Tainted Grail: The Fall of Avalon | Kickstarter Preview | Part #1 & Giveaway!

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] [Music] [Applause] [Music] [Applause] [Music] hello everyone welcome back to rolling solo my name is Adam Smith today I'm excited to be starting the playthrough of the tainted Grail the fall of Avalon the pre Kickstarter prototype and if you haven't seen this solo setup video which I've already released make sure you go find that on the channel you'll definitely get some insight into how the game is set up and how much time it takes to set up and what's involved it's very very streamlined and is opened up in packs which I find extremely useful to learn the game as you go will also be spending the majority of this particular video learning the first day or second day and going at a slower pace so that we can grasp all the concepts and then we will start to pick things up and I'll start to explain things less so the first thing I want to announce before we go into that playthrough is a giveaway and you guys have already seen this on the title of a video so you I've already kind of spoiled it the giveaway is for the tainted Grail liqueur pledge so the winner of this giveaway which I'm launching right now as of right now you can go to the description below you'll find a link and you can get in on the giveaway the winner will walk away with a corps pledge of a tainted Grail which i think is awesome very exciting and we'll just kind of pair itself nicely with the playthrough we're gonna do here on rolling solo the other thing that's super exciting is the winners not just gonna receive the tainted Grail they're also gonna receive the Corps game of Lord of helis as well so that winner is me walking away with two games and you will not have to wait for Lord of Hell us to arrive Lord of Hell's the core experience will be sent to the winner immediately whereas tainted Grail would obviously be following the Kickstarter production schedule so that's super exciting and I thought it would throw that out there the B in this video is that you guys are aware of that and without further ado I'm gonna have about two things I want to talk about from the setup video that I'd like to correct they weren't major misses but they're just some things that I want to ensure everyone understands prior to moving into the gameplay so how about we get started the first thing I want to make mention of is the fact that in the solo setup video I mentioned that we were going to remove the secrets deck from the playthrough and that was actually incorrect the secrets deck itself is actually comprised of a number of different special item and story and narrative driven items that are going to be hopefully obtained by our character or could cause some other game mechanics to change so this secret deck is not being removed from this solo play and will be brought back in now the only thing from the solo setup video that I actually missed doing was actually giving myself some of these neutral resource tokens in the food and wealth categories for our starting hero so our starting hero starts with three food which I'll denote by putting these three markers in there and one wealth and you'll also notice as I mentioned before these symbols will appear throughout the gameplay so that we can easily identify which of these different areas those costs will come from during the solo setup video we pulled the top event card off the deck but we didn't actually read it and I want to do that now so everyone can understand what we're doing here what's the first event in this particular story so we are in Act one chapter one it says the very top of the card to place this card on the top of the ongoing events pile so we're gonna find a spot for that it will be considered an ongoing event the time is short a guardian men her had that protected your town since ancient days will soon go out letting dangerous powers flood in you need to explore locations surrounding your area while they're still safe and learn a secret Jurek ritual that would let you reawaken the menhirs says down here at new tasks Erna menhir writes card before the men here goes out you can learn these rights in locations surrounding our area when completed draw a card from the bottom of the event deck and reveal it immediately hint if this is your first game or you're not sure how to start try spending a night in your farm hold to read its dream and the dream is basically a card that can present itself with a whole bunch of story and narrative driven objectives or hints towards achieving some of those objectives and you'll see what I mean when we actually try to do so all right guys you ready for this let's begin this playthrough I'm super excited so first off what we're going to do is we're gonna go through a kind of a tutorial day within the land of Avalon so the first thing we're going to do is spend a day taking things a bit slowly but just getting used to some of the mechanics revealing a couple cards taking a look at some of the icons starting to get a hold on what this game has in store for us and then as we go along we're gonna start speeding things up cutting rules explanations out and actually getting to the meat of the game so this first day is gonna be a lot of just learning and exploration and trying to figure out what we can and cannot do so the very first thing that I want to show you guys from the very beginning is we have this card right here it's a reference card it's a very very handy reference card it's gonna show you you know a new day begins it's got during the day the end of day and all these things are things we're gonna attempt to do in a particular day remember that our men hero right here has seven days before it goes down and before it's light is extinguished so if the men here goes out then we are in big trouble we don't want that to happen we do have actions within the game which are also shown on another reference card but we'll go through these when we actually start playing but essentially you've got yourself travel explore location actions which are actually on cards and they're free and then activating a min here now normally most of this stuff costs energy in order to do but the location and based actions which are signified right on the cards themselves are completely free so that's extremely handy to use those to your advantage when you can but some of them can cost you quite a bit energy sometimes as well so we're gonna do is when I started out by having our adventure go ahead and head down towards the four lore and swords now I don't want to go down there there's a whole bunch of other things around here I could check out I could even check out the farm hold if I wanted to but basically we had the warrior Faire here we have the charred Conclave we have the hunter's Grove and we have forlorn swords so I'm seeing swords and I'm excited by that I think going after a weapon would make a lot of sense likely we're gonna have encounters that have to do with fighting we're probably gonna want a weapon besides just having our bare hands so what we're gonna do is we're gonna actually spend one of our energy which currently sits at full and it's gonna reduce yourself down to five so we'll go ahead here we're going to reduce our character's energy from full down to five in order to pay the cost of moving so our journey begins our hero is gonna leave the farm hold and is gonna head down to the forlorn swords to see if there's something down there of value so we're gonna have him move down like this we've already spent the energy to do so so now we are at for energy so that's something to also take note of is the fact that we only have so much energy to expend once we get to either one or zero on the energy track which is denoted by red areas on that energy track we're considered exhausted and there's some stuff that will happen at the end of the day when we rest that will essentially be penalized for and not be able to recover fully and not get some benefits but if we don't exhaust ourselves at the end of the day then we can fully recover and be ready for the next day there will be game mechanics that will cause you in some situations to need to spend more energy in order to survive something or maybe obtain something that you really want but that's the risk reward is do you want to expend yourself to exhaustion or do you want to be very cautious with the amount of energy that you're gonna spend in a day and a lot of this stuff being as narrative-driven is going to pull you in and make you want to spend energy so we've already spent one we moved into the forlorn swords the first thing we do when we land on the card besides looking at the gorgeous artwork is we're gonna take a look at all the numerical keys that are sitting around the outside of the cards and if there are any we're gonna go ahead and reveal them as long as the men her that is currently in play is either diagonal from it or adjacent to it so as you can see right now the men her which is sitting up here is adjacent to all of these or orthogonal adjacent to all these four that are already out but what we're gonna do is we're gonna actually have the ones that are diagonal in the future be able to be revealed as well because we do haven't been her that has a light source still so we're able to go ahead and put 108 right here so we're gonna grab 108 place it right beside my character you'll see it fills out part of the island that we're currently on so this is the grub wood and we'll have to find out more about that when we actually get there but again it presents challenges and other specific actions that we can potentially take later on now the other thing that's really interesting to note is the fact that there's nothing on this right-hand side you'd think that being in here would allow us to reveal this card but there's no numerical key value this side of the card is so you cannot reveal anything but you will notice up here on this particular card that 109 is supposed to be placed underneath once you enter the charred Conclave so in other words when something like that happens narrative Lee speaking or thematically speaking you're basically going to assume that there's mountains or terrain that's impassable that does not allow you to go from where you currently are to this particular location so in this case gigantic weapons left by these huge individuals or mortals from the past that have left their weapons here blocking the way and we can't just traverse through it so we have some other things we can do on these particular cards the first thing is a location action which is completely free and it says right down here that the Smith shop is sorry we could potentially have an action it says we could pay to wealth to draw one random item so that's actually really good if we actually had some wealth but currently we only have one wealth we got three food of one well from the start we aren't that wealthy yet so we aren't going to be able to take advantage of that location action below the location action we have some flavor text it says sensing their end the four dwellers ordered Giants to push humans into the sea but the Giants abandoned their weapons here so it just gives you a little bit of some flavor text as to why the weapons are there what happened there and it just draws you in a little bit more so another thing that we can do while we're on a particular location card is we can actually choose to explore it and what that's gonna do is it's gonna cost us one energy so I'm gonna go ahead right now and knock my energy down from five to four which again we now see you guys are aware have two more energy to spend without becoming exhausted if we expend any more energy beyond that we would be exhausted so we're still safe when you go ahead and choose to explore you simply take the card that you're currently on and you flip that card over to reveal what's going on to the side it's going to give you some flavor text as well as potentially an objective or something to do so in this case this one right here looks like we're getting a nice close up shot of these gigantic swords that are laying all over the place it says you rest a while in the shade of Titanic swords they're rusty smell tickling your nostrils a hundred yards away in elder Smith toils chipping at the edge of a giant weapon the hammer he uses to break apart this ancient steel is very strange as does the sound it makes now there's also another note right here icon which mentions that you should be referring to the journal at this particular point during your Explorer action so let's go ahead and do that so technically this is the very first time you guys have ever seen the inside of the journal for this particular game and now I'm not going to be showing this on screen as I do my playthrough because that will actually take away from some of the options that you guys might be able to choose from and I'm gonna be choosing from because at the end of every single part of this playthrough I'm gonna be asking you guys what we should do next but I did want to show you the inside of the very first locations journal page you have a rough idea as to how its structured remembering again that all of this is going to change by the time the game comes out in terms of its structure looks and everything right now it's a very much in prototype form but you'll see there's multiple numeric numbers for this particular location there's actually up to 15 including a dream and a nightmare so all those things are included here and what we're gonna do is I'm gonna actually take the camera shot away from the journal going forward and we're gonna go ahead and actually explore these things without seeing the journal in front of us it'll be a lot more thematic at least for the experience of watching the videos but I did want to show you guys what it looks like so you have a rough idea so while at this location the forlorn swords we have a few different options that we can do as part of this explore action and I'm gonna go through those right now the first thing we can do is we can attempt to climb one of the swords so essentially what we're seeing above the swords is we think there's some gold way up on a pommel we're not 100% sure but we could potentially look and try to get there might be risky and also sounds again we can end up getting hurt the next thing we could try to do is we could talk to the Smith so the Smith that that's referring to in this narrative or thematic piece sitting on the card here we can actually try to talk to that Smith and see if he has anything to say or anything to help us with we can also choose to rest in the shade of the sword so we can just take a time to rest which would likely increase our energy will be my guess but I'm not harm percent sure on that or we could just leave so there's always an option of in most cases of course unless the encounter becomes a very much negative or positive type situation where there is no way to easily leave but in most cases that are neutral you're able to just walk away if you don't want to do them so if you read something on particular back of a card you just choose not to as long as it says leave expiration ends you can just leave otherwise you're forced to at least choose one option unless it says otherwise so what I'd like to do is I think I want to talk to the Smith so what's saying for me to go to verse number two and in verse number two it says if I'm playing bore or he's in my party then I actually moved to verse four so that's very interesting so depending on which character I'm playing the narrative is changing so I'm moving to verse four now and there's actually some stuff in Tube that I don't get to read in four it says you know the Smith you're missing master and him used to be friends you greet him politely and then hang back watching each strike of his hammer against the surface of the sword produces a sharp tinging sound this old steel was shaped not with a tool but with a song the Smith explains after a while it takes the same pitch to break it apart this hammer I have here remembers the music of the four dwellers after a while the Smith gathers rusty ingots from the grass and invites you to his hut where he shows you the rest of the process gained one XP hey that's pretty good and the riddle of the old steel status nice so we'll be able to do those in a few seconds but I'll continue reading what else we get it says if you don't have the riddle of the oldest steel status than you gain it if you already have it at this point then of course you don't get it again then there's gonna be one more thing that we can attempt attempt to choose to do it says then choose one of the following attempt to buy a hammer so we can spend either from one up to six wealth and then check the result in verse eight so in other words we can try to offer a certain amount of gold or wealth to hope to buy a sort from the Smith if it pans out don't know if it's wise to try to attempt with one wealth I may not actually make that kind of offer because it sounds like we'll probably end up insulting him the other one is the attempt to steal the hammer that obviously has some negative consequences if you try to do that and you get caught and that actually has you rolling a die and adding one for each point of practicality and then you check your total result now we haven't talked yet about the attributes in depth but I'm going to do that before we make this choice the next thing we could choose to do is if the is if the we could also just leave at this point so it really comes down to do we want to buy the hammer do we want to steal the hammer or do we just want to leave the situation alone so let's make our minds up but first let's take a look at the attributes of our character so what we're going to cover right now is we take a break from the gameplay is character advancement as well as advancements in combat diplomacy cards and also what these attributes really are and what they entail we already know we have the triple track here we already know we have different types of resources like experience magic reputation wealth and food we also know the fact we just gained one experience we're going to put one experience in there the reason I want to move into character advancement even though at this particular time in the day phase the character advancement actually happens near the end of the particular day instead what Wendy was talking to right now because we just gained an experience and it be it just makes sense to actually talk about what that experience can be used for and how that's connected in with a couple other game mechanics so the first one is every major character that you're playing has two decks they have the combat deck and they have their diplomacy deck and both of them are actually listed with the heroes name on top so you know which ones which there's 25 cards in each of them and there can only ever be 25 cards in each of them but there's also these advanced decks that are either for diplomacy or for combat so in examples like this looks exactly the same on the back and you wouldn't know the difference unless you saw the front of the card the differences between the cards are actually in the cost value on the card so you can see the one on the right here has no numerical value under the title whereas the one the left here does have a numerical value and that would cost you one XP to bring that into your deck now the cool thing with these decks is that when we get into combat I'll explain more about why and what you'd like to do what makes sense in terms of purchasing cards and your deck and the type of thing but in terms of managing your basically any advance cards you happen to buy you always have access to them and you can always shuffle out or take out during arrest you can always take out those advance cards and go back to your basic ones if your basic ones happen to suit your needs better between days so there is a little bit of wiggle room there in advancing your character as well as tweaking your character depending on what you're trying to do and accomplish the only another thing to mention here is that experience cost for these particular advanced cards can span for anywhere from one to three so one of the lowest 3 at the highest again that could change even going into production but currently based on this prototype that is the range now let's talk about attributes and abilities so what's an attribute well your attributes are all around your characters board so you've got empathy caution spirituality practicality courage and aggression why are they laid out like this why are they laid out and ROS and on the far sides of the board the reason is they play off each other aggression plays off of empathy caution plays off of courage practicality plays off of spirituality so you have a balance there going between which inherently creates a unique character for yourself so every character has a different starting makeup let's say so as you noticed when we did our solo set up we have highlighted rings tells you exactly what points that they already have in those particular areas which gives them benefits when they try to make those tests and that type of thing so how does it work in terms of upgrading using your experience to actually enhance areas where you're weak like for instance empathy where I have literally nothing well what does essentially is you want to think of both of these as being in the same element in terms of their connected so we have 2 over here and 0 over here so if we want to put one over here for empathy that would be the third point in a pair of opposing attributes which means it would cost 3 XP that's essentially how it's done so again same thing down here if we wanted to put one extra one encourage or one extra one in caution because there's already two across them you plate you have to spend 3 XP so that's essentially how it works now once you want to go past two because you also notice like and you would think that hey if you only go up to - that's pretty thin you'd probably cover that ground pretty fast well it still costs quite a bit of XP ones you go up to the third and fourth point but fourth point is the highest you can ever go if you continue going any further past two on one of these particular attributes you move into what's considered an ability card so if I tried to put my third point over here in aggression that I would pay 3 XP and it actually would allow me to go ahead and grab from the ability deck a card which I could then use which looks like this the backs look like this when we set this up in the solo setup it has two different sides so essentially these two sides can be rotated depending on how what actual ability that I want my character to have so if I want to focus in a particular area you don't want to say for instance I wanted to be like patient under pressure like that one sounds pretty good or expert forger so whichever one you want you go ahead and slide that in that's why these cards fit perfectly just like so and you just slide it underneath so that's essentially how you go ahead and use abilities and we'll obviously see that as we go through the playthrough but I thought kind of helped you understand how the experience connects in with the attributes and also how experience can be spent to actually upgrade your decks and one last thing to clear up just in case there's any confusion but for XP is the highest that you'll ever pay even when you move into putting your fifth or higher points into one of these attributes so for instance if I had two inside of empathy and I already had two inside of aggression I would technically be moving for my fifth point by going for another upgrade and if I did that it would still only cost me for XP okay so here's the funny part about this we have two options one is to give him some of our wealth which we don't have much of and would likely offend him it's only one wealth and he's crafting these amazing swords and stuff like this and I don't I don't think he's gonna appreciate us offering him one well so I'm not gonna go down that road I'm actually gonna go they were sweet because I'm crazy and I want to risk it and see if we get something decent from it but I want to attempt to steal it from him yes I know and we even know the Smith and you know my missing master and him used to be friends but apparently I am some kind of corrupt individual who just wants to steal stuff and that's what I'm gonna try to do so essentially when I need to get on this role of a d6 is a five or six and then I'm successful however for every point of practicality my character has which my character currently has plus 1 in its attribute there for practicality so any force that I roll will actually end up being fives meaning or I should say t4 will end up being a 5 because of that boost meaning it's a 50/50 roll on a d6 which I don't think is bad odds I mean it's not great but it's it's yeah it's even so let's give it a shot let's see what happens I'm sure if this fails I'll likely have to deal with some type of repercussions but the reward might be worth it so here we go ha a 6 nice ok so we rolled a 6 now we also get the plus 1 so technically we hit a 7 which is actually really high and way more than we needed it does say if your total result is at least 5 you gain the old steel Smasher now that sounds pretty cool so this is where things are interesting so the old school the old steel Smasher I should say comes from the secrets deck not the item deck so the secrets deck is another reason why this back in this journey because this carries a lot of narrative and you know thematically connected cards that you're going to gain throughout the narrative of the story so I'm gonna go through this deck here until I find this old steel Smasher here it is alright now let's talk about this card first off so right off the bat here you'll see that this particular card has an S right there what does that mean that means that this card is considered special so awesome we ended up stealing away a gigantic smashing hammer which is amazing I don't know how we pulled that off we've got some pretty good hands the courage you think about it - that's funny is technically we have the hammer on our guy so we were meant to have this thing even though we stole it ok so we're gonna go ahead here with at least that's my logic so we're gonna go ahead here and look at the keyword on the car the key word is weapon so when the key word is weapon what that means is during combat if you have multiple weapons on you and they all have the keyword weapon that's what matters and you can only use one card with keyword weapon you can hold a bunch of them but they all have to be flipped down the ones you're not going to use during a convent well talk more about comment and sequence and all that kind of stuff later on but I just want to mention that now the other benefit that this card gives me is it says it's going to add 1 to the value of your sequence which is really good it's going to help us when we're in combat again we'll talk about it later this one says during purple encounters you get to add 2 instead so it's even better against purple encounters which is awesome so we're gonna go ahead and going to talk that away as if we never stole it and hope that de Smith didn't even notice and actually that is going to end our explore action here and what an explore action concludes what you simply do is take the card that you were dealing with you flip it back over like this and your characters back on top and now you're free to choose something else to do now there's a whole bunch of things we could do but technically we only have two more energy left on our character and we tend we have 4 but that's only if we push ourselves far far into exhaustion which I prefer not to do before the day ends so we have 2 more energy to spend before the day comes to a conclusion so we could potentially move back to the farm hold and then maybe do what I see here as the chores for the townsfolk which actually looks kind of cool it basically says pay one energy to gain one and this particular symbol means reputation and reputation is really good because obviously if you have a good reputation then your aid is going to be much you have a much of greater chance of receiving aid from villages and settlements and other type of effects and narrative-driven stories throughout the game so reputation is a good thing so we could do this and it also says once per day so we can only do this once per day we cannot just sit there forever paying to boost up our reputation but I think I'm going to do that so I'm actually gonna spend one of my energy to go back here and we're gonna stop right here and I'm gonna go ahead and going to pay one energy now you'll notice by moving one it cost me an energy and then paying one right now cost me energy so technically on my player board as of right now our energy has now hit two which is just above the exhaustion limit so we'll pay that to energy now so one for moving and then one to actually gain a reputation I'll take one of these markers and add it to the reputation area so now we've got some well some reputation decent amount of food and experience point as well alright so after a long day of heading it down to the forlorn swords stealing some nice equipment from a friendly Smith and just being an all-around bad person we're not going to go back to our firm hold take our head place it on the pillow and pretend like we are okay and what we're gonna do here is we've technically run out of energy but we actually still technically have two more injury we could spend if we wanted to go into exhaustion which I'm not going to do so your day essentially ends when either you choose to pass or your energy completely depletes in other words into the exhaustion into the red we can choose to end our day anytime as soon as you want to stop spending energy and stuff like that you can pass it any time so this is a perfect time to do it because we won't be in an exhausted state going into the rest phase so at the end of the day the very first thing you do is you're gonna consume a food so let's go to our character board here and start doing that so we're going to consume one food we'll take one of those markers away and we cannot raise our health any higher because we're already at max health and we can't lower our terror any lower because we're already at the lowest terror now it says if you're not exhausted in other words if your energy is on either zero or one that's what exhausted which would be which is these two red positions right here and we are not we're not exhausted at all then we can go ahead and we can actually restore all of our energy so we get to go from two which is a grey space all the way back up to full no problem this is where that penalty comes in if you chose to go into the you know exhausted state if you happen to exhaust yourself down to zero or even one then on your next rest the highest you can go to is four and this is where it starts to hurt you going into the next day but sometimes is completely necessary based on the actions and things you want to accomplish in a given day but we're back up to full health or I should say full energy which is great after our a long night of rest now the other thing that happens here is the dream so there's a dream which is located on the actual card itself that's denoted by an eye on the location which we talked about in the setup as well as earlier on this video and basically what that means is we're gonna have a dream right now so we're gonna go to that locations number in the journal and read the dream section in your Restless dream a pale lady rises from the water her eyes are milky and her skin is spoiled with rot she whispers something into your ear her breath smells of sea salt kelp and rotten fish you barely remember the words there was something about three enigmas one hidden under the Isle of the dead one clutched in the grasp of burned hands and arms and one buried in a mist covered mount but what could it mean and then there's a hint here underneath the dream that says the dream refers to three out of nine locations surrounding this farm hold it's possible some of them are not yet revealed and that is very much true as you can see from our adventure we haven't gone up here we haven't actually gone over here and there also is a space down here on the right and once we've checked all three of those locations we'll have revealed all nine cards around the men her so it's very much that the things that are being referred to within this dream are telling us to go to specific locations for an objective and this is where dreams become extremely important dreams reveal more of the story and setting of the game but many of them contain helpful hints and the dream you get in this firm hold is really really helpful this dream we've just obtained it really gives us some great information as to where we should go though we might not understand and decipher it right away it's obviously referring to some locations that are not yet revealed but some of them might already be revealed and it's up to us to figure out where they are and interact with them in the right way and be successful at it so there's an element of the game unfolding which is really cool through the narrative of dreams as well as the interactions through the characters that are living within the world and that's going to conclude the very first day in Avalon and hopefully this very first day was enough of a basic understanding of some of the movements and actions that we can do throughout the game in order to interact with different things the action card states that we can which we did explore which we did do location actions on cards which we did and the only thing we haven't done that is another action that's possible is called activating and men her so later on the game you were able to go ahead and try to activate another one of these ancient statues to then allow you to explore even further so that's a very important point too but we won't see that until we progress any further the great news is we are finished the first day and we can move into a brand new day so moving into our next day the very first thing we do when a new day begins is we turn all the dials in place so if there's any dials in play that are used for either the ancient statues or for counters or any other game mechanics we're gonna turn those dials down one so we do actually have one underneath this ancient statue so let's go ahead and drop this down by one so as you can see this current statue has seven as its first number we're gonna have to get this thing rotated to 6 to denote we have already spent a single day and this statue is one day closer to going completely dark the next thing we do is we go to the event deck and reveal a new card and we got good weather so the very first travel today is going to be free so it's not going to actually cost us any energy in order to move it also says right there in the flavor tax experience journey minute no to make the most of decent weather while lasts so obviously different weather conditions are going to come into the game that are going to affect how much energy we likely have to spend to move around so we need to take the most advantage right now of moving around the map and obtaining different things that are going to benefit us and help progress the story so moving into our second day we just have to take note of the fact that we had now removed the major training wheels that we had in the first day of learning different actions to do and the basics of the gameplay now we can really start getting our feet wet on where we're going we got a dream that gave us objectives we know we're going after some enigmas we got to find them there's three of them and so those are some of the things we can keep an eye out for and we'll also refer back to that dream if we need to one of the places that I'm seeing here right now already revealed is called the charred Conclave and there's this figure here standing that looks to be charred and burnt up so it's quite possible that that's one of the locations we need to go to but who knows I actually don't know for sure we also have three revealed locations around the map that we still need to check out but I think going here makes sense because we'd actually reveal two locations at once so that's not a bad idea but the first thing I want to do before we go venturing into the wild and again remember we get one free move action this turn or day I should say that's free because of our good weather occurred the first thing I want to do is I actually want to spend an energy to take a look and actually explore the town we call home which is the firm hold I want to flip the card over and see if we can potentially interact with the locals find a little bit more about the story or something that can provide us some useful information before we leave so without further ado let's go ahead and do an explore action on this area right here so I'm gonna go ahead and move the mentor out of the way I'll just move my figure out of the way and one of the cards and we're gonna flip this thing over and see what we get should be quite interesting to see what's going on in our own home a deep feeling of loss fills everything from dilapidated farms to the sunken eyes of those who remain the men her in the market is all but extinguished and everyone braver resourceful enough left to find a solution so we have a couple things too that we can do as part of location actions or also dependent on whether or not we have particular cards and things like that with us or statuses so we do have the red sign card and we have the hunter's mark status both of those will take us to particular verses in the game now also earlier on when I went through my first interaction I didn't actually show you guys where to mark off statuses that we gained and we did gain a status so what we're gonna do before we move into the journal because I know we're heading there based on the fact we have a journal here and I know I don't have the red sign the hunter's mark or the fact that the actual ancient statute is not at this location it is still here we're gonna be definitely moving to the journal but I first want to show you on the save sheet where you mark your statuses so you can see on the Act one save sheet that there is a number of statuses that you can potentially obtain through your journey and you'll notice one of them's already crossed it's the riddle of the old steel which we gained that when we were dealing with the Smith down in the forlorn Swords so I already went ahead and marked that off I wanted to show you guys on the sheet what that looks like that you're familiar with where those statuses are saved and you just reference those throughout your journey this is also a great time to go over the fact that you can activate them in her if you need to and in this case we don't need to because ours is active still but this was the final action on the action card I showed you earlier that we did not do which is activate amend her and if we go ahead and do that last action you can go ahead and try to attempt to do so by following the instructions and you'll notice that there's an icon on the actual location to let you know whether or not it's a possible thing to do so we're not gonna focus on that right now because that's not really what we're intending to do at all so we're gonna head to the journal and find out what's going on here in the town so we have three different things that we can potentially do here in this town the first one is we can visit the families of the champions from the first expedition by going to verse one we can also ask the town's folk to help you prepare that sounds useful or we could just leave I don't want to leave I want to do something so let's go ahead and ask the town's folk to help us prepare because I think that kind of makes sense we might need something so it says here though they have little left they share with you their last remaining supplies well that's super nice of them somehow this seems unworthy of a hero well we are a ragtag group or at least I'm one ragtag hero but since all the true heroes were lost who will dare to question that your methods now if you guys don't know the story there were other heroes that went out to try to succeed and did not come back so this town is already familiar with releasing heroes to go deal with a problem and having that problem still remain so that's kind of where that narrative connects it says here if you have at least one reputation which we do thank goodness I gained that reputation on the last day and no scrounger of status which I don't I get to receive one random item and one food which is awesome because we get some food back and the scrounger status we actually gain and then our exploration ends so let's go ahead and gain all of those good things more food for us we also gain the scrounger status that's nice we'll go ahead and mark that off in the save sheet lastly we're gonna get to gain an item so let's find out what we get a battle horn that's pretty cool so the see just so you guys are aware what the C means it's craftable that's what that stands for the card text here says draw one extra card at the start of your turn if your sequence ends with the courage opening so that's actually really cool that particular symbol that's showing there it is for courage and you know that just by taking a quick look at your your board itself you'll see that the icons match there for courage so that's how I know but basically the battle horn seems like a pretty decent card to grab so we're gonna get a battle horn and we also have that hammer so that's some pretty useful stuff so far I think it might be time to kind of head out of town see what we can find so we've concluded our explore action so we'll go ahead here and reset everything flipping back over the firm hold and I don't really want to spend too much time here anymore but we're I was quite happy to do that particular explore action and again just let you guys are aware I have reduced my energy down by one so we currently sit at 5 so we still currently have 3 more energy to spend but we also get a free movement without having to spend any energy because we have good weather and because of that I'm really tempted to go over the Charter to Conclave let's move on over to the charred Conclave the first we're going to do is we're going to reveal all the numerical cards that are around the outside edge as long as we're within the appropriate distance from the mentor which is still currently lit so we are able to go ahead and reveal 107 and 109 and of course we had a cliff face here so nothing's being revealed but nothing will be revealed anyway because it would technically be two spaces away from a mentor even if there was a number there so we're gonna go to the very top here and put 107 down first 107 is whitening so this is gonna go way up here and it says that we can trade with the towns folk we can go ahead and pace we can actually pay or give food to actually acquire wealth there so that's interesting so we actually gain some money by maybe pretend so basically it's really good pair up with Hunters Grove which is right here because we can gain food and we can turn that food into wealth so that's interesting and we'll talk more about that if we actually head up that direction the one below here which is 109 is ooh this actually looks pretty cool this is a Island asylum and it actually completes that whole bottom section of the island now so you'll see we have an asylum of an island it's healing rights it's what we can do on this particular card and it says pay one energy and pay one wealth in order to gain to health there's a better more close-up shot of the car we just revealed to the southeast which is the island asylum so you guys can see that and the location action we can take there as well as just a look of it and then here's a close-up look at the location revealed in the northeastern section of the map which is right next to the hunter's Grove and looks like they pair up really well together in terms of gathering food on one side and then actually taking that food and converting it to wealth might be something at worth while exploring in the future but I wouldn't be surprised if there's some type of enigma type thing going on up there in that northeastern section as well as maybe in asylum it'll be interesting to see whether these two places have anything of benefit for us so now that we know what's going on with the map and all the different locations we've just revealed let's focus on the car we just move to you which is the charred Conclave so when we move here it says the wind that caresses the long grass of this desolate Highland also carries a smell of burnt flesh interesting so this might actually be the area that I need to see in order to progress the story now the other thing on this card that we need to activate right away is this bolt symbol here this so this bolt is basically letting us know the second we move on this card we need to draw a gray encounter when we enter the location and this happens only once per day so it's going to happen right now well this isn't good we just found ourselves a band of highwayman I don't think these guys want to be our friends so this particular situation it's a unskilled group of individuals that are trying to basically claim our property or really just beat us up and steal it they have the Guardian keyword and it says here when you drop to one health they're gonna just essentially kick you over steal your wealth and your items and then the encounter just ends as they run away from you so that's not really the best what's underneath of that is a table it's called the combat table essentially what a combat table is is this usually determine which attack the enemy is going to perform during his turn so we'll talk about how that kind of works in a bit here at the very bottom is considered the rewards section so it's basically what you get for defeating an enemy so this enemy would give us 2 XP and 2 wealth which is actually not bad at all so you might be wondering what the number in the top right hand corner is that number is considered the enemy value so it's the difficulty of the encounter and to win that the total value of your combat sequence needs to reach this number so we need to reach 8 in order to win this and then we gain the rewards at the bottom of the card which is to experience and to wealth those little symbols along the side here come down to our attributes which we talked about on our player board and they pair up with them based on the symbols and they're essentially enemy of vulnerabilities so they're basically what the first card in your sequence needs to connect with at least one of them in order to continue the sequence on as you try to chain together cards to increase the amount of damage that you're putting on them and it's a very interesting mechanic whereas the actual combat table and what you put out for a sequence works together so if you put a sequence out that does two hits against this enemy then it's gonna look at its combat table and it's gonna do something that's in the two to three range so the enemy is going to react to your attacks and how much damage you do during your sequences each battle turn as much as you are going to try to sequence things together to kill it it's going to be aggressively changing its tactics depending on how much damage you're trying to do so it's not always about slamming it with six plus damage for instance or five plus damage all at one hit because you can see here if you hit them for six damage they just literally run away so you can't just beat them into the ground you'll scare them away and then you won't gain any rewards so there's kind of that it's a very interesting mechanic in that you you have to stick around though matically and fight them and even in in some cases make them think that you're actually going to lose essentially based on this combat table and then come out with the win at the end so because obviously if we come in and we hit six on our first sequence row they're gonna just hightail it out of there they're gonna say you're way too powerful these guys are not skilled and they just don't want to have anything to do with you so that's really interesting and all the different encounters gonna be different like that so let's go into maybe the first round or the preparation phase of combat during the preparation phase of combat you're gonna be focused on getting your encounter car that you're dealing with the far left-hand side of the table because you'll be building your sequence out to the right of the card you can see that denoted by all the attributes and vulnerabilities that this particular encounter card has that'll build out a sequence to the right so you're gonna want some space the other thing you're gonna want to do is choose all your item cards so you're gonna pick which weapon which shield which armor and which follower you'd like to use and in the encounter so you can have multiple of each but you only choose to bring you know certain ones in or certain number of each of those in and it's only one of them so if you have two or three weapons you have to pick one and it's cool because you can pick what makes the most sense for a particular enemy and that type of thing so for me I'm gonna bring in the old steel Smasher because I gained that earlier on it's my wife but it's the only weapon I have but I want to bring it in even though this isn't a purple enemy I'll still gain the +1 to my value of my sequence because of using it and then I also have the Val horn which is I can draw an extra card at the start of your turn if your sequence ends with courage so that's pretty cool so we'll see how that pans out in subsequent combat rounds the very first phase of your turn is called the draw phase you're gonna draw three cards from your combat deck so I'm gonna do that right now bloodthirsty rage gather thoughts and surprise attack so those are my three cards now you always have to draw at least one card but if you don't like your starting hand you can use a mulligan and draw a new hand but you have to take one less card during that Mulligan which can be not so great you cannot use a mulligan if your hand size is already won of course the other things to be aware of during this draw phase is you can draw any extra cards granted by card effects items or abilities at this particular time you also draw an extra card if you passed your last turn now we haven't passed our last turn yet because we haven't even had a combat turn yet so we don't get a bonus for that based on our cards here the battle horn itself will let me actually draw an extra card at the start of your turn if your sequence ends with a courage so I have to make that happen or to get that benefit which I can't do currently but I might be able to do actually no I can none of these actually end in courage so there's no way I can actually make that happen regardless this particular time around I could mulligan this but I actually kind of like some of the cards that I got so I'm not going to do that and the weapon says add 1 to the value of your sequence meaning that they actually get a lot stronger so let's go ahead and move into building your sequence now it's moving to a part two of your term which is building your sequence and there's a number of things to think about here the first thing is players are gonna place any number of combat cards in sequences and the first combat card you play has to match at least one of its direct keys visible on the left hand side of the comic card so one of these symbols on the left hand side of the card have to tie into one of the encounter card vulnerabilities now you'll notice we have all the vulnerabilities available to us with this group of band of highwayman because they're just not very skilled but we will encounter monsters and other things that may only have one key open one vulnerability key open and making it very difficult to get that first attack in on them but these guys are wide open for attack the next thing to remember is each combat card you play after the first one has to match at least one of its threat keys with the key on the card before it so that's just kind of simplistic understanding then if you go ahead and match these together the next one the opposite side has to match against one of the other cards if it doesn't you can't place it another very important note is about the fact of connecting not only the keys on your comic cards but the fact your character attributes actually matter in relation to the keys you're attaching in other words when you play a card it has to both connect with at least one key to the previous card and the key has to be covered by your current attributes including ones that are like double key like this one here for bloodthirsty rage shows two aggression I would need to have two aggression to actually make use and activate this card so that's very important to note if you play a card into a gap in the sequence which is usually caused by an enemy counter so you can eventually create a particular sequence and me what you can even see here on this combat section here may go ahead and counter one of these things and if they do then you're gonna have to go ahead and you're gonna have to remove one of the cards from that sequence and if you have to actually play a card into the gap the card has to connect to the card on the left and with at least one key and if the card doesn't connect to the card on its right you discard the card on the right and any other cards located after it the card you have just played should now end your sequence so after you've successfully placed a card its card effect becomes active so you'd read it and apply it when necessary so for instance if I connected these ones in a certain way you know this one here for instance says exhaust and energy received two if two wounds if this is countered this one says it's uncountable it cannot be countered and it says drop if the enemy deals two or more damage in the next attack so drop would mean that could break a potential sequence this one here actually has an ability that has to be talked about at the very beginning and it says can only be played as the first card during your turn so this has to be the first card played going into your turn which makes you know maybe some of your choices a little bit more restrictive if you can't or won't place any combat cards in this phase you may pass it and go to the next phase and this will allow you to draw one extra card the next time because you've survived from one round to the next and at any point in the phase you may discard the last active or inactive card from your sequence and repeat this any number of times you can kind of clean up the tail end of your sequence as you see fit at any point in this phase you may also decide to flee and there's some actual mechanics behind that as well if you think that the encounter you've been pulled into is too much and I will let you guys know that there are encounters that are worth running away from this game is not the type of game where you're going to want to encounter every single type of monster or thing that you come across there will be times where it's wiser to just flee so now during the enemy turn choosing the attack we just referenced the combat table and you can see here we know we have a value of two for an attack plus we're hitting it for one from our sledgehammer here and that's going to give us three which lands between two and three it's gonna they're gonna actually inflict two wounds on us and then counter all value0 kurds i have no value zero kurds so in other words i don't lose any cards if it counters any cards in fact if i hadn't gotten zero to one on my damage it would have countered every card in my sequence and literally what would happen is this card would actually be removed from the sequence yeah it could actually destroy your sequence order so you could essentially I could have had in some cases like this if say the values were ignored here say there were actually one and two or actually say that was was one and zero so it landed in the first one it could have countered both of these cards out of here if the total value had landed between two and three it would have countered all value zero cards so these would have stayed in play but we know that wouldn't happen anyway because these are actually six with my hammer included and then if we actually landed four to five it says it would count to the last one so we'd actually lose the last card and so that's what's kind of happening you're building your sequence out until you get to the total value of eight and if you can do that successfully you then defeat that particular encounter so it's an ongoing battle with multiple turns potentially if you don't get what you want out of the gate which is typically the case you kind of have to work your way there but you're trying to build a sequence as well as trying to strategically think about how to avoid the nastiness of the AI built within the encounter all right so now let's talk a little bit about actually connecting and building out the sequence that I want to do for this particular combat so as you can see here right now I already have a one card in my sequence that's connected on three different points but I'm only truly connecting it through these two or one of these you only need to have one of them so as of right now I do as an attribute have courage I have one courage so I can use this key it matches one or one I can also match on practicality no problem but you'll also notice there's another symbol down below that's magic and when it's magic you have to make sure that you actually have the magic resource which is right there in between experience and reputation so you take a cube that you actually have or a token from there and you'd be placing it on top of that area so if I actually had a magic UVU's and I wanted to link it using magic I'd have to have it like this so it's very interesting and magic is something you can obtain through gameplay as you go along but I currently can't do it because I do not have any resource of magic on me but I can go ahead and connect through these routes and again I only need one of them to be connecting so we've now put one card into sequence and the main reason I use this card of the threes because it says can only be played as a first card during your turn now I'm really tempted to go ahead and you think to grab bloodthirsty rage and just connected but you actually cannot do this because these keys don't match even though the same symbol one is on one side and there's two on the other can't do it I do still have two as an attribute so technically I can use this card at some point but as of right now I can't connect that the other thing I have your going for me is this gather thoughts card but again you'll notice the only way to connect it is by using magic which I don't have making both of these cards not so useful right now however the plus of all this is by looking at the AI combat card over here or combat table you'll notice that I've gone into the range of two to three so what happens is when you're done with your sequence building you then move into choosing your attack for the enemy and the enemy is going to react based on what you did to him in damage so as of right now my value is two but I also was using my old steel Smasher along with it which adds an extra one so technically I'm hitting him for three but that still lands between two and three so I actually end up taking two wounds according to that particular enemy that's what he does back to me and then he's going to counter every value0 card well the good news is I have no value zero only value two so meaning when I go into the next round I've already got a card in here that's gonna get to stay as I build and up and up and up to try to get to eight now the one thing that I have to do right now is gonna have to go ahead and find Bjorn's card here and I'm gonna have to reduce his health down to two so I'm going from eight down to six and now he's been dealt with he's taken a couple wounds and he's ready to stand up and move into a brand new round of combat but the very first thing or last thing I should say you do at the very end of a combat turn is out of all the cars that you didn't use in your hand you're allowed to keep one and you have to discard the others I really want to keep bloodthirsty rage because that looks super powerful and also has two decent connection points and looks much easier to connect versus the gather thoughts one where I don't have much magic going on so I'm going to discard that one so let's move into the second turn of combat now just to clarify one thing from the previous round if you choose to pass during the next combat turn you get an additional card and what passing essentially means as I mentioned earlier is you're literally not going to play any combat cards in the phase so you're gonna just move to the next phase and draw one extra card next time so it is a true full pass so I didn't true full pass last time I only placed I place one card is into the combat sequence and then I just ended my turn I just guarded cards I kept one so now we're gonna go ahead and gonna draw up so I'm gonna draw three more cards for myself but I also get to keep that other card that I put aside so now I have a total of four cards to work with the other thing too is you take a look at the cards and items that you're using so I have this Hornet but you'll see here but I don't gain the benefit of an extra card at the start of my term because I didn't end my sequence with a courage I ended it with an aggression and with a magic but maybe at some point I'll be able to make use of that so now we're gonna go into the next round here so I pulled cards that look like this I've got a defend card here says play this card and play this card and playing this card ends your turn and this is - two wounds from attacks if last this sequence so that's really good so it's a great defensive card if you put it last I got faint which is an uncountable uncountable card this is if the enemy tries to counter this card a market markets value market and its value becomes 2 for the rest of the encounter Oh interesting ok and then I have this one here that says attack playing this card ends your turn and preparation draw one extra card and then of course I have the bloodthirsty rage from the last round so I'm gonna go ahead and now and make a strategy here put together a sequence and come right back so one thing to really note here guys the fact that any time during this building a sequence phase I can go ahead and just guard the last active or inactive card from a sequence and I can do this and repeat it as many number of times as I like which is really handy for getting rid of this card at the very end if I didn't like the options that's giving me however I do have two cards in this card draw that I just recently got one is defend which would allow me to connect up here using aggression and this would actually stop me from taking damage and you have to make sure you play this at the end of your sequence it has to be the end of your sequence plus izz will end your turn immediately it's also a value of zero and then this one here is an attack which I could use up here give me an extra value on my attack but it would also end my turn so I think at this point in time I'm probably gonna go ahead I'm going to defend in order to stop an attack from the enemies so at this point I'm going to stop right here now we're gonna go ahead and we're going to choose an attack for the enemy based on the value that I have so I have 3 going into this one because I have two from this one from the hammer so that's gonna put it at a 2 damage coming towards me now the two damage is gonna get blocked from this defend so that's good but then it's going to counter all 0 cards and this is a 0 card so boom the defend card is removed and that's going to reset that now we're gonna come over to my hand and I've got 3 cards that I have to choose from these are the 3 I've got that awesome bloodthirsty rage which gives some crazy damage but it's very dangerous because it could also hurt me later I have this one here faint and it's uncountable and also opens up a lot of different options here as well and if it tries to get countered it actually turns into a 2 so this is a sneaky way of getting a good one in there and then this one here is play this card ending your turn and you gain an extra card start of the next turn so that could be really useful plus it opens up that double which is huge for that bloodthirsty rage so it's a really tough decision to make here especially when typically this this guy here if I'm doing 4 or 5 is going to get rid of the last card I have every time anyway if I get up to that type of damage so it's a little bit scary and I'm gonna have to get a really good sequence at some point to pull this off but I have some choices to make and some sequences to build so I've gone ahead and decided to keep this one and I'm gonna discard my bloodthirsty rage and my other attack card which are these two I'm going to turf them and we're gonna go ahead and draw another three and see if I can do something more productive on this round the cards I gained our final blow that looks like a good one drop after the enemy attack if not last the sequence risky attack it's one it says toss a dial and put it on this card if it's a skull side receive +2 damage from the next attack that's not good if it's the Grail side then this card is a value of two Wow and then we have a defend card so I got a couple options here going into this next combat turn so we're gonna get a bit crazy here on this particular trying I'm gonna do some really risky stuff but I don't like this surprise attack being at the front so I'm actually gonna discard this right now and then we're gonna start it off with a risky attack because hey why not take a risk and I do have the attribute to activate this so immediately I'm gonna toss it out and put it on the card so I've got a dial right here this is the grail side this is the skull side if it lands in the skull side I get two wounds from the next attack from the enemy if it's the grill side the card goes up too and value to a3 I got the Grail ha this thing is a three now that's huge on top of that I'm next going to play this one right here now let me check to make sure I have practicality yes of course I have practicality so that's amazing this is just an uncountable card that will eventually increased it to if it's ever countered but as of right now I'm happy to leave it there I think unless let me think about this so does everybody know this is a3 that's gonna and I have one from my hammer so it's a four so we'd be actually getting hit for one damage and then it would try they would try to counter the last card and this is the last card so if there's only hitting me for one maybe I just take that damage and allow this thing to go up in damage total that actually wouldn't be a bad idea and then what I could do is I could keep the final blow card for the next round maybe and not play my defend right now I think makes the most sense I think I'm gonna do that so I'm gonna stop right here which means I'm not or I guess what we'll do now is we'll total up things so I have a total of three from risky attack and I have one on my hammer so it's four that means this thing is going to be hanging back for one so I'm going to reduce my health down from six to five so I'm doing that just off-camera guys and then what we're gonna do is they are gonna go ahead and they're gonna counter the last which is this one and it's uncomfortable cannot do it if the enemy tries to counter it market and its value becomes two so I'm gonna go ahead and take these just token here just drop it and this is going to now denote that it's two maybe what I'll do just to make you easier I'll put two there so now we've got a total of five and then one for the battle horn we have six damage going into the next round that's fantastic no what are the two of these do I want to keep the defend or the final blow I think the final blow is what we need something to hold on to the final blow and we're gonna check the defend and we're gonna go into the last round and I should be able to do this so one two three we'll reveal these cards here see what we get so we got intimidate so I'm going to do is I'll just lay these on top so you guys can see so we got this one here this one is one that's actually not bad we have gather strength and we have ingenious trap this was a drop if the enemy deals two or more in the next attack if the enemy counters discard cancel the attack I immediately start your next turn wow that's powerful too so anyway we're not gonna probably be using any of those because I think right now I know exactly what I plan to do time to drop that last card in the sequence boom there we go I'm happy with just that one car being in play I'm gonna stop right here we're going to total it up so I have one two three four five six seven and one for my hammer making it a total of eight which matches the mountain right at the top so the combat ends right now guys and we gain to experience and to loot with our first encounter down was awesome now one additional thing to note guys is the fact that I ended my last turn on the on this this card right here which actually had an open courage spot so technically I could have actually taken advantage of the battle horn and drawn an additional card on that last turn but we all knew we didn't need it anyway we had the final blow card we kept from the round before so I just didn't do it but I want to let you guys know that I was aware of it and if I hadn't needed it for a longer battle I have absolutely would have taken advantage of that so now you've seen your very first battle here with tainted Grail so we're gonna go ahead and reap the rewards of taking out the band of highwayman that tried to rob us and steal our property we ended up taking away some of their so we actually gained two wealth on this or wealth is going to go up to three and we gained two experience which is awesome so we're really racking things in now giving us even more options our health really isn't all that bad either we only ended up losing three points of health which isn't too too bad and it's still just above our actual full meter for our energy so when our energy goes back up it can go all the way back up so we got super lucky on that first combat and how about we actually do a explore action check out the charred Conclave and see what we end up finding there so we're gonna go ahead and flip this card over for an explore action I am gonna reduce my energy down by one off-screen so that will give us a total of one more energy to spend after this before we move into exhaustion so we can do one more thing so we got this location right here which looks like we've found something extremely interesting it doesn't take long to find it you just have to follow your nose the remnants of an enormous wicker man kneel at the bottom of a small veil you were here when it was set alight years ago the day was wet the wicker man is smouldered but didn't burn its victim dozens of tightly-packed druids are still inside they're melted faces and charred beards pressed against the bars and looking towards the gray silent skies barely audible ceaseless whispers seemed to fill the air so this is extremely cool so you'll know was at the very bottom of this card it says if you're playing as Meggitt you're gonna actually read a different verse entry than anybody else otherwise you're gonna go to the journal and read as normal so this is what's really cool about the tainted Grail depending on your character not only his choices or her choices but actually the character that you're actually choosing to play can actually have an impact on a particular story so you can actually replay this story with a different character and get a different perspective different information and that's everything which can really add to the replayability so that's something I really do like so let's go ahead and take a look at the journal here and see what's going on inside the charred Conclave so the options for our hero are to stay and listen which we would go to verse number one we can dig through the remains verse number two or we can leave while your sanity remains intact whew that's tough now my character is kind of more of an aggressive character so I feel like digging through the remains might actually be the better choice here but I could be wrong but we're gonna go for we're gonna try to dig through the remains it's a little bit messed up we'll see if we can find something useful we're gonna go ahead with the with digging through the remains you hum a joyful song to drown out the whispers and get to work prying apart half metal bodies is grim and foul work but you do find some valuables that were locked away with unfortunate druids if you don't have the robbed wicker man status gain one random item and the robbed wicker man status so we're to gain a random item Plus that status then we're gonna gain one terror so our actions have consequences we are getting our first point of Terror because of what we just had to do or what actually we chose to do we didn't actually have to do that but I am a little bit crooked in this current playthrough and then it says here if you have actually says then gain one terror if you have more than one empathy so that's interesting so it's not just based on the fact that we went through here it's only if we have a strong empathy as an attribute that we actually take that extra point of terror so the interesting thing is my character as I told you before is very very rough and around the edges and he actually didn't start with any empathy in his attributes whatsoever so I don't have more than one and I haven't upgraded that's still yet so we actually don't take that point of fear because it doesn't bother him he doesn't have that empathy to really care I guess so that's actually really really cool so at the end the day we end up gaining the random item and the robbed wicker man status so let's get those two things done right now after rummaging around it looks like we found some Mead it says to discard at the end of a day to use it and during this rest that you choose to discard it ignore the effects of exhaustion terror and the howling gale event that's that sounds really good sounds like something that can mitigate some of those bad things the only consolation for a weary traveler is some Mead so that sounds like a very useful item so we'll add that to our inventory we're also gonna gain the status of Rob's wicker man that so I'm gonna go ahead and check that off looks like we got ourselves quite a few statuses earlier on in the game and just like that our exploration is now over so we'll flip this card back to its regular side and hook it back into the land again so now we're gonna head down from the charred Conclave for one energy to the island asylum so the island asylum here says the place where humans first set foot on this island is now the last departure point for they're sick and you'll see that there's actually a free location action on this particular island it says healing rights we can pay one energy and one wealth to gain back to health and it's a free thing to do as long as we have those resources so we're definitely going to do that now this will remove the last two energy that we have and keep us still out of being exhausted so it's a perfect way to end our day alright so we've gone ahead we paid the energy cost here we've also paid one wealth I've dropped from three down to two and I've now raised my health marker from five where it was that after our last combat up two spots and now we're one away from being full but we know as long as we rest when we're not exhausted which we aren't because we're not read then we're gonna be able to gain that last health back bringing us back to full health so it works out perfect so I technically do have no more points of energy to spend unless I want to be exhausted I don't I'd love to explore the island Asylum and see what's there by flipping the card over but I'm gonna wait and we're gonna decide at this point to rest so at the end of the day we're gonna go ahead and consume one food we're also gonna go ahead and bump our health up to the full place all the way at the top and our terror will go down by one but we haven't gone up by one yet so we don't have to worry about that we're also not exhausted so we get to bump our actual energy level all the way back up to full which is awesome now we're gonna go ahead and do something really fun and that's gonna be spend our XP our hard-earned experience points we got we have three of them to spend and as long as we weren't exhausted during the rest phase then we're gonna be able to go ahead and either bump up our attributes which are on the sides here of our player board or get some advanced combat or diplomacy cards I've chosen to go the advanced combat card route and the one I've chosen actually I chose to in the end the first one I chose for one experience point is this guy right here risky attack we use this in the last one it was very very risky because it's a coin flip basically it can either give you some wounds or it can actually bump up the value of your card but for one XP we can actually get three value and then if I get a lucky flip I actually can boost that to five which is a crazy amount of damage now over here on the other side this is what was in my deck prior how this works is if you're gonna go ahead and spend one of your XP to buy this particular card you've then spent your XP as I just did you have to remove a card from your twenty five card deck in order to swap it out it does not have to be the same card that you're upgrading so I could have chosen something else and kept both risky attacks but for me just having one is probably good enough so just gonna go ahead for now and take this one out of my deck and put this one in the cool thing is again as I mentioned early in the video at later times when you rest if you ever want to change your mind on a card that you've taken out that's a basic card like this one you can always swap this one back in at a future rest point so we're gonna go ahead and we're going to add that risky attack into a twenty five card deck the next card that I want to purchase for my combat deck is called bulrush and this one here it costs two and you can see here that we need to have either two aggression or we need to have two courage and I definitely have two aggression so I'd be able to use this card it would give me a value of two on the attack and the best part about this card is the fact that allows me to skip the next enemy attack and that is HUGE because I can just full-on stop the enemy from hitting me so in order to get that into my deck I've chosen to remove this card and this is an example of where I'm taking a card out that doesn't match the one I'm adding in at all and this will cost me two XP so I'll remove the two XP from my player board I'm removing this particular card for a number of reasons one I don't have any magic use whatsoever I have no magic up here to actually use to link this up in any way shape or form so I'm already at a disadvantage by having this card in my deck plus I don't have to in my practicality yet I could eventually get my attribute up and when I do this card could make a return but right now it just ends up actually being a dead card that comes up in my deck essentially and I'd rather move it out for something that has a chance of actually seeing some action so this card is gonna be taken out of my deck whereas this one's gonna be added in keeping the total to 25 the island asylum has an eye icon so we are going to be able to actually read a dream from this particular card so we're gonna go to the journal and look up entry 109 for the dream and that's gonna do it guys we have reached the conclusion of part number one so we've obviously got lots to still do here in this particular Kix chatter prototype preview really excited for it really hope you come back to watch the next episode the first thing that I want to mention though guys is that this one was a little bit slower and methodical in terms of incorporating the gameplay and the first two days with the game rules getting the flow of the game down hopefully you guys have seen enough of the game at this point to understand the basics of it but there is a lot more to it as we go through and the game is gonna become more and more and more involved narrative lee as we go along so i really hope you'll join me in that i think it's really exciting to explore this area and find out what we need to find and and see the story kind of unravel before us it's super exciting for me i really hope it's enjoyable for you guys hope to see in the next episode also don't forget guys to get in on that giveaway for the tainted grail kickstarter core box and lord of hellas core box is an awesome giveaway there really hope is gonna make one individual one subscriber from rolling solo extremely happy again as I mentioned the winner of that competition is going to get Lord of house immediately and tainted Grail based on Kickstarter production cannot wait to see you guys in the next episode and as always keep on rolling solo [Music] you
Info
Channel: Rolling Solo
Views: 36,751
Rating: undefined out of 5
Keywords: tainted grail fall of avalon board game, tainted grail fall of avalon review, tainted grail fall of avalon preview, tainted grail fall of avalon kickstarter, tainted grail fall of avalon unboxing, tainted grail fall of avalon how to play, tainted grail fall of avalon how to solo, tainted grail fall of avalon solo, tainted grail fall of avalon gameplay, tainted grail fall of avalon playthrough, tainted grail fall of avalon tutorial, tainted grail fall of avalon rules
Id: udjZb-N9SJw
Channel Id: undefined
Length: 77min 20sec (4640 seconds)
Published: Sat Dec 01 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.