Unfathomable - How To Play

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hi and welcome to watch it played my name is rodney smith and in this video we're going to learn the three to six player game unfathomable designed by tony fanchy and based on a design by corey kanesca and published by fantasy flight games who helped sponsor this video when the ss atlantic has set sail towards boston in 1913 you knew something was wrong almost immediately and it wasn't just the dark shapes you saw in the water or the strange dreams you've been having or even the weird croaking noises heard coming from other passengers rooms at night something was itching at the back of your skull and it became clear that the only thing that could bring you relief would be sinking this ship to the bottom of the ocean but you better not tell those dark thoughts to anyone or they'll throw you in the brig before you incriminate yourself further you better just join me at the table and let's learn how to play to set up place the game board in the center of the play area and then direct your attention to these two tracks at the top in the leftmost space of them add this travel and ritual marker in the upper right hand corner of the board you'll find these dials which you'll set to their starting values of eight beside the board create a supply of these deep one figures trader and passenger tokens the passengers you'll flip face down and then mix together and also set this die nearby in this area of the board which is known as the deep add these two models known as mother hydra and father dagon this area of the board represents the ss atlantica and the water surrounding it which is divided into spaces by these wide lines you'll now add two deep one figures into each of these water spaces a single deep one onto each of these spaces and a random passenger token here and here and just note you never look at the underside of one of these tokens until you're instructed to the cards with this back will be used to make the various skill decks flip and separate them into those decks based on the different types which you can distinguish by the symbols and colors on them there are six main types representing skills of strength will influence observation lore and treachery shuffle each deck individually and then place the five decks that match these symbols face down by their matching area of the board then over here to the right you'll find a separate spot for these treachery skill cards now from each of these five skill decks collect two cards and once you have them all together give them a good shuffle these make up what are known as the chaos deck which you'll then set into this marked area for it here at the top of the board the cards with this back make up the mythos deck and these make up the damage deck shuffle them separately putting the mythos deck near the board and the damage deck here under this area here we're learning the setup that's recommended for your very first game and there are some subtle adjustments you'll make in future games that i'll explain later but right now it's time to pick someone randomly to be the current player giving them this current player token then starting with them and going clockwise around the table each person will choose one of these characters to play as and there's a bunch of them for your first game this table in the rulebook suggests which characters you should use and in our video we'll set up a game for three players using their recommendations along with your characters she'd also collect a double-sided reference your standee and your feet card which has your character's picture on this side and a unique feet on the other all unused feats character sheets and standees can now be returned to the box now flip your character sheet over and on this side you'll find its starting space listed here find that labeled space in the board and put your character's standee into it every character also has starting items and you'll go through this item deck which is made up of the cards with this back and find the items listed setting them face up in front of yourself the remaining items you shuffle and set into a face down deck here beside the board now check this area on the front of your character sheet it will list a combination of five skills and every player except for the current player now draws that combination of matching skills for their character from the top of the related decks you can examine the cards you've drawn but be sure to keep them a secret from the other players and remember the current player the one who's holding this token does not draw any cards at this time now find and shuffle the waypoint deck which has these backs and pull out this captain's title card flipping it to this side this ranks all the possible characters in order of who should be captain go down the list until you find the name of a character in your game that's ranked the highest and give them this captain's title card and this waypoint deck in our game it will go to the engineer in a similar way shuffle the cards with this back that make up the spell deck and use the keeper of the tome title card to find the character in your game that is ranked the highest and give them the spell deck and the keeper of the tome card for our combination of players in this video these will go to william the cards with this back are the loyalty cards and here you'll find humans hybrids and occultist using this chart found in the rule book collect a number of these cards based on your number of players so in a three player game we take one hybrid and one two three four five humans the rest you can return to the box but i'll mention the cultist is used in a unique way in future games that we'll discuss later now normally some loyalty cards would be dealt at this time making some players humans and maybe others hybrids but in your very first game they suggest dealing these out a little later so that's what we're going to do and we'll discuss them at that time otherwise that's the setup for your first game in unfathomable if you're playing as a human which again everyone is so far you want the ss atlantica to get to boston before the ship is destroyed or overrun by deep ones or runs out of essential resources if you're loyal to the deep ones you're trying to make those horrible things happen so the ship doesn't reach its destination the game is played over a series of turns starting with the current player and then going clockwise around and around the table and on your turn you'll perform four steps starting with receiving skills here the current player checks this area known as their skill set and draws the type and number of skills shown adding them to any skills they already had in their hand we'll see later how a character can end up here in the sickbay of the ship but while here during this step of their turn they only draw one card of their choice from their skill set i should also mention while playing if a skill deck ever runs out and you need to draw a new card just shuffle its discard pile which will be directly below it into a new deck so that's step one then the current player goes to step two of their turn taking actions where they can perform up to two actions of their choice and they can even repeat the same one for both of their actions if they want with that in mind let's go through each of the actions starting with moving and to get started there we first need to take a quick tour of the spaces that make up the ss atlantica there are two main types water spaces which are the eight that surround the ship and the rest which are ship spaces ship spaces are divided into two types deck spaces that form the outside ring of the ship and the rest which are called interior spaces when you take a move action you can move your character to any ship space on the board except for the sickbay or the brig space if a player is in the sickbay and we'll see how you end up here later you can use a move action to leave it and again go to any space on the ship you just can't use a move action to enter it and if you end up in the brig you can't use a move action to leave it you'll have to escape and we'll learn more about that later so that's the move action now let's learn about the attack action which you can perform against a deep one figure in your space just roll the die and if you get a four or higher it's defeated and returned to the supply if you get a three or less nothing happens next let's move on to the rescue of passenger action which you can perform to return a single passenger from your space back to its supply by the board passengers on the deck are at risk of being attacked by monsters which is bad for the human players as we'll see later so rescuing them can ensure that they don't fall prey to any dangers and with that understood let's move on to another action called trade a character will start the game with items and can gain more later while in a space you can perform the trade action which allows any of the players within your space to trade any number of items with each other the current player doesn't have to be involved in any of the trades that happen during their trade action but only players in the current players space can participate in any of the trades okay now let's move on to using action abilities these are the abilities you'll find in various locations throughout the game that start with the word action in bold like we see here on this character sheet feat item and skill card to use an action like this it must be from a card that's in play in front of you or a skill card that you're playing from your hand to use a skilled card for its action just reveal it from your hand resolve its instructions and then discard it face up to a shared discard pile beside that skills draw deck actions on face-up cards in front of you like this one here are not discarded after you use them and if an ability does not list the action keyword at the start of it this is an ability you can apply at any time its listed effect allows and it does not cost you one of your actions also note if an effect ever says to perform an action this is an extra action beyond your normal two many interior spaces have an action you can perform if you're in its space and there are no deep ones in it with you and a ship space action can only be performed at most once per turn a summary of these actions are printed on the ship's spaces but your player reference provides the full details of each action and we'll go through these in more detail later once we've learned more of the game's general rules speaking of actions we'll talk about later another action you can take is to reveal yourself as a traitor at the beginning of this learning game no one's a traitor so that action can't be taken but that can change later as we'll see and we'll discuss that action more at that time otherwise those are all the actions that we need to understand right now remember the current player takes two actions during the action step and they can track these using this token by orienting the two white marks to the top these represent how many actions they have left to perform when they take an action they rotate it to the right if they gain an action they rotate it to the left once the current player has finished resolving their actions it's time to move on to the mythos step of their turn here they draw and resolve the top card of the mythos deck which represents events affecting the ship in the main area you'll find a crisis that needs to be dealt with this particular crisis is presented as a choice first read the story here out loud along with the choices then the player indicated in this area must choose between the options shown in this case it says the captain chooses which is the player holding this card they pick one of the options announce it to the table and resolve its effect sometimes a mythos crisis presents the players with a value and two or three skill symbols in this area this is known as a skill check which all the players will participate in succeed in the skill check and you gain the pass effect otherwise you face the fail effect as we'll see later players may become secret traders and they will want the skill check to fail as that will help them achieve their goal of dooming the ship at the beginning of the learning game as we mentioned there are no traitors but keep the role of traders in mind as we go through the steps of resolving a skill check the symbols shown here are the skill cards that can contribute to the challenge's success these are known as the supporting skills any skills not shown here are known as opposing skills and will have a negative impact on this check and the value here is a target number which will be important later so ensure every player knows the target value and the supporting skill symbols needed for this skill check then without looking at them take the top two cards of this chaos deck to begin creating what will be known as the shared skill check pile now starting with the player to the left of the current player and going in clockwise order each person will get one opportunity to put as many skill cards as they want from their hand into this shared skill check pile maybe this player will contribute two cards this person over here might just contribute one and you can even contribute none if you like you may not want to put any in if you only have opposing skills that said if you're the trader you may want to put opposing skills in to hinder the check now we'll assume that there is one trader at this table when you've gone around the table once shuffle the skill check pile that you've collected so no one knows who contributed which cards to it then flip the cards face up one at a time dividing them into piles for supporting and opposing skills then total the values in the corners of the supporting skills and subtract from that the total value of the opposing skills if the final value is equal to or greater than the target value of the mythos card the check passes and you resolve the pass effect otherwise it fails and you resolve the fail result in this case we failed all the contributed skill cards are then placed into the discard piles for them which are below their related draw piles so we failed does that mean there's a traitor at the table maybe two of the cards were opposing skills but remember we added two cards from the chaos deck at the start maybe we got unlucky and both of those were opposing skills it's possible but we might also have reason to be concerned oh and i should mention if the chaos deck is ever empty immediately refill it by shuffling two of every type of skill except for treachery cards into a new chaos deck some skill checks will have a third section between the pass and fail outcomes showing a value like we see here if the final value you achieve from the contributed skill cards is equal to or above that number but not equal to or higher than the success value you resolve this middle outcome instead so if we had a 13 or higher we pass a 10 11 or 12 means we resolve this outcome and anything less is a fail some mythos cards combine skill checks and choices here the player indicated will choose whether the players must perform a skill check which could end in a pass or fail or skip the skill check and just resolve the option at the very bottom finally some mythos cards are green and will indicate that a specific character must make the choices for this crisis if that character is not in your game or if they are but they're in the brig space or have been revealed as the traitor which again we'll learn about later just discard that mythos card and draw a new one either way after you've resolved the crisis on occurred your problems aren't over there's other dangers to still resolve here in this corner you'll find two symbols we've resolved the left one now which will show one of three monster activation icons and you'll find a reminder of how each activates on your player reference let's go through these starting with this symbol which activates the deep ones based on this list of priorities one by one in the order of the current players choosing each of the deep ones on this board activates performing a single action from the list if a character is in a deep one space the deep one attacks it and if there's more than one character there the current player picks which one is attacked but deep ones will never attack a character that's been revealed as a traitor and again we'll learn about revealing traitors a little later but you'll be able to recognize them because they'll have this token around their base either way to resolve the attack roll a die and on a result of six or higher the attacked character is defeated and moved directly to the sickbay and we'll learn more about that board space a little later in this video if there's no character in the deep one space it will instead defeat a single passenger token there if any and the current player chooses just one if there are several in the space anytime a passenger is defeated flip it face up you then reduce each pictured resource by one rotating its related dial and these resources represent fuel food sanity and souls with souls representing the passengers and essential crew on board if any resource is ever reduced to zero the game immediately ends and you check to see who won and we'll learn about determining winners a little bit later some effects may cause you to gain resources but you can never have more than 10 of any one resource at a time that said after resolving a defeated passenger you then remove it from the game so you can just put it back in the box now let's say a deep one activates but there are no characters or passengers in its space if it's an interior space that is any one of the spaces that have an action ability it will damage that space and when a space is damaged you draw the top card of this damaged deck and resolve it some damage cards like this fuel leak will have a one-time effect which you resolve and then that card is removed from the game others like structural damage here will indicate that you must place the card into the space that was damaged and when this happens any humans there are defeated and sent to the sickbay deep ones aren't the only thing that can cause damage this crisis outcome also does but it doesn't say where it just says damage the ship in those cases you would draw and resolve a damaged card as normal unless it's one that would normally need to go into a specific space in a situation like that you then roll a die and place the damage into an interior space that matches that value in the game if a damaged space would ever be selected for damage again you instead damage the nearest undamaged interior space and if there's more than one valid option you target the space with the highest printed value if there are ever six spaces with damage at the same time the game immediately ends which again we'll discuss later i should point out while the space is damaged its related action can no longer be used until the damage is repaired and to repair a space you can perform the action on the damage card while your character is in that space as long as no deep ones are in the space with you once this action is resolved following its printed instructions you then shuffle the damage card back into its deck getting back to deep one activations if one is activating but there are no characters in its space and no passengers there either and the space it is in is already damaged it will instead move to an adjacent space if they're in a water space they move to the adjacent deck space if they're already on a deck space they move to the adjacent interior space and instead they start on an interior space that's already damaged they move to the closest undamaged interior space and if there are multiple valid options it moves towards the one with the highest printed value now if the mythos card you are resolving wants you to activate deep ones and there are none in the water or on the ship instead add two deep ones from the supply to the deep area here and beware because if there are ever no more deep ones left in the supply the game immediately ends that said assuming the game didn't end now if there are four or more deep ones in the deep the current player rolls a die and moves all of the monsters in the deep including father daggen and mother hydra if they're there to the water space in front of the ship that has a range of values that encompass the value rolled so all of these monsters would go to this space on a roll of five to eight they would have gone to the space as an aside the deep is an area of the board that represents the depths of the ocean where monsters are lurking and monsters in the deep cannot be affected by player abilities while they're here all right so that's how you resolve a deep one activating from a mythos card but they aren't the only monsters that can activate if you see this symbol in the monster activation area mother hydra activates instead if mother hydra is in a water space she stays where she is but damages the interior of the ship that is closest to the spot where she's located so we would draw and resolve one of these damaged cards then you move her one water space towards the front of the ship if she's not already there if mother hydra had been in the deep when she would activate you instead add two deep ones to the deep from the supply and then if there are now four or more deep ones here you roll the die and move mother hydra and all deep ones out of the deep to the matching space at the front of the ship finally we come to the symbol for father dagen and if you see this on the mythos curd he will activate if father dagon is in a water space add two deep ones from the supply to the deck space adjacent to father dagon and then move him one water space towards the front of the ship if father dagon was in the deep when he would activate you add two deep ones to the deep from the supply and then if there are now four or more deep ones in the deep roll the die and as you likely guessed you move father dagon and all the deep ones from the deep to the water space at the front of the ship matching the result and the best part all of the rules for activating monsters are explained right here on your player reference i'll also quickly mention all of these are considered monsters but mother hydra and father dagen are sometimes specifically referred to as monarchs so if you see an effect targeting monarchs it means these models specifically but not any deep ones once you've resolved the monster activation step of a mythos card you then resolve the track icon to the right of it and there are three different types travel ritual and players choice let's learn how to resolve the travel track one first with this you advance the marker one space to the right any time this token advances it represents the ship steadily moving towards its final destination in boston you then move every monster in the water one water space towards the back of the ship and any already on the back most spaces are instead moved to the deep so each time the travel track is triggered the ship marker will advance towards the arrive space and each time this token reaches the arrive space of the track the player with the captain title draws the top two cards of this waypoint deck and chooses one of them secretly to resolve the other is returned unseen to the bottom of its deck the text of the waypoint card is now resolved which usually involves spending some amount of fuel like we see on this one but if it involves making a decision as this one does the player with the captain title decides what to do with the waypoint resolved the travel token is reset back to the start of its track and the waypoint card is set in a row to the side of the play area along with any previously played waypoints as the game goes on more waypoints will end up here and each waypoint has a distance value representing how far it has caused the ship to sail after you have a combined distance of 12 or more on these cards the very next time the travel token reaches the arrive space the game will end and the human players win this is what the human players are trying to accomplish survive long enough to be able to collect waypoints totaling a distance of 12 or more so they can advance the travel token one more time to the end of the track and win so that was resolving the travel track other times you'll see this symbol on your mythos card which means you need to resolve the ritual track by advancing its token one space onboard the ship during this voyage the original keeper of the tome was murdered but she began a ritual in the ship's chapel to cast a banishment spell against the monsters attacking the ship and then after her death other passengers continued her work if the marker ever gets to the cast space the ritual is complete and a great banishment spell is resolved first all deep ones on deck or in water spaces are defeated which sends them back to the supply if father degen and or mother hydra are in the water send them back to the deep then every passenger on a deck space is defeated so you flip them and then lose their resources and remove them from the game as normal any player characters on the deck are also defeated and a defeated character is always sent straight to the sick bay unless they're a revealed traitor then they go to the brig instead and just to make sure it's clear any deep ones or characters on interior spaces are not affected by the spell after resolving the ritual spell you then reset its marker back to the start of its track where it can be advanced again later allowing you to eventually be able to perform another great banishment spell now occasionally you'll be instructed to retreat the travel or ritual track which means you move the related token back to the left and if you ever need to retreat more times than there are spaces just to stop on the start space and just note unlike advancing the travel track retreating it never causes the monsters in the water to move coming back to our crisis card the third type of symbol you might see here is one referred to as a choice of tracks which lets the current player pick either of the two tracks to advance all of the rules for advancing the tracks you'll find reminders of right here on the player reference and that's everything you need to know about resolving a mythos card and once it's complete you place it into a mythos discard pile then it's time for the final step of the current player's turn which is called discarding here every player counts the number of the skill cards they have in their hand and if they have more than 10 cards they must discard until they're only holding 10. then the current player token is passed to the person on their left who takes their turn when playing you'll find a reminder of all of the steps of your turn here on your player reference which also includes reminders of the values that need to be ruled when trying to defeat a deep one or a character with the player's turns understood we now have a few other things to go over and let's start with quickly talking about the captain and keeper of the tome titles both of these titles are assigned during the setup and can be removed from a player through various effects and when that happens the title should be given to the available player who is highest on its list here now we've seen the benefits of being a captain already and some of what the keeper of the tome can do but the keeper also has a unique action ability as it explains here the action allows the keeper of the tome to draw and examine the top two cards of this spell deck they then put one of them on the bottom unseen and then reveal and resolve the other one you can perform a spell's action only once per turn and while quite powerful spells may come at a cost such as a loss of sanity we won't go through the various spells as how they work is explained on the cards themselves next though we should take a quick tour of the actions found on the ship spaces remember while in an interior ship space you can take the action printed there as long as a deep one isn't also in that space and the space itself will have a brief summary of the action you can perform but your summary card gives you the full details of how to use each space we're not going to go over each one of these in detail in this video as you will now be able to read and resolve them based on the rules we've learned however i want to point out the bridge specifically as it says to perform its action you must risk a passenger anytime you're told to risk a passenger roll the die and then add a random passenger token from the supply to the matching deck space they are never placed on an interior space if an action requires risking a passenger to perform it and you don't have any passengers left in the supply then you can't perform that action and with that understood i'll quickly summarize the various space actions using the bridge lets you look ahead at the mythos or waypoint deck the chapel will let you adjust the marker on the ritual track and in the cargo hold you can gather items from the item deck which can provide you with new actions and special abilities before we continue i want to show you a couple of items for example the book of dagen allows you to move all deep ones in your space to a single adjacent one adjacent spaces are any two that share a common border but if they only share a corner they are not considered adjacent so this space is not adjacent to this one this six shooter lets you attack an enemy in your space but what's an enemy if your character in the game is a human your enemies are deep ones or any player who's been revealed as a traitor if you're a revealed traitor your enemy is any human character in the game some items are referred to as improvements and these are either face up to show they're active or face down to show they're inactive you can only have one active improvement at a time and at the start of your turn or anytime you get a new one you must choose any one of them to keep face up turning the rest face down an active improvement adds its skill symbol to your skill set allowing you to draw an extra card of that type during the first step of your turn with those details understood the rest of the items you'll be able to understand on your own so let's go back to summarizing the actions found on the deck spaces using the captain's cabin is a way to perform a skill check that attempts to send another character to the brig space of the board and we'll talk about the brig a little more later at the galley you can gain additional skill cards and in the boiler room you can advance the travel track and extra space though it may cost some fuel the sickbay is a unique space that you cannot voluntarily move to but when a character gets defeated it's sent here while in the sickbay as you're reminded of on the board you can only draw a single skill card during your receive skills step that said on your turn you can leave the sickbay by using an action to move which allows you to go to any other space as normal okay with that understood you now know enough to start playing your first learning game and you should with each person taking a single turn and once that's done you can come back because now it's time to learn about loyalties the idea behind loyalties is that while every person at the table appears to want the same outcome it's possible that some have been corrupted by the dark and evil forces pursuing the ship and are actually working secretly alongside them your character's loyalty is based on the loyalty cards you're holding normally you're dealt one of these at the beginning of the game but in this learning game you can wait until everyone has had a single turn and then you collect the loyalty card deck you created at the beginning of the game during the setup this will have some combination of human and hybrid loyalty cards which you shuffle dealing one to each player putting the rest unseen to the side for now each player now looks at their own loyalty card for a full 30 seconds and everyone must do this keeping their eyes on their own card this helps ensure that people aren't hunting for visual cues from other players about where their loyalties might lie and it allows everyone to keep their composure and carefully read their own card without feeling rushed if you're a human you want to help ensure that the ship reaches boston if you're a hybrid you've been corrupted and are now working with your underwater overlords to sink the ship a hybrid is slowly turning into a deep one but still appears to be a human to the other players the cultist card is only used in four and six player games and this player is also working with the enemies of the humans but hasn't quite grown its gills yet so although it wants the ship to fail to reach boston they only want to win if the failure happens after the ship has gained at least 12 distance points from the waypoint cards after the full 30 seconds of examination each player will now turn their loyalty card face down in front of himself making sure nobody else sees what it is and you can always look at your own loyalty card at any time if you want but you really shouldn't because that can be quite a giveaway but now players carry on with the game as normal and any trader at the table will want to keep this aspect of their personality a secret as traders are always outnumbered but there are several ways you can work against the humans in secret you might for example contribute bad cards to skill checks to cause them to fail and when a check fails you might accuse another player being the traitor to sow seeds of doubt if you're the captain or keeper of the tome and get to secretly draw two cards to choose from you might choose the worst card claiming that it was actually the best choice that you had or you might simply play inefficiently however as it relates to all game effects the trader will be treated as a human after all even though people might have suspicions about someone you can never know for sure that is until a traitor chooses to reveal themselves which we'll discuss in a moment however i should mention your loyalties can actually change during the game as soon as a waypoint card is revealed and resolved that first brings the total value of all of them to six or higher each player is then dealt one more loyalty card from the remaining deck each player must now again read their loyalty cards for 30 seconds and any player who now has a hybrid or cultist no matter what other cards they might be holding are said to be working with the deep ones against the human team and since the loyalty deck is now empty you know for sure that at least one player is a traitor this game involves keeping secrets and there are some guidelines for this for example you're never required to tell the truth except about things that are open information for example you never have to say truthfully what cards you put into a skill check but you would have to say how many skill cards you're holding if someone asks you in a skill check you are not allowed to say what types or values of cards you added to it but you can provide some general information you might say well i was able to help a little bit with this skill check or i helped a whole lot anytime you get to look at cards in a deck you must do so secretly and cannot show a card until it's played or being resolved and if a player at the table wants to ask another player about hidden information the question should be one that can be answered with a yes or no but the person being asked doesn't have to give an answer if they don't want to you also can't ask another player directly about their loyalty but you can imply insinuate or accuse so you could say i think you're a trader but i couldn't ask you are you the trader now these guidelines around secrecy are just that their guidelines in your group you may decide to have different rules about how secrets are kept but i've shared the recommendations from the designers that said it's your game and you can do what you like as a trader you'll likely want to operate in secret but you don't have to on your turn as an action you can reveal yourself as a trader and this changes what you can do on your turns allowing you to take more direct actions against the humans so let's go through the steps of revealing as a trader first you reveal one hybrid loyalty card now it is possible that your other card is a hybrid as well but if so you do not reveal it if you're in a game with more than one hybrid card this will lead people to wonder if there's still another trader on the ship you now resolve the when revealed as a trader ability shown here on your character card next if the revealed waypoint cards have a total distance value that's less than 12 you give all of your remaining unrevealed loyalty cards to one player of your choice this means if you were holding another hybrid card you just turned another player into an ally working to secretly sync the ship along with you and if any loyalty cards are given away at this time every player must pick up all of their loyalty cards and secretly examine them for 30 seconds to again allow people to take stock of their current loyalties without others watching their reactions with that over everyone puts their loyalties back down and the player who revealed as a traitor now loses any titles they were holding which means they would then go to the non-traitor player in the highest position listed on its back a traitor can never be in possession of a title if the trader has any mythos cards in their play area they discard them and they also remove their feet card from the game this next step is skipped if the trader is currently in the brig but if not they may now discard any number of skill cards they are holding to draw an equal number of cards from this treachery deck and we'll see how these are used a little later finally the player adds a traitor ring to their standee so all the players can easily tell that they're working for the deep ones you'll find reminders of all the steps for revealing as a trader here on the player references along with reminders of the rules you need to keep in mind while playing as a trader you're no longer a loyal human so how you take a turn has changed and we'll go through those changes right now just like a human a revealed trader still draws the number and type of skill card shown on their skill set but may replace drawing any number of them with drawing cards from the treachery deck instead this is the skill deck that's just set a bit to the side of the other ones they then move on to the action step of their turn which works the same way but the actions they can perform are slightly different and remember you'll find these actions explained here on the reference sheet but let's go through them quickly together when you move you still can't enter water spaces the sickbay or the brig however as we'll see later it is possible for other players to throw you into the brig and once you're there you can only move out of it if you use an action to discard skill cards from your hand totaling a value of 12 or more all at the same time then you can move to any valid space as normal however a trader can never use ship space actions and human players should also note that they can't use the action of a space while a traitor is in it another action traitors have access to is attacking a human player if your character is in their space just roll the die and if you get a six or more they're defeated and sent to the sickbay also if a traitor is in a space with a passenger and there are no human players in the space as well the trader can spend an action to defeat it the human players got lucky here this x symbol on the back of a passenger means no resources are lost you just remove the token from the game as usual finally a trader can use an action ability on a card in their hand or play area as normal but can no longer use action abilities from their character sheet as we saw earlier traders are now also able to draw treachery cards and these work like regular skills when they're played from your hand but they have abilities that will hurt the human players and when added to a skill check always count against its success however a trader can only add at most one card to a skill check so there are limits to how badly they can affect it some treachery cards like this one will begin with the words play at the start of your action step so to play this it must be the very first thing you do at the beginning of your action step and then after resolving it as you'll see it says here your action step immediately ends after a trader's action step is over however it ended they now go to the discard step which is the same as normal every player that's holding more than 10 cards in their hand will discard until they only have 10. then the trader's turn is over and the next player goes so one of the big changes to the trader's turn is they do not perform a mythos step traitors hidden or revealed can cause real problems for the human players though but there are some tools for dealing with them any player who hasn't been revealed as a traitor can spend an action to attack a revealed traitor in their space by rolling a die and if they get six or more the trader is defeated and sent to the brig but what if there's a player at the table who hasn't revealed as a trader but you think they might be one or you want to pretend that you think they're one this is where you might want to take advantage of the captain's cabin space if you resolve this space's skill check successfully you can move a chosen character to the brig whether that character has been revealed as a traitor or not when a player is moved to the brig they lose any titles they have and suffer a few other consequences first of all they can no longer contribute more than one card to each skill check they also can't use any abilities on items that they have face up in their play area and any player ability that says you cannot be in the brig can't be performed while you're in the brig also if you're not revealed as a traitor and you're performing the mythos step of your turn while in the brig you do not perform the crisis portion of the card you drew only the monster activation and track icons and if you have a choice of tracks symbol like we see here the player holding the captain title instead chooses which track to advance and once again you're reminded of all these key rules related to the brig right on the player reference including how to leave the brig which we'll go over together now first of all you can't leave the break like you normally would with a regular move action instead if you're not revealed as a trader as this player isn't you must use the briggs action ability which is explained in detail here and pass its skill check to leave so hopefully some of the players are willing to pitch in some cards to help if you are a revealed trader you don't perform the skill check as we mentioned earlier you instead have to personally discard a total of 12 or more points in skill cards and then you may leave and move to any space of the ship and with that you now know all the basics of how to play the game and turns will continue until the game ends which can happen in one of four possible ways one way is if the travel marker reaches the arrive space of the track and there are already 12 points in total showing face up on the waypoint cards in play this means the ship has reached boston and the game ends the game also ends as soon as any resource dial hits zero or if there are six damage cards on the ship at the same time or if you need to place a deep one but there aren't enough in the supply in all three of those cases the ship has sunk now if any of these conditions happen the players reveal their loyalty cards if the ship reached boston then the players with human loyalties win but if any of the other conditions cause the end of the game the hybrid loyalty players win and don't forget the cultists unique victory condition which requires the humans to lose while there are at least 12 points in total on the waypoint cards don't forget in this first learning game we set things up slightly differently but in all future games you'll make the following adjustments to the setup first each player is dealt one loyalty card at the very beginning of the game instead of waiting until everyone has had one turn secondly during the setup only every player other than the current one picks only three of the cards they are owed from their skill set instead of drawing all five at the start of their turns they'll draw the full skill set as normal these rules for setup including the updated loyalty deck creation table for including the cultist loyalty cards in four and six player games is found on these pages at the back of the included rules reference and this is a great document for any questions that might come up as you play just refer to the comprehensive index found here at the back for any topic you need more information about and it will direct you to the page that covers all the details for that rule but otherwise that's everything you need to know to play unfathomable and if you have any questions about anything you saw here feel free to put them in the comments below and i'll gladly answer them as soon as i get a chance you'll also find forums for discussion pictures other videos and lots more over on the games page at board game geek and i'll put a link to that in the description below and if you found this video helpful please consider giving it a like subscribing and clicking that little bell icon so you get notification anytime we post a new video and if you'd like to support us you can join our patreon team which i'll have linked below but until next time thanks for watching [Music] you
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Channel: Watch It Played
Views: 52,080
Rating: undefined out of 5
Keywords: How To Play, Watch It Played, Instructions, Board Games, Card Games, Tabletop, Miniatures, Play Throughs, Board Game, Tutorial, Tutorials, Rules, Learn, Learn How To Play, Game Rules, Learn To Play, Unfathomable, Fantasy Flight Games, Asmodee, instructional
Id: idGvLyUN-Is
Channel Id: undefined
Length: 45min 44sec (2744 seconds)
Published: Tue Oct 05 2021
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