masters playthrough, street masters gameplay, street masters solo, street masters how to play, street masters learn to play, street masters watch it played, street masters how to solo, street masters aftershock, street masters aftershock kickstarter, street masters blacklist games, street masters gen con, gen con 2018, street masters rise of the kingdom
Id: 0velIYUDS1M
Channel Id: undefined
Length: 60min 19sec (3619 seconds)
Published: Fri Oct 12 2018
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